Showing posts with label Dota 2. Show all posts
Showing posts with label Dota 2. Show all posts

Wednesday, July 30, 2014

Dota 2 Xiao 8 considering temporary retirement

Xiao 8 The captain of the winning team of the International 4 has announced that he would be taking  an elongated break from the competetive scene of Dota 2.

Speculations are rife that this is mainly due to his wife's pregnancy.

Xiao 8 was considering retiring after TI3 itself. However the Owner of Newbee decided to approach xiao 8 to form a new team built around him. it would be a dream team comprising star players who would be focused just on winning the international.




Newbee is a team that emerged in early 2014 during the Chinese reshuffle that happened prior to the fourthInternational tournament. Originally dubbed "Dream Team 2", the rumors started after captain xiao8 made a post on his QQ micro-blogging page after LGD Gaming's win in the Dota 2 League Season 4 in Las Vegas, saying "New start in 2014 after 3 years in LGD", forever Dream 5.".[1] The rumors later placedTongFu and Invictus Gaming members MuFaithHao and ChuaN in the team together with xiao8.[2] A few weeks later, the team was announced to be competing in the third season of the Sina Cup, but the roster was not yet revealed. As Invictus Gaming had announced that Faith would be staying with the team, rumors now placed ZSMJ and Banana in the team. After TongFu announced on the 20th of February that the team would step down from the competitive tier and focus on the amateur scene, and Banana was announced to be staying in iG as a backup player, many now saw the veterans ZSMJ and KingJ as the last two members of the new "Dream Team". On the 23rd of February 2014, the Chinese ACE Dota organization announced that the transfers were complete and the now dubbed team "Newbee" consisted of xiao8MuHaoKingJ and ZSMJ.[3] Later team Newbee announced on its QQ micro blogging page that the club was officially established on the 28th of February, and that a transfer fee of 500,000 RMB (~81,000 USD) had been agreed upon between the new club and xiao8's old team LGD Gaming.
The organization later also announced that former RisingStars player Sydm was part of the team in the role of coach, and former Noah's Ark player Li was the teams leader. Li is a veteran WC3 DotA player who played with xiao8YaoDD and DDC on team Dream, which may or may not have been the origin of the teams first rumored name Dream Team.


Zhang 'xiao8' Ning's statement taken from his weibo:
"Even though I am reluctant, I have still decided to temporarily leave this stage. I am very lucky, I have accomplished my dream. I am very thankful for every teammate and opponent that has grown alongside me, along with the fans that have supported me all along. Because of all of you, my life has been more exciting."



With this team newbee should be playing with a replacement at least until we are clarified on Xiao8's role in the future Team Newbee


Sources : 

Tuesday, July 29, 2014

How to increase your Solo MMR

Hey after a brief delay we are back to blogging again :D 

So the topic for today is how to increase your solo MMR. As we play the game of dota 2 we realise that in order to get better players we need to have a good matchmaking rating. 
The matchmaking rating is in general dependent on the ratio of your wins and losses. The more the difference between wins and losses the better your MMR. 

Basically its like the better your MMR, the better players you would get against and with you. 


It just helps you improve your game. 

GETTING BETTER




Watching replays - What do we pay attention to?

The enemy dives a tower: Should we have TP'd in or did I TP in and die?
Teamfights:
Did the right hero initiate?
Should we have taken the fight?
What was our positioning prior to the fight and after initiation? ( was it good was it bad ? )
Did we have a coordinated gameplan as to whom to focus?
Deaths: What was the cause?


Bad positioning
Initiating at bad timing
Over extending
Bad map awareness
When did we go agressive and why? When did we go defensive and why? Were these the right decision

During the game



General

Can I get the kill? Will I die in the process? Is it worth it?
Whenever you decide to show yourself, pay attention to the enemies positioning on the map.
Always expect the worst: 1 enemy visible but 4 missing from the map? Expect 5 of them together.
Should we go agressive or defensive? Initiate from the right angle depending on whether you have the upper hand.
Someone needs to be the guys that notes the time of Rosh (support)
Someone needs to be the guy that stacks ancients with the creep (Offlane / Support / Jungle) because the carry needs to get the lasthits.
Captain has to call the shots often and in detail
Generally you don't want to gank a sidelane hero that is 1v2 or 1v3 anyway. He'll play safe in most cases and will be hard to gank. Also pay attention to what hero is in that solo lane (easy escape?)
Dropping tower aggro: Attack command an allied unit
Scoop: Whenever you get a last hit, quickly look at your mini map. A great tip to practice map awareness.
Dying? Quick buy 1 or 2 TP's
Always check your opponents' items and skills before going into a fight. You wouldn't want to have a situation where you miss the fact that one of them has a BKB, Abyssal Blade, or most importantly a gem.

