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Regulus, let's discuss his uses

Regulus, let's discuss his uses

Look guys/gals, only about 2% of regulus players are good with him.  And there is a regulus in every game, nearly every team, on PUG games.  Let's just make an assumption and say that you aren't one of the elite.

Here are some pointers.  I know you're probably new to the game, and the real machinations of fights are a little foreign.

 

-Standing back and sniping does not help your team.

  Why?  Because one of your teammates is trying to hold a lane in a 2 versus 1.  You need to find someway of getting in there and making it a 2v2.  Remember, if you keep moving ("twitching around"), you will not auto-attack.  You need to keep auto-attacking.  Get the idea?

 

-Getting kills does not mean you are doing well. 

  Why?  See pointer #1.  You aren't "earning" those kills.  You're stealing them or just getting the last hit in as they run.  Spending it on yourself will cost the game.  You need to spend 90% of that money on your team's upgrades.  If you are a ways from an upgrade, buy an item for yourself, but be ready to sell it THE MINUTE YOU HIT THE WAR SCORE LEVEL that you need for that team upgrade.  A regulus with 5000hp still gets pwned by a UB or pretty much anything.

 

-You better have mines.  And you better NOT throw them on creep waves if it'll drain your mana or if a DG fight is brewing.

  Why?  That's your biggest contribution to a lane fight.  Run up and throw 1200 dmg worth of mines on the enemy, plus slowing him.  That turns fights.  That wins games.  Practice your throw, aim for the guys feet.  Don't throw behind him or in front.  "In case he runs" does not help your dying teammate.  This is not about you, it's about the guy you are supporting (and you are support).  Ask anyone, you can't count how often a reg player will waste all his mana on creeps and then float off during a fight with "oom".

 

Those three pointers will help out more than anything else.  I would suggest getting maximum speed and a few hp items.  Most builds call for "no scope", but I disagree.  Maybe a pro player doesn't need that, but we're not pro's, now are we?  You need that max range, to stand behind the DG your supporting, auto-attacking his target and throwing mines on the enemy.  When they come after you, you run like hell.  If you're super fast, you'll get away quick and can turn around and re-engage.  Max mines will slow the enemy, also, which is a huge boost.

It's not about kills, it's about holding a lane.  You probably can't do that, especially with a DG right there.  You need to link up with a teammate, and work to support him/her.  I can't count how many games that we've had a useless reg (pretty much all games with reg).  And he thinks he's superman since he stole 9 kills, then buys gold and priests and never again helps out. 

 

Look at the big picture.  If your team is constantly falling back from lanes, your losing.  If your team is not dying very much, but you're still losing, it is PROBABLY because of you.  Because regulus is weak and it's 3 versus 2 out there, with you contributing a measely 20% of what any other DG would. 

My biggest advice would be to stop playing regulus to hide from the fight.  Pick a tank DG and practice some, learn how it goes.  Sedna is way more useful in a fight as a support DG, but if you MUST play Regulus, play him stronger.  Saving your own skin and buying items for youself is costing the game, AND IT IS YOUR FAULT.

7,007 views 55 replies
Reply #26 Top

Quoting HorseStrangler, reply 25

Yes, an AA reg with Mard's hammer + AF + Slayer's + MageslayerUgh. BotS all the way, the damage difference is paltry and the utility of infinite mana is much more beneficial. A pure AF reg using no other abilities is going to need a helm sooner or later as his attack speed increases. That single weapon slot pushes BotS way over Mard's. Mard's hammer is not a good item.
End of HorseStrangler's quote

I'm saying that it is painful to have on my team. Not that it is a build that I would approve of.

Reply #27 Top

Quoting Splitshadow, reply 20
Regulus, when played correctly, can be super annoying while racking up high damage and causing enemies to back off earlier because of snipe.  I do agree, however, that he needs a significant buff, especially to angelic fury, mark of the betrayer, and perhaps some more early game hitpoints and / or armor.  The real problem is that he has no ability to stun. Mark of the betrayer should become mana burn imo.  
End of Splitshadow's quote

Yes, lack of stun or a real interrupt are horrible. QoT has a similar affliction. Notice how all the strongest DGs have these abilities. A team with stuns will be stronger than a team without, and a team with more stuns will probably be stronger than one with fewer.

