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Thread: after doing a stack/pull...

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  1. #1

    after doing a stack/pull...

    you get into a situation where there is nothing to tank creeps except the tower. Then if let's say the melee carry goes in trying to lasthit them, they will all aggro him. So what do you do then? should the carry walk them into your pulled creeps (that are still fighting neuts and about to die) or all the way back into your next wave of creeps?

    What happens often, if the enemy has good AoE nukes, they will just walk to the pull camp and nuke the hell out of those injured neuts and your near-dead creeps. which of course makes it even worse than not having pulled at all in the first place.
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  2. #2
    Depends if your carry is ranged he can kite the creeps around the tower and grab the last hits. If hes melee you can run the creeps back to the next wave (only if the pull was stacked first) and start denying your creeps when they get half hp to deny even more xp from the enemy

  3. #3
    This is why melee carries get shields. Because with a shield, they will literally take 0 damage. Under the tower (no resistance from enemy) they should be able to get 100% of the last hits.

  4. #4
    This is why melee carries get shields. Because with a shield, they will literally take 0 damage. Under the tower (no resistance from enemy) they should be able to get 100% of the last hits.
    The shield/buckler only works 60% of the time. You can't sit and tank 4 creeps with a shield without taking significant damage. It might be less bad if you move around while not attacking, but not by much. Obviously if carry has a lifetube as well this is a non-issue.
    "Proclamation was made, in the King's Name, for all Persons to keep Silence" - House of Lords Journal, Volume 20, 24 June 1717

  5. #5
    Quote Originally Posted by Antimodus View Post
    The shield/buckler only works 60% of the time. You can't sit and tank 4 creeps with a shield without taking significant damage. It might be less bad if you move around while not attacking, but not by much. Obviously if carry has a lifetube as well this is a non-issue.
    Walk around in a circle under your tower. If you get the entire creep wave, that's like 200g.

    Lifetube is only 875. Pretty cheap.

  6. #6
    This should be a no-brainer. It's just like when the opponent's creep wave kills yours right in front of your tower. Run around in circles and turn around and last-hit when a creep is low on health. Easy as that

  7. #7
    Melee? Have a shield and you won't take any damage while distracting the creeps.
    Ranged? Kite them around the tower.
    (Or pull them past the tower to your next not pulled wave)

    Run into the woods if the come too close, all will go back to attacking the tower.
    Go back in range of sight and they'll follow you again.
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  8. #8
    First off this is the reason you will always want to stack the camp before pulling. You'll be using this pull mainly for denying, so as soon as your creep are fighting the neuts, start killing off your creep. This minimizes the time the enemy gets to come in to try to steal the creep and also reduces the dmg done to the neuts. When your creep are dead or almost all dead and the enemy still want to take on the neuts, so be it, they will be taking the neut dmg.

    For the hero still in the lane, I'm am not sure why anyone would suggest dancing around the tower tanking/kiting creep dmg. Even with a buckler you will be taking unnecessary dmg, you will be competing against the tower for last hits and most importantly you are vulnerable to a 2v1 initiation.

    It is far more beneficial to gather and lead the creep back to the next wave. Here you can easily last hit and your pull wave and/or lane partner can spot the enemies movements. On top of that your tower won't be taking any dmg.
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