Great, great guide. Has really helped me out, and gave me a better understanding of laning.
I missed out on quite some xp, because of the double creep spawn pull, now I understand why.
Its a bit too much to ask, but can you write up about;
-when the laning phase ''ends'' or for how long you ''lane''
-laning as a melee (mid or 2 melee lane)
-Hatchet, and on who/when to get it
Laning against certain heroes can shut down a lane, and sometimes you cant even
get near the creepwave (Swiftblade vs Vindicator).
New too the game, am currently downloading. Im coming over from LoL so i might understand this a lot better than some other noobs but it was a great read! I'm surprised to learn you can last hit your own creeps O.o
Just wondering if its worth mentioning in the AoE nuke section that if your lane opponents are not around it can be worth pushing the lane to the tower to deny creep experience and have the lane pushed back to your side. Its also beneficial to push the lane in mid to give yourself a chance to get the rune whilst your opponent deals with the creeps at his tower, with little loss to experience on your end.
^ I would add what he said (for mid lane before the rune spawns)
also, couple of comments on the 'Neutral Pulling' section:
- it's not needed that you let neutral creeps attack you as your creep wave walks by. your creeps will aggro the neutrals automatically and there is no need to receive any damage from neutrals so I would fix that.
- state what the pulling times are
- note that pulling the unstacked (single) neutral camp will push you lane and that it should be double-stacked to completely deny your creep wave (and deny the exp to enemies)
maybe those tips were already mentioned, but I haven't read all the pages in the thread.
At the beginning of each game, one hero top and one hero bottom should check their respective sides of the river for the starting 0:00 rune. Depending on your lineup and the rune, it's quite possible to get Bloodlust. Think you need to edit this
Some things are either wrong or outdated though. For examples, towers can be denied when they are under 10% health, which is 135HP for tier 1 towers, but more for higher tier towers.
Thank you very much for the guide, but alas, I have a noob q that hopefully you or someone else would elaborate or clarify.
I'm a bit confused with the implications of saving your skill points until you need it. The example given really didn't resonate with me as I've not yet played Defiler, so it could of just went over my head.
As I'm trying to understand it, you want to avoid using your skill points until necessary as the situation of the game progresses, correct? At which point would you rather put a point in a skill or in the hero stats (as you've indicated in your example)?