Dota 2
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The art of the tower-dive is a noble one. Exposing yourself to mortal danger in the hope of gaining a little gold and experience -- it's like sleeping with Lindsay Lohan.

Tower diving is the process of running under one of the opponents' towers to try and kill an enemy on low health before they get away. It's one of the situations where new players, and even some experienced players, die because they don't understand the risks involved.

When tower-diving, the odds are stacked massively against you for three reasons. The first is that you're taking a lot more damage than normal from the magical projectiles being fired at you. The second is that towers have 'true sight', meaning they can see through any invisibility skills. The third is that there's a big stack of enemy creeps heading your way, with none of your own creeps to distract them.

More often than not, you'll end up dead even if you're able the grab the kill.



But there are a bunch of situations when it's perfectly justified to tower-dive. The key is weighing up the risks against the rewards.

Ask yourself a few questions - QUICKLY, BECAUSE THEY'RE GETTING AWAY! Do you have the advantage in terms of numbers or levels? Do you have the ability to tank the hits from the tower? Do you have a getaway plan in case things go wrong? Is your life unimportant? (I'm not being metaphysical here, with great carry comes great responsibility.)

If the answer to all of those is yes, then the risks on your side are small. But what about your opponent? Do they have crowd control that could keep you under the tower's fire for longer than you planned? Do they have backup coming in? Do they have a getaway plan of their own?

Unless the answers to all of those questions are a pretty firm "no", then you're better off letting them get away and taking the unopposed gold and experience while they're out of lane healing up again.



While we're talking towers, did you know that there are some handy visual indicators as to where the towers' firing range is? It's true - check on the ground around towers and you'll see bits of debris - generally bones on the Dire side, and bushes on the Radiant.

These act as great markers for a hero that wants to get close to a tower whether getting inside its range. Stay behind them and you're safe, go past and you'll be taking a fireball to the face. How do you know which are the right ones? A bit of practice, and a glimpse at these images: , will help.



One final tip on towers. When you've taken down the third tier and you're staring down the enemy's barracks, always kill the right hand one first. That's the melee barracks. In a creep wave, there are far more melee than ranged creeps, so you'll be getting much more bang for your boom if you take that out and leave the ranged one.

Got any more tips for dealing with towers or buildings in Dota 2? Leave them in the comments below.
Dota 2
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We love games like Dota 2, League of Legends, and Smite, but the myriad skills needed to master their complex gameplay can scare new players away. That’s why, twice a month, we pick a key skill and teach you how to master it, using a character that particularly excels at or relies on that skill in-game.

This week, we’re tackling the most basic and rewarding skill, last hitting NPC creeps. And there's no better hero to learn the ropes with than Dota 2’s long-range, kill-master Sniper.

THE SKILL
Last hitting is the most fundamental skill in games like Dota 2, often called ARPGs or MOBAs. Like any mechanic worth its bytes, it’s easy to understand—deal the killing blow to NPCs by timing your attacks so that you're the last person to hit it—and yet impossible to execute perfectly 100% of the time.

The ideal we're striving for is getting the last hit on every single NPC creep (those little minions marching down the lanes) that we encounter in every match. Perfectionists beware: you will never achieve this lofty goal. Instead, this week we're focusing on simply getting closer to the ideal than we were before.

Every worthwhile skill needs a good motivation for learning it. In the big three—Dota 2, LoL, and Smite—nearby players get a pump of XP every time a creep dies. But you don’t score any of the delicious gold coins stuffed inside that pixel piñata unless you're the last person to hit it. That means last hitting is the fastest way to boost your character’s power.

In Dota 2 specifically, it’s also the most reliable way to stunt your opponent’s growth, thanks to the unique deny mechanic that allows you to last hit friendly creeps as well. Killing our own troops may go against every international treaty, but it denies our rivals XP and gold, so we do it happily.

THE HERO
It’s not really surprising that a hero named Sniper is really good at taking pot shots at minions. His Take Aim passive ability gives him the longest auto-attack range of any hero in the game, letting him finish off minions from a safe distance, so enemy players can’t harass him very easily.

He also has a 40% chance to score a Headshot on each of his attacks, adding bonus damage that can make up for your mistake of accidentally shooting a bit too early. And, trust me, that will happen a lot as a you try to master last hitting this week.

