Sunday, 3 September 2017

Mau Cari Kata Kata Bijak Dan Kisah Inspiratif ? Buka Aja ZonaInspirasi.Co

Mau Cari Kata Kata Bijak Dan Kisah Inspiratif ? Buka Aja ZonaInspirasi.Co

Mau Cari Kata Kata Bijak Dan Kisah Inspiratif ? Buka Aja ZonaInspirasi.Co. Blog ZonaInspirasi.co merupakan blog yang menyuguhkan cara menyikapi persoalan hidup yang semkin hari semakin kompleks dan juga cara menjadi manusia yang luar biasa dengan kemampuan yang ada. Lebih jauh lagi, blog ZonaInspirasi.co ini juga bermaksud menyadarkan akan pentingnya beberapa hal yang terkadang dianggap remeh. Semuanya demi Anda yang akan menjadi manusia luar biasa.

Saat Anda membaca artikel di ZonaInspirasi.co, Anda akan menemukan pengulangan beberapa kalimat yang sama dibeberapa artikel yang saya bagikan. Cobalah untuk mencermati dan memahami karena itu merupakan penekanan yang coba disampaikan dalam blog ini.

Tidak Menutup kemungkinan akan ada hal-hal yang tidak sesuai dengan cara pandang Anda. Hal itu adalah wajar, tetapi semoga Anda bisa melihatnya sebagai bahan pembelajaran buat Anda. Mulailah meresapi isi artikel pada blog ini, jangan sampai Anda melakukan penolakan sebelum membaca. Cobalah berbesar hati melakukan pembelajaran melalui blog ini.

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Wednesday, 28 December 2016

Pajkatt , rmN and Biver Join Natus Vincere




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eSports season is over, 2016 is coming to an end and we are ready to announce the new Dota 2 team that will represent Natus Vincere G2A in 2017.

The scouting process had begun after The Boston Major qualifiers and ended up late December by signing contracts with three players. The newcomers of Natus Vincere G2A Dota 2 roster are  Per Anders Olsson "Pajkatt" Lille,  Roman "rmN-" Paley and  Malthe "Biver" Winther.

Per Anders Olsson "Pajkatt" Lille is an experienced professional Dota 2 player. He began his gaming career in DotA Allstars, after the release of Dota 2 he played in Evil Geniuses, CLG, LGD.International, Mousesports, Team Tinker, The Alliance and some other teams. Pajkatt is signed as a free agent.

The term of agreement - 1 year.

Roman "rmN-" Paley isn’t a beginner on professional scene either. The German Na`Vi legionnaire has been playing on a good level for a couple of years already. Before joining our organization he played in such teams as Kaipi, QPAD Red Pandas, Power Rangers and Fantastic Five, from where his contract was bought out.

The term of agreement - 1 year.

Malthe "Biver" Winther is a talented and very capable player. He began playing professionally not long ago, but has already become notable and demonstrated great potential. Malthe’s previous teams were London Conspiracy and Prodota Gaming, from which he was transferred to Natus Vincere.

The term of agreement - 1 year.

Summing up, the team is complete and will soon begin practicing for the upcoming season. Kyiv bootcamp of the new Dota 2 roster of Natus Vincere will be held after 20 January 2017. Also later we will announce the team’s tournaments schedule.

Yevgeniy "HarisPilton" Zolotarov – eSports Director of Natus Vincere:

“When were searching for the members of new roster, our goal wasn’t just to find 3 powerful players. We paid much attention to the personal qualities, communication in the game and in life, as well as the passion for Dota 2. As a result we are signing the following players:

Pajkatt will be a captain, drafter and carry of the team. We had time to test Per and he proved to be a true leader and intelligent team player as well as to have a great playing shape. Pajkatt has things to prove, since he didn’t have really great achievements in his career. We believe that he’ll live up to our hopes and win many titles with Na`Vi.

We’ve determined the fourth support position quite long ago. German player rmN- will play in our new team. Roman demonstrated great performance during the test games, and similar to Pajkatt he has things to prove. He has a very good hero pool, large experience and personal qualities necessary for the teamwork. I am sure that with Na`Vi he'll reveal his full potential.

