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On April 15 2014 18:41 hooahah wrote: for Enigma jungling, watch a replay of Aui. The guy has perfected Enigma jungling, I think he reached level 6 in like 3.5 minutes in some game lately.
I need Clockwork help - I usually have a pretty good earlygame (because the hero rapes) and then I buy a blademail and suddenly the game turns really sour and I'm worthless as a hero. My game sample isn't that big but I guess it's because when I get the blademail is when the enemy team starts 5manning.
Clock is really flexible with his build but appearently blademail just doesn't cut it. I usually go Treads, casual Sobi mask, stick -> blademail -> aghs. Thoughts, opinions etc You need to get a descent start with Clock. He has no comeback mechanics at all (no ability to farm whatsoever) and since he's kinda of an in-your-face hero he needs to be on par or ahead of those he fights. If you have a bad start you're just gonna end up hooking in and dying. The hero also falls off after a while as he loses his ganking potential come late midgame or so.
Dont see anything wrong with your itembuild. Blademail is fine. Might consider a more utility-based item like Force or Shiva instead of Agha, but doubt you'll notice a huge difference either way. And dont forget that even if you die but your team wins a fight due to your initiation, or you trade your own life for their mid/carry, you still did your job.
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Lots of stuff work on clockwerk and its very situational what i tend to buy :
1. But i do prefer phaseboots over PT's because I can chase with them. Hookshot has a 70 second cooldown until lvl 11, so every time i dont have to use hookshot is 1 free extra kill. The early psychical damage output feels higher with phaseboots and seems to give me more snowballpotential; 2. A urn and/or bottle feels like they synergize well when roaming with a clockwerk, a single orge club is also nice; 3. Blademail is great, its never a bad item! Although lately it feels less effective in the CW-combo, as people dont cast spells when the blademail turned on. So if you skip it for another item i can understand that; 3. Forcestaff is awesome on clockwerk. It can trap hero's in the cogs, force myself out of the cogs, kite someone else and gives me intelegence. 4. I dont go for an early aghs septer like you do because i dont seem to have the mana to sustain so many hookshots anyway. It feels like an shiva's, orchid, heavenshalberd or a bkb are more usefull. 5. Aghs septer or a HoT when i am godlike as 5th or 6th item.
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when you're not doing very hot early get all tanky items you can and make sure you can initiate for your team
if you snowballing early phase forcestaff aghs etc to ball even harder
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Not sure if someone has asked this before:
I was playing as LC with my team being Axe, Zues, Sniper and Mirana. The enemy team had Clockwerk, Bounty Hunter, Leshrac, Batrider and Viper (Disconnected 10 mins in).
My duels kept getting cancelled when I initiated on Clock, BH etc. One reason might be the Clockwerk shrapnel but it happened even when I didn't use duel on him. Anyone knows why?
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What the hell does "getting cancelled" mean?
Axe's taunt might interact funny but it won't end the dual afaik. Nothing on their team will end a duel either.
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On April 16 2014 00:43 Dante08 wrote: Not sure if someone has asked this before:
I was playing as LC with my team being Axe, Zues, Sniper and Mirana. The enemy team had Clockwerk, Bounty Hunter, Leshrac, Batrider and Viper (Disconnected 10 mins in).
My duels kept getting cancelled when I initiated on Clock, BH etc. One reason might be the Clockwerk shrapnel but it happened even when I didn't use duel on him. Anyone knows why?
Were you dueling heroes that Axe taunted?
On April 16 2014 00:45 Sn0_Man wrote: What the hell does "getting cancelled" mean?
Axe's taunt might interact funny but it won't end the dual afaik. Nothing on their team will end a duel either.
It does actually. The control returned when the taunt duration ends also removes the duel.
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Means the duel stopped after about 1 second, happened for like 5 times, ended up winning only 2 and losing the game -.-
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Ahh should have realized it sooner, thanks for the quick reply!
