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Tell me why you want to farm melee as a jungling troll when you can abuse ramps and fog and other nifty tricks available to you when you go level 1 fervor. Just give me an explanation to get +6 armor when you can avoid getting harmed at all and kill creeps faster. That to me is the single biggest failure of this guide. I do think the guide is fairly well written dont get me wrong. But this sure isnt a nitpick,
Tell me why you want to farm melee as a jungling troll when you can abuse ramps and fog and other nifty tricks available to you when you go level 1 fervor.
Alright, I've seen your point.
My reason being: I've tried those. And why I hate it?
1. It takes luck.
If you get a Troll camp in the first minute of the game, you done goofed. You will take unnecessary damage from ranged creeps, going as far as below half health from just 1 camp, that's even if you abuse the Above Ground Miss.
Of course, one can argue: "just pull and hit them when they get back", but how much time wasted on that just for one camp?
Obviously, if you get Hellbear or Centaur camp or Large Satyr Camp, then you are in luck.
But of course, you need to be lucky, and there lies the problem. I don't deal with luck, I deal with reliable outcomes.
2. That abuse ramps, fog thing mostly works on Radiant. In Dire, neutral creeps go farther to reach you, even almost going full circle despite the cliffs. How much time wasted on just running away from being attacked?
If I read a guide on jungle, I want to make sure it is viable on both sides. If it only works on one side, and the guide maker states it, then it should be fine since I would just use the guide when I'm on that side. But for this guide, my guide here, works on both sides. I make sure they works on both sides, from speed, difficulty, and everything else.
Just give me an explanation to get +6 armor when you can avoid getting harmed at all
That +6 Armor brings his starting armor to 8, meaning 32% physical damage reduction. When combined with damage block in melee from Stout Shield, both makes you take very little damage while having maximum benefit from Quelling Blade/ Iron Talon.
And if you don't get Stout Shield, you will have to avoid damage all the way until you get Morbid Mask, and that sucks.
Of course you can get Stout Shield after clearing camps in the first minute, then switch to melee after, but my First point still stands, I don't deal with luck, especially luck to have good creeps.
I should have put that on the guide, my apologies. Any edit in the future should point that out in Abilities Section.
Only on the first 1 to 1.5 minutes this farm is slower. It gets momentum at level 2 with Quelling Blade in melee form. That is why my guide points to take Easy Camp first since the EXP is easy to get and fast without Fervor. I'll take that slow 1 minute farm rather than dealing with a failed jungle start because of bad luck any day.
Get 0 minute bounty
Kill a medium camp, Stack at minute 1
Get bounty at minute 2 after killing medium camp. See your self at level 3 and a Quelling blade plus stout shield.
Its faster, safer, no tricks involved and you dont have to go for a hard camp to pull this off. Moreover, your HP will be in a favorable shape.
<Insert the same .jpg that you posted as response to my rant>
Dire or Radiant? On Radiant perhaps. on Dire, it doesn't work the same. I've learned it the hard way.
That method works, My guide also works. Speed is roughly the same, I've compared it. Only have different methods. I make the jungle guide as detail as it needs to be. if the method doesn't work, I would have said so. If you have tried this, health is not an issue with Healing Salves and Shrine, since you don't farm below half health most of the time.
The only difference here is my guide is more noob friendly. Stacking is not easy as it seems especially to newer players. The timing to stop attack so they can stack in the next minute is harder than merely bash creeps until X:53 and run away far enough for the camp to stack.
I doubt you even try my guide, see how legit or fast it is, before telling me off. That seriously hurts feelings you know, after spending time to create this guide only to be called a failure by pure theory alone.
It works on dire medium camp adjoining the Bounty Rune highground. I assume people buy a QB and can cut one tree with it. Once that is done it is pure ramp and range abuse. A person who is jungling needs to get a higher sense on farming ratherthan auto attacking. I liked how you had this rule of 10 mins jungle and no more. On similar grounds, i wish to state here that junglers need to be aware of what makes jungling efficient which is comparable to learning lane abuse mechanics albeit supports are required there. Junglers should recognize that shrine usage is aprevilege for them and not a given.Shrines belong to midlaners first and foremost. So anything they do to avoid using a shrine or sync their shrine timing with mid is laudable and will net them appluase and commends from fellow teammates
The difference here really is that you underestimate what noobs can do after maybe 900MMR bracket. Stacking is actually the same even when you are in ranged. As you said, hit creeps at 0:53 and run away. This action is done by two mouseclicks and any noob can perform it, given the guidance. I am not saying that your way is not noob friendly, it is sorta even more than that. You have devised something which is idiot-friendly. Something that even a hard coded bot can perform. But we are human beings are we not?
