True Dota 2 - Regarding OG: "Jerax shouldn't be playing earth spirit anymore" - Winter


Regarding OG: "Jerax shouldn't be playing earth spirit anymore" - Winter

Posted: 31 Mar 2018 06:19 AM PDT

Before the gentleman could elaborate on this statement he was interrupted by something more important. I was looking for a thread about panel questions, but couldn't find it. Anyone have any idea why he would think this? Is the hero not strong enough (since OG bans it against gh i don't think this is the answer) - is it the team playstyle that doesn't fit well with this hero? Probably, but i don't know exactly why? Thoughts?

Ps. Winter also mentioned that he prefers Jerax on ET, since he can then bully the lanes.. Seems like the other teams fear his ET more than ES, idk..

submitted by /u/olBandelero
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Nature's Prophet as pos 4/5

Posted: 31 Mar 2018 08:25 AM PDT

I've been seeing a trend where pros pick NP as a supp, EG being the most notable example. I've toyed with a supp NP before but what exactly is his appeal? I see him as a pseudo-chen where he can bully lanes, but other than that and a bit of push he offers no lockdown, damage (unless he transitions ), sustain, or teamfight? What makes him such an attractive pick these days?

submitted by /u/getsufenst
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General warding guide

Posted: 30 Mar 2018 05:28 PM PDT

Just making a general guide on warding. It's a bunch of very basic things but i think it may help a lot of people. Feel free to correct me (including grammar mistakes, my goal isn't to make your eyes bleed) or add some stuff if needed. Thank you for reading.


Why would i buy wards ?

Buying every ward in a game costs 53 gpm (meaning if you have 300 gpm, buying every ward alone lefts you with 247 actual gpm), which in not that much for a hero which doesn't need any item to be efficient.

In turns, wards give vision for your whole team, making them less likely to die to unexpected moves such as an enemy rotation or counter initiation and more likely to make better plays such as killing an enemy hiding in the trees or taking an objective without fear of dying.

Is your allies not dying and making better plays worth 53 gpm ? Of course it is !


The 6 types of ward

You can decide to use your wards in 6 different ways. Defensively, neutrally, aggressively, deeply, to fight or to block a camp. Buying wards only for the sake of buying wards makes absolutely no sense.

A defensive ward is a ward you plant on a part of the map that is under the control of your team. It spots aggressive enemy heroes. It's very useful when an enemy hero is getting out of control and ganking all around.

A neutral ward is planted in a contested part of the map and gives vision over potential rotations. It spots moving enemy heroes. It's mainly useful when you want to avoid fights in a specific area and have a general idea of where the enemy heroes are.

An aggressive ward is planted in the area of the map controlled by your enemies. It gives informations on both static and moving heroes. It's useful when the enemy team is responding to your plays.

A deep ward is a ward you plant near the enemy base to spot couriers and deep rotations. Very situational but can be game changing as you will often get a courier or a kill from it.

You can drop a ward during a fight when your team is on the low-ground or there are a lot of trees and your team relies on having vision to fight properly. These wards' utility is quite bursty as they can win a teamfight but won't help a lot later on.

Finally, a ward can be used to block a creep camp. These should be quickly dewarded but it's worth mentioning as blocking the easy camp in the laning phase prevents the enemy support from pulling, making him lose more than the 80 gold you invested AND denying him a lot of exp AND giving your offlaner a better lane.


The big objectives

In any game of DotA, you will contest the T1, T2 and T3 towers, the barracks and Roshan. Most key actions will happen there, be it a teamfight, a sneaky Rosh attempt, a rotation or a siege. These objectives will be heavily contested by both teams and deserve a ward, be it defensively or offensively. It's quite obvious, but we need that statement in the next 2 sections.


