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Hello, LightRedemption here. The ultimate aim of this blog would be to gather up people and teach them about the things that would benefit them in DotA/Dota 2 in the long run while hoping to educate the general community in a positive way.
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The Art of War - Part 2

Posted 07-24-2012 at 06:55 AM by CynthiaCrescent


~Art by roguemina on Deviant Art
The Art of War


6. Weak points and strong
Relatively simple, this is. Having played DotA, you should know that there is nothing known as a “perfect team”. You don’t pick your team to be perfect. You pick the heroes to do a specific job, which would generally help you in winning the game, thus completing the objective of playing in the first place. DotA has many, many unique heroes that fulfill different roles, are strong at certain things and weak in various else. Some are stronger in a general sense than others, but that does not mean there should be such a hero that becomes a “must pick” a.k.a clearly doing things too good. Such a hero should not exist nor should be relied on, considering how this is an ever changing game and things from a distant past might or might not hold its relevance as well as it did if put into the context of today’s metagame. What does this mean? Well, judging by the picks of your team, you should be able to realize the strong and weak points in the composition. This also applied to the enemy as well, but different. Perhaps your allied heroes are not good at killing Roshan, for example, be sure to memorize that. It shall easily be the most devastating blow to be Roshan-jacked simply because you were committing too much to be able to accomplish such a task, resulting in severe loss. There is an obvious risk/ratio reward that every player should take note of. See, it is always good to cover up your weak points, just in case your opponent tries to jab you. However, you must understand that conversely, your opponent might be thinking the same thing. If both go all out or play conservatively, the idea of taking the game into your control is lost, and it becomes either a slug fest or a feast fest, both of which you are as likely to come out on the losing end as you are not. Thus, do not only focus on one point. As a strategist, it is better to exploit the opponent’s weakness while fueling the preparation to use your strong ones. Remember that nothing is stopping the opponent from thinking the same. You obviously do not want to jab at a team who has little AoE to defend against summons, yet have prepared themselves for dealing with it. The obvious flaw is often the most deceiving, as it can be easily turned into a trap. So, watch things with an open eye and another behind your back.


7. Maneuvering:
Everyone knows what the DotA map is like, none of it is quite hard to perceive. However, the simple act of walking has extreme importance upon several of other things. Moving is to be done efficiently and secretively. There’s a reason people ward in enemy’s territory, in order to track their movements and therefore predict the enemy’s plan and devise your own to counter that. If you're not taking in Deception; then the act of moving efficiently simply means moving in the shortest route. This is painfully obvious however, as you can be easily percept and caught off guard. The last thing you want to be is predictable, and allowing the enemy to “read” you would turn to disastrous results. If you throw in Deception as previously mentioned; you have a whole new perspective to take in. The shortest route might as well be the most dangerous, but also the most rewarding, since it IS the shortest route after all. It’d get you to where you want to go the fastest, and it depends on where you were going from that determines whether it is the best way to take. If you’ve known of juking, then you should know how NOT taking the shortest and most obvious route can turns to be very beneficial. However, always remember that there’s no assuming that your opponent can be outsmarted. If you were able to think this up, there is no reason for the opponent not to be able to find counter measures. Sometimes, it is perhaps better to simply do the obvious thing; faking your intention can make the most experienced of enemies doubt themselves. Confusion is crucial when your life is on the line; and always thinks ahead.


8. Variation in tactics:
In DotA, you cannot hope to control your soldiers, but you can concentrate the team’s focus through several of interactive means. Going into a game, you know what you are going to do to win. However, things might or might not go your way. It is always better to have a backup plan; something your team can do, even though not as good in optimum conditions as your first plan, but instead can pull a victory from the jaws of defeat. While devising up tactics, there are things you should watch out and not do:
*Recklessness
*Cowardice
*Hastiness
*Doubts
As complicated as that sounds; balance is always best. For if you are reckless; you would not have time to think. For if you are cowardice; you would let opportunities get away. For if you are hasty; you would be susceptible to provocation by the enemy. For if you are full of doubts; then there is no plan you shall accomplish. If you fail, then it would obviously be attributed to one of the aforementioned faults in the design of your course of action. Take those words in to decide what you would want to do, and how you were to set out in completing it. Be cool-headed but risky, as balance is the key.


