Showing posts with label other. Show all posts
Showing posts with label other. Show all posts

Wednesday, October 21, 2009

Bottle for Dummies!

Welcome to Bottle for Dummies!

TThis guide is directed to people who don't know the good and bad points of using a bottle. This is a basic and simple guide, so if you have been playing the game for a while or have experienced DotA before, you probably won't find anything new here.



1.0 - Basics

This item contains 3 charges and can be found on the ''Supply'' section of the shop. Each charge heals for 135 life and 70 mana over 3 seconds with a 0.5 seconds cooldown, but when attacked, the effects are dispeled. This item costs 600 gold. ''Wait, isn't that little? So, basically I just waste 600 gold in an item with only 3 charges capable of restoring up to 405 life and 210 mana maximum? Not worth it!'' This is where people are wrong.
Listen, you don't use all charges at once! You can select when to use a charge of the bottle. ''Wait, so I can use a charge now and recover 135 hp and 70 mana and then a charge in like 10 min?'' Exactly!

1.1 - Recharging

''Recharging?'' Right again! ''Wait, so I can recharge my bottle and make it have free charges again!?'' Yes! ''But how to recharge?'' Simple! You can recharge your bottle at the well or by capturing a rune. ''Wait, what? HOW? I can put runes inside my bottle? How does the fountainr rechar-'' Calm down! Everything at its time!
Let's start with recharging your bottle using the well. To recharge your bottle at the well, all you have to do is go to the well and once there your bottle will recharge by itself. So you'll have 3 charges on your bottle once again!

1.2 - Capturing Runes

This is simple. When you want to bottle a rune, all you have to do is use all your charges in the bottle, click on the bottle on your inventory slot and then click on the rune. Presto! And there you go!
To use the rune in the bottle, all you have to do is click it and the rune's power will start working. Storing runes in the bottle and using them whenever you want is always a good strategy.
Also, when runes are stored in your bottle and then used, you gain 3 charges! So your bottle is refilled!
Reminder: Runes respawn every 2 minutes.

2.0 - Laning and Bottle

''Say what?'' Yes, bottle and laning are combined words in your Heroes of Newerth dictionary. At the start of the game when choosing which lane to go (top, middle, or bottom) keep this in mind: lanes affect bottle's performance.
If you are leveling at top lane, you are only going to get runes at the top part of the river on early game. Bottom is just the opposite, you are only going to get runes at the bottom part of the river on early game. Now that would lead middle lane to advantage, because both top and bottom runes are equally close to it, so it can bottle runes from bottom and top parts of rivers with ease. So, if you are going bottle, keep that in mind, for that might come in handy.
Oh, right, for those of you that don't know what river I'm talking about, it is that piece of water that divides the map in half. It separates Legion's land and Hellbourne's land.

2.1 - Courier

Yes, courier is extremelly helpful and is your bottle's best friend. ''But why would I need a courier?'' While you are leveling in your lane, you have no charges in your bottle, there is no need to go back to the well or go looking for runes to recharge it! Just make your courier do it! Buy the monkey courier and give him your bottle, you can choose either to go to the well and recharge it there, or find a rune and bottle it. That way you won't loose exp, gold, and time.
It is also good to upgrade your courier to a flying courier. Flying couriers have two abilities:

  • One that increases their movespeed for a short duration of time.
  • One that grants them invulnerability for a short duration of time.
These two abilities will allow your bottle to be recharged faster without the danger of the enemy killing your courier. You can also use your courier to scout and look for runes.
Reminder: The monkey courier costs 200, and to upgrade it to a flying courier you must have the following requirements:
  • 200 gold.
  • Have the recipe in your monkey courier's inventory slot
  • Use the monkey courier's only spell to make him a flying courier.


2.2 - Wards

Wards are one of the bottle's best buddies. Buy wards and leave them close to the runes spawn points, so you'll know which rune spawned and where (top or bottom). Even though they are invisible, enemies who are using sight-seeing itens can destroy them when they spot them.
Heroes who have benefits in this are both ''Keeper of the Forest'' and ''Scout''. Keeper of the Forest can put an eye on a tree to watch a rune spawn point and Scout can put an ''Electric Eye''.