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Okay I have a question regarding insanity.
buyback has a penalty that doesn't let you earn unreliable gold - but I swear when I BB and get kills / assists I don't get gold for the kills, which should be reliable gold.
Is this bugged or is the crack finally affecting my general perception of reality?
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The land of freedom23126 Posts
On April 16 2014 01:21 Comeh wrote: Okay I have a question regarding insanity.
buyback has a penalty that doesn't let you earn unreliable gold - but I swear when I BB and get kills I don't get gold for the kills, which should be reliable gold.
Is this bugged or is the crack finally affecting my general perception of reality?
DotA 2 engine gives funny gifts occassionally, but your drugs are strong.
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On April 16 2014 01:21 Comeh wrote: Okay I have a question regarding insanity.
buyback has a penalty that doesn't let you earn unreliable gold - but I swear when I BB and get kills / assists I don't get gold for the kills, which should be reliable gold.
Is this bugged or is the crack finally affecting my general perception of reality? it doesnt show on the screen but you get the gold for towers/kills/assists/midas
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Northern Ireland22213 Posts
On April 16 2014 01:21 Comeh wrote: Okay I have a question regarding insanity.
buyback has a penalty that doesn't let you earn unreliable gold - but I swear when I BB and get kills / assists I don't get gold for the kills, which should be reliable gold.
Is this bugged or is the crack finally affecting my general perception of reality? Go test in a custom game with cheats. Level up, spawn some bots then kill yourself, buy back and kill those bots.
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Mid matchup: Nyx Assassin vs Storm Spirit, playing as Storm Spirit.
Is this supposed to be a favorable matchup? I understand that Storm should have a huge advantage against any melee mids, but with nyx assassin spamming Mana Burn, as well as using carapace to stop my overload blasts, while having impale to zone me out of the rune spawn, I feel that it's not all that simple for me. Any tips on playing this matchup?
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United States47024 Posts
You should be able to farm comfortably, but once he gets his Bottle out, you aren't going to be able to really suppress him. You can try to squeeze out some advantage at low levels and delay his Bottle but you also have to be very careful of getting ganked if you try too hard to do that.
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safelane weaver vs offlane centaur. im cw, had a hard time in lane (actually losing it). is it really a match up i should lose? i went RoP + tango + salve should i have went stout?
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On April 16 2014 12:23 icystorage wrote: safelane weaver vs offlane centaur. im cw, had a hard time in lane (actually losing it). is it really a match up i should lose? i went RoP + tango + salve should i have went stout? You should pretty much always buy a stout as centaur. Cant really think of a good reason to ever not do it.
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United States47024 Posts
Pretty much the only reason not to start Stout as a melee farming laner is if you're Bottle Crowing.
In terms of 1v1, safelane Weaver vs. offlane Centaur should comfortably Weaver's advantage. You can't really disrupt his farming and the only way you ever have a kill threat is if he plays stupid and uses Shukuchi aggressively at low enough HP that you can burst him down.
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On April 16 2014 12:23 icystorage wrote: safelane weaver vs offlane centaur. im cw, had a hard time in lane (actually losing it). is it really a match up i should lose? i went RoP + tango + salve should i have went stout?
I'm a big fan of rop salve tango and get the stout from the side shop asap
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Sorry if this has been asked before:
Sometimes when towers get the last hit on a hero that kill is not given to radiant/dire but rather a hero (who was fighting the now dead hero, despite not getting the last hit). What are the exact rules for this? When does a tower kill not become a hero kill?
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On April 16 2014 23:07 HopLight wrote: Sorry if this has been asked before:
Sometimes when towers get the last hit on a hero that kill is not given to radiant/dire but rather a hero (who was fighting the now dead hero, despite not getting the last hit). What are the exact rules for this? When does a tower kill not become a hero kill? If only 1 player hit the guy and he died from creeps/towers that player gets the kill. If more than 1 player hit and the guy dies from creeps/towers its split.
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