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Simple Questions, Simple Answers - Page 826

Forum Index > Dota 2 Strategy
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Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
April 07 2014 20:45 GMT
#16501
Similar thing showed up in one of those "Top plays" things where a chen dominated a forged spirit while the auto was in the air, which awarded chen the deny on his ally, instead of awarding enemy invoker the kill.

This was in dota 2, so my understanding is that the interaction should be consistent.
I'm actually Fleetfeet D:
Excludos
Profile Blog Joined April 2010
Norway8281 Posts
April 07 2014 21:20 GMT
#16502
On April 08 2014 05:45 Staboteur wrote:
Similar thing showed up in one of those "Top plays" things where a chen dominated a forged spirit while the auto was in the air, which awarded chen the deny on his ally, instead of awarding enemy invoker the kill.

This was in dota 2, so my understanding is that the interaction should be consistent.


Yeah. Owner of an attack is registered once at the beginning of the swing and once at impact, and the one on impact counts for the killshot. So unless there is something funky going on, it should work in dota 2.
Shikada
Profile Joined May 2012
Serbia976 Posts
April 07 2014 23:25 GMT
#16503
Guys, what's your take on building a wand compared to leaving it as a magic stick only? I hear very divided opinions about this.
TheYango
Profile Joined September 2008
United States47024 Posts
April 07 2014 23:44 GMT
#16504
Depends a lot on the game. Generally it winds up being a choice between selling branches and finishing the wand, and that decision is usually made on the basis of how heavy your participation is in early fighting and how soon you're going to replace that item slot.
Moderator
Darkren
Profile Blog Joined February 2010
Canada1841 Posts
April 07 2014 23:46 GMT
#16505
On April 08 2014 08:25 Shikada wrote:
Guys, what's your take on building a wand compared to leaving it as a magic stick only? I hear very divided opinions about this.


I would say in pubs go for wand 100% of the time

5 more charges and more healing/mana per charges is really a bargain for150, since most of the time you already have brances, it saves your life and gives that extra mana in alot of early important teamfight

It has never failed me
"Yeah, I send (hopefully) helpful PM's quite frequently. You don't have to warn/ban everything" - KadaverBB
Shikada
Profile Joined May 2012
Serbia976 Posts
April 07 2014 23:57 GMT
#16506
Thanks a lot for the input guys. And I always respect your opinions TheYango.
xAdra
Profile Joined July 2012
Singapore1858 Posts
April 08 2014 00:19 GMT
#16507
From Slashstrike's blog post: "Everything about MMR - support vs core, skill representation, match quality / balance, abuse, win / loss streaks and attitude":

I have always blamed my lower-than-I-would-like MMR on me playing supports and only supports. However this post raises a pretty valid point (going to copypasta here):
+ Show Spoiler +
Those that complain about not having any impact on the game as a support may simply be playing the wrong type of support. This would include heroes that require a lot of coordination to reach their fullest potential, something that you cannot count on pubs to have. I am talking about heroes such as Shadow Demon, Abaddon, Lina, Ezalor, etc. They do not have reliable hard disables starting at level 1, and are not the best candidates for ganking.

On the other hand, heroes like Skywrath, Disruptor, Rhasta, Bane, etc. can make many things happen even on their own, thus having great chances of getting a kill when ganking and being 2v1.

When playing support you don't need to sit behind your carry all game when you should be constantly missing and roaming the map, ganking whenever you see an opportunity and making the enemies play reserved in the meantime because they are afraid of overextending. Solo kill someone with Skywrath, get easy pickoffs or wreck teamfights with Disruptor, push a tower with Rhasta, more pickoffs with Bane, etc.

This makes perfect sense to me. When I started playing ranked, I did so with some of my fave heroes, e.g Lina, Ezalor and Abaddon. However recently I overcame my distaste for ranked and started playing again, however using only Phoenix. The way I see it, Phoenix is borderline OP with the ability to output more damage than a mid hero even with minimal farm, as long as you can position. The results have been fairly amazing, with me being able to accrue 300+ MMR in a day.

So my question is: besides those listed in the spoiler, what other supports are good for "making things happen even on their own"? I'd like to learn more such heroes. Skywrath and Disruptor aren't really to my taste honestly.
njt7
Profile Joined August 2012
Sweden769 Posts
Last Edited: 2014-04-08 00:26:07
April 08 2014 00:19 GMT
#16508
On April 08 2014 08:46 Darkren wrote:
Show nested quote +
On April 08 2014 08:25 Shikada wrote:
Guys, what's your take on building a wand compared to leaving it as a magic stick only? I hear very divided opinions about this.


