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I'm necroing this because I've just run through probably like 12 games in the past 2 weeks that have people vehemently push that toss/stun is better and that I'm the retard.
Please input a tooltip or a hint with this info, or hell, even an entire announcement at the start of the game.
Bumping a thread that's 2 days old isn't considered necroing.
Bumping a thread that's 3+ months old is.
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I wouldn't say it's that bad. . . it's just a timing issue. It's still possible for chuck->stun to do maximum damage.
I've seen worse come up because of Take Cover. People insisting that some spells such as Blast of Lightning or Money Shot didn't have mini-stuns, or even that mini-stuns didn't count as "full" stuns and were still blocked by Take Cover.
75 damage possibly lost isn't that big of a deal. I've seen a lot of players use them completely separately to an even greater effect.
Hi!
I read this whole post.
And I went to the practice mode, spawnedand used my
to check the combos.
I don't know how, but stalagmites -> chuck did less damage than chuck -> stalagmites, and it says here it is not true.
What can be causing this problem?
You're not doing it fast enough. Also you did Chuck-Stalag faster than Stalag-Chuck, whether you consciously knew or not.
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yep I'm one of those nubs who didn't know the difference i just played a match where i was trying to toss then stun...::HUGE SIGH:: and i played DOTA from 4.something and HON from beta but never looked into it but this combo only works if you attack animation cancel right? if you were to land a stun and not reach them in time to land an attack or chuck then attack it wouldnt work as well right? but with PK it should go off w/o a hitch no?
well...i always buy portal key...and chuck - stun...(near the enemy) so no travel time for stalags. + im really fast..
Both ways are ok.
Stalagmite + Chuck does SLIGHTLY more damage but can be dodged, especially by blinkers.
The more assassin's shrouds, the more assassin you are.
Not fast enough to break the 0.05s grace time to get max damage. Only way to do this is to do it at at HIGHEST 25% gamespeed (it is difficult to reproduce 100% of the time even at 10% or 1% gamespeed).
I put a disclaimer at the top of my thread you know. I never said anything about how reliable each method is, but if you're fast enough on your Stalagmite-Chuck you'll get more for less effort anyway.
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The OP should be required reading for anyone to be able to unlock playing Pebbles.
ElementUser:
As far as I understand, it's possible to do double stalagmite dmg to the unit you chuck, if you time the stun right. The time to stun depends on the travelspeed of the chuck, or vise versa.
If I wanna do double dmg to the chucked unit, in the same time as I stun a second target, should I then stun, wait a very short time, and then chuck, due to the time it takes for stun to travel, or does the chucking time take longer, the further away you chuck the unit, so to combo stun+double dmg to chucked unit, I should change the order and chuck before stun?
From now on and forth, I will only join/make no leaver games. If everyone just did that, we would prevent dc'ers. *Hint*
What are you asking?
Your run-on-sentence is too long for me to get an explicit question out of that ~.~
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Forsaken Archer
&n bsp;Pebbles Bombardier
(If you're in doubt about the illustation above, let's say that Bombardier and I stand on the part just a little out of tower range on legion side, Forsaken Archer stands in the lake, not in the middle but like 200 units to the side of top rune)
I wanna stun Forsaken Archer in the same combo as I chuck and do double stalagmite dmg to Bombardier. Should I stun, wait a short while and then chuck bombardier. Or should I due to longer chucktime (I could rephrase the question to wether or not the full chuck takes longer, if you chuck to a place not just beside you?) since the target point aint just beside me, chuck first and stun right after?
Last edited by Bumble; 02-17-2011 at 08:32 PM.
From now on and forth, I will only join/make no leaver games. If everyone just did that, we would prevent dc'ers. *Hint*
If they're that far away you can't stun both heroes.
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Statement: It is possible to make stalagmite do double dmg, as long as the combo is timed right - Correct?
If Forsaken Archer is close enough to you, so you can stun the ground he stands on AND chuck a unit to him, it should as I see it, be possible to stun the ground, chuck Bombardier to him, make both stunned and take dmg from chuck, and Bombardier taking double stalagmite damage.
My question is how the combo goes?
Does the time a unit is in air by chuck change wether you chuck him straight up in the air, or towards another location? If the chuck takes the same time, you should stun Forsaken Archer, wait a very short while, then chuck Bombardier to the location of Forsaken Archer, and as a result you got 'em both stunned, taking dmg from chuck, and Bombardier even took double stalagmite dmg.
From now on and forth, I will only join/make no leaver games. If everyone just did that, we would prevent dc'ers. *Hint*
Oh, now I see what you're saying.
No it doesn't matter (you should still try to Chuck as quickly as possible); as long as the Chucked unit keeps on getting hit by Stalagmites, you'll get the double damage effect.
It's just that if the unit is far away from the unit, he might:
A) Not get hit by all 4 instances of Stalagmites
B) Not be in the chucked state for long enough while he's getting hit by Stalagmites
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Ok, one last thing then.
You say I should try to chuck as fast as possible, to get the best effect from the combo. The problem is to chuck fast enough.
This means that there will be a bigger chance for my stalagmite to do 4*extra dmg, if i stun a target away with a unit i can chuck to (Teammate Night Hound for an example), instead of comboing right beside me, due to the traveltime of stalagmite ability, earlier mentioned in this thread. - "Note that Stalagmites does have a tiny bit of travel time"
I do realise this needs perfect timing, else he might only be hit by 1-3 of the 4 stalagmites.
Correct?
Ty in advance.
From now on and forth, I will only join/make no leaver games. If everyone just did that, we would prevent dc'ers. *Hint*
It works best only if the units are close enough together. Otherwise I wouldn't see a point in stunning 1 unit and tossing another unit into the Stalagmites.
So only do this if the units are close enough together
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