Support

Are you losing the lane?
Leave. The worst thing you can do as a support if you're in an unwinnable lane is stay there and soak up xp while doing nothing. Let him get solo xp so he's at least overleveled and underfarmed instead of underleveled and underfarmed. Oh, I should mention I'm assuming he knows how to play and doesn't over extend and die to get 2 creeps per minute and just sits back and soaks xp to get overleveled, you might have to mention that to him if he's bad.
Now that you've left, what do you do?
1) Protect runes for mid
2) Gank mid with good rune
3) Smoke gank mid
4) Gank opponent safe lane
5) Go to different lane and stay there to push forcing pressure off your safe lane (often called "making space")
6) Hate on mid again
7) Ward aggressively instead of defensively. People often think when they're behind they have to play defensive. However, warding opponent jungle and running at their AM while he's trying to farm can slow him down/get a tp reaction from the axe/wd and they waste time chasing you (again, making space)
8) Smoke gank again
9) You should have a level advantage on your cores from 2 solo lanes and you protecting mid, use it mid game to kill people and turn xp into gold
10) See who's doing well on your team, follow them around (if they need +1 to kill, if they don't let them do what they're doing and just sit far behind them in case of ganks) and help them kill people so you get assist xp/gold and they're safer cause you can sacrifice yourself to make sure the person doing well doesn't die
11) Hope your carry isn't full retard and can make use of solo xp
12) Farm jungle yourself. It might actually be better your carry gets solo xp and you get jungle farm from pulls, but that's a judgement call.
13) Stack ancients/large camp. Use judgement though, if your mid is getting pushed down at 5 minutes you're probably not going to get to farm those ancients. You can hang out while your carry kills it for some levels.
Basically, there's tons of things to do when you lose laning phase unless you get crushed and die 3 times each. Then the game might just be over.
Don't stare at the cliff while you're warding. When warding, shift queue. Place the ward and Shift click somewhere else so the motion is fluid. Want to make this worse for your opponent? Stare at a cliff you're NOT warding while you know they have vision of you.
If you feel you're getting yourself into a warding war, stop dropping obs there. Maybe you can drop another sentry if you have a way to get vision of the cliff ward, but that's about it.
If you have the room to carry a stick and 3 branches, keep it that way instead of upgrading into a wand.
After you upgrade the courier, your next item should ALWAYS be a TP scroll. Suddenly being on the other side of the map is a strong surprise and easy kills. Even easier is TP'ing when someone is tower diving. Free double kill for you.
Even if you're a support, don't let last hits go to waste. When pushing, try to be the first to kill the ranged creep When pulling, last hit those neutrals
Fight the urge to TP to a lane when you're in the fountain. Keep the cooldown fresh and save gold for when you're actually needed.
The scoreboard assist counter means NOTHING. What matters for kills is that you're around them. Assist gold is always evenly split among heroes in a 1300 radius of the kill, even if they didn't damage them. When you narrowly survived a dive, mind your position, but don't run back yet. If your team turns the fight you can maybe throw out another spell and in the worst case benefit from assist gold.
Ask yourself this one question all the time: "Am I safe?" Always travel with someone else, even when warding. Looking for some farm? Take farm close to where your team is or a tower of yours. Are you going to iniate? Make sure your team is ready to follow up so you don't die.
Always carry a TP from min 5-6 onward.
If you are babysitting, focus on denying creeps.
Don't single pull unless you want to push the lane.
Always consider buying a smoke at the start of the game.
Try your best not to pull at 1 Min game time as your carry usually does not have enough damage or experience to last hit under tower. Wait until the 3rd wave to pull and while waiting you can harass the enemy offlaner so that you carry can get some last hits and either get a quelling blade or his boots!