Usually, ranged heroes are more difficult to last hit with because you have to account for the time it takes for their attack projectile to travel as well. It’s a big enough of a challenge that I normally recommend a melee hero for learning to last hit, but Sniper’s shots are near-instant, thanks to a quick wind-up and super speedy projectiles.

On top of all that, Sniper is a Carry hero, meaning that he scales well with gear and will need a lot of last hits to earn the gold he’ll need to be effective. There’s nothing more depressing than a gold-starved Carry, so you absolutely need to last hit if you want to pull your weight.

Setting expectations
Wouldn't it be great if you could be a pro at last hitting just by reading this article? Well, you can't. Sorry. Even professional players miss at least one last hit in every game they play.

For your first game as the Sniper, let’s keep the focus simple and the goal low. Aim to last hit 50% of the creeps in your lane (start with 30% if you’re new to Dota 2). Sniper is better than most heroes at last-hitting, which is why the percentage is so high—even on your worst days you should be able to get 1 or 2 per creep wave. As Sniper, you'll usually be in middle lane by yourself, so the only player you’re competing with for last hits is the enemy carry.

Remember that you can kill your own creeps in Dota 2 by attacking them (hit A then left-click) to deny the enemy the gold that it drops. That means you have twice as many health bars to monitor as you do in League of Legends and Smite, both of which do not have a shoot-your-friend deny mechanic.

Our ultimate goal for the week is to last hit 80% of the minions in our lane. We’re going to build up to that, but keep that long-term goal in mind when starting to practice.

Also worth keeping in mind: lightning attacks look awesome. Style points matter, people!

Getting started
As Sniper, we’ve got a few advantages in our corner. The biggest is that our attack range is outrageous, so make sure you hang back as far as you can behind your troops. There’s no need to get close and expose yourself to potential ganks when you can safely last hit from a mile away.

Start off by making last hitting enemy creeps your top priority, and deny only when you have free windows of time in between. However, if the enemy hero is melee, they’re going to have to run into the danger zone to score their own last hits. When you find yourself in this situation, definitely take free potshots at them whenever they rush in to make them have to think twice about whether getting that last hit is worth it. In the extreme, your quick shots can even force them back to base to heal, giving you time to farm without opposition.

Even against ranged heroes, you will always out-range them if you need to harrass. But for now, play it safe and hang back against anyone that can engage you easily. Remember, we’re just focused on improving our last hit skills at this point.

At the start of the match (and then whenever you buy a new item), it’s a good idea to take a few practice shots at full-health creeps to get a feel for how long your hero's animation is and how much damage he or she character is doing.

These dead triceratops say my damage output is doing just fine.

On the next page: builds and items, micro tips, and your homework.


Builds and items
I’m not going to walk you through an all-purpose build guide for Sniper here. There are plenty of sites for that if you’re interested. This guide is about learning to last hit well, so I'm going to give you a basic gameplan for building Sniper to practice last hitting in casual environments: co-op matches vs. AI or practice maps by yourself. This build is not meant to be your new secret to success in PvP games.

Put your first ability point into Headshot, and then work on maxing out Take Aim as soon as possible (level 7), while dumping the leftovers into Headshot. This will maximize your auto-attack range and damage, allowing you more wiggle room when last hitting. Don’t even worry about Shrapnel (an AoE DoT and slow) until later—the damage is negligible for our purposes.

Attack speed is a huge help when learning how to last hit on a new hero, because it reduces the punishment for attacking too early and will often let you swing a second time before the follow-up minion attack hits.

You want to balance it out with attack damage as well, though, which gives you a larger health margin to aim for. Start with Slippers of Agility to boost your low base damage and a Boots of Speed to help you duck in and out of harassment range while last hitting.

Build up towards Power Treads (switch it to Agility stat, unless you’re facing heavy pressure and need the Strength), and go for Butterfly as your first big item. It’s a beautiful blend of everything you want: attack speed, attack damage, and survivability. Shadow Blade is another very fun Sniper item that’s incredibly useful in teamfights or in situations where you really need an escape tool, but you can leave it in the bin during solo practice.

Wishing I had bought the Shadow Blade right about now...

