Ke5trel Ke5trel

Demigod Strategies, Builds, Item Application - Beta 1a

Demigod Strategies, Builds, Item Application - Beta 1a

Why am I making a Strategy post?  After all, this is a straight engine test - Beta 1a.  Seems pointless to make a thread on strategy when the elements underpinning that strategy will be constantly in flux from here out, not to mention bugs and exploits, right?

Here's my rationale - the elements of gameplay will shift dynamically, but the premise of the game will not.  Additionally, by compiling our thoughts on what build, strategy, or tactic works we will raise level of play, which should reveal exploits and bugs that we didn't find before simply because no one had to find them to win.  Finally, you have nothing to lose by sharing your secret uber-strats here, because Beta isn't ranked :P  

With that in mind, I'd like to get a sense of what the rest of you have seen working even in the stripped-down, rudimentary arena of Beta 1a.  I'll edit in ideas that *work* with credit to the poster.  I'm less interested in what's fair than what's effective in the current build.  If this thread receives interest I'll update it for each iteration of the Beta.  For now, think of it as a rough draft, just like the game/

I'll throw a couple out to start:

Start:  1a Edit 10/03/08 - Item prices have changed.  As of 1a I generally start with 1 minor heal pot and one port scroll, or two pots if my demi has good speed.  In a team game with players I know - I've written down a strategy for a waterfall start below

Builds:

Unclean Beast Direct-Damage Build - (I'm kinda loving UB, he's such a killer)  Skill up your Frenzy, Latent, and then Stats and go for cooldown reduction and attack speed.  At level 15 you will deliver a ridiculous amount of burst damage.

Unclean Beast DoT Build - focus on Spit, Latent, Plague, and Ooze.  Get items that boost mana regen and cooldown reduction..Really good for destroying large groups of creeps and wearing down Demis.  It's worth noting that you can have Ooze toggled on forever if you have high mana regen...

Any UB build should max out Drain Health ASAP, as it will keep you in the battle longer and with a bit of melee or maxed spit can kill most enemy demigods in ten seconds or less...[Anyone find out if Drain is a channelling ability?  Can it be interrupted?]

When I've maxed out the rest I'll grab some points in the UB's slowing ability.  Movement speed boots can also be useful, as can the Stone of Warping item.


Regulus Stats Build - 10/3/08 (Outdated in 1a?) I'm not even sure this works any more, since the items that made it most effective have been nerfed or removed.  I haven't played Reg much yet, so let me know what works.

Regulas Stats Build variations -

Regulus Mine Layer Build
- This has potentially come into its own in 1a, as you have access to stun mines immediately.  It might be the only viable Reg build actually, but coupled with the helm that gives -10% cooldowns and stats you can really harass the enemy.  BTW, have we figured out if exploding mines provide xp when Reg is across the map?

Regulus Sentinel Build
- By placing an Observer Ward uplane from your Regulus, you have extended line-of-sight for long range sniping and recon.  (Thanks Eoynn 9/11/08)


Rook Hit-and-Run Build - 10/3/08 Outdated in 1a? - again, not sure if this is viable.  Let me know.

Rook Tower-eater Build - Using the exploitable early points available in the tower-eating skill, Rook can linger at the front of a battle zone, leaching life from enemy structures.  This can be combined with nuke and passive damage bonus as well as incorporating shoulder towers, which allow you to deal damage even while your Rook is being healed.  Addionally the tower-creation skill allows good damage linkage of your towers of light with your shoulder tower.   (Thanks Cerzi 9/11/08)

Rook Stats Build
- much like the Regulus Stats build, you concentrate your skill points in passive damage and stats, and focus on damage bonus and attack speed items.  This is especially useful against other rooks.  In 1a I could see this working with stacks of evasive gear, since there's a bunch of it.  (Thanks Cerzi 9/11/08)

Rook Tower-Builder Build - you can build towers immediately, and at skill level two can build five at once.  Couple this with cooldown reduction and shoulder towers and you can chain some impressive damage from your defensive towers up to any battle you are fighting...Looks like level three of this ability is broken in 1a?


Torchbearer Elemental Build - AoE provided by maxed Rain of Ice combined with long stun provided by Deep Freeze and Frost Nova, followed by Fire mode heavy damage in the form of Ring of Fire and Fireball.  Rinse, repeat.  This build is mana-intensive, so relies on mana regenerating items early, as well as cooldown reduction.  10/03/08 - this is still viable in 1a.  Thoughts?  (Thanks Dinotim000 9/11/08)

Torchbearer Ice Build - 10/3/08 Outdated in 1a? maxed Ice skills in combination with stun gloves and attack speed and damage bonus items (Thanks Innociv 9/11/08)

Strategies: like everything else, this will need fleshing out, but I'll put in one of my favorites:

Spawncap Locking (Waterfall) - the central flag can have gradual impact, but if you cap one of your enemy's spawn flags you will instantly reap the benefits of  50% more creeps for you and  50% less for your opponents.  Locking the flag means you get that for five minutes, and you don't have to watch it until that timer runs out.  At that point, you should have the game pretty much wrapped up.  There are many ways to reach the spawn, but I prefer the stealth cap, as it means only one of your demis needs to be away from the front.  10/03/08 this may not be effective any longer.  Anyone time the duration of the flag lock?  I'm thinking 60 seconds?

