Queen Of Pain

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Dota 2 Queen Of Pain Theme 1920 x 1080. Watch the video for Queen Of Pain from Alkaline Trio's Remains for free, and see the artwork, lyrics and similar artists.

Akasha, the Queen of Pain The Ecclesiast-King of Elze nursed a desire for pain—forbidden pain. In a less prominent political figure, such desires might be considered unwise, but in a monarch of his stature, to satisfy such thirsts would have threatened the virtue of the Divine Throne itself. Therefore he turned to his dungeon full of demonologists, promising freedom to whoever could summon a personal succubus of torment and bind it entirely to his service. The creature who arrived, Akasha by name, visited upon him such exquisite torments that he named her his Secret Queen, and he began to spend all his spare moments submitting to her clever torments—eventually abdicating all his responsibilities in his pursuit of the painful pleasures that only she could bring. Queen of Pain could bring him to the brink of death, but she was rune-bound to keep him alive. At last the King's neglect of state brought on an uprising.

He was dragged from his chamber and hurled from the Tower of Invocations, and at the moment of death, Queen of Pain was let loose into the world, freed from servitude—freed to visit her sufferings on anyone she deigned to notice. #2 A fascinating (if advanced) tip that i'm shamelessly stealing from Beesa's comments in the AM thread: You can avoid drawing creep aggro when blinking on an enemy hero by issuing a right-click or attack command on that hero while over 500 range from the enemy creeps (You don't need to be in range of the hero, just issue the command). As soon as you issue that command, you have 2 seconds where creeps will not aggro you, and you can blink in and try to kill the enemy hero without being at a creep disadvantage.

The utility here is minor since you should almost never blink in unless you are going for a kill, and if you go for a kill ideally the enemy is low enough that you can burst him and get out without caring about creep aggro, but for laning I think it's still a fascinating little tip that demonstrates the niceties of heroes that 99% of people would never think of. Obviously it works better for AM since he routinely blinks in to harass an enemy laner due to the vastly different natures of their lanes. On July 04 2014 06:57 Sn0Man wrote: A fascinating (if advanced) tip that i'm shamelessly stealing from Beesa's comments in the AM thread: You can avoid drawing creep aggro when blinking on an enemy hero by issuing a right-click or attack command on that hero while over 500 range from the enemy creeps (You don't need to be in range of the hero, just issue the command). As soon as you issue that command, you have 2 seconds where creeps will not aggro you, and you can blink in and try to kill the enemy hero without being at a creep disadvantage. The utility here is minor since you should almost never blink in unless you are going for a kill, and if you go for a kill ideally the enemy is low enough that you can burst him and get out without caring about creep aggro, but for laning I think it's still a fascinating little tip that demonstrates the niceties of heroes that 99% of people would never think of. Obviously it works better for AM since he routinely blinks in to harass an enemy laner due to the vastly different natures of their lanes. While you are right somtimes killing in mid can be about doing right click not bursting, if he think he can handle the dmg same goes for taking a tango before blinking in for that regen, its like all games, nothing work straight on paper, all depends on their hero their picks and their playstyle.

There is no 'one way' to play but i agree with you still. #6 I've been playing quite a bit of QoP recently after not playing her for a loooong time, and she's actually quite fun. My typical approach is: 1: Last hit and creep skip harass mid lane until level 6 2: Use damage to kill wounded mid hero or use blink to get 6 minute rune 3: Gank and stuff Usually this works pretty well. Problem is, after the 15 minute mark my number of deaths tends to skyrocket. I think this is because I take a laning phase attitude into the midgame and keep trying to gank; nevertheless, I'm not sure what I should be doing with this hero at that point.

If I have coordinated supports we can smoke gank and stuff, but even if I get like 7-10 kills my farm is good-but-not-great since I've been roaming so much. And then in teamfights I can usually either blink in or out, but not both. In general, do I want to be getting my team to push towers with me, or should I do something else (maybe farm enemy jungle camp?)? Or have I dedicated too much time to ganking and not enough to farming?

Or is it really just not a big deal, a lead for my team after 15 mins = mission accomplished? #7 Oh look, a hero thread I can finally contribute to.

Like DucK- said, item choices are very flexible except for the core Treads+Wand+Bottle+TP. I like to throw in a Null Talisman because of its cost-effective stats for QoP, while still having 1 slot for items like dust/sentries before your first big item, e.g. Treads swap often while using regen items, your mana pool will thank you for it.

Skillbuilds - some prefer 2-1-2, others 1-1-3 for laning. It's dependent on who you're facing in mid - Tinker/Storm/SF/Bat/melee mids are fairly common to run 2-1-2 against, but generally you'll want the early burst for ganks.