Note:
  • The eye on the tree is revealed to the enemy and is destroyed if the tree is destroyed (Runes of Blight can destroy it)
  • The ''Electric Eye'' is revelead once an enemy ''steps on it'' (if they are really close to the eye, it is revealed).
Suggestion: put wards and ''Electric Eyes'' on cliffs and such, so meele heroes can't destroy wards and ''Electric Eyes'' can't be revealed to the enemy, because enemies can't ''step on them''.


3.0 - Runes

There are x types of runes in the game: Invisibility, Regeneration, Double Damage, Haste, and Illusion. All of them will be explained now.
Note: Always look at the timer to know when the effects will end.

3.1 - Invisibility

Will make your hero go invisible when used. This is good for ganks and escaping. When you are almost dying and when you are trying to escape from the enemy, remember to use this rune if it is inside your bottle or if you find it at the river. It is definately one of the games' best ''life savers''.


3.2 - Regeneration

This will regenerate your hero's mana and HP to max in a short period of time; however, this effect dispels on damage and when you reach max, so use it wisely. The effect takes a while to go off, so, if you are not being attacked and if you are full, feel free to use your nukes, for the regeneration buff will recover you back to max again.



3.3 - Double Damage

This rune will double your damage (multiply it by 2x), it doesn't affect magic spells, but it does affect your critical damage (your critical strike damage will be doubled).



3.4 - Haste

This rune will increase your hero's movespeed to maximum (522). Great for chasing heros and escaping from the enemy. Remember to use this wisely.


3.5 - Illusion

This rune will create two duplicate images of your hero. They cannot cast spells, they take more damage from enemy attacks and deal less damage than your hero. This rune is great to confuse your hero and play mindtricks on them to make them use spells at your illusion and make them go on cooldown and make them waste their ultimate spell and/or mana, making it a perfect time for a gank.


3.6 - Location (Thanks
_Archangel_ for the pictures)

Forests of Caldavar


Darkwood Vale


Watchtower


(If you are looking for more info on runes, check out this guide Using Bottle

4.0 - Types of Heroes and How Bottle is good for them!

This section will comment on each type of hero and how they work with bottle. The following types of heroes will be commented on: Nukers, Support, Tanks, and Late Game. The runes that are best for each hero class were analized (in other words, if you have a team with one of each class, and you could choose which rune to give to each of them, you would).

4.1 - Nukers

Early game nukers such as Thunderbringer suffer from low mana regeneration and a low mana pool. Bottle will basically guarantee a good early nuke, and good chases and escapes at mid game and maybe late game. Nukers get benefited with almost every rune except ''Double Damage''. ''But why not Double Damage?'' Simply because Nukers most of the time have small attack power and speed in mid and late game.
Also, most of the time, Nukers go middle lane. So they get a good position and are close to both of the rune spawn points. Best runes: Haste, Regeneration, Invisibility.

4.2 - Strength Heroes

Constantly running out of mana, this type of heroes work very well with bottle. They usually are always requiring mana. Good examples of Strength heroes that works well with bottle are Pharaoh and Jereziah. Strength heroes have fast health regeneration, and they can go out of battle and come back in a quick ammount of time, bottle will speed up your process, and make them be able to go back to the battle completely. Most strength heroes are called ''starters'', cause they start the battle. Good examples of starters are Kraken and Keeper of the ForestBest runes: Regeneration, Invisibility(easier to start the battle), Haste(improves their ''starting'' ability and timing), Illusion(good for tricking someone to make them use spells on the illusion or to not know which one to focus attacks on battle).

4.3 - Agility Heroes

Agility heroes suffer from low max health and low mana max. They have slow regenerations for both as well, so they get really benefited from the bottle's recovery. Agility heroes work awesome with all the runes on the game, of course, they have their best runes as well. Best runes: Regeneration, Double Damage(agility heroes usually have more damage and attack speed), Illusion(since they attack faster and deal more damage, illusions will work better when attacking).

4.4 - Additional Info on Starters

All starter heroes are included in: Intelligence and Strength (examples: Tempest and Behemoth). These heroes get the benefited the most from bottle, since they most of the time have spells/skills that give your team more advantage over the other, so they must always be ready to fight, cause they server as great supporters. If you notice these kind of hero is dying, try to help him, for he is essential in your team. Best runes: Invisibility, Haste, Regeneration.