Mindset

Be positive. Don't question other people's decisions, rather say what you think would be best. E.g: "Luna, I think a BKB would be good for you here." is better than "Luna, why are you not getting a BKB?"
History is irrelevant. There's no point in talking about something that happened 10,5 or even 2 minutes ago while the game is still in progress. It is however relevant when watching replays.
NEVER point out what someone did wrong. There's very little chance they will take into account what you, a random pub, said, let alone apply it to that exact game.
What can truly help is to warn your team of things that may happen or are happening, not things that have happened, those are for the replays.
"Because Rhasta died so many times, this Slark is now super fat." are some of the worst things you can say. Instead you should be asking yourself what you and your team can do to stop him now. Can you outfarm him, can you gank him, how strong is he, etc.
"We lost". No you didn't. "ff plz" is something you should NEVER be saying. People that give up when they fall behind, will never learn to play from behind and thus will never be able to turn around a game. A lot of pub players will start to get arrogant and overextend and/or start buying things like rapier when they are ahead, this is your chance to strike back. Don't queue up if you can't focus on an entire game without giving up on it.
Don't play when you're tired.
Take a break after a loss
Switch between unranked and ranked if you get some losses in ranked
Play heroes with a big impact. Avoid passive farmers, especially junglers.
Communicate with you team. It increases teamwork and reduces flame.
It's all about confidence in your team and not being greedy yourself.
Mute the damned. There is no helping certain people, and fighting them will not help at all. Mute them the second you are certain they will have nothing of value to say in the match and forget they exist.

CREDITS

http://slashstrikesguidetosoloranked.weebly.com/
http://team-ehug.com/MVvYI2C9Hv5MyAGf.pdf
http://steamcommunity.com/sharedfiles/filedetails/?id=211882174#206020

Last hitting practice

"dota_tutorial_start lasthit" in console
Pick shadow fiend
Don't buy items or get any skills
Get 60+ last hits by 10 min.
82 last hits is perfect, so you should be getting 70 actually in a freefarm lane

Tuesday, November 19, 2013

Steam Sharing

Steam has Enabled steam sharing. Steam sharing is an innovative concept wherein you can let your family Members / Friends  play on steam . Now remember steam games can be shared not with an account but with a PC. So you wil need to personally login from that PC in order to be able to share your games.

In order to be a part of steam sharing you need to be a part of the following group :

Click here To Join the group


Also you cannot choose which games to share. Its either all or 0 .







How to share Games On Steam :




Monday, November 18, 2013

Coaching Update

COACHING

SOCKETING

CRAFTING

SHOWCASE VIEW

UPDATE NOTES

TRADE SCENARIO

FUTURE 

           Dota 2 got a new update. And there are loads of features added in this mode.
Right from the experienced players ( 2 new heroes), to the new players ( coaching mode) this update has something in it for everyone.


Read on to catch a glimpse of everything in this update

Coaching : 

   New to dota 2?
Dont know how to play? Getting confused with all those immense number of heroes. The different items? How to make them?

Maybe you need some help from someone.
Yes
coaching is available now in dota 2. You can get an experienced person to coach you in game.
He will be able to see your clicks. You will get a specific audio and chat channel with your coach. You can directly talk to him.

Now you ask me , isn't this cheating? Your coach  would be able to see where enemy heroes are . He would be able to warn you or tell you where enemy is ?

No. He cannot cause his vision will be limited to what you can see.

Coaching is a very innovative concept introduced in Dota 2. Dota 2 has a very steep learning curve. Its important for experienced players to be able to help newer players in the game.



You will get a person who will calculate the risks attained with a particular move. Slowly he will be able to guide you and be able to tell you how to improve your game. The direct chat with him would be able for you to pace your coaching according to your learning speed.

As a coach you will have the following advantages : 

  • Watch game from student's perspective
  • Ping at the map / minimap ( your student can see this)
  • Highlight parts of the HUD ( this will help him to know where his items are located for eg)
  • Draw on the ground ( Helps to draw paths to go ./ fog of wars)
  • Communicate via text / voice ( extremely useful  / personalized )
  • Provide guidance  / Coaching to entire team ( coach multiple players at a time)


Find a Coach



Here is how you can find a coach for your party / yourself. You can invite any one from your friends list to be your coach.


