<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-924324414123924038</id><updated>2012-02-02T20:02:37.720+05:30</updated><title type='text'>The DotA Times</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>17</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-4075901283056201319</id><published>2009-03-26T20:36:00.014+05:30</published><updated>2009-04-01T13:14:59.796+05:30</updated><title type='text'>Puck vs. QoP comparison</title><content type='html'>&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;I wrote the actual post before, and it was &lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;twice as good and twice as long &lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;(well, not really), but because of Blogger's mistake, I had to suffer. The scheduled maintenance was on the 25th, but they postponed it to 26th without updating the notice. Anyway, here's the post. I've probably missed out a few lines, since I've had to retype the whole thing again without any backup.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;One of the most hotly debated hero choices, we've seen this topic sprouting up on discussion forums dozens of times. Yep, we're talking about Puck and QoP. Both of them play similar roles in a team. Both of them are top league heroes. Both of them are my personal favourites. Here are just a few points I can make on this topic.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;First, Puck.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;Puck is an overall fantastic hero, with an awesome skillset and excellent spell synergy. He works as an initiator, which is a rare trait for an Intelligence hero. He can lane well with most heroes and functions well both solo and in a dual lane. His AoE is HUGE because of his blink-like Illusory Orb (both an initiation tool and an escape mechanism in one neat spell) and Dream Coil. Puck is noticeably stronger than QoP early-game, and by level 7 his combo is already devastating. His skills are also easy on his mana pool so he doesn't have mana problems like the QoP does.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;His trademark initiation combo viz. the Orb + Rift + Dream Coil combo, is gamebreaking; and coupled with the silence, is considered one of the deadliest combos in the game, which explains why he's banned in almost all competitive games. Phase Shift, is one the best skills in the game in proper hands. Puck can dominate with just a few items at his disposal. The recent &lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;a style="font-weight: bold;" href="http://www.mymym.com/en/coverage/498/3.html"&gt;July 2008 PDL list&lt;/a&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;&lt;span style="font-weight: bold;"&gt; by MYM Ruven&lt;/span&gt; shows that Puck is the &lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;most banned&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt; hero. He works wonderfully well with most other league heroes and requires a fair bit of cooperation from the team.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;Basically, Puck's main role is to initiate, do as much damage as possible with his combo, and then Phase Shift. Your allies then follow up. Enemies can either decide to wait for you to come out of Phase Shift, or they can move to attack your allies (which they probably will do, because any time wasted here gives your team the upperhand in the combat situation). Nevertheless, your job is done and you can rest in peace. If you do survive, you can easily single out low-HP heroes and finish them off.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt; &lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;In one line, Puck is a powerful AoE early game initiator and ganker, and can offer tons of support late game.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;Agreed both QoP and Puck have similar roles, but in some ways, QoP is better. Here are a few instances:&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;1) Puck does not have the adaptability that QoP does. He's an initiator/ganker, but that's the only thing (of course, he's excellent at this.)&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;2) Bad attack animation compared to QoP's, but can be overcome with enough practice.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;3) Gets weaker during late-game, where his spells barely scathe enemies.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;4) As an escape mechanism, the Illusory Orb + Phase Shift + Ethereal Jaunt is not as effective as QoP's low CD blink.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;5) Banned in competitive games almost always.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;Next, the QoP&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;The Queen of Pain is, in other words, the Queen of Unmatched Mobility. She was a notorious league pick during the 6.48 days and was always banned. The game progressed, new updates came along and IceFrog decided to nerf her. This made an impact, but a good one in fact. She moved from the list of ALWAYS BANNED heroes to PICKED heroes. Players started to think of new ways to bring her back to the glory days, and have been quite successful with the carry QoP.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;What sets her apart from Puck is her mobility, versatality and adaptability. She can take on any role the team throws at her.  Want a carry? QoP's there for you. Want a nuker? QoP's there for you. Need support? She's there again. She can chase indefinitely and can also serve as bait, which is priceless. Her best ability is to quickly sneak up behind enemies and slowly, but surely, remove their HP with SoP. And when the battle is almost over with just a few survivors left, she can kill all of them with the SoP + SW combo. Blink is THE best skill in the game. Period.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;As a theorycrafter, I'd say that all the enemy's have a blind spot (region near your enemy where they can see, but can't&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt; notice&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt; because of the intensity of the current team battle). QoP can easily get into their blind spots.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;She has one of the best attack animations in the game and can easily get last hits. She can turn the tide of the battle with her massive AoE damage, and turn the hunters into the hunted. A potential gank can be countered if you successfully get off your SoP + SW, and quite possibly even counter-gank them.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;In some situations Puck is better than QoP -&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;1) Puck has better ganking ability early-mid game.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;2) Dream Coil is much better than QoP's Sonic Wave because. At level 16, a 600 damage constant AoE nuke cannot compare to Puck's 200 + 200 damage 3.5 second stun. Dream Coil is much better in team battles. It also has a lower cooldown and mana cost.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;3) When playing QoP, having a bad early game usually means that your whole game is more or less messed up. This is because QoP needs to have a level and gold advantage to be powerful. Puck, on the other hand, can make a relatively quick comeback.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;4) Puck is better suited to the current metagame because he's much better than QoP at mass team battles and skirmishes.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;5) Puck has marginally better lane control.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;6) Is not as mana-intensive as QoP and has a better mana pool.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;7) Puck isn't as gold-intensive as QoP and functions well with just a few items.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;So this was the basic idea. Here's a simple analogy on who's better.&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;Early game - Puck&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;Mid game - Both of them are more or less equal&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;Late game- QoP&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;As you can see, it's difficult to give a clear cut answer to this question. But we can say that Puck has a slightly upperhand and is a notch better because of his Silence and better chemistry between allies. Also, Puck has more team presence. Again, it depends on your allies as well, but if you want to compare the two heroes like this, this would be my point of view.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-4075901283056201319?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/4075901283056201319/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=4075901283056201319&amp;isPopup=true' title='152 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/4075901283056201319'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/4075901283056201319'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/03/puck-vs-qop-comparison.html' title='Puck vs. QoP comparison'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>152</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-9048763631742264363</id><published>2009-03-11T21:33:00.006+05:30</published><updated>2009-03-12T19:40:20.457+05:30</updated><title type='text'>The Mid-Solo-Magnus Wonder</title><content type='html'>&lt;span style=";font-family:arial;font-size:100%;"  &gt;I've seen some people laugh at the very idea of a mid solo Magnus. This is a post to prove them &lt;span style="font-weight: bold;"&gt;WRONG.&lt;/span&gt;&lt;br /&gt;In fact, Magnus is one of the most powerful choices for the mid lane and can actually outcarry a Spectre, despite being a melee STR hero with a bad attack animation, and a hopeless attack swing.&lt;br /&gt;But that doesn't matter, because you'll hardly be melee hitting much. You just need to make sure that you have a good early game, and that you do -- by going mid solo. =)&lt;br /&gt;The key to soloing mid lane with a Magnus just as good as a Nevermore, if not better, is Shockwave.&lt;br /&gt;Yes, just one single usable spell -&lt;span style="font-weight: bold;"&gt; Shockwave&lt;/span&gt;. Let's see why --&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Shockwave has a pretty good AoE damage (300), but the cooldown and mana cost is just plain AWESOME. With a 90 mana req. and 11/10/9/8 second cooldown, it's as spammable as it gets.