lifekatana lifekatana

The real regulus problem.

The real regulus problem.

Sniper scope.

Wut? A regulus can take an tower down in a minute, without losing hp or being even remotely is danger. Combined with mines, you can down the entire left lane in cataract before lvl 6.

Sure, you can chase him away, but he'll just come back or wait for his friend. A good Regulus will mine every passage towards him so no teleganking or something. Also, he can support his teammates with snipe too, while attacking a tower and waiting for a new creepwave.

He isn't really losing anything from standing there since the towers are ussualy in the way of creepwaves.

 

He is not supposed to be the best siegeDG.

9,652 views 71 replies
Reply #51 Top

AA Reg is extremely strong in the right situations.  Its also extremely weak in the wrong situations.  But AA Reg also isnt that much squishier.  Its going to be able to use more items for defensive/speed purposes since its not too dependent on mana.  Sure at level 10 Mines Reg gets a snare on the mines that is very effective, but by that time the AA Reg is coming into his own anyway.

On the other hand, AA Reg is strongly countered by UB and Erebus.  So basically you dont want to be playing it in a lot of situations depending on the map/DGs your opponents are using.  I dont like to use it on Cataract unless the other team doesnt have a UB or Erebus.  On the other hand, I find it a really strong DG on Leviathan and Zik.

As people have gotten better at dealing with mines, Mine Reg is also getting weaker and weaker.

Reply #52 Top

eh, i'm not much of a Reg player so take this with a grain of salt. but i really think AF is a waste. i've tried it and failed with it. maybe i just suck with the playstyle. on the other hand it just seems incredibly easy to be useful with Snipe and Mines. both of those skills present numerous opportunities for easy kills throughout the game. AF just feels like you're waiting around for artifacts and incredibly underpowered before you'e got like at least a Mageslayer and Slayer's Wraps. 

Reply #53 Top

Poor regulus, he has 4 counters, and yet people still complain about him...

Reply #54 Top

Quoting pseudomelon, reply 3
Poor regulus, he has 4 counters, and yet people still complain about him...
End of pseudomelon's quote

7 counters. <3

Reply #55 Top

8, if you count his poor attempt of taking a flag while everyone is busy fighting near the Citadel; when he starts to run, even before teleport is done, beast with speed of more than >9 had its quick lunch. He just can't get away.

Reply #56 Top

Quoting Retroromanic, reply 5
8, if you count his poor attempt of taking a flag while everyone is busy fighting near the Citadel; when he starts to run, even before teleport is done, beast with speed of more than >9 had its quick lunch. He just can't get away.
End of Retroromanic's quote

This would mean that Regulus was a counter to himself, as there are only 8 Demis in the game o0.

UB and Erebus are generally accepted as his counters, but Sedna and Oak do a good job too, in my opinion.

Reply #57 Top

Reg can do Mines, Snipe, AF, AND MoB and maim pretty well....

 

The trick is knowing when to get specific ability.

Reply #58 Top

UB and Erebus are generally accepted as his counters, but Sedna and Oak do a good job too, in my opinion.
End of quote

I dont have any problems with Regulus as Fire Bearer, especially against an AF one.  But mines in the right hands can be nasty (as you usually have to run toward him to avoid them being used as grenades, which opens one to ganks).

Reply #59 Top

This is unbelievable:O. Regulus is not OP, again where did I even mention that??

Also, you can't teleport "over"mines, you can only teleport next to the tower, besides they're INVISIBLE, good luck teleporthopping over that smartass.  Also a good regulus will just block your path with mines.

 

I would add to the discussion, that AF regulus is imho so bad and if I may say so noobish, he has only AA really and sometimes BOTF, just run up and stun. Now mines regulus can help in teamgames against creeps/towers, he can iritate everyone by setting up minefields, do insane burstdmg. AF regulus is imho for people that always win with 10-0 and can afford ashkandor.