I'll try to help RuiBarbO when I'm home. #8 1) You shouldn't feel you have to wait until lv 6 to gank. QoP is a capable ganker pre-6, especially if you get a good rune. 2) 4 min rune is important because it is the first night. Nighttime = easier ganks. 3) QoP falls off quickly.

You have to keep the snowball train going as long as you can. I think the best mindset is during the period where QoP is strong, just try to create as much space as possible. Turn successful ganks into early towers (usually if you just ping the tower after a kill your teammates know to push with you). Force TP reactions.

Try to disrupt enemy farm while giving your carry free farm. On September 10 2014 07:35 RuiBarbO wrote: I've been playing quite a bit of QoP recently after not playing her for a loooong time, and she's actually quite fun. My typical approach is: 1: Last hit and creep skip harass mid lane until level 6 2: Use damage to kill wounded mid hero or use blink to get 6 minute rune 3: Gank and stuff Usually this works pretty well. Problem is, after the 15 minute mark my number of deaths tends to skyrocket. I think this is because I take a laning phase attitude into the midgame and keep trying to gank; nevertheless, I'm not sure what I should be doing with this hero at that point. If I have coordinated supports we can smoke gank and stuff, but even if I get like 7-10 kills my farm is good-but-not-great since I've been roaming so much. And then in teamfights I can usually either blink in or out, but not both.

In general, do I want to be getting my team to push towers with me, or should I do something else (maybe farm enemy jungle camp?)? Or have I dedicated too much time to ganking and not enough to farming? Or is it really just not a big deal, a lead for my team after 15 mins = mission accomplished? I would put more emphasis in farming than in ganking for qop. Pretty much the same as ta. You only roam/gank when there's a good rune, or if you are coming from fountain. Otherwise you concentrate on farming.

Always carry a tp for counter gank/opportunistic gank, standard solo mid procedure. The easiest way to fall off with qop is to neglect your farm and levels. Easiest way to win is to farm heavily while still participating in fights.

You pretty much only start roaming when you can comfortably solo kill (orchid/rune), or if you're moving together with another roamer. On September 10 2014 13:18 JD. Wrote: I've seen quite a lot of people also go for Necrobooks on her, I've done it myself actually but I never know what to build afterwards. Would Necro3+Maelstrom be too much of a deviation from the 'standard' build? If I was going to go that route, would it be better to just build one of those two items and then go back to Sheepstick etc? Well you definitely don't need the mael that early or at all.

Queen Of Pain Alkaline Trio

You probably want the hex and potential bkb before you ever consider transitioning to DPS. There is no standard build per se. You usually want an easy to build mid ranged first item that improve your role as a caster. Whether or not you go orchid, necro, dagon or Agha depends on the game and play style. After that you consider the need for defensive items or/and hex, before branching to either purely caster route, or DPS. On September 10 2014 07:35 RuiBarbO wrote: I've been playing quite a bit of QoP recently after not playing her for a loooong time, and she's actually quite fun. My typical approach is: 1: Last hit and creep skip harass mid lane until level 6 2: Use damage to kill wounded mid hero or use blink to get 6 minute rune 3: Gank and stuff Usually this works pretty well.

Problem is, after the 15 minute mark my number of deaths tends to skyrocket. I think this is because I take a laning phase attitude into the midgame and keep trying to gank; nevertheless, I'm not sure what I should be doing with this hero at that point. If I have coordinated supports we can smoke gank and stuff, but even if I get like 7-10 kills my farm is good-but-not-great since I've been roaming so much. And then in teamfights I can usually either blink in or out, but not both. In general, do I want to be getting my team to push towers with me, or should I do something else (maybe farm enemy jungle camp?)? Or have I dedicated too much time to ganking and not enough to farming?

Or is it really just not a big deal, a lead for my team after 15 mins = mission accomplished? I would put more emphasis in farming than in ganking for qop. Pretty much the same as ta.

Pain

You only roam/gank when there's a good rune, or if you are coming from fountain. Otherwise you concentrate on farming. Always carry a tp for counter gank/opportunistic gank, standard solo mid procedure.

The easiest way to fall off with qop is to neglect your farm and levels. Easiest way to win is to farm heavily while still participating in fights. You pretty much only start roaming when you can comfortably solo kill (orchid/rune), or if you're moving together with another roamer. Duck- basically gets this right.

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The idea that QoP falls off naturally and you have to commit super hard to ganking and sacrificing your own tempo. She develops smoothly over the entire game provided you get a good tempo going and keep it. If you die, it's very easy to keep dying because a bump in her tempo can cause her to lose her pace. So you want to carefully manage your farming+fighting smoothly. Her lategame if you keep a good item progression is quite good. On September 10 2014 14:37 DucK- wrote: There is no standard build per se.

