True Dota 2 - Pangolier Heartpiercer could potentially screw over your team


Pangolier Heartpiercer could potentially screw over your team

Posted: 05 Nov 2017 02:23 AM PST

Anyone else notice that Pangolier's Heartpiercer sets the armor to 0, rather than reducing it?

I just tested this with Dazzle. If Dazzle brings the enemy down to negative armor (physical damage amp) and Pangolier lands Heartpiercer on the target, it will actually bring the enemy up to 0 armor, thus potentially screwing over armor reduction skills/items from your team.

submitted by /u/trineroks
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Some thoughts on warding [5.2k]

Posted: 04 Nov 2017 08:51 PM PDT

1. Designated ward cliffs are okay, not great

Wards will only see over trees if they're up 2x highground from where the trees are. This makes the designated cliffs very appealing; I mean, just look at them! This makes them some of the most-used ward locations available. There are a few problems with this:

  • The vision they provide isn't actually that good (decent exceptions). For example: This ward. It gives vision of 1 neutral camp and any dire bottom T2 tps. It's extremely common to see this placed for defending/pushing dire highground (specifically bottom lane). But it actually does very little in a 5v5 siege scenario. The proper uses for this ward are as protection for a radiant split pusher in bot lane, or as a dire ward for defending the bottom T2 (and even that has plenty of superior alternatives). That's it.

  • They're dangerous and difficult to place offensively. To place an offensive cliff ward, you have to get to the deepest part of enemy territory that isn't technically inside their base. The only way a support is getting there without dying is a. smoke, b. your team is already at highground and it's probably the wrong ward to be placing anyway

  • They're obvious. Even if you do manage to place an offensive cliff ward without dying, cliffs essentially have flashing neon signs that say 'DEWARD HERE'. If a support walks through my jungle at 25 minutes and comes out missing a ward, I immediately assume the cliff is warded and react accordingly (and you should, too!)

2. Quelling blade is a heavily underrated tool for supports

I mean as a post-20 min pickup when you aren't as desperate for gold, especially with the availability of backpacks. Your dewards become instant, but also, your ward potential goes up significantly. For example: this ward gives vision of the bounty, 2 camps, shrine, and part of the river (you can even get dire ancients with a few more tactical cuts). That's insane! It's also basically impossible to deward unless placed under preexisting enemy vision. But the spot is totally unusable unless you can cut that tree first. There are also tons of spots that benefit heavily from removing just a single tree (Example: 1 vs 2).

3. Every ward should have an objective tied to it.

The easiest way to get optimal vision for your team is to think through it logically. Dota in its purest form is about resources. Time, gold, exp, vision, buyback status, hero locations, etc. Everything you use in the game is a resource. Determine what your team needs and what the opposing team wants, and ward accordingly. If enemies are leveraging their net worth advantage into early T2 pushes, you should preemptively secure your jungle entrances. If your team has an advantage, you should place aggressive wards based on the objectives your team wants to take (be it enemy jungle space, roshan, towers, or important kills). Don't just mindlessly default to warding every cliff with an eye on it. That's almost as bad as leaving them at max stock in the shop and it's one of the most harmful mistakes a support can make. Think about the state of the game you're in before placing a ward.

Example: Enemies have Drow carry, your team has AM. Team net worth is pretty even. Drow's team obviously wants to push all of your T2's by minute 20-25 and starve you for net worth until they're ready to highground. The correct response depends on the rest of the draft:

  • If you have strong early fighting (something like Storm+Nyx), place wards that will let you capitalize on this. Drow's team requires 5 heroes with reasonable net worth to start pushing. It only takes a few kills to ruin their entire strategy.

  • If you have strong tower defense (something like Arc+Tide), place wards that will allow you to successfully/safely defend towers without being initiated on

  • If you have strong highground defense (something like Lina or Tinker), place wards that amplify it (including dewarding their highground wards which is honestly way more important). If you can see all 5 of their heroes, they can't really initiate. If they can't initiate, your team can spam out waves until AM is ready.

  • If you have none of these, get creative. AM can impact the map significantly more if he can safely approach enemy towers. So you could ward based on the towers you want AM to be pushing.

4. Vision of jungle entrances determines whether a fight will happen. Vision inside determines how the fight will go.

If you're dire and you want to secure your side jungle, would you ward here? Of course not. The only thing that'll protect your cores from is your base. A much better spot would be this one. If any visible enemies enter, you'll know - and with enough forewarning to react.

