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On June 30 2014 03:19 Jonoman92 wrote: So the casters during ESL One keep talking about how to break the linkin's as a bane or a doom. Can't bane just use any of his spells... followed by fiend's grip? And doom can use lvl death, followed by doom. Easy?
Only Fiends Grip and Doom can be cast on magic immune targets. Enigma has a BKB so it isn't that easy.
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On June 30 2014 03:40 Blitzkrieg0 wrote:Show nested quote +On June 30 2014 03:19 Jonoman92 wrote: So the casters during ESL One keep talking about how to break the linkin's as a bane or a doom. Can't bane just use any of his spells... followed by fiend's grip? And doom can use lvl death, followed by doom. Easy? Only Fiends Grip and Doom can be cast on magic immune targets. Enigma has a BKB so it isn't that easy.
Can Linkens be cast on an allied target with BKB active? Does BKB dispel Linkens already cast on an ally?
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on initiating supports like SK, Rhasta, Tide, Bat, etc:
If you're doing poorly and your blink dagger is going to be poorly timed, what do you do?
Also, when (if ever) would you consider going blink>Arcanes
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theres no such thing as a poorly timed blink even a 50 minute blink lets you initiate and position better if youre comfortable with how much mana you have you can skip arcanes. it really depends on the game
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I would never skip arcanes for blink with tide hunter, you can't reliably farm without it I almost always skip arcanes for blink with sk, sometimes I also skip brown boots, though it does make stacking easier and allow for some ganks pre-blink
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As SK without blink you need to count disables to determine when you can channel Epi. Usually you'd just initiate/join the fight with a burrow strike when the time is right and not worry about epi unless the enemy team seems committed (and/or slowed/stunned) and they have no disables available to stop the channeling. Bat without blink can use trees and cliffs to setup grabs in some locations or just let someone else initiate then grab a hero to disable them. Tide can either walk-up ult or counter-initiate with ult (or let someone else initiate). Shadow Shaman without blink can either counter-initiate wards, place them off someone else's initiate, or drop them at a tower during push that's going to be contested.
In all the cases heroes generally have options outside of Blink, Shadow Shaman and Tide especially. You just need to lean back on the core hero strengths and rely a bit more on waiting for the right situations rather than making them yourself. Then just farm and get your dagger when you can making sure to manage your reliable gold to ensure that you will eventually have the money for the dagger regardless.
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Northern Ireland22212 Posts
SK without blink just requires better positioning and the ability to read how the fight is going to play out. That decides where the enemy are going to move, and therefore where you should place yourself to begin channeling your epicenter.
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SK is strong without Blink, see what Zai did pre-Blink at ESL One finals - his burrowstrikes were so key in every engage. To play him without Blink and getting Epi off, you just play a lot around countering their initiation instead of being the primary initiatior.
Rhasta pre-Blink is a pushing tool and a counter-initator too. Once the fight starts, CC the targets that jump in first to remove their chance of getting a successful chain of events.
Tide is tanky and have no chanelling spells. You can't get the surprise ult off, but you can be in the fight thanks to Kraken Shell and get so many key ults off.
Batrider pre-Blink just means that you should stick in the jungle longer. You really, really need a Blink. However, you can move around well with Smokes, Tranquils and Fireflight.
SK doesn't need Arcanes. The Tranquils trend rose from the removal of mana cost on Blink Dagger and the fact that you can roam and jungle without much downtime.
Rhasta needs Arcanes, simply because his skill set requires a deep mana pool. Arcanes is way more core than Blink.
Tide can do PTs as well as Arcanes. PTs just makes you tankier but it doesn't allow you to spam Kraken Shell. Also, it works for PTs -> Mek -> Blink, but you're not going to go from Blink to Refresher without a transition item that has a lot of Int (Shiva's, Hex etc).
Bat just needs boots.
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Hey guys i'm new to Dota and can't seem to find info on aura items + summoned units. In particular i'd like to know if Lycan wolves benefit from aura items and if so, which ones, and which stats are they actually using?