Coach Invitation


To a coach, when his student invites him to coach him, he will get an invitation that looks as above 


Coach - Student Chat ( hero selection screen)


The student and coach can talk to each other during the hero pick phase.



Coach Student Chat ( In game)
Inside the game too the coach and student can talk to each other as shown in the picture below



Coach HUD highlight

The coach can highlight any part of the shop / HUD to show the student what is it that he is referring to. 
This will help the student to learn how to buy items
It will also help him get a better understanding of the general layout of Dota 2


Coach - Toggle

Since a coach can teach multiple students at one go, he should be able to switch between his students.
The following pictures show the same








Coaching is available only in private lobbies and in Public Matchmaking. It is not available in team matchmaking / tournament matches at the moment. 


If you feel i have missed out on anything in this guide please feel free to comment

I will be soon coming out with other guides in a day:)




Friday, October 11, 2013

Tuesday, October 8, 2013

Dazzle Jungling Level 1


Check the following video to see how to jungle with dazzle at level 1.

Personally its fun but i feel dazzle is much more powerful in lane at the early level.
His poison touch is a very aggressive skill that can be used to mow down enemies.


Bottle Refill Bug Dota 2

Check out this video on how to Bottle refill using someone who has just teleported from base




You could also use kunka , weaver for the same trick though thats pretty standard.

Dota 2 Tricks With Clockwerk

Hello :)

So you are laning an offlane clockwerk?




Want to gain some experience without wanting to Stand the threat of dying?




You should check this out




One more way of doing a trick with Clockwerk is Global Creep Block :D
Yes thats what i call it :D


Basically you use your rocket flare to block creep camps at a huge distance





Adios!! Keep subscribing and visiting my page for more videos and guides :)


Hope you liked it


Monday, September 23, 2013

Dota update : 6.79 (rumored)

Please note that this is not verified. Its just a rumored paste going around. I do not vouch for its authencitiy.
Check the links at the end for the source where i got it from.



Alchemist:
Acid Spray cooldown increased from 22 to 27
Unstable Concoction maximum stun duration decreased from 1.75/2.5/3.25/4 to 1.25/1.75/2.5/3.25

Arc Warden:
Flux duration increased from 6 to 7
Magnetic Field AoE decreased from 275 to 250

Ancient Apparition:
Cold Feet mana cost decreased from 150 to 90/110/130/150
Cold Feet stun duration rescaled from 1.25/2/2.75/3.5 to 1.5/2.25/2.75/3.5

Axe:
Counter Helix chance increased from 17% to 20%
Berserker's Call radius increased to 350
Berserker's Call mana cost decreased from 80/90/100/110 to 80

Bane Elemental:
Cast animation time increased from 0.5 to 0.7

Batrider:
Movement speed decreased from 290 to 285
Attack range decreased from 375 to 330
Sticky Napalm turn rate slow rescaled from 70% to 40%/50%/60%/70%

Bloodseeker:
Thirst radius increased from 6000 to 7500

Bristleback:
Cast duration changed to 0.3

Broodmother:
Insatiable Hunger can no longer be purged
Spiderling movement speed increased to from 350 to 375
Spiderling base attack time from 1.35 to 1.0
Spiderite bounty decreased from 16-21 to 11-13
Spiderling bounty increased from 11-13 to 15-20

Chen:
Base strength decreased by 3

Centaur Warchief:
Hoof Stomp cooldown decreased from 13 to 8

Crystal Maiden:
Base movement speed increased from 280 to 290

Dark Seer:
Vacuum no longer stuns enemy units while moving them
Vacuum cooldown increased from 24 to 26

Dazzle:
Shadow Wave cooldown decreased from 12/10/8/6 to 11/9/7/5
Shadow Wave bounce radius increased from 475 to 550

Death Prophet:
Silence AoE increased from 350 to 350/375/400/450
Witchcraft cooldown decrease increased from 1/2/3/4 to 1.5/2.5/3.5/5
Exocism spirit damage increased from 43-48 to 45-50

