[quote who="Azeltir" reply="13" id="2219583"]If an enemy of Erebus drinks is, it's a kill by Erebus. Not sure who "gets the kill" if an ally slurps it.[/quote] Erebus gets the kill (and XP/gold) for it no matter who drinks the potion (friend of foe), including when he, himself, suicides on the potion. It is a major bug that the devs needs to fix.
Vielfrass
Somehow adjusting the value of the AI replacement is probably the best and cleanest solution to this problem from the devs point of view. We can squabble over where to draw the line until we're blue in the face, but simply changing the value of the AI is probably the most plausible solution. My solution would be: - AI replacement is worth 50% of normal DG gold/XP. - AI replacement receives only 50% of normal gold stream, the rest of which is given
[quote who="DalzK" reply="24" id="2217222"]Erebus is fine now. That perma Mist form never worked against my team and I mean never, not even on Exile. All you have to do is make sure Erebus minions are dead when your wave of creeps goes through. The perfect job for a TB. Im talking about an Erebus who can just swarm > bite > mist then come out and repeat. If he gets on low hp he can just stay in mist and wait till swarm comes back or help arrives.[/quote] If Erebus is going
[quote who="Darvin3" reply="6" id="2215220"]Personally, I don't think army of the night is worthwhile. Very mediocre skill overall. I'd also have to say that you should really pick your skills based on your enemy DG's. If you see Sedna, muddle is really a must. This is one of the best ways to throw a wrench into a team that has a coherent defensive combo going, and being able to adapt your build to bring out that ability if need be is definitely a requirement.<br
Ugh...a hybrid. But I have to say, after playtesting it a few times today, it tops out much more powerful in the endgame than a straight assassin Erebus. Here's how it looks: 1) Bite 2) Coven I (Mist I will be taken later, but early on the extra 4 Nightwalkers will be your best creep killing tool, and are also fairly useful vs. other DGs) 3) Mass Charm I (only for the anti-teleport stun to get kills) 4) Bite II 5) Bat Swarm I
I'm not a fan of a standard "mage" demigod. Torchbearer already has many aspects of "mage" about him (an elemental lich, or something?) and although a human mage [i]could[/i] theoretically work, this one sounds too boring from the design. An armor buff? Why? If we're going to have a vanilla character, I'd at least like to see some creative abilities. A long-duration wall-building DG is a strict no-go. Too many maps with too many chokepoints for this
You guys are being awfully hard on this build. A single level of Coven inserted early in the skill tree and it's arguably as good as any build out there. Could probably change the items around a bit. Only one helm is necessary if you're planning on using misted HoL (which is a sound and quite annoying strategy), and I'd probably pick up a couple more idols, but all in all, it's far from a poor build. Bat Swarm III is largely useless, only adding 150 damage at the cos
+1 for you, Teeser. This is very valuable information.
[quote who="Xinoxlx" reply="15" id="2211479"]Oak? Now this I gotta hear. Considering how pathetic his shield is i'd like to hear a reason.[/quote] I have to say, I agree with TGS here. I considered Oak the most powerful DG [i]before[/i] the Erebus nerf, now it's not very close. Oak takes a high level of skill to play successfully because he's weak up to level 5 (at which point the SoF/DJ combination greatly increases his staying power and creep farming ability), but there
[quote who="TheGuildfordStrangler" reply="2" id="2210870"]The funny thing about mist is that all it takes to beat it is a halfway smart player on the opposite end. It'll be great for the creeps, but not much else. Oh, and you'll do great against hammer slam and venom spit... I guess.. [/quote] Well, if someone is using Mist in the open against another Erebus (which I know you play), they are most likely noob, and I'm not surprised you maul them, as you should. Mist used wit
Are vampires not, by definition, "biting monsters"? I have seen a large number of highly disingenuous arguments in favor of the Erebus nerf that begin from ludicrous "should" assumptions with no rational grounding and proceed as if these assumptions were a proven axiom. The two most common examples: - "A general shouldn't be great at killing other demigods" - "No one skill should always be preferred within a class" This is becoming tiresome, p
[quote who="Darvin3" reply="6" id="2209199"]I'd personally pick up mass charm early on so you have a stun. It's Erebus' only stun, so without it enemy DG's can just use a teleport scroll to get away. This makes it very hard to get a kill, something Erebus normally is very good at doing. You only need one point, and the first level mana cost is reasonable. Poison blood and the second level of bat swarm are both things that can be delayed in your build to allow for one l
On prison, yes, flag control even against the dumb AI is difficult on nightmare because it's a fairly "open" field. On crucible, I disagree. Very often the AI will not make strategically sound decisions regarding the two flags on the "peninsula" in the middle. If you're good and not playing a weak one-on-one character (thinking specifically of TB), it is fairly easy to defend the path onto the peninsula and dominate the two flags past it. I've had games where, through
Mist seems to be, besides Morale, the most maligned of Erebus' skills. Some people seem to appreciate the value of Mist I for the manueverability if provides (getting rid of debuffs, avoiding slow attacks, etc.), but I find myself using Mist more and more when I play, and I thought I'd share my success with this skill. Why I use Mist: 1) [u]Survivability:[/u] See above. In my opinion, every Erebus build should buy Mist I in the first three levels for the surviva
I play fairly aggressively as Erebus in the midgame, and get away with pursuit into or past towers more often than not. In the early game, I don't do it. Flags/farming are more valuable than 500 gold + level in the beginning, especially for DGs who aren't great farmers (like Erebus).
