nom's nasty and definitive guide on passive (Gear) Items (minion builds excluded)

mostly incomplete and poorly written, to be edited or deleted at will ^^

Ok, for the moment, this guide will ony cover passive items (aka Gear Items), and doesn't cover items that maybe useful for minion heavy builds (minion oak/erebus/¿queen?). Also, it won't cover yet late game useful items, that will probably be added later.

So, here we go. First off, here's the list of reasonably priced items every DG basic kit should revolve around:
 
- Banded Armor (550g, 400HP/+5Hps), can be replaced/complemented later by Hauberk of Life (1750g, 600 HP/+10Hps) (a really good idea in specific cases).
- Scalemail (400g, 600 armor), should be replaced later by Nimoth Chestplate (1500g, 750 armor/500 HP).
- Scaled Helm (550g, 600MP/4+Mps), complemented with/replaced by Vlemish Faceguard (1750g, 1050MP/+15Mps) and Plenor Battlecrown (1500g, 1575MP/+70%Mps).
- Unbreakables Boots (1500g, 600HP/+5Hps/800MP), pretty much a must-have-never-replace item under any-all circumstances.
- Monks idol (900g, good damage dealers and friendly healers) for Generals, should be replaced later by Bishops (2700) almost in all cases.


 
Then we have a few special items that should only be used under certain circumstances:


- Boots of speed (1000g, +10% movement speed) (good item for reg, Fire/Blade Hybrid TB),
- Nature's reckoning (1500g, almost must-buy for Sedna and DA, good 600 mana pool increase and gives much needed 250 AoE damage that procs. a lot more than it should, hedgie would never explain what's the bug with it),
- Siege gunners idol(1050g, enough damage and HP to hurt enemy DGs and survive most DGs AoE skills, Siege Demolishers are a good upgrade if u have the spare money later, will get nullified once giants enter the field though). Almost essential for sedna/queen to improve their damage output, really good for Occ. if you spec KoMinotaurs, a good addition to Ereb/Oak damage output, they also help soaking up enemy AoE damage (i.e. chain of lighing, nature's proc).
- Minotaurs idol, only good for minion builds AND (the dirt-cheap 350g ones) must-buy for Occ. with KoM. for a nice Hp boost puttting them behind the crystal. Remember to send em back there again after you use a TP, they TP with you.
- Wand of Speed (temporary +15% movement speed increase, sometimes useful for reg, TB to a lesser extent, generally not worth it for other DGs since it occupies a much needed consumable slot).
- Bloodstone Ring (1750g, +400HP/+3% life steal, on the too-expensive side, very rarely useful for 5-HP items builds i.e. BotS UB).


Beyond these "cheap" gear items (unless i missed something), there's NOTHING worth buying until REALLY late game, with these exceptions:
 
- Orb of Defiance for Rook, UB. Occ and other DGs if you find yourself being the main target often, and already have your basic set and the spare money. Gives a nice Armor and HP boost without occupying a gear slot. Be very careful with its use though, more often than not you will find yourself turning to stone just to give the whole enemy team time to catch up, close in and unleash all his damage on you as you "unfreeze". Almost never activate Orb in enemy territory/flags; generally, the closer to your base you activate it, the better, higher chances for a friendly teammate/priest to come and shield/heal/gadget you as you "unfreeze".
 
- Narmoths Ring for UB, cos of his high AutoAttack damage and speed, some TB builds with high AA damage (blade Ice/Hybrid or Maxed Fire Aura Fire based TB). Generally not worth getting (until really late game) for other DGs unless you got several early kills.
 
That's it. Groffling, Hungarlings, anything else (except JourneyMans Treads, that will hopefully be covered later) is just not worth it (in the best case) until-after you have your giants in the field. Even then, they are very questionable items for their cost (hungarlings is 500g short of what giants cost, mind you). 
 
On top of that, if you buy any of those items "early" in a close, balanced game, it most probably mean:
- You didn't have to buy curr1 nor FS, and/or
- You're not providing your teammates the great help an upgrade to bishops give if you're a general, or
- You didn't buy curr2 (3k gold) at War Rank 5-6, that greatly helps the whole team in close and long games, or
- You're not saving for reinforcements upgrades (catapults, giants), which means you won't have money to buy em when you need them (as soon as you reach Warrank 8-10), which means you might have to sell that really expensive item and lose a lot of gold (>1000g) in the process.