&lt;/span&gt;&lt;br /&gt;But the real reason why we need middle lane is for &lt;span style="font-weight: bold;"&gt;the runes. &lt;/span&gt;And the&lt;span style="font-weight: bold;"&gt; Empty Bottle&lt;/span&gt; is the key item for this strategy.&lt;br /&gt;When you start off in the mid lane, make sure you ALWAYS get a &lt;span style="font-weight: bold;"&gt;bottle, and a set of tangoes.&lt;/span&gt; Get the &lt;span style="font-weight: bold;"&gt;first rune&lt;/span&gt; that spawns. Head back to your lane and last hit normally till level 3. Try to get in a few melee hits on the enemy as well. After you reach level 3, start using Shockwave such that you hit the enemy hero AND get your creep kills while doing so. You should spam Shockwave from level 3 to 5. Spam like there's no tomorrow. &lt;span style="font-weight: bold;"&gt;Rune race&lt;/span&gt; to either side of the river and&lt;span style="font-weight: bold;"&gt; refill your bottle with the runes&lt;/span&gt; that spawn every two minutes.&lt;br /&gt;If luck was on your side, and you happened to have a newb opponent laner, then you should have gotten a kill or two by level 5. If you did your &lt;span style="font-weight: bold;"&gt;'Rune Racing'&lt;/span&gt; well, then your opponent just doesn't stand a chance.&lt;br /&gt;&lt;br /&gt;If you're still not convinced, then just try it out. Works wonders.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Here's a replay of me playing Magnus mid solo (Sentinel) in a pub game on Garena&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-weight: bold;" href="http://files.filefront.com/FeynorMagnusMidSolo/;13447931;/fileinfo.html"&gt;http://files.filefront.com/FeynorMagnusMidSolo/;13447931;/fileinfo.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Observe the early game part of the game, which is the most important part of your play. I lane with an opponent Mirana who doesn't have the time to hit me because I'm always moving around for runes and spamming shockwave (plus, she wasn't exactly the best Mirana I've known. :P)&lt;br /&gt;I get a quick godlike spree, followed by two silly deaths, and then a few kills again. Watch, and see for yourself how powerful a Magnus can get.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Note: Where I play, people still use v1.20e. So if you want to watch the replay, just use the &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;'Warcraft TFT Version Switcher'. &lt;/span&gt;&lt;a style="font-weight: bold;" href="http://www.garena.com/forum/viewthread.php?tid=74274"&gt;Click here to download.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Oh, and I won't be discussing item builds or anything in this post, because there are guides for that. For items, I think it's pretty obvious that you get a Blink Dagger and maybe something along the lines of Armlet of Mordiggian.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-9048763631742264363?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/9048763631742264363/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=9048763631742264363&amp;isPopup=true' title='110 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/9048763631742264363'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/9048763631742264363'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/03/mid-solo-magnus-wonder.html' title='The Mid-Solo-Magnus Wonder'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>110</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-5136257475806719815</id><published>2009-03-06T18:18:00.027+05:30</published><updated>2009-03-09T13:11:47.137+05:30</updated><title type='text'>Manipulating trees and exploiting spatial advantage</title><content type='html'>&lt;span style=";font-family:arial;font-size:100%;"  &gt;Finally done with my exams, and here's a post to celebrate it. =)&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;Okay, so here's a new concept which I guess some of you already know, but I'll be presenting it differently. I'm sure it hasn't been brought out as a separate tactic elsewhere, so this should be interesting.&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;Terrain and fog of war is an extremely important aspect of playing DotA and is often overlooked by new players. Tree manipulation is just as important.&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;So here's the basic idea: You use skills and items which destroy trees to establish and maintain lane control early game, and also use it whenever necessary; if the situation calls for it. Here's what I think is one of the most basic types of tree tactics (but useful nonetheless)&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;  &lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Side Lane Tactics (top lane for Sentinel and bottom lane for Scourge)&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;: This one involves destroying trees near the first tower and occupying that region, so that you can stop the enemy laner from entering into your AoI (area of influence), denying him both EXP and gold. It works with most heroes, but EXCEPTIONALLY well when you're a ranged hero with 'tree-chopping' techniques (Power Shot, Wild Axes, Lightning Strike Array, Split Earth) allied with another ranged hero.&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;There are basically two ways of destroying trees.&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; You can either use your &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;hero's skills&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;... or you can depend on one of my favourite items -&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt; Tangoes.&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; Using tangoes to destroy trees takes a longer time, but you can regen HP. It isn't so bad if you can get your ally to help you with this.&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;To explain this, I'd like to do it with a hero as always. For this post, it'll be Alleria the Windrunner in the top lane. You can do this solo, but it's better to have an ally. Take a look at these pictures I made.&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:100%;"  &gt; &lt;span style="font-family:arial;"&gt;(Click to enlarge if you can't see them clearly)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_M722PKSH_ns/SbE5J--y1LI/AAAAAAAAABI/1bCXpwmQNlU/s1600-h/TreeMan1.bmp"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 320px;" src="http://1.bp.blogspot.com/_M722PKSH_ns/SbE5J--y1LI/AAAAAAAAABI/1bCXpwmQNlU/s400/TreeMan1.bmp" alt="" id="BLOGGER_PHOTO_ID_5310088279334507698" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;STEP 1:&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; The AoI (Area of Influence) is the region in dark gray where both your AoE's overlap over each other. An AoI is stronger than a single hero's AoE. Also note that your range is just enough to cover the creeps and the trees, but not the enemy hero. So he still can get a lucky creep kill when you're trying to get last hits. He uses his tower as a safe base from your harassment.&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_M722PKSH_ns/SbE6Y9nmJvI/AAAAAAAAABQ/XQ4CI3JqjBg/s1600-h/TreeMan2.bmp"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 320px;" src="http://1.bp.blogspot.com/_M722PKSH_ns/SbE6Y9nmJvI/AAAAAAAAABQ/XQ4CI3JqjBg/s400/TreeMan2.bmp" alt="" id="BLOGGER_PHOTO_ID_5310089636178437874" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;STEP 2:&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; Next, use Powershot or Tangoes to destroy the trees. Both work. Move your hero into the empty region.&lt;/span&gt;&lt;span style=";font-family:verdana;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_M722PKSH_ns/SbE7izqVNVI/AAAAAAAAABY/1kZaGekeIbo/s1600-h/TreeMan3.bmp"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 320px;" src="http://4.bp.blogspot.com/_M722PKSH_ns/SbE7izqVNVI/AAAAAAAAABY/1kZaGekeIbo/s400/TreeMan3.bmp" alt="" id="BLOGGER_PHOTO_ID_5310090904815875410" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;STEP 3:&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; Now your AoE shifts position and you have better spatial control. The pink area (your AoE) covers your opponent, so he moves back to avoid harassment. Now you've accomplished the task of forcing your opponent to move back. The position you're in, right now, is a very favourable one. You can keep your opponent in check, &lt;span style="font-family:arial;"&gt;AND&lt;/span&gt; farm effectively at the same time. You have absolute lane control.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold;font-family:arial;" &gt;P.S: Note that AoI is different from AoE. AoE is a single hero's range capacity, whereas an AoI is the region of overlapping of two different AoE's. If two heroes with similar AoE are just next to each other, then their AoI and AoE would be almost equal. If they're farther apart, like in my images, then the AoI is lesser.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-5136257475806719815?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/5136257475806719815/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=5136257475806719815&amp;isPopup=true' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/5136257475806719815'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/5136257475806719815'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/03/manipulating-trees-and-exploiting.html' title='Manipulating trees and exploiting spatial advantage'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_M722PKSH_ns/SbE5J--y1LI/AAAAAAAAABI/1bCXpwmQNlU/s72-c/TreeMan1.bmp' height='72' width='72'/><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-1225348775582660404</id><published>2009-02-13T20:20:00.008+05:30</published><updated>2009-02-16T15:27:06.518+05:30</updated><title type='text'>Comments and Suggestions</title><content type='html'>&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Notice: I will not be posting till 6th March because of my exams, although I may still check my blog once in a while to reply to comments. Sorry for the inactivity =(&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Meanwhile, you can subscribe to feeds or submit your email in the 'Subscribe to posts by email' menu so that you know when the blog is back up and running.&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Okay, so it's been half a month since I started this blog, and I'm going to be inactive for a few days as stated above. So I'd like to know how my blog has been so far. How do you like my blog's theme? How are the posts? Do you want any changes in blog layout? What kind of posts do you want to see in the future? Anything.&lt;br /&gt;Comments and suggestions to improve the blog are greatly appreciated and I will try to implement them if they seem appealing.