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On July 18 2014 22:14 parkin wrote: If 2 players use orchid on the same enemy will the damage amplify stack? If a hero gets silenced by orchid twice, only the first soul burn (damage amp) is applied.
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Northern Ireland22212 Posts
So the silence duration gets refreshed, but the extra damage from soul burn is applied when the first orchid would have ended?
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Is it possible to orb walk as melee heroes? I'm not noticing much difference in the backswing animations. I guess it'd stop drawing minion aggro though. I feel like I read it wasn't easy to make a difference for melee heroes.
Is creep experience divided evenly between heroes without penalty or is there a penalty?
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So I've been doing something and I'm not sure if it's actually a good idea or not. If I'm going for say a BKB and I have 1k gold I'll buy the ogre club (?) and just leave it in my stash, so that if I die I'm not losing any money. Is this ok? I'll also do this if I'm going for an item and have no open slots.
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On July 19 2014 06:17 miicah wrote: So I've been doing something and I'm not sure if it's actually a good idea or not. If I'm going for say a BKB and I have 1k gold I'll buy the ogre club (?) and just leave it in my stash, so that if I die I'm not losing any money. Is this ok? I'll also do this if I'm going for an item and have no open slots. Yes, that is a good thing to do in early-mid game. But as respawn times get longer, it's better to save for buyback
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On July 19 2014 06:17 miicah wrote: So I've been doing something and I'm not sure if it's actually a good idea or not. If I'm going for say a BKB and I have 1k gold I'll buy the ogre club (?) and just leave it in my stash, so that if I die I'm not losing any money. Is this ok? I'll also do this if I'm going for an item and have no open slots. The pros don't buy items until they're about to die and are sure they won't need to buyback, so if you can practice that it's not a bad thing to do. Set up a hotkey for buying whatever's in your quickbuy, so right before you die/teamfight you can hit that button. Of course if you're not comfortable with remembering that and aren't worried about playing ideally then you can just pre-buy everything.
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So i just played a game today where i was a windrunner and enemy team had a Juggernaut.
I was under the assumption that windwalk ( 100% evasion for physical attacks ) blocks Omnislash, same as a ghost scepter would do. I checked Juggernaut's items in the replay and he had boots/drums/aghs and no MKB so that was no the problem.
He killed me during windwalk with his omnislash. So is this just a mechanic that i learned wrong or is it supposed to stop omnislash?
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On July 19 2014 07:48 TechSc2 wrote: So i just played a game today where i was a windrunner and enemy team had a Juggernaut.
I was under the assumption that windwalk ( 100% evasion for physical attacks ) blocks Omnislash, same as a ghost scepter would do. I checked Juggernaut's items in the replay and he had boots/drums/aghs and no MKB so that was no the problem.
He killed me during windwalk with his omnislash. So is this just a mechanic that i learned wrong or is it supposed to stop omnislash? They aren't regular attacks, they are just physical. So you can't dodge it like you cannot dodge other physical skill like Alch's stun. You can dodge the regular attacks he uses in the middle of the ult.
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United States12248 Posts
The only way to defend against physical skills like Omnislash and Anchor Smash is to become ethereal using Decrepify or Ghost Scepter/Ethereal Blade.
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On July 19 2014 07:58 Excalibur_Z wrote: The only way to defend against physical skills like Omnislash and Anchor Smash is to become ethereal using Decrepify or Ghost Scepter/Ethereal Blade. dont forget omni ult
omni ult against jugg ult is hilarious, especially after acquiring aghs
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On July 19 2014 08:58 SpiritoftheTunA wrote:Show nested quote +On July 19 2014 07:58 Excalibur_Z wrote: The only way to defend against physical skills like Omnislash and Anchor Smash is to become ethereal using Decrepify or Ghost Scepter/Ethereal Blade. dont forget omni ult omni ult against jugg ult is hilarious, especially after acquiring aghs and then jugg buys a diffusal ;D
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On July 19 2014 04:45 obesechicken13 wrote: Is it possible to orb walk as melee heroes? I'm not noticing much difference in the backswing animations. I guess it'd stop drawing minion aggro though. I feel like I read it wasn't easy to make a difference for melee heroes.
