BadDaddy8 BadDaddy8

Best spell in the game?

Best spell in the game?

Another post got me thinking it was time to hash this one out again.

What is (currently) the best ability in the game? Bite? Boulder Roll II? Shield III?

I'm probably gonna say Shield III is the most game changing and easiest to abuse.

32,790 views 69 replies
Reply #26 Top

Quoting Pfizzyhead, reply 23

Can someone who doesn't get a hard on from acting like I'm stupid answer this? Is it what Jona says, because considering the constant damage at that level I would think all of the powers at that point lead to such constant damage that who cares about having big hit damage.
End of Pfizzyhead's quote

Because 500 damage is nothing? And when you are going for a kill you open with nukes which always blow the 500 damage cap and then he just wanders around taking 40% less damage? It's a pretty strong ability.

Unrelenting Wrath, 65% damage buff, cannot be slowed, if used with Acclimation, sleep time for everyone involved.

Reply #27 Top

They way I'm going to solve this riddle, is to ask myself what skill the jerk-offs at GPG could have given the already miserably overpowered UB to make him even more dominant.

Let's take away Foul Grasp, an already awesome skill, and see if he's better off with any of the other 5-10-15 skills

Boulder Roll?  Better maybe since he can level it up... but kinda nice that FG is awesome with only one skill point, boulder you need more to make it deadly.

Batswarm?  He's already really really really tough to kill, but has natural speed and snares to go with it, might be better...

Silence?  YES!  Beast and two of the worst demigods beat any other team if played by players of equal skill.

QoT's Spike Wave replaced by Silence?  She is now Tier 1.

 

Pretty much anyone I can think of, if you replace their best 5-10-15 point skill with silence, they are better... except for Sedna, she'd be just about the same.

 

A five point skill line?  Hmmm... not sure.

Reply #28 Top

Quoting pacov, reply 10
Silence.  lv 2 means you can lock any port without being interrupted (as long as your opponent is near you).  You can stop every dg that is near you from using abilities (which means players that depend on sigils probably can't cast them before they get nuked).  In short, you can completely wreck the timing of an entire team with a push of a button.  Acclimation is tough, but it can't do that. 
End of pacov's quote

Only need 1 point for that. 2 points lets you TP away like a bitch. 

I also believe that pacov has a lot of hate for my Sedna... 

--

Silence. 

Reply #29 Top

I also believe that pacov has a lot of hate for my Sedna...
End of quote

oh - not at all.  I enjoy playing sedna when I end up with her.  A sedna on a good team means alot of pain anytime big battles happen.  Nothing more satisfying than a silence stopping some goof from popping a sigil... the delightful realization that they are fugged when they were about to have 5k more hp.  Or better than a da warp strikes in, ready to follow up with spine attack, only to be silenced and then get nuked himself.  Silence is the best in the game imo. 

Reply #30 Top

Along those lines, Silence gives much more team utility and individual survivable with just one point than the vast majority of skills. That's just why I think it is awesome ^^; 

Reply #32 Top

I personally prefer Mass Charm, although Silence is wonderful.

Reply #33 Top

Quoting GM-NinkiCZ, reply 32
I personally prefer Mass Charm, although Silence is wonderful.
End of GM-NinkiCZ's quote

Sure, but Mass Charm isn't really useful until you put 3 or 4 points into it. It's decent for saving buds (1/1.5 second stun) or against minion builds but that's it until you put allllll those points into it. Plus it has a killer cooldown. If you max out MP and Silence you have a 9 second cooldown for a 5 second duration debuff. Pretty nice. 

Reply #34 Top

But Mass Charm also gives YOU a killer cooldown when you max it. It's also 3 seconds of being able to do absolutely nothing, not even auto-attack.

If you silence a TP, you're essentially delaying the TP for 5 seconds. Mass Charm at least stuns you while you're using it so that you have to wait another 30 seconds.

Reply #35 Top

"If you silence a TP, you're essentially delaying the TP for 5 seconds. Mass Charm at least stuns you while you're using it so that you have to wait another 30 seconds."

You can juke out a Mass Charm... not particularily difficult. 'Course you can juke your charm as well so... 

Muddle is like DF. Just don't use abilities. Also it's negated with all the things that negate DF (Heal III!) 

I agree, MC is better against minion builds and also it is better once you level it up. However, for the price you put into Silence (1 point) you get a massive amount of benefit at the time you can get it (level 5, even if you won't have the mana to use it much until 7 or so). Putting 4 abilities to get a 3 second AoE stun at level 10 (that's countered by Silence :P) is slightly different than 1 point for 3 seconds of no sigils or abilities. 

MP also makes Silence scalable. spending more than half of your time Silenced is no joke... 

Reply #36 Top

Towers/bat swarm/mist/shield/mark/snipe/deep freeze/silence/mass charm/ooze/heal level3/pent

 Might not be the best but my personal favorites are mist/mark/deep freeze. Mark because it saves reg on 1v1 almost always if used at the right time. Mist and deep freeze because it allows you to make unpredictable maneuvers in battle. It is hard to calculate who is gonna win the battle when your cds aren't working properly. And for mist not knowing opponents mana pool can force you to make a mistake. Silence usually has surprise affect too for some reason, if used well.

I mean these are jsut my favorites, many skills compliment each other. If you get hit by ground spikes while tanking rooks towers, you are in trouble. Pent and snipe can cause huge instant dmg.Boulder roll/grasp/hammer combo is many people's favourite. Silence/charm/frost nova can cause huge disable time to whole team.These are just some that comes to mind, i know it is kinda off topic. It would fit more to a "the best skill combos" thread but just felt writing it.

