Very nice guide Nome. I will link it to my guide with your permission.
Ramsay Sound Pack
I dig your directionless fury.
Nooooome. You forgot that you can ward along the ledges of the enemy's main base in order to gain vision of the top level. Handy when you're pushing. There's a few spots where you can place wards without tower taking the wards out.
Quick question, when playing in pubs, should you still rely on the support heroes to ward or should you ward no matter what you role for map advantage in this case?
I'm guessing its slightly better to maybe do your own wards as they can prevent a death which pays for itself? and maybe have you practice being independent?
Wards still help you confirm your feelings (you don't want to waste XP on a bad gut feeling), and they will absolutely spice your pub game up (gogo kill:death ratio gogo), but very few teams will consider it a "necessity". I would still recommend it, at least one in the river on your side of the map. 200g/12 min of map control cannot be topped. There's just no cheaper way to stay alive and have a good control over the map, and since very few enemy teams ward, you can completely dominate the woods/lanes by knowing where they are. Just don't expect to automatically live, you still need to know who you are laning against and what they can do.
On a side note, warding yourself means you can have them where you want them. If you are a roamer (A hero which moves around the map ganking - Wildsoul is a decent roamer), you can put one or two wards in the enemy forest, and run in to get some 1on1 kills vs an uncareful enemy. Just make sure you ward the entrance AND exit, so you cannot be jumped, and be quick about it. It's a nice way to use wards offensively instead of covering your own ass.
Very good screens and general knowledge of ward spots.
Please also add warding the actual lanes. It was frequently done by some teams at the late phases of the game (for example warding at the second Hellbourne top or bottom tower when it's destroyed). I'm at work atm, so I can't screen, but I hope you understood me.
P.S. Just remembered, some people like to ward BEHIND the first towers on the sides, where people generally like to creep pull, rather than actually block the spawn.
For neutral creep block wards, you should place them just outside of the creep area entrance so you'll get some external vision too
There's one near the top legion ramp that works in dota, im testing it now.
the top one is harder to pull off than it is in dota, but thats usually where i ward if im zeus solo mid or anyone solo mid really
Well, it's better to place a ward slightly to the side of the tree on your Top River spot. That way, you get vision into Hellbourne jungle as well while still seeing the rune and such.
You should mention that for supporting a solo mid runewhore you really only need a single ward up on the bottom rune spot. Due to the much larger sight radius heroes have in HoN you can practically see the top rune spot from the mid lane.
Can you add, or at least mention, where to put the wards if you are using Scout wards? The range on the scout wards is different and it wont let me place them up 2 levels lik eyou show in the picture. I can go up 1 level np.
Does it make a diff? Do high elevation wards have better line of sight?