Saturday, March 27, 2010

The Laning process Part 4

F. Towers


Towers are by far your most important ally, at least earlier in the game, and are essential late game to survive.



Most people think of towers, as the thing that protects them in the back, having no real purpose other than that. In that thought you are right, but there is much more to towers.



Towers are roughly the equivalent of a level 11 hero (damage wise). And you should always be using that damage whenever possible.





In this image, THD is clearly dominating Naga early game (Range Nuker VS Melee). I believe he thought the same thing; he was overly aggressive even for a Range VS Melee match up. Notice in this image most of the creeps, save for 1 are dead.





In this image, THD is still nearly full life, and he is being attacked by the tower, and Naga casts net. Notice the obvious difference in our life.





Naga lets the net fly, as the tower commences in beating him down. He notices he is in trouble and tries to back up, but by that time it is far too late.





The tower and Naga attack the THD many times, beating him down to a pulp, notice our life points now.





THD dies, and Naga is 230 gold richer.


G. Tower Hugging


Tower hugging, is not to be confused with defending a tower. The art of tower hugging is to prevent you from getting ganked/attacked. An example would be Nightstalker is missing (and its night), so you should back up to your tower, simple, easy, and effective. Unless that Nightstalker is a crazy Rambo sociopath, he will not try to get to you (of course your life points factor into this also).

A tower is roughly the equivalent of a level 11-13 hero on your side; use it to your advantage. Obviously you’re most likely going to miss a few creep waves making sure you do not die. But this is minimal to what you could have lost had you died to that Nightstalker.

Em games are different from regular games, as the towers have less life and damage. This can be a problem when hiding next to one, as the tower will not kill a hero nearly as fast as it normally would.

Keep that in mind when hiding under a tower for protection, as an enemy hero can usually just run in and kill you without being severely hurt.

 
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Tower is a strong unit in early game as written, also to cross out the line for hero to farm in which part of the lane. Other than that, to enemy unit tower is a early money scouce for team.(especially for CW battles.)


Tower will attack you if you click on hero unit while the tower just kill a unit. (And in tower range), Beware when entering enemy tower range, always click beside of the Hero instead of clicking on hero.


Attacking tower with some technique willl avoid being aimed by tower. Attack tower when tower is attacking an unit of your creep, when creeps is going to die, move away ur hero and wait for tower to aim other creep of yours. After tower have it's aim , continue to attack tower. (** This rule will be exceptional when creep and hero unit is attacking the tower, this rule applied to when your creep attacking at enemy units one.**)

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Thanks for reading =x

Friday, March 19, 2010

Lane-ing , Having the Right choice of lane.

E. Picking a Lane


The very first step to lane control would obviously be the lane you initially choose. Choosing a lane can be decided upon many things, whether that is your opponents, or your hero, or any hero combos you are trying.

Solo heroes are commonly heroes who have a very strong early or late game. It can also be someone who needs to get a certain point quick, to maximize his/her effectiveness for the team.

A quick example would be a Tinker. He can spam his nukes, and once he hits level 5-7 he can start ganking his opponents to help his allies control their lanes as well.

*Another example for solo hero would be a Nevermore. He can spam his skill, and he need creep kills to increase his damage, he higher his damage , he less worry he gonna his last hit. Combining All Skill he have he can deal up to 900 magical damage just for learning 1st! Well, he can start ganking his opponents and help other control lane.

This is but one example, other heroes include heroes such as Silencer, who have an active skill (Glaives). These allow for great harassing, to maintain dominate lane control over a lane. Because with active abilities you do not alert creeps when you attack, you can attack them multiple times, without fear of the creeps damaging you. Same goes to Drow Ranger for her ice arrow.

All of these things factor into whether or not you should solo.

The other factor is gold income, heroes who require a lot of gold to remain or become effective, usually like to solo. That is because you do not want to be in your lane, competing with an ally for creep kills.

The other factors, such as your allies and your hero, are usually decided by Hero Combos, such as which heroes go well with another hero. The most common, as I mention in the Hero Combos section, is Range + Melee combo. From there it goes further down, into Disable, stun, nuke, slow and so on.

It ultimately comes down to your allies choice (not your own), as to who will get what lane. Soloing is primarily Middle or Top (Sentinel) or Bottom (Scourge).

Always pick a lane who does not counter your own skills. If you are melee, try and get laned with another melee. If you are a lowlife agility hero, try not to get laned against a heavy nuke hero.

Usually melee heroes do not solo. That is because if you accidentally get laned against a range hero, you have a very high chance of being dominated. Of course that is not always the case. Melee hero's such as Terror Blade, Broodmother. All have great Melee lane control, from their ability to heal themselves.

If you do ever decide to solo a lane with a melee hero, who does not have an active healing ability, make sure to bring plenty of regeneration. If you get laned against a good range hero, you will be harassed often.

Remember that you can always switch if you do not like your current matchups. Just make sure to warn your allies before you switch. You do not want to leave any enemy hero's alone in a lane for any length of time.

*Runes Factor
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Some people you would see that they just get themselves a bottle and dominate the whole battle. And why?
They hunt rune to support their gang skill. Rune such as Haste and Invi will giv potential of Position to gankers, while regen give one hero have the ability to nuke spells instead of regening with item. Inlusion rune have its use, they can use to push tower , tanks tower damage , or even faking on someelse to use their precious ulti. (Mindmaster game xD)
Mid lane will be the best choice on runes factor for the lane connecting to both rune top and bottom.
Wards will be the best choice on watching runes. So you wont get fustrated by the rune postition.
Tips on the rune: Rune will randomly out for every 2 minutes, so try to spend some of ur seconds and check on it, who know? maybe u wont been killed by someone =D

*Will be my extra on this part of guide xD

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