Reg doesn't even have an armor reduction ability. Lots of options for slows, but no armor reduction. Granted, my builds use and rely on both mark and mine slows, but still...

I would take a big-time reduced cooldown on all abilities, and a faster mine cast. It's too easy to interrupt reg's only real combat ability.

Quoting LORD-ORION, reply 23
stack armor and health
End of LORD-ORION's quote

 

Fortunately you can't stack both very cheaply. Generally people stack health first, armor maybe later when they have 5.2k.

Reg can do more burst damage with mines than any other DG in the game. I've done it. Hard to pull off, but actually feels OP when you do.

RE: reg and mageslayer. It's very possible to blow most of your wad on your team, get your mana crowns, and then switch up to a narmoth's/mageslayer and go full AF and partial EA late game. It could be stronger than an full AA reg because you'll have extra abilities and slows to help you along. Reg clears giants fast for cash. In fact, I don't think even UB can clear out giants faster. Maybe TB can...

Reply #28 Top

Ironically, AF regs are raped by snipe regs. Reg's synergy is best with UB and Oak, IMO. Pentinence, spit, and snipe work well together.


Regulus players, on average, are the dumbest players in Demigod. I played a game with Horse yesterday, and our opponents were QoT and Regulus. Only 1 person on my opponent's team had an interrupt. Regulus players have very little notion of synergy. They also like to hold a lane with another assassin, when it's bloody obvious to the rest of us that an assassin should always be paired with a general for maximum monk healing. Oftentimes, I will buy Bishops, but they go to waste because Regulus won't let me tag along with the Assassin tank.

 

Long story short: If your name doesn't begin with "Orcun," then you should not play Regulus.

Reply #29 Top

Here's the real problem with Reg:

 

No matter how good a reg is, how well he kites, or how clever he is, he can never, ever kite me unless I let him as UB or Oak once I have my gear. So while it may be frustrating moving through mines, maim, mark, etc. and being perma-slowed, the only reason why they work on me is because I value my cap locks more than negating them.

Why? Because the snare cap is 30%. If I use a Wand of Speed I get a 25% buff, meaning that the max snare he can apply for its duration is 5%. Late game when I have max rank Inner Beast and Boots of Speed I'll be moving at 7.182 no matter what he does when the wand is active, if I get Journeyman's Treads I can drop the wand and virutally ignore the snares completely.

With Oak I have a similar capacity with Surge of Faith and Penitence. Max rank Penitence's 20% snare is ridiculously close to MotB and Shrapnel Mines' 30%.

To greater or lesser extents the other DGs behave similary. Snare based combat is great up to a point and then it falls apart late game. The best snares are the ones you don't think about. Penitence is king, but a rank of Diseased Claws works well too in conjunction with UB's innate speed advantage. Basically at the end of the game most regs will have invested about four points in snares and every one of them becomes moderately better than useless.

 

 

Now this post wasn't intended to be a rag on Regulus thread, but I have to admit that when I saw the title I thought it said "issues" rather than "uses," and I posted accordingly.

So on that note these are the things I find useful about reg:

  • pressuring other lanes... not necessarily just DGs. to me that means helping me demolish a tower with a snipe from time to time or even nuking a low HP monk if its summoner isn't nearby.
  • strong damage in group engagements. Even late game a full wave of mines isn't something you can ignore.
  • when artifacts hit the field he has the absolute best anti-creeping. Girdle of Giant Strength works with AF, meaning you strike all secondary targets twice; it devestates even giants
  • luring opposing teams into complacency at the start of the game, before they get really angry at you for kiting
Reply #30 Top

Quoting HorseStrangler, reply 29
Here's the real problem with Reg:

 

No matter how good a reg is, how well he kites, or how clever he is, he can never, ever kite me unless I let him as UB or Oak once I have my gear. So while it may be frustrating moving through mines, maim, mark, etc. and being perma-slowed, the only reason why they work on me is because I value my cap locks more than negating them.

