On January 17 2011 11:53 GhostKorean wrote: Testie was coaching MSI for $2000/hr so it was like 5 Testies vs 1 Testie of course he can't carry his team like that
that makes sense man, $10000/hr dollars for losing the finals and then the 2nd place prize pool... wow
Fuck Spiritbreaker. Ruined many an attempt at carrying a poor team. Just can't do shit against it as soon as long as there's one semi-decent player that joins up with it ganking me early-mid. No manta = dead. Getting more annoying than Doom... atleast he isn't a threat constantly.
do you just want to play the game or are you planning on getting good at it? if it is the latter, look at a few heroes and find a few that you yourself think you might enjoy, then figure out itembuilds and playstyle with some proper replays or guides. then just play with these ideas in mind and get a feel for the game. while it is true that some heroes are easier to play than others, focusing on a few heroes you enjoy yields tremendously better games instead of forcing yourself to play a hero you were recommended and being done with it.
the only thing you might want to do depending on where/which game you play is to avoid heroes that are very item-dependant ("carries") as playing them without experience will often frustrate your team and/or lose you the game,
On January 18 2011 05:06 Corr wrote: Fuck Spiritbreaker. Ruined many an attempt at carrying a poor team. Just can't do shit against it as soon as long as there's one semi-decent player that joins up with it ganking me early-mid. No manta = dead. Getting more annoying than Doom... atleast he isn't a threat constantly.
gotta get that tp scroll! if u tp when you see the charged icon then you will escape. Usually to win against a SB, it requires dominant lane strategy and stuns ofc.
On January 18 2011 05:06 Corr wrote: Fuck Spiritbreaker. Ruined many an attempt at carrying a poor team. Just can't do shit against it as soon as long as there's one semi-decent player that joins up with it ganking me early-mid. No manta = dead. Getting more annoying than Doom... atleast he isn't a threat constantly.
gotta get that tp scroll! if u tp when you see the charged icon then you will escape. Usually to win against a SB, it requires dominant lane strategy and stuns ofc.
Yeah, but it doesn't help much as a) his ganking partner maybe have disable and b) if early enough it'll still put me so much behind that mid is essentially lost.
Yeah, but it doesn't help much as a) his ganking partner maybe have disable and b) if early enough it'll still put me so much behind that mid is essentially lost.
Before i was talking about countering mid-game SB where the lanes break down, now it sounds like the real problem for you stems from early roamer play more than spiritbreaker. Imagine what a nightmare it would be if it were someone like VS instead.
Solutions: 1. tower-hug until you feel safe, be aware of mias 2. wards 3. have support w/ tps or roaming support
Pubs probably won't supply 2 and 3. So stick with option 1 even if it will cost you CS, remember that the lane missing SB will "win" and also if they fail a gank then it would cost SB the levels that he desperately needs. What your scenario sounds like to me is that you get ganked by a level 4 SB and the level 6 counter solo. Then the SB levels to level 6 and the snowball effect takes over as he tower dives you with his charge and ulti over and over again. Another option is to have ganks on your counter solo, which allows you to level gap and delay the gank or make it less effective. Especially true if your counter solo was someone like Storm spirit who relies on his ulti.
Yeah, but it doesn't help much as a) his ganking partner maybe have disable and b) if early enough it'll still put me so much behind that mid is essentially lost.
Before i was talking about countering mid-game SB where the lanes break down, now it sounds like the real problem for you stems from early roamer play more than spiritbreaker. Imagine what a nightmare it would be if it were someone like VS instead.
Solutions: 1. tower-hug until you feel safe, be aware of mias 2. wards 3. have support w/ tps or roaming support
Pubs probably won't supply 2 and 3. So stick with option 1 even if it will cost you CS, remember that the lane missing SB will "win" and also if they fail a gank then it would cost SB the levels that he desperately needs. What your scenario sounds like to me is that you get ganked by a level 4 SB and the level 6 counter solo. Then the SB levels to level 6 and the snowball effect takes over as he tower dives you with his charge and ulti over and over again. Another option is to have ganks on your counter solo, which allows you to level gap and delay the gank or make it less effective. Especially true if your counter solo was someone like Storm spirit who relies on his ulti.
Yeah I know all this, im just venting. I'm playing in a sort of inhouse league with just ~average players. While venge etc. can be a pain too I can always do something against them. You can't touch/dodge a charging/ult'ing SB. There's only running or dying. And the SB player can be a pretty terrible player overall and still stall my game... But thanks for the tp @ icon tip, I haven't played so much against the new charge that I knew this. Midgame farming should come easier then.
On January 18 2011 14:16 [TYG]Transcend wrote: Shit. TDOT meet up? I know a good pool hall if anyone is interested. Shinbz is pretty bad but he's fun to play with cause...he's bad.
Guys, I am new to the game and I have 2 probably stupid questions regarding the Warlock hero. Hope someone can answer:-))
1). About the Fatal bonds spell- how does it works? I understand the idea/concept, but my question is about the mechanics, coz its explained that it is a AoE spell, so I was expecting when I press the F button to see a big shiny circle which defines in what area it will curse the enemies, instead I am seeing a small pointer to target a single unit/hero. So how does it works ? I target the hero and in the given area around it random units are affected or its something else??
2) The upheavel is said to be 3 sec. channeling spell, does it mean that when I cast it I should not move my hero for 3 seconds for the spell to take full or effect or it channels automatically in the area of effect regardless ?