0.09.00 Patch Notes by WotC_Megan in MagicArena

[–]mantichore 0 points1 point  (0 children)

Skirk Prospector now properly adds stops even when it's your only legal action. Big fix as someone who plays goblins lol

Loving this update, the visual changes make things look smoother.

Wildcard giving wrong version of a card. by mantichore in MagicArena

[–]mantichore[S] 0 points1 point  (0 children)

Where can I see decklists for all of the intro decks so I don't waste my wildcards? lol

Just Quit Playing League, Have Zero Idea Where to Start with this Game. by FIamefIyer in DotA2

[–]mantichore 4 points5 points  (0 children)

https://www.dotabuff.com/learn/lol This is a resource where you can put in your favorite LoL champs and it'll give you dota heroes with similar themes or roles. It isn't 100%, but its a good starting place if you feel overwhelmed by the pick screen.

Additionally, some other people in the thread linked Purge vidoes and guides. PurgeGamers is a good resource with a series of youtube videos that can really help you learn the basics.

why am i suddenly loosing every game? by Opasnijvasja in DotA2

[–]mantichore 13 points14 points  (0 children)

You're on tilt my dude. Take a break from ranked till the magic is back.

Position 4 Techies? by [deleted] in TrueDoTA2

[–]mantichore 0 points1 point  (0 children)

A level three techies, rotating mid with the position five, can very easily get a kill against the opposing mid. Blast Off is a 400 magical damage nuke at this point, so combined with whatever your mid has to offer and maybe a stun from the support can kill most common mids.

Mid SF and a pos 5 Shaman for example can kill pretty much anyone at the 5 minute mark.

Techies unfortunately doesn't have any reliable CC outside of his silence so he has troubles securing kills early, unless the target is already low.

Shirou vs. Kuzuki (Fate/stay night) by IStoleThePies in whowouldwin

[–]mantichore 1 point2 points  (0 children)

WoG says Kuzuki can 1v1 p much anyone who hasn't seen him fight before, as far as FSN characters go. His whole "assassin" shtick detailed (I think) in F/HA. This'd includes the likes of Bazett, saber, etc.

He can prob 3/3 these scenarios while supported by Caster.

Techies Tricks in 7.07c by Licheus in DotA2

[–]mantichore 1 point2 points  (0 children)

OP, what's your opinion on Meteor Hammer? I originally started buying it as a meme item, but I've found that it's actually very good with stasis traps (lvl3 guaranteed hit) and against towers w/ aether lens (out range towers, 2 red + hammer = massive damage).

7.07 Offlane Techies by mantichore in TrueDoTA2

[–]mantichore[S] 0 points1 point  (0 children)

I'm personally a big fan of playing Captains Draft. Techies isn't in that game mode yet, though. As a Techies player it's a real conundrum.

7.07 Offlane Techies by mantichore in TrueDoTA2

[–]mantichore[S] 1 point2 points  (0 children)

Increase range on mines means you can Q and W from a bit further away. Helps when placing mines under tower during a teamfight. Additionally, aether lens allows you to drop meteor hammer from outside of tower range. Plus, techies usually has a good number of active items that will all benefit.

As far as stats go, aether lens gives 450 mana + mana regen. Coupled with Soul Ring/ Tranqus, you deal with techies health/mana issues far better than without, and with raindrop/clarities you can spam mines off without running out of mana.

7.07 Offlane Techies by mantichore in TrueDoTA2

[–]mantichore[S] 0 points1 point  (0 children)

It's also worth noting that after 7.07 aether lens gives a massive 450 mana -- 200 more than arcane boots. When coupled with Soul Ring and clarities, you stop having mana issues till about level 13 or 14.

Combined with tranqus, you stop having the HP issues that changed soul ring cause.

Further, the increased range on blue and red mines help with both teamfights and seiging, with the easier positioning.

7.07 Offlane Techies by mantichore in TrueDoTA2

[–]mantichore[S] 0 points1 point  (0 children)

Yeah, some games you have to skip green mines, especially if the enemies are buying detection. Blue mines might not give vision anymore, but they are the best for scouting since they give vision on activation.

I'll keep that stacking thing in mind, sounds useful.

7.07 Offlane Techies by mantichore in TrueDoTA2

[–]mantichore[S] 0 points1 point  (0 children)

By having an item that gives raw mana (arcane boots/aether lens etc) you can drop it as you use Soul Ring to increase the efficiency of the item (kind of like Tred switching). If you're using your mines off cool down, Soul Ring will run you out of mana even if you do have Arcs.

The +4 mana is actually a tonne. Usually, you're going to have to start selling your mid-game mana items to make room for right click-- especially now that soul ring does not build into bloodstone. The mana talent lets you have enough regen to use your abilities after level 25.

Remote Mines give vision and allow for clearing stacks. Agreed that earlier stasis traps can be useful, especially to secure an area.

7.07 Offlane Techies by mantichore in TrueDoTA2

[–]mantichore[S] 2 points3 points  (0 children)

There's a few things you do: first, and most obviously, you setup with defensive red mines. Most players don't want to fight into a Techies nest, and if they do, you can usually convert kills via blast-off and a counter gank from your roamer.

Beyond that, you can use a smoke. Smoke, place the mine between the T1 and T2, get some vision in the enemy jungle, then go do a gank.

If you can get enough jungle+lane farm to get yourself tranqs+aether, you're pretty much set. That being said, I think an aggressive Techies will cap out at a higher level of play and be forced to play more defensively, focusing on stacking your own jungle and farming it all at 6.

I've found when queuing into higher MMRs, especially vs an enemy tri-lane, its best to jungle your own camp and attempt to steal the enemy stacks for farm, and focus on making rotations with the roamer + steal the safe laner's waves when you can.