You usually want an easy to build mid ranged first item that improve your role as a caster. Whether or not you go orchid, necro, dagon or Agha depends on the game and play style. After that you consider the need for defensive items or/and hex, before branching to either purely caster route, or DPS. Expanding on this, QoP is one of the most sensitive/situational heroes when it comes to item selection. Even more so than many other heroes, you need to be constantly judging the state of the game and how your role is going to evolve over the next 5-10 minutes (since she's so flexible) and judge your next item based on that. It's sort of hard to discuss item choices in a vacuum because it's really all dependent on the state of the particular game. On September 10 2014 07:35 RuiBarbO wrote: I've been playing quite a bit of QoP recently after not playing her for a loooong time, and she's actually quite fun.

My typical approach is: 1: Last hit and creep skip harass mid lane until level 6 2: Use damage to kill wounded mid hero or use blink to get 6 minute rune 3: Gank and stuff Usually this works pretty well. Problem is, after the 15 minute mark my number of deaths tends to skyrocket. I think this is because I take a laning phase attitude into the midgame and keep trying to gank; nevertheless, I'm not sure what I should be doing with this hero at that point. If I have coordinated supports we can smoke gank and stuff, but even if I get like 7-10 kills my farm is good-but-not-great since I've been roaming so much. And then in teamfights I can usually either blink in or out, but not both.

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In general, do I want to be getting my team to push towers with me, or should I do something else (maybe farm enemy jungle camp?)? Or have I dedicated too much time to ganking and not enough to farming? Or is it really just not a big deal, a lead for my team after 15 mins = mission accomplished?

I would put more emphasis in farming than in ganking for qop. Pretty much the same as ta. You only roam/gank when there's a good rune, or if you are coming from fountain. Otherwise you concentrate on farming. Always carry a tp for counter gank/opportunistic gank, standard solo mid procedure. The easiest way to fall off with qop is to neglect your farm and levels. Easiest way to win is to farm heavily while still participating in fights.

You pretty much only start roaming when you can comfortably solo kill (orchid/rune), or if you're moving together with another roamer. Duck- basically gets this right. The idea that QoP falls off naturally and you have to commit super hard to ganking and sacrificing your own tempo. She develops smoothly over the entire game provided you get a good tempo going and keep it. If you die, it's very easy to keep dying because a bump in her tempo can cause her to lose her pace. So you want to carefully manage your farming+fighting smoothly.

Queen Of Pain Dota Buff

Her lategame if you keep a good item progression is quite good. On September 10 2014 14:37 DucK- wrote: There is no standard build per se. You usually want an easy to build mid ranged first item that improve your role as a caster.

Whether or not you go orchid, necro, dagon or Agha depends on the game and play style. After that you consider the need for defensive items or/and hex, before branching to either purely caster route, or DPS. Expanding on this, QoP is one of the most sensitive/situational heroes when it comes to item selection. Even more so than many other heroes, you need to be constantly judging the state of the game and how your role is going to evolve over the next 5-10 minutes (since she's so flexible) and judge your next item based on that. It's sort of hard to discuss item choices in a vacuum because it's really all dependent on the state of the particular game. Thanks for the responses everyone, that's quite helpful. This advice to (in general) farm more on her to get important items makes sense to me, especially since she can actually farm pretty quickly with scream and blink.

Queen Of Pain Counter

I'll try to implement this more and see how it goes. #20 I think the mobility of phase is a decent advantage over the attack speed of treads in early - midgame teamfights on spell damage heroes, especially on heroes where positioning is important. Consider also that while your overall attack speed is lower, you may get more attacks off simply by being able to chase more efficiently - without having to commit your blink cd, which is nice to save for repositioning and escaping rather than initiation. You do however lose some of the bottling efficiency you get from tread switching. It's also presumably weaker on right click builds after a couple of additional items are bought, so I guess a utility item followup might be a stronger transition (orchid, hex, necro, dagon etc.), at least initially.

The Ecclesiast-King of Elze nursed a desire for pain-forbidden pain. In a less prominent political figure, such desires might be considered unwise, but in a monarch of his stature, to satisfy such thirsts would have threatened the virtue of the Divine Throne itself. Therefore he turned to his dungeon full of demonologists, promising freedom to whoever could summon a personal succubus of torment and bind it entirely to his service. The creature who arrived, Akasha by name, visited upon him such exquisite torments that he named her his Secret Queen, and he began to spend all his spare moments submitting to her clever torments-eventually abdicating all his responsibilities in his pursuit of the painful pleasures that only she could bring. Queen of Pain could bring him to the brink of death, but she was rune-bound to keep him alive. At last the King's neglect of state brought on an uprising.

He was dragged from his chamber and hurled from the Tower of Invocations, and at the moment of death, Queen of Pain was let loose into the world, freed from servitude-freed to visit her sufferings on anyone she deigned to notice. H some Qop items and all bundle TICC16 not avilable enywhere else, add me on steam for more info Want steam wallet codes (euro region) or pay through steam market + 13% tax.