5.0 - The Battle for the Runes

Having a rune available to you is a great advantage, so you have to be at the constant lookout for runes. Checking every 2 minutes for runes at their spawn spot is very important. Wards, spot revealing abilities (such as Electric Eye [Scout]) are also good, even using your courier to check it and even maybe getting the rune for you is a good idea.
However, the rune spawning spots are dangerous, the enemy team will also be checking there frequently for a boost at team battle. Another tip is to never leave the rune ''about'' for too long. If no teammates are going to get it, get it, even if you don't need it, so the enemy doesn't get advantage (example: getting regeneration rune at full health).



This guide is from: Heroes of Newerth Forum

Ward Guide



Wards of Sight

200 gold
6 minutes
2 charges

Priceless intelligence.

Items

Here is a list of ALL items in Heroes of Newert!


The Big Item Guide 1.2 - 1.3 Boots + Supportive

1.2 Boots and Bracelet Guide - Obsolete.

The big Item Guide 1.1 Starting Gear

The Big Item Guide - Will not be updated because the guide is now useless since recommended items are in HoN shops!

Presentation:

The reason i write this is because i want to help all the new players to get a grasp of the items in HoN. I did a fast search here in the forum and i found a good starting gear guide. I will present my own take on this. However i will also do a guideline for what items are good on what heroes and which items are bad. Keep in mind, this is only a guideline
based on my opinions and by no means "facts". Its very basic stuff for the new players in here that havent played Dota.

Using Runes

Using Runes

Basics

There's five different runes. One spawns randomly at one of two fixed spots on each map at every even numbered minute on the clock starting from 0.00. (i.e. When the clock reads 0.00, 2.00, 4.00, 6.00 etc.) If a rune exists when the time for a rune to spawn is reached, a rune will NOT spawn. Runes last indefinitely until taken or destroyed.

Screenshots to show rune locations on the maps:

Forests of Caldavar - Top Rune

Forests of Caldavar - Bottom Rune
Watchtower - Left Rune
Watchtower - Right Rune
Darkwood Vale - Left Rune
DarkWood Vale - Right Rune

Because it spawns at 0:00 (Same time as the first creep waves) at the start of the game you can buy your items quickly and head to the rune spot to wait for it before the creeps spawn (Get allies to wait at the other one) so your team can have control over it as soon as possible. (Thanks to Ziffy)

Also, there will likely be an opponent hero waiting for the rune to spawn before the creeps spawn. If this is the case, you can bring your teammates in for a gank. This works best with heroes that have a good stun or slow at level 1 (For example, Magmus, Andromeda, Hammerstorm, Pollywog Priest, Plague Rider, etc). If you gain First Blood this way, your team starts with a nice gold bonus and your opponent is set back quite heavily as he'll have to respawn and walk back into his lane before he can begin gaining exp/gold. (Thanks to MahdSkillz)

The Empty Bottle



This is the one important item you must acquaint yourself with if you want to abuse runes. It may be found in the Supplies part of the shop.

This amazing item costs only 600 gold, but gives amazing burst HP and mana regeneration. This is great between ganks to restore HP and mana that you may have spent in ganks.

(Protip: To quickly buy a Bottle, press B, then double-tap R. Then press ESC to close shop window.)

It contains three charges that each restore 135 HP and 70 mana over three seconds. Note that if you get hit during the three seconds, the buff is dispelled. If used while running, try to time your Bottle-drinks right after an enemy attack, to get maximum heal before the next attack dispels your heal.

Once it is empty, you can refill it by returning to fountain. However, the alternative way to refill an empty Bottle (And the best way, that you will learn to abuse by reading this guide) is by nabbing runes with it. To do this, click your empty Bottle and then click the rune. This stores the rune inside your bottle and allows you to use the rune at any time by clicking the Bottle again. When you do this, your Bottle is magically restored to its full state, with three charges. Note that you can store runes indefinitely, which you can't do in DotA. - No longer true as of 1.47. Runes will automatically be consumed 2 minutes after you store them, as in DotA.

Taking as many runes as you can with a Bottle (i.e. Checking and taking them every two minutes) is a practice known as "rune-whoring". Rune-whoring with a Bottle allows effective solo mid play. If you runewhore effectively your Bottle stays full, and you don't have to return to the fountain at all early game.

Some situations will allow rune-whoring better than others. For example, Pharoah is a good rune-whore because he can scout the rune every two minutes with his Tormented Soul so he knows where the rune is every time. Of course, you can get Scout or Keeper of the Forest to put eyes on the runes too.