Iste boyle arkadaslar,

selam

Reply #37 Top

Quoting LORD-ORION, reply 3
Best: Ground Spike, all around one of the best team skills. You were none specific if the usefulness of the DG factored into the evaluation of the skill. eg: If UB had ground spikes, people would fall over into a fetal position and be premanently traumatized.

If QoT had an interrupt and wasn't so horrible late game people would claim it is imba because of how sick DMG can get from being under the effect of spikes III/IV when you are being teamed up on by multi AA damage.
End of LORD-ORION's quote

Ground Spikes is incredibly powerful against buildings but can easily be countered by stacking some armor. With enough armor even lvl 4 will result in about 5-10% more damage due to nature of armor. In the first few months when people did not stack hps only but hps and armor, used AA more and concentrated on artifacts Ground Spikes was more or less obsolete against Demigods past lvl 13-15.

Lategame against Demigods Penitencs is much better than Ground Spikes.

Reply #38 Top

I still like boulder roll!  It is the only ranged stun in the game!

Reply #39 Top

Quoting LordPoekelfleisch, reply 37

Quoting LORD-ORION, reply 3Best: Ground Spike, all around one of the best team skills. You were none specific if the usefulness of the DG factored into the evaluation of the skill. eg: If UB had ground spikes, people would fall over into a fetal position and be premanently traumatized.

If QoT had an interrupt and wasn't so horrible late game people would claim it is imba because of how sick DMG can get from being under the effect of spikes III/IV when you are being teamed up on by multi AA damage.
Ground Spikes is incredibly powerful against buildings but can easily be countered by stacking some armor. With enough armor even lvl 4 will result in about 5-10% more damage due to nature of armor. In the first few months when people did not stack hps only but hps and armor, used AA more and concentrated on artifacts Ground Spikes was more or less obsolete against Demigods past lvl 13-15.

Lategame against Demigods Penitencs is much better than Ground Spikes.
End of LordPoekelfleisch's quote
Maybe if its queen by her self, in a pile up with a ub or oak, level 4 ground spike + spike wave can do more damage then what one would first expect it to do. The real problem is if she is the focus fire of the enemies then she is a goner, even with a level 4 shield.

Reply #40 Top

 

you give any other demigod in the game access to rooks tower spell and they immediately become super badass.

 

Occulus tele/damage spell or Oaks Pentinence spell are prolly next. Not because either of them are so powerful on their own, its just if you give another Demigod access to these they become badass.    Actually make that TBs fireball.    Its low mana cost and fairly low cooldown make it a great addition to any demigod.

 

 

then prolly QoT shield is next because of the low mana cost for early game advantage.  

 

 

 

Reply #41 Top

looking at mana costs.  Id say.

 

So after towers

TBs Fireball, Oaks Pentinence,  Sednas Heal, Then tied for fifth Regulus mines and Erebus Bite.

Reply #42 Top

If I were to make a hideously overpowered Demigod I would:

Start with Sedna. Give her 6.3 movement speed like Beast and Erebus.

Replace Pounce with Penitence. Pentitence is a much-needed snare which Sedna needs because besides Silence and innately high movement speed if you put points in Inner Grace, she can't force anyone to engage her. It's also a ranged attack to stop kiting. That said, the high-mana costs that Pentitence have low-level would screw up my current favorite build... But w/e 

Inner Grace gets replaced with Fire Aura

Replace Yetis with Towers. Make Towers effected by Morale (they are minions if you look at the game code). Or with Ooze. Ooze gives her much-needed AoE and Damage output... 

Replace Level V Pounce with Inspirational Flame

Replace Child's Life with Purity (and make it proc on Heal instead of Shield. Now I am immune to stuns and debuffs while cleansing debuffs of a friend every few seconds). 

Replace Wild Swings with Acclimation

--

I don't even know what the best build would be but you could pretty much click random things and it would work out. 

Reply #44 Top

Quoting GM-NinkiCZ, reply 43
^Why start with Sedna?
End of GM-NinkiCZ's quote

Because she is green! 

More realistically, it would be better to start with somone with better stats, like UB or Rook. Unless I get to say "the armor of UB, the HP of Rook..." 

Reply #45 Top

I'd start with UB and add divine justice to each level of inner beast.  Then I'd replace beastial wrath with the ability to summon bishops; they don't have to be bought just a skill that needs to be selected once, then is always there when you press 2 and costs the same amount of mana as it does for generals to summon them.

Reply #46 Top

Quoting GM-McShane87, reply 45
I'd start with UB and add divine justice to each level of inner beast.  Then I'd replace beastial wrath with the ability to summon bishops; they don't have to be bought just a skill that needs to be selected once, then is always there when you press 2 and costs the same amount of mana as it does for generals to summon them.
End of GM-McShane87's quote

While you're at it, give spit the range of snipe... and make it an interrupt.

Reply #47 Top

Quoting BadDaddy8, reply 46

Quoting GM-McShane87, reply 45I'd start with UB and add divine justice to each level of inner beast.  Then I'd replace beastial wrath with the ability to summon bishops; they don't have to be bought just a skill that needs to be selected once, then is always there when you press 2 and costs the same amount of mana as it does for generals to summon them.
While you're at it, give spit the range of snipe... and make it an interrupt.
End of BadDaddy8's quote

Ahh you genius!  Can't believe I didn't think of that lol. 

Reply #48 Top

oh! make it an interrupt every tick! 

Reply #49 Top

fools... ooze should be an interrupt. 

Reply #50 Top

Quoting OMD_Siili, reply 48
oh! make it an interrupt every tick! 
End of OMD_Siili's quote

And make every tick equal to the damage of TB's fireball.