I would say in pubs go for wand 100% of the time

5 more charges and more healing/mana per charges is really a bargain for150, since most of the time you already have brances, it saves your life and gives that extra mana in alot of early important teamfight

It has never failed me


Both give 15/15 I have no idea where this false information is coming from, is it from hon or some shit? I have a friend who also used to believe that you got more from your magic wand charges and he liked using the courier to ferry his recipe. I usually played mid trying to carry him, ferrying a magic wand recipe is one of the stupidest thing one can use early courier time with.
It only gives you more inventory space to work with which you dont need early.

"All the casters who flamed me ever for anything."
evilfatsh1t
Profile Joined October 2010
Australia8947 Posts
April 08 2014 00:48 GMT
#16509
it gives 10 charges. plz get your facts right
and i only go wand if i started with branches. if my starting items have no branches for whatever reason (null tango for example), dont upgrade to wand.
Jonoman92
Profile Blog Joined September 2006
United States9111 Posts
Last Edited: 2014-04-08 01:13:18
April 08 2014 01:10 GMT
#16510
On April 08 2014 09:48 evilfatsh1t wrote:
it gives 10 charges. plz get your facts right
and i only go wand if i started with branches. if my starting items have no branches for whatever reason (null tango for example), dont upgrade to wand.


He is saying that while a wand can hold a maximum of 15 charges, and a stick can only hold a maximum of 10 charges. The amount regained (15 health/15 mana) is the same per charge for both.
oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
Last Edited: 2014-04-08 01:14:34
April 08 2014 01:10 GMT
#16511
On April 08 2014 09:19 njt7 wrote:
Show nested quote +
On April 08 2014 08:46 Darkren wrote:
On April 08 2014 08:25 Shikada wrote:
Guys, what's your take on building a wand compared to leaving it as a magic stick only? I hear very divided opinions about this.


I would say in pubs go for wand 100% of the time

5 more charges and more healing/mana per charges is really a bargain for150, since most of the time you already have brances, it saves your life and gives that extra mana in alot of early important teamfight

It has never failed me


Both give 15/15 I have no idea where this false information is coming from, is it from hon or some shit? I have a friend who also used to believe that you got more from your magic wand charges and he liked using the courier to ferry his recipe. I usually played mid trying to carry him, ferrying a magic wand recipe is one of the stupidest thing one can use early courier time with.
It only gives you more inventory space to work with which you dont need early.



Stick is 10 charges, carry.
Learn the game before ranting so hard on best item in game.

On April 08 2014 09:19 xAdra wrote:
From Slashstrike's blog post: "Everything about MMR - support vs core, skill representation, match quality / balance, abuse, win / loss streaks and attitude":

I have always blamed my lower-than-I-would-like MMR on me playing supports and only supports. However this post raises a pretty valid point (going to copypasta here):
+ Show Spoiler +
Those that complain about not having any impact on the game as a support may simply be playing the wrong type of support. This would include heroes that require a lot of coordination to reach their fullest potential, something that you cannot count on pubs to have. I am talking about heroes such as Shadow Demon, Abaddon, Lina, Ezalor, etc. They do not have reliable hard disables starting at level 1, and are not the best candidates for ganking.

On the other hand, heroes like Skywrath, Disruptor, Rhasta, Bane, etc. can make many things happen even on their own, thus having great chances of getting a kill when ganking and being 2v1.

When playing support you don't need to sit behind your carry all game when you should be constantly missing and roaming the map, ganking whenever you see an opportunity and making the enemies play reserved in the meantime because they are afraid of overextending. Solo kill someone with Skywrath, get easy pickoffs or wreck teamfights with Disruptor, push a tower with Rhasta, more pickoffs with Bane, etc.

This makes perfect sense to me. When I started playing ranked, I did so with some of my fave heroes, e.g Lina, Ezalor and Abaddon. However recently I overcame my distaste for ranked and started playing again, however using only Phoenix. The way I see it, Phoenix is borderline OP with the ability to output more damage than a mid hero even with minimal farm, as long as you can position. The results have been fairly amazing, with me being able to accrue 300+ MMR in a day.

So my question is: besides those listed in the spoiler, what other supports are good for "making things happen even on their own"? I'd like to learn more such heroes. Skywrath and Disruptor aren't really to my taste honestly.


I hardly can imagine Disruptor making plays when being collapsed by 2-3 heroes if he's not higher level and has enough items. Rhasta and Bane are understandable at least, and Skywrath is op in general.