Reply #60 Top

Quoting lifekatana, reply 9
This is unbelievable:O. Regulus is not OP, again where did I even mention that??

Also, you can't teleport "over"mines, you can only teleport next to the tower, besides they're INVISIBLE, good luck teleporthopping over that smartass.  Also a good regulus will just block your path with mines.
End of lifekatana's quote

Allow me to reword that. Buy WARP items. Items that teleport you to a certain distance, not a tower. Now do we see it all fall into place? (You can see him place mines, by the way, and it's usually reasonably obvious when he's baiting you to a certain area, yes? Keep your head up!)

Reply #61 Top

Quoting lifekatana, reply 9
besides they're INVISIBLE.
End of lifekatana's quote

 

Actually mines often show up for the enemy team on the ground, even with no totems.

No idea if this is a bug, or if they appear after a certain amount of time or something.

Reply #62 Top

Actually mines often show up for the enemy team on the ground, even with no totems.

No idea if this is a bug, or if they appear after a certain amount of time or something.
End of quote

They are visible to the enemy if they are placed too close to a tower belonging to said enemy.

Reply #63 Top

YES, towers have true vision, that reveals them, but you can just place them outside that radius.

 

@Pseudomelon, I advice you to go play the game. The only good warp you can get is batswarm, which is confined to a single DG. The warp items are all shit, the warpstone has almost no range and is super costly and the cloack is an artifact and sucks too. Just stop the the theorycrafting, yuu're making a fool of yourself.

 

 

P.S. Also its teleporting is not warping.

Reply #64 Top

Teleporting behind a regulus is one of the most effective ways to deal with them tbfh.

Reply #65 Top

Quoting lifekatana, reply 13
YES, towers have true vision, that reveals them, but you can just place them outside that radius.

 

@Pseudomelon, I advice you to go play the game. The only good warp you can get is batswarm, which is confined to a single DG. The warp items are all shit, the warpstone has almost no range and is super costly and the cloack is an artifact and sucks too. Just stop the the theorycrafting, yuu're making a fool of yourself.

 



P.S. Also its teleporting is not warping.
End of lifekatana's quote

I've played against Reg a number of times. If you don't think you can get a good warp on him, then you can keep dying. I don't give a shit.

PS: As long as we're being assholes to eachother, it's true sight, yuu isn't even close to a word, and your cloak is misspelled. Now, if you would be so kind, stop raping my language. :)

Reply #66 Top

Regulus outranging towers is kind of annoying, but eh. It only really seems a problem when tower strength is set to High.  Every other demigod - even Uproot QoT - is affected more by High strength towers than sniper scope Regulus is. For him it just means a little more time spent autoattacking.

There are other imbalances between DGs when you vary game settings. For instance a Torchbearer does poorly in high-gold starts because he is skill based. And AOE/stamina builds are far more important when Grunts are strong.  But none seem as stark as Regulus not caring how strong your tower is or how many upgrades you piled on it.

 

Reply #67 Top

heh, all these posts about multiple reguli with snipe dominating.  we came across this.  they are the sex early game but gear up a bit and suddenly they just get rolled.  its just the dynamic of skill based vs scaling.  just dont let your partners quit before level 10. 

Reply #68 Top

Yeah, multi Regs is a bit overstated.  I played yesterday in a 4v4 where 1 team has 3 Regs.  They did spec tracking device and Snipe, which was really annoying early on, but eventually we got enough armor and health to shrug that off and the Regs went down fast.  Plus, even in the beginning they couldnt hold flags worth anything and were pretty easily pushed away from towers.  Sure they were taking some towers down, but not too quickly and we were up by a large margin in warscore the whole game.

Reply #69 Top

I used to think very much that Regulus was broken, but I overcame that line of thinking by playing him a great deal, and seeing what beat me. After playing my absolute jerkiest--walls of mines, harassing from out of range, attacking towers in my spare time--I got repeatedly trounced by UB and most Generals.