That's it for now, I might or might not edit-expand this guide, we'll see. Comments-critiques-addititions are welcome, flaming is not.

9,625 views 36 replies
Reply #2 Top

Generals should not always gimp themselves for early Bishops. They are really only useful in very particular matchups. 

 

Rather, they are already pretty good in 95% of matchups, but "rushing Bishops" is rarely a good idea. 

Reply #3 Top

Orb of Defiance for Rook, UB. Occ and other DGs if you find yourself being the main target often, and already have your basic set and the spare money.

Extremely strong on Sedna as her best late game escape/survival option (Heal > Orb > Heal > Silence > TP; monks heal you in Orb mode, of course).

Nature's reckoning (1500g, almost must-buy for Sedna and DA, good 600 mana pool increase and gives much needed 250 AoE damage that procs. a lot more than it should, hedgie would never explain what's the bug with it)

I think it actually procs exactly as it should... Any "firm" information to the contrary, or just your experience with the item? Still, a mini-Girdle of Giants is a good investment for any Sedna in 2v2 (not so sure about 3v3: at least, I don't think it's top priority item in most 3v3 matches).

Rather, they are already pretty good in 95% of matchups, but "rushing Bishops" is rarely a good idea. 

Sednas (especially Tank Sednas) should rush Bishops more often than not, I think. But that's an exception.

Reply #4 Top

Fair point. I don't think i said generals should gimp themselves for early bishops, though. What i meant is, bishops are a much better upgrade item than groffling, hungarlings or any other of the questionable items, specially if there's only one general in the team (with the already mentioned exceptions, Jmans tread and maybe hungarlings for Ereb and Queen).

Sure, the jump from 10% of max HP to 15% of max HP heals (along the incresases in HP and damage) doesn't seem worth the hefty 2700 gold cost jump from the 900g price tag of monks.

But once DGs get a decent HP stack and near the 5000HP, you're getting additional 250HP healed (500 to 750, 10% to 15% of 5k HP) every 8 seconds for 2 different friendly Demigods, that's "like" gifting a 30 HP/s magical item to 2 friendly DGs for just 2k gold (the cost of selling monks and getting bishops: 2700 - 700 (80% of monks cost)). All this without taking into account the increased damage and survavility of Bishops vs Monks (almost double the base HP, 700 vs 1320), and how easily monks die once some decent AoE skills hit the field (1 Lvl 4 Oculus Chain of Lightning (750 damage) or 1 RoIce lvl4 (800 damage) = dead monks).

So, yeah, if there's more than 1 general in the team, monks+clerics are often more than enough, but if there's only one, IMHO bishops are the top priority for him/her once he/she has the "basic" 5 "good" items set (i.e. banded-nimoth-unbreakables-plenor-vlemish).   Curr2 is even a greater priority for me than bishops at this stage of the game (as long as Warrank is 5-6 max), but that's no the point of this thread and i guess many people would disagree with me.  

 

Reply #5 Top

It still depends.. hungarlings can be a better team purchase over bishops.  Are you running out of mana before you can kill, but hp is still doing alright?  Gifting your team 25% mana cost reduction can be a much better gift then slightly better heals.

Reply #6 Top

I agree with nom bishops > other shit

unless your queen, then I want 2 helms + hungerlings yesturday.

Reply #7 Top

and how easily monks die once some decent AoE skills hit the field (1 Lvl 4 Oculus Chain of Lightning (750 damage) or 1 RoIce lvl4 (800 damage) = dead monks).
End of quote

Right. And Mines. As a general there is nothing more annoying than looking up every 7 seconds to see that Occ has chain lightinged all the way back and fried your monks yet again, and you have 22 seconds till you can summon them again, while he pushes you off the flag. Against certain Dgs, yeah the Bishop Rush is vital, just for the survivability.

Reply #8 Top

I think it actually procs exactly as it should... Any "firm" information to the contrary, or just your experience with the item? Still, a mini-Girdle of Giants is a good investment for any Sedna in 2v2 (not so sure about 3v3: at least, I don't think it's top priority item in most 3v3 matches).
End of quote

It procs far more than it should given a few particular instances. I consider it cheating (like using Silence thru Shield IV) so I try not to intentionally do it. However, you can easily achieve over 1000 dps if you intentionally put yourself in the instance for an extended period of time, but it's difficult to do that and survive. UB actually can REALLY break it but luckily most UBs are too stupid to try anything new.  

