[quote who="Javaslinger" reply="5" id="2164845"]As an UB player I freakin HATE good Regulus players... They make me scream. That damn long range Arrow of God shit they pull while I'm running my little ass away drives me banannas.... Nothing, I mean NOTHING, makes me happier than a Regulus kill...[/quote] Snipe is indeed brutal as a harassing tool early on. The rare times I play UB and end up against Regulus (I normally play Reg, Rook or Erebus) I gra
chaosbrynn
[quote quoting="post"] Enjoy the build! I have enjoyed playing it! I got more achievements in one skirmish with this than with the other times I've played this assassin. [/quote] So your playing against the AI? If thats the case, I would bet this is why you have found success with this build. Im all for trying new things and Ill test this out tonight, but I seriously doubt it has the same potential as many of the other UB builds I have seen. <
[quote who="NemesisHunter" reply="19" id="2164794"]This is my question as well. Essentially, towers that are out of range suddenly find themselves within range thanks to chain linking, technically allowing further dps due to the increased hit range. [/quote] False. Linking is PURELY VISUAL. It has NO EFFECT on ANYTHING. Not damage, not fire rate, not anything. It is just a fancy effect to make the game pretty. My tests:<
[quote who="wesleyshaver" reply="1" id="2164762"]I think you're doing it right. Don't worry about the kill, worry about the flags. If Regulus has retreated to his towers that means YOU have the flag! If he tries to cap the flag he's forced to retreat when you get close. Don't think of it as you failing to make the kill. Think of it as you succeeding at maintaining map control. Regulus just can't take a flag from UB. Neither of you are getting the
[quote who="MrPipe" reply="14" id="2164389"]Maybe my bad english is the reason but I want to point out sth different. I mean a weaker beginning not a poor! Do you ever played another RTS ? You can win, although you make mistakes in a part of the game. When a whole game is decided at the start it is BORING! I don't complain about difficult situations, i complain about "ZOMG we got giants 3 minutes earlier and pwn your ass!!!" You still don't get my point. For me the solut
I have a devastating Regulus build that focuses on his regular attacks. I get the Attribute upgrade every chance I get. Combining it with a couple of well thought out items can lead to an incredible early game advantage. It all depends on your build. Having 4 activatable skills isnt always the answer. Sometimes you only have one or two and at that point the all around bonus of the stats really helps. I would HIGHLY recommend you try your normal build with each character and cut out on
I cap flags. Dont waste time, get out there quick (buy your item before choosing your skill and favor item, those 2 can be done while you are moving) and capture a flag. The flag capture and some times one or 2 creep deaths near you is all it takes to hit level 2. Kill the rest of the wave, head to another flag (preferably one in a creep lane). Thats the tactic, the variable is enemy DG's. Play accordingly. Stay safe, harass when you can. While flags are always worth good experience,
Come on now Ke5, dont I derserve a shoutout for the Mint thread ;)
[quote who="LordCarlos" reply="1" id="2161531"]Great, but you know, when you play rook try the towers of light and you will never play other demigod.[/quote] I dont know about never playing another demigod, but if you liked the shouldermounted weapons your going to love towers. Makes you more static, but agianst the AI (which your playing against it seems) the towers absolutely rape. Once you get to 4 you can expect the AI to kill itself and when you have 8, they do it consistently. Y
Nicely done gentleman. Thats some good testing. I think we can all agree that the mint upgrade is well worth the investment in nearly every game. The larger the game, the more important it becomes.
[quote who="MrPipe" reply="7" id="2162066"]The game is getting boring because its always the same in conquest mode. Who upgrades the citadell faster wins. Its so unambitious, change the strength and number of creeps please. And reduce the amout of money earned by DG kills.[/quote] That is pretty counter intuitive. If you lower gold from DG kills, it is even more worthwhile to spend your gold on citadel upgrades as upgrading your demigod will not get you a sizable bonus (IE: a good chu
Im suprised you didnt mention the Invulnerable + Heart of life combo. Its by far the dirtiest thing I have seen oak do. Wade in, lose almost all health, go invulnerable, pop Heart and gain a good 1000 hp. Often lets you get kills you wouldnt otherwise be able to get. IF you havnt tried it, give it a shot. If you have, Id love to know why you didnt mention it. I havnt seen anything else nearly as powerful as that particular combo. Aside from that and trying to de
[quote who="Jethro420" reply="2" id="2160464"]it would add the % together , so if u had 2 helms with +100% it would be like having one with +200%, if i were to guess, but some clearafication would be good[/quote] To my testing, this is indeed how it works, it adds your % bonuses together before applying them to your static +#/sec.