Regarding the fifth support, unlike Roman and Per, Malthe doesn’t have that much experience. Nonetheless, he’s open and positive person as well as a reliable player with great micro control. We have no doubts he’ll be a great teammate both in game and in day-to-day life.

I also would like to say to our fans that both the organization and the players will make everything possible to bring you joy with great games and victories. And I wish much persistence and confidence to our guys!”

Igor “caff Sydorenko – Manager of Natus Vincere Dota 2 roster:

“I am happy to welcome the guys in our organization. We slightly changed the approach in the scouting. Our main focus was to create positive and yet professional atmosphere in the team. I am sure this will give us a chance to take a different look at the training process and further team building .

No matter what, there’s a hard way before us and we place our hope on our fans. It is your support that gives us extra power and motivation.

GO GO NAVI!

I also want to express our gratitude to the management of Fantastic Five and Prodota for the reasonable and professional position in the transfer negotiations”.

Ex-Alliance in The Internationl 5 Per Anders Olsson "Pajkatt" Lille:

"Happy to be playing competitive Dota 2 once again, now under the Na`Vi banner. Looking forward to working hard with my new teammates and hopefully becoming a team we all can be proud to be a part of!"

Roman "rmN-" Paley:

"I am grateful to have the opportunity to play under such a big organization, with experienced and skilled players such as Dendi and GeneRaL. My role will be mainly 4th position support and even though it is basically a new team, I will do my best so we can achieve our goals and develop as a team!"

Malthe "Biver" Winther:

"I am happy to be in this new Na`Vi roster and to be part of such a prestigious organisation. I am really excited for the future and I will be trying my hardest not to let the fans down!"

New roster of Natus Vincere G2A:

Danil “Dendi” Ishutin Will be take Role 2 (midlane)
Viktor “GeneRaL” Nigrini will be take role 3 (offlane)
Per Anders Olsson "Pajkatt" Lille (с) will be take role 1 (carry)
Roman "rmN-" Paley will be take role 4/5 (semi/hard support)
Malthe "Biver" Winther will be take role 4/5 (semi/hard support)


Source : Na'Vi 

Monday, 26 December 2016

Dota 2 Map Control Patch 7.00

Dota 2 Map Control Patch 7.00

New Ward Spots And Terrain Changes in 7.00
http://go.ad2up.com/afu.php?id=950683

With the biggest balance change in Dota 2 yet, Valve has made drastic changes to the map and its terrain, creating several new neutral camps and with them new paths and treelines to look out for.
For supports, this means discovering new ward spots to keep carries safe and to spot out gank rotations and as new rune spots emerge, it'll be more and more difficult to keep track of all of them. Click on any image to enlarge it.

WARD HILLS

For a while now, Valve has addressed warding directly and has given newer players an easier way to find simple ward spots. By marking certain hills with an eye symbol, beginners have had it easy to find the most simple ways to ward and de-ward.
These hills have come and gone and of course 7.00 has some changes here as well. These ward hills may not be new in the sense that they've not existed before, but slight alterations have been made and their positions as well as the vision a ward provides on top has changed quite a bit.

RADIANT

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The "secondary" Radiant jungle, the one around the Secret Shop, has kept his three ward hills, but all three have slight changes around them. The ward hill closest to the T1 tower now has a path around it and the other hill next to it has been removed. The ward on top of it will oversee the T1 tower and the Secret Shop like it used to, while also keeping track of the new shrine.
The second ward hill used to provide vision over both neutral camps on the Radiant side, while also spotting movements on the pathway alongside the river. That pathway is gone and the ward hill no longer provides vision over the ancient camp--no ward hill does now. Instead, it provides vision over 2 rune spots (the one in the river and the one in the secondary Radiant jungle), as well as partial vision over the shrine. Most importantly, this hill provides vision on the Roshan pit entrance.
The third ward hill has been moved further South and is in fact south of the T2 offlane tower, despite being north of it before. A ward here will keep track of the most left Radiant camp, which no other ward hill provides vision over. It will also provide vision over the rune spot, while also giving information about the treeline behind the T2 mid tower.