9/11/08 - There seems to be some debate about the timing of central flag capture, as well as locking, as Innociv and Strikersgun have pointed out that capping early feeds creep xp to your opponents, as well as provide little benefit offensively until priest or cat-dino spawn.  Thoughts, comments? 10/03/08 - In 1a the center flag is tied to the artifact shop, so you might want to grab this at some point for the items.

1a Waterfall Team Start - Edit: the original start I had posted here isn't effective in 1a, as locks are no longer viable.  As a substitute, make sure in a 3 v 3 that you have one strong early player playing safety, ready to swing to one mine flag or the other to complete a cap or prevent your enemy from capping.

****

What else works, guys?  Post your thoughts on effective builds, tactical use of items, and strategy, and don't worry about the fact that all of this will change in a couple of weeks.

Peace, Kestrel

10,877 views 38 replies
Reply #26 Top

Like some other people, with Regulus I always go for the Glass Cannon build. Get all 10 stat boosts and focus exclusively on weapon damage and weapon speed from items. You don't even need snipe with a build like that. You can easily kill two full waves + demigods all by yourself when you max it out. It's about 1k dps for your regular attack.

This needs nerfing btw. :dur:

 

Reply #27 Top

incidentally, after talking and playing Reg with DalzK I see the strength of slightly modifying a Regulus Stats build by investing the first point in Snipe.  It makes Regulus much stronger tactically than he would be on a straight stats build before level 10, especially when contesting flags or finishing demis.

Reply #28 Top

I found that the build slightly depends on the team setups.

As Regulus i always go for a passive build, however if i feel we have a lag of AoE (2 regulus etc.) i tend to take the first level of Angelic, just to kill a group quickly(cooldown allows it on approx. every second group) and pressure towers. If we have trouble with a rook setup I try to get maiming quickly to negate the stun. My first item is usually the +50% attack speed gloves because in the beginning you will 2 shot mobs anyhow, doing it quicker is better than overkilling the mobs. Second item depends on how the game developed: AoE Gloves are useful if your team is lacking AoE, otherwise + damage helm is my choice most of the time allowing for one shot creep kills rather quickly. Always take the first range upgrade asap if you are pushing to outrange towers or if you are facing nasty rooks. I always pick stun mines. get + dmg items after that. This passive build works best in combination with others providing dps over utility.

The torchbearer build that i find to be the most successful is the rather passive TB-Storm build. Go for ice storm and the passive skill, get nova at 10, get the other ice skills afterwards. Equipment: All +Health Chests (rokkur,nuadu,pantheon), wand of elusivness, abrahams helm, orb of malakh. This works very well against the common "hit and run" rook build because it can tank quite some damage. Use ice storm for groups only until you have the wand.

enjoy, Stormy

Reply #29 Top

Lately i've been going purely ice with TB and getting stun gloves, fast attack speed, damage items.

 

Stun gloves are actually a waste of your inventroy space and their value is better spent o earlier Rate fo fire boots or breastplates that give Health/Armour. Stung gloves are good for regulus because he gets no range stun but Ice based TB is all stuns and has no problems stun locking people. Torch Bearer gets a higher base damage because his attack is significantly slower then regulus. however with stat boosts abd both attack speed boots you can get it to .85 or .8.

 

I was gonna post my build in detail but it basically is stat boosts and rain of ice untilo level 6 then the next 3 points into deep freeze which carries your 10th point into Frost nova. It boosts your overall damage and abilities nicely and gives you the best way to kill creeps for the whole match. it leads nicely into your stun unlocks and is virtually undefendable. especially once it gets rolling past level 15(very hard to beat at level 10) the only time your threatened is before you get both your freezes, and that doesn't last long.

I've used the same build in every match after my 5th or so(because the game plays very similar every time right now) and i can easily take on 2 demigods of an equal level once i hit level 15. if the event you do max out your HP's can be in excess of 6500 and your base DPS around ~900(higher damage for less health and vice versa is possible)

just about the on;y thing that even comes close to being on par with this is a pure stun/strnegth build from Rook.(both cooldown items and boulder stun for a duration as long as the cooldown)

 

Reply #30 Top

Quoting brn4meplz, reply 4

Lately i've been going purely ice with TB and getting stun gloves, fast attack speed, damage items.
 