Disruptor:
Strength gain increased from 1.9 to 2.3
Kinetic Field formation time decreased from 1.2 to 1

Doom Bringer:
Int growth from 2.1 to 2.5
Scorched Earth cooldown decreased from 60/55/50/45 to 55/45/35/25

Dragon Knight:
Base armor decreased by 1.5
Dragon Tail stun duration rescaled from 2.5/2.75/3/3.25 to 1,5/2/3/3.25

Earth Spirit:
Turn rate increased from 0.6 to 1.0
Stone replenish rate increased from 25 to 30 seconds

Enigma:
Added Aghanim's Scepter:
Cast range increased to 300
Enemies in a 850 AoE have their turn rate slowed by 55% and are pulled towards the center of the Black Hole at 100ms if they are facing it
Duration increased from 4 to 4.5

Furion:
Treant bounty increased from 21-26 to 20-35
Treant sight range decreased from 1200/800 to 800/800

Goblin Shredder:
Added Aghanim's Scepter
Increases Chakram speed from 900 to 1000
Allows Goblin Shredder to latch to his Chakram with Timber Chain

Gyrocopter:
Flak Cannon now only deals Gyrocopter's base damage
Flak Cannon maximum attacks increased from 3/4/5/6 attacks to 4/5/6/7
Call Down mana cost increased from 125 to 200

Huskar:
Added to Captain's Mode!
Base armor decreased by 1
You can now deny yourself with the self-damage of Burning Spears.
Burning Spears can no longer be used while in Ethereal form.

Io:
Tether maximum radius rescaled from 900 to 500/550/600/750
Tether movement speed bonus decreased from 17% to 7%/10%/13%/16%

Juggernaut:
Healing Ward movement speed increased from 300 to 350
Healing Ward cooldown decreased from 60 to 50

Lifestealer:
Base armor decreased by 1
Movement speed decreased from 315 to 310

Lone Druid:
Spirit Bear bounty increased from 300 to 350

Lycanthrope:
Howl unit bonus damage increased from 4/8/12/16 to 5/10/15/20
Shapeshift duration rescaled from 18 to 15/20/25

Medusa:
Mystic Snake movement speed increased to 833, return speed to 1033

Meepo:
Clones now carry all the auras the prime Meepo does

Morphling:
Attack range increased from 350 to 380

Necrolyte:
Base strength increased by 3
Strenght growth from 2 to 2.3
Heartstopper Aura HP loss increased from 0.6%/0.9%/1.2%/1.5% to 0.7%/1.2%/1.5%/2%

Nerubian Assassin:
Mana Burn range decreased from 600 to 500

Nerubian Weaver:
Movement speed decreased from 290 to 280

Ogre Magi:
Fireblast and Unrefined Fireblast stun duration decreased from 1.5 to 1
Multicast now fully refreshes the stun duration of Fireblast

Obsidian Destroyer:
Essence Aura base mana bonus removed

Omniknight:
Purification heal works on magic immune units (damage is still pure and doesn't damage immune units)
Degen Aura reworked:
Radius increased to 400
Slow decreased to 5%/10%/15%/20%
If an enemy unit dies in the radius of Degen Aura, an illusion of them that does 20% damage and takes 450% incoming damage is created for 20 seconds. Illusions have their movement speed fixed at 400 and carry the same level of Degen Aura as Omniknight
Both movement and attack slow of Degen Aura from multiple units now stack
Illusions appear as the fake for both teams

Oracle:
Purifying Flames mana cost increased from 30/45/60/75 to 75
Movement speed decreased from 305 to 295

Pandarean Brewmaster:
Thunder Clap cooldown decreased from 12 to 8

Pugna:
Strength growth from 1.2 to 1.65
Nether Blast delay decreased from 0.9 to 0.5 seconds
Nether Blast cooldown rescaled from 5.5 to 8/6/5/4
Decrepify no longer slows allied units.
Decrepify mana cost decreased from 100 to 65¨
Life Drain slightly reworked:
Pugna can move during the channel with a fixed movement speed of 150. Attacking, using items or getting disabled will still break the channel.