Lich, Tidehunter, Ogre Magi, SK, Dazzle as well.
They're good on their own, even Undying is good, Elder Titan and Earth Spirit as well.
Basically every support can make real plays, even CM.
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
Jonoman92
Profile Blog Joined September 2006
United States9111 Posts
Last Edited: 2014-04-08 01:14:21
April 08 2014 01:14 GMT
#16512
On April 08 2014 10:10 oo_Wonderful_oo wrote:
Show nested quote +
On April 08 2014 09:19 njt7 wrote:
On April 08 2014 08:46 Darkren wrote:
On April 08 2014 08:25 Shikada wrote:
Guys, what's your take on building a wand compared to leaving it as a magic stick only? I hear very divided opinions about this.


I would say in pubs go for wand 100% of the time

5 more charges and more healing/mana per charges is really a bargain for150, since most of the time you already have brances, it saves your life and gives that extra mana in alot of early important teamfight

It has never failed me


Both give 15/15 I have no idea where this false information is coming from, is it from hon or some shit? I have a friend who also used to believe that you got more from your magic wand charges and he liked using the courier to ferry his recipe. I usually played mid trying to carry him, ferrying a magic wand recipe is one of the stupidest thing one can use early courier time with.
It only gives you more inventory space to work with which you dont need early.



Stick is 10 charges, carry.
Learn the game before ranting so hard on best item in game.


Learn to read before you post then

I'll admit, I was ready to jump on his post as well. But then I read.
oo_Wonderful_oo
Profile Blog Joined December 2013
The land of freedom23126 Posts
Last Edited: 2014-04-08 15:27:23
April 08 2014 01:15 GMT
#16513
On April 08 2014 10:14 Jonoman92 wrote:
Show nested quote +
On April 08 2014 10:10 oo_Wonderful_oo wrote:
On April 08 2014 09:19 njt7 wrote:
On April 08 2014 08:46 Darkren wrote:
On April 08 2014 08:25 Shikada wrote:
Guys, what's your take on building a wand compared to leaving it as a magic stick only? I hear very divided opinions about this.


I would say in pubs go for wand 100% of the time

5 more charges and more healing/mana per charges is really a bargain for150, since most of the time you already have brances, it saves your life and gives that extra mana in alot of early important teamfight

It has never failed me


Both give 15/15 I have no idea where this false information is coming from, is it from hon or some shit? I have a friend who also used to believe that you got more from your magic wand charges and he liked using the courier to ferry his recipe. I usually played mid trying to carry him, ferrying a magic wand recipe is one of the stupidest thing one can use early courier time with.
It only gives you more inventory space to work with which you dont need early.



Stick is 10 charges, carry.
Learn the game before ranting so hard on best item in game.


Learn to read before you post then

I'll admit, I was ready to jump on his post as well. But then I read.


Does it really matter?
15*15 is always better than 15*10.
75 health is no joke in early skirmishes.
LiquidLegends StaffFPL 25 #1 | tfw I cast games on-air | back-to-back Liquibet winner
DV G
Profile Joined September 2012
Argentina2339 Posts
April 08 2014 02:02 GMT
#16514
On April 08 2014 10:15 oo_Wonderful_oo wrote:
Show nested quote +
On April 08 2014 10:14 Jonoman92 wrote:
On April 08 2014 10:10 oo_Wonderful_oo wrote:
On April 08 2014 09:19 njt7 wrote:
On April 08 2014 08:46 Darkren wrote:
On April 08 2014 08:25 Shikada wrote:
Guys, what's your take on building a wand compared to leaving it as a magic stick only? I hear very divided opinions about this.


I would say in pubs go for wand 100% of the time

5 more charges and more healing/mana per charges is really a bargain for150, since most of the time you already have brances, it saves your life and gives that extra mana in alot of early important teamfight

It has never failed me


Both give 15/15 I have no idea where this false information is coming from, is it from hon or some shit? I have a friend who also used to believe that you got more from your magic wand charges and he liked using the courier to ferry his recipe. I usually played mid trying to carry him, ferrying a magic wand recipe is one of the stupidest thing one can use early courier time with.
It only gives you more inventory space to work with which you dont need early.



Stick is 10 charges, carry.
Learn the game before ranting so hard on best item in game.


Learn to read before you post then

I'll admit, I was ready to jump on his post as well. But then I read.


Does it really matter?
15*15 is always better than 15*10.
25 health is no joke in early skirmishes.