Why? Because the snare cap is 30%. If I use a Wand of Speed I get a 25% buff, meaning that the max snare he can apply for its duration is 5%. Late game when I have max rank Inner Beast and Boots of Speed I'll be moving at 7.182 no matter what he does when the wand is active, if I get Journeyman's Treads I can drop the wand and virutally ignore the snares completely.

With Oak I have a similar capacity with Surge of Faith and Penitence. Max rank Penitence's 20% snare is ridiculously close to MotB and Shrapnel Mines' 30%.

To greater or lesser extents the other DGs behave similary. Snare based combat is great up to a point and then it falls apart late game. The best snares are the ones you don't think about. Penitence is king, but a rank of Diseased Claws works well too in conjunction with UB's innate speed advantage. Basically at the end of the game most regs will have invested about four points in snares and every one of them becomes moderately better than useless.
End of HorseStrangler's quote

That's one of the things, diseased claw, pen etc... are all 100% going to work. If you base your Reg strategy around slowing down an enemy DG to escape, you are going to die if you overextend...

I mean really, Oak is a melee char and he has more "surpise, you're dead" tricks than Reg. eg: SoF on the creep wave, then pen and axe in the back of the head to the tower hugger. "Oops, I didnt think he would be that fast and I would be that slow, DOH"

Reply #31 Top

Oak has ranged instacast slow. Reg has a lot of slows but they all begin with if...

 

Reply #32 Top

Quoting lifekatana, reply 31
Oak has ranged instacast slow. Reg has a lot of slows but they all begin with if...

 
End of lifekatana's quote

Oak also has minions and idol support, while reg is alone.

Reply #33 Top

I almost always play the rook, and regulus does have one GREAT use. He can throw mines into the middle of my tower farm, and it acts as almost an instant kill. I played a game where a reg and I capped a portal flag, tower spammed, then went to the right lane. A sedna came along, walked into 6 mines and 8 towers and died in ~1.5 seconds. Burst damage + slow near towers is certain death.

Reply #34 Top

Quoting lifekatana, reply 31
Oak has ranged instacast slow. Reg has a lot of slows but they all begin with if...

 
End of lifekatana's quote

Except maim.

What I wish reg has was stun... a real stun. I've had guys overcome slows and it's not a big deal. If they are chasing me they chase me over my mines, and my allies port in to gank. If we are in a 2v2 and one or both enemies run, he gets sniped, sometimes twice, on his way back.

However, doing real damage with reg is the biggest 'if'. Sure can you do it from time to time, but not reliably. At least you can still do the basic damage dealing of an AF build starting at lvl 11 or so, and buy the good items quickly once giants are in the picture.

I'd be all for a few improvements though. Personally, I don't find any other DGs particularly intimidating as a reg, save for another well-played reg or a UB, but UB is a pain for everyone, esp at lvl 15

Reply #35 Top

hmm interesting idea.

What if Mark did an AoE stun that affected everyone BUT the person it was attached to (maybe it interrupts them? dunno hard to gauge how strong that would be but a guarenteed interrupt on their next ability or item use (Sigil, Shield) is pretty brutal). It would be brutal in those 3v3 matchups.

It already does sorta-decent AoE damage. Now in those 3v3 matchups having that person effectively silences them entire match or makes them a liability. It wouldn't have to be long (hell .3 seconds is still .3 seconds).

Reply #36 Top

I dunno - but it would be nice if Reg has something. It seems to me that reg's big thing is unpredictability: He has an unpredictable stun (which I swear is 3s, not 0.3s), invisible mines (because none of you use totems ;P ), and a mark that triggers on enemy ability use. The best he can do for damage in a burst is 4050 (which yes, is a lot, but IMO very hard to pull off). I like the depth that mines and mark offers over playing other DGs, but I don't think they reward you enough. With more difficulty in execution there should be a bigger payoff IMO.

