True Dota 2 - Detailed document on Rubick spell interactions and how to use/steal each spell. |
- Detailed document on Rubick spell interactions and how to use/steal each spell.
- Should Gravekeeper's Cloak have a visual effect
- Questions about playing mid
- Unconventional lanes for heroes that actually work
- Sad state of Medusa
- Suggestion for Monkey King's aghs
- How to not completely lose mid against visage?
- Why is Veno pos 1 good now?
- When did 3-1-1 stop? Or, why do most games have one support and one roaming pos. 4?
- Why are pros going Midas AM?
- good/bad behavior score in dota 2
- Lina - Phase or Arcane?
- Three boots techies?
- Is it just me, or is the carry rotating and ganking more than the mid?
Detailed document on Rubick spell interactions and how to use/steal each spell. Posted: 09 Jul 2017 12:33 AM PDT A few months ago, as I was decreasing actual playing time, I wanted to write something on some of the fun interactions with Rubick spells. It's currently above 10,000 words, has the spell icons, and is about 15mb. I have the spell icons since I think knowing them quickly by picture is important. The file sits on Google Drive and can be accessed through: https://drive.google.com/file/d/0B3J5jbUZ8LrUX09rNnotUGVaVFk/view?usp=sharing I started with a list of all the spells and ended up with a long - basically a thesis, on spell interactions. As I am playing less and less, some of my friends have reminded me to try and not let this file die on my computer, so hopefully you guys might enjoy it. The GoogleSheets app butchers the formatting a lot, so i recommend downloading it and using excel. You can search by spell name or by hero name (I've added nicknames like OD, or CM too). I usually read it using the formula bar after extending it to a few lines. Let me know if this is even remotely useful to someone, it's a bit of a read, but hopefully it's at least mildly interesting and fun. Some of the values like stat growth or movespeed might not be accurate anymore, with the ever changing patches. P.S. My favourite fun interaction is if you have an Aghanims, and steal assassinate while sniper doesn't have an Aghanims, the Assassinate you have does not have a channel time, and still cancels tps and gives vision of the targets in the AoE. [link] [comments] |
Should Gravekeeper's Cloak have a visual effect Posted: 09 Jul 2017 09:24 AM PDT I don't suggest this as a balance change, though I don't doubt it would impact visage in some form. I feel this ability has a fairly significant effect at this point from 7.00 changes, and should have some visual effect so that visage can intuitively be played against. This ability is the crux of the reason visage was capable as a core at MDL, is an ability almost on the level of Refraction, and is more difficult to predict because of how many abilities are influenced by the percent damage decrease and the passive recharge. This could also be useful to give a clear indication when your familiars are within the range of gaining the effect. I understand most passive abilities and auras don't have any visual, but any that have an active portion, like Jingu Mastery, Jinada, Berserker's Rage, and Thirst all give the players some feedback. All of which could be argued to be less significant to know mid fight than cloak. I want to reiterate I don't intend this as a nerf, but clarity in game play is something Valve have been striving for through changes like the stun bar, and I believe this only helps further their game play ideals. Aside from more straight forward game play it would give valve options to make more particle effects in the future (which they love), give more personality to the hero, create interesting possibilities for items and $$$. What do you guys think? TL;DR: Git Gud [link] [comments] |
Posted: 09 Jul 2017 02:27 PM PDT Hello everybody. Im not here to ask classic questions about any particular matchup or some basics of mid. My first question is, what to do when your mid lane is just complete disaster? Either you just somehow unlucky die 2 times to enemy midlaner who leave with 20 HP or you are just ganked and therefore you are way behind of your opponent. I know that if its in stage of game when you have good creep wave clear, you just kill creeps fast and go jungle and repeat this pattern. But what if you can really kill creeps fast yet, do you just stay a bit back and get like 1-2 cs from whole wave? Or you call support to take over your lane while you try somehow catch up in jungle? I hope you got what i mean. My second question is, when you say "win midlane" what do you actually mean? I read this thread here on TrueDota2 about how to lane against Visage and somebody said ".. you have to win lane before he gets lvl 6..." So what does that really mean? When can i say that i really accomplished it? Cause eventually he is gonna get his lvl 6 whatever happens. Does it mean to slow him down from having impact ? Or just to make him sit under tower or jungle early? And how to do so? Is it enough if i just deny some creeps from him but not really threatening to kill him? Or is it neccessary to kill him with some support rotation? The second question might be a bit confusing, but first one is more important to me, second one just occured to me when i was reading one of the posts. :D So thank you very much for all advices and replies in advance. [link] [comments] |
