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The only reason elec is picked in competitive games is to kill blinkers. If he doesn't get farm he'll cc then die, if he does get farm he'll cc and then die or maybe live. Electrician discussion over.
But as Sm3agol said, people shouldn't be posting like they know what they're talking about when they don't. This game is heavily based on knowledge and I don't appreciate seeing people with good attitudes who are eager to learn being dragged down by bad players with large egos.
Most new players have similar egos and don't help teammates or take advice from them, so every new player with the social skills/common sense to ask for help should be treated like gods.
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I never said SS is good starting hero. I just mentioned that it could be a good idea to try him out to see if you're going to do good as carry or not (most likely not, but there's nothing wrong with testing things out) and if you actually like it. SS is one of those heroes who needs quite a bit more than just good farm and items as he doesn't offer as many room for mistakes as some of the other carries do.
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If you aren't very good at last hitting you will crash and burn as SS. You are nowhere near the strength of opposing mids until you get last hits that the other mid is entirely able to prevent you from getting. In competitive games unless the opposing mid has a 45-50 hero, the SS will usually be forced to use demon hands at lvl 3 to get his first 8 souls.
Flint and EW are popular heroes to start out carries mostly just because they're simple, but more important you don't try carries at first to see "if that's what you're good at" you try heroes that are good without farm, then you learn to farm, then you try heroes that are only good with farm. All carries are hard to play for any new player.
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True. I wish to rephrase my previous statement: Go and try carry once or twice to see that you can't do it (although in low level games everything's possible as people tend to be horribad). Anyway, my primary advice was to play intem independent support heroes first. At least this way you might learn some warding and creep stacking.
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I personally just recommend all of my starting friends to random every game when they start till they play every hero at least once. By that time they might find themselves in 1300 bracket, but at least with an idea of what each hero is capable of and start building from there. I would say MoonQueen, Arachna, Swiftblade are relatively easy carry, when it comes to a person that already has a grasp of last hitting and avoiding dangerous situations. But it all comes down to the fact that if you have no idea of what this game is, every single character is hard to play and in lower brackets any character can easily be a carry.
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Going to be playing some HoN for the first time later today. I'm excited! I haven't played any moba since dota.
Do you think random is really the best way to start off?
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I got into a ridiculous debate about it a while ago, but I always say witch slayer/plague rider are the best ones to start out as, just because they're both very simple and very useful to the team. There's no real right answer though.
Also that modified advice about playing a carry to see that you can't is very valuable. As I said before about new players having egos, if you're new and just realize that you suck and look for ways to improve, you're destined to be good. If you're a good player and you realize that you suck and look for ways to improve, you're destined to be great. Easiest example of this is that there are players who are 1900+ who don't swap treads ever.
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On August 18 2011 01:59 NotJack wrote: I got into a ridiculous debate about it a while ago, but I always say witch slayer/plague rider are the best ones to start out as, just because they're both very simple and very useful to the team. There's no real right answer though.
Also that modified advice about playing a carry to see that you can't is very valuable. As I said before about new players having egos, if you're new and just realize that you suck and look for ways to improve, you're destined to be good. If you're a good player and you realize that you suck and look for ways to improve, you're destined to be great. Easiest example of this is that there are players who are 1900+ who don't swap treads ever.
See this is the kind of thing that annoys me too. I have no idea what that means. -_-
Along with a multitude of other things.
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On August 18 2011 02:07 Sm3agol wrote:Show nested quote +On August 18 2011 01:59 NotJack wrote: I got into a ridiculous debate about it a while ago, but I always say witch slayer/plague rider are the best ones to start out as, just because they're both very simple and very useful to the team. There's no real right answer though.
Also that modified advice about playing a carry to see that you can't is very valuable. As I said before about new players having egos, if you're new and just realize that you suck and look for ways to improve, you're destined to be good. If you're a good player and you realize that you suck and look for ways to improve, you're destined to be great. Easiest example of this is that there are players who are 1900+ who don't swap treads ever. See this is the kind of thing that annoys me too. I have no idea what that means. -_- Along with a multitude of other things.
It means swapping stats on steamboots. This item gives +10 to attribute and you can swap its bonus. Swapping it to strength gives you more hp (useful when you're taking hits), agility gives you more attack speed and intelligence gives you more mana. Smart player will utilise this to maximise his potential by swapping the bonus around according to the situation (getting hit/need to regen = str, need to nuke/regen mana = int etc.).
