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Showing posts with label DotA Infos - Lane-ing. Show all posts
Showing posts with label DotA Infos - Lane-ing. Show all posts

Monday, May 31, 2010

Laning part 5 FOG Creep Kills and Warning!

1. Types of Attacks
In almost any guide you read it tells you about how constantly attacking is a bad idea. Here are the different styles, and the pros and cons related to them.

There are 3 styles of attacks that one can use.

Last Hit: This is when you time your attack to take out the last sliver of health a creep has. This should be used in almost any situation. The drawback to this is that it is quite slow. When pushing or defending, waiting for creeps to hit a certain point can take a very long time. That can be a very bad thing, especially when you need to get rid of them quickly.

Constant Attack with timing at end: Basically a middle point between last hit and continuously attacking.

In some situations you should be constantly attacking. That is because constantly attacking pushes the creeps further back, or pushes opponents away from towers and such.

Here are some situations you should be constantly attacking in:

When pushing a lane quickly: You want to push as fast as possible. To do that you must kill creeps quickly. Sitting around waiting for your creeps to get them to red life will take a very long time. This is one situation were constant attacks are a good thing.

When defending a lane: Your opponents are pushing quickly into your lane. They are going to be near the tower soon, and are going to deal heavy damage to the tower. Because towers are vital to winning a game, you always want to keep them as high as possible in life points. Allowing your opponents to push next to your tower is fine, but you do not want them actually attacking the tower. If they push a little too far in, you should start to continuously attacking to push them back.

As soon as they reach a safe position, you can resume last hitting again. Last hitting should be used in 90% of situations.

Constant Attack: This is the style most “Noobs” use and they get ridiculed for it. You should never be using this style of attacking. You should always be last hitting, and only using constant attack with timing at end in the certain situations. This form of attacking will get you owned against a good player.

2. Warning
Sorry for the lack of a better name, but this is one of the most important things in this guide. If you have yet to read the section on tower hugging, I suggest you switch over to that before reading this section.

Tower hugging is completely useless if you never had warning that the Nightstalker was missing in the first place. In any game you should always be warning your allies if a hero in your lane is missing.

Here are some quick quotes you can use to warn:

Bot missing (hero name/abbreviation for that hero)
Top missing (hero name/abbreviation for that hero)
Mid missing (hero name/abbreviation for that hero)

Top (Hero name/abbreviation for that hero) MIA (missing in action)
Bot (Hero name/abbreviation for that hero) MIA (missing in action)
Mid (Hero name/abbreviation for that hero) MIA (missing in action
)

(hero name) healing. (using on hero dead or hero back base)**

Warning in general is extremely important, but so is naming the hero that is missing. That is because you have a lot more to worry about from a Nightstalker at night, than you do from almost any other hero. Dieing because your ally did not warn you his/her lane hero was missing is a terrible way to go.

Remember that if a hero has taken a long time to come back from healing it is recommended that you warn your allies again.

(hero name) has been healing for awhile

If you are soloing a lane and are barely holding them back a third hero popping up will more than likely kill you. Ask your allies before a game to warn you about heroes missing, and say that you will do the same (if you dont think they normally would).

3. Ventrilo (Software comunication)
Obviously talking is much faster than typing. In higher level games, the players are usually talking with their teams on a program called Ventrilo. To do this you need a microphone, headset and to download Ventrilo.

DotA-Allstars ever has their own Ventrilo server that can be used by anyone who wants to use it.

Ventrilo is a small program actually. It has fairly good quality; there are 2 other types of talk programs that I know about. Skype, and Teamspeak.

Skype has the highest quality out of all 3 of them, but it has its limitations. For one it takes up a lot of hard drive space. So if you have a slow computer, playing DotA and having Skype on can be a problem. Also only 5 people may be in a chat room at a time, which makes a big clan or channel impossible to keep together.

With Teamspeak, you have much less quality than both Skype and Ventrilo, and it also uses up more hard drive space than Ventrilo weird.

C. Juking
What cannot be said about Juking. It is the art of deception used to either lose your opponents, or to trick your opponents. Either way is quite effective, and should be used whenever needed.

To juke, you must either force your opponents to lose sight of you, or force your opponents to lose you all together. There are many different ways to do this, but the most common is the sight juke (bad name but who cares).

A sight Juke is a Juke commonly used by running through trees. Depending on what lane you are in (this is were the lane control comes in) you might have to use your Juking location a lot. Here are the most common Juking Locations for Each Team (Sentinel and Scourge) divided into the 3 different lanes.