Unconventional lanes for heroes that actually work Posted: 09 Jul 2017 12:13 PM PDT What are some heroes that can be laned in weird places? I recently tried Lich offlane and it worked really well and was very fun. I remember Void and Omni were seen as goofy offlaners until people realized it was really viable and eventually preferred. [link] [comments] |
Posted: 09 Jul 2017 11:07 AM PDT I had a daily quest to win as Medusa so I played a couple of games with this hero. She feels extremely underwhelming. Attack animation and damage are not good for cs in contested lane. Her ultimate is useful in teamfights, but more often then not you will use it to escape ganks. She can farm two camps at once, but it is not very fast. Luna with same level and items would clear both camps faster. You need multiple damage items just to make your damage not negligible in teamfights. And you need survivability items as you can not stay far back. And in this meta you do not have time to farm that much. Snake helps you regain mana, but only if you have mana to begin with. How do you win with Medusa in her current state? Are there any niche situations where she is the right pick? [link] [comments] |
Suggestion for Monkey King's aghs Posted: 09 Jul 2017 06:12 AM PDT Upgrade: Wukong's Command The bonus that Wukong's Command gives to MK (Bonus Armor) applies to allies as well while they enter the AoE. Any Thoughts? [link] [comments] |
How to not completely lose mid against visage? Posted: 09 Jul 2017 07:10 AM PDT Seriously everytime I lane against this hero in 4.5k people are just rolling over me as soon as they hit 6. Everytime the same thing. Just attack with familiars and then nuke with W. Nothing I can do that comes in my mind. Please give me some tips. This was the game: https://www.dotabuff.com/matches/3303150961 Cheers [link] [comments] |
Posted: 08 Jul 2017 06:25 PM PDT I've been seeing veno position 1 work pretty well lately. Envy won with it today on his 8k account and refused to explain why it's good, so here I am lol. [link] [comments] |
When did 3-1-1 stop? Or, why do most games have one support and one roaming pos. 4? Posted: 09 Jul 2017 04:17 AM PDT For reference I play in high 3k- low 4k mmr. I used to play dota very seriously and consistently about 1 year ago. At the time, there would usually be 2 supports to a safelane carry ensuring his farm. Sometimes the supports would smoke and gank mid but other than that the lanes were mostly 3-1-1 for the laning phase. Started playing again last month and it seems in almost of all my games the only support is a hard 5 with roaming pos. 4 buying core items and occasionally buying wards/smoke. (popular heroes I see roam: Pudge, mirana, eartshaker, riki, bh, elder titan) For the time I took a break from Dota I didn't watch much of the pro scene to keep up with the meta as well. Can someone explain this new team dynamic? [link] [comments] |
Posted: 08 Jul 2017 04:39 PM PDT |
good/bad behavior score in dota 2 Posted: 08 Jul 2017 08:00 PM PDT checking good/bad behavior score is easy. first you need to go to the dota 2 console and write these 2 commands: 1) Developer 1 2) dota_game_account_debug and then you can come to know about your behavior score. but what concerns me is that what is the purpose of this behavior score. if you have good score like from 8-10, what will happen ? and if u have bad score then what will happen ? I don't understand the logic behind this behavior score. does it mean that players with good behavior score will match up with other players who also have good behavior score or is it something else that I am unaware of ? [link] [comments] |
Posted: 08 Jul 2017 06:11 PM PDT I saw torte's guide and it suggests taking arc over phase. I always go boots > phase/wand > bloodstone. Would it be advisable to go arc > disassemble into bloodstone then travel? [link] [comments] |
Posted: 08 Jul 2017 04:42 PM PDT Been trying a new build for techies after not playing him for a while and I'm interested to hear what you guys think of it. Basically, you buy a wind lace early, make tranqs, make soul ring. Take blast off lvl 1. Tranqs actually is ridiculous on Techies, making Blast Off damage heal quickly, as well as soul ring damage as well. Then you buy mana boots, buy euls, and at that point you have a pretty solid kit to plant mines almost all the time. Wrap it up by getting BOT (I feel like you should do this only if you are winning, since you kind of want to shoot out to lane from fountain quickly to get work done. It seems REALLY strong early but maybe it's just the idiots I'm playing with. [link] [comments] |
Is it just me, or is the carry rotating and ganking more than the mid? Posted: 08 Jul 2017 07:05 PM PDT I haven't been watching a whole lot of pro games live (I mostly just watch the noobfromua videos). But from what I've seen, the pos 1 hero rotates for pushes/ganks other lanes/TPs in to help more often than the mid in many games. It depends a lot of the lineup of course, but I guess that's the point. They're picking farming mids and tempo controlling carries. Is this a new thing? Or has it just been happening in the games I've seen? [link] [comments] |
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