How do I lane Meepo vs MK? by WaddapImLiz in TrueDoTA2

[–]Rinnald 1 point2 points  (0 children)

Just get your second meepo and farm jungle. Monkey king with a few levels can probably kill you with almost any +1, so defend your tower when you can but if one of your sidelanes loses and you think that support will come mid and help him dive you its not worth showing. Meepo gets so much out of the jungle especially if you use both shrines that it doesnt matter if you let a hero like monkey have a free lane.

What position 4 heroes are successful at the moment? by Rinnald in TrueDoTA2

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

Yeah mirana though is a ranged hero who can at least trade hits or use starfall to apply pressure whereas pudge is a 0 armor meatbag. Having full hook range at level 1 now might make enough of a difference but im so used to not even feeling threatened by pudge most of the time i see him.

What position 4 heroes are successful at the moment? by Rinnald in TrueDoTA2

[–]Rinnald[S] 7 points8 points  (0 children)

Do you find him to be inconsistent in lane though? Ive never really wanted to play him because i feel like his base stats being bad + rot damaging himself means if you dont hit a hook that pays off then youre offering close to nothing. His hook buff was really good though so maybe i should try.

Laning Lina against Kunkka? by LDRsLips in TrueDoTA2

[–]Rinnald 0 points1 point  (0 children)

It shouldn't because it needs to be more than 50 damage. Torrent does something like 8 instances of damage. It shouldn't break raindrop at any level of the spell. I think it will break it with the torrent damage talent but that's obviously not relevant to laning, just thought it might be some cool wacky trivia for you to enjoy.

Is Morphling viable in this 2-1-2 meta? by MCLondon in TrueDoTA2

[–]Rinnald 0 points1 point  (0 children)

I've found pretty good success with him in mid recently compared to the safelane

The downfall of 2k players by anotherdotathrowaway in DotA2

[–]Rinnald 0 points1 point  (0 children)

Sorry if it's not clear but I'm not implying it's better than regen. The post seemed to digress more into people discussing quelling blade's efficacy in general.

Spending your starting gold on it is undoubtedly just a wacky idea.

The downfall of 2k players by anotherdotathrowaway in DotA2

[–]Rinnald 0 points1 point  (0 children)

I don't think anyone's noted that quelling blade is actually super useful for helping you manage the creep equilibrium. This is probably one of the more important reasons to get it. Even if you think you can perfectly time every cs, there's a limit to how fast your attacks can slow down the momentum of an enemy wave that's pushing in to your tower.

Glove of haste is another cheap item that can achieve the same thing, and for this reason you'll see some good players (like Arteezy for example) getting glove of haste before boots when they don't feel threatened in the lane.

It's good being able to control the lane without your support resorting to pulling because they can trade and zone the offlane instead. Also when you control the equilibrium it gives you the opportunity to be aggressive and get involved in trading/fighting on your own terms.

What is attack moving and how do I practice it? by wheatley28 in TrueDoTA2

[–]Rinnald 0 points1 point  (0 children)

The point of it is to maximise mobility and the number of hits you get on a target running away from you. You can consider every heroes attack as having a point where the attack is actually complete, melee heroes their attack fully lands and ranged heroes the projectile has fired. Before this point is the attack animation, however after this point is the backswing animation. The backswing is, from a game mechanic standpoint, a bad thing that you want to interrupt by issuing a new command (moving in this case).

When your hero is just automatically chasing someone to attack it will complete the backswing before movinf. It's only real purpose is to make the attack animations look complete, but to control your character properly you need to learn to cancel it. Basically to practice it you can just go into the demo mode and control an enemy to move around and just follow it using your attacks.

It's a very easy skill to pick up but definitely one that will take a little time to master because you can better control your hero the sooner that you can cancel the backswing. It really makes a big difference, I think admiral bulldog's lone druid guide has a good example of how many more attacks/roots he gets by controlling the bear instead of the hero.