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;This post will also serve as a permanent comments and suggestions page and I will link it to the blog's main page.&lt;br /&gt;&lt;br /&gt;Here's a list of links to all the posts:&lt;br /&gt;1) &lt;a href="http://thedotatimes.blogspot.com/2009/01/introduction-first-post.html"&gt;Introduction: First Post&lt;/a&gt;&lt;br /&gt;2) &lt;a href="http://thedotatimes.blogspot.com/2009/01/linear-skill-growth-vs-exponential_29.html"&gt;Linear Skill Growth vs. Exponential Skill Growth&lt;/a&gt;&lt;br /&gt;3) &lt;a href="http://thedotatimes.blogspot.com/2009/01/understanding-hero-combos.html"&gt;Understanding hero combos&lt;/a&gt;&lt;br /&gt;4) &lt;a href="http://thedotatimes.blogspot.com/2009/01/top-5-most-useful-dota-programs.html"&gt;Top 5 Most Useful DotA Programs&lt;/a&gt;&lt;br /&gt;5) &lt;a href="http://thedotatimes.blogspot.com/2009/01/advanced-last-hitting-strategies.html"&gt;Advanced Last-hitting strategies&lt;/a&gt;&lt;br /&gt;6) &lt;a href="http://thedotatimes.blogspot.com/2009/02/garena-and-bnet-comparison.html"&gt;Garena and B.net comparison&lt;/a&gt;&lt;br /&gt;7) &lt;a href="http://thedotatimes.blogspot.com/2009/02/v659-update-commentary.html"&gt;v6.59 Update commentary&lt;/a&gt;&lt;br /&gt;8) &lt;a href="http://thedotatimes.blogspot.com/2009/02/analysis-post-tanks-dota-meatshields.html"&gt;Analysis post -- Tanks: The DotA Meatshields&lt;/a&gt;&lt;br /&gt;9) &lt;a href="http://thedotatimes.blogspot.com/2009/02/warcraft-4-is-there-ever-going-to-be.html"&gt;Warcraft 4... is there ever going to be one?&lt;/a&gt;&lt;br /&gt;10) &lt;a href="http://thedotatimes.blogspot.com/2009/02/earthshaker-most-accountable-team-hero.html"&gt;Earthshaker - most accountable team hero&lt;/a&gt;&lt;br /&gt;11) &lt;a href="http://thedotatimes.blogspot.com/2009/02/sun-tzus-art-of-war-and-dota_06.html"&gt;Sun Tzu's Art of War and DotA&lt;/a&gt;&lt;br /&gt;12) &lt;a href="http://thedotatimes.blogspot.com/2009/02/dota-actions-hierarchy.html"&gt;DotA Actions Hierarchy&lt;/a&gt;&lt;br /&gt;13) &lt;a href="http://thedotatimes.blogspot.com/2009/02/int-heroes-late-game-potential.html"&gt;INT Heroes' late-game potential&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-1225348775582660404?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/1225348775582660404/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=1225348775582660404&amp;isPopup=true' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1225348775582660404'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1225348775582660404'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/02/comments-and-suggestions.html' title='Comments and Suggestions'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-2852751311733753227</id><published>2009-02-11T11:14:00.005+05:30</published><updated>2009-02-13T20:40:47.322+05:30</updated><title type='text'>INT Heroes' late game potential</title><content type='html'>&lt;span style=";font-family:arial;font-size:100%;"  &gt;Common idea: INT heroes are good early-mid game but they become quite useless late game. Wrong. Actually, INT Heroes are strong &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;early-late&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;. It's just their usage and playstyle that changes. In the laning phase, they're important because of the sheer power of their nukes and stuns which is extremely useful for any team situation. Not to mention their ability to arrive on the scene and kill quickly (which gives flexibility for planning strategies spontaneously.)&lt;br /&gt;&lt;br /&gt;In fact, I believe that INT heroes are 'carry carries', because they're the ones that hold the game long enough for the true carries to get powerful. Which is why they're picked in each and every game.&lt;br /&gt;&lt;br /&gt;So let's get to the topic: &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;How INT heroes can be useful late-game&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; (even in public games)&lt;br /&gt;For one thing, we know that some of the INT heroes can become semi-carries (sometimes, the main carry) late game. Examples are Nortrom, Obsidian Destroyer, QoP, Alleria, so on.&lt;br /&gt;&lt;br /&gt;Though some may disagree, nukes are still powerful late-game because of their RELIABILITY. Look at my 'Understanding hero combos' post for more details. Nothing beats arriving to the scene and dealing quick and instant burst damage. I'd like to call nukes as the early game &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;'EARLY GAME OBLITERATORS'&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; and the &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;'LATE-GAME CARRY COUNTERS'&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;Early game, you dominate by relying on your nukes' damage. But how they're useful late-game is what's interesting.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Late game is when most carry heroes rely on their physical attacks (Troll, Morphling, etc.) and have to stand and trade hits to deal damage&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;. So when you're up against such a hero (farmed), standing and trading hits with him is not the best idea. A better idea is to stall for time and waiting for the initiators/nukers arrive.&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt; Nukers don't have to trade hits; because they can quickly and efficiently deal damage regardless of how strong the opponent is. This is what makes them important 'carry counters'. &lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;When it's an AGI vs. AGI it depends on who has more DPS (bash chance, lifesteal, etc. also comes into play; but let's keep things simple). The weaker person can't hold his own in a stand-ground duel vs. the enemy carry. But NUKERS can ninja a spell from afar.&lt;br /&gt;&lt;br /&gt;Let me illustrate this with an example: &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Zeus&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;,&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt; an INT nuker.&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;Early game your nukes hurt hard, and if you play your cards right, the game shouldn't last very long. Mid-game you take on the role of a ganker. Late-game (where most people believe you're weak) is where it's different. Now, heroes can take on your spells and still survive. So you have to move into the &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;'second-line' of attack &lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;and change your playstyle to &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;'ninja'&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; mode. &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Before the bulk of the battle begins, try to get in a Lightning Strike on a key hero; it helps more than you think it does.&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; Even a -200 HP to start with makes your team target that hero first. Also you're good at initiating a &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;'focus-fire sequence'&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; because of the huge casting spell effect. Improvise.&lt;br /&gt;&lt;br /&gt;There are loads of other things which you can do late-game as well. Here are a few:&lt;br /&gt;Initiate 'focus-fire sequence' with a Guinsoo (which most people buy for INT heroes); provide solid support to your team in the form of a Shiva's Guard; massive AoE, mind games (because of your low cooldown-spells and a disable if you've purchased a Guinsoo), &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;ability to counter carries&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;, so on and so forth. The possibilities are endless.&lt;br /&gt;&lt;br /&gt;Sometimes, overfarmed carries tend to think gung-ho and look down on their team's casters and nukers. And you know what'd happen to such a team.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-2852751311733753227?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/2852751311733753227/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=2852751311733753227&amp;isPopup=true' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/2852751311733753227'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/2852751311733753227'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/02/int-heroes-late-game-potential.html' title='INT Heroes&apos; late game potential'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-3410332339046348652</id><published>2009-02-09T12:10:00.008+05:30</published><updated>2009-02-09T16:01:40.733+05:30</updated><title type='text'>DotA Actions Hierarchy</title><content type='html'>&lt;div style="font-family: arial;font-family:arial;" &gt;In a game of DotA, you have to focus on many aspects of gameplay. And how you do it decides whether you win, or lose. Let's see what's important in different situations. Here's my DotA Actions Hierarchy (three ways to win a game -- Pushing, farming, killing)&lt;/div&gt;&lt;div style="font-family: arial;"&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="font-family: arial;" face="arial"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;1) Pushing:&lt;/span&gt;&lt;/strong&gt; Easily the most important factor in deciding the outcome of games - Pushing. When you push, not only are you getting closer to the enemy's Frozen Throne/World Tree, but you're also putting pressure on the enemy because he won't be able to farm in a lane when he KNOWS that you're pushing a certain lane and if he doesn't do something about it, he'll lose the game. So assuming that you &lt;strong&gt;time your pushes right&lt;/strong&gt;, you can really waste your opponent's precious time by pushing till he comes closer and then retreating. &lt;strong&gt;Note that you have to know how to distribute the pushes; that is, know when to push and when not to.&lt;/strong&gt; If it's possible for your team to reach there soon, then waiting for them will do you no harm. It's much better to push with allies. You never know when there might be a potential gank waiting for you.&lt;/div&gt;&lt;div style="font-family: arial;"&gt;&lt;/div&gt;&lt;span style="font-family: arial;font-family:arial;" &gt;I'd like to split up Pushing into two types:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong style="font-style: italic; font-family: arial;"&gt;a) Single-lane focused pushing:&lt;/strong&gt;&lt;span style="font-family: arial;font-family:arial;" &gt; This kind of pushing is most effective in the middle lane. You can quickly gain an upperhand if you take down the first two towers before 20 minutes. &lt;/span&gt;&lt;strong style="font-family: arial;"&gt;Exploit and capitalize on the enemy's mistakes and use it to your advantage.