Red Outline = Sentinel Location
Green Outline = Scourge Locations
(Although they are all interchangeable, they are more commonly used by the appropriated color.)

[color=#CC0000 ]Sentinel[/color]

Top Lane
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Technically this can be commonly used for either side (Sentinel or Scourge) but the top lane is severely lacking in good Juking spots (if anyone knows of a good Juking location for the top lane, located in the top lane and not around it, then please PM me it or just post it here. I will of course give credit to you). I cannot express in words how many times this spot has saved me. But I can however express it in numbers, 1345246213458589. Yeah, that is how good it is.


Middle Lane
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This is by far the most commonly used Juking location. In almost any level of play you can see heroes trying to hide in this location to lose a hero, or to make a hero lose sight of them. That is because it is a great location. You can use this from any angle, and leave from any angel, making this a very versatile location, not limited by the usual 1 way in 1 way out.

Bottom Lane
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Next to the middle lane Juking location for sentinel, this is the most commonly used Juking location. It is great because, depending on whether or not the tower is down, all you have to do is run back here, and unless your opponents are kamikaze, they cannot chase you without risk of dieing from the nearby tower.

Scourge

Top Lane
Not heavily used unless you are trying to avoid an attack or nuke. But that doesn’t mean it is useless. Using this spot correctly does not mean running straight to the back, but instead running in and out the other side. A common mistake people make is to run straight back as far as possible. This does nothing but trap you in between trees and your opponents.

Middle Lane
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A fairly new Juking location, but its usefulness is already a staple in most team matches. You can commonly see hero’s running back through this to get as far away as possible from enemy heroes, which is exactly how it should be used.

Bottom Lane
As appose to most of the other Juking locations, this spot is not commonly used. Although it is a great Juking location, it is not commonly known for some reason. Again this is mainly used to force your opponents to lose sight of you, and to some extent to lose them altogether.

There is no current guide to Juking, although Kleech and I are in the process of writing one together. As soon as we are completed, I will link it to this guide.

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This might be the last part of the build for this laning things. After this i going to post the most important of dota in teamwork!!

THE ART OF DOTA is CLAN WAR GUIDES!!

No even myself knows all about the the clan war. Still learning will be essensial for all gamer xD

Exciting ? Join me for the next Clan war guides! =x

Publish By Arc^Libra^
=3

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.

 
 *
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.**)

*
Publish by Arc|^Libra^|
=D
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
----------------
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

 Publish By Arc|^Libra^|
xD

Thursday, February 18, 2010

3rd part of the Lanning Skills

Melee VS Melee








This battle is extremely…………..slow. Unless your opponent is kamikaze, you both will most likely be sitting back and last hitting. This is a position were your creeps are your best friends. They will be what do the most damage. In an IH game both melee units will be sitting back waiting to last hit the creeps. This can make it difficult to score any hits on your opponent. Again to counteract this you must let an opportunity present itself. Letting their creeps die and running in after there mostly dead to score some hits, is about the only way to damage them.



In a public game on the other hand, this changes drastically. In most pubs no one is last hitting and are just letting themselves go all out on the creeps. If you’re trying to damage them I suggest you do the same. The best way to damage them is by using your creeps, and the only way of using your creeps (short of all your opponent’s creeps being dead) is by your opponent’s clicking on your hero. So for that to happen you have to put yourself in the position to be attacked.



So now were back at going at the creeps. By sitting there and attacking your creeps (technically you don’t need to be attacking you just need to be in a position to be attacked by your opponent) you give your opponent an opening. Because you’re both melee you should be right in the battle of the creeps. So if they do attack you this will pull all the creeps to them (smart huh).



What you can do is just like in the above strategy, by not clicking on them. But instead clicking right next to them. Since you are in the battle the chance that you will attack the hero is slight but there is still that chance. Your opponent will most likely think “OMG he’s attacking me, ATTACK BACK” , and will click on you to attack. This is of course what you wanted from the beginning.



Hopefully not to many creeps died while you were doing all of this. And now you have yourself and your creeps attacking one hero. Unless there damage is insane they will have to run or be killed.



You just won your first melee battle (Kudos to you).





Spell Harassment





Spell harassment is much different from regular harassment because you are usually not directly in the battle. Spells can be cast further outside of the battle, and usually does far more damage than regular harassment, to more easily damage an opponent.



Depending on what hero you are, will determine how you will harass with spells. Heroes such as Lich, Tinker, Crystal Maiden, and Twin Headed Dragon have an extremely easy time with spell harassing, as they all have a spell that has a fast cool down.



