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these ward guides were also alrdy present in the Dota age,
I was wondering, do you have a guide for the smaller map too ? darkwood vale map?
thx in advance
You could also cover lane warding.
As in, placing a rune behind the enemy towers on both side lanes, if your team is going to push (when playing hellbourne, placing a ward in front of the top tower is also very useful, because it shows tp-ganks - same goes for playing legion and the bottom lane).
I'm looking for soe pictures on the best spots for Top Lane Hellbourne creep pull spot. I hear there is a spot in the trees that blocks but also grants partial vision? (ie not just setting it in the center of the spawn to get countered)
S2 staff posting ward spots = godly
you are now my favorite.
Anyone else having trouble seeing the pics?
(tried chrome and ie.. got nothing...)![]()
Nice guide but it needs to be updated,
Bound Eye, Scout Ward, Tree Ward, All See WOS now.
Also there are many other great spots left out. But that should be for the user to find out.
Going to try to list all the ward placements I can think of.
Edge means on THAT level, just near where levels change. (cliffs/ramps)
Top rune:
1) Hellbourne highest cliff, at the east/southeast edge. Sees the rune and path between two hellbourne neutral camps.
2) Hellbourne 'middle' cliff, one of the most common ward spots. Variation can be made to block the neutral camp. Sees the rune, a bit of the neutral camp and the river area.
3) Legion highest cliff, sees the rune and a big area surrounding it, including the two legion ramps.
4) Hellbourne mid-top rune ramp, near the southwest edge. Sees the rune and mid west mid area on hellbourne. Situational.
5) Legion ancients, must be at the northeast edge, sees legion ancients and rune, and west mid area on legion.
Bottom rune:
1) Hellbourne mid-bot rune ramp, sees the rune and surrounding area, DOES see entrance to kongor.
2) Hellbourne ancients cliff, I think this is the worst ward of the bot rune ones, but it DOES see entrance to Kongor.
3) Legion cliff (east one), most common ward spot for bot rune, right above the medium legion camp. Sees the river path from bottom to bot rune, may (does?) NOT see Kongor entrance.
4) Legion cliff (west one), sees the rune AND the west path that leads to easy camp. Very useful as this + vision of hellbourne's bot tower means your jungle is very safe. Does NOT see Kongor entrance. Most likely to have a blind spot in hellbourne mid ramp and river area.
5) Legion ledge near river. This is mostly used in competitive matches due do the reason that #4 legion bot rune ward gets counterwarded along with #3 by placing near the legion bot rune ramp. It's located a bit left from the two trees near legion bot rune ramp, and sees the rune along with mid hellbourne ramp. I only used this ward placement once, but I think it does see Kongor Entrance as well hellbourne mid.
Wards can be placed behind and in front of tier 1 side towers for tps and ganks. Examples are: running a trilane top as legion with swiftblade, glacius and andromeda. You put a ward behind hellbourne top tower, gain vision of the hellbourne hero running with the creeps, and get first blood. Of course, when pushing and/or planning to gank, this ward becomes useful.
Wards in FRONT of a tower can be useful for the same purpose, but it also sees the river path AND one of the entrances to each side jungle.
Wards to block pull camps are straightforward - I haven't had much experience but I just put it in the creep spawn usually or if I suspect counterwards (ie scout) then I place it in the trees near the camp. It should be noted that people try to counterward still with a winged courier, as it gives vision and ward of revelation's revealing range is clearsight (not obstructed by anything).
However, there is one notable pull ward that I know, and that is at the ledge behind woods in hellbourne creep camp. This ward, above the ramp leading from river to hellbourne's hard camp, allows the legion players to see the ramp and the hellbourne hard camp, as well as block the pull camp. It should be noted that it has a blindspot from the pullcamp to the 'intersection' where that one lone tree stands.
Wards in mid gives vision - nothing more.
Wards in Kongor I have only seen once.
Other wards:
Hellbourne:
plateau above right hard neutral
around the tomb-thing above ramp from mid
above ramp from middle medium neutral west of easy camp (useful, but limited)
small plateau above hellbourne bot tier 2 tower
above ramp leading to secret shop from mid tower
above ramp from ancients to secret shop (very very rare, and not that useful)
Legion:
around bottom of middle neutral camp (hard one). Variations for seeing the top area or bottom area (basically sight to the top east neutral or bottom east neutral)
plateau near legion west hard camp
plateau near top tier 2 legion tower (rarely used)
above ramp from mid lane to secret shop/ancients/top tier 2 tower. I haven't experimented with this enough.
Also, when pushing into enemy base (final towers/raxes) you can put a ward above ledge between towers to gather information. This is fairly common.
Once tier 3 towers are killed, somtimes wards are placed around the raxes.
When you counterward rune wards, put it between common ward spots to possibly counterward 2+ ward places. HOWEVER, you may need to have blink, etc to provide vision to the highest cliffs, if which you may not have, then you must counterward up there. So if you were counterwarding top rune, I would place the ward in the river near the left legion ramp to see possible wards (aforementioned #2 and #3) IF I have vision of both cliffs. Slither wards are very useful for counterwarding for this purpose.
