True Dota 2 - Does auto-attack and stifling dagger share the same pseudo-rng "counter“ ? |
- Does auto-attack and stifling dagger share the same pseudo-rng "counter“ ?
- Euls, spirit vessel or drums of endurance on Bristleback?
- Is pugna viable for the offlane?
- What is the Issue Here?
- Quality of pubs in the last month or two
- Downloading Replays Bugged
- I suck at Huskar. Help!
- Huskar vs Broodmother
- Zeus mid
- How convenient is to chase a bad player?
Does auto-attack and stifling dagger share the same pseudo-rng "counter“ ? Posted: 03 Sep 2018 07:30 AM PDT As stated: if I auto-attacked 5 times without a critical strike, does my next stifling dagger has a higher chance of crit ? Can't find the answer anywhere so maybe you guys have the answer. [link] [comments] |
Euls, spirit vessel or drums of endurance on Bristleback? Posted: 03 Sep 2018 10:20 AM PDT I wish to discuss unusuals item on Bristleback, namely Euls, Spirit vessels or drums of endurance. How I got this idea was thus: I got counterpicked by an Ursa, went for an early value windlace into boots build which allowed me to draw the lane. But then I had this windlace sitting in my inventory midgame not doing very much. So, can one actually turn the windlace into something useful? In my opinion, Bristleback suffers from a considerable degree of kiteability, while not actually being as tanky as advertised (against determined opposition). He also lacks initiation tools, and unless he has the movement speed to be in the thick of a teamfight his contribution is frequently limited. His rightlicks eventually become pretty solid (even very good at level 25), especially for a tank, but he often has issues keeping contact with an enemy. All of these issues can be fixed by improving Bristlebacks movement speed, first by a value windlace and later by a windlace progression item, so lets look at our options to utilize this. 1: Euls. This is probably an item that will get you flamed in your pub games, but bear with me: First, it adds a whopping 30 movespeed on its own. Second, it actually adds another 20 movespeed because you can choose the movespeed bonus talent at level 10 since Euls provides you with 2.25 mana regen, and isnt particularly expensive. Essentially, a level 10+ Bristleback with Euls has an extra brown boots. It also covers several of Bristlebacks weaknesses, namely break (Eul yourself after getting silver edged, which takes a guaranteed 2.5 secs out of the 4 second break duration), catch (self explanatory), interrupt (which bristle normally just doesnt do, most commonly against tps). The main drawback of the active is its rather high manacost of 175 mana. It can also be used as a (very average) initiation tool. It should also be noted that the +10 int from euls add +18% mana regen to whatever bristleback has at this point. 2: Spirit vessel This item has a number of uses on a lot of heroes, and isnt half bad on bristleback. He shouldnt have a lot of issues getting urn charges (due to usually dying pretty late) and its a pretty useful move against heavy lifestealers in particular. In a hectic teamfight, urning yourself can make some enemies hit you to cancel it, and if you are in the "everyone ignore the bristle" situation, this is a good thing. 3: Drums of endurance: Yet another speed boost with an absolutly lovely buildup. It is not however enough mana regen to substitute for the +2 mana talent. Makes you a bit more of a teamfighter and adds some mid game anti break capabilities (run from that ursa!) as well. Now, I am not saying build these every game, but thoughts? [link] [comments] |
Is pugna viable for the offlane? Posted: 03 Sep 2018 04:44 AM PDT Hi guys. i just wanted to add a new hero to my hero pool and i was thinking of adding pugna because of my hero pool doesnt have any burst and pushing hero so i thought of pugna or mirana but i loved playing pugna better. i just wanted to know how to play it in the offlane? when should i pick pugna, like what heroes is pugna is good or bad against? i need help from pro or anyone who knows how to play pugna offlane. i know he can be played mid but no one gives that at SEA server legend bracket so offlane is the only lane i can play him. And if you guys have any suggestions that are like pugna that can both dual and solo offlane i would love to hear it [link] [comments] |
Posted: 03 Sep 2018 03:48 PM PDT Hi all, Just wanted some advice on my effect on other lanes as a carry. I am a carry player and it feels to me that our mid lane loses almost every game and I would like to ask, how much of this is on me as a carry? I know if my mid loses every game the only constant is me but I cannot work out how to help. Should I be tp'ing to save my mid as a carry? For example, I have looked at the net worth of my mid vs theirs for the past 10 games and our mid is behind 8/10 games. (One of those 2 games I let someone else take carry and they went 2-12 so we lost anyway). I'm starting to get pretty desperate and I don't know how I can stop losing from the carry role. Any advice on carrying a losing team better would be great. My dotabuff: https://www.dotabuff.com/players/486823164 Thanks for any help you can offer. [link] [comments] |
