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Regulus Stats Build - 10/3/08 (Outdated in 1a?)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

10,869 views 38 replies
Reply #1 Top

Actually if you lock the flag at the start all you're doing is giving your enemy more XP.

It's best to wait until catapultasaurs come, not until then does the war idol matter.

 

Hopefully archers will get a nice buff ;)

Reply #2 Top

- Armor with Thorns - there are a couple of these available, and both will hurt the only guy who can really stop you, the Rook.  Every time he hits you, he will feel some of the damage.  A hammer slam can get him down to half health, even if it kills you.  Most of the other items on the list are designed to keep him away, which is always the best course. 

Pretty sure the thorn bonus only effects creeps :) Or you could get up to 200% thorn bonus (stacking allowed) and lots of hp...let rook hit you and gg :)


Oh and with regulus's build, one point into sniper can be useful to get that last 200hp when they are teleporting or running away...and also helps me lots early game. Also if u go purely into stat build and your enemies go use evade...he is bascially useless. Means u were weak early game, and useless late game :S Just hope they dont go boots with evade and wand with evade.

the central flag can have gradual impact

Like innociv said - at very early game b4 siege (maybe priests?) it can have a negative effect as enemy gets more xp. But its not too much xp (you get some anyway for capturing the flag) and also can help you take down towers quicker.

Reply #3 Top

The bonus only effects melee I believe, not only creeps.

 

Hopefully this is changed.. i mean half the Demigods are ranged after all. :/

Reply #4 Top

I tend to put a point in Angelic Fury with Reg, good for raking in xp on big bunches of creeps early-game, and still fairly useful (even at rank1) in late-game.  One or two points in snipe is invaluable too.  But yeah, pumping the rest into stats/slow seems to be the best way to do things.

 

I did try a mine-laying build using the cooldown reduction helm and literally covering the whole map in mines.  Seems quite effective at slowing the enemy down, although you're really, really week for at least the first 10 or so levels.  I can imagine it's probably one of the most annoying builds to play against, being stunned every few metres wherever you walk.

 

As for the rook, I'm normally a fan of the tower-consuming ability, especially considering it's bugged letting you get higher level versions than you should.  Combined with a full loadout of archer/tower/treb, maxed out the +crazy weapon damage passive and +hammer active, it can be a pretty good way of "lingering" at the frontlines while you wait for your hammer cooldown to refresh, and your shoulders will be dishing out reasonably damage while you're busy healing.  I normally can't resist putting 2 points in towers either, as they're awesome for linking up your base's towers with your mobile shoulder-tower for decent damage.

Going the passive-route with rook can be pretty sweet too, especially with the +50% attack speed gloves.  Can rip through other rooks in no time at all.

Reply #5 Top

Actually if you lock the flag at the start all you're doing is giving your enemy more XP.

It's best to wait until catapultasaurs come, not until then does the war idol matter.

 

I don't really like locking the flag early, but I do like the xp capping it gives.  Nice to cap it, let the enemy sit on it til it's neutral, and chase them off to cap for more xp.  I find the spawn xp farming off the center flag is pretty low til cats anyway, at which point you are going to want to have control and it won't affect you. 

 

On a practical level, I find that the team that wins the flag early almost always wins the game, though this could have more to do with the fact that they won it because they are better :P

 

DalzK - my impression was that thorns affected melee damage, from whatever source.  Can someone confirm either way? 

 

Also I think I played a game with you where you and me were both Reg against a Torchbearer with 30% evade.  Guy was untouchable :/  Killed all his friends though :P

 

 

Reply #6 Top

You give the enemy much more xp from giving them more creeps than the xp yuo get from capping it early game.

Reply #7 Top

Quoting innociv, reply 1
Actually if you lock the flag at the start all you're doing is giving your enemy more XP.

It's best to wait until catapultasaurs come, not until then does the war idol matter.

 

Hopefully archers will get a nice buff

 

u complained like hell until i told u this in the game

 

Reply #8 Top

Quoting strikersgun, reply 7

Quoting innociv, reply 1Actually if you lock the flag at the start all you're doing is giving your enemy more XP.