9. The nine situations:
These are the battle situations that you would obviously come across while involving yourself in a game and the tasks should be taken to ensure your chances of winning.
* Dispersive grounds: This is your ground, indicated by territory markers. Territory markers are often the same as “Structure of truth” previously mentioned. They indicate, to an extent, the stretch of the map you are controlling. A fight within these grounds is highly advantageous, for you have your structures as long as undisturbed vision mostly. It is always recommended to fight here should the standings are equal.
*Facile ground: This is the shallow penetration into hostile territory. You are not too deep that enemy structures surround you, while the enemies themselves can approach in several of directions and cut off your exit. This is rather that of the opponent’s jungle, might or might not be vision checked and should be either close to allied territory or neutral grounds with fog for ease of escape. Only fight here if it is necessary.
*Contentious ground: This is where either side, should they be properly positioned, would be greatly favored. This mostly attributes to either jungles when the outer towers have been cleared, or the Roshan area. The one controls the vision and has in his or her hands the right combination of combat prowess to excel in that specific area shall hold great advantage. Fight here when you are able to secure the advantageous positions (usually where your vision isn’t impaired), or else skip.
*Open ground: Fair to everyone, and is usually open to reinforcements from both sides with equal distance. This would usually be the rune spawns and the middle of middle lane, or sometimes the river path hitting the bottom and top lane should the respective nearest tower have been removed. This gives no advantage to either side, so requires no positioning but should not be counted on.
*Ground of intersecting highways: These are usually where the destroyed Structures of Truth are. Claiming vision and control over these grounds usually grand huge territorial advantage to the team. These are, however, very bad places to fight, but only rather to ambush, for they are usually close to the enemy team’s base.
*Serious ground: All your bases are belonged to us! This is when a team has successfully penetrated one of the key paths into the throne/tree and the creeps can now freely engage with impunity. These grounds are under constant battle, be it against creeps to prevent them from harming the throne/tree or opportunists’ attacks strike at the heart of the weakened territory.
*Difficult ground: Where neither team would have any advantage, only hindered fighting here, as opposed to open ground. The secret shops are prime examples of these, hard to engage and maneuver from, yes still prone to enemy attacks and allied misfire (though this isn’t in DotA). One should stay clear of these.
*Hemmed in ground: serious grounds before it became so serious. This is usually deep within territory with terrain acting in favor of the defenders, where the opposition must squeeze through a predictable pathway in order to reach you, but you are freely in control of movements.
*Desperate ground: Where you must save by directly engaging the enemy. There are no two-bits about this one. When your tree/throne is exposed, you must fight the marching opposition head-on, even though they might have much more vision and strategically advantages. There is an exception of throne-race, but that must be handled with care, or you shall immediately lose without delay.


10. Terrain:
Shall be written as an exclusive article.

So that's it, the end of the Art of War. Now it took me a bit longer than usual to write, but I hope that it turns out to be worth it. I mean I didn't give any small talk during the early of this article, blasphemy!
Regardless, it should stay the same, for I haven't much to say except that I'm pretty busy with the Webzine at the moment, and is still appreciating everyone's help should they decide to give it. My name is LightRedemption, and this has been another good day blogging.


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The Art of War - Part 1

Posted 07-04-2012 at 12:54 AM by CynthiaCrescent


~Art by DragonOlong on DeviantArt

The Art of War

It would be excellent if you recognize the title, since it is one of the most influential and well-respected in military history. It should come as no surprise that the principles could be applied with numerous depictions as well. I came here today with the aim of ending the macro-management series in mind, however, that doesn’t mean I can’t expand it should I see fit. This article, of course, would not be a direct appliance of the book into our game’s context, considering how someone already does that (albeit not really a good job at it), and credits is where credits is due. Thus, this would only refer to the most relevant sections at its most fundamental ideals.