Let's look at this ward spot and what it does for each team. As dire it gives you vision of anyone entering your jungle from mid. As radiant, it lets you see anyone farming ancients (gank opportunity), secures roshan pretty well, and can also give you shrine vision or block dire ancients if moved a bit (albeit extremely obviously so that's not much of a benefit). Based on this analysis, I'd classify it as a defensive ward for dire and as a radiant baseline aggression ward (just beginning to take over dire jungle). It should primarily be placed around minute 20-25. It's extremely common to see this ward placed later in the game by both teams, but it should really only be placed later on by dire trying to secure their jungle entrances. You'll frequently see it placed as an offensive radiant ward late game; this is a mistake. Radiant is much better off with (just an example; there's a plethora of alternatives) this ward. It gives you vision of anyone farming 4 camps in the dire jungle as well as shrine vision. It gives significantly more information for ganking the dire jungle, allows your cores to split push top/mid much more safely, and also makes your side of the map safer (if you see enemies farming, you know they aren't ganking/smoking/roshing/setting up a push/etc). On the other hand, it gives dire... almost nothing, actually. At most you can use it as a defensive ward for the top T2. This is kind of a theme - defensive wards should be placed at entrances. Vision inside your own jungle is relatively useless and requires several wards to acquire in any significant amount. The entrances are what let you know who is, get this, entering your jungle, which is much more useful (and much easier to get sufficient vision of to be impactful).

5. Runes are cool, too

Runes are one of the most misunderstood aspects of warding. If you have 4 river wards at any point in time, you're doing it wrong. The 40 minute double rune spawns are a pretty big deal and should affect the way you're warding. If there is a rune that would completely change the game if one hero got it (Storm with a regen, Enigma with invis, SF with haste, Tiny with DD, etc) you should be getting vision of rune spawns, whether with wards, summons, or your hero. Warding both runes is usually unnecessary and detracts from your defensive/offensive capabilities. Having 1 rune ward makes it easy enough to scout what rune has spawned (warding top rune is default and means your supports should be scouting bot rune; warding bot rune is more of a "my mid can already confidently go for top rune and wouldn't benefit from highground vision mid as much as my offlane(dire)/carry(radiant) would from side(dire)/primary(radiant) jungle entrance vision").

Bounties in particular are pretty interesting with their new locations. If you can safely steal them, they're a significant net worth boost for you/loss for enemies, so keep them in mind as a vision objective (specifically early game, later they're not as valuable).


This isn't really a comprehensive guide, just some useful information I thought might help. Sorry if it got a bit long.

TL;DR: Read the bold text.

submitted by /u/GhostDOTA
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Offlane Storm Spirit in a 2-1-2 set up

Posted: 05 Nov 2017 08:47 AM PST

I've been experimenting a little bit and I've found offlane storm in a 2-1-2 setup to be quite strong, I'll outline the reasons why I think he's strong and I'd like to start some discussion going. Obviously, this is situational and there are cases where you absolutely don't want to play him offlane but I find that the cases where you want to far outweighs cases where you don't.

I think there was a video here a while back where singsing showed situations where offlane storm can be pretty strong.

Why is he strong in the offlane?

  1. Strong nukes for zoning the safelaner, especially if they are melee

  2. Good synergy in a 2v2 setup. A stun with your overload or overload+remnant is a lot of damage

  3. High base armor (6) making you very tanky at level 1 allowing great trading of hits

  4. Bottle, ring of health and mana boots, all purchasable at the side shop and secret shop which he has easy access to from the offlane. This I think is the biggest change to why he feels strong to me in the offlane. Being able to get bottle, constantly refill my bottle with the bounty runes and using my spells which are pretty good at zoning to secure the bounty rune really helps you push your farm up.

When do you not want to pick him?

Into heroes like AM and medusa who can eat all your mana and trade favorably and also in situations where you think there will be a very strong trilane (ogre, sb and clinks or something). He's a good 4th pick to send offlane and really throws a lot of people off.

I've found myself getting 16-17 minute bloodstone at which point I can just start taking over the game since an offlaner with this much farm, especially storm is really dangerous in fights.

submitted by /u/ColickingSeahorse
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Is there no tooltip for how much damage unstable current does?

Posted: 05 Nov 2017 02:42 PM PST

Trying to last hit with unstable current active without knowing how much damage it does is kind of annoying

submitted by /u/polovstiandances
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The New Undying

Posted: 05 Nov 2017 08:28 AM PST

So Undying is one of my favorite heroes because of his snowballing power and "manning up" abilities. So I wanted to discuss his talents and new possible builds that go with it.