My second insinuation here is that you build works. I never said it doesnt work but this makes you lower on health if not at par. Trust me. Know that i tried you guide and the only dfference in what i do and what you do is only the level 1 skill point. The time a jungle creep is moving back and forth is the time he is not spending hitting you.
I dont know why this hurts for you. Maybe you assumed that i didnt even try your way(mind you it's not your way, it's just an option), hence you brought that hurt on yourself on your own accord. Hardly think this guide is a failure if you could go back and check on what i wrote it might clear things up. I am not a theoretical player and i dont call ******** on pure theory. crafting theory is what makes games real and tangble for other people to play. By your tenor, the jump to 6.88 to 7 would be pure thoery because 7.00 was never tried and tested. Shame if you think like that.
Quoting here: That to me is the single biggest failure of this guide. I do think the guide is fairly well written dont get me wrong. But this sure isnt a nitpick:End quote
Now tell me what you think-Whether my quote here is about the guide being a failure or only the single biggest failure of the guide not recognizing that it can be done two ways.
Closing thoughts, i think people cant take constructive criticism. Its just supposedly applause or you are against me mentality trumping these days. You dont like what i said? you can blame me and i will be fine by it. But know that nothing i said is supposed to hurt your feelings if you are thinking logically. I wont apologise for my comments because they were for the genuine betterment of this guide.
Can you add some timings to the jungling steps please? Sounds interesting and legit, I would just like to know at around what time you're supposed to have your Morbid Mask up etc, and going Rosh. Also the caption for that pic, are those the timings?
Great job anyways, have my +1 and put more guides up pliz (why no CM jungle guide...)
Can you add some timings to the jungling steps please? Sounds interesting and legit, I would just like to know at around what time you're supposed to have your Morbid Mask up etc, and going Rosh. Also the caption for that pic, are those the timings?
If you read the guide carefully, I do place those timings, some are in item sections. Can't blame you though, reading a guide can be a chore, especially when you see a core item is seemingly ridiculous to get when compared with the Hero's faming capablity. (Like rushing Aghanim's Scepter on Juggernaut after only getting Phase Boots... *Shudder*)
I don't really set a true time since the speed you get the items depends on what creeps you get, but prefer on level timing since Jungling at first 10 minutes, Gold goes inline with level.
But basically here is the timing I often get:
For the First Courier Use, usually you get them close to 02.00 minutes if you don't get Bounty Rune or you do get it but forced to buy Animal Courier at the start of the match.
Morbid Mask in general, can be easily gotten 5 minutes to 6 minutes into the game.
Phase Boots, Claymore. Smoke of Deceit can be gained 10 minutes into the game if you always kill those ancients after getting Morbid Mask (Which you should do, and never ever block them from spawning)
Roshan should be done at the very earliest level 10 since you need stats to tank up first.
By the way, I always make sure the guide is legit as much as possible. Like jungle should not be more than 10 minutes, (Except this guide, Troll has a special rule). After jungle, the hero should be ready to enter clashes etc, etc...
Mostly because the opportunity for that to happen is 1 in 10 games. And Roaming is far better than jungling when playing her since she can get gold from kills. For her to jungle, she has to fill this criterias:
Your Carry does not need to be babysitted / Or you babysitting the lane actually hinders him. E.G. Ally Luna vs Bristleback + Undying offlane. Crystal Maiden's presence on that lane only paints a huge red mark on her back for those two, while Luna can easily turn around and run. Luna is more level dependent at early game since she has power spike at level 6 to get those gold in a well placed Eclipse, and items can easily gained when Moon glaive is maxed.
Someone else in your team fulfills the warding role.
But sometimes it can be viable since a farmed CM with Blink Dagger and Force Staff 17 minutes into the game is badass.