Puck:
Phase Shift cooldown increased from 6 to 8

Phantom Assassin:
Phantom Strike can be cast on magic immune units. (wow that sounds not fair)
Base attack time decreased from 1.7 to 1.6

Phoenix:
Sunray HP cost increased from 4% to 5%

Rikimaru:
Using items and abilities won't reveal Rikimaru in Permanent Invisibility ( hmm really? )
Movement speed increased from 300 to 310

Rubick:
Telekinesis now ends if Rubick and the targeted unit are moved 675 units away from each other
Spell Steal mana cost increased from 25 to 65

Sand King:
Sandstorm now gives 10%/15%/20%/25% miss chance to enemies in the AoE (sounds legit)

Shadow Shaman:
Mass Serpent Ward increases 8/9/10 wards instead of 8 at all levels
Mass Serpent Wards can no longer be phased through

Silencer:
Global Silence cast time changed to instant

Skeleton King:
Hellfire Blast slow increased from 20% to 25%
If a unit affected by Mortal Strike dies before the end of its duration, Skeleton King instantly regains the passive critical strike and drained health won't be returned.
Reincarnation now stuns units for 1/1.5/2 seconds at the end of the slow.
Auras carried by Skeleton King stay in effect during Reincarnation.

Skywrath Mage:
Arcane Bolt cooldown decreased from 5/4/3/2 to 4.5/3.5/2.5/1.5

Slardar:
Strength growth increased from 2.8 to 3.15 (really?  he needed more strength?)
Cooldown decreased from 28 seconds to 25 (whose cooldown? )
Sprint can be cancelled by activating it again on its duration (didnt think sprint was so bad)
Amplified damage taken from Sprint will always be pure (instead of same damage type)
Amplify Damage cast range increased from 700 to 850
Amplify Damage cooldown decreased from 10 to 10/8/6

Sniper:
Shrapnel effect delay removed.
Shrapnel mana cost rebalanced from 120 to 75/85/95/120
Shrapnel cooldown decreased from 15 to 12
Headshot stun duration increased from 0.25 to 0.3
If Headshot procs on a unit in the AoE of Shrapnel, the mini-stun will happen twice (damage will be taken from only one headshot)
Assassinate mana cost decreased from 175 / 275 / 375 to 150 / 250 / 350

Spectre:
Desolate radius decreased from 325 to 275

Spirit Breaker:
Base armor decreased by 1
Empowering Haste speed bonus rescaled from 6% / 10% / 14% / 18% to 5% / 10% / 15% / 20%

Tidehunter:
Kraken Shell damage reduction rescaled from 7/14/21/28 to 5/10/20/25
Kraken Shell now blocks all damage types (does a triggered heal instead of damage block)
Kraken Shell damage treshold decreased from 600 to 550

Treant Protector:
Nature's Guise mana cost decreased from 90/80/70/60 to 80/70/60/45
When a unit invisible with Nature's Guise leaves the proximity of trees the buff is no longer removed, but the invis will stay in fade time unti the unit gets near trees again.
Living Armor damage block instances increased from 4/5/6/7 to 6.
Living Armor damage block increased from 20/40/60/80 to 30/40/60/85
Living Armor's cast range is reduced from global to 900 during the night

Tuskarr:
Strength growth increased from 2.3 to 2.7
Snowball has a minimum movement speed of 300
Snowball stun duration on main target increased from 0.5/0.7/1/1.25 to 1/1.25/1.5/2
Snowball cooldown decreased from 21 to 15 seconds
Units continue to be immune to damage for 0.33 seconds after snowball ends (but are still affected by stuns etc)

Undying:
Decay strength steal increased from 4 to 5

Venomancer:
Plague Ward caste range increased from 850 to 1000
Plague Wards have the same level of Poison Sting as Venomancer

Visage:
Soul Assumption damage detection radius decreased from 1375 to 900

Witch Doctor:
Paralyzing Cask's initial hit on heroes stuns the target for 1.5 seconds (bounces still stun for 1 second)
Paralyzing Cask bounces increased from 2/4/6/8 to 2/4/8/10
Voodoo Restoration inital mana cost decreased from 25/50/75/100 to 50 on all levels

Zeus:
Attack range increased from 350 to 450
Base damage increased by 6
Movement speed decreased from 295 to 290

Friday, August 2, 2013

Dota 2 update 16/7/2013

Ive been busy this month. But hey here are thw update notea. Its got a shitload of new stuff and personally im prettt excited about getting my immortal items. (ye i havent unpacked it yet ) .

i like the pudge one better simply cuz i play pudge a lot. Venge immortal looks good too.