&lt;/strong&gt;&lt;span style="font-family: arial;font-family:arial;" &gt; When your opponent laner decides to go to the river for a rune, you should quickly use that time to get down the towers instead of going after him (no point anyway, because he went before you and you can't beat him to the Runes unless you're on a steroid movement speed skill). But sometimes, a problem arises. When you push too far in one lane, enemy heroes tend to group together to protect it. &lt;/span&gt;&lt;strong style="font-family: arial;"&gt;When this happens, you should quickly shift focus to another lane and try to get down a tower with YOUR ALLIES&lt;/strong&gt;&lt;span style="font-family: arial;font-family:arial;" &gt; (in unorganized games, enemy players will expect individual heroes on your team to go to different lanes and farm on your own, so they won't come after you when you're shifting lanes). You can establish this type of lane-pushing by being strong early game and forcing them to play passive. Common when there are two ranged heroes vs. melee heroes. When an opportunity presents itself, exploit it by pushing further. Don't miss out an opportunity to push. Ever.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong style="font-style: italic; font-family: arial;"&gt;b) All-lane slow and steady way:&lt;/strong&gt;&lt;span style="font-family: arial;font-family:arial;" &gt; Pushing this way is more common when you're matched up against opponents of similar skill levels. There are no drastic and revolutionary pushes here, and the game usually takes on a very monotonous and predictable path. When this happens, games are usually won purely by outfarming or outganking and by establishing hero dominance.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family: arial;font-family:arial;font-size:130%;"  &gt;&lt;strong&gt;2) Hero killing and Ganking:&lt;/strong&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;" &gt; Second best way to win a game. Ganking not only makes you stronger, but also makes your enemy weaker. By constantly and continuously ganking, you can really set back your opponents. They start to play passive, and grow a sense of fear. Doing so establishes psychological dominance and they tend to give up focusing on farming, counter-ganking and stuff, and instead just &lt;/span&gt;&lt;strong style="font-family: arial;"&gt;SURVIVING&lt;/strong&gt;&lt;span style="font-family: arial;font-family:arial;" &gt;. &lt;/span&gt;&lt;strong style="font-family: arial;"&gt;Note that you have to balance farming and ganking.&lt;/strong&gt;&lt;span style="font-family: arial;font-family:arial;" &gt; &lt;/span&gt;&lt;strong style="font-family: arial;"&gt;Hero kills are better than just farming because of the massive EXP they give.&lt;/strong&gt;&lt;span style="font-family: arial;font-family:arial;" &gt; But that doesn't mean you shouldn't farm at all. So here's the next one --&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="font-family: arial;font-family:arial;" &gt;&lt;span style="font-size:130%;"&gt;&lt;strong&gt;3) Outfarming your opponents:&lt;/strong&gt;&lt;/span&gt; A sure-shot way to win, and just a LITTLE less important than the above. Items often determine a game. They're what allow a carry hero to carry. Watching an overfarmed Troll killing you like ants isn't an uncommon or surprising sight. Ganking and killing is all well and good, but if you don't atleast TRY to farm, you're going to lose out on items (unless you're getting all the hero kills). Farming this way is good, because you have a back-up in case your enemy Troll just escaped a few ganks with 5 hp and is now saving up gold.&lt;/p&gt;&lt;strong style="font-family: arial;"&gt;All this said and done, this hierarchy is in fact situational.&lt;/strong&gt;&lt;span style="font-family: arial;font-family:arial;" &gt; It often depends on the in-game situation, so what you do changes accordingly. But this should give you a general idea of what's important and what's not. There are loads of other factors which are purely specific, but I couldn't possibly shoehorn all of it into this post.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-3410332339046348652?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/3410332339046348652/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=3410332339046348652&amp;isPopup=true' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/3410332339046348652'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/3410332339046348652'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/02/dota-actions-hierarchy.html' title='DotA Actions Hierarchy'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-1198336377193650260</id><published>2009-02-06T17:41:00.002+05:30</published><updated>2009-02-06T17:46:57.569+05:30</updated><title type='text'>Sun Tzu's Art of War and DotA</title><content type='html'>&lt;div  style="text-align: left;font-family:arial;"&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;For those who don't know --&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;em style="font-family: arial;"&gt;"Sun-tzu ping-fa (Sun Tzu The Art of War) is one of those rare texts that transcends time. Though it was written more than 2,000 years ago, it is arguably still the most important work on the subject of strategy today.&lt;br /&gt;Written by a brilliant and experienced Chinese general named Sun Wu, The Art of War was intended only for the military elite of his time period. However, this treatise would later be absorbed by others of influence -- from the fearless samurai in feudal Japan to the shrewd business leaders of the 21st century.&lt;br /&gt;The book is even more fascinating than its background. Only reading it will one see the principles are timeless and true, the words pragmatic and universally applicable to any situation that requires absolute victory. Equally important, a person can learn to avoid disasters."&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;The Sun Tzu's Art of War&lt;/span&gt; is one of those books, whose teachings you can apply anywhere and everywhere. DotA is no exception. After reading it, I found myself comparing the lines to in-game DotA situations and they were so very relevant. Reading this will change your whole outlook on the subject of strategy and strengthen your in-game planning as well. I've often found myself getting annoyed because of something unexpected happening in-game and then asking myself what went wrong. In fact, 50% of the deaths in DotA are caused by the player himself. I think that every DotA player/strategy gamer should read this. For your sake, I've compiled a digest version from Sonshi.com (it's in MS Word format)&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;Here's the download link:&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a href="http://www.filefactory.com/file/afg2d03/n/Sun_Tzu_s_Art_of_War_doc"&gt;http://www.filefactory.com/file/afg2d03/n/Sun_Tzu_s_Art_of_War_doc&lt;br /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-1198336377193650260?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/1198336377193650260/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=1198336377193650260&amp;isPopup=true' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1198336377193650260'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1198336377193650260'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/02/sun-tzus-art-of-war-and-dota_06.html' title='Sun Tzu&apos;s Art of War and DotA'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-1373835578627550994</id><published>2009-02-05T14:43:00.007+05:30</published><updated>2009-02-09T16:05:21.864+05:30</updated><title type='text'>Earthshaker - most accountable team hero</title><content type='html'>&lt;span style=";font-family:arial;font-size:100%;"  &gt;If I had to pick just one hero in every game for the rest of my life regardless of the enemy heroes, I would pick &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;the Earthshaker&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;. I can count on him in every game. As an AoE attacker, his spells combo well with most other heroes (esp. other AoE heroes). From pubs to the highest level of games, you know you can count on Raigor. He's the best hero to counter pushes and also to initiate pushes. With his 1000 range Fissure spell which can stun a hero from far, it also has dozens of other uses like saving allies/trapping enemies with its blockade-ability. Really flexible spell. Once he has a blink dagger, he can wipe out entire enemy lineups in the blink of an eye... especially with another AoE damager (like QoP). With the &lt;span style="font-weight: bold;"&gt;Blink-Fissure-Enchant Totem-Echo Slam (or blink-echo-enchant-fissure) &lt;/span&gt;combo you can completely destroy enemy pushes. Late game image carries like TB, Naga or Phantom Lancer are no match for ES's Echo Slam. And if you get a refresher, they don't stand a chance.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;I can tout for him to be the 'most useful hero for every situation' in DotA. There's no bad time to pick him. He's useful in every game regardless of enemy heroes. Just get him a Bottle and Dagger and he can still own. Raigor's gold-effectiveness ratio is excellent. He combos well with most heroes.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;There's no reason not to pick this cow in every game.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-1373835578627550994?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/1373835578627550994/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=1373835578627550994&amp;isPopup=true' title='69 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1373835578627550994'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1373835578627550994'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/02/earthshaker-most-accountable-team-hero.html' title='Earthshaker - most accountable team hero'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>69</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-1356692449792786549</id><published>2009-02-04T18:33:00.001+05:30</published><updated>2009-02-05T21:59:35.075+05:30</updated><title type='text'>Warcraft 4... is there ever going to be one?</title><content type='html'>&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;With the release of StarCraft 2 and Diablo 3, I assume that Blizzard had its hands full on these two major projects. Not to mention WoW. So will we ever get to see a Warcraft 4? If so, when?