True Dota 2 - Quick guide to double-stacking ancients as TA on Radiant |
- Quick guide to double-stacking ancients as TA on Radiant
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- 7.09 Analysis and thoughts
- Offlaner Starting Items
- I have 80%+ Win rate with enigma after 7.07 patch, here are some times
- What does the knock back when creeps die in the new patch actually do? I can see the graphics in game but what does that actually change game play wise?
- Invoker vs Storm Spirit Details and nuances of the match up
- Brewmaster Offlane Guide - Part1
- Core Venge questions/discussion
- Click spell on hero icon
- Meteor Hammer on Windranger?
Quick guide to double-stacking ancients as TA on Radiant Posted: 16 Feb 2018 01:56 AM PST Currently, TA's traps deal damage when allowed to fully charge. As long as the traps activate while TA is within 1800 radius of the neutrals, they will be aggro-ed towards her, allowing her to take advantage of this to stack the camps. There is a spot in Radiant mid lane where both ancients are barely within a 1800 radius AoE of TA. To successfully pull, you need to activate the trap at the bottom ancient between :49 and :50, followed by the top trap at around :51. As the camps get bigger you might want to activate the trap slightly earlier, the bottom camp can usually be triple or quad stacked without too much issue, while the top camp has a little more pathing issues and will require some luck just getting a triple stack. [link] [comments] |
Posted: 16 Feb 2018 01:55 PM PST Hey, Guys! This is our second round on reddit to find fellow dota players who wants to help us and science in order to learn more about performance in Dota. Visit our website for more info: Any feedback, comments or questions are welcome :) Best regards, Sebastian & Christian [link] [comments] |
Posted: 15 Feb 2018 06:28 PM PST Before I start, I'll just say I've never done anything like this before but I'm a divine 5 player and a friend told me a good way to improve in the game more is to trying teaching it to others so I thought I'd give it a shot with the new patch. I won't cover everything, just important stuff I might have thoughts on. Also this is just my impressions so I might be super wrong since I've only played 2 matches so far.
Seems pretty pointless but this actually helps a lot for mid players. Before you would have to predict how many CS the opposing mid has for item timings but now it makes it slightly easier if you're paying attention.
Buff/bug fix to his ult is nice. Nothing that special though, you'll recover 4/10 more hp per decay stack.
Very solid 5 pos support buffs. The 25 gold will be hardly missed when you're saving 150 on the courier. With 2 sets of tangos it's now a total of 95 gold saved from the previous patch, which now allows you to actually get 2x tangos, 2 wards, 1 clarity and 1 smoke.
Think Valve is trying to encourage mid blocks while also rewarding contesting runes more often. 200 gold for the team is eqivalent to 1/3 of a T1 tower at minute 0, which might not seem like a lot of but is huge when you factor in there are 4 of them potentially available.
I wanna group these 2 together because I think it's encouraging the same type of play as 7.06. They're trying to discourage the current 2v2 or 3v3 mid lanes that are super previlant but the trade off is that now mid is much harder to kill since the hero has 2 extra armor and is much easier to play safe on ranged heroes. This might increase the mid pool again but it also might just lead to super safe play coming from both teams since the 4's job is now a lot less defined. Instead of sort of staying near mid, it's much more likely that a 4 will just stack and try to help other lanes.
This helps in so many ways. Firstly you shouldn't get randomly aggroed by a range creep while in the woods but it also means its harder to detect wards when a range creep has vision of you. Secondly the offlane range creep chain deny is impossible now which is nice for safelaners. Lastly the offlane pull in general is slightly harder now since I've noticed the range creep has a tendency to deaggro now after a hit and it may not follow your hero uphill. Edit: formatting and typos. [link] [comments] |
Posted: 16 Feb 2018 03:30 PM PST So I play mainly offlane and recently on almost every hero I've played (LC, Brew, Underlord, Aba etc) in 7.07 I have been going 1 set of tangos, stout shield, and 2 gauntlets, to rush soul ring ASAP, and it served me very well, but now I feel at a complete loss for starting items. Going for that build still works, but I definitely don't want to miss out on 2 tangos, however picking up 2 sets with that build puts you over the limit. So does getting even just 1 iron branch, which is something I've been using for extra regen on other heroes. Is ditching soul ring rush the only option? I wouldn't have worried normally because I normally pick up the 100 gold rune and go for even earlier ring, or a fast boots/early quelling, but that is gone too. Is the fastest, viable soul-ring-rushing build 1 gauntlet, 2 sets of tangos, a stout and a branch? or ditch soul ring altogether and get something classic like 2 tangos, salve, stout and a mango/2 branches? or just screw tangos as a whole and go 2 gauntlets, stout, and a salve instead? What do you guys think? [link] [comments] |