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On July 01 2014 04:33 Asmodeusx wrote: Hey guys i'm new to Dota and can't seem to find info on aura items + summoned units. In particular i'd like to know if Lycan wolves benefit from aura items and if so, which ones, and which stats are they actually using? They benefit from all auras that they are in range of. There aren't any auras worth mentioning that they can't benefit from (CM aura maybe? thats basically it I think).
So they get armor from Ring of Basilius/Vlads, they get damage and lifesteal from vlads, they get armor from assault cuirass, etc.
The same goes for necrobook units that you may control. Note that your passive, your howl and your ultimate speed boost all affect summons from necrobook or dominated creeps from helm of the dominator as well.
Basically, the things that can't be used by summons are generally "stats" aka Strength/Agility/Intelligence. No auras offer those, so no problem.
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Thanks, that's great to know
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United States47024 Posts
On July 01 2014 04:36 Sn0_Man wrote: They benefit from all auras that they are in range of. There aren't any auras worth mentioning that they can't benefit from (CM aura maybe? thats basically it I think). Creeps actually do benefit from CM aura.
In DotA 1 this actually was a big deal because Smoke disabled all auras on smoked heroes, which meant a CM that leveled aura made smokes super obvious because every lane creep suddenly lost Brilliance Aura.
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if sniper has both mkb and basher/abyssal, what is the chance that a right click from that sniper inflicts a bash of some sort? (be it from his passive or either of his 2 items)
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On July 01 2014 05:34 iv~nk~j wrote: if sniper has both mkb and basher/abyssal, what is the chance that a right click from that sniper inflicts a bash of some sort? (be it from his passive or either of his 2 items) roughly 65%
they all "Stack" but of course they are independent chances so sometimes you can get 2 or even 3 bash procs, and sometimes you get none.
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how about if there is no mkb and just his passive+basher?
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When farming mid- late game as a carry is there an "optimal farming route" for each side? If not, what should I be looking for when I'm farming to do it most efficiently? This is assuming the entire map is safe.
For example, I often feel it's time inefficient to walk to the ancients to farm them unless I'm already near them for one reason or another. Seeing as most of the other safe/consistent farm is in the jungle (which is far away), I'm often split as to whether the extra farm the ancients give make up for the lack of other farm I can quickly get after the ancients.
Sorry if this is too complicated a question for this thread, but I wasn't sure.
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exactly 46%
this shit isn't hard lol
chance to miss all the bashes is (chance to miss bash 1) * (chance to miss bash 2) etc. Then 1-(chance to miss all) is chance to hit some sort of bash.
@Mozoku way too complex. It's mostly reliant on creep equilibrium and hero mobility though. Ancients are worth about 2-3 hard camps in gold I think but if it's near the minute mark you can stack them whereas it's harder to stack multiple jungle camps without specific abilities. Fat creep waves are always the best, but that's heavily reliant on equilibrium obviously. Towers are excellent sources of gold as well.
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Is Tidehunter viable to learn? He looks fun, but really simple. Also, what's the best item after blink and mana boots? Thank you in advance.
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On July 01 2014 07:32 Drozeisnotmyname wrote: Is Tidehunter viable to learn? He looks fun, but really simple. Also, what's the best item after blink and mana boots? Thank you in advance. Hes pretty simple yea. Good laner, annoying to face as a melee, hard to kill. Later on he becomes pretty much a walking ultimate.
Unless your team needs a mek, the normal is to go straight refresher after arcane/blink. Should you get your refresher, just look for general utility items (shiva, halberd, maybe even AC).
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Your team is pretty much always going to need a mek at the level where someone is asking whether they should learn a hero like tide.
Tide is extremely tough and doesn't get much heat after he's got his ulti off, so he's a very good aura carrier. Any items that give utility/buffs to your team are helpful for him because he's usually going to live a good while in the middle of fights.
So I would say: Mek unless someone else has it Pipe if you need to take highground or are getting owned by magic Drums, shivas, AC, halberd, vlads as needed.
Refresher is super strong but it's also 6k gold that does nothing until you finish the item, and you often can't afford to wait that long if your team is behind or you're a low-priority core. Get it if you can do so while still winning fights, otherwise put your money in things that will have a more immediate impact, like mek/pipe/halberd etc.
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