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On May 29 2014 22:20 Excludos wrote: Why nonflying neutrals? What could possibly be the reason for that arbitrary rule?
Arbitrary based on the unit classifications passed into the Quelling Blade ability. enemies,ground,nonhero,organic
I'm not sure why flying was excluded, but I'd guess bad interaction with familiars.
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On May 30 2014 07:09 HighTimeDotA wrote:Show nested quote +On May 30 2014 05:18 TheYango wrote: Corrosive Skin didn't trigger on non-autoattack damage till 6.78. Doesn't really change the match up that much though. It's still all about abusing positioning and knowing when to orb/lasthit/deny. corrosive skin procs corrosive skin, so both vipers are constantly slowed and ticking for damage happens with morph if you ulti viper too you can not level corrosive skin for 1v1s but then you're at a disadvantage
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On May 29 2014 14:54 llIH wrote: What are the most suitable support heroes for playing hard solo support? You are supporting a carry, while you have a jungler eg. solo support.
I am surprised people forgot to mention disruptor. He is extremely strong at counter initiating, good with items (doesn't really need them, though), and isn't THAT level dependent. If you do end up having another person support (e.g. gross combo being AA) then you can just win your game almost.
Him, rubick & AA are my go-to supports regardless of solo support or not.
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Assume you are playing wisp and you tether to a phoenix who then uses his ulti. If you relocate do you pull the phoenix egg with you? If so this could be an interesting way to start team fights..
I guess you could also do fun things like tethering a SK who is midway through casting epicenter or does the relocate cancel channeling spells?
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On May 30 2014 10:30 Chewbacca. wrote: Assume you are playing wisp and you tether to a phoenix who then uses his ulti. If you relocate do you pull the phoenix egg with you? If so this could be an interesting way to start team fights..
I guess you could also do fun things like tethering a SK who is midway through casting epicenter or does the relocate cancel channeling spells?
abilities dont affect phoenix supernova at all, only right clicks, so you cant relocate with it. relocate also interrupts channels, so the sk thing wouldnt work either unfortunately.
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I have a question(s) regarding drums on a melee semi-carry. Specifically Dragon Knight in this case, but I run into this problem a lot on other characters such as Chaos Knight.
1) When should you be getting drums in your build? For me, I generally start out with very basic items (for DK mid, 3 branches/tangoes into fast bottle and for lane CK, DK, etc, tango, salve, Stout, branches). For mid heroes I'll pick up the fast bottle, but otherwise the build looks about the same; try to pick up my entire power treads, then I'm buying the whole drum. I'll try to get bracer first if possible. After the whole drums is finished, I finish up my want and go from there (usually BKB into hyperstone or some shit). I'm not sure if I'm messing up building it when I am, but I thought I'd ask.
2) Once it's complete; when should I be popping charges? For dragon knight, especially, I use my charges up very quickly. I will of course pop it equalish team fights where I think it would be useful, though I try not to waste it on ganks unless it's clear popping it will let us catch up/finish off the guy. However, since I play a lot of DK, when I'm pushing a tower (even by myself), I instantly pop it to get a lot of work done with my lvl 1 and 2 dragon form.I don't know if I should or not; I just am for now, and hopefully you will correct me if that is bad.
3) When your drums are out of charges, how important are they? Should I be holding on to them for awhile until I have to clear the space? Are they instantly expendable once the charges are used and I should sell and get something else in ASAP? I'll go back to dragon knight as an example. So, we're somewhere in the midgame; I have used up the charges and got a few towers down. I have treads, drums, wand, TP scroll, BKB, and a hyperstone (usually stout is the first to go). I can afford a chunk of what I'm building next; Either crysalis if going for a faster daedelus, platemail if going for AC, demon edge if going for MKB, etc. Should I be selling drums to make room for my new item, or wand? Part of my confusion is I never know when to sell wand either.
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1. if the enemy team has a lot of heroes that can fill a wand i would just go wand and skip drums if theres a better drum carrier, otherwise let your team know your going drums so your safelane carry doesnt build another one. BKB/hotd/armlet are popular items to go next it all depends on the game.
2. pop charges when you need them to get a kill, tower or save you or your teammates life. pop it to push tower only if you think you need to kill it that much faster to prevent deny if not don't.
3. I would not sac drums/wand for platemail or demon edge but i would for small crit. Sell drum or wand depending on if your wand fills fast in teamfights or not.