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In the "primary" Radiant jungle, the ward hill to the left has remained largely the same. The trees around it have been moved back to allow easier access, which makes it a bit more difficult for Radiant to sneak a ward there if Dire heroes are present. The vision it provides is pretty much the same, though in addition to the two camps to the left, it now also provides vision over the relocated camp to the right. (The ward should be placed to the most right position on top of the hill to provide more vision, as seen in the picture)
The cliff towards the river has now received a new, dedicated ward hill. Placing a ward here will grant vision over the rune spot in the river, the new shrine and some partial vision in the radiant jungle. For a ward spot that provides vision over both runes (river and jungle), check out the ward spots section further below.

DIRE

 




The Dire side yet again has one ward hill less. Both secondary and primary jungle only have two each, 3 of which are basically the ones that have existed previously. Looking into the secondary jungle, we see two very similar ones to the previous ones. A ward hill close to the T1 offlane tower and one behind the T2 offlane tower. The latter has been moved south by just a bit, whereas the former has moved north just a bit. Now, one ward on top of either hill will also provide vision on top of the other hill, something that wasn't possible before.
The southern hill also grants vision over the relocated Secret Shop, as well as the new shrine and neutral camp. The northern hill grants vision over the old neutral camp, but does not provide vision over the rune spot. So while 2 Radiant ward hills cover one rune spot in their secondary jungle, no ward hill in the secondary Dire jungle does so.


 
Moving into the primary jungle, we'll see the biggest change to the Dire side's ward hills. The ward hill to the West has been moved further south. It replaces the old cliff and it's path. A ward here will oversee both neutral camps to the North, while also providing vision over the rune in the river. Unlike its Radiant counter-part that also provides vision over the same rune, it does not grant good vision on the Roshan pit entrance, as it doesn't cover the Radiant steps at all. The other ward hill remains pretty much the same.

TERRAIN CHANGES

Both sides have received an additional ancient for their prime jungle and a medium camp for their secondary jungle. Roshan's pit has been moved to the top side of the river, between both Radian and Dire jungle.
The biggest terrain change outside of that has been the addition of several stairs and general elevation changes. More camps have been located on lower ground, making it more and more difficult to provide clear vision around a camp for safe farming.

WARD SPOTS

Both respective safe- and offlanes have had their ward placements changed quite drasitcally during the laning stage. With the terrain changes to the jungle, it may not be as obvious to find a good ward spot that'll keep track of both support rotations as well as pulls.








Both of these ward spots provide good vision over most of the jungle area right next to the lane and should keep the offlaner on alert for support rotations. Note that cutting the tree to the bottom right of the Radiant jungle ward will provide vision over the steps to the south of the ward.
There are other ways to ward both jungles and as always, it depends on the state of the game which wards will be useful and which won't be. But here are some other useful jungle and rune/river ward spots.
 


As for the Roshan pit and its entrance, any normal midlane river ward to the North will be helpful. There are some special ward spots (shown below) that provide optimal vision that have not been common so far.

 

 

 

SPAWN BOXES

Every neutral camp has moved, some slightly, some have moved a lot. To keep track of how to stack or block them, here's a collection of all spawn boxes. Pulling both camps (small and hard) is possible for both sides still, though some may find it easier to do so on the Dire side. The offlane can pull the hard camp on either side still.

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Thanks For Reading Dota 2 Map Control Patch 7.00


Must You Know About Role Support

Must You Know About Role Support In Dota 2


http://go.ad2up.com/afu.php?id=950683
Some of the recent patch changes have benefited the economy of the most underrated role in Dota—supports. Lowering the price of most vision and support items, as well as minor tweaks like tango sharing, has increased the disposable income of supports by a decent margin, more often than not allowing them to get to their items faster. The final game-changer was the introduction of AoE kill bounty gold based off the difference in Net Worth. All of this has greatly increased the amount of utility that supports can provide in the mid- and late-game, not only making the role more fun to play, but also allowing it to shine brighter in the hands of expert players.
What do supports do and how can pub players benefit from understanding this position better? It can a remind dedicated core players as to what limits they might impose on their team by occasionally not utilizing the map effectively and leaving their supports heavily underfarmed. Newer players as well as hardcore veterans can benefit from an in-depth understanding of supports—at the very least it can make them appreciate their supports more and tackle some of the long-drawn myths about the role.