Great job anyways, have my +1 and put more guides up pliz
Thanks! I'll try to find more interesting or unothordox heroes to jungle. Or perhaps common hero jungle, but the playstyle is fitted to current meta. I'll probably try supports one day. Unlike carry, in my book, supports have to go out of jungle after getting level 6, so I have to find heroes that able to fill that rule.
Thanks for the timings! I just wanted to know indeed your averages to have some sort of idea for myself, I'm terrible with numbers and I often forget those.
As for CM, I agree with you a hundred percent, was just joking cause CM is bae :) I even have a running joke about those CMs that jungle their Midases forever while being useless the entire early game. I mostly partner up with the boyfriend in lane, so if we see I need to stay to either protect or get kills I stay doing the usual pulling/harassing routine, but if there is a murderous lane indeed where the best to be achieved is sapping some XP he literally says "ditch me" and I happily leave him to eat some neutrals ahah
I'd say better than Blink Dagger + Force Staff nowadays is Glimmer Cape + Force Staff, that item hasn't ceased to be amaze, except for the lack of mana she gets at some point without that extra Int. Even good enemy CMs in pubs and competitive have been getting this, making ChiChi happy :)
Btw I especially like your rule for jungling "not more than 10 minutes/level 6 for supports", as a reference for newer players. I suggest saying this more clearly somewhere, it can never be stated enough.
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Alright, I've seen your point.
My reason being: I've tried those. And why I hate it?
1. It takes luck.
If you get a Troll camp in the first minute of the game, you done goofed. You will take unnecessary damage from ranged creeps, going as far as below half health from just 1 camp, that's even if you abuse the Above Ground Miss.
Of course, one can argue: "just pull and hit them when they get back", but how much time wasted on that just for one camp?
Obviously, if you get Hellbear or Centaur camp or Large Satyr Camp, then you are in luck.
But of course, you need to be lucky, and there lies the problem. I don't deal with luck, I deal with reliable outcomes.
2. That abuse ramps, fog thing mostly works on Radiant. In Dire, neutral creeps go farther to reach you, even almost going full circle despite the cliffs. How much time wasted on just running away from being attacked?
If I read a guide on jungle, I want to make sure it is viable on both sides. If it only works on one side, and the guide maker states it, then it should be fine since I would just use the guide when I'm on that side. But for this guide, my guide here, works on both sides. I make sure they works on both sides, from speed, difficulty, and everything else.
That +6 Armor brings his starting armor to 8, meaning 32% physical damage reduction. When combined with damage block in melee from Stout Shield, both makes you take very little damage while having maximum benefit from Quelling Blade/ Iron Talon.
And if you don't get Stout Shield, you will have to avoid damage all the way until you get Morbid Mask, and that sucks.
Of course you can get Stout Shield after clearing camps in the first minute, then switch to melee after, but my First point still stands, I don't deal with luck, especially luck to have good creeps.
I should have put that on the guide, my apologies. Any edit in the future should point that out in Abilities Section.
Only on the first 1 to 1.5 minutes this farm is slower. It gets momentum at level 2 with Quelling Blade in melee form. That is why my guide points to take Easy Camp first since the EXP is easy to get and fast without Fervor. I'll take that slow 1 minute farm rather than dealing with a failed jungle start because of bad luck any day.
And the final thing I have to say:
Kill a medium camp, Stack at minute 1
Get bounty at minute 2 after killing medium camp. See your self at level 3 and a Quelling blade plus stout shield.
Its faster, safer, no tricks involved and you dont have to go for a hard camp to pull this off. Moreover, your HP will be in a favorable shape.
<Insert the same .jpg that you posted as response to my rant>
That method works, My guide also works. Speed is roughly the same, I've compared it. Only have different methods. I make the jungle guide as detail as it needs to be. if the method doesn't work, I would have said so. If you have tried this, health is not an issue with Healing Salves and Shrine, since you don't farm below half health most of the time.
The only difference here is my guide is more noob friendly. Stacking is not easy as it seems especially to newer players. The timing to stop attack so they can stack in the next minute is harder than merely bash creeps until X:53 and run away far enough for the camp to stack.
I doubt you even try my guide, see how legit or fast it is, before telling me off. That seriously hurts feelings you know, after spending time to create this guide only to be called a failure by pure theory alone.
FYI, That meme picture is called Roll Safe.
