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On September 15 2010 04:52 lgd-haze wrote:Show nested quote +On September 15 2010 04:49 barbsq wrote: ionno, ppl keep talking about how their jungling centers around getting dragon 'in the shortest possible time', but i see far more value in ganks before dragon (assuming you ward it anyways) Then you get to the level where players warding their lanes vs junglers. Getting dragon is a safe way to get money. It's basically 675 gold. Ganking is good, and you should always take the opportunity you get. However it's not certain for gold as getting that dragon early. THEN you get to the lvl where people ward dragon. And if a double buff udyr is ganking your lane it doesn't matter if you see him or not. Unless he runs through dragon like an idiot.
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On September 15 2010 05:08 HazMat wrote:Show nested quote +On September 15 2010 04:52 lgd-haze wrote:On September 15 2010 04:49 barbsq wrote: ionno, ppl keep talking about how their jungling centers around getting dragon 'in the shortest possible time', but i see far more value in ganks before dragon (assuming you ward it anyways) Then you get to the level where players warding their lanes vs junglers. Getting dragon is a safe way to get money. It's basically 675 gold. Ganking is good, and you should always take the opportunity you get. However it's not certain for gold as getting that dragon early. THEN you get to the lvl where people ward dragon. And if a double buff udyr is ganking your lane it doesn't matter if you see him or not. Unless he runs through dragon like an idiot.
not to mention, most if not all junglers can pull of nasty pre lvl5 ganks. Shaco and panth go at 3, udyr, olaf, and mummy at 4 and if you've bought sight wards by that point, i have no idea what ur buying first (or you've already been sent back, which means the jungler is the least of you're problems)
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If you see a shaco/udyr/olaf/ww with 15 cs get ready to get ganked.
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If you see a panth with 9 cs, you're already dead.
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If you see Mundo with 5 cs you're already dead. Unless you have a blink.
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i'm trying jungle eve right now.
what's the route and skill order?
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On September 15 2010 05:18 HazMat wrote: If you see a shaco you're already dead.
fixed.
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I actually haven't been upset at Shaco at all recently.
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Sona.
![[image loading]](http://2.bp.blogspot.com/_72GvEJYaAtU/TI-w4-alLGI/AAAAAAAAAAw/Q6W62TfMzyc/s1600/5bef880506af08041c90e36dab2af3ced474b645.jpg)
Looks pretty.
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I was just making a joke at the assassin type that shaco is Mog...
Regardless, jungle-wick is completely unfair in unranked. I was helping my friend level up last night so we can finally play ranked together and the guys we were facing were so bad I literally was playing as AP warwick and could still almost 1v5 the other team.
Edit: Just looked at the new champ. Anyone else getting tired of all these crazy AoE ults? It just feels like certain champs will eventually fall by the wayside because they can't do something to everyone at the same time.
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yea, a decent jungler is IMBA vs. bad opposition.
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United States2822 Posts
I really wanna main Sona. Really, really badly.
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Quick question: What are people's thoughts on Deny-Plank? I.E. one that stands at minion spawn and follows the minions to kill two melee minions before they reach the enemy team. Then continues to use raise morale to kill melee / siege minions on every cooldown.
When laning with my friend's GP who does this we are often level 6 around the time they are hitting 5 or a quarter of the way into 5. I've also found several other hidden benefits, such as it is easier to "lose the lane" tempting the other team to push past river allowing your jungler to gank easier. Or, when coupled with a decent harasser, completely zones the players.
Lastly, what are your thoughts on using his ult to hit their minion spawn, I've usually been able to net a few minion kills and those three waves typically show up to their lanes much weaker (sometimes even at an average of half health) allowing all lanes to push better. Unfortunately, it does steal experience and gold from other teammates and puts your ult on CD which may be a bad thing later on.
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On September 15 2010 05:24 gtrsrs wrote: i'm trying jungle eve right now.
what's the route and skill order?
i've determined she can't solo golem and going anything but hatespike in the jungle will result in extreme underleveling
but i still went 5-4-14 and forced their carry to buy 4 oracles lolololol 2 good
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On September 15 2010 06:02 gtrsrs wrote:Show nested quote +On September 15 2010 05:24 gtrsrs wrote: i'm trying jungle eve right now.
what's the route and skill order? i've determined she can't solo golem and going anything but hatespike in the jungle will result in extreme underleveling but i still went 5-4-14 and forced their carry to buy 4 oracles lolololol 2 good I'm pretty sure she can solo golem. You have to open with Red Elixier though, maybe even Smite + Ignite is a must. She definitely doesn't have it as easy as WW.
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On September 15 2010 06:01 STS17 wrote: Quick question: What are people's thoughts on Deny-Plank? I.E. one that stands at minion spawn and follows the minions to kill two melee minions before they reach the enemy team. Then continues to use raise morale to kill melee / siege minions on every cooldown.
When laning with my friend's GP who does this we are often level 6 around the time they are hitting 5 or a quarter of the way into 5. I've also found several other hidden benefits, such as it is easier to "lose the lane" tempting the other team to push past river allowing your jungler to gank easier. Or, when coupled with a decent harasser, completely zones the players.
Lastly, what are your thoughts on using his ult to hit their minion spawn, I've usually been able to net a few minion kills and those three waves typically show up to their lanes much weaker (sometimes even at an average of half health) allowing all lanes to push better. Unfortunately, it does steal experience and gold from other teammates and puts your ult on CD which may be a bad thing later on. Denying is the only good way to start with GP. It drives me nuts to see GPs not open raise moral...
Ulting to kill creeps is terrible unless you save a tower by doing so, and even then you can pay dearly for it by not having your ult up in a crucial fight.
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How long do you recommend denying? I.E. should he stop once teamfights start or keep it up because it still makes their team level slower.
Also, when figuring out what lane to put him in, would you consider it better to deny a solo lane (like put him in the 2v1 lane) or in a regular 2v2 lane where you get two underleveled/underfarmed characters vs one guy who never gets his level advantage.
Since we are on the topic I'll bring this up for players who don't know:
Siege minons are worth more experience and gold then Melee minions who are worth more then caster minions. So when last hitting or denying keep that in mind.
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he's best on a solo IMO. he kinda excels at 1v2 because in that setup, he dings 6 as his opponents are sitting at level 3, which means that if you can coordinate an ult with a jungle gank you can completely obliterate the lane on your pure level advantage. One of the biggest plusses of denying on the solo is that it basically makes it impossible for the opposing team to zone you out of exp range because you always pull the lane to a safe zone.
Denying is mostly an early game thing, but you can pretty easily just use common sense to figure out when it's useless later on. If your creep wave is pushing but you don't have the pushing power to actually pressure the tower, you might as well deny to slow the opposing free farm. If it's a neutral creep setup (your fresh wave will hit their fresh wave) you can deny to pull the lane back into save farming territory for your team. Stuff like that.
it's sorta a shame 1v2 is a thing of the past, but I suppose you could gamble on it and put pirate solo bot, just watch out for the opposing team forcing a fight at dragon in the first 5-6 minutes.
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well, imo siege > caster > melee. at least, this is the typical dota deny 'importance scale' just cause caster minions contribute far more towards pushing than melee minions do, so to keep ur lane closer to tower, you deny the ranged minions.
anyways, i just played gp for the first time not too long ago, and with no mp5pl runes i did just fine denying regularly up until like lvl 9 when i stopped paying attention to it (and opening brawlers gloves) so its not particularly difficult to spam it early on.
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I deny melee minion over caster minions simply because caster minions are slightly harder to last-hit, as they die faster when focused by other minions, and are generally less accessible to being last-hit because they're farther back.
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