The catch to Reg is, he has to put at least 2 points in any given skill for it to become a serious threat; compounding this, he has several passives that are almost necessities. Because of this, Reg generally will have 1 skill that's powerful and 2 or 3 that are quite weak. Unlike other DGs who can fall back on their other abilities when one is ineffective, Reg is something of a one-trick pony: if it turns out that the enemy is using a strat/has a natural advantage against whatever your one strong skill is, you're pretty much %&$# outta luck.

For example, Snipe is generally poor damage and huge mana cost, and is usable only for ganking; if the enemy is careful to carry a combat potion to chug only when they're in the crosshairs, Snipe doesn't work so great. If the Reg dumps points into Snipe to compensate, that's only aggrivating the problem, as he is now far behind in strengthening his other skills.

If he uses Wings, his damage is now respectable, but not great. Any DG with a combat trick--stun, life drain, slow, etc--will be able to overcome this. The problem is, at least 1 rank of Wings is almost necessary for farming purposes, or just bringing his damage up to par, so this is generally not a good investment.

Mark can be very effective, but makes Regulus almost entirely reactive--he has to rely on enemies using skills and triggering it to deal significant damage; this is a less-than-effective strategy in and of itself when any DG there is can beat Reg by just autoattacking on him. On top of that, this skill strains Reg's already piddlesome mana to its breaking point--not a good idea.

Mines are the most dangerous of Reg's abilities, but they nonetheless have their weaknesses. First and foremost, don't approach a mine-using Reg from any normal direction--i.e., think about where YOU would throw mines if YOU were the Reg, and don't go that way. If you have to go the long way around, all the better--he might get more damage on that tower, but by the time he spots you, he doesn't have mines to save him, and he has to go THROUGH you to escape; on top of that, if he's attacking your towers, he must therefore be far from his, which means he's in for a long and painful--possibly lethal--walk back.

As for mines used in combat, if he throws them away from you, watch them, and assume he will try to lead you over them. Pre-empt this by re-positioning yourself. If he throws them at you, take advantage of the long cast time and cooldown animation to run--not away, but AT him. Now he's only made things worse for himself, losing his precious 15-meter safety gap, and now there aren't mines between you and him, either. In all instances, generals foil mines handily--simply send minions forward to set them off, then charge.

Individual strats aside, notice that all of Regulus's abilities have a common feature: they work best when there is nobody to interfere with him, and work best by surprise. Reg is a lot like Batman: he may not be as strong or as fast as his super-powered compatriots, but give him enough time to prepare, and he can win any fight. Therefore, the best way to beat him is to deny him that precious prep time--a feat that can be accomplished by harassing him from multiple angles. Although he can fight decently well 1-on-1 (assuming preparations), he is extremely useless when outnumbered, barring lucky mine shenanigans. I doubt you would have a hard time convincing teammates to gang up on him--it may sound weird, but one of Reg's biggest weaknesses is that he is annoying, making him easy to hate, and easy to rally foes against him.

Ultimately, it's a matter of knowing his capabilities, his plan, and what tools your DG has to use against him. A long time ago, some old jerk named Sun Tzu said: "Know your enemy and yourself, and you need not fear the outcome of a hundred battles. Know only yourself, and for each victory you will also suffer a defeat. Know neither yourself or your enemy, and you will be destroyed in every encounter."

Reply #70 Top

Quoting pseudomelon, reply 15


I've played against Reg a number of times. If you don't think you can get a good warp on him, then you can keep dying. I don't give a shit.
 
End of pseudomelon's quote

+1. Protip: BotF isn't a whole lot of use against regulus. It only takes one character with a stun (usu. UB) to catch up to him before he's vulnerable to ganking.

Reply #71 Top

The thing to remember about Regulus is that once you're close to him, he's lost any real advantage he had over you. Feel free to stun, slow, and nuke him while he tries desperately to throw his mines/take a snipe/autoattack you to death.