Against Occulus and Queen are the only two matchups where I would prioritize getting Bishops earlier than normal. However, a lot of the times the general is also getting Currency and usually around the time they have a full 1500g item set, have purchased currency and monks, and have invested in sigils and ports and a few locks around that time it's WS 8 and they need to purchase Priests, and Priests have a larger swing "anyway" (0 -> 10%) for the same price, at the cost of giving your enemies more XP and gold. 

Reply #9 Top

Quoting 4Nana, reply 5
It still depends.. hungarlings can be a better team purchase over bishops.  Are you running out of mana before you can kill, but hp is still doing alright?  Gifting your team 25% mana cost reduction can be a much better gift then slightly better heals.
End of 4Nana's quote

 

Wow, it's almost like i asked you to say that :grin:

The jump from monks to bishops is great, there's no dispute there, it's just a matter of when.

j

Reply #10 Top

Also, depending on who you are up against, consider high priests as a viable option instead of bish.  I believe the difference in heals is 13% vs 15% with bishops (eg it's not substantial). Also, think about the joys of a sedna with a high priest and a bishop nearby... 22% + 19% heals every 8 seconds... mmmm...

 

Monks

Clerics

High Priests

Bishops

Healing (Non-DG)

200

230

260

290

Healing with Healing Wind I/II (Non-DG)

300

345

390

435

Healing (DG) - % of Target DG's MAX HP

10%

12%

13%

15%

Healing with Healing Wind I/II (DG) - % of Target DG's MAX HP

15%

17%

19%

22%

Reply #11 Top

well normally it'll be every 10 seconds because of the mechanics behind monk heals. 

The two major benefits of upgrading your monks are NOT only larger % heals. It's actually

1- They die less 

2- They don't heal themselves as often so they actually heal every 8 seconds on a Demigod instead of 10 seconds. 

 

The 50% improvement from Monks to Bishops isn't actually huge when you consider the cost of it. 

Reply #12 Top

well normally it'll be every 10 seconds because of the mechanics behind monk heals.
End of quote

crazy talk - 8 seconds per buff and individual buffs per healer type, right?

or... if 2 HP + 2 Bish = what Im talking about

Reply #13 Top

it's not crazy talk :P It's a knowledge of the mechanics.

The "you can't heal me" debuff lasts 8 seconds. Monks have a 5 second cooldown on their heals. When a Monk's heal cooldown drops, it does an iteration of all the units in range, starting with the demigods and then doing themselves and then doing the rest of the units around them starting with whatever is closest (this tends to be the other monk).

The second it finds a unit that would not be "overhealed" (basically at a % HP where the healing will be wasted because it's super-close to 100%), then it performs the heal on the unit, attaches a debuffed to the healed unit and puts the heal onto cooldown.

Let's say that you have 2 monks, and you're against a Level 1 TB with Rain of Ice. TB does RoI on you and your monks. You'll usually instantly be healed at this point assuming you haven't taken any damage. This attaches the 8 second debuff to you. Then, one monk will heal themselves. 5 seconds pass (heal cooldown).

The monk that didn't heal himself will heal himself (doesn't have the 8 second debuff). The last monk will look around for units to heal. If it can find a minotaur to heal, it will. Otherwise it'll just idle for 5 seconds and do nothing (yes, put on cooldown again). Then 3 seconds pass and your debuff expires. However, both monks are on cooldown for another 2 seconds.

The only way to actually get monks to heal you every 8 seconds is if they are staggered from when they were summoned (eg, you lose just one monk and resummon just that monk and it pulses at a different frequency than your other monk).