Smaller objectives

You can't win a game if you don't destroy a T1, a T2 and a T3 tower, but you can't get any of them if your lanes aren't pushed and you can't push a lane if your team's heroes are dead and your allies can't stay alive if they are underfarmed. You must think of this when warding : your team will be either farming, pushing, fighting or taking objectives, and it's as worthless to ward the enemy tower when your whole team is farming as it is to ward your jungle when your team is pushing their T2.

When warding, it's important to recognize which team is playing proactive and which team is playing reactive to then give vision accordingly.


Dewarding and avoiding being dewarded

Knowing all this cool stuff, you should now consider the possibility to simply remove a ward from the map. In order to remove a ward, you need to spot it (be it because your enemies play differently or you saw a support warding there) and determine its position precisely, but also bring a sentry there and attack the ward twice, which requires map control as you can't just walk into an area where the enemy team has vision if they can be there and blow your 800 ehp CM up. Sometimes, it's better to simply tell your team there is a ward somewhere and play accordingly.

This means planting defensive wards is safer than neutral wards, which is safer than aggressive wards, etc, but also planting a defensive ward will allow you to deward any aggressive ward they may plant next to it.

Finally, you may trade some utility for more safety for your ward. For instance, planting a ward on one of the 8 highgrounds gives you flying vision on a very important area and stuff, but it's both very easy to spot and very easy to know exactly where it is, while a ward in the corner of a sidelane or behind a tower doesn't give as much information but is less likely to get dewarded. This is especially important for your aggressive wards.


Aggressive/deep warding tips

In addition to the classic Smoke and Glimmer, you can use your Scan to make sure the dangerous areas you want to go through are safe. Don't hesitate to spam that shit, it's one of the best way to use it and nobody uses it anyway.

Don't forget to place a sentry first and then an obs when you think there may be a ward around. You don't want to walk 50s behind the enemy lines just to be dewarded instantly.

It's ok to burn your tp right after you've dropped your ward to avoid going back through the enemy lines. Even hiding in the trees for some time and wait for an occasion to tp to a tower for a rotation can be better than walking back to your lane.

Try to ward an objective as well as a farming area when possible. Aggressive wards are sometimes not very useful because they only spot an objective or an area with static heroes and you'd like to have vision to both initiate a fight properly and take a tower right after rather than only one of the two.


Miscellaneous

Players are more incentive to play in warded areas as they are safer nay provide kill potential. This is a good way to captain your team, but captaining also means you can't just ward randomly and expect to go somewhere. Try to have a plan and communicate with your team if needed.

It's ok to plant a ward in the middle of a lane, there is a lot of stuff going on there and it's a good place to initiate a teamfight.

Buying 60 sentries to deward 5 obs isn't worth it at all. Try to deward only when you know for sure there is a ward somewhere or when you want to make sure the enemy team doesn't have vision over an area. Blind dewarding isn't a great idea.

Both supports should buy wards, make sure to balance the expenses as every hero needs at least a tiny bit of farm to become way more relevant. Also in general, the 5 is a lane support and can't really get away from it while the 4 can move around the map and is freer the ward correctly during the laning phase.

PLANT YOUR FUCKING WARDS

It's good to always keep 1 ward on you so you can drop it when a teamfight starts. This isn't something you should do at every point of every game, but it can help a lot when your lineup is teamfight heavy with targeted spells.

It really helps to learn a few warding points. I'm not talking about becoming a ward addict and spend 10 hours trying new ward spots in a lobby but you can definitely check this out (https://www.dotabuff.com/blog/2017-11-04-new-ward-spots-and-terrain-changes-in-707), it only takes 5 minutes and it's already better than when i share a ward to my cores.

Warding during night time reduces your chances of getting spotted but increases your chances of getting killed. Once again, scanning may help.

During the mid game, when you are backing your cores up while they are farming, don't stand still hiding in the trees, try to move a bit forward so you can drop a ward to prevent the enemy team from jumping him easily. You may even tank a smoke gank doing so, which is great.