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;As expected from Blizzard, the game will be awesome if it ever is made. And IceFrog will probably create a DotA map for WC4 as well. The transition of heroes and items from WC3 to WC4 can be done relatively easily, but the problem is with strategies. It will completely change, and it'll be almost like playing a new game. Does it mean the end of WC3?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;I'm guessing it'll become something like the Quake series. Even after Quake 4's release, people still play more of multiplayer Quake 3. WC3 will retain its charm for AGES to come. With millions of people already into DotA, I wouldn't be surprised if they don't shift to WC4 overnight. The cycle starts all over again. Let's just hope that IceFrog is still there for us when WC4 comes out.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Bye.&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-1356692449792786549?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/1356692449792786549/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=1356692449792786549&amp;isPopup=true' title='18 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1356692449792786549'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1356692449792786549'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/02/warcraft-4-is-there-ever-going-to-be.html' title='Warcraft 4... is there ever going to be one?'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>18</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-2186270212161916701</id><published>2009-02-03T16:13:00.003+05:30</published><updated>2009-02-21T16:11:57.507+05:30</updated><title type='text'>Analysis post -- Tanks: The DotA Meatshields</title><content type='html'>&lt;span style=";font-family:arial;font-size:100%;"  &gt;Wikipedia defines a tank (gaming) as: &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt;"In gaming jargon, a &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt;tank&lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt; is a player or unit designated to protect weaker players or units in combat by drawing enemy attacks and absorbing damage. Compared to other units, tanks have a high damage tolerance and specialize in &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt;melee combat. The &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt;term &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt;meat shield&lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt; is roughly synonymous with tank, often carrying the additional connotation that the unit is relatively expendable or inconsequential and its death is preferred to the death of the units it protects."&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;Tanks are one of the most important players in a team, and without them the team will easily fall. A team needs atleast one tank. So let's analyse tanks to gain a better understanding.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;A common misconception among DotA players is that the only tanks are the high-STR heroes with massive HP. They tend to overlook other key factors like armour, evasion and overall EHP (effective hitpoints, which factors in both armour and evasion)&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;They believe that tanks are solely for taking the damage, and are usually incapable of dishing out damage and carrying the team.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;Sure, the Wikipedia definition is true... tanks must have high health, must be capable of taking in damage, and must die for the team. That's what we all want -- our team's tank taking all the punishment for us so that the lower-HP heroes can survive and attack the opposing heroes. And that's what we believe our tanks are doing... stocking on HP items before even considering what would be the best way to help the team.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;This, is the ideal concept of a tank. &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;But no one, and I mean NO ONE who's decent at DotA will target and focus fire on a tank UNLESS he's of some threat or hindrance to them&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;I would like to partially rephrase the 'tank' term to suit the game of DotA - &lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;font-family:arial;font-size:100%;"  &gt;'A tank is someone who can take the punishment for his team, acting as a meatshield and getting focus fired but at the same time can deal significant damage to the enemy.'&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; A tank's presence must be felt. He must have the ability to last long in battle and contribute to the team as much as possible. Getting focus fired means that you're buying more time for your team mates to attack your enemies, and possibly saving your main carry.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;This is why it is advisable to buy a &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Radiance&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; for ALL TANKS. It's a key item for tanks and is what allows you to take the role of a tank. Immolation damage is invaluable to your team and I believe that there should be one on your team in almost every game. &lt;span style="font-weight: bold;"&gt;This is because with immolation, people will target you first (which is what you want) because it damages them over time. Coupled with your stuns/disables, you can really cause problems for them&lt;/span&gt;. Almost always, you should get it before a heart. Because if you get a Heart first then you would delay the Radiance taking it into late-game where it's not as effective as in the mid-game stages. Also, most tanks have some form of block damage either by skill or item, which helps them to play some mindgames coupled with their strong HP regen. Life-steal and the uncommon evasion on tanks (ex. Panda) also helps.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;That said, a tank doesn't always have to be a STR hero. &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Even late-game agility carries like Troll Warlord, Faceless Void, Phantom Lancer, Mortred can become tanks in some cases because it's hard to bring them down with physical attacks (&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;with the exception of magic/exact damage, which in fact tells us about the usefulness of INT heroes late game&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;) because of their high armour and excellent evasion.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;With this, it's easy to understand why heroes like &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Centaur, Axe, Bristleback*, Syllabear*, Davion, Leviathan, Sven, Panda, Balanar, Barathrum&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; are commonly picked tanks. If you notice, ALL of them are also capable of carrying the team if the team requires one.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt;*Bristleback: Even after the nerfs (STR gain decrease), Bristleback remains one of the best tanks. This is because of his incredible ability to stay in battle because of his BB skill, and stouts/vanguard which you'll buy for him. He gets focus fired, but can still deal damage in an area with quillspray. Coupled with Radiance, you can dish out lots of damage in an area.&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt;And his STR gain nerf is nothing to worry about, because in the end, its just about a 10 STR less at level 25 (190 HP less, 10 damage less, and a small decrement in HP regen). He still has his awesome skills.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt;*Syllabear: After he gets True Form at level 16, he gets a MASSIVE 1k HP boost along with the skill "One" which enables him to share half the damage received with his bear. And you can keep it on endlessly.&lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt; It's really hard to bring this guy down once he's fully farmed.&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;Oh, and tanks are fun. =)&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;font-size:100%;"  &gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-2186270212161916701?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/2186270212161916701/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=2186270212161916701&amp;isPopup=true' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/2186270212161916701'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/2186270212161916701'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/02/analysis-post-tanks-dota-meatshields.html' title='Analysis post -- Tanks: The DotA Meatshields'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-8194290778273365572</id><published>2009-02-02T16:49:00.000+05:30</published><updated>2009-02-03T15:32:37.976+05:30</updated><title type='text'>v6.59 update commentary</title><content type='html'>&lt;div  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;6.59b had no notable changes except for the memory glitch debugging.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div face="arial"&gt; &lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;v6.59 Update Commentary:&lt;/span&gt; &lt;/span&gt;(Here's the link for the &lt;a href="http://getdota.com/changelogs/index/33"&gt;changelog&lt;/a&gt;)&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div face="arial"&gt; &lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;font-family:arial;font-size:100%;"  &gt;Notable changes affecting gameplay:&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div face="arial"&gt; &lt;/div&gt;&lt;span style="font-weight: bold; font-family: arial;font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="font-family: arial;font-family:arial;" &gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;1) Ironwood branch cost reduction:&lt;/span&gt; Ironwood branch cost decreased from 57 gold to 53 gold. Definitely a plus. Often, I've found myself just one gold short to buy the branch. While this may not seem like much, the branches have one of the best resell values in the game and can be a life-saving item sometimes because of the +19 hp (1 str)&lt;/span&gt;&lt;/div&gt;&lt;div face="arial"&gt; &lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;2) New mode -er:&lt;/span&gt; IceFrog added an Experimental Rune mode on this update. Here's what the changelog says --&lt;br /&gt;&lt;/span&gt;&lt;div  style="font-style: italic;font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;"Experimental Runes: This temporary mode changes the rune system to a more experimental one. I will be changing how -er works from version to version to try out different ideas. I don't plan on any one version of the new runes to replace the current system directly, so do not panic Instead, it will be used as something to create discussion, spark ideas, find flaws and playtest different concepts over time.  