I have 80%+ Win rate with enigma after 7.07 patch, here are some times Posted: 15 Feb 2018 09:58 PM PST Enigma is a super strong hero right now, I can't actually believe how much pressure can he put in an offlane. The only counter I've got so far is Gyrocopter and only Gyrocopter. No other hero can destroy your Eidolons in the laning-stage as easily as Gyro and his Flak Cannon. Early Game: Starts with Boots, a ward from support (optional), 1 set of tangoes and 2 clarities as of 7.09 Sneak to the enemy jungle and hold the enemy creep wave by taking their aggro and drag them into mid lane (optionally, you can also block the small camp). At this point, you can either TP or suicide by the tower. It will only give around 1 last hit worth of bounty and no experience at all. After TPing into the lane, deny the ranged creep. This will guarantee that the lane will be pushed against you. And harass the enemy using your Eidolon if the enemy carry is trying to hold the creep. Make sure that you don't feed your (W)Eidolons, unless you harass a tango worth of damage per dying eidolon. You will be under the tower and facing against a huge creep wave. The enemy might contest, so it's better to take a value point in your (E)Midnight Pulse. This also means that you can clear the trees to give a better vision against the enemy supports rotation. Prioritize denying. Because you have an ability to deny your own creep already, this will make the safelane to be starving for experiences while also keeping the creep equilibrium to be close to your tower. I find myself to be outlevelling the enemy safelane by a huge margin since you can last hit and deny reliably with your Eidolons. I go 4-4-1-0 build, completely ignoring black hole until level 10. BH costs too much mana and has a 200 CD. It's not worth getting a BH kill compared to keeping the pressure by using a level 3-4 Malefice in the lane. Talent: 50/50 between MS or Magic resistance (you decide) > CD reduction > +70 Eidolons damage > and +eidolons demonic conversion. Never take the other talents, period. Never go Soulring. It doesn't build into anything; Arcane has about the same costs with an Aeon Disk/Lens/Octarine/Greaves build up. Now the biggest core item on Enigma Offlane: Helmet of the Dominator It makes you push, farm, sustain, and fight better. Midas almost gives you nothing compared to HotD. Focus on farming and keep pressuring your lane. Go TP to fight occasionally. Your objective is to push really fast with HotD infused Eidolons. Typical Progression until mid game goes as Wand + few clarities > Arcane > Helmet > Drum Drum gives your summon an additional 35 aspd when a charge is used, it's massive whenever you are hitting towers with 6 Eidolons. Then finish off with Necro 3. At that point, the game will be close to an end already. My match averages on 35 Mins according to dotabuff. Choose your needed items like BKB or Blink. For a replay, this match 3731710984 is a perfect example of how my game works. Thanks for reading. [link] [comments] |
Posted: 16 Feb 2018 04:22 AM PST |
Invoker vs Storm Spirit Details and nuances of the match up Posted: 16 Feb 2018 04:45 AM PST I lost mid to an invoker while playing storm. I feel like both heroes are rather passive laners who enjoy farming the lane, but invoker has superior harass with cold snap and naturally higher rightclick damage. This led to him zoning me from the wave while freely farming at certain times in the lane. How should I play in this match up. Also would double waving be a good idea in this case? [link] [comments] |
Brewmaster Offlane Guide - Part1 Posted: 16 Feb 2018 07:48 AM PST Hi Guys this is Part1 of my 4k Brewmaster offlane guide Ive played dota for around 10 years now, so yeah im not really good considering mmr/time spent. I always went up and down from 3.5k to 4.5k. And after the new mmr calibration I went from 4.1k to 3.4k what made me angry and I decided to spam a hero to get back to my previous mmr. Early game Level One you already have a big decision to make: either go brawler or drunken haze. I personnaly prefer brawler, but I might decide to go haze instead depending on the matchup My starting items: Pre 6: Okay you're level 6: Now lets talk about the ult: I dont know maybe this is the first guide you read on brew and you never played him , let me just assume that you know what each of its brewling's spell does. Otherwise go read them. So if you never played brew or read another guide about him here is what you need to do once pressed your ult: Let me just add for those of you who dont play him that when ytou press ult you will have all 3 brewlings selected IN THAT ORDER: earth, wind, fire. 1:Stun 2:cyclone 3:stun & windWalk crit spam, and follow Your boulder has a 800 range, thats really far (pudge hook is 1000 lvl1), so you only need vision, for that you need your fire spirit to always stick to the guy your trying to kill. Fire spirit and wind spirit in windwalk have amazing movement speed and you should never let me him go out of sight. Your fire spirit needs to max the damage output of his immolation by always sticking to the ennemy and wind spirit needs to land all the crits he can. So since you have all three selected just right click the guy and fire&wind spirits will get him, you just tab through to repeat stun and crit. The only difficult part is to not tab too fast, and miss the one you wanted to land on. boulder deals 503=150 damage, windwalk crit 1002=200, and lets not forget fire spirit his immolation deals 15dam/s=240, total = 590 only with spells Usually and especially if one teammate of yours came to help, you will have killed one guy before the other one gets out of cyclone. That also really depends on wether you landed your clap->crit before. That was the perfect scenario, now lets discuss, what else you can do. They have a range carry, or they have supports who will completly forbid you to even dream to get near enough to land a clap or a crit on neither of them. None of your teammates