It's best to wait until catapultasaurs come, not until then does the war idol matter.

 

Hopefully archers will get a nice buff
 

u complained like hell until i told u this in the game

 

because i wanted to lock it and keep it locked the entire game.

Reply #9 Top

because i wanted to lock it and keep it locked the entire game.

thats a viable strat :)

Reply #10 Top

Yeah but see if you're against people who might be good, or you don't know how good they are, you might not want to risk helping them reach level 7 by the time you're only lvl 4 or 5 because of all the xp you fed them.

A level 7 rook can start eating up all your towers if we knows what he's doing.

Reply #11 Top

no splash damage items for reg? Wouldn't you spend all your time shooting individual creeps?

Reply #12 Top

his aoe skill at lvl 1 drops minotaurs and archers afaik.

Reply #13 Top

I don't use splash much, verspunken, but if you have a good splash build/usage please post it. 

How do you start, beta players?  What builds do you use?  What items give you the edge you need?

Reply #14 Top

Yeah but see if you're against people who might be good, or you don't know how good they are, you might not want to risk helping them reach level 7 by the time you're only lvl 4 or 5 because of all the xp you fed them.

A level 7 rook can start eating up all your towers if we knows what he's doing.

I agree with you in theory, Innociv, but I've never actually seen it play out this way.  Usually in my experience if you win the flag in the beginning you keep it, and the xp difference doesn't actually help the losing team.  Of course this is early days, and eventually you are going to want to keep a lid on free xp for the baddies.  So far though, have you seen this play out?

Reply #15 Top

the regulus build you've got there works great, I get the rokkur gloves as soon as I can afford them, then you can mow through a pack of minataurs or archers in two or three shots. The catas group together as well, so you can take out three catas in a couple of shots.

Reply #16 Top

Quoting Ke5trel, reply 13
I don't use splash much, verspunken, but if you have a good splash build/usage please post it. 

How do you start, beta players?  What builds do you use?  What items give you the edge you need?

 

Regulus:

 

2x Small healing potions

2x TP scroll

1x Observer ward

 

I find these items let me stay out in the field till passed level 10. I usually set the observer ward just out of range of the enemy tower in the lane I'm on - this gives me vision for sniping for a long while. The $100 tps let me escape if I'm in trouble, and the potions keep me out in the field a long while.

First item is usually the +40 weapons damage + mana regen helmet - I find this buffs Regulus early game as well as providing nigh infinite snipes.

Next up are unbreakable boots for the attack speed, then Gloves of Tlanamu (or whatever) cause they are PIMP on Regulus. I try finishing off with the 16000 ring (Ring of the Ancients)? which rounds Regulus out quite nicely - I never stat mines because they are shite - instead I go snipe, maim, Angelic wings (or whatever). This build means that by level 20, Regulus is doing over 450 damage per shot with very high attack speed.

Regulus is my favourite hero so far, but I HATE the mines. Why? Because they rely on the AI to be effective - they are reactive instead of proactive, and I have always found reactive things in games boring - so like mines or traps or what not. Also, it doesnt really makes sense to me why Regulus would have mines. They dont fit in with his flavour at all and I hate them.

Reply #17 Top

 First of all I want to say that I'm possibly just a noob with bad ideas, so if you don't like some of my ideas please spam me for it so I can get better :P   My current favourite character is the Torchbearer, and this is my build:

Elemental Torchbearer

I usually play vs my friend that's mostly regulus and I find this build quite effective for both killing him and and killing his units. I start by maxing Deep Freeze and Rain of Ice. Deep Freeze gives you the ability to stun towers for very long while your troops kill them but it also serves as a stun for other demigods. Rain of Ice rank 2 and 3 (get em fast) really kill those enemy units fast, just make sure they're attacking something (can be you or your army) so they're not moving out of the rain when you cast it. Afther this my priorities are Ring of Fire, Frost Nova when it becomes available and Fireball, afther I maxed all of those skills I get the attribute skills. So far the skills, now to the tactics.