Quality of pubs in the last month or two Posted: 03 Sep 2018 11:36 AM PDT I want to talk about pubs (this is legend 3 rank), and the ways the meta influenced them in last couple of months. With the change of 2-1-2 lanes I have noticed people don't care or just don't understand why it's very bad to put a weak hero solo offlane. Most of my games have turned into either safelane or offlane being short on one hero resulting in a horrible experience where you either can't get to creeps or if you do you take serious damage which basically negates all gold you got since you have to send a salve to survive opponent's next combo. Which brings me to the current meta heroes (stop reading when you encounter an annoying hero to play against): Spectre, Clinkz, Riki, Broodmother, Silencer, WK, Necro, Ursa, Bloodseeker, Weaver This being legend rank (Normal behaviour score, 0-3 reports, 10 commends average behavior), people don't want to communicate, don't tp when their teammates get ganked early game which results in one side getting an advantage which is very hard to comeback to after laning phase since their clinkz is going to destroy all of our towers in the next 20 minutes. Since individual skill seems to matter so little I got the impression that whichever team has better coordination and can stay 5 the best is probably going to win, regardless of draft or itemization choices. I have been playing dota for 3 years and this is probably the least fun I have had since I started playing. I used to love playing offlane but ever since the offlane/safelane change my enjoyment has fallen drastically, this is evident when you look what tactics people started to use on offlane to pull creeps. I think not even Icefrog could fix the brokenness so all we got was a forced change to the way creeps aggro. I came to DOTA from LOL and I was impressed the way the game was balanced, I was faced with clean mechanics which stayed consistent throughout my time spent with DOTA. Now, I am left with a sour taste in my tongue, it felt like such a brute way of balancing. I am very much interested in your thoughts, your experiences regarding the meta, ways to counteract the effects of teammates not grouping despite voice chat or pings, or just critiques on my rambling. [link] [comments] |
Posted: 03 Sep 2018 04:31 AM PDT Anyone else having problems downloading replays? I tried downloading a bunch of different replays of Ace and the notification message changes to Downloading but it never starts. [link] [comments] |
Posted: 03 Sep 2018 08:00 AM PDT Hi guys, I played as Huskar on the offlane this match to complement the drow strat. I felt it was a good pick to provide the team a Durable hero with strong laning phase. However, I had trouble dealing with bloodseeker and necrophos with their blademail purchase and i just kept on dying and dying. I also am very confused with what item to build in this match. I think i wasted money buying armlet as there was venomancer on their team. After armlet i hesitated to purchase either bkb or halberd. I end up buying halberd and don't feel its effectiveness. Help me guys. [link] [comments] |
Posted: 03 Sep 2018 11:50 AM PDT Tell me what u think about this basically I was going mid against a brood and i had the last pick so i picked huskar, bought 3 stout shields and at lvl 4 I could basically stand by the creep wave and bully her out whenever she came close i got 2 kills and out farmed the shit out of her and later in the game she was just getting shit on by me and my carries which is really nice cause i got broodmothered quite a few times lately [link] [comments] |
Posted: 02 Sep 2018 06:24 PM PDT Any tips for running Zeus mid? Itemization? I've been going: Bottle>Mana Boots>Aghs>Euls/Kaya/Aether>Refresher I'm having really good results rushing aghs because i feel like I can contribute so much with nimbus and ult and be elsewhere on the map. And that's how my play style has been - pushing/pressuring other lanes and helping team fights with nimbus and ult. [link] [comments] |
How convenient is to chase a bad player? Posted: 02 Sep 2018 07:09 PM PDT Lets say there's a razor on the other side, who you noticed is bad-as-fuck, and you are your team's carry, lets say a Jugger with diffusal, so you can practically kill him again and again and again. (just a scenario guys). Is it efficient to just tp wherever he is and "try and risk" to kill him over and over. Is it beneficial for you as a carry to be searching for an underfarmed core? Do you guys see yourselves doing this often? Searching for one bad af player? "Ok, this guy tped down, im gonna tp and kill him" even when you maybe had a free lane? Is it worth it? [link] [comments] |
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