[quote who="Freche" reply="12" id="2160352"] War Rank 1: 5 soldiers War Rank 2-10: 5 soldiers 2 archers[/quote] Excellent. Karma for you for testing. [quote who="Freche" reply="12" id="2160352"] It also seems that if you do less then 50% damage you get 4 gold for soldiers and archers and if you do more then 50% you get 8 gold. [/quote] Well more testing is required then as this could change everything. It would also be very good to know for Generals
[quote who="Zygwen" reply="7" id="2160267"]Initial reinforcement wave is 4 souldiers. I beleive that the auto war effort upgrades add another soldier then 2 archers.[/quote] Well, we need to check this. I really feel the initial wave is larger then 4 creeps. We also still need the wave frequency. There are 3 ways to gain money in demigod. Income/sec, creep/building kills and demigod kills. Since demigod kills cant be controled it is very important to understand the income pote
[quote who="Zygwen" reply="4" id="2159914"]The formula is. Cost / gold per second / 60 second in a minute / number of players = when team gets money back. Cost / gold per second / 60 second in a minute = when you get your money back. IIRC the second level cost 3200 and gives you an additional 2 gold. I am assuming they are not cumulative. If it was giving 6 on top of 4 the numbers would be different. 3200/2/60/3 = 8.8 minutes 3200/2/60/5
[quote who="Zygwen" reply="1" id="2159857"]The way to look at it is that it cost 1800 and pays back 4 gold per second. In a team of 3, it is payed back in 2.5 minutes. In a group of 4 it pays back in under 2 minutes and payes back in under 1 minute for a group of 5 players. The person that get the upgrade gets their money back in 7.5 minutes.[/quote] This is very true, but simple division. Good to have here though. The point is, as far as gaining gold goes, the mint upgrade is one of
Hi Folks, Ive been saying it for a while now in many threads, but the Mint upgrade at the citadel is incredibly important. Now I have some numbers to prove it. It seems according to many sources that each grunt you do 25% damage to will give you 4 gold when they die. The mint upgrade, which gives each demigod on your team an income of 4 gold per second is hence the equivalent of each demigod on your team killing 1 grunt every second. For fun id like to do the m
I keep seeing a lot of posts about this. Rooks towers DO NOT GET ANY SORT OF BONUS FROM CITADEL UPGRADES OR FROM THE PURELY VISUAL EFFECT OF TOWER CHAINING. Again, NO BONUS. Cheers Folks
[quote who="Ke5trel" reply="5" id="2157918"] As I recall Micah (playing Erebus) was getting gold income from kills made by his minions from across the map. He had no other gold income at that time because I had control of all the gold mines.[/quote] Well thats definately the proper test to be done. [quote who="Ke5trel" reply="5" id="2157918"] I wasn't around for this part but apparently later Micah found numbers to back up the % damage = gold for kill for
[quote who="Ogi385" reply="7" id="2157013"] the tower (land) upgrade is great when you have shoulder tower (laser) because it links all the other tower (needs to be place at sertain distance to link) and adds to your sholuder damage (the citadel-tower upgrades adds to your damage linked or not) [/quote] From what I have seen this is not the case. Linking towers does not add any additional damage. Whether it be grounded, summoned or shoulder mounted.
[quote who="psykofunk" reply="1" id="2157728"].......I've noticed that my towers deal more damage based on how many towers are in range of the target, rather then just how many towers are linked together.[/quote] This is because the chain is just a visual effect. The more towers that are in range do more damage because you have more towers firing. They do do great damage if you have enough of them up though. Wonderful skill and I play him as a tower setter when I play Rook as well.</p
[quote who="Ke5trel" reply="2" id="2157855"] You get gold for your minion kills. If the income seems slow it's because grunts yield truly paltry gold until priests (even then you have to kill 10 waves to get more than 1k gold). If econ is an issue you'd be better off farming enemy DGs, getting the first gold upgrade at your citadel, and controlling neutral gold mines...[/quote]. You sure about that Ke5trel? This is definately the way it SHOULD work. But I also dont se
Its all about AoE. It seems that you get gold for kills so long as you have done a certain amount of damage to the creep. You do not need to make the killing blow. Unfortunately I do not know what the % of damage is. However, I can tell you that with just about any general, if you use their AoE damage ability on a creep wave, you will get the income for each one that dies. I generally play a Minion Erebus and I use Mist for this. I mist for a couple of seconds, unmist
[quote who="T3CH82" reply="6" id="2155532"] Quoting Be_Set, reply 5 QoT - she should have a slower attack when she closes, faster attack when opened. When freshly spawned she has the correct speed. After closing and opening again, the attack speed stays on the closed (slower) values. It resets again if QoT gains a level while opened. General units can target and autoattack units hidden under the shroud Its a bug post, n