In normal battle vs an enemy army I run towards the archars / catapultosauri. The enemy melee units follow me, and in no time all enemies are stacked up in a huge pile of juicy potential xp. Now I use Frost Nova (don't wait too long with this or you will get lots of damage) and combine it with a Rain of Ice, which kills most enemies, leaving only the strongest, still frozen, enemies alive, you can easily kill those with your normal attack now. And ofcourse, if there's a tower nearby I freeze it with Deep Freeze.

When I meet another demigod on the battlefield I usually try to kill him, but only if I'm not at a disadvantage, else I just tactically reatreat ( not the same as running away ofcourse :grin: ). With disadvantage I mean if the other demigod brought a bigger army than you or if they have towers / other demigods of their team nearby. So when I decide to try n kill my enemy, it's pretty important to start the fight with a Deep Freeze, so the enemy can't do anything. I follow this up with Rain of Ice (he can't escape from it when frozen) and then I charge in and try to get right next to him, and use Frost Nova when Deep Freeze ends, to keep the enemy frozen in place. Now that you're right next to your enemy, you can switch to fire mode and use Ring of Fire to do a bad amount of damage and follow it up with a Fireball. By now your enemy should be badly damaged and you can still have all of your health left, nice start huh? The part I haven't totally figured out yet though is how to finish your enemy properly <suggestions very welcome>. As I said before I usually use this tactic on my regulus friend, and as we all know regulus usually doesn't really have a huge hp bar so I can kill him with just a few more normal attacks. If your enemy has a good amount of hp you may want to do the Icemode-part twice, using some normal attacks while your enemy is frozen, before moving to the Firemode-part. You can also finish off your enemy with a second Fireball when it has recharged ofcourse, but I really need to work on my tactics for fighting high hp enemies like the Rook.

As far as items go, I usually start with buying a teleport scroll, a healthpotion and a breastplate that gives around 300 hp (dunno how much exactly but it's the cheapest). Then afther a few levels I get serious energy problems so I buy the crown that gives you +200% energy regeneration as soon as I get the 3300 gold. ( I replace it by that -25% recharge time helm when I get some other things that improve mana regen, like a ring)

Well, that's my elemental torchbearer strategy so far, PLEASE COME WITH SUGGESTIONS / SPAM / FLAME ME!

Reply #18 Top

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

Reply #19 Top

You all stole flag locking from me I remember when i told Striker iun the game and we were laughing at our opponents complaining about the flag bug

Reply #20 Top

new builds edited in, thanks.  Keep them coming

 

Kestrel

Reply #21 Top

Wow I tried the Regulus stats build (version with AoE gloves) and it really kicks ass! Never levelled so quickly with regulus at level 1-10. I like it even better with stun mines when they become available though, that way you can stun enemy Demigods while dishing out some sweet damage. Also, I think you should get AoE gloves ASAP, and then followed by that +damage helmet, as soon as you have those you can really start kicking mob ass!

PS: How do you get a lot of gold fast, except from taking enemy goldmines?

Reply #22 Top

Reg and RooK:

2x Heal Pot

1x Mana Pot

1x ward

Torch Bearer:

2x Mana Pot

1x Heal Pot

(im a spammer with the torch)

Reply #23 Top

Wantz 2 bUy EudiTz!!!!!

also, taking their portals is fun as hell 2...

Reply #24 Top

Plain old +damage items are nice for Regulus since his attack isn't that high to start with.  Particularly the +200 gloves if you can afford them.

Reply #25 Top

Wow I tried that rook stats build and it kicks ass! With the +200 gloves I could hit 1400 at some point, and that was WITHOUT artifacts. I want to add one thing though: In the beginning you really miss your hammer slam for use on groups of smaller units, but you can totally compensate this by getting the +AoE gloves ASAP. Rook already has a little bit of AoE on his normal attack but with this you can touch one minotaur and the entire lil army dies a horrible death, same with archers and priests! This really makes you level nice at first and when you get more money you can buy the +200 gloves, I think that's the only pair of gloves that beats the AoE gloves though, since they really do rock and also are very cheap.