DRAFTING AND LANING

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The support role has a huge amount of “subtypes”. There are roamers, gankers, disablers, nukers, babysitters, healers, pushers, outpushers, bullies etc. More often than not each support hero is going to have a different degree of proficiency in several of these traits.
It is generally the case in Public matchmaking that the supports are drafted first, or at least one of them. First pick supports should generally be extremely versatile, being able to fit any lineup, or meta-mindful, potentially deterring the enemy from getting the annoying popular core hero. With that in mind, having a support with a diverse skill set, as opposed to the one with a strong focus on a single aspect, is preferable, however, disabling abilities should be generally valued slightly higher.
Second support pick should be generally aimed at plugging the holes in your team’s current draft or, if your team is self-sufficient enough, at countering the enemy cores.
The first priority of plugging the weaknesses in your lineup is rather straightforward. It will generally boil down to how the laning stage is expected to go. For example, If you are expecting a bad mid match-up for your teammate, going for a stats-heavy mid-lane “bully” is an option. Heroes like Bane Bane and even Jakiro Jakiro are adequate in this scenario, since they are decently tanky and are good at trading early HP. The latter is also an amazing way to deal with a potentially problematic and decently popular Templar Assassin Templar Assassin.
If, however, you expect your mid player to be on the winning side, it is generally best to leave them alone to get experience. It is also preferable to leave the mid player alone even if they are losing the lane and your contribution does not change the balance of power in the mid match-up. Simply soaking extra xp without zoning the enemy mid will generally exacerbate the issue even further.
Similar logic can be applied to other potential weaknesses your team might have. If you are lacking outpush, getting a wave-clearing hero might be a necessity. Healing heroes in general offer a lot of value in the early-game teamfights, while dedicated babysitters can help your carry have a good time in the lane.
There is a difference between a babysitter (e.g. Witch Doctor Witch Doctor) and a bully (e.g Bane Bane). The former should generally try to secure farm for their carry, and while it often involves zoning out the enemy, having a way to sustain your carry is generally advised. The latter is a more aggressive alternative, which is better suited when supporting a hero who can sustain himself better in the early stages. For example, when you have Juggernaut Juggernaut as your primary core, Bane Bane can be a better option, since once Juggernaut hits level 3, he is really hard to completely harass out of the lane. This opens up the potential for Bane Bane to do work in the other areas. Whereas in the case of Spectre Spectre, for example, a constant help from a support is generally required. A tied down support is not always a bad thing, but for some supports, being active early is necessary to achieve their potential while for others it is not.
Countering enemy cores should be the second priority. When having multiple choices, the one better at dealing with what the enemy team has drafted is going to be the better option. The matchups section on Dotabuff can be generally helpful for newer player in giving a general idea of what heroes work better against others.
That said, second support is often non-existent, especially in the lower brackets. Most of the time, the best one can hope for is a non-greedy jungler with at least some impact in the early stages of the game. That puts an immense strain on the solo support as well as weakens the lane, so it is generally ill-advised. Some heroes can make up for it, however—Enigma Enigma, Chen Chen and Bounty Hunter Bounty Hunter all fall into the category of non-greedy support/jungle heroes, which do not necessarily make the lanes weaker, but offer a strong boost in the early-mid game.

EARLY GAME

The beginning of the game was historically the time when supports were supposed to shine the brightest. This is mostly no longer the case, since the transition of supports into the later stages of the game is much easier and there is less stress on winning in the first 10 minutes. This, however, does not mean that being proactive in this stage of the game is ill-advised for supports.
It generally boils down to maximum efficiency one can get from their hero at this stage. Most options at this time are in one way or another related to either zoning, ganking or jungling/stacking.
Depending on your choice of hero, these choice might be limited even further. Hence the question, “where I can be of the most use right now?”, generally has a rather clear answer.
One of the biggest mistakes many new support players make at this stage is that they turn themselves into self-proclaimed martyrs. In many cases it comes from the way newer players are introduced into this game: “pick Lich Lich and just eat creeps in lane” is usually the starting point for players and this habit of “just eating creeps” is extremely hard to deal with, if it is left unattended for too long.
Supports are the kings of the game in this stage. Frequently, at least one of them has almost complete freedom to roam and make the life miserable for the enemy players. Their abilities generally have the most impact compared to anything else on the map, but this mentality prevents them from exploiting this fact. New players are generally too used to the status quo of staying in lane, so they feel discomfort leaving it. Sometimes it might be the most efficient way to play, but most often it is not, and seeing these moment is a necessary skill to develop to play support properly.
Last piece of advice for the early game is simple: always carry a TP scroll. This item will generally have a priority over early boots, upgraded Magic Wand Magic Wand and even a delay on an upgraded courier. A 75 gold item used at a right time and in a right place has the potential of winning the game or at the very least putting the odds in your favor by a huge margin.