How -er works for this version: Runes spawn simultaneously on both sides at 3 minute intervals (instead of 2). Again I have no plans to make this permanant."&lt;/span&gt;&lt;/div&gt;&lt;div face="arial"&gt; &lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;Interesting, but if he ever does decide to make the runes spawn every 3 minutes instead of 2, it'll completely change laning strategies of mid-lane heroes like Magnus, PotM, Puck, etc. who solely depend on rune racing to establish lane dominance. Still, he said that he wouldn't implement it on the main version so no need to worry.&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div face="arial"&gt; &lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="font-family: arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;3) Furion's Wrath of Nature mana cost decreased from 200/380/610 to 150/175/200:&lt;/span&gt; Wow. Real wow. This is such a huge buff, that we might even get to see Furion being commonly played in pub games. No need to worry about spamming this skill anymore mid-game, where it's needed most. Definitely a nice buff. :)&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div face="arial"&gt; &lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;span style="font-weight: bold;"&gt;4) Windrunner's Powershot cooldown from 12 to 9 seconds:&lt;/span&gt; Nice buff, we'll get to see Windrunner again. 9 seconds is pretty imba for teamplay or killing fleeing heroes and improves spammability quite a bit.&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="font-family: arial;font-family:arial;" &gt; &lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="font-family: arial;" face="arial"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;5) Spectre's Spectral dagger no longer gives vision:&lt;/span&gt; I guess IceFrog has seen too much of Spectre in competitive play. No vision is bad. Real bad. It was bad enough already after he nerfed Reality by making it end Haunt on other heroes if it was casted. Spectre is soon going to descend from the Throne of Carries in Leagues.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: arial;"&gt; &lt;/div&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="font-family: arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: bold;"&gt;6) Ursa's Fury Swipes buffed from 3 to 5 seconds:&lt;/span&gt; This buff helps Ursa get kills in his early game stages. I've seen heroes get away with 50 hp left because Fury Swipes ended. This one buffed Ursa's early game to a certain extent (not to mention, last hitting ability on creeps)&lt;/span&gt;&lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="font-family: arial;"&gt; &lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;Most notable buff this time was the Furion buff. By far.&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="font-family: arial;"&gt; &lt;/div&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="font-family: arial;"&gt;&lt;span style="font-size:100%;"&gt;Next post... still thinking. Maybe a while before I post the next one.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-8194290778273365572?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/8194290778273365572/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=8194290778273365572&amp;isPopup=true' title='91 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/8194290778273365572'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/8194290778273365572'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/02/v659-update-commentary.html' title='v6.59 update commentary'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>91</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-4997825235322157503</id><published>2009-02-01T19:41:00.000+05:30</published><updated>2009-02-02T16:49:25.790+05:30</updated><title type='text'>Garena and B.net comparison</title><content type='html'>&lt;span style="font-family:arial;font-size:100%;"&gt;Recently, Garena just reached 10 million registered users. A staggering number. Who would have thought that the GG-C would have risen to such heights. But is it enough to beat the old-timer B.net at its own game? Let's see...&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="FONT-WEIGHT: bold;font-family:arial;font-size:100%;"  &gt;Garena:&lt;/span&gt;&lt;span style="font-family:arial;font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;ol  style="font-family:arial;"&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;An excellent client for playing games with players from other countries. (I get better pings from Singapore players than my own country's server. Amazing isn't it?). B.net on the other hand lags a lot if you're playing with other countries. Inter-continental games are not uncommon.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;No more -em games. Period.&lt;br /&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;Lags less.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;With its new ladder system, games are a lot more fun in Garena now. Especially when there are high level players (MYM and SK to name a few) playing in clan rooms.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;GG-TV which allows users to watch live matches.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;It has a 'level-up your char' feeling like in MMO games.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;Easy to make friends. Friends are your biggest asset if you want to play any game online.&lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;&lt;span style="font-family:arial;font-size:100%;"&gt;If this is not enough, then how do you explain the sudden shift in the case of professional players from B.net to Garena. Not to mention normal players as well. No offense to B.net players; but this is just my view, and I really think that you should try Garena once.&lt;br /&gt;&lt;br /&gt;In the end, I'd say Garena wins hands down.&lt;br /&gt;&lt;br /&gt;Next post... &lt;/span&gt;&lt;span style="FONT-WEIGHT: bold;font-family:arial;font-size:100%;"  &gt;'My views on the v6.59 update'&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-4997825235322157503?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/4997825235322157503/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=4997825235322157503&amp;isPopup=true' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/4997825235322157503'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/4997825235322157503'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/02/garena-and-bnet-comparison.html' title='Garena and B.net comparison'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-4918716174897011740</id><published>2009-01-31T20:37:00.001+05:30</published><updated>2009-02-07T23:03:36.947+05:30</updated><title type='text'>Advanced last hitting strategies</title><content type='html'>&lt;span style=";font-family:arial;font-size:100%;"  &gt;Last hitting is one of the most important things to learn when playing DotA. When you're talking about last hitting, there's always room for improvement. Always.&lt;br /&gt;Last hitting is interlinked with lane control and overall dominance of a team. It's the core of the game.&lt;br /&gt;&lt;br /&gt;If you're reading this, then I presume that you know what last hitting is. We all know it... moving around back and forth and trying to avoid harassment whilst trying to get as much gold as possible by getting the last hit on creeps when it has a sliver of HP left.&lt;br /&gt;&lt;br /&gt;One hit-one kill. That's what I believe is good last hitting. You have to understand that by giving in more hits, you're upsetting a very delicate balance of creep clashes. If no hits are given, then the two creep waves will always meet at the same point. More or less, for every hit you give, you have to deal the same damage back to your creep to keep the wave clash in one place. Simple concept of "give n' take" With a good understanding of this, you can manipulate and move the creep waves in any way you want. One big plus to the team. :)&lt;br /&gt;&lt;br /&gt;In fact, good last hitting and wave-manipulating is linked with almost everything in DotA. For example, good last hitting indirectly affects you getting ganked, or your team ganking the enemy. If you push the creeps too far ahead into the towers, you'll just give more EXP to the other guy and reduce chances of snagging a kill. You're susceptible to ganks as well. On the other hand, if you control the waves well, then you can play safe and not get ganked.&lt;br /&gt;&lt;br /&gt;A common mistake which many players commit is last hitting consciously with concentration in the Early phase of the game but their concentration tapers off as the game progresses. If you're able to last hit &lt;span style="font-weight: bold;"&gt;consistently&lt;/span&gt; without losing focus throughout the game, then I'd say you're a good last hitter. This is more difficult than it sounds. In fact, it's a litmus test for the skill of a player. Remember that last hitting is more important than denying (since you can't deny the full creep exp like in older versions of DotA)&lt;br /&gt;&lt;br /&gt;Here are a few advanced last hitting techniques:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;1) MICROWAR WITH YOUR TEAM MATES&lt;/span&gt;&lt;br /&gt;When you're given a chance to free farm, you'll get almost all the creep kills if you last hit well. But this doesn't always happen, and if you play against a good team they won't let you free farm very long. How then, do you stay on-par in terms of items?&lt;br /&gt;The answer is to win the microwar WITHIN your OWN team. This involves deception in terms of movement pattern to get the last hit if your allies are good last-hitters as well.&lt;br /&gt;Here's how you do it:&lt;br /&gt;Move to and fro, as always and watch out for any low HP creeps. At this point your ally would have noticed it as well (if he's any good). Now both of you are likely to walk towards the creep to snag the kill. Often, it depends on your heroes attack swing, but it's still possible to do it -- right click the creep and when your strike is about to land cancel it and move a few mm. away. But since your ally thought you were going to land&lt;br /&gt;the hit, he'll click the creep as timed by him. Most likely, he expected you to reduce the creep's health to just one TINY sliver so that he can get the hit, but now he did it for you, and you can get the creep kill!). &lt;span style="font-weight: bold;"&gt;Remember that you have to use the H key whenever necessary to perform this technique well.