Making adjustments
Sadly, you won’t be able to simply sit in place and blast at minions all day. The battlefield is constantly in flux and you need to react to it.

If you find yourself trapped under a friendly tower, don’t try to outshoot it. It will kill most creeps in 3-5 hits. Watch the amount of health it’s taking off the creep it’s targeting and wait until you know the creep won’t survive the next tower hit to shoot it. It’s impossible to give a catch-all solution for how to beat a friendly turret, but the easiest mistake is to simply blast it willy nilly. If you’re really worried about it, just last hit minions that the turret isn’t currently focusing. It’s not too bad to burn down half-health creeps at that point because you can push the lane a bit without getting into enemy territory.

Likewise, it’s tough to deny your allied creeps under an enemy tower, but keep in mind that you don't necessarily need to get the last hit—you just need to make sure the enemy hero doesn't. It also doesn't hurt that you outrange turrets by level 7, so just keep the auto-attack pressure on any enemy melee heroes to let the turret eat the minions and be content with the draw.

If you find yourself under heavy pressure from constant ganks, narrow your focus to only getting last hits and run back towards your turret when there are none to be immediately had. There’s no reason to stand in the open waiting for the next creep wave when the enemy team is roaming.

By the time you realize you're surrounded by enemy heroes, it's too late.

Master tweaks
Once you feel like you've got the general hang of last hitting and can regularly amass 50% of the lane creeps in last hits, it's time to add some finesse to your play.

It’s easy to put yourself out of position while last hitting. Left untouched, the creep waves will hover near the middle of the map. But if you’re making bad last hits and sniping every enemy NPC two times before it dies, the flow of battle is going to shift towards the enemy base. And, contrary to your gut impulse, that's bad because it means you're going to be fighting on their home turf, where every tree hides a ganker hungry for your delicious dwarven flesh. A good rule of thumb is that you want to keep the creep conflict on neutral or friendly ground so you don’t overextend yourself. If you need a guideline to follow, make sure that you take a shot at one of your own creeps for every shot you take at an enemy creep.

There will often come a time when you have to choose between last hitting the enemy’s creep or denying your creep. There can be a lot of factors involved, including where the enemy is, what abilities they have at their disposal, and which direction you want to move the creep wave, but my default preference is that I will always take an enemy creep kill over a deny. The reason is straight greed: killing an enemy minion nets me gold, denying doesn’t.

Outside of practice matches, it's just as important to last hit enemy heroes to score the sacks of gold and XP that comes with their bounty. Thankfully, Sniper excels at that as well courtesy of his death-summoning ultimate ability, Assassinate, which locks onto a target and puts a bullet through their head/shell/membrane/metal casing from long range.

Now here comes the tricky part. All of the hundreds of heroes in all the many MOBA games have different ranges, animations, and particle speeds that will affect the timing of your last hits. You may have mastered Dota 2’s Sniper, but you’ll need to learn each hero individually and practice them until it becomes a sort of muscle memory. You’ll know you’ve truly mastered a hero when you aren’t constantly thinking about last hitting while playing them.

Go forth and poke towers until they crumble!

Your homework
Good luck out there this week, Snipers! As always, you can download Dota 2 on Steam, although you'll need a beta invite if you aren't already in. Hopefully some friendly folks can help out by offering friend invites in the comments below. Once you're in, all of the heroes, including Sniper, are 100% free, so there’s nothing stopping you from joining the PC Gamer community in-game this week.

Five goals to aim for as you learn to last hit with Sniper:
1. Hit level 6 without using any healing items or returning to base to heal.
2. Deny an entire creep wave by yourself while laned against enemy players.
3. Don’t let your opponents deny any creeps in a single wave.
4. Get 200 creep kills in a game.
5. Have the most creep kills on either team for two games in a row.
Team Fortress 2
Steam concurrent users graph


Combating Thanksgiving food comas with the awe-inspiring power of the gaming binge, over 6 million gamers logged into Valve's digi-hub over the weekend after enduring the motions of spending "time" with "family." Undoubtedly spurred on by the Autumn Sale and its many wallet puns, the surge also rode the waves of numerous major releases such as PlanetSide 2, Assassin's Creed 3, and Call of Duty: Black Ops 2.