The AI is generally very poor at managing flag control and citadel upgrades, both as an ally and as an enemy. Enemy AI units typically buy priests and angels at inappropriate times (ie. as soon as possible) and feed you EXP/gold, and allied AI often do nothing with the citadel, though I have noticed that friendly AI will often upgrade to Giants if I have already bought up to Catapultasaurai (I hate typing that). Dominating the flags (and therefore war score) and then upgradin
Early game, mist is also quite useful for creep farming. Remember that you only need to do 25% of the damage to an individual creep and be in the general area when he dies to get his gold/exp. A quick mist/unmist (minimum time) does enough damage to a line of enemy minotaurs that when your creeps then kill them (which they will, because mist has also healed them), you get all the gold/xp. It's by far Erebus' best early-game farming tactic. I'm shocked at how little use
I have never had a bite interrupted nor heard of it happening. I'm not sure it's even possible. The only one of Easy-E's spells that is really interruptable is Mass Charm (Swarm of Bats has .1 sec cast time and Mist is instant), but if you're focusing on negating that small advantage (which really only becomes important in late game when E gets Muddle), you're probably dead, anyway. Lord Erebus is clearly the strongest anti-DG character in the game, narrowly ahea
[quote who="Crankba" reply="10" id="2194658"]Umm...90% of erebus's damage comes from bite He hardly does any melee damage.[/quote] Except for the fact that bite has a major armor debuff and any smart Erebus recognizes this and consequently tries to buff his autoattacki.
I've done it with mist as Erebus, but never seen it pulled off any other way. I dunno, it may be that the trajectory adjustment of projectiles is not absolute, and that if you're moving perpendicular to the attack and at a short range from it that it may not hit you. I suspect it's just a bug, though.
As an Erebus player, the only way I know of killing a tandem of girls is to outmanuever them and to use teamwork. It also greatly helps if you can pop some "surprise" burst damage on them when they're not expecting it. I'm talking, of course, about the Universal Gadget and the Warlord's Punisher (which is also useful for killing their minions and has a little mana drain). The gadget's 650 one-shot damage can be very useful for landing a killing blow early in the game, the
Thanks. You're right about the armor vs. helm thing early on. Don't know what I was thinking, but the Scaled Helm is always the first thing you should buy as Erebus regardless of circumstances. If I buy armor, I buy the banded mail (which increases health and HPS, not the "armor" stat), but I often don't. Normally, I take the helm, a life and mana potion with the speed anklet on and go out looking for trouble. I sometimes buy armor for EB (I mean items t
I just realized that saving the 14th level skill and buying both Vamipric Aura and Muddle at 15th level is probably the best way to go. Mist II gives you basically nothing at 14th level, so it's better to wait until 16th-19th to level up Mist to Bloody Haze.
I'd like to post a few random, disjointed thoughts on my favorite DG, and maybe address a couple of points on which I seem to disagree with many of the design/build suggestions I have seen. 1) [u]Bat Swarm III is mostly useless:[/u] Many builds I have seen suggest upgrading from II to III as soon as possible. Why? Level III only increases damage by 150, which at that point in the game is negligible to DGs and you're way past farming creeps, for the cost of 300 mana.&