AoE stun on mark isn't a bad idea. I was also thinking about an AoE armor reduction, and give an AoE stun to AF on activation... vengeance is useless compared to max AF anyway in terms of killing stuff quickly. Deadeye almost never triggers, and when it does it doesn't really help you. I never, ever, ever get deadeye or vengeance. They are huge letdowns for lvl 15 abilities.

I also wonder if upping the mine damage per level from 50 to 75 would help... shrap mines would do 600 each which would be op but they can also be seen and avoided for cheap. The 1800 dmg tosses into fights would make reg a much more desirable character too.

I don't really have a problem with his squishiness or damage, especially since he's ranged.

 

Reply #37 Top

Quoting abuggeredhedgie, reply 35
hmm interesting idea.

What if Mark did an AoE stun that affected everyone BUT the person it was attached to (maybe it interrupts them? dunno hard to gauge how strong that would be but a guarenteed interrupt on their next ability or item use (Sigil, Shield) is pretty brutal). It would be brutal in those 3v3 matchups.

It already does sorta-decent AoE damage. Now in those 3v3 matchups having that person effectively silences them entire match or makes them a liability. It wouldn't have to be long (hell .3 seconds is still .3 seconds).
End of abuggeredhedgie's quote
I'd rather see the opposite. Make it like Deep Freeze, an interrupt on cast and then a harmful after-effect if you cast under the effects of the debuff.

Reply #38 Top

"With more difficulty in execution there should be a bigger payoff IMO."

There are two big"RPS" acronyms when it comes to blancing:

Rock-Paper-Scissors. Balance by having a large variety of strategies where each strategy soundly rapes one but loses to another. This is most common in RTSs but would be a horrible way to balance Demigod since every game would be decided in the lobby ( I understand there is build variety and teamwork but you get the point. )

Reward Player Skill. The most powerful characters are the most difficult to play. This sounds ... fun and emotionally pleasing but it's dangerous thing to do. For things like 2D sidescrolling fighters this might be a good thing since those games are damn hard to begin with. Eg, there was one character in a game that would attack when you pushed a button AND released a button. He was horrifically OP but he was INSANELY difficult to play since you had to time EVERYTHING PERFECTLY AND IT WAS INSANE.

I think all of us have an appeal towards rewarding player skill but most of the time it's best to equally balance for multiple tiers of skill.  A true Reward-Player-Skill would mean that Queen-Reg-TB would be OP and in every high level match where as in low-level/noob matches you'd see a lot more of UB or Sedna.

Just throwing that out htere, not really taking an opinion on anything.

---

Yeah, Obs, that would work. It would be at least something that Reg needs and Mark is already quite expensive for its mana costs.

Reply #39 Top

I don't really think that upping mine damage is the most logical route. Mines are about the only thing Reg has that actually work well, while there's plenty of other abilities that fall short.

Reply #40 Top

What if Mark did an AoE stun that affected everyone BUT the person it was attached to (maybe it interrupts them? dunno hard to gauge how strong that would be but a guarenteed interrupt on their next ability or item use (Sigil, Shield) is pretty brutal). It would be brutal in those 3v3 matchups.
End of quote

I can just see the people bitching everyone out.

Reply #41 Top

Quoting HorseStrangler, reply 25

Yes, an AA reg with Mard's hammer + AF + Slayer's + MageslayerUgh. BotS all the way, the damage difference is paltry and the utility of infinite mana is much more beneficial. A pure AF reg using no other abilities is going to need a helm sooner or later as his attack speed increases. That single weapon slot pushes BotS way over Mard's. Mard's hammer is not a good item.
End of HorseStrangler's quote

Meh, Mard's is noticeably more dps with the added damage and attack speed boost early game.  If you're going pure-auto attack, I say it's better.  Couple of mana pots and you're fine on mana. 