With AoE spells, such as THD Dual Breath, or Lich Frost Nova (yes it is AoE also) you always want to try and get as many units/heroes in the radius as possible. Of course it is easier with a spell like Dual Breath that has a larger AoE. But with practice you can time it just as effectively with Nova as well.



When targeting heroes with a spell, you always want to target the hero who is more of a threat to you and your allies.



Example:

Say you are laned against a Pudge, and a Crystal Maiden. Both are very powerful early game. With CM she requires items to be effective mid/late game, or she can be easily countered with a stun. Items such as BKB, DoE, Lothars (I don’t know who would go Lothars but you never know) are required for her to deal damage in a team battle.



With Pudge, his damage is in his spells. All he has to get is some regeneration, wait until level 7 and go off killing. So who should you target with your spells?



CM is the best option you want to kill her, or force her back to heal as much as possible to delay any items she might get. Pudge has a harder time of farming anyways, as he is a melee hero, and must get up close in the battle. For him you can harass with your regular attack.



Because CM is outside of the battle, she is harder to hit with a regular attack that will not alert the creeps to attack you.





D. Ideal positions in Lanes

You might be wondering, what? Some people will say just being in the right lane is the ideal position. Well I suppose that’s true, but there are ideal spots for you and your creeps to be to make your job a lot easier.



The best position mid lane is for you to be right above your ramp. This gives you a huge advantage over your opponent’s. One you get for of war on your side. And two you get an extremely high chance for evasion (don’t know exact number, it is around 25% I believe). (According do Arc|^Ahlia^| the actual number of percentage will be 40%. And IT is QUITE high =x talking advantage hiting from top to btm will be a nice choice instead.)





You do not want to be by your tower because it can take your creep kills from you. And you don't want to be by their tower for obvious reasons. You put yourself in a ganking position.



At either top or bottom lanes obviously your not going to have a ramp to use to your advantage. So for top, you want to be as far away from your opponents tower as possible.





This allows you a much safer and easier job in deny/last hitting.



For bottom, you want them to be as close to your tower as possible. So that your opponents have a harder time in deny/last hitting.


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This will be more advance Laning in public game or Clan war gaming. Plusing up what i said about the laning and it will be done pretty well on each lane. (Well...if you dead quite amount of times, that mean your oppenent is a quite experince of his hero or ganger is too good for you ) =x

P/s: Dont let creep atk you that much , THEY REALLY HURT IN THE EARLY GAME* @@

Publish by Arc|^Libra^|

Saturday, February 6, 2010

2nd part of the Lane-ing, And you might find useful.[Genosis Guide]

B. Creeps
This is actually fairly basic but I don't seem to see people using it to much. Whenever your opponent is attacking your creeps and only has a few creeps left on his side (meaning your opponents creeps), you should try and disable that hero with a stun or any type of disable spell.

Like say 1 or 2 creeps are opposing you along with your opponent’s hero. Wait until at least 1 of those creeps die if there are two left and the last is about to die. Stun your opponent so that your creeps have enough time to attack him once or twice. This is how you will damage your opponents the most early on in the game, not by your own hand but by your creeps.

C. Harassing
Harassing can be one of two things, regular attack harassing, or spell harassing. Either way it leads to the same thing. Lowering your opponents health low enough to either kill them, or force them back to heal. Both are effective, but obviously if you can kill them do so.

Here are the different ways to harass depending on which type you are (Melee or Range) versus what type of opponent you are facing.

Melee VS Range



There is an obvious advantage having a range attack to having a melee attack. A range unit will always has a natural advantage to a melee unit, one being they can attack you and get away before creeps attack them. Melee units do not have that luxury, but one thing they do have is damage.

A melee unit usually has a damage advantage over range units (not always). To avoid alerting creeps to your presence when trying to back off a range unit, do not click on that hero. Instead click right behind them (behind meaning were they would have to go to run away). This does not always work because the next unit that attacks you (if any) will be the unit you go for.

So before you attack that hero make sure no other unit is attacking you and go for it. Your hero (if your not attacked by anything else) will go to his default setting, which is to attack the nearest possible unit. And hopefully you go as close as possible, which should mean that enemy hero. This does not make the creeps attack you, and to get back to their tower they will have to go around you. All the while you are scoring hits on them. (Note- this is in a 1 vs. 1 situation, do not try this if there are multiple opponent’s).

Range VS Melee


Now that you have the advantage you might as well piss off your opponent’s as much as possible. You can attack them once and click back. The creeps will most likely come for you, but you should be fairly far from the battle so it will take them at least 1 second to get to you. And by clicking back you make sure they will not get to you. You might say what does attacking them once possible do? Well once not much, but you should be doing this at every opportunity, meaning it will add up, making your job when you decide to kill them a lot easier.

