OK. So I've been complaining about how **boring** it is to play against a hypothetical shy Reggie. The legitimate problem (that many people have noted) is that being a shy Reggie isn't a feasible way to win a game.
I played a couple rounds today with a Shy Reggie build and preformed well. Team won both times and I got the most favor points at each round.
Shy Reggie build
The big idea
This build leverages Staff of Renewal and mana regen to pump out a constant stream of damage from Snipe and mines. It uses cost-efficient health gear and Sniper Scope early game to stay out of direct combat. Mid game, Journeyman's Treads and Wand of Speed are used to stay out of combat.
Unlike the hypothetical Shy Reggie that many envision, he doesn't stay near base. He goes out and caps flags. But he doesn't over extend. If you keep dying, you're overextending. Sometimes, especially against chain stunners, you can't help it. Shy Reggie loses. Nobody's perfect!
Feel free to join a 2v1 battle. But if you see any DG focus on you, turn tail and run. Don't try to absorb the hits because you'll be ganked.
He likes to stay in the middle to maximize his Snipe coverage, provided he is levelling at pace with everyone else. Angelic Fury plus Snipe kills/assists are used to level.
He doesn't spend points in Mark of the Betrayer because he can't get close enough to land it and survive. Same applies to Maim.
Ability progression
- Angelic Fury
- Sniper Scope
- Snipe I
- Snipe II
- Mines I
- Mines II
- Snipe III
- Mines III
- Tracking Device
- Snipe IV
- Mines IV
Items
Favor: Staff of Renewal (-20% cooldowns)
Starting: Scalemail, Banded Armor, Totem of Revelation
Level 3ish: Vlemish Faceguard
Level 5ish: Plenor Battlecrown (Spam Snipe and Mines now)
Level 6ish: Wand of Speed
Level 9ish: Journeyman's Treads