MID AND LATE GAME

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Most frequently, the mid game is the time when supports stop being an independent piece on the board, but rather become the backbone of the team, hence there is no simple advice as to what one should be doing as a support at this stage—there are simply too many options and the most efficient ones are going to vary from game to game.
On the micro level in teamfights and ganks, it is generally better for supports to try to stay in the backline once their abilities are used. If possible, you can often initiate with a strong disable and possible nuke follow-up, but once it is used, there is generally very little sense for most support heroes to auto-attack—it will simply get them killed and a marginal increase in DPS on the target is usually going to be miniscule in terms of utility, compared to getting an opportunity to use the nukes/disables a second time. Go in, focus priority target, step back and look for opportunity to engage again, while your tankier teammates are battling it out. Do not sacrifice yourself needlessly.
The macro, as stated previously, is a very complicated matter. At this point it frequently includes the whole team and getting it all coordinated can be a daunting task. Once again, however, it is possible to identify several broad options for supports.
One of the most underlooked options at this stage is, surprisingly, farming. At this point most core heroes are capable of split-pushing or farming the jungle, often leaving at least one relatively free lane. Utilise it in-between teamfights and ganks—getting at least some farm on supports is necessary, since the utility they provide can often outshine the marginal increase in DPS or survivability of a core. Support with a Force Staff Force Staff, Blink Dagger Blink Dagger, Mekansm Mekansm, Glimmer Cape Glimmer Cape etc. can often contribute more to the power level of the team, compared to a core with an extra 2k net worth.
The other options often revolve around ganking and taking objectives in preparation for the final stages of the game. It is also possible to try and end the game at this stage and for many lineups it will be the best outcome. Supports should generally be a part of most ganks, since their individual power level at this stage is still relatively high but also because they will usually benefit the most economically. That said, the ganks should generally have an idea behind them, a secondary benefit to getting a kill. Otherwise it might frequently be not worth it, as it prevent your team from collecting map’s resources effectively and the payoff might not be as great.
In general, there are only three types of side-benefits which might deserve the commitment to a gank—disrupting item timings on an enemy core, getting a tower and getting Roshan. Getting multiple side-benefits is also possible, if the team is coordinated well.
As a support attempting to initiate a gank your macro role is generally related to vision. Going in blindly can not only net very little result, but also kill your whole team. Warding is almost mandatory and understanding what wards provide the most benefit to your team at a given time and up to 6 minutes into the future is essential. Depending on where your team is attempting to achieve something, some wards will have more value, obviously. Finally, Smoke of Deceit Smoke of Deceit is also a very handy tool to have, but might not always be necessary.
The overall gameplay in the late game should be very similar to the mid game one, but with understanding that the stakes are much higher. If the game goes late, every single player should play extremely safe and supports should double-down on this, since they will usually be the easiest to kill and their death will always mean a huge disadvantage for their team.
The vision is hence of an even greater importance and using smoke just to ward can be a viable option, though getting some side-benefit from it in form of a kill is always welcome.

FINAL THOUGHTS

To this day it is baffling how pieliedie did not get a single MVP at the end of Team Secret’s matches in the Shanghai Major. The amount of correct micro plays required from a support hero is comparable, if not above the same amount for cores, and all of this was without the benefit of having a farming priority. There is definitely potential for highlights coming from supports and understanding the role better might even help people realize the amount of work a good support player can do.
When introducing someone to Dota, please do not keep on brewing the mentality that supports’ impact is limited or at the very least point them in the direction of this overview—in the long run it will benefit our game as a whole.
Source: Dotabuff