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When casting spells you want to have int treads on, when pushing towers you want your hero's stat on, when using bottle/battery you want agi treads on, when using chalice you want str treads on, when trying to not die you want str treads on.
If I have 1200 hp with str treads on and 1000 hp with agi treads on, a full mana battery will give me 12.5% of my hp back on str treads, and 15% of my hp back on agi treads. When you change from agi treads to str treads, it looks at your % of hp and adjusts it for the extra hp. This applies to int too. With a bottle that can heal you for 405 hp with all three charges, it is a big deal.
Players who use the int treads especially get a big edge on people because they can use one or two more nukes.
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For people complaining about artwork and models and everything related. If you know who kunkka is, the guy who has done the loading screens for the past 5 versions or so, got the pirate named after him etc..
He is in charge of much of the artwork and if you don't like his style [ myself included ] its very easy to see why you can't get behind a lot of this stuff. He's basically the Samwise of Blizzard.
That said, I said fuck it and went to sleep after game 1 so yeah...Getting ready to be disappointed from this point on.
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On August 18 2011 02:12 Manit0u wrote:Show nested quote +On August 18 2011 02:07 Sm3agol wrote:On August 18 2011 01:59 NotJack wrote: I got into a ridiculous debate about it a while ago, but I always say witch slayer/plague rider are the best ones to start out as, just because they're both very simple and very useful to the team. There's no real right answer though.
Also that modified advice about playing a carry to see that you can't is very valuable. As I said before about new players having egos, if you're new and just realize that you suck and look for ways to improve, you're destined to be good. If you're a good player and you realize that you suck and look for ways to improve, you're destined to be great. Easiest example of this is that there are players who are 1900+ who don't swap treads ever. See this is the kind of thing that annoys me too. I have no idea what that means. -_- Along with a multitude of other things. It means swapping stats on steamboots. This item gives +10 to attribute and you can swap its bonus. Swapping it to strength gives you more hp (useful when you're taking hits), agility gives you more attack speed and intelligence gives you more mana. Smart player will utilise this to maximise his potential by swapping the bonus around according to the situation (getting hit/need to regen = str, need to nuke/regen mana = int etc.). Ahh. Well I feel pro now. I do that already, although probably not very optimally.
On August 18 2011 02:13 NotJack wrote: When casting spells you want to have int treads on, when pushing towers you want your hero's stat on, when using bottle/battery you want agi treads on, when using chalice you want str treads on, when trying to not die you want str treads on.
If I have 1200 hp with str treads on and 1000 hp with agi treads on, a full mana battery will give me 12.5% of my hp back on str treads, and 15% of my hp back on agi treads. When you change from agi treads to str treads, it looks at your % of hp and adjusts it for the extra hp. This applies to int too. With a bottle that can heal you for 405 hp with all three charges, it is a big deal.
Players who use the int treads especially get a big edge on people because they can use one or two more nukes. And I never realized all of this.
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On August 18 2011 02:07 Sm3agol wrote:Show nested quote +On August 18 2011 01:59 NotJack wrote: I got into a ridiculous debate about it a while ago, but I always say witch slayer/plague rider are the best ones to start out as, just because they're both very simple and very useful to the team. There's no real right answer though.
Also that modified advice about playing a carry to see that you can't is very valuable. As I said before about new players having egos, if you're new and just realize that you suck and look for ways to improve, you're destined to be good. If you're a good player and you realize that you suck and look for ways to improve, you're destined to be great. Easiest example of this is that there are players who are 1900+ who don't swap treads ever. See this is the kind of thing that annoys me too. I have no idea what that means. -_- Along with a multitude of other things. Ok, treads are steamboots. (They're called power treads in dota). What he is referring to is that if you have bottle/powersupply you can get more value from them by swapping to agi when you use them, as the 135 hp/80 mana you get gets multiplied by like 1.1 or something like that, which is rather sizable on some heroes mana pools (SS is the main one I use this on). There are some other cases (HB's life void), but those are the ones that apply to every hero and can be used to make bottle a better item. You can also swap treads to have mana to cast that needed spell, etc.