Now, I don’t know what you have been told or have personally perceived, but DotA is a war. It is a war with a definitive aim in mind: destroying the opponent’s Ancient. Now, regardless of what I might have said in my “Walking through the ruins” guide, one should never count on leavers in the enemy team to attain victory. We are moving to Dota 2 sooner or later after all, so it’s best to adapt a sportsmanship’s attitude and mind set. With that settled, as a war you’re going to participate in, you should recognize the main differences between DotA and a real war:

*You have absolutely no control over the soldiers' behavior. You are only the “generals” and the creeps (fighters) are all AI controlled in a predictable manner.
*There is never any question of loyalty of a common cause. Your faction and aim do not change.
*It takes nothing to maintain your army. This is not a RTS, you are not to gather resources to fuel your army, that part is done for you. Conversely, you cannot cut off the enemy supplies.
*The battlefield is relatively small.
*You are not fighting to capture, but to destroy. You are not to preserve an enemy’s base. You either win, or you lose. There is no third choice. You do not win by preserving; you win by securing the annihilation of a structure.
*You cannot use techniques to directly gather intelligence, conversely, your strategy and game plans cannot be directly exposed.


With that out, there are still many options to explore the war-aspect of DotA. Now, I should have said this before, and henceforth shall update this part into the other articles in the series, what macro management is. Macro management is the strategy of the game play, and it is the way you plan the game to unfold, and how to steer it into your favor. It is not what you hero directly impacts, that would be micro-management, but how it makes a difference in the long run. All of this aims towards an individual player. The team articles would come later.

1. Laying plans, waging war:

In DotA, you should always start the game with a plan in mind. This would not affect low level games so much, but when you start to get to high level pubs, a strategic decision and team composition is highly important and will significantly affect the outcome of the game, hence the term “outpick” when it comes to team composition. Since this is an article aimed at individuals, I am not able to tell you just what you need to do to build the foundation of a team. Your 4 teammates decide that along with you. Unless you know them or you are playing a high level pub, you are to fend for yourself when it comes to preparation. Ideally, one should pick a hero with either the ability to fulfill a specific strategy that might be made possible with the existing team components, or able to patch up its glaring weakness. Remember, picking to counter only work in low level pubs, when you are alone. Even if you do succeed in countering the most obvious threat from the opponent’s team, there is a high chance that over exposure would leave yourself vulnerable to the enemy’s counters instead. Then, it becomes a game of cat and mouse that you no longer have the option to assure to come out on top, and the point of countering simply disappear. So, don’t do it. After picking your hero, what you do is to buy your starting items. Once again, if you are aiming to directly confront an enemy and have battle in lane, then buy stats + regeneration to help you triumph. However, if you are to stay clear of combat with the enemy, then other item combinations would have its merits, such as mass consumables for roamers and boots/bottle first opening. Either way, you should buy what you think you’ll need and your lane mate cannot already give you (so no double Ring of Bassilius) and head out. Where you’re heading depends, of course.


2. Tactical Disposition:

As you finish your preparations, you head to war. Whether the creeps have come or not would not matter at the slightest. The game has started, thus the war has begun. Heroes are relatively safe waiting for the creeps to come out from their base, but that is highly unlikely a good way to spend your time (unless the wait time is almost over). If you are to take care of the vision impairing treachery or spying of unknown territory (would be talked about later) you would be smart to head out immediately with those wards. You might not see the need for them, but there are a lot of the time when you wished you had those wards up to counter enemy jungler/watch rune/see incoming gank. The time before the creeps spawn is basically free time, and you would NEVER get it back. Use it to the best of your ability. You can also take yourself to Roshan, with the intention of killing him with a semi-organized teammate support or to watch out should your opponent do so. It’s never a waste of time going around before creeps spawn, but it is if you only stand there for no reason, unless you have creep blocking in mind. Creep blocking might seem natural for some of you, but you must realize that nothing is ever that simple. If you creep block, you are only able to control 1 way of the creep equilibrium. The other side is still up to the choice of the opponent, and unless you are comfortable with whatever combination of those two choices would leave, or you absolutely need your creeps near your tower for whatever reasons, you should just leave the creep wave alone. As the free times tick down, you are to dispatch yourself to your team’s need. This is basically the choice of laning, which I couldn’t possibly cover like this. Just make sure to not confuse your teammates of what you are doing so that your team can at least work out a coherent plan on what exactly you are trying to do.