The ballooned player count peaked around 11:00 a.m. PST Sunday with 6,045,912 users logged on, Kotaku noticed. Notice that's concurrent logins, not active game sessions—while games define the vanguard of Steam's excellence, the chart gathers numbers from simply having the program launched and running. That's where the always-handy Steam Graph service steps in with more numbers for your numbers.



Plugging in a few top releases into Steam Graph for the Thanksgiving weekend shows a fair spread across PC gaming's most popular genres. Dota 2's un-beta boasted a little over 170,000 simultaneous players on late Saturday, while soccer-sim Football Manager 2013's surprising strength topped at around 60,000. On Sunday night Black Ops 2 spiked at 51,000 soldiers, and PlanetSide 2's fight for Auraxia swelled to 30,000 Steam conscripts last night. Lastly, as many as 15,000 stone-faced killers were concurrently shoving sharp metal objects into various people in Assassin's Creed 3.

Conclusion? I'm really tired of turkey sandwiches, but Steam's powerful presence on the PC only increases with each passing year.
Dota 2
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"Who needs a big brain when you've got teeth like mine?"

That line, plucked from Tidehunter's stable of bassy, boastful voice-over, tells you everything you need to know about him. The disenchanted former champion of the Sunken Isles is big, green and—relative to certain other Heroes—straightforward enough to play with your brain turned off. He’s a mana-efficient, no-frills initiator and a loveable lug all-around.

You can blame his ultimate for this. Screen-wide, tentacle-driven stuns that last for a sweet 2.77 seconds have a way of making everyone —ally and enemy alike—stop in their tracks.

But let's take a step back and examine Tidehunter through a more technical lens. The melee, strength-focused hero is part Aquaman, part Hulk. He’s a team player, a Hero who shines brightest when he's with his posse. Almost everything in his armament reflects this. Gush? Slows, damages and reduces armor. Kraken Shell? It provides marginal damage reduction, sure, but it lets him shed unfortunate debuffs. Anchor Smash? Injures and adds insult to injury by reducing enemy damage output. Both from a traditional and a practical standpoint, Tidehunter is built for initiating combat and soaking damage.
Page 1 - Skills
Page 2 - Items, How To Play Tidehunter
Page 3 - Tidehunter Wallpapers
 
DIFFICULTY:
Spells: Easy
Farm: Easy
Positioning: Easy-Moderate
Overall: Beginner-friendly

SKILLS
Occasionally dismissed as a one-trick pony, Tidehunter is not without his intricacies. In the hands of a competent player, he’s is more than a simple bludgeon—he can be a work of art, and a percursor to bigger, badder things. And while that is excellent, this doesn't change the fact that a hammer to the face, regardless of whether it's being wielded by a novice or a veteran, is still a hammer to the face.
GUSH
Summons a gush of water to damage an enemy unit, reducing their movement speed and armor.
http://youtu.be/68728IYAiok

Gush is, quite literally, Tidehunter regurgitating bilgewater and stomach acids on an adversary. What else would cripple and eat through dense armor? Filtered Avian? Please.

With that taken into consideration, it’s an unexpectedly lovely ability. The armor reduction from Gush isn't really comparable to the havoc that Dazzle's Weave can wreck on the enemy team but for a skill that comes with a touch of damage and a 40% reduction in movement speed? It works. It really does.

Because it works in so many possible ways, it's easy to forget that Gush comes with an exorbitant price tag. Compared to the other skills in Tidehunter's arsenal, Gush is expensive, so much so that, in the earliest stages of a hypothetical match, it's the only thing you'll be able to cast before you have to chug down a mana potion.

Much like in real life, careful budgeting is essential here. Make the mistake of overestimating how much mana you have after that initial Gush and chances are you'll find yourself in the midst of your enemies with nothing but a sheepish grin to protect you.