Stun gloves are actually a waste of your inventroy space and their value is better spent o earlier Rate fo fire boots or breastplates that give Health/Armour. Stung gloves are good for regulus because he gets no range stun but Ice based TB is all stuns and has no problems stun locking people. Torch Bearer gets a higher base damage because his attack is significantly slower then regulus. however with stat boosts abd both attack speed boots you can get it to .85 or .8.

 

I was gonna post my build in detail but it basically is stat boosts and rain of ice untilo level 6 then the next 3 points into deep freeze which carries your 10th point into Frost nova. It boosts your overall damage and abilities nicely and gives you the best way to kill creeps for the whole match. it leads nicely into your stun unlocks and is virtually undefendable. especially once it gets rolling past level 15(very hard to beat at level 10) the only time your threatened is before you get both your freezes, and that doesn't last long.

I've used the same build in every match after my 5th or so(because the game plays very similar every time right now) and i can easily take on 2 demigods of an equal level once i hit level 15. if the event you do max out your HP's can be in excess of 6500 and your base DPS around ~900(higher damage for less health and vice versa is possible)

just about the on;y thing that even comes close to being on par with this is a pure stun/strnegth build from Rook.(both cooldown items and boulder stun for a duration as long as the cooldown)

 

I actually do the exact same items you said in teh other thread EXCEPT i use the stun gloves instead of the +1200 armor.

 

Reason being is that normal attacks are no thread, only things like hammer slam, and armor doesn't effect hammer slam any.

Like I use:
40% ias +350 armor gloves.
50% ias +75 armor gloves.
+the two highest +health armors.
+15% stun gloves.

and the game tends to not last long enough for the +200 dmg ones :P  But that's the last one on my list.

 

And yeah, i do the same thing with skills basically.

First maelstorm for farming, then ice, then another in mealstorm, then ice, then stat boost, then ice, then stat boosts until ice nova.  I put a 3rd point in maelstorm when catapultasaurs come.

Reply #31 Top

OP updated for 1a content:

-starting items

-Unclean Beast Builds

-Regulus Minelayer Build expanded on

-various obsolete (?) builds and items removed or stripped down

-new start for Waterfall added

*Give your input on good builds and tactics for 1a.  At this point I'm going to say that Beast is the sexy one, then Torch, then Rook, with Reg a distant 4th.  Thoughts?*

Reply #32 Top

Nice updates :D

Reply #33 Top

The issue with flag locking isn't the time, but the effect.

 

You can relock the flag at the 4 minute mark to add another 5 minutes, so then it lasts 9 mintues, and if you somehow manage to suck and not make it there to lock it, you have another minute to try again.

The flag lock should just make it so 1 person can't solo-cap the flag, or make it take MUCH longer to cap(more than double the time, maybe like 4x longer).  I'm in favor of making it so they can't be solo-capped when locked except in 1vs1's or 2vs2's.

Or there needs to be an unlock item.

Having it just last like 3 minutes, and then there be 1 minute delay before it can be locked again, no locking it while it's already locked, but that is the least favorable solution imo.

Increase cost would be lame too.  500 gold is fine.

 

Flag locking works just like stun locking.  If you stun someone who is already stunned it adds to their stun time, so you can permanantly stun.  Unlike in DotA or GW where if you stun/KD someone who is alrady stunned/KD'ed it has no effect so you must use it after they recover.  If you lock a flag that is already locked, it just resets the counter to 5 minutes, so you can permanantly lock flags for the whole entire game.

Like in GW there is what people called "quarter-knocking" with hammer warriors where you knock someone down, then you wait to perfectly time your 2nd KD to interupt them trying to cast a 1/4cast time skill whenthey get up since being knocked down interupts casting. 

And in DotA if you don't restun someone with perfect timing they could get in their own stun on you.  But DotA is too stun heavy imo.

Reply #34 Top

as of 1a the flag locks for 30 seconds.  This negates the locking part of the above waterfall start, as I'm not seeing locks as cost-effective, currently, even with stacking.  Pull it back out to two minute duration and we'll talk...

Reply #35 Top

Who would spend $500 gold to lock something for 30 seconds a total waste and a poor nerf to gameplay

Reply #37 Top

Quoting HorseRadish, reply 10
Who would spend $500 gold to lock something for 30 seconds a total waste and a poor nerf to gameplay

+1.

 

I think the 5 minutes is FINE.  It just needs to not make the flag completely uncappable!

 

Even at 2 minutes you can permalock. If flags are going to be made important then permalocking is a problem at almost any cost.. but not quite $500 for 30 seconds.   At $500 for 30 seconds it's simply not using at all.

It's not worth using abusively, let alone legitamately!

Reply #38 Top

I think the new flag lock version is fine. It just went from an item which was "preventive" to something which is "reactive". If you want to protect a flag, you have to be on the move and ready to jump on it and lock it to interrupt someone trying to cap it, buying you and your team enouth time to get back on the place and chase them.