Because the rune spawns at every even minute, if you take the rune JUST BEFORE the next one spawns, i.e. When the clock reads X:55 where X is an odd integer, another may spawn right after you pick it up. Of course, it may spawn at the opposite rune spot, but if it spawns at the same one or you go to pick up the other one as well you can have two rune effects on you at once, and empty your Bottle twice if you're really low on HP and mana. Double Damage + Haste anyone? (Thanks to Scorl)

You can used Winged Courier to scout runes for you. Not only this, but you can use it to pick them up too! You can even Bottle it with the Courier, and have it bring it to you. Not sure if this is a bug or not. (Thanks to BaghdadAssUp) - Not possible as of 1.41

Haste



This rune grants maximum movespeed (522) upon use. This makes for great chasing, escaping, positioning for spells and the like. Very simple rune. You can no longer be slowed while the effect of Haste rune is on your hero, as of 1.42.

Regeneration



This rune restores your health and mana at a very fast rate for 45 seconds (Thanks to ElementUser for confirming).

It dispels upon taking damage, so if you want to keep receiving the rune's benefit you must avoid taking damage.

If you're at full mana and its effect is still on you, you can spam spells at the enemy and have your mana regenerated immediately afterwards, giving an unprecedented lane control advantage so long as you don't get hit. Make sure you take care not to get hit by creeps, as even a single creep attack will dispel it.

As of 1.47, the Regeneration rune's effects will end when your hero reaches full HP and mana.

When you store it in a Bottle, you pretty much store a free instant fountain trip and back when you need. This is definitely one of the best runes. Once I played Soulstealer solo mid with Bottle; I got three of these babies in a row. I spammed Demon Hand from afar on the creeps to farm; I had Post Haste at 8 minutes.

Double Damage



This rune adds your base damage, and damage gained from attribute boosts (i.e. If you are an intelligence hero and have an Acolyte's Staff, this rune adds another +25 damage for it) on top of your current damage again.

Note that it DOES NOT add double damage for direct damage gained via items (e.g. Having a Shieldbreaker doesn't mean you will gain an extra 60 damage from this rune), nor does it increase damage of spells that you cast.


(Thanks to Splinter)

This rune is probably the worst rune early game. The damage boost is somewhat insignificant early on and doesn't really help in a gank except you can throw a little more damage on them after you cast your spells.

Of course you can use it while you're in lane to deal increased harassing damage as well as lasthitting and denying nearly every creep for its entire duration.

Lategame, when your carry takes this you will be able to go kill Kongor with ease, or have a DPS edge in a teamfight or gank.

Invisibility



Grants stealth with a 0.1 second fade time, and lasting 60 seconds (Thanks to ElementUser for correcting the duration).

This rune can be used for escaping, provided your enemies don't have Wards or Dust, but its main use lies in offense - sneaking up behind enemies unseen and throwing a well-placed spell into a gank or teamfight. Stored in a Bottle, this is a free Windwalk and can be used as such in any fashion.

Illusion



Spawns two illusions of you that appear to the enemy to be absolutely identical to your hero that last 75 seconds. However these illusions cannot cast spells, take 300% more damage than your hero would normally take and deal 35% of the damage your hero would deal. (Thanks to aggroholic for confirming numbers)

Generally regarded as the most useless rune - it is common to think "Oh damn, not another s**tty Illusion rune" - it is actually one of the most versatile. There are many tricks that you can do using this rune:

If you are playing Bottle solo mid, and you check the runespot before creepspawn (i.e. When the clock reads 0:00), this is the best rune to get IMO. This way, you spam your spells freely and then when the clock reads 1:30-1:40, use the illusions, send one of them to each runespot, empty your Bottle and spam your spells. At 2:00 your illusions will reveal where the next rune has spawned; go grab it. This works for any time the rune will spawn if you have Illusion stored; use it 30 seconds before the next rune spawn.

Illusion runes are also very useful in ganks. When ganking, wait behind the trees with your illusions, and send one illusion in when your teammates all go in for the kill. Very often they will spend their stunning or slowing skills on the "enemy hero" that pops out of the trees. Once they have spent their spells on it, jump in with the real thing and own them.

A similar trick can be pulled while laning. If you've stored the Illusion rune in your Bottle, use it at the top of the ramp where they can't see you. Get your hero and one Illusion to hold position; get the other one to walk forward. Pretend that it's your real hero - make it walk back and forth, but be a little aggressive with it to bait your enemy - walk past the creep line, maybe throw an attack at them. If they're someone like Thunder Bringer or Defiler they will often nuke it, and you successfully waste their mana.