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Another random question.....push strats. What exactly is that. Just last night I saw a strat for the first time, where a legionaire went double buckler + hp regen and just sat between the two enemy towers absorbing all the creeps and told me(magmus) to babysit and pull creeps and such for him. That seems like a push strat, but it didn't really seem very viable as it seemingly depended a lot on the fact that our opponents in that lane were nh and accursed, and so they just couldn't do much to prevent us from just sitting there and doing whatever we wanted.
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While cutting lanes off as legionaire (and really any hero that can) is a good way to kill a tower, it's not really a push strat because the dps on the towers is too low and a good team will have time to come defend it.
Before you start reading this mym is using a push strat right now on the english Dota 2 stream, I'll be editing this with an explanation.
Push strats are all about being able to kill waves and towers very fast/early to get your team an early gold advantage, and sometimes just push so well that you can get racks despite not having a super deadly teamfighting team.
Heroes can be good at pushing for different reasons, like how SS and pyro can clear waves very fast, or how Keeper has op minions that can solo towers. SS and pyro though usually just use their push power to get farm so they can be very strong, while a team like MYM's right now has Slither (wards for push) Furion (minions for push) Necrolyte (aoe nuke and heal for push) Witch Doctor (aoe nuke and heal for push) and Chen (very strong minions for push). That kind of lineup has both strong minions that will be difficult to prevent from killing towers, and heals that keep the heroes strong enough to continue pushing. Those are the real two types of different push strats.
http://www.honcast.com/video/2011/08/08/ign-pro-beatdown-grand-finals-col-vs-bb-game-2
Here's a crazy extreme example of Col stomping randoms with a funny push strat. They basically just mass minions and use War Beast's howl to make them insnaely strong. The simply have so many creeps that the other team can't kill them fast enough.
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On August 18 2011 02:24 NotJack wrote: While cutting lanes off as legionaire (and really any hero that can) is a good way to kill a tower, it's not really a push strat because the dps on the towers is too low and a good team will have time to come defend it.
Before you start reading this mym is using a push strat right now on the english Dota 2 stream, I'll be editing this with an explanation. Can't watch right now, I'm at "work". But I heard that's what they're doing. :-p
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On August 18 2011 02:21 Sm3agol wrote: Another random question.....push strats. What exactly is that. Just last night I saw a strat for the first time, where a legionaire went double buckler + hp regen and just sat between the two enemy towers absorbing all the creeps and told me(magmus) to babysit and pull creeps and such for him. That seems like a push strat, but it didn't really seem very viable as it seemingly depended a lot on the fact that our opponents in that lane were nh and accursed, and so they just couldn't do much to prevent us from just sitting there and doing whatever we wanted.
Push strat is a strategy aimed at pushing towers early. It usually involves several "pushing" heroes like Pollywog, Defiler, Treant, Wildsoul, Tempest, Ophelia, Torturer, Wildbeast, Slither. Basically, heroes who generate/enhance bodies during the push, which help drop the towers. There was an excellent example on honcast.com somewhere (CoL vs BB game 2 if I remember correctly), where team using push strat got 5 tower kills (first below 1 minute into the game) and barracks below 10 minute mark.
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a push strat is a strategy that revolves around pushing towers early to get an advantage strong enough to finish the game before carries can overpower it.
the tower skipping legionnaire is very strong against bad/unprepared players and is technically a push strat - but normally a push strat is played with strong aoe healers (ds nymph rhap etc) in combination with minions (ophelia kotf wb tempest etc) and usually at least one strong solo hero with a push skill (polly defiler torturer).
oh, and push strats are quite broken in hon - mainly because bulwark gives -5 armor for 1,8k gold and kotf/war beast are crazy strong (compared to dota).
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Alright I got it.
Beastmaster's quill boar looks like scar from the lion king
+ Show Spoiler +
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Push strats are strong but aren't unstoppable. The key here is to pick 2 strong carrys who are also good against creeps (SS, CD, Armadon, Kraken come to mind) and 3 AoE supports (preferably Behe and possibly Pyromancer and Soulreaper or something). You will be sacrificing tower but the counter revolves around 3 people slowing down the push while carrys farm other lanes. The weakness of push strats is that it has diminishing returns, the longer the game lasts the weaker it becomes.
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