chaosbrynn
Where did you get that info? Seems like they just switched level 3 and 4. If this is indeed the case, its not very game breaking, all it does is save you a couple hundred gold. Dont get me wrong saving money is good, but its not as if the level 1 monks get the 30%. That would be excessive.
Got to agree. Putting almost 40k of Artifacts into a guide gives the wrong idea. Basically that you are playing against the AI. Also, I take issue with your tele-stomper build as there is nothing teleporty about it. Carrying a teleport scroll or 2 is not a distinct build, it is something you should do most of the time. Now, if you were using the amulet of teleportation and gave some sort of insight on how to use it to "tele-rape" that would be fine. Otherwise is just another <span style="text
Slayer Wraps gives a 2x crit. You would need 1000 damage to crit that high. When we apply armor, youd need an even larger base damage to get a 2k crit on a demigod. I really cant see being able to do that kind of damage to a demigod without ashkandor.
The only time I get 2k crits with Regulus is a full AF + stats build and get my hands on ashkandor an slayers wraps. Its doable, but not easy. You also must have had nearly no armor.
Its all about the extra regen. If during the time Oak is dead and or travelling, your fotress can regen more health, it will take longer before it dies. Its even possible to get it up high enough, and kill Oak early enough that all his damage is healed by the next time he gets there. In practice youll probably never get it to regen that much, but if its allows your fotresses to last 3 minutes longer each, well, if thats all the time you need to destroy theirs, its well worth the upgra
Bang on Kalil. Speccing for the build requires Max mist as well as an inventory full of mana regen items. Makes it impossible to hydrib this build in any way. Not for what I mentioned anyways. You need the damage and the length of time in mist for it to be effective.
I had never realised that Transitive, thanks for the info, awesome stuff. Karma for you.
400 is on the low side Zephyr. AF is mandatory for the build as far as Im concerned. No you dont need a lot of mana items. If you take the right favor item, you dont need any at all (God I wish Favor wasnt borked online. It is SO awesome when I get to play at the local LAN) and its what makes the build work so well. While everyone else is saving up for mana items, your going offense and right out of the gate doing 200 damage to demigods (well 190ish or so) at level 1. Games tend to end around
Agreed transitive. Regardless of game type. The first upgrade needs to be bought. In fortress, they are mandatory. In that mode the fortresses can be viewed as your health. Dont you want your health to regen?
Good point. Does that bring all characters to 14? or just UB? Basically is 14 a hard cap or simply the highest any of the demigods can get.
Can you even get to 14? I think the highest Ive seen is 9.1 with UB using all 3 speed items (hmm may not have had journeymen on) and his passive movespeed boost. Is 14 only attainable through some combo of demigod abilities, passives and items?
Good advice indeed. However there are ways to actually take on the Rook in his farm. The most important thing to realise is that going after Rook in his farm is not going to work. Too much firepower and anything other then a concentrated team effort is not going to do it. However almost every demigod has a way to deal with this tactic. You need to take down the farm. Whether you do this by outranging the towers (regulus) or AoE'ing them/stunning them (Torc
That or he is saying dont bother recapturing flags. No one has said you should let enemies cpature your flags right? Im pretty darn sure we are all very against that and its been mentioned many times. 100+ xp for less then 10 seconds standing at a flag is a phenominal time VS exp investment early game. Your early game should follow the bassic guideline of: Cap Flag, Harass DG, Clear wave, Cap flag, Harass DG, Clear wave untill you control all the flags or youve hit level 4. At
If course I will accept an apology. Things go astray sometimes on forums. Happens to the best of us. I will edit my first post with a quote so there is no confusion.
[quote who="warlord323" reply="3" id="2172186"] Technically there is last hitting for DG kills. Sometimes I'm that prick who pops out of nowhere and steals your kill at the last minute, but hey, that's just how I roll.[/quote] Lol. Dude, thats kill stealing, not last hitting ;)
Liq3: Time to cap a contested flag, 10 seconds. Time to get the same amount of xp from minions, considerably longer. Hence, grabbing a flag is better. Doubly so if you can teleport or get out there quickly as you can cap a flag AND be there for the first wave. Combining the two of them in the proper order gives you the best outcome, but for a new player, they will have more success if they make sure to grab easilly capable flags. theubersmurf: Whoa, whoa! First of all, its pretty obvi
[quote who="theubersmurf" reply="11" id="2173041"] I think you're missing the point of Basic strategies.[/quote] Not at all. You commented on my post but gave no explanation. So I did. Nothing worse then leaving unanswered questions for newbies. Sure it is more then basic, but if one person comes in and that post makes them realise how to prioritize flag captures, all the better. That is why I included the description. For pro tips I wold have just said not to take it into
I started running through all the combos in my head and realised it is FAR too much to post. Literrally every demigod can combo with another in a way that makes them brutal. The formula is simple. your teamate shoudl either compensate for something you dont have or compound something you do have. Examples: Regulus with ANYONE who can stun. He lacks one, and it will net him MANY MANY kills. Erebus is particularly good as he can both stun and chase/damage/keep sight on enemy wit
You can actually stand on the oposite side of the flag OUTSIDE of tower range to cap the flag. This can be done as soon as you have batswarm and enough mana to batswarm twice. Doing this forces enemy DG's to make the long trek back to the portal flag a LOT. Keeps them out of the fight, less xp, easier kills on whichever demigod stays in the lane. Later on with high levels of mana regen you can actually bat over, stand in front of the flag, NOT capture it and simply mist. Enemy creep w
Absolutely. It only works if you spec for it which makes you USELESS at pretty much everything else. This particular build actually requires you to fill your inventory with helmets. No boots, no armor, no gloves. You need the mana regen to stay in mist form. There are ways around it (trying to take on erebus is NOT one of them) an it is in no way a bug or exploit. It is simply a phenominal tactic that works far better on some maps then on others.
Ok, Im going to switch over to advice for playing against the AI as this seems to be what you are doing. Tower eating: 1 point in the skill allos you to skip goingo back to the crystal untill you need to buy items. You dont need health potions, you dont need health regen. All you need is the one skill. Once you have it at level 2, you can easilly walk into enemy tower range, smack it a few times, eat it for health, smack it some more and watch it crumble. On a map like prison where yo
Well Im glad its working out for you. You definately seem more pleased with the performance. Unfortunately there is no way for a acharacter to do it all (aside from being fed and getting rediculous amounts of items). Penitence itself wont get you a kill, it is a kill enabler. Small amount of immediate damage and slow/increased damage to help with the kill. All the tactics you mentioned having difficulty with are spot on. Each of those require specific tactics to defeat.
Towers do no damage? Oh dear, you have much to learn. I recently played a agme with a VERY good tower Rook. He focused SOLELY on setting up tower farms and slowly advancing them. If I were ever in trouble all I had to do was head to the farm and I was safe. Mid game when he had 6 towers + 1 shoulder tower + archers, getting near his part of the playing field (and it WAS HIS part) ment death for the enemy DG. Point being 3 towers badly placed by themselves, not so impress
I play Rook much the same way you do. One thing I suggest is using the tower eating ability. With it you have no need of health regeneration items and it allows you to take down enemy towers FAR earlier then you otherwise could. To tell the truth, I cant imagine playing Rook without it.