Please post ur comments regarding this update

Click here

Tuesday, April 23, 2013

First Team to Be Invited To The International 3!!





WHOA
IG is officially the first team to be invited to The International 3 :)
This is going to be amazing News
The main reason why they were the first team to be invited 
  • TI2 champions
  • Stable Team
  • Strong Performances
Please discuss ni comments section which team you think will be invited next




How to Copy Dota 2

How to Create Backup Files

  • Login into steam on the Computer that has Dota 2
  • Click steam
  • Click Backup and Restore
  • Click Backup
  • Select the location you want to save the backup folder as your flash Drive
  • Wait till it backs up the data
  • Logout









How to Restore the Backed up File
  • Login into Steam on the computer that does not contain Dota 2
  • Click Steam
  • Click Backup And Restore
  • Click Restore
  • Choose the address as your USB Flash Drive
  • Select the pre saved folder of Dota 2
  • Wait till Restore process is over
  • PLAY!!!




Friday, April 19, 2013

How to ward in Dota 2.

 One of the Main things that you need to Take Care in Dota 2 is supporting. Its one of the most important Role in Dota 2.
First let me describe the wards.

There are two types of wards in Dota 2

  1. Observer Ward
  2. Sentry Wards



When you buy either you get a pair of wards. Which means that when  you buy observer ward from the shop ( Price = 150 ) ( as on 19/4/2013) you will get a pair of observer wards. So you have 2 observer wards in your inventory. :)

USES OF WARDS
  • Observer Ward

Observer Ward

  1.  To give vision of large area.
  2. Helps you know enemy team Movement in the Map.
  3. Block of Creep Camps ( if placed near / on their spawn site)
  4. Observer Wards are Good for high ground Vision.
  • Sentry Ward

Sentry Ward

  1. Sentry Wards give True sight Vision
  2. Sentry Ward is used to Deward enemy's observer wards
  3. It helps to see invisible heroes like Stealth Assassin, Bounty Hunter , Brood Mother etc


Observer Ward Info


Maximum Stock of 2 in store. Replenishes after every 6 minutes.
Stacks with itself in inventory  2 charges.


When you Place a ward : 

Places an observer ward to give sight of surrounding area
Observer Ward has 1600 vision , 200 HP and is invisible.
Observer ward lasts for 6 minutes.


Sentry Ward Info

Drops a sentry ward which gives truesight revealign nearby invisible units. Has very limited natural vision itself.
Sentry Ward has 70 vision 950 AOE  True Sight 200 HP and is invisible.
Sentry Ward Lasts for 3 minutes.

Wards to Place When You are Radiant :

Dire Ancients Warding Spot - NO REXXAR /TINKER

This ward is Mainly Placed when you have a solo Beastmaster in hard lane in dire. Mainly Because of the dire ancient stacking which he can clear off Later. This ward is preferred because You can place it from the below in the river. Which Means that you do not have to endanger yourself going up high ground in the Dire side. Also its sort of difficult to guess this ward. Even after knowing its there the Dire Hero might just place a sentry ward there blocking out the creep camp. :P
Job Done we are happy he dewarded it :P




This Ward Provides vision of the Dire Ancient

Here the ward is placed on the high slope . It does not block the ancient creep spawn. However it will give vision of anyone farming the ancients. IT can be used to turn a game upside down ( especially if you find the carry farming here)




Secret Shop Vision (useful when your doing Roshan )

This might look like its an offensive ward. But frankly its a defensive ward. Its mainly Placed while doing Roshan. It gives you an early Warning that the Dire team is coming.







Ward By Solo Dire Top Lane Hero. This ward Prevent Radiant from Pullin in top lane.