Before the new patch I used almost always go Greaves, Blade Mail or Pipe depending on the matchup. The recent game between Newbee and VC, LaNm went for an upgraded urn and veil, with tranquil boots. It seems like the complete opposite build of what I was going for. This was however a good game for veil with the disruptor and DP, but it still doesn't make any sense for me.

The talents seem kind of good, but with in favor to going the tomb build. I choose 9 out of 10 times the Tombstone of Death talent and +30 Tombstone Zombie damage in order to stay relevant late game. One game I reached 25 with reincarnation and had refresher orb, which is just a pure meme build but insanely good with so many tombs up. I dont usually go for the aghs build, unless i am going super tanky. The decay talents just seem way too dependant on getting the aghs which is hard to get with an undying.

My current build doesnt really change, since I often try to stay alive as long as possible and go for greaves or something like that.

What are your thoughts?

submitted by /u/Mattiman
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Has anyone tried arc wardens spark wraiths+venge? What's your thoughts on this?

Posted: 05 Nov 2017 05:39 AM PST

The idea is to use W in the trees few times and let venge swap enemy carry (Or any hero that comes too close) and place them on top of spark wraith resulting in huge instant magic nuke without time to react.

With level 25 talent (midas helps with that) it's almost 2k magic dmg with 3 wraiths (12 seconds setup). With much longer setup it can be up to 7560 single target dmg. Twice as much if you are using your tempest as well.

Of course it's only speculation hence my question. Have you ever seen something like this pulled off in game consistently?

submitted by /u/qazplmqazpl
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Conceptually, how do you feel about the Tiny rework?

Posted: 05 Nov 2017 06:03 AM PST

I want to emphasize this isn't about how good or bad the hero may currently be, but if the changes actually push the hero into a more unique role and improve the concept of the hero.

Tree Grab/Toss: The meat of the change is really getting Grab/Toss Tree and losing his Aghs. I think this is a positive direction to be taking the hero, really the only unique thing about it was the building damage, which still exists through the Tree Grab. Otherwise if you wanted a tanky, cleaving, blink initiating hero, you took Sven every time. So while Tiny may have lost this aspect of his carry potential, that area of specialty was already filled by other heroes.

The real unique portion of the hero is the burst combo, and I think the charges and toss fit better with that concept. Several stronger hits, as well as being able to throw and attack fit better with the idea of quick pick offs. The talents support this niche as well with the majority improving his nukes so that they can be spammed.

0 Agility: I don't mind the 0+0 agi change, the base and gain was already so low this change has little bearing on how strong the hero is. Seems fine as a thematic addition, as well as a bit of added clarity to the stats (more people will put together there is no agility than that there is an incredibly small gain).

Craggy: I'm a bit sad to see Craggy go, but I understand why it wasn't an interesting ability. The skill existed essentially just gave the hero armor, though it occasionally countered some heroes, it did nothing in the majority of situations. I was more surprised that no armor talent was included, since there aren't many armor items for Tiny to utilize. I would love to see this come back as a talent, it would fit better there.

Overall: Despite the hero being bad right now, I think these changes are pushing the hero is a better direction. I would like to see some of the carry aspects of the hero filled out again, but I don't mind that it isn't through a grab bag of passive effects on an Aghs. While the hero is in what feels like a transition period right now, I think he will come out the other end better than before.

submitted by /u/fibittydoo
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What the hell happened to the offlane?

Posted: 05 Nov 2017 03:18 AM PST

7.07 offlane is the single most frustrating experience in my entire 8 years of playing dota.If enemy team denies my entire creep wave i get 70xp since im zoned out pretty hard i cant leech xp cant jungle with 1lvl because no pms or iron talon so i fall behind way way back.Enemy supports get more xp than me by pulling and denyin in lane.I cant harass anybody or roam since im lvl1 what do i do ? last 10 games were like this i stuck at lvl2 in 10min (sorry for my bad english not my first language)

submitted by /u/hellscythe_conan
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Mid in 4-5k is still 3v3, has the meta not yet settled, or the removal of extra creep did not change much in regards of ensuring mid's farm?

Posted: 05 Nov 2017 09:29 AM PST

Automatic courier at the start of the game, let's be frank

Posted: 05 Nov 2017 07:51 AM PST

So on this patch they finally decided to get rid of buying the flying courier. This is a long overdue and a good change, because virtually in every game the courier would be flying at 3 min. mark, and in pro teams more than so. This removes the need for supports to spend 150 gold as well and use it to buy wards, smoke or just complete their boots.