If you're Scout, and you pick up an Illusion while Vanished note that your Illusions also gain Vanish and all its effects. Thus you can use the above technique with more effectiveness with Scout - send your Illusion in to backstab; the enemy will almost certainly cast something on it if they can. (Thanks to Tyrando) - No longer true as of the Scout remake

If you're Wildsoul, pick the Illusion rune up with your Booboo. The illusions can proc Entangle, which strongly increases Entangle chance. (Thanks to Mardius) - no longer true; I don't know when this was changed.

If you're Legionnaire, your Illusions will have the full spinning ability with unreduced damage. You can either use these illusions to grab extra gold in the jungle or use it in a gank when your enemy is standing foolishly close to his creeps for triple spins. (Thanks to b3erserker)

If you pick up Illusion with Insanitarius activated, your Illusions gain strength bonus without the adverse HP draining effect. (Thanks to b3erserker)

If you pick up Illusion with Accursed, his ultimate will activate on the Illusions when their HP drops under the threshold, which is 400 I believe. (Thanks to Irysa)

If you pick up Illusion with Magebane, all his Illusions gain full Mana Combustion with level equal to the original hero's Mana Combustion. You can use these in a fight or gank for triple mana burn. (Thanks to ElementUser)

You can pick it up with Malphas, which spawns two more Malphai. (Thanks to EvilRebel for correcting my obvious grammatical error! Plural for Malphas is not Malphases.)

In a gank, you could block the enemy hero from running with your Illusions - a very advanced technique. To do this effectively, select your hero (The real one) and rightclick the enemy so that your hero chases and attacks. Select the Illusion, and put it in behind your opponent and micromanage it so that when he tries to run he will be blocked by it. (Thanks to CoolChris) This is a very effective technique in DotA; however I'm very uncertain as to whether it can be used to great effect in HoN as the collision size for the heroes definitely feels smaller (It's damn hard to creepblock in HoN compared to DotA).

Also, you can use an Illusion to pretend to be in your lane while you're actually missing and pull off an unexpected gank. (Thanks to evotech)

Lategame, picking up an Illusion rune increases DPS output as well as giving protection against single-target spells (Your opponents will not know which to target).

Countering Rune-Whores

Nothing is more frustrating when you've spent all your mana harassing someone and they just drink their Bottle to heal - and then they grab the rune to refill their Bottle! Grabbing a rune every two minutes is amazing early game if you're solo mid.

So how do you counter people who do this?

The obvious method is to rune-whore yourself if you're in solo mid. It always helps to have vision on the runespots via Wards, Scout's Eyes or Keeper of the Forest's Trees.

Deny your opponent the runes as often as you can - around twenty seconds before the rune spawns, start autoattacking and if needed throw some spells at the creeps to push them towards the opponent's side. Once your opponent's creeps are dead and your creeps are now by the opponent's tower, run backwards up your ramp towards your tower and head for a runespot. Because your creeps are now on the opponent's side of the lane you'll be able to see if they head towards a runespot too whereas they have to guess that you're going to pick up a rune (And they can't do anything about it) or they'll think you're just retreated because you pushed too far.

However denying your opponents runes involves a lot of luck too. If you head for a runespot and it doesn't spawn there, then bad luck. If it's daytime, make sure you're not actually down inside the runespot; stand on top of the ramp (Where you can see it if it spawns). This way if the rune doesn't spawn there, you at least have the chance to quickly run to the other one if your opponent is still busy fighting your creeps off his side of the lane.

An excellent anti-runewhore method is to have a flying Courier hovering over one runespot. You have to keep alert though, because it has to be right on top of the runespot or you won't be able to see the rune, but that also means that your opponents can see it - make sure that if it's getting attacked, you turn its shield on and move it to safety.

Before the each rune spawn mark, head for the runespot your courier is not at. If it spawns there, great, take it. If it spawns at the one where your courier is, head for it and take it if you can - but if your opponent gets there first, take the rune with the courier, thus denying him the rune.



Original place: Heroes of Newerth Forum

Other Guides

This is the section for other guides
Most of theese guides are not self-written, if they aren't there will be a link to the original place

Catagories:

Items:
The Big Item Guide


Other:
Using Runes
Ward Guide
Basic Laning Guide
Bottle for Dummies!