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Micro guild(update) please:)


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Atomic Smasher works very well with him.

This is not needed, you need more tankiness in IH's and you need to get khorhal and impact ASAP, atom smasher is very good on him in pubs, and probably decent in IH's, but tank items are more valuable on micro IMO.
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For start get 200 minerals talent and open with Lost Treasure. Item gives u everything u need early game - health and mana regen. Usually Micro is put in easy lane against some solo hard lane hero. U will lane with some semi-carry probably and its important to give him last hits. Therefore minerals item is necessary. So Lost Treasure fit the most. Your job in laning faze is to keep enemy hero away from experience and creeps when your lane partner will focus on last hitting and denying, keeping creep waves near your tower. When there is opportunity initiate. Enemy hero should be under-leveled so it shouldn't be hard to take him down. If u open with Goggles u will get out of mana/health very fast and become useless in lane very fast, so its very bad opening. If your jungler shows up in your lane push fast and/or gank enemy again. Thats the basic idea of playing Micro early game. And thats why he is often banned in inhouse, because of his early lane dominance and great initiate potential later.

For items its really depends on enemies. If they have a lot of CC or heroes which commonly opening with Lockbox, build Parallax from Lost Treasure. U should be able to get this item very fast. Its really must have item against such a compositions which basically allows u to do your job. Otherwise u may with some additional mobility item, like Silver Soul (built from Lost Treasure as well). Impact Dial is very often banned on Micro in inhouses. After u should focus on tanky aura items like Korhal or Spell Buffer. Whatever team needs. Later whatever u want... for example Lion's is pretty nice item on Micro.

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Oh spooky , thank you very much . I get the idea clearly. However*sop*as you said , micro often got bannes in ih .

 

I have play a few matches with micro. I asked then once in game where is impact dial in catalog. They immediately said "Ban".( And u do too)

 

I wonder why they ban impact on micro?

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Micro initiation is very powerful - throw range is huge, so immediately u may found yourself surrounded by enemies and far away from your team. In most cases that means u are dead. Same thing may do good Bola, but its skill shot it isn't so easy to land, u can dodge it. U can't dodge Micro throw once he get close. Impact Dial is very cheap and makes very easy for Micro to initiate. He can get this item early on and simply his team may start to snowball. Warp Shard can do same job, but its much more expensive. Problem with Micro was addressed long time ago. Basically hero with blink shouldn't has such a long range, easy throw ability, because with additional mobility items he may become uncounterable.

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Moo, Atom smasher is great. I even got it on Brine in an ih.

 

As for Micro, start Treasure, Goggles, Buckler, Korhal/Buffer. Then build what you need to according to the enemy team, e.g. get lifetech, DST, Organic etc.

I just feel more aura/tank items are more valuable on him, I don't think it is bad, and I have used it on him in pubs and it is just mean, but I still feel that would be better to get khorhal/lifetech/organic on him in most situations.
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Moo, Atom smasher is great. I even got it on Brine in an ih.

 

As for Micro, start Treasure, Goggles, Buckler, Korhal/Buffer. Then build what you need to according to the enemy team, e.g. get lifetech, DST, Organic etc.

 

Atom smasher is pretty bad on Brine because his AA animation is so freaking terrible, depends on the situation. You can't always count on it going off, which would be a severe waste of 4000 K and an item slot.

 

I just feel more aura/tank items are more valuable on him, I don't think it is bad, and I have used it on him in pubs and it is just mean, but I still feel that would be better to get khorhal/lifetech/organic on him in most situations.

 

Part of being a tank is having something to add to a teamfight, not just being able to tank crap tons of damage. Drake adds CC and damage with his burn, very strong CC and damage with his ult, and a pluck. Justicar offers some of the best CC in the game, so his pther abilities are less strong. LZ offers CC, some damage, and probably the strongest defensive spells in the game other than maybe medic's Ult. Balrog adds slight CC, debuff immunity, burst damage, and DPS.

 

Micro early game does great damage from his base skills, but by late game this is considerably less strong. He has CC in fast twitch and his Q, but still doesn't add that much to a fight once he has used his throw. I find Atom smasher to be an exceptional addition to some tanks or semi-tanks who have this issue. Atom smasher is very, very strong. Now instead of throwing, then being useless except for fast twitch and slow from Q (which are pretty good, especially against squishy casters) he can do a little damage and absolutely lock down the enemy AA. 2 seconds of the enemy AA being nerly totally incapacitated is invaluable.

 

Support/Aura items completely depend on individual team comps. I prefer to put aura/support items on semi-tanks and support heroes like Rory, Queen, MK, Tosh, Bio, Brine, or jackson. The reason for that is that those heroes usually can't dedicate as many slots to tank items since they have other jobs to do as well, so getting armor, health, and spell resist helps them tank up in every area using only one item slot. The support items are also usually cheaper. I would put a spell buffer on jackson over micro, Korhal on either Rory or Queen over micro, it really depends on the situation though.

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Atom smasher is pretty bad on Brine because his AA animation is so freaking terrible, depends on the situation. You can't always always count on it going off, which would be a severe waste of 4000 K and an item slot.

 

Actually we were ahead. And they had no detection so I would ult AA pull Q and then AA again. It worked.

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Micro is almost always banned through every version of sotis/aos in competetive games (hero didnt change much/at all).

 

-Because He is best single target initiatior in game

-Second, cause he is one of best tanks in game

-Third cause his laning domimance/kill potential with other heroes

 

In this particular order

U have micro U can start 4v5 teamfight much of time

 

On micro most time U need (not counting lost treasure and googles as other people mentioned) as first item- items that will help U with doing Ur main job:

a) impact dial

or

b) parallax (if enemy have stun/silences)

 

Then U go tanky/utility/support

 

Lategame Warpshard (it its still possible or not banned, dont know exactly cause micro almost always banned)

 

 

P.S.

For IH as other people mentioned I would try to learn some other heroes (like really good smth like 5 heroes, but still know how all other heroes work and what can do). That are considered strong, useful/situational that will go through banning phase.

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