Damage: Magical
Mana Cost: 120 / 120 / 120 / 120
Cooldown: 12 / 12 / 12 / 12
Damage: 110 / 160 / 210 / 260
Slow: 40% / 40% / 40% / 40%
Armor Reduction: 2 / 3 / 4 / 5

KRAKEN SHELL
Creates a thick armor shell that reduces physical damage and removes negative buffs when damage received reaches a critical threshold. Kraken Shell does not stack with items that provide Damage Block.
http://youtu.be/mbIfRCkRM6g

Of all of Tidehunter's abilities, Kraken Shell is probably the one with the least immediate value. But that doesn't mean it's irrelevant. Kraken Shell can be great. Regardless of whether we're talking about 28 or 2000 base damage mitigation at level X , any means of cushioning the impact of a hit is amazing and while it doesn't quite scale into late game, that early 15% reduction (on average, most heroes will be dealing roughly 150 to 175 damage per basic attack by the time you have Kraken Shell maxed) in incoming damage is still pretty darn sweet.

More importantly, however, much like the safety belt we so often take for granted, Kraken Shell will save your life. Take this story as an example.

A friend of mine and his team had cornered an enemy Tidehunter in the river near Roshan. Doom seemed inevitable for the unfortunate Leviathan. As Tidehunter's health dwindled away, the Mirana on his team made one last desperate attempt to save her comrade. She hit her ultimate. Tidehunter became invisible. Just as quickly, my friend's teammate responded with Dust of Appearance.

“Pro,” my pal thought approvingly. The fish would die.

For a split second, Tidehunter returned to view before, just as abruptly, he vanished from sight again.

Silence followed.

“You did get dusted, right?” A hesitant inquiry over all-chat.

“Yes.”

“... why can't I see—oh. Kraken Shell. Damn it.”

Ability: Passive
Damage Reduction: 7 / 14 / 21 / 28
Damage Threshold: 600 / 600 / 600 / 600

ANCHOR SMASH
Tidehunter swings his mighty anchor to damage nearby enemies and reduce their attack damage.
http://youtu.be/30uJcLr3ttA

While Tidehunter is normally picked for that outrageous ultimate of his, Anchor Smash is what puts him completely over-the-top. His third ability is what separates leviathans from bottom feeders, what anchors him as one of the best initiators ever.

Even after taking the maritime menace's shallow mana pool into account, Anchor Smash, with its low cost and near-negligible cooldown, is still delightfully spammable. Four seconds? 60 mana? It doesn't really get better than that.

But wait, it does: Enemies caught within Anchor Smash's generous radius of effect will receive a 40% reduction to their base damage for up to six seconds.
In a game so often dominated by hard-hitting, autoattack-loving carries like Anti-Mage and Drow Ranger, Anchor Smash is a godsend. At the cost of a measly 60 mana, it allows you to almost halve the damage output from any given hero. Sure, it does nothing against, say, Lina's ultimate, but it can certainly make Night Stalker less of a reason to wet your pants.

Damage: Physical
Mana Cost: 30 / 40 / 50 / 60
Cooldown: 7.0 / 6.0 / 5.0 / 4.0
Damage: 75 / 125 / 175 / 225
Damage Reduction: 40% / 40% / 40% / 40%
Duration: 6 / 6 / 6 / 6
Radius: 400 / 400 / 400 / 400

RAVAGE
Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units.
http://youtu.be/BZBsiD9wuWQ
In a perfect setting, you'd be equipped with every item that you need, be blessed with phenomenal, catlike reflexes and no lag whatsoever. The enemy will be bunched in a group. You'll blink in, a watermelon-patterned behemoth of death and destruction, and hit R for Ravage. Ecstatic screaming ensues. A disgruntled enemy will sullenly announce ”GG.” “Good game,” you'll think to yourself, as you let a smile unseen curve your lips as the team marches onwards to enemy's last bastion of defense. Yes, this is the sort of MOBA memory you’ll stow away as a future story for your grandchildren.

It doesn't always happen like that.

In fact, it usually doesn't. Generally speaking, it's more likely to go like this:

Your Naga Siren will decide it's high time to sing the song of her people. Why? Because she is the prophesied carry, because an ultimate that temporarily emasculates both teams (enemies will neither move nor take damage during Siren's performances) is apparently far more effective than a damaging, screen-wide stun. Because she damn-well wanted to.

"But I thought I was initiating!" She'll remark as your head sinks against the keyboard.

"..."

No one ever said it was easy being green. That said, Ravage still rocks. It's one of the reasons that Tidehunter sees so much play. Even at level 1, his ultimate boasts of an impressive 885 radius and a sizable 2.02 stun. As you might have guessed, it isn't too hard to hit your mark with Ravage – all it really takes is the ability to be within the same general vicinity as the enemy. Hit 'R' to win, idiot teammates notwithstanding.

