Hello HoN community! Some may know me, others not, but whatever the case, I have some time between classes to kill and I'd like to post up a guide that players can understand easily on how to improve their HoN skill and general experience playing the game!
Keep in mind this information is only meant to be a guideline from my own experiences. The guide will try and touch on both solo queuing and team queuing.
Solo Queuing: So none of your friends are on or you are just a forever aloner. That's fine. You can still win your games. Here are some general tips on how to maximize your solo win chance.
First of all I'd like to emphasize something. DO NOT RAGE. You will miss spells. You will die. Other people will call you an idiot and bad. It doesn't matter. Your experience will be better if you simply ignore these people and continue on trying to become better and concentrating on your own game. If your team is bad, just let it go. It will and does happen. No big deal, just play your best and stay calm for your own gaming experience.
1). Go mid. This one might make a few people itch because they are not used to going mid. I myself am not usually a mid player but when I solo queue (and I do so for fun) I take the middle lane. Why? In the middle lane you play to your capabilities and not to your teammates. You back when you want, dive when you want and cast when you want.
Now there's a couple of tips for winning middle:
a). Focus the other hero. Your focus should always be on his positioning and what he may be planning on doing to kill you.
b). You should right-click attack the other hero when they are close to the wave so that the creeps follow you backward. This is especially helpful if you do it while one of the creeps that yield you gold are low on health - it will prevent your creeps from killing it and, not only will you get a hit off on the enemy hero, but you should also be able to get the last hit on that creep.
c). Gold > denies. This is my golden rule no matter what lane I'm in. If you will potentially miss a last hit for gold to get a deny, skip the deny and wait for the gold.
d). HARASS THE ENEMY! You have mana (TIP: NEVER run yourself out of mana. The lowest you should go to HARASS is 1/4. To kill a hero, use it all). You have auto attacks. The goal here is to hit him when he gets into range and avoid their creeps from touching you. It is beneficial to cast a damage spell on your enemy after getting one or two auto attacks off because it will force him to back away from the creep wave, allowing you to have free lane control. This is an advantage and will bring you a step closer to winning your lane.
e). When a rune is close to spawning (~10 seconds), clear the enemy creep wave quickly so that your wave is pushed to their tower. This puts your enemy at a disadvantage because he will miss out on a wave of experience if he goes for the rune. In your case, you have all the experience and now have obtained the rune.
f). When the enemy is not in the lane, clear the enemy creep wave. Again, it will cause the enemy hero to miss out on valuable early-game experience and tip the scales in your favor.
2). But what if I don't win mid?
This is a common question. If you are not winning mid, it is typically not the best idea to keep on returning to mid (i.e., you have been killed twice or three times by their middle player). Now is the time to start ganking and helping your other lanes out. By doing so you force their middle player to leave middle as well and potentially lose his advantage.
3). Always carry a homecoming stone. Some of my golden rules are:
a). Never teleport with low mana or hit points.
b). Teleport only when their team initiates on your team CLOSER TO YOUR TOWER THAN THEIRS. If they are killing your team at THEIR tower, it will take you too long to reach them and it is a wasted TP. The best way to see this is to watch the minimap dots. If their team is right on top of your team and are closer to your tower than theirs, now is a good time to teleport.
c). If there is a fight in the middle of the two towers, it is also a good idea to teleport because it is likely that the other team will have reinforcements coming as well.
4). Team battles. There are some tricks I use here when solo queuing. First of all, never run into the front lines of a battle if you are ranged. Stay to the sides of your teammates and this will allow you to avoid most AoE stuns etc. If you are getting focused down, ALWAYS retreat. However, assuming you don't die, you should stick around at a distance in case the enemy team starts to chase your team. If the battle is CLOSE, then you coming in with 50 hp to cast spells will win you the battle (the other team will be focused on killing your fleeing teammate. Keep in mind that you must stay at max range for yourself not to die). If they obviously dominated you, simply return to base and heal up.
Your target should always be the most flimsy of the team. If they have a Kraken in the front lines and he is close to death, obviously attack him. However, for beginning a team fight, by focusing on the heroes that typically stand in the back, you cause them to retreat and decrease the enemy team's potential DPS. Once they begin to run back you simply change your target to maximize your own DPS.
With that said I'd like to talk a little bit about casting spells. Too often I see people cast spells just to cast them. Oftentimes people will miss their spells. I used to be one of these people back in my noob DotA days. The key here is to only cast spells at their opportune moments. Take Valkyrie for instance. An arrow that lands is extremely helpful to a team battle. Thus, you should not arrow someone unless you are SURE it will hit (unless you are trying to initiate onto them). Once a teammate EASY stun is cast (witch slayer or Magmus stuns...) you should now throw an arrow. This will garauntee that it hits because the target is stationary.
DO NOT PANIC. Stay calm in team fights and use your abilities when opportunities arise. Do not gung-ho into a team fight and pop everything. That is the wrong mentality. Stun when someone channels. AoE when you can hit more than 1 person. Heal a friend when they focus him. Push stick a teammate who is stunned. Blink on someone when they are attacking someone else. Barrier Idol as the enemy PR ults, etc etc. All of this is just meant to help people see how you should use your abilities when opportunities arise and not simply because "it's off cooldown".
That's all for now, I definitely would like to write more but would also like to see if this post is helpful at all or not.
Please refer to this for guide formatting. No one will ever care to read this if you have that layout in your post.
I fear Nuffing
Originally Posted by Ninja_Style
It's not the heroes that resemble dota heroes but the people who would like them to. People always have the desire to simplify the world around them to something they can easily comprehend and deal with. It's a basic instinct that helps us preserve our capability to act in situations we are not familiar with. A new hero looking weird and scary? Compare it to a hero you know and you get a vague idea on how to deal with it. It does not matter what the actual hero is like - at least one of his features will resemble something from somewhere else (be it from DotA, HoN, LoL, Diablo, WoW, anything) and people will try to identify the unknown with the familiar.
I agree with everything you said, apart from the part where you said go mid, Going mid isn't going to increase your mmr. Playing hag or valk or deadwood in the lower brackets isn't going to increase your mmr, stop thinking this