Don't die for a ward and don't wait 10 minutes to ward a specific area. Plant you wards where it's safe and useful to plant them. Even just securing a controlled area is good.

submitted by /u/Zjand
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Ember - How to decide what core items to go first when there are so many good options [Magic][Hard Carry]

Posted: 31 Mar 2018 10:59 AM PDT

So following tortellini's guides it comes down to:

  • Start with shield, quelling

  • Get aquilla, wand [optional], bottle, brown boots

Now comes the confusion:

  • Getting travels first accelerates farm, ganking potential, it's really good, so I usually try to get this first

  • Blink is amazing for either build, but if you get BOTs, then you're spending ANOTHER 2k gold on an item that doesn't directly give you magic or agi damage

  • For either build, getting linkens after bots makes sense, but again, you don't farm as fast as say a morph (who goes similar items), or any other hard carry, so getting linkens next seems too much

  • [Magic] Radiance next gives a lot of damage for magic build, and is the core item, and gives much needed farming potential, but without blink, it's harder to gank as magic ember, and without linkens, rushing the 5-6k radiance can mean a long time without defence or damage

  • [Hard Carry] Going battlefury BEFORE BOTs seems to make sense, or after, but then what? Blink? Linkens? Crit? Without crit you don't do a lot of damage post-20-25, but you need linkens to stay alive in fights, and blink to run around enemies

So here are my thoughts, what do you guys think is the best item queue for each build? I'm really torn.

submitted by /u/korinokiri
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What is attack moving and how do I practice it?

Posted: 31 Mar 2018 03:55 PM PDT

Are there any methods for practicing and learning how to consistently attack move, all I know is that it can increase your efficiency.

submitted by /u/wheatley28
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Optic 4-2 in Group Stages?!

Posted: 31 Mar 2018 03:02 AM PDT

This is probably the biggest shocker to me. They are tied for first with Liquid in their group stage.

My question is why.

Firstly, whenever I see Optic play, I usually see CCnC be put on some stable hero and Optic will sacrifice his lane in order to ensure Pajkatt and 33 get a good start to their lanes in the form of dual lanes. They dont really helicopter mid which usually results in midlane being trounced on.

However, Optic are drafting self-sufficient carries (TB, Luna, Jug, Gyro, etc.) which means that once the midgame rolls around, they can help get CCnC back into the game by setting up and giving him kills. This is very notable in their Storm Spirit games in prior patches where they will sacrifice his lane and just give him a way to get back in by setting up pickoffs.

In fact, I think is more rare that CCnC wins his lanes.

Of course, these are all BO1 games so there is some room for "anything can happen in BO1's". But to consistently win these BO1s, I think is a mark of something working for Optic.

My question is how this playstyle that Optic have has worked out for them. That is, why are they so dominant?

submitted by /u/YC_SP
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A question about the shop

Posted: 31 Mar 2018 02:17 AM PDT

You know next to quick buy there is a spot to buy your TP. And you can swap that to another item. Is there a way to add multiple items to it? If anyone knows either way it'd be appreciated

submitted by /u/Tydefc
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Is Strict Solo Queue worth using?

Posted: 30 Mar 2018 07:10 PM PDT

I'd assume it would increase queue times, but is that queue worth more quality games?

i just played a game with a legend 4 and an archon 3 in the same party. Both took mid and carry. the archon 3 picked am, and then he told me that getting blink cast range was very bad againsts blood because he would just take more damage.

submitted by /u/Craiglekinz
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HoD Dark Seer

Posted: 30 Mar 2018 05:37 PM PDT

I'm not sure the vac changes are enough to bring dark seer back, but were you to play him I feel like HoD would be really good. The creep with ion shell means you can farm more camps and bully supports, and if you take the centaur or ursa gives you a nice followup to the buffed early vac wall combos. So it buffs farm speed and allows you to do more early.

The problems are that you kinda have to get it after soul ring mana boots, but might be able to squeeze it in before mana boots depending on game. It also delays your mek/blink.

What do you guys think?

submitted by /u/videogamefool11
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