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dont get drums just because pros get it a lot drums is a fighting item. pros get it because they dont have the time and space to quickly get a bigger item without being punished for it. however, in pubs youll almost always have time to farm a big item without being interrupted too badly. an example of pubs blindly getting drums on a hero because pros do (or did) a lot is luna/naix honestly luna and naix can make do without the extra ms and int quite well, but because pros need those heroes to fight earlier they get drums. pubs dont need it
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United States47024 Posts
Even for small crit, selling those items immediately is pretty iffy. Banking the gold gives you two major benefits:
1) You have the reserve gold to buy back into a critical fight 2) You have the option to alter your item selection based on the game up to the moment you buy your completed item. If you buy components, it's much harder for you to make that adjustment
I might sell Bottle or Wand for a 2k gold component, but in general anything larger than that (e.g Drums, Vanguard, Aquila on Agi heroes, etc.) I will generally hold till I buy the completed major item in most cases, simply because the incremental gain in stats is usually not worth losing the 2 aforementioned benefits.
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When it comes to selling items like drums/wand/bottle sell those first before you buy your next item that way you spend the unreliable gold you get from selling. for me the first to go would be bottle then drums/wand depending on enemy heroes.
drums are very good on mid dk, at early levels it really helps to have that extra mana/ms to make plays happen.
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On May 30 2014 12:51 TheYango wrote: Even for small crit, selling those items immediately is pretty iffy. Banking the gold gives you two major benefits:
1) You have the reserve gold to buy back into a critical fight 2) You have the option to alter your item selection based on the game up to the moment you buy your completed item. If you buy components, it's much harder for you to make that adjustment
I might sell Bottle or Wand for a 2k gold component, but in general anything larger than that (e.g Drums, Vanguard, Aquila on Agi heroes, etc.) I will generally hold till I buy the completed major item in most cases, simply because the incremental gain in stats is usually not worth losing the 2 aforementioned benefits.
So, Wand goes before drums. I never know when I should be getting rid of wand since it's saved me so many times later in the game that I'm always hesitant to give it up. Is this rule true on most heroes, or is that specific to DK? I feel like the drums are especially good on him, but it could be just more experience using it on DK, thus getting to see situations where the extra Attack speed/move really pay off more times than on say, CK or wraith king, sven or something.
Also, as a not great player, I find myself dying in some dumb situations at a decent rate (probably 1 really dumb death a game; is it still worth it to hold on if you're newer and therefore might lose some gold to deaths between starting saving for the item and buying it?
I also just came up with a new question playing a game between posting my question and replying here;
Is it OK to build a second pipe if the enemy team is REALLY magic heavy and you're playing a tanky semi-carry (dragon knight again). This team was I think Invoker, Phoenix, Tinker, Huskar and Sand King. There was a ton of magic damage on their team but not a ton of physical. I was doing well, but they were just focusing me down REALLY hard; It ended up working out because I could kill 3 or so with them using all their CD's on me and my team could mop up pretty easily (though getting them to do something useful after they killed the team was difficult, haha). With that much magic damage going around, what should I be doing if I find myself being focused? I just bought a pipe because I didn't know what else to do and I really wanted to live through the fight so we could end.
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Does Vlads apply to TA because Psi makes her attack ranged?
*the lifesteal part obviously.
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On May 30 2014 14:38 Scrandom wrote: Does Vlads apply to TA because Psi makes her attack ranged?
TA isn't melee even on level 1. Though her range is about the same as a melee hero.
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On May 30 2014 14:40 Yurie wrote:Show nested quote +On May 30 2014 14:38 Scrandom wrote: Does Vlads apply to TA because Psi makes her attack ranged? TA isn't melee even on level 1. Though her range is about the same as a melee hero.
ok thank you.