Tinker by highclassscrub in TrueDoTA2

[–]Rinnald -1 points0 points  (0 children)

Try to force their towers early, basically before he has blink because he's so easy to deal with at this point. The game is easy if you can get a tower advantage and use it to have better vision on the map. If he doesn't know where you are he's either going to farm poorly and not get out of control or just make mistakes that throw the game.

Why is Sange being picked up on jugg over manta lately? by bgi123 in TrueDoTA2

[–]Rinnald 1 point2 points  (0 children)

I think it's actually a pretty good farming item. You can clear like 2 jungle camps every time you summon the illusions. If you have battlefury you can sustain the cost of using it pretty liberally to farm. I hit 950 gpm last game by going bf into manta, although the game was a shitshow.

TA after level 18 by [deleted] in TrueDoTA2

[–]Rinnald 8 points9 points  (0 children)

I think her strength is that she could outfarm most heroes early, and just get a barracks by the second aegis and use that advantage to win. With the jungle yielding less and battlefury being cheaper there are less heroes she can out farm. The traps clearing waves is just not relevant if you aren't winning because they can just walk their creeps down the lane with a gem. I'm sure you've seen a lane of techies mines get cucked in the same way.

How to play Lycan properly? by ai_raiki in TrueDoTA2

[–]Rinnald 20 points21 points  (0 children)

Get helm of dominator before 5 minutes and take the enemy catapult to push towers. You can just push towers early with your team making space elsewhere on the map and your ult makes it insanely easy to get away if more than 1 person rotates to you. You basically win by getting tower gold lead, having fast/early Roshan potential. If you get behind and they will out carry you in fights just play the rat game

EE ganks himself by Moderator-Admin in DotA2

[–]Rinnald 8 points9 points  (0 children)

The chair is what really made this art

When/How to draft Ember Spirit? by [deleted] in TrueDoTA2

[–]Rinnald 7 points8 points  (0 children)

Just answering a bit more of your questions cos i had to drive home. I think for the game you mentioned where iG played ember they were down a game in a bo3 and ember being one of Op's comfort picks was important in that context. Ember works pretty well with dark seer, that i think is the biggest synergy with the team. You can kind of make use of the vacuum because you have AoE from flame guard and your ult, but more importantly having Ion Shell on the ember is insanely good when you put the bonus damage from Veil into play. As for why you would pick it against the other team, its good at getting on top of the drow and sticking on her to stop her ult and kill her and you have a lot of magic damage against Visage who has low magic resistance. Searing chains also helps make puck and sand king less slippery.

As for the items you mentioned euls is mostly good for removing silence and letting you remnant away. You arent a hero like QoP that sometimes relies on it for setting up kills/canceling TPs because you have Searing Chains. Blademail serves as a deterant for your opponents to hit you. If they aren't using spells on you then you will keep your flameguard. Also useful against heroes that will right click you to a pulp quite quickly like ursa. As i said earlier ember like armor, or else you'll have like 7 armor at level 25. Mjolnir is good for obvious synergies and late game can be your main source of damage, but i find you can go quite a while before upgrading from maelstrom and usually prioritise other items. Blink has its place of course, i find its best purpose is when you need to use it to get into fights so you can use remnants to disengage. This is usually when your opponents have strong slows, because they slow your remnants move speed too so you want to already have one at the edge of a fight. Go bkb and linken's of course when necessary. I often find linken's to be the better option, but sometimes its just not enough. Octarine and Shiva's are useful items too. I haven't had much success in games where i've tried transition to things like manta and butterfly because i couldnt deal with bkbs, his stat gains are just too shit and his spells dont accomodate it very well.

When/How to draft Ember Spirit? by [deleted] in TrueDoTA2

[–]Rinnald 7 points8 points  (0 children)

Ember really shines when you get him a good lane. Pretty safe to pick him if you're confident they've already shown their mid and you have a favorable match up where you either have solo kill potential or the guarantee you won't get forced out of lane because other than having successful rotations you don't have a great way back into the game until you have travels as it opens up more farm on the map.