The difference here really is that you underestimate what noobs can do after maybe 900MMR bracket. Stacking is actually the same even when you are in ranged. As you said, hit creeps at 0:53 and run away. This action is done by two mouseclicks and any noob can perform it, given the guidance. I am not saying that your way is not noob friendly, it is sorta even more than that. You have devised something which is idiot-friendly. Something that even a hard coded bot can perform. But we are human beings are we not?
My second insinuation here is that you build works. I never said it doesnt work but this makes you lower on health if not at par. Trust me. Know that i tried you guide and the only dfference in what i do and what you do is only the level 1 skill point. The time a jungle creep is moving back and forth is the time he is not spending hitting you.
I dont know why this hurts for you. Maybe you assumed that i didnt even try your way(mind you it's not your way, it's just an option), hence you brought that hurt on yourself on your own accord. Hardly think this guide is a failure if you could go back and check on what i wrote it might clear things up. I am not a theoretical player and i dont call ******** on pure theory. crafting theory is what makes games real and tangble for other people to play. By your tenor, the jump to 6.88 to 7 would be pure thoery because 7.00 was never tried and tested. Shame if you think like that.
Quoting here: That to me is the single biggest failure of this guide. I do think the guide is fairly well written dont get me wrong. But this sure isnt a nitpick:End quote
Now tell me what you think-Whether my quote here is about the guide being a failure or only the single biggest failure of the guide not recognizing that it can be done two ways.
Closing thoughts, i think people cant take constructive criticism. Its just supposedly applause or you are against me mentality trumping these days. You dont like what i said? you can blame me and i will be fine by it. But know that nothing i said is supposed to hurt your feelings if you are thinking logically. I wont apologise for my comments because they were for the genuine betterment of this guide.
Can you add some timings to the jungling steps please? Sounds interesting and legit, I would just like to know at around what time you're supposed to have your Morbid Mask up etc, and going Rosh. Also the caption for that pic, are those the timings?
Great job anyways, have my +1 and put more guides up pliz (why no CM jungle guide...)
Did you know that writing Jungling guide is far less dynamic than a laning guide? This is why I prefer to write these kind of thing.
If you read the guide carefully, I do place those timings, some are in item sections. Can't blame you though, reading a guide can be a chore, especially when you see a core item is seemingly ridiculous to get when compared with the Hero's faming capablity. (Like rushing Aghanim's Scepter on Juggernaut after only getting Phase Boots... *Shudder*)
I don't really set a true time since the speed you get the items depends on what creeps you get, but prefer on level timing since Jungling at first 10 minutes, Gold goes inline with level.
But basically here is the timing I often get:
By the way, I always make sure the guide is legit as much as possible. Like jungle should not be more than 10 minutes, (Except this guide, Troll has a special rule). After jungle, the hero should be ready to enter clashes etc, etc...
Mostly because the opportunity for that to happen is 1 in 10 games. And Roaming is far better than jungling when playing her since she can get gold from kills. For her to jungle, she has to fill this criterias:
But sometimes it can be viable since a farmed CM with Blink Dagger and Force Staff 17 minutes into the game is badass.
I'll probably make a guide for her someday.
Thanks! I'll try to find more interesting or unothordox heroes to jungle. Or perhaps common hero jungle, but the playstyle is fitted to current meta. I'll probably try supports one day. Unlike carry, in my book, supports have to go out of jungle after getting level 6, so I have to find heroes that able to fill that rule.
As for CM, I agree with you a hundred percent, was just joking cause CM is bae :) I even have a running joke about those CMs that jungle their Midases forever while being useless the entire early game. I mostly partner up with the boyfriend in lane, so if we see I need to stay to either protect or get kills I stay doing the usual pulling/harassing routine, but if there is a murderous lane indeed where the best to be achieved is sapping some XP he literally says "ditch me" and I happily leave him to eat some neutrals ahah
I'd say better than Blink Dagger + Force Staff nowadays is Glimmer Cape + Force Staff, that item hasn't ceased to be amaze, except for the lack of mana she gets at some point without that extra Int. Even good enemy CMs in pubs and competitive have been getting this, making ChiChi happy :)
Btw I especially like your rule for jungling "not more than 10 minutes/level 6 for supports", as a reference for newer players. I suggest saying this more clearly somewhere, it can never be stated enough.
Cheers!