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On May 30 2014 14:16 Arisen wrote:Show nested quote +On May 30 2014 12:51 TheYango wrote: Even for small crit, selling those items immediately is pretty iffy. Banking the gold gives you two major benefits:
1) You have the reserve gold to buy back into a critical fight 2) You have the option to alter your item selection based on the game up to the moment you buy your completed item. If you buy components, it's much harder for you to make that adjustment
I might sell Bottle or Wand for a 2k gold component, but in general anything larger than that (e.g Drums, Vanguard, Aquila on Agi heroes, etc.) I will generally hold till I buy the completed major item in most cases, simply because the incremental gain in stats is usually not worth losing the 2 aforementioned benefits. So, Wand goes before drums. I never know when I should be getting rid of wand since it's saved me so many times later in the game that I'm always hesitant to give it up. Is this rule true on most heroes, or is that specific to DK? I feel like the drums are especially good on him, but it could be just more experience using it on DK, thus getting to see situations where the extra Attack speed/move really pay off more times than on say, CK or wraith king, sven or something. Also, as a not great player, I find myself dying in some dumb situations at a decent rate (probably 1 really dumb death a game; is it still worth it to hold on if you're newer and therefore might lose some gold to deaths between starting saving for the item and buying it? I also just came up with a new question playing a game between posting my question and replying here; Is it OK to build a second pipe if the enemy team is REALLY magic heavy and you're playing a tanky semi-carry (dragon knight again). This team was I think Invoker, Phoenix, Tinker, Huskar and Sand King. There was a ton of magic damage on their team but not a ton of physical. I was doing well, but they were just focusing me down REALLY hard; It ended up working out because I could kill 3 or so with them using all their CD's on me and my team could mop up pretty easily (though getting them to do something useful after they killed the team was difficult, haha). With that much magic damage going around, what should I be doing if I find myself being focused? I just bought a pipe because I didn't know what else to do and I really wanted to live through the fight so we could end.
Did you already have a heart at that time? Lategame Satanic also lets you get your life back really fast if you pop it after they blow everything on you.
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Does Luna's, Venge's and Drow's auras all stack ?
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On May 30 2014 14:48 Jandos wrote: Does Luna's, Venge's and Drow's auras all stack ?
Yes.
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On May 30 2014 14:46 rebdomine wrote:Show nested quote +On May 30 2014 14:16 Arisen wrote:On May 30 2014 12:51 TheYango wrote: Even for small crit, selling those items immediately is pretty iffy. Banking the gold gives you two major benefits:
1) You have the reserve gold to buy back into a critical fight 2) You have the option to alter your item selection based on the game up to the moment you buy your completed item. If you buy components, it's much harder for you to make that adjustment
I might sell Bottle or Wand for a 2k gold component, but in general anything larger than that (e.g Drums, Vanguard, Aquila on Agi heroes, etc.) I will generally hold till I buy the completed major item in most cases, simply because the incremental gain in stats is usually not worth losing the 2 aforementioned benefits. So, Wand goes before drums. I never know when I should be getting rid of wand since it's saved me so many times later in the game that I'm always hesitant to give it up. Is this rule true on most heroes, or is that specific to DK? I feel like the drums are especially good on him, but it could be just more experience using it on DK, thus getting to see situations where the extra Attack speed/move really pay off more times than on say, CK or wraith king, sven or something. Also, as a not great player, I find myself dying in some dumb situations at a decent rate (probably 1 really dumb death a game; is it still worth it to hold on if you're newer and therefore might lose some gold to deaths between starting saving for the item and buying it? I also just came up with a new question playing a game between posting my question and replying here; Is it OK to build a second pipe if the enemy team is REALLY magic heavy and you're playing a tanky semi-carry (dragon knight again). This team was I think Invoker, Phoenix, Tinker, Huskar and Sand King. There was a ton of magic damage on their team but not a ton of physical. I was doing well, but they were just focusing me down REALLY hard; It ended up working out because I could kill 3 or so with them using all their CD's on me and my team could mop up pretty easily (though getting them to do something useful after they killed the team was difficult, haha). With that much magic damage going around, what should I be doing if I find myself being focused? I just bought a pipe because I didn't know what else to do and I really wanted to live through the fight so we could end. Did you already have a heart at that time? Lategame Satanic also lets you get your life back really fast if you pop it after they blow everything on you.
No heart. I went Deadelus>Reaver and then I changed my mind about building satanic at this point because I really wanted the game to end and literally every fight was them blinking on top of me stunning and blowing all their CD's before I could BKB, I figured that with pipe I could last long enough to pop my BKB after their stuns and do something. Around the time I finished pipe we finally got a good engagement where they couldn't blow all their CD's on me immediately and I lasted after a teamfight and ended it; I didn't know if this was the right call or not, however. It was just me getting frustrated and building the first big magic resist item I could think of.
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Heart gives you a huge chunk of HP vs nukes and the added str is good for your damage.
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Northern Ireland22213 Posts
On May 30 2014 14:40 Yurie wrote:Show nested quote +On May 30 2014 14:38 Scrandom wrote: Does Vlads apply to TA because Psi makes her attack ranged? TA isn't melee even on level 1. Though her range is about the same as a melee hero. Similar to this, how do items like qb/stout work on Troll? Is it like wc3 dota where they become melee form if you pick them up in melee stance, and stay that way even if you change to ranged stance? (I think that's how it works, because the melee and ranged versions of the items were coded to be separate items)
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