&lt;/span&gt;&lt;br /&gt;Note that this is possible only when the creep's HP is enough to survive atleast two hits (from you and your ally and maybe your creep)&lt;br /&gt;Explaining this micro strategy in words is difficult, so I'll try to edit and include pictures later.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;2)TOWER-SIDE LAST HITTING:&lt;/span&gt; As you all know, if you're getting hit by a creep and you enter the tower's range, then the tower shifts its target and assists you by attacking the creep which is hitting you (As long as the creep is in it's range). The tower can help you last hit this way, because it quickly and easily reduces the creeps HP. You have to get to know your heroes attack swing (if you're melee) or projectile speed (if you're ranged)&lt;br /&gt;With a little foresight, you can manipulate the creep's HP beforehand, such that you can get the last hit after the tower throws in a few attacks... say 2 or 3. This technique is SLIGHTLY easier to do if you're on Sentinel because the tower's projectile is a stone, which is easier to judge than Scourge's energy beam.&lt;br /&gt;This strategy will help you farm fast by getting the creeps near your tower.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;3)COORDINATING AoE SPELLS TO GET THE LAST HITS FOR ALL CREEPS IN AN AREA&lt;/span&gt; - Let me explain this to you by example: Say you're playing Queen of Pain. We know that at level four, you deal 300 damage to creeps with SoP. But by the time you get level 4 SoP, the Necromancer creeps have slightly over 300 HP. Now assume that you're walking with your creep wave and it clashes with a HUGE enemy creep wave. Give a hit (one hit) to each of the Necromancers. While you're at it, your creeps should have managed to halve the Ghouls' health. Now with a single SoP you should get all the creep kills. :)&lt;br /&gt;&lt;br /&gt;That's all for now.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Next post: Garena vs. Bnet comparison&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-4918716174897011740?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/4918716174897011740/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=4918716174897011740&amp;isPopup=true' title='18 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/4918716174897011740'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/4918716174897011740'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/01/advanced-last-hitting-strategies.html' title='Advanced last hitting strategies'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>18</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-3634725069306293702</id><published>2009-01-31T15:22:00.000+05:30</published><updated>2009-02-04T17:29:34.593+05:30</updated><title type='text'>Top 5 Most Useful DotA Programs</title><content type='html'>&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;Here's my take on what I think are the &lt;strong&gt;Top 5 Most useful DotA Programs&lt;/strong&gt; (legal, of course)&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;1)&lt;/strong&gt; &lt;strong&gt;Warkeys&lt;/strong&gt;: Coming in at rank 1, this is definitely something that every DotA Player should have. Highly flexible and functional, you can customize keys to your preference. Don't like how hero skills are placed? Don't want to click items like Necronomicon in your inventory with the mouse? Then this tool will definitely help you. You can remap your keys easily. You can have a standard 'QWER' keyset or you can have your inventory items on the 1, 2, 3, 4 keys. Apart from this, it also has the neat ability to display HP bars without holding down on the alt button. You have one extra finger for pwnage.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;a href="http://www.garena.com/forum/viewthread.php?tid=62433"&gt;http://www.garena.com/forum/viewthread.php?tid=62433&lt;/a&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;2) Ventrilo:&lt;/strong&gt; A thousand letters is worth 5 seconds of audio. Ok, maybe not, but with this you don't have to type while playing DotA (if you're playing with friends) All you need is a headphone and you're set to use this. Ask your friends to install it and you can coordinate much better. Much. You'll see how it improves your win rate. Voice chat beats text chat when you're playing.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;a href="http://www.ventrilo.com/"&gt;http://www.ventrilo.com/&lt;/a&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;3) Warcraft III HP View Helper&lt;/strong&gt;: Same function... viewing HP bars without pressing alt key. But the interesting part is that you don't have to install anything. Just download the 200kb file and place it in your Warcraft folder. Helps when you're playing in cyber cafes or places without Warkeys and you don't have time to install.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;(Note: My bad, but I forgot to tell why you would want to see HP bars after v 1.22 was released. The reason is, some of the Asian countries still use v1.20e and v1.21 where you can't enable HP bars in the WC3 Client.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;a href="http://www.trinigamers.com/forums/downloads.php?do=file&amp;amp;id=18"&gt;http://www.trinigamers.com/forums/downloads.php?do=file&amp;amp;id=18&lt;/a&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;4) ReplaySeeker:&lt;/strong&gt; Currently, we don't have a program that allows us to view replays like you would in a media player like VLC. So we have to settle with this. It allows you to speeden the replay length upto 36x. With this you can get screenshots or make videos even if you skip further ahead in your replay.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;a href="http://forums.dota-allstars.com/index.php?showtopic=196471"&gt;http://forums.dota-allstars.com/index.php?showtopic=196471&lt;/a&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;5) DotA Theme Manager:&lt;/strong&gt; It allows you to have different tilesets for your DotA map. Currently there's Beach Theme, Hell Theme, Snow Theme or Barren theme. They're all very nice and you should try them out. Apart from the aesthetic aspect, it may help you target or last-hit better because of the color contrast... depends on you though. :)&lt;br /&gt;Note that using this changes the tilesets of all maps in WC3 so if you're playing something else then you better switch back to Original.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Download:&lt;/strong&gt; &lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;a href="http://forums.dota-allstars.com/index.php?showtopic=185881"&gt;http://forums.dota-allstars.com/index.php?showtopic=185881&lt;/a&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;&lt;br /&gt;Other useful programs:&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Warcraft TFT Version Switcher: &lt;/span&gt;You don't have to create a backup folder for playing DotA in other servers. Mainly for use in Indian and Philippines servers where they still use 1.20e and 1.21.&lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Credits to ahmet476 for these:&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-size:100%;" &gt;1. DotaHIT by danat&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-size:100%;" &gt;2. DotBeer by Mendoza32&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-family: arial;font-size:100%;" &gt;3. DotAReplay by d07.RİV&lt;/span&gt;&lt;span style="font-family: arial;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: arial;font-family:arial;font-size:100%;"  &gt;&lt;strong&gt;Next post: Advanced last-hitting strategies&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-3634725069306293702?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/3634725069306293702/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=3634725069306293702&amp;isPopup=true' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/3634725069306293702'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/3634725069306293702'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/01/top-5-most-useful-dota-programs.html' title='Top 5 Most Useful DotA Programs'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-3246973447575251240</id><published>2009-01-30T19:48:00.002+05:30</published><updated>2009-02-05T18:43:27.889+05:30</updated><title type='text'>Understanding hero combos</title><content type='html'>&lt;span style="font-family:arial;"&gt;We all know that it's not good to pick all Agility or all Strength heroes in a serious game. The reason for this being, these heroes don't have the raw power that INT heroes are able to achieve with nukes early game. More importantly, they are not &lt;strong style="font-weight: normal;"&gt;reliable&lt;/strong&gt; early game (more explained later on in the post). Most of them can really be set back in the game if they're ganked a lot. In serious games, we need heroes who are an asset to the team even with sub-par items because you can't run around site-seeing in these games - you're bound to get ganked.&lt;br /&gt;&lt;br /&gt;So the best way to maximize efficiency would be to have a blend of INT/STR/AGI heroes. Ideally, we would like to have two nukers, a carry, a tank, a tank-carry, but this can change depending on the situation and enemy picks. That said, those two nukers don't have to be strictly early game. INT heroes like QoP or Nortrom can really carry the team if it needs one, so they're really flexible. An ideal combo is called a &lt;/span&gt;&lt;span style="font-family:arial;"&gt;&lt;strong&gt;'Lineup'. &lt;span style="font-weight: normal;"&gt;Popular double lane lineup combos include: Leshrac-SK, Lina-Crystal Maiden, and Earthshaker with just about any hero who can deal damage quickly (Juggernaut, for example)&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;Popular lineups used in league games are: Leshrac, SK, QoP, Spectre/Rikimaru, Bristleback. Axe is also starting to get popular these days. The reason heroes like Mortred or Troll aren't picked very often in serious games is that they aren't a &lt;span style="font-weight: bold;"&gt;reliable&lt;/span&gt; source of damage. The key word here is reliable. While they are certainly powerful when trading hits with heroes, you can't follow this idea in serious games. In serious games, you need damage that you know will DEFINITELY work, and that you WILL be able to execute it (eg: nukes, fixed damage attacks, AoE attacks)&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Performing Combos&lt;/strong&gt;&lt;br /&gt;When performing a combo you have to talk with your team about who does what first. Initiators are the MiPs (Most important player :P) here.