75?
Go pro or die trying
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
April 08 2014 02:24 GMT
#16515
On April 08 2014 10:15 oo_Wonderful_oo wrote:
Show nested quote +
On April 08 2014 10:14 Jonoman92 wrote:
On April 08 2014 10:10 oo_Wonderful_oo wrote:
On April 08 2014 09:19 njt7 wrote:
On April 08 2014 08:46 Darkren wrote:
On April 08 2014 08:25 Shikada wrote:
Guys, what's your take on building a wand compared to leaving it as a magic stick only? I hear very divided opinions about this.


I would say in pubs go for wand 100% of the time

5 more charges and more healing/mana per charges is really a bargain for150, since most of the time you already have brances, it saves your life and gives that extra mana in alot of early important teamfight

It has never failed me


Both give 15/15 I have no idea where this false information is coming from, is it from hon or some shit? I have a friend who also used to believe that you got more from your magic wand charges and he liked using the courier to ferry his recipe. I usually played mid trying to carry him, ferrying a magic wand recipe is one of the stupidest thing one can use early courier time with.
It only gives you more inventory space to work with which you dont need early.



Stick is 10 charges, carry.
Learn the game before ranting so hard on best item in game.


Learn to read before you post then

I'll admit, I was ready to jump on his post as well. But then I read.


Does it really matter?
15*15 is always better than 15*10.
25 health is no joke in early skirmishes.


The additional capacity is not as useful early game because you are more likely to use it before it reaches 11+
I'll always be your shadow and veil your eyes from states of ain soph aur.
Discarder
Profile Joined July 2012
Philippines411 Posts
April 08 2014 03:39 GMT
#16516
I've been searching but I can't find the answer to my question. If ogre casts fireblast with multicast on a linken equipped hero. does the linken block everything or just one spell?
You can take the lion out of the jungle, but you can't take the jungle out of the lion
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
Last Edited: 2014-04-08 04:00:17
April 08 2014 03:59 GMT
#16517
On April 08 2014 09:19 xAdra wrote:
From Slashstrike's blog post: "Everything about MMR - support vs core, skill representation, match quality / balance, abuse, win / loss streaks and attitude":

I have always blamed my lower-than-I-would-like MMR on me playing supports and only supports. However this post raises a pretty valid point (going to copypasta here):
+ Show Spoiler +
Those that complain about not having any impact on the game as a support may simply be playing the wrong type of support. This would include heroes that require a lot of coordination to reach their fullest potential, something that you cannot count on pubs to have. I am talking about heroes such as Shadow Demon, Abaddon, Lina, Ezalor, etc. They do not have reliable hard disables starting at level 1, and are not the best candidates for ganking.

On the other hand, heroes like Skywrath, Disruptor, Rhasta, Bane, etc. can make many things happen even on their own, thus having great chances of getting a kill when ganking and being 2v1.

When playing support you don't need to sit behind your carry all game when you should be constantly missing and roaming the map, ganking whenever you see an opportunity and making the enemies play reserved in the meantime because they are afraid of overextending. Solo kill someone with Skywrath, get easy pickoffs or wreck teamfights with Disruptor, push a tower with Rhasta, more pickoffs with Bane, etc.

This makes perfect sense to me. When I started playing ranked, I did so with some of my fave heroes, e.g Lina, Ezalor and Abaddon. However recently I overcame my distaste for ranked and started playing again, however using only Phoenix. The way I see it, Phoenix is borderline OP with the ability to output more damage than a mid hero even with minimal farm, as long as you can position. The results have been fairly amazing, with me being able to accrue 300+ MMR in a day.

So my question is: besides those listed in the spoiler, what other supports are good for "making things happen even on their own"? I'd like to learn more such heroes. Skywrath and Disruptor aren't really to my taste honestly.


My go-to "Do stuff" supports at the moment are CM, Lion, Rhasta and Rubick.

CM and Lion are both sustained off 1-2 points in their mana regen skills, plus tranquils. Both are decent gankers, and CM has the fallback option of going into the woods if there's noone she can actually gank. Neither of them really need money aside from tranquils, but both have plenty of use for a blink dagger, force staff, mek, or whatever else, should the situation call for it.

Rhasta brings a ton of disable to the table, and each cast of Mass Serpent Wards, assuming you get level 6 relatively early, should mean a T1 tower. Team gold is awesome.