Is creep experience divided evenly between heroes without penalty or is there a penalty?
There are no melee heroes with castable orbs (outside AD, of course). Not everything that's a UAM can be used to orbwalk, and all the orbwalkers currently in thr game are ranged.
I'm not sure what you mean by penalty, but creep xp is always shared evenly between nearby heroes on the opposite team to the dead creep. Denied creeps give less in total, but this smaller amount is still shared evenly.
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up to when can we complete the favorite hero challenge? I think I need 3 more wins until I accomplish the "win 10 games with your favorite hero" challenge in the compendium.
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On July 19 2014 23:25 Belisarius wrote:Show nested quote +On July 19 2014 04:45 obesechicken13 wrote: Is it possible to orb walk as melee heroes? I'm not noticing much difference in the backswing animations. I guess it'd stop drawing minion aggro though. I feel like I read it wasn't easy to make a difference for melee heroes.
Is creep experience divided evenly between heroes without penalty or is there a penalty? There are no melee heroes with castable orbs (outside AD, of course). Not everything that's a UAM can be used to orbwalk, and all the orbwalkers currently in thr game are ranged. I'm not sure what you mean by penalty, but creep xp is always shared evenly between nearby heroes on the opposite team to the dead creep. Denied creeps give less in total, but this smaller amount is still shared evenly. Thanks for the orbwalking distinction. In WC3 melee heroes with orbs could hit flyers so I wasn't sure if it changed the way they attacked. I don't think it does or at least not significantly.
When a hero dies in dota, if one person got the kill they get like 100% Exp, when 2 hero share the exp they both get 75% each, when 3 heroes get a kill they all get like 30% each. So I was wondering if it was the same with creeps.
See: Experience per Allied Hero in Range
here: http://dota2.gamepedia.com/Experience
How do you go to the shared items tab? I see people do this a lot.
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To answer the question you actually asked,
Melee heroes who pick castable orbs in AD can use them to orb-walk and it works exactly like orb-walking with ranged heroes including generating a projectile.
(EDIT: disregard; there is no projectile)
Also, the shared items tab is near the upper left corner of the screen.
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United States12248 Posts
On July 20 2014 03:24 Buckyman wrote: To answer the question you actually asked,
Melee heroes who pick castable orbs in AD can use them to orb-walk and it works exactly like orb-walking with ranged heroes including generating a projectile.
Also, the shared items tab is near the upper left corner of the screen.
I haven't played AD in weeks, but if you had Earthshaker with Burning Spears for example, you would retain the range of Burning Spears (which is what, about 400-450?) but it wouldn't show a projectile. It just looks like ES attacks the air from 400 range away and you suddenly catch fire.
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It's also worth mentioning that attacks from melee heroes with orbs in AD aren't really ranged, they retain all characteristics of a melee attack, instant projectile speed, melee bashes, vlads lifesteal, etc. They are melee attacks with 400-600 range. Techincally all melee character have a certain range, Doom's range is actually higher than TA's without psi blades, and Tiny's with Aghs is pretty big. It just doesn't look weird because they have models that support it.
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Looking to start with dota, just a quick question.
Are there graphical settings that i should turn off?
Like in Quake 3 or even SC2 where you gain vision/overview advantage by turning down the graphics.
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Nothing has impact on the gameplay really, but turning off animated portraits will give you a large performance boost without making the game look any worse. Most people play on max settings hardware allowing
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Hi, i have a tough question about backdoor protection, this is the situation: 2 set of rax down and all t3 down, by seen the replay i see that the last two rax don't have the protection and there wasn't creep in base!! Why this happened?? I search on internet and i found nothing. Thx
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