Damage: MAGICAL
Mana Cost: 150 / 225 / 325
Cooldown: 150.0
Damage: 200 / 325 / 450
Radius: 825 / 925 / 1025
Duration: 2.02 / 2.32 / 2.77

Next page: Core Items, How To Play Tidehunter

TIDEHUNTER CORE ITEMS
(Buy these items or we can't be friends.)



Arcane Boots
For all of his stellar qualities, Tidehunter's almost painfully mana inefficient, a gas guzzler if there ever was one . Consequently, no other form of footwear better complements Tidehunter than a pair of Arcane Boots. To provide a bit of perspective on the matter, Arcane Boots will bolster Tidehunter's existing mana pool by an additional 250 points—that's more than enough for two extra Gushes. Once you throw in Arcane Boots' active ability—it feeds you and allies within a certain radius 135 mana—there's really no other reason to opt for different shoes.
Blink Dagger
Blink Dagger is Tidehunter's little black dress : simple, perfectly suited for every occasion and an absolutely essential part of his wardrobe. Though a somewhat costly investment—2150 gold isn’t exactly lunch money—it's one that is worth its weight in precious metals, primarily because it circumnavigates Tidehunter's biggest weakness: his lack of maneuverability. With a Blink Dagger, Tidehunter won't have to worry about his torpid turn rate or his minimal talent at crowd control. Instead, he'll be able to pretend to be a freakin' ninja albeit one that has more in common with sashimi than the folk who eat it.


HOW TO PLAY TIDEHUNTER
Early game is an interesting beast. Depending on who you talk to, the correct method for playing Tidehunter can differ drastically. For some, like a friend of mine who routinely engages in high-level games, Tidehunter's natural habitat is either the offlane or the aggressive trilane . In the former, his role is to harvest as much gold and experience as possible, to disrupt his opponent's attempts at creep-based agriculture and be as much of a pain as possible without compromising his safety. If he's part of a three-way, Tidehunter's role changes a bit. Here, he often finds himself instigating contact between neutral creeps and his own or aggressively spraying bodily fluids of some variety on the enemy.

For others, like Loveless and this errant League of Legends player on DOTAfire, Tidehunter can be more of a supportive character or an aggressor in a two-man show. It varies, really, especially in public games where nothing is really impossible.

Depending on the setup of the match, Tidehunter's skill build will change as well. Should Tidehunter be positioned in the solo offlane or in any other similar scenario, Anchor Smash will take priority over Gush. Inversely, if the Hero ends up responsible for catalyzing kills, Gush often gets maxed out first. Regardless of the situation, however, Kraken Shell is usually left for last. Though it offers increased damage reduction, its importance is far outweighed by the other skills in Tidehunter's repertoire. (Needless to say, Ravage is leveled at every possible opportunity.)

Once mid-game approaches, things become less ambiguous. Ultimately, Tidehunter was created for one purpose and one purpose only: to initiate fights and to mitigate all incoming damage, something that becomes all too easy after the introduction of a Blink Dagger. With the aforementioned accessory, Tidehunter will be able to catapult himself into the center of his unsuspecting enemies to cast Ravage before following up with an Anchor Smash and the usage of Gush on anyone attempting escape.

The rest of the game generally follows the pattern: Blink. Ravage. Anchor Smash. Gush. Rinse and repeat. What usually varies toward end game are the items that you purchase after that all-so-crucial Blink Dagger. If the other team is heavy on stuns or magic damage, it's not uncommon to see a Black King Bar or a Pipe of Insight fitted into Tidehunter's shopping list. Shiva's Guard, however, is frequently the tertiary purchase of choice, thanks Tidehunter's normal placement in any team fight. Should the game drag on long enough, a Refresher Orb can make an appearance as well. More eclectic picks such as Vladimir's Offering, Assault Cuirass and even Radiance have all been made to work—it's largely up to the individual. So long as you don't deviate from the core formula, Tidehunter can be a swimmingly easy Hero to captain.