But for some reason, one still needs to buy a courier at the start of the game, sunking 200 gold for something that is needed in literally every match. Sunsfan even said it that at this point it's better to give the courier at the start of the game, and personally i agree with him. There's 0 depth in buying the courier because this item is so important and it'll be in every game, and frankly i see no problem with it. It doesn't lower any skill floor because spending gold hardly consists of skill.

HON had courier at the start of the game and no one complained about it, and since recent dota changes have been inspired from HON, why would this one be different?

Now, the "issue" here is that there are tons of courier cosmetics, some that costs wayyy too much, and by having an automatic courier every game those cosmetics would be wasted. If that's such a problem, it can be solved quite easily: Make the courier costing 0 gold and the one that activates will have their custom courier on. That's it, you can still have your 500$ particle effect.

submitted by /u/scantier
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Does the new mechanic "status resistance" affect the duration of AA ult? And general talk of the new mechanic

Posted: 04 Nov 2017 07:50 PM PDT

Title says it all.

 

And for real discussion, I know there has been a lot of discourse over the new mechanic. Do you like it or hate it? I personally like it, but feel it needs a little tweaking (but not too much). Do you think some skills should be exempt from status resistance? The reduced timing for certain skills seems weird (eul's, disruption, astral) but thats just because we've been used to them for so long. But there are definitely weird interactions (Kunkka X-marking himself, for example). I think in the Dotapit stream today one of the casters/commentators mentioned that GH said everyone will get used to new timings just by playing. Thoughts/feelings/jelly donuts?

submitted by /u/peetur9
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Grabbing the 0:00 rune as mid

Posted: 05 Nov 2017 09:14 AM PST

edit: There is a post about this already

https://www.reddit.com/r/TrueDoTA2/comments/7aotzd/psa_as_a_mid_player_use_your_free_tp_to_get_the/?st=j9n49296&sh=5e1637ec

I've played a few mid games this patch and been going for the 0:00 rune so I can send myself a salve on the courier. The problem now is that all bounty runes are far enough from mid-lane that you can't get any creep blocking in.

As a support I have been blocking the creeps for mid to make up for this fact.

If there isn't someone blocking creeps for you, would it be worth it to TP back to do so or even skip the bounty all together?

submitted by /u/IAmaSwedishfish
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Best carries this patch

Posted: 05 Nov 2017 03:27 AM PST

What are the most unstoppable carries this patch?

submitted by /u/jslegacy85
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Unusual mechanics that catch you off guard?

Posted: 05 Nov 2017 05:35 AM PST

Was wondering if anyone else ever thinks about this. Just got owned by not noticing the opposing mid morphling had DD when I went in to harass BECAUSE EVERYTHING WAS BLUE. Bit salty, to be honest, but it got me thinking...

What are some unusual mechanics on your watch list?

submitted by /u/NA_Scrubbed
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Kaya + Offensive Null Field seems really strong for Rubick

Posted: 05 Nov 2017 05:09 AM PST

I don't have any hard numbers to give out demonstrating the effectiveness but I've been able to farm and scale amazingly well getting Kaya as a first mid-game item on Rubick.

Often I want Force Staff first to help support my allies but it's just too hard to pass up on Kaya/Aether Lens build.

I'm sure mid Rubick is not just viable but is excellent thanks to this item and the Null Field rework.

submitted by /u/Fisti91
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Probably the best way to play Pangolier

Posted: 05 Nov 2017 04:17 AM PST

Hey guys, since most people struggle with the new hero I created a guide for what I think is the best way to play Pangolier: http://steamcommunity.com/sharedfiles/filedetails/?id=1192318122

Try it out and leave your thoughts and suggestions!

submitted by /u/PeeKay_Fire
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How do I queue for team ranked?

Posted: 05 Nov 2017 04:13 AM PST

Title says it... My team says that our team rank is calibrating but what matches do we have to play to actually calibrate? We tried captains mode ranked but that increased our party ranked in the end. Any help would be great. Thanks in advance!

submitted by /u/TehDergenburn
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What the hell is up with Bane???

Posted: 04 Nov 2017 05:13 PM PDT

Just went QoP mid, pretty good with her, and got completely fucked over by the bane mid. 20 minutes in and I had 0 farm. ZERO FARM. His enfeeble stopped all my damage, he kept me away from creeps due to his sap skill. What the fuck are you supposed to against this?

submitted by /u/Yekaterinapetrovna
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damage per gold updated list?