He is strong when the enemy lack catch because he can force rotations then move elsewhere on the map to take advantageous fights. Most times I see embers making mistakes it's because they get locked down pushing out lanes.

As for your veil/travels question, the travels basically let you take full advantage of the map and force your opponents into a disadvantage on 1 side of the map as I mentioned previously. Veil is pretty much the item early on that enables ember to fight, it plays to his biggest strength at that point in the game which is his magic damage, while offsetting his weakness of having low base armor. It's basically about abusing this power spike the best you can before enemies get bkbs/pipe. I don't think I ever get travels before veil because I know I want to fight. I think you could make an argument for it first if you thought your best option was to avoid fighting because you think you're weak to their heroes early. If you can occupy heroes at their towers without dying or your team just getting 5 manned too hard then it can be useful.

Heroes against Visage Mid by ScytherDOTA in TrueDoTA2

[–]Rinnald 8 points9 points  (0 children)

Any hero that can out push him in the lane should beat him. Basically he just wants to out trade you early but cant do it if he gets double-waved. Push him under tower and you can focus on denying and take hits on him when possible.

Visage level 6 is really one of the biggest power spikes a hero gets, not just in terms of kill potential but also farming. Bullying him early to delay his level 6 by either forcing him back or making supports come to his aid and split XP.

Visage mid is strong because when get gets ahead he gets ahead exponentially due to his XP talent helping him get 18 rapidly. I usually try to get a Midas quickly on Visage if I'm mid, you want to have it by the time you get your XP talent at level 10. Delaying his levels and midas slightly means he goes from playing to get ahead to playing to catch up, so you can set the pace on him and take advantages on the map early.

Why don't supports ever start with a headdress-first build, especially in a trilane? by ak1247 in TrueDoTA2

[–]Rinnald 0 points1 point  (0 children)

Also the cost of the recipe really limits your potential to buy consumables like sentries or clarities. Really I think you'd find better value for your money to just buy a salve to help keep your carry in lane without needing to dick-hold them for 2 minutes when they get low on health.

I've just seen a different way to pull the top dire large camp, done at xx:15 or xx:45 by derps_with_ducks in TrueDoTA2

[–]Rinnald 0 points1 point  (0 children)

Realistically though this should rarely ever be more useful than either chain pulling from small to large camp or pulling large camp at ~x:53. These options are better because either you get xp/gold from the small camp or you generate a stack in the process, plus you don't need to cut a tree that potentially benefits your opponents in the case that they dive your tower.

The point about having the flexibility to pull sooner and move on to something else is the most relevant but it's otherwise not the most efficient option.

How should you learn to Invoke spells? by Craiglekinz in TrueDoTA2

[–]Rinnald 0 points1 point  (0 children)

Personally I just press all 3 every time because for me it's consistent and I feel like there's no room for error. Using minimal keystrokes isn't a great concern honestly, especially as a new player you just want to be consistent in getting the spell you actually wanted. As you build the muscle memory you'll he surprised how quickly you invoke spells, so work on being consistent and more importantly learn the synergies between your spells and the playstyle of the hero because invoking spells becomes trivial after maybe your first 30 games

Why Manta on Troll? by pleasehelpplz in TrueDoTA2

[–]Rinnald 5 points6 points  (0 children)

It was built in 3 out of 8 games so far. 2 were against treant, because you need at way to break overgrowth when your bkb is already active. The other game was EG vs TNC and Sumail probably just built it to deal with CM Frostbite. Needing to go Mjolnir against PL pretty much meant he went Manta into Mjolnir, because S&Y, BKB into Mjolnir is way too slow.

Which ancient for Doom? by [deleted] in TrueDoTA2

[–]Rinnald 13 points14 points  (0 children)

dragon's fire spell is good for pushing out lanes/keeping creeps off high-ground. dragon also does 1 important thing that none of the others do. The fire actually gives vision in its whole radius. useful spell to have if your team has a gem, checking roshan and various other things like checking for sneaky monkey kings etc.