Cassandra Khaw is a street dancer, an entry-level audiophile, a voracious reader and an itinerant freelance journo for places like Tech Hive, PC World, Indiegames Blog, PC Gamer and more. When not otherwise working at a weird hour, she can be found chasing down confederates in DOTA2 is a desperate attempt to keep them healed. Like every other hipster Asian out there, she started playing DotA about a decade ago and still misses Riki's original Ultimate.

Next page: Tidehunter wallpapers



The original Tidehunter art featured in this guide was illustrated by Lisa Cunha. Check out Lisa's portfolio.
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Dota 2
Water: essential
Water: essential

I've played 183 hours of Dota 2. Some of you will be saying "Whoa dude, that's time you could have spent making a mean batch of marmalade." Others will be saying "Rofl, l2play noob."

But Dota 2's depth means that despite me having played longer than it took Apollo 13 to fly to the Moon and return to Earth, there's still heaps of heroes that I never played a single game as. This is a problem that faces many new players -- how to get up to competence as quickly as possible with a hero you haven't played before. Here's how I learn a new hero in two hours.

First, go and get yourself some paper, a pen, and a big glass of water -- ideally a pint glass or bigger. Good hydration is essential for learning - it's necessary to maintain the tone of your cranial membranes for optimum neurotransmission. If you're dehydrated, you won't learn a thing.

Enigma is definitely one of the shiniest heroes.

Go to the Dota 2 wiki and search for your hero. I'm going to use Enigma as an example, because I've never played as him, and I've rarely seen him in battle. Look at the page, and write down three things. The first is whether they're a strength, agility or intelligence hero. Enigma is an intelligence hero. The second is whether they're ranged or melee - Enigma is ranged. Finally, write down the list of recommended roles -- initiator, disabler and jungler, in this case.

Now go to Dota Cinema's Heroes page and find your hero. There are no names here, but learning how to recognise heroes from their portraits is useful. Click through, and watch the Spotlight video to see how your hero's abilities work. Make notes, if you want to, of things to remember - the idea is to create a cheat sheet you can glance at while you play.

Now stop for a second and think. When are you going to use each of your abilities to best effect? For Enigma, I'm thinking I want to use Malefice to get ganks in early game, and when chasing later on. I want to use Demonic Conversion when jungling and pushing. I want to lay down Midnight Pulse early on in a teamfight, and want to combo that with a Black Hole. To make that work, I'm already thinking I'm probably going to need to build a blink dagger. Again, write down some brief notes.

Very funny.

Okay. We're ten minutes in, and you already know how you want to play your new hero. Load up a bot-match. Grab the recommended items, and put points in skills wherever you think you should based on how the game is going. DON'T LOOK AT A GUIDE YET. Blindly following a guide is a bad way to learn a hero, because you'll get dependent on it and get ganked while you're trying to read.

How did that go? Did you win? It actually doesn't matter. What matters is whether you used your skills. Go back to the notes you made and see whether you got the most out of your abilities. Make some more notes based on the game you played. In my case, I was pretty happy with my skill use - but I found they were powerful but very mana-intensive in the early game, so I made a note to buy more clarities and go for a quick soul ring. One thing I wasn't too good at was being present in teamfights, so I wrote "teamfights" and underlined it. Twice.

Go make a cup of tea to get a screen break, and think some more about the game while it's brewing.

Don't use these until you've played at least one game with a hero.

Now you're allowed to read some guides. Head over to Dotafire and see what others have to say about the hero you want to learn. Now you've got some experience yourself, you can judge whether a guide is on-the-money or not. You'll almost certainly learn some new things about your abilities too, and some tips on how to use them well. Make more notes, grab more paper if you need to, but try and keep all the information on a single sheet if you can - it's easier to take in that way.

For Enigma, I learnt several things. I learnt that I can use Demonic Conversion on friendly creeps, which is useful for tower pushing. I learnt that I should hide before teamfights so that my black hole can be more of a surprise. I also learnt to stay the hell away from silencing heroes.

Time to hit a real game. Make sure you've got "all pick" selected, and find a match. In any downtime (pauses, waiting for loaders, etc), glance at your notes to keep them fresh in your mind. Godspeed.

I always get heaps of assists, damnit.