wants to come. Well if thats the case I assume you would want the situation to change, because this means that you also cant get near creeps. You could want to go kill on another lane but since you dont have a blink yet if they see a tp on their lane, usually people will back off and you will still not kill. Furthermore their carry has free last hists and at this stage of the game sometimes your tower. I would recommend tp in only one occasion, if there is a really highly fed, high networth enemy + an enemy support who rotated (+ of course if all their team tped) diving under one of your towers to kill your carry or mid, but well thats pretty rare. Otherwise well simple dont clap, dont crit, just ult. You lose efficiency, but you will get a kill, meaning u'll have some space afterwards. But CHOOSE A TARGET before, you will have to decide on wether to kill the carry or support. Decision making is super important with brew, and as already mentioned it will have its own section. To do that try to get (unseen) the closest possible to the ennemy and ult before they can see you and do exactly as described before. The only difference here is that because you didnt slow and crit, and because they might have spotted you when you ulted, they will back way faster and be further from you. You can absolutely dive towers, thats really not the problem, the problem here is time! You have to remember that the hurling boulder has a really low travel speed, meaning that if not slowed one can run a pretty long distance before beeing hit by it. This distance represents a time during which your brewlings will have to come close to the ennemy, and in which they dont deal damage. Distance is also what will allow them to survive (yes im sorry but they can survive even if I told you ull get a kill). The closer to an enemy you can get the more guaranteed the kill will be. 6 to blink: Ok now what you need to understand is that your game will follow the rythm of your ult. Really similar to night time for a NS or so. NEVER EVER fight without your ult. I would really recommend to you to read this guide https://www.reddit.com/r/DotA2/comments/729m6v/decision_making_the_though_process_of_a_6k_player/ Your not a carry but the thought process is the same. If you dont have your ult , if you dont have dagger, you will only be feeding material, so FARM. Please read the guide mentioned before if you dont seem to be able to farm effciently. But always keep an eye on your ults cooldown and try to predict where team fights will occur in order to be around when ult is off cd. TeamFights: You dont have blink yet, so be in front. thats part of the reason I like treads+soulring+basilus(+stoutshield (i know its a must have but yeah you know I kinda dont like it)) allows you to get hp, damage, regen and be a decent front liner. blink to ?: Ok now the world is yours. Go crazy, do whatever you want, nobody can stop you, go show them boy! Thanks for reading. No seriously now you can go crazy, now everything is situational. go invi if you need a silver edge,go lotus orb, go blademail, go battlefury if you faceoff illusions, go s&y , go linkens, go hex, go basher , go hot, go bloodthorn(seriously its really fun), go bkb, go force staff if vs clock(I would actually get it before blink), go armlet. Now before you close this page thinking this just all bullshit. Offcourse RADIANCE, VLAD, AC ... Now let us discuss the touchy part: Talents Side note on pushing: A badly know ability is demolish on your earth brew :+90/180/270 damage to buildings. If you need to push, just pop ult make the earth one hit building and use the other two to zone people out, mostly with cyclone. When not to pick Brew Never -SkywarthMage: if played correctly will force you to go bkb, linkens or lotus [link] [comments] |
Core Venge questions/discussion Posted: 15 Feb 2018 09:06 PM PST I played a game where our team ended up randoming dusa and venge so I decided to go core venge for a non greedy safelane. I ended up going for shadow blade then just built small items like drums and vlads and I really felt like I was playing a sort of sacrificial farming hero. I put most of my gold in to just making my team and specifically the dusa stronger with all the auras and buffs and it ended up working extremely well. Is this how venge core should be played or should I focus more on my own damage? I feel like I didn't lack damage at all with my item build but still benefited my team and overall did more than I would going MoM-->Pike or something along those lines. [link] [comments] |
Posted: 15 Feb 2018 08:27 PM PST Hello guys! I was practicing tusk ice shards cliff thingy and decide to check GH replay. And i was surprised that he use the trick in his own way - he uses ice shards on his hero icon instead of hero circle. So i spend 10 min in a lobby and realize that it so random because it can throw you in a random direction, no matter where are you looking at. So i wonder how this thing work, i know techies mines goes on top of each other but how it's actually working in tusk case? any ideas ? (Sorry for bad englando) [link] [comments] |
Posted: 15 Feb 2018 05:12 PM PST Has anyone tried Meteor Hammer on WR? For solo offlane/support/utility WR. I always forget the new items, so i never tried it. I am just theory crafting here. Pros:
Cons:
I can imagine that you can Splipush way better (serious tower damage) and catching WR is always kind of anyoing. You can even Power shot urself through the trees to get near the tower. I mostly build forcestaff, when i am playing utility WR, but this could be an option. [link] [comments] |
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