Posted: 05 Nov 2017 03:05 AM PST

seems that a large amount of items were changed to reduce damage.. MKB used to be the dmg/gold king, now it's dumpster tier as a first item. basher only does damage on proc now as well, down from a strong static dmg to a miniscule passive damage w/ proc dmg to pure proc dmg only. desolator worked reliably on non agi carries, but armor was changed. it used to be that medallion of courage was crazy good damage before mid game, is it still the same after the armor change?

so I ask you, what are the top dmg/gold items now?

submitted by /u/TonyTheTerrible
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Offlaning in 7.07 against hard matchup?

Posted: 04 Nov 2017 04:12 PM PDT

In 7.06 if I was offlaning against a hard matchup, I knew I was doing okay as long as I was occupying one or two of their supports, and keeping in XP range. If the lane was extremely dangerous (e.g. trilane with multiple stuns or slows) I could just try to go iron talon and stack/jungle/get bounties and get CS and XP when the lane pushed into tower.

Now, with the deny changes and the nerf to pulling, I'm running into a lot of situations where I have dangerous supports staying in lane for the first few minutes, harassing, zoning me, but mostly making sure to deny creeps. Since so much stuff is getting denied, I don't feel like just staying alive and sapping XP is good enough, since I'll end up being comically underlevelled. But I don't know what else to do.

Whats an offlaner to do in this type of situation? Jungling was already a bad last-resort as an offlaner, but even that got nerfed this patch.

Some potential options I've thought of but don't know if it will work:

  • Since deaths give very little XP now to the enemy and you start with a TP, play super aggressive on the first couple waves even if it means you feed first blood, and make sure you prevent denies so you hit level 3 by the 2nd wave and secure a level advantage against a trilane.
  • Buy a bottle and make sure you bounty rune control to guarantee long term regen advantage over the enemy lane (esp w/ no more ring of health in sideshop) to eventually win the lane later. I feel like this wouldn't pay off quickly enough to affect the laning stage though.
  • Play super strong level 1 laners that can secure XP in lane even against a dangerous trilane.
  • Try dual laning offlane? Or maybe aggro trilaning more often?
  • Try roaming instead? But roaming kills early on gives like no XP now so you'd still fall behind...

What are other offlaners doing now w/ the 7.07 changes?

submitted by /u/yungyung
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Phantom Lancer in 7.07

Posted: 05 Nov 2017 02:00 AM PST

So where are you supposed to run this hero now? I'm not really sure on how the changes to diffusal/his talents affected his gameplay and I'm just wondering if you'd still run him as a sort of active mid depending on the matchup or a safelane farmer. The level 25 talent seems like a pretty good dps increase but I'm not sure how realistic it is to get to that point.

I'm at mid-high 4k but haven't played too much recently and have had some success with the hero in the safelane going roa-diffusal-aghs in 7.06 but I'm not really sure how to build him after the changes.

submitted by /u/deviance1337
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Are you guys buying more raindrops/urns/basilius on Int heroes?

Posted: 04 Nov 2017 08:44 PM PDT

I'm personally buying more of them since INT now actually boosts the regen that you get from these items. Raindrops/Urn + Bottle on a Mid Int hero actually gets you a lot of regen already. Raindrops was already especially sweet for its cost. Now, it's even more worth for int heroes. IMO, raindrops is mandatory on core int heroes even if you are facing a purely physical lineup. I mean raindrops gives you 1 mana regen with just 50 int. With 35 int (lina's base int is 27), you get 0.85 mana regen (the amount of static regen you got before 7.07)

Other notes: urn of shadows gives as much mana regen as void stone now (1 mana regen). Eul's regen was changed to 2.25 instead of 1.5. Finally, clarity potions are yummy

submitted by /u/Kalimere
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Dark seers parallel wall talent + refresher + roshan refresher

Posted: 05 Nov 2017 01:10 AM PST

So I'm on holiday since patch dropped and unable to test but is it now possible (albeit not really practical) to have 6 walls up at once and potentially make 30 illusions if you some how got the whole enemy team to go through all 6 walls (say with dark willow ult or some sort of mass force staffing)? Or perhaps trap enemies in some double walled triangle of horror? I feel like I'd crash the game if it works lol. Am I missing something here? Thanks

submitted by /u/cr4lforce
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