3. Energy

See Managing Resources

4. Attack by Stratagem:

If you have vision and a good sense of prediction, there is a good chance your opponent’s choice of disposition would have become clear to you, and you are able to react in a way that is positive to your game plan. However, never forget that you are not playing against AI bots, but human players. There is no stopping them from reading you as you suppose you’ve read them and response accordingly, turning your apparent advantage into a disadvantage. You should always arrive first upon the field to have a good control of sight (unless you have wards). Remember, you don’t actually have to do anything but move. Encounters in extreme early game are generally discouraged unless one has a decent amount of supports. You can win, but the risk is usually too high for the reward. Think of it this way. If you just stand there and last hit, the enemy must response to you. This makes their actions transparent, and being predictable is the last thing anyone wants. With that said, you also risk over exposure, because you are within the vision of the enemy. This means, you KNOW what the enemy are going to do should you choose to await the enemy by acting absolutely ignorant. The enemy MUST response to you in a predictable manner (there are only so many routes in a lane and so many heroes to be missing at once) and thus you have practically imposed your will on the enemy themselves. Of course, doing this you must have a way of responding to what your enemy will do, or else it would be a complete waste. You should only attempt something like this if you are sure to come out on top should a skirmish breaks out, otherwise there is a different method to take (chapter 5). With your constant movement, whether during laning or pushing, defending, Roshan-ing or anything of the sort, you are to consider all possible enemies’ interference and act accordingly. If you push and the enemy comes back to defend, such a thing might become clear soon, and thus you dispatch heroes to take advantage of the enemy’s absence in other parts of the map. Matters not your strategy, you should never, in turn, become predictable, or else you would have to act according to the enemy’s will. Always attempt to take the upper hand and force fights and movements through beneficial context and if able, monitor the enemy’s reaction. This used to be the best thing one could do in order to take control of game flow. That is, until, Smoke of Deceit happened.


5. Deception

Deception is the key in war. Now, this used to be a hard thing to exploit with the prevalence of wards, summons & illusions(a.k.a spies) and towers (structure of truth). However, as Smoke of Deceit is introduced, strategy has changed dramatically. Sight has now become a war of deception and true vision. Your team (and don’t forget the enemy team too) can now hide under the cover of smoke and duck through your apparently clear control of vision and strike where you’re the weakest. The only things you can trust are the structures of truth (towers, ancient, fountain) and the more vulnerable expandable outposts (combination of high terrain Observer Ward and Sentry Ward, Necronomicon 3 summons or a hero with Gem of True Sight) that is highly more mobile but risky. Always remember the great impact of impaired vision. A Beastmaster with a Hawk flying over his head with Gem of True Sight in his inventory is still limited to the expense of the methods themselves. The Gem has a set AoE, and it wouldn’t save him from mass Blink smoke gank coming out of nowhere. Why, because he was not doing anything to shroud himself from the enemy vision. Remember that vision is scared, so you should never count on your enemy not being aware of something that you are doing within their sight of vision. The so-called “vision war” prevalence in many old games are the tug of war between both teams trying to control the amount of information the enemy can gather while stopping them from limiting yours. These wars had taken a nose dive in happenings, due to the sheer power of Smoke (of Deceit, of all things). You can now actively “feed” enemy false information with it, or duck under the radar and lead the enemy into a false perception of your plan. Smoke is a frequently used item when you get to the higher levels of the game, but it is far from the only deception you are able to do. Terrain, time and spies are also means of deception readily available in the game, and one should always try to incorporate them into their strategy to the best of their abilities, even though it might seem like only a small part. It comes to a time where everything you do count, and every advantage you can get is of at most importance to obtain.


~To be Continued in part 2~
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