Of course in any reg build you should probably go mines in which case BotS is obviously superior.  I do enjoy going angel/mine with BotS on Cat sometimes.  BotS and angel solve mana problems.  Banded armor and gauntlets of brutality off the break combined with blade's weapon damage give him more auto attack push power. 1 point in angel early, then a typical snipe/mine build.  Screw Mark.  Angel and BotS solve mana issues for the most part.  You may need a plenor if your pool is too small with unbreakable boots alone. And angel lets you kill grunts effectively without having to waste too much mana on mines.

Does reg still suck?  Yeah.

Reply #42 Top

Attack speed boost?? 5 percent.

Reply #43 Top

Quoting lifekatana, reply 42
Attack speed boost?? 5 percent.
End of lifekatana's quote

Hey that's 5% more dps.  When all you're doing is right clicking, every bit counts!

Reply #44 Top

Quoting DiceAreEvil, reply 43

Quoting lifekatana, reply 42Attack speed boost?? 5 percent.
Hey that's 5% more dps.  When all you're doing is right clicking, every bit counts!
End of DiceAreEvil's quote
It's not really 5% DPS for long since you get over 100% attack speed just for leveling up, and if you're going to buy mana pots can't you just buy guantlets of brutality with that money instead when you have the blade?

Reply #45 Top

Quoting HorseStrangler, reply 44

It's not really 5% DPS for long since you get over 100% attack speed just for leveling up, and if you're going to buy mana pots can't you just buy guantlets of brutality with that money instead when you have the blade?
End of HorseStrangler's quote

Oooorr you can buy banded, a mana pot and gauntlets of brutality off the break, get mard's hammer and wtf pwn the n00best DG on the enemy team straight away.

It's 5% DPS the whole game what do you mean "for long"?  That's more than 2 points in stats worth of attack speed.

Reply #46 Top

1. It's not 5% as Obs already explained.

2. It's AA, meaning that it only makes up around 40% of your total dmg output as Reg.

3. The buff is so tiny it's very questionable if it helps at all. Does 5 % really get you another kill? Or is it just a .2 sec you win in which didnt need anyway.

Reply #47 Top

It's attack speed, not damage. If you're swinging at 110% attack speed and go up to 115%, that's not a 5% increase. Also stats are terrible so two points of them isn't a very compelling comparison.

Reply #48 Top

Quoting lifekatana, reply 46
1. It's not 5% as Obs already explained.

2. It's AA, meaning that it only makes up around 40% of your total dmg output as Reg.

3. The buff is so tiny it's very questionable if it helps at all. Does 5 % really get you another kill? Or is it just a .2 sec you win in which didnt need anyway.
End of lifekatana's quote

 

1.  I guess I'm missing something here.  Wouldn't that 5% increase in attack speed only get better as you start hitting for more damage as you level up?  And is it not more than 2 points invested into stats as far as attack speed is concerned?

2.  It's 100% of your damage output if you're doing a pure AA Reg.

3.  It seems tiny but every bit helps when all you're doing is auto attacking.  Mard's is for a PURE AA regulus.  Once you get unbreakable boots you have more than enough mana to auto attack for a long while.  So you don't necessarily have to get Blade is all I'm saying.

 

Reply #49 Top

Quoting HorseStrangler, reply 47
It's attack speed, not damage. If you're swinging at 110% attack speed and go up to 115%, that's not a 5% increase. Also stats are terrible so two points of them isn't a very compelling comparison.
End of HorseStrangler's quote

Well a pure AA reg build is also terrible.  Soooo... what's the point?  I'll give it another go this afternoon, though.  It's fun to shoot people for 200+ damage a shot at level 1.  Even more fun is saying you got owned by mard's.

Reply #50 Top

Quoting DiceAreEvil, reply 49
Well a pure AA reg build is also terrible.  Soooo... what's the point?  I'll give it another go this afternoon, though.  It's fun to shoot people for 200+ damage a shot at level 1.  Even more fun is saying you got owned by mard's.
End of DiceAreEvil's quote
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