&lt;br /&gt;&lt;br /&gt;Let's take the case of a &lt;em&gt;Magnus-Warlock-QoP&lt;/em&gt; combo. The best way to perform the combo would be - Magnus blinks in, uses Reverse Polarity and tries to get as many heroes clustered together. Warlock then uses Fatal Bonds (damage shared partially between linked units) to link the heroes and summons Infernal. Magnus uses his Shockwave.&lt;br /&gt;Right now, the linked units receive partial damage each, i.e, each of them gets 175% damage. &lt;/span&gt;&lt;span style="font-family:arial;"&gt; &lt;/span&gt;&lt;span style="font-family:arial;"&gt;Since all of them are clustered together QoP can easily finish them off with a Scream and a Sonic Wave, obliterating them.&lt;br /&gt;&lt;br /&gt;[Note&lt;strong&gt;:&lt;/strong&gt; The reason we don't get Warlock to use bonds before Magnus casts his ult is because when enemies realize that they're linked, they'll start to spread away from each other, and we definitely don't want that because it'll become difficult for Magnus to catch them all in his ult.]&lt;br /&gt;&lt;br /&gt;This was just an example, and the combos you can perform in DotA are infinite. The only thing you need, is coordination. If the Magnus-Warlock-QoP combo had been performed differently, the results wouldn't be enough to kill all the heroes, or with maximum efficiency. You need to know your place. For this you need to talk a bit with your allies.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Countering Combos&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Countering enemy hero combos is an important aspect of winning the game. Even a small change in their attack pattern can be very beneficial to your team, allowing you to push further or mess up their entire strategy. You have to understand the role of each hero in the enemy team. Human psychology tells us to dish out all our spells on the main enemy hero. Is this correct always? No. More often, it's the initiators and disablers that mess up our strategy; so we have to eliminate them first, so that we can focus fire on the carry later. Disablers are what help the carry to dish out his damage. Know where the enemy heroes stand and what role they're playing.&lt;br /&gt;&lt;br /&gt;You can always pick counter-heroes with skills to counter your opponent team. That, or you can pick an all-rounder like QoP and improvise by buying items.&lt;br /&gt;&lt;br /&gt;Here are a list of items that you can use to &lt;strong&gt;perform or counter&lt;/strong&gt; combos.&lt;br /&gt;&lt;br /&gt;1)&lt;strong&gt; Guinsoo's Scythe of Vyse&lt;/strong&gt; - By far the best counter item. Can wreak havoc if used properly. Even the most powerful carry heroes can be brought down if you have a double-guinsoo combo on your team.&lt;br /&gt;2) &lt;strong&gt;Blink Dagger&lt;/strong&gt; - Every initiator's favourite item. Helps in loads of things, and the possibilities are endless.&lt;br /&gt;3) &lt;strong&gt;Lothar's Edge&lt;/strong&gt; - It's pretty useful on initiators after the blink dagger nerf in 6.48. Eg: Nevermore/Ursa.&lt;br /&gt;&lt;strong&gt;4) Orchid Malevolence&lt;/strong&gt; - Next best counter item after Guinsoo. 5 secs of silence is godsend to your team if you know when to use it.&lt;br /&gt;&lt;strong&gt;5) Shiva's Guard - &lt;/strong&gt;AoE damage is a definite must for every serious game. The armour bonus helps, but it helps immensely on AoE heroes like Puck/QoP/Earthshaker by supplementing their already powerful damage.&lt;br /&gt;&lt;br /&gt;There are lots of other items, but I found these to be the most important in terms of combos. It's always good to have a Guinsoo on your team in every game. Spend time formulating and thinking about combos, it'll help in the long run. Definitely.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-3246973447575251240?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/3246973447575251240/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=3246973447575251240&amp;isPopup=true' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/3246973447575251240'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/3246973447575251240'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/01/understanding-hero-combos.html' title='Understanding hero combos'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-8427892567423489802</id><published>2009-01-29T19:11:00.000+05:30</published><updated>2009-02-03T16:04:40.335+05:30</updated><title type='text'>Linear skill growth vs. Exponential skill growth</title><content type='html'>&lt;span style="font-family:arial;"&gt;So you've just started out DotA recently, and think you're getting good. Like everyone, you want to get better at it, and fast. If you think playing 24/7 is going to get you to proness in the quickest way possible, then think again. While this may certainly improve your skill when you initially start out, after you reach your intermediate stages, it'll lose its efficiency.&lt;br /&gt;&lt;br /&gt;I can put it this way: When you start out DotA and play for about a month, your playing ability improves very fast. After five months, you're still growing, but not as fast as before. After a year, you're practically the same as what you were two months ago.&lt;br /&gt;&lt;br /&gt;So why then, are there some players who are better than others who may have started out before them? It depends on the individual, but there are ways for everyone to get better.&lt;br /&gt;&lt;br /&gt;I'd like to explain this with a simple theory which occurred to me because of my busy life: &lt;span style="font-weight: bold;"&gt;Linear Growth vs. Exponential growth.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;An example of the first: Mr. A plays 9 hours of DotA a day on Garena. He doesn't really care about who he's playing against, and just wants to play for the sake of it. He's been doing this for a year now, and still he isn't that spectacular. He doesn't read about DotA, and his strategy is based purely on in-game experience. At the rate he's going, one can expect him to stay the same after a year.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;An example of the second: Mr. A's friend Mr. B plays about 3 hours of DotA a day. On Garena. He can't play as much as Mr. A can, so he enjoys what he can in those 3 hours. He reads strategy guides, discussion forums, and thinks about WHY something was said in the guide, than just blindly following it word to word. He also tries to improvise his own strategy and playing style to suit the game situation. Mr. B watches replays of professional players and is amazed at how good they are. He starts to think like them, and eventually improves fast. At first, he tries to mimic them but later improvises according to the flow of the game. He improves fast. Really fast. He learns from his games and his mistakes in game. Eventually he gets better than Mr. A (who started out before him) and is ahead of him by a margin. He plays better than his friend because he has a strong strategy and understanding of the game.&lt;/span&gt; &lt;/span&gt;&lt;span style="font-family:arial;"&gt;&lt;em&gt;He &lt;strong&gt;WANTS&lt;/strong&gt; to improve. This is what sets him apart most -- he WANTS to improve at DotA.&lt;br /&gt;&lt;/em&gt;&lt;br /&gt;You may argue that by saying that playing DotA this way spoils the fun of the game, as it's a game and meant to be played for fun. Not really. When you don't have all the time in the world to play, you'll really try to make every minute count. You'll learn from the game. You'll be better than what you were yesterday.&lt;br /&gt;&lt;br /&gt;This might make your games better and more enjoyable. :)&lt;br /&gt;Adios. Next post: Hero picking in games/Analyzing combos.&lt;br /&gt;&lt;br /&gt;P.S: Next post may take a while 'cause I'm busy at the moment. :(&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-8427892567423489802?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/8427892567423489802/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=8427892567423489802&amp;isPopup=true' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/8427892567423489802'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/8427892567423489802'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/01/linear-skill-growth-vs-exponential_29.html' title='Linear skill growth vs. Exponential skill growth'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-924324414123924038.post-1780923255684675693</id><published>2009-01-29T19:09:00.002+05:30</published><updated>2009-03-06T22:29:01.453+05:30</updated><title type='text'>Introduction: First Post</title><content type='html'>&lt;span style="font-family:arial;"&gt;Hi there, and welcome to DotA blog. &lt;/span&gt;&lt;span style="font-family:arial;"&gt;I decided to create a blog because DotA is game that will always have something new because of the regular updates and has lots of scope for discussion. The blog platform is perfect for me to pour out my thoughts into a layout. &lt;/span&gt;&lt;span style="font-family:arial;"&gt;DotA stands for Defense of the Ancients and is one of the most popular maps in Warcraft 3: The Frozen Throne. It is one of the most widely known games, and is more popular than the stand-alone PC game Warcraft. It has elements of both strategy and skill; and a strong focus on teamplay, so it's definitely worth trying out. . You can either play Blizzard's official online ground - battle.net or a custom client like Garena. That said, this blog may not help beginners much. I'll be discussing strategy and in-game tips mainly, but I may post about map updates once in a while.&lt;br /&gt;&lt;br /&gt;'Nuff said. Let's move on to the next post.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Linear skill growth vs. Exponential skill growth&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/924324414123924038-1780923255684675693?l=thedotatimes.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://thedotatimes.blogspot.com/feeds/1780923255684675693/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=924324414123924038&amp;postID=1780923255684675693&amp;isPopup=true' title='52 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1780923255684675693'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/924324414123924038/posts/default/1780923255684675693'/><link rel='alternate' type='text/html' href='http://thedotatimes.blogspot.com/2009/01/introduction-first-post.html' title='Introduction: First Post'/><author><name>Feynor</name><uri>http://www.blogger.com/profile/18284140664531382281</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_M722PKSH_ns/SYW4X0MCsfI/AAAAAAAAAAM/EFjkDTjZBEM/S220/av-671378.png'/></author><thr:total>52</thr:total></entry></feed>