Range VS Range


The epic battle, those who can animation cancel the best will most likely win (excluding damage of course). Range vs. range is probably the hardest of all of them because you both have the advantage of being outside the battle. And if you try to attack them it puts you inside the battle. Letting your opponent attack you a couple times as you try and run back from that 1 hit you just scored on them. The best way to counteract this is to let the opportunity present itself. Let a lot of the creeps die and right before your own creeps start pushing forward. Take advantage and run in and score a couple hits. Knowing when to do this is key to winning a Range battle.

Actually i haven't even read  so i can't give comment for now =x

Publish by Arc|^Libra^|

Sunday, January 31, 2010

Starting on a build to every hero and every lane!!

 This Build wasn't i writing, if you want to thank to this build, thanks to Genosis as he use time and energy to done this build.
Special thanks go to:
Akuryou (For being a great MOD, and giving me loads of suggestions, and again sorry it took me so long to edit this)
[MVP]DM. (For loads of suggestions, and just for saying it’s a good guide, that was great)
Gerbear ( For all of his comments.)
Epsilon ( Great comments which I put into the guide)
Devils_Terror
This are the guys who help this build and not me...Is Genosis who cr8 and edited.
I will separate this build into more for shorter and better cause and this is lane controling build for now.
 INTRODUCTION
This guide has been edited so much; it has slowly morphed from a lane control guide into an overall strategy guide. While that was not my exact intention, I cannot say it was as bad thing.

First off, what is lane control? Lane control is essentially, how well you can control your individual lane in a game. While that is a rough description, it is more or less correct.

People seem to wonder how people who are known as “Pro’s” are able to completely dominate every hero they come across without even breaking a sweat. Most of the time this is blamed on imbalanced characters (which is not always wrong), but that is not always the case.

In this guide I will show you many different things to help you up your game, whether it is a simple technique such as Deny/Last hitting, or the move advanced such as Orb walking.

You can think of this guide, as a guide to most things DotA. It has many “Mini Guides” that you will find in the Miscellaneous Guide Sections. But please remember that this guide is not meant to cover one aspect in depth, but to cover all aspects to some degree. I will include links to anything I can for those of you who want to learn more about a certain aspect of the game. These links will be in yellow writing at the end of the appropriate section.

This guide is extremely text heavy, and quite long. Although that can deter many people from reading, I feel it is important all new players read this, and even some of the more advanced.


2. Lane Controlling

A. Creep Blocking
Creep blocking in mainly used in the beginning of the game to stall your own creeps from getting to point B from point A. Point A being the spawning point of those creeps (The Rax in your lane). Point B is the connecting point, were your creeps and your opponent's creeps connect and start to fight.
 
By stalling the creeps you move them closer to your side of the map, making you much safer from ganks or attacks. You always want to try and stay directly in front of them.

To stall them you can either walk continuously in front, or you can also click the stop/holdposition button and then click forward immediately. This will cause your hero to stop for a split second, and if the creeps are behind you they will fumble around you.

This allows you to attack your opponent's and creeps without fear of being attacked. You now have the fog of war and evasion on your side. Yes, I said evasion. Anytime you attack an opponent or get attacked yourself up a hill, there is an extremely high chance of missing (Im not sure on the exact number, I think it is around 25%). So always make sure you are on a hill or attacking down a hill.


 
You should be pressing the stop/hold position button as much as possible, without letting the creeps pass you. 

P/S:My advice on this is that mid lane have the biggest advantage on the blocking creep. 
Other 2 lane such like Sentinel top/ scourge bottom this lane have greater risk on being gang bang-ed so is also needed to be block for in case of 3 hero gang in the starting. BUT the blocking on this lane is for more tricky than others because you have to block the creep with an INCREDIBLE distance to avoid further risk. Be in mind that enemy might blocking too =p . Teamworking with your partner and creating a hero-wall against the creep, this technique is to train with specific person and it is hard too, i and my bro done that =D.
Lane for Sentinel Bottom/ Scourge Top is an hideout for being gang bang-ed.(Although i saw before someone successfully gang in this lane but it is quite risky and it cost life to do. =x)Blocking creep in here wont be necessary because it may cause result of tower chase off the creep in the beginning UNLESS your team planing to 3 hero Gang  Sentinel Bottom/ Scourge Top then one hero blocking will be used instead.

Any comment or suggestion please post right here to make this build more greater and stronger =D 

Publish By Arc|^Libra^| ~
Credited to Genosis For the Guide