One of the reason to ward constantly that people forget is to counterward efficiently. By having a ward at bot rune #4 one, you have vision to 4 bottom rune locations, making counterwarding extremely easy and cost efficient, as well as having general safety when doing so. Also, you can 'deduce' where wards are by monitoring enemy hero movements, etc.
Know that when warding/counterwarding, the hero makes a noticeble movement, which can lead to easy counterwarding. And it costs 5 mana.
Going to try to list all the ward placements I can think of.
Edge means on THAT level, just near where levels change. (cliffs/ramps)
Top rune:
1) Hellbourne highest cliff, at the east/southeast edge. Sees the rune and path between two hellbourne neutral camps.
2) Hellbourne 'middle' cliff, one of the most common ward spots. Variation can be made to block the neutral camp. Sees the rune, a bit of the neutral camp and the river area.
3) Legion highest cliff, sees the rune and a big area surrounding it, including the two legion ramps.
4) Hellbourne mid-top rune ramp, near the southwest edge. Sees the rune and mid west mid area on hellbourne. Situational.
5) Legion ancients, must be at the northeast edge, sees legion ancients and rune, and west mid area on legion.
Bottom rune:
1) Hellbourne mid-bot rune ramp, sees the rune and surrounding area, DOES see entrance to kongor.
2) Hellbourne ancients cliff, I think this is the worst ward of the bot rune ones, but it DOES see entrance to Kongor.
3) Legion cliff (east one), most common ward spot for bot rune, right above the medium legion camp. Sees the river path from bottom to bot rune, may (does?) NOT see Kongor entrance.
4) Legion cliff (west one), sees the rune AND the west path that leads to easy camp. Very useful as this + vision of hellbourne's bot tower means your jungle is very safe. Does NOT see Kongor entrance. Most likely to have a blind spot in hellbourne mid ramp and river area.
5) Legion ledge near river. This is mostly used in competitive matches due do the reason that #4 legion bot rune ward gets counterwarded along with #3 by placing near the legion bot rune ramp. It's located a bit left from the two trees near legion bot rune ramp, and sees the rune along with mid hellbourne ramp. I only used this ward placement once, but I think it does see Kongor Entrance as well hellbourne mid.
Wards can be placed behind and in front of tier 1 side towers for tps and ganks. Examples are: running a trilane top as legion with swiftblade, glacius and andromeda. You put a ward behind hellbourne top tower, gain vision of the hellbourne hero running with the creeps, and get first blood. Of course, when pushing and/or planning to gank, this ward becomes useful.
Wards in FRONT of a tower can be useful for the same purpose, but it also sees the river path AND one of the entrances to each side jungle.
Wards to block pull camps are straightforward - I haven't had much experience but I just put it in the creep spawn usually or if I suspect counterwards (ie scout) then I place it in the trees near the camp. It should be noted that people try to counterward still with a winged courier, as it gives vision and ward of revelation's revealing range is clearsight (not obstructed by anything).
However, there is one notable pull ward that I know, and that is at the ledge behind woods in hellbourne creep camp. This ward, above the ramp leading from river to hellbourne's hard camp, allows the legion players to see the ramp and the hellbourne hard camp, as well as block the pull camp. It should be noted that it has a blindspot from the pullcamp to the 'intersection' where that one lone tree stands.
Wards in mid gives vision - nothing more.
Wards in Kongor I have only seen once.
Other wards:
Hellbourne:
plateau above right hard neutral
around the tomb-thing above ramp from mid
above ramp from middle medium neutral west of easy camp (useful, but limited)
small plateau above hellbourne bot tier 2 tower
above ramp leading to secret shop from mid tower
above ramp from ancients to secret shop (very very rare, and not that useful)
Legion:
around bottom of middle neutral camp (hard one). Variations for seeing the top area or bottom area (basically sight to the top east neutral or bottom east neutral)
plateau near legion west hard camp
plateau near top tier 2 legion tower (rarely used)
above ramp from mid lane to secret shop/ancients/top tier 2 tower. I haven't experimented with this enough.
Also, when pushing into enemy base (final towers/raxes) you can put a ward above ledge between towers to gather information. This is fairly common.
Once tier 3 towers are killed, somtimes wards are placed around the raxes.
When you counterward rune wards, put it between common ward spots to possibly counterward 2+ ward places. HOWEVER, you may need to have blink, etc to provide vision to the highest cliffs, if which you may not have, then you must counterward up there. So if you were counterwarding top rune, I would place the ward in the river near the left legion ramp to see possible wards (aforementioned #2 and #3) IF I have vision of both cliffs. Slither wards are very useful for counterwarding for this purpose.
One of the reason to ward constantly that people forget is to counterward efficiently. By having a ward at bot rune #4 one, you have vision to 4 bottom rune locations, making counterwarding extremely easy and cost efficient, as well as having general safety when doing so. Also, you can 'deduce' where wards are by monitoring enemy hero movements, etc.
Know that when warding/counterwarding, the hero makes a noticeble movement, which can lead to easy counterwarding. And it costs 5 mana.
Doubt it, that's just the hilladvantage the other player will haveThis allows for complete avoidance of enemy teleport ganks, high ground surprises, and missed denies.
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The neutral creep block is not a good example of a good placement
The best placement would be just to place it outside the neutral camp where it just reveals the creeps so they don't spawn. This is so that you can see the path of the neutral creep and block at the same time