Oof. I got demolished in my first game with Enigma. How did you do? I got unlucky with jungle spawns, and I couldn't quite get off ganks on the long lane, even with the help of Lion -- we didn't have enough damage early on, and another of our lanes was getting demolished so they slowly snowballed us.

But that's okay. I didn't play too badly, which after just a single bot-match with a hero isn't anything to be ashamed of. The key is knowing the hero's strengths and weaknesses, how best to use their abilities, and situations to avoid in the future. And keeping those at the front of your mind.

Now go, I hereby graduate you from the two-hour-hero academy. You're no expert, but you're well along the road. Good luck.
Dota 2 - contact@rockpapershotgun.com (Jim Rossignol)

Valve – little-known Washington-based developers of Richochet and Alien Swarm – have been working on another project for the past couple of years. It’s a remake of an obscure mod called “Defense Of The Ancients”. This unlikely sequel has been a surprise hit, with “computer gamers” from all over the world saying that it’s “quite good” and “maybe I’ll play just a bit more”. This rash streak of acceptance has recently culminated in a championship of some kind, mysteriously dubbed “The International 2012″.

Valve took their camcorders and video-phones along to capture the event – which took place in some kind of space center – as you can see below. (more…)

Dota 2
the international


The International 2 was Valve's second-annual tournament for Dota 2. Even with the game still in beta, a $1.6 million prize pool (with $1 million awarded to the champs) was dangled before teams, a purse exceeded in eSports only by League of Legends' Season Two Championship.

To coincide with the tournament, which took place at PAX Prime during the days connecting August and September, Valve commissioned a documentary that finally released today. The video features interviews with the 16 teams who competed, following them from the preliminary stages (held at Valve's offices) through to the finale itself.

What a strange, happy thing it is to have two technically independent developers--Valve and Riot Games--trying to out-spectacle one another as eSports. Though technical issues and instances of cheating slightly soured the League of Legends' Season Two Championship, it was a delight to watch. We're gaming in an exciting time, aren't we?

http://www.youtube.com/watch?v=Eqk9C1wVT0U

The Dota 2 YouTube channel has plenty of other video bits and interviews from The International 2, if you're hungry for more.
Dota 2 - Valve
- Added Slark!
- Added a chatwheel for quick, localized communication with teammates!
- You can now reset your keys to a number of predefined keyboard templates!

ITEMS
- Tournament Drops are now enabled for all leagues

GAMEPLAY
- Zombies no longer spawn other zombies from a stolen Tombstone

UI
- Added a form for soliciting new chatwheel options.
- Added hotkeys for each of the chatwheel messages.
- Added world heatmap for seeing where players are located.
- Abilities and items bound to alt-combinations now display as such.
- Added option to smoothdrag when spectating or viewing replays
- Added option to invert middle-mouse camera grip

VISUALS
- Fixed Nightstalker losing his wings at night.
Dota 2
dota

In what is bound to be welcome news to gamers in Japan and South Korea, DOTA 2 will soon be available in both countries thanks to an agreement between developers Valve and online game publisher Nexon.

Valve president Gabe Newell said in a statement: "Nexon, a company with whom we have a long and strong relationship, was clearly the right choice as a publisher to successfully deliver Dota 2 into the Korean and Japanese market. Partnering with Nexon will allow us to deliver Dota 2 to a massive audience of Asian gamers via  a premium service."

Cracking the Eastern market may be a challenge for Valve, with League of Legends so firmly entrenched in the region - especially in Korea.
Dota 2 - Finol
As all you pro Dota 2 players out there know, the most important skill to develop is map awareness. Now there's no easier way to look cool while winning games thanks to your new found skill than by checking out these freshly made <a href="http://dota2.com/store/#cat=1" target="_blank">Wards</a>.

Also to be found in today's update is the option to start games in Reverse Captain's Mode when creating a practice lobby. In this mode Captain's pick the heroes they want the other team to play, resulting in either hilarious or painful games. And what better way to show off this new mode than by checking out the <a href="http://dota2.com/store/itemdetails/96472158" target="_blank">atoD 2 tournamen</a>t? Watch Pro teams like Na'Vi, mTw and Zero play heroes that don't usually get a chance to shine.

Oh, perhaps you're looking for <a href="http://www.dota2.com/news/updates/">this</a>?
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