This ward is extremely important when trying to solo top lane versus trilane of Radiant. This ward blocks off the camp that radiant can pull on top Lane. Also it gives you a nice vision if any1 tries to backstab you.



This ward Blocks the Dire Pulling Creep Camp. Also Provides vision of jungle

This ward Blocks the dire creep pulling camp. it also provides a nice vision if any heroes are coming in that area.

This ward is the best ward of all. Its Almost very very difficult to deward. This ward Is also equally dificult to place. Check it out precisely as a small movement from its location wont despawn the creep wave

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Normal Ward to Block the Creep Spawn in pull camp

This ward is the easiest to place. Its also the easiest to deward. However it does block the dire creep pulling camp



Radiant TriLane vs Solo Dire Bot Warding. Gives Vision of tp ( Any1 Disrupter?) :D
This ward is used for vision of where the dire solo hero is standing. Also it notes any Teleports coming into the Dire Bottom Lane.

Radiant Bottom River Runespot Warding Aggressive
Its an aggressive warding of the river by radiant. Useful to know if the opposite mid hero is also coming for the rune.

Normal Radiant RuneSpot Warding . Bot River
Radiant Warding of the River.

Radiant Bottom River Runespot Warding
Alternative Warding Spot for Radiant

Ward of Bottom River RuneSpot
Normal Warding.

Defensive Jungle Warding. 
This is a defensive ward . It gives vision of anyone coming from the river as well as anyone coming from the mid lane into the Radiant Jungle.

Defensive Jungle Warding
This ward is mainly planted if the enemy is in an advantage and is deep within your territory already.

Defensive Jungle Warding
This ward gives you complete vision of Your own jungle. you can notice enemy movements within your jungle.

Offensive Dire Jungle Warding. Good for Pushing
It gives a complete vision of enemy top side of jungle. Also good for pushing as the vision provided by this ward is excellent. Easily Dewarded though.

This ward gives vision of Dire Bot Lane Movements after the towers have been taken. 

Dire Lane Vision Ward.



Radiant Top River RunesSpot Warding

Normal Ward

Radiant Top River Warding
Normal Ward For Top Rune. Also Gives vision if any1 farming that NC

Radiant Top River Aggresive RuneSpot Warding
Aggressive Mid Lane Warding

Radiant Top Runespot Defensive Warding
Defensive Mid Lane Top Rune Warding

Radiant Solo vs Dire Trilane Warding.
This ward is mainly put if you are solo Radiant Hero Vs Trilane / Dual Lane of Dire. This ward sees their supports coming to gank you. It is very very useful.

Radiant Push Ward 1
Ward used for pushing into Dire Base

Radiant Offensive Warding inside Dire Jungle ( difficult to counterward)
It is another Offensive warding. Not as good as the one on the cliff. However provides decent vision. Very difficult to deward.

Radiant Offensive Ward inside Dire Jungle
Offensive Warding.

Radiant Tier Two Tower Vision Warding ( Aggressive)
Checks for TP into Tier Two Tower




Ward Guide - Official .















DIRE
While Warding when Dire:


Dire Ward to provide vision in Radiant Bot Lane

Dire Defensive Ward

Dire Defensive Ward. Mainly For Roshan Fights

Dire Mid Lane Aggressive Ward

Dire RuneSpot Warding

Normal River RuneSpot Ward

THis ward Blocks the pull camp of radiant. 

Dire Push Ward inside Radiant base


Radiant Pulling Wave Block

Radiant Pull Camp Warded. 

Radiant Pullng Wave Block

Radiant Creep Pull Wave PUll Block

Dire Agressive Ward againt junglers ( Naix / Engima / Axe)

Dire Mid Lane High Ground Ward

Radiant Pull Camp Ward Block
This ward is useful when Mainly Playing defensive on bottom lane as Dire. Provides Rune Vision and prevents against Ganks


This ward wards off the ancient camp spawn at Radiant Side. Useful against Tinker /BeastMaster
Bottom River Warding

Dire Solo Bot Defensive Warding
Bot River Warding
MAGIC BUSH WARD
This ward Blocks off Two Camps. The Medium Camp and the Pulling Camp

Radiant Vision Warding




Below I will post several Links of Other Good Warding Guides :


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