Rubick is easier to have fun with than to win with imo, but he's still capable of doing stuff. He just isn't as good at it as some others

Also Lina's one of my favorite heroes as well, and I'm offended that someone suggested she's not a hero that makes shit happen by herself + Show Spoiler +
and suggested Bane is? wat?
I'm actually Fleetfeet D:
llIH
Profile Joined June 2011
Norway2147 Posts
Last Edited: 2014-04-08 06:44:54
April 08 2014 06:22 GMT
#16518
If you are playing a match vs a carry heavy team. And you are playing solo queue. How do you play it? Shouldn't it be fairly easy?

What if we start to push, and they split push. Should we equalize the split push by defending but still pushing with the others? We will be able to make a 4vs4 for example?

Match ID: 599473657

I would like some general strategy plan that is common to use against this kind of picks.
hefty
Profile Joined January 2005
Denmark555 Posts
April 08 2014 08:14 GMT
#16519
On April 08 2014 12:59 Staboteur wrote:
Also Lina's one of my favorite heroes as well, and I'm offended that someone suggested she's not a hero that makes shit happen by herself + Show Spoiler +
and suggested Bane is? wat?

While it might be true that Lina fares better than Bane in a 1v1 situation that is not what that comment was about. If Lina go to make a gank happen, say in a 1v1 lane, she needs to do so in a lane where the ally can set it up by having a good stun or similar. Of course you may get lucky and sneak Lina's stun in from the sahdows now or then, but you can't rely on this happening. Thus she relies on the ally to "make it happen". Bane doesn't. Any allied hero will do, if he ganks a lane and makes it an 2v1 situation. Same goes for distruptor to an extend.
Kreb
Profile Joined September 2010
4834 Posts
Last Edited: 2014-04-08 08:26:53
April 08 2014 08:22 GMT
#16520
On April 08 2014 09:19 xAdra wrote:
From Slashstrike's blog post: "Everything about MMR - support vs core, skill representation, match quality / balance, abuse, win / loss streaks and attitude":

I have always blamed my lower-than-I-would-like MMR on me playing supports and only supports. However this post raises a pretty valid point (going to copypasta here):
+ Show Spoiler +
Those that complain about not having any impact on the game as a support may simply be playing the wrong type of support. This would include heroes that require a lot of coordination to reach their fullest potential, something that you cannot count on pubs to have. I am talking about heroes such as Shadow Demon, Abaddon, Lina, Ezalor, etc. They do not have reliable hard disables starting at level 1, and are not the best candidates for ganking.

On the other hand, heroes like Skywrath, Disruptor, Rhasta, Bane, etc. can make many things happen even on their own, thus having great chances of getting a kill when ganking and being 2v1.

When playing support you don't need to sit behind your carry all game when you should be constantly missing and roaming the map, ganking whenever you see an opportunity and making the enemies play reserved in the meantime because they are afraid of overextending. Solo kill someone with Skywrath, get easy pickoffs or wreck teamfights with Disruptor, push a tower with Rhasta, more pickoffs with Bane, etc.

This makes perfect sense to me. When I started playing ranked, I did so with some of my fave heroes, e.g Lina, Ezalor and Abaddon. However recently I overcame my distaste for ranked and started playing again, however using only Phoenix. The way I see it, Phoenix is borderline OP with the ability to output more damage than a mid hero even with minimal farm, as long as you can position. The results have been fairly amazing, with me being able to accrue 300+ MMR in a day.

So my question is: besides those listed in the spoiler, what other supports are good for "making things happen even on their own"? I'd like to learn more such heroes. Skywrath and Disruptor aren't really to my taste honestly.

Many/most supports can "make plays". But making plays can mean so many different things. Most supports are really good at at least one or two things so you should be trying to use the support you're playing to its full potential. Some supports excel at early game, say lvl 1-4, ganking (ogre, cm, veno to name a few). Some excel at getting kills once their ulti comes online (bane, sand king, lina, lion, skywrath). Some excel in team fights (disruptor, shaker, sand king, enigma). Some excel at pushing (chen, ench, enigma, lesh, shaman).

And thats just naming some supports and a few ways they can make a difference. Theres obviously a lot more to it than that.

You're probably better off either saying in what ways you want to make plays. Do you want to roam and kill shit during laning, do you want to wreck team fights or do you want to mow down towers? Or if you have one or several favorite supports then name them and maybe someone can give advice how to play it to its full potential and how you should be trying to make plays with support X in particular.

The ones who cant or has a hard time to make plays are generally the considered defensive supports. Treant, Omni, Abaddon, Dazzle, Keeper to name a few. But they're awesome in their own way, though much more reactive in their playstyle.
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