Code as follows:


###############################################################
# Ability - Heal
# After healing someone, this spell applies a debuff to them
# which prevents them from being healed. Debuff - "HighPriest01HealCooldown01"
###############################################################
AbilityBlueprint {
    Name = 'HighPriest01Heal01',
    DisplayName = 'Heal',
    AbilityType = 'Aura',
    TargetAlliance = 'Ally',
    TargetCategory = 'MOBILE - UNTARGETABLE',
    AffectRadius = 10,
    AuraPulseTime = 5,      # This is the "cooldown" of the ability to cast the heal spell
    OnAreaAbility = function(self, unit, params)
        local heal = false
        local priestBuff = 'HighPriest01Heal01'

        # ==== Try to heal a hero first ==== #
        # Hero units in range
        local heroes = EntityCategoryFilterDown(categories.HERO, params.Targets)

        #If we can heal a hero unit and we didn't heal him last, heal him.
        #If the hero is the only thing we can heal in the area, heal him.
        if table.getn(heroes) > 0 then
            for k, hero in heroes do
                # Unit has the cooldown buff
                if Buff.HasBuff(hero, 'HighPriest01HealCooldown01') then
                    continue
                end

                # Do not heal heroes flagged not to be healed
                if hero.PriestsDoNotHeal then
                    continue
                end

                # Do not heal heroes that are near full health
                local hpercent = hero:GetHealth() / hero:GetMaxHealth()

                if hpercent >= 1.0 then
                    continue
                end

                heal = hero

                #Check to see if the priest is affected by Healing Wind II
                if Buff.HasBuff(unit, 'HSednaHealingWindPriest02') then
                    priestBuff = 'HighPriest01HeroHealHealingWindBuffl01'
                else
                    priestBuff = 'HighPriest01HeroHeal01'
                end

                break
            end
        end

        # ==== Heal other units ==== #
        # No heroes found; grab nearby units based on priorities and try to heal em
        if not heal then
            #Non-hero units that can be healed.
            for k, target in params.Targets do
                # Don't heal heroes in this body section
                if EntityCategoryContains( categories.HERO, target ) then
                    continue
                end

                # Don't heal units with 50% or more health
                local hlthpct = target:GetHealth() / target:GetMaxHealth()
                if hlthpct >= 1.0 then
                    continue
                end

                # Unit has the cooldown buff
                if Buff.HasBuff(target, 'HighPriest01HealCooldown01') then
                    continue
                end

                heal = target

                # Priest is affected by Healing Wind II, use the more powerful heal.
                if Buff.HasBuff(unit, 'HSednaHealingWindPriest02') then
                    priestBuff = 'HighPriest01HealHealingWindBuff01'
                end

                break
            end
        end

        # ==== Healing here ==== #
        # Hey we found someone to heal; apply both the heal and cooldown buffs and make pretty effects
        if heal then
            if unit.Character.IsMoving then
                unit.Character:PlayAction("HealMove")
            else
                unit.Character:PlayAction("Heal")
            end
            #LOG("*DEBUG: Healing: "..heal:GetUnitId().." with: "..priestBuff)
            Buff.ApplyBuff(heal, priestBuff, unit)
            Buff.ApplyBuff(heal, 'HighPriest01HealCooldown01', unit)

            # Create Priest heal casting effects
            AttachCharacterEffectsAtBone( unit, 'priest', 'CastHeal01', -1 )

            # Create Heal effect on actor being healed
            AttachBuffEffectAtBone( heal, 'Heal01', 0, heal.Trash );
            return
        end
    end,
}

Reply #14 Top

It procs far more than it should given a few particular instances. I consider it cheating (like using Silence thru Shield IV) so I try not to intentionally do it. However, you can easily achieve over 1000 dps if you intentionally put yourself in the instance for an extended period of time, but it's difficult to do that and survive. UB actually can REALLY break it but luckily most UBs are too stupid to try anything new.  

Can you be more specific concerning those 'particular instances'? I won't tell anyone, I swear! ;) Look, maybe that's a common knowledge, but as an inexperienced player, I have no idea what you are talking about... I have tested it on creep waves after I read your post, and from what I've seen, the AoE effect triggers approximately once per every 6 AAs (as it should according to the description).

Reply #15 Top

Can you be more specific concerning those 'particular instances'? I won't tell anyone, I swear! Look, maybe that's a common knowledge, but as an inexperienced player, I have no idea what you are talking about... I have tested it on creep waves after I read your post, and from what I've seen, the AoE effect triggers approximately once per every 6 AAs (as it should according to the description).

End of quote

I think if your attack speed is pretty fast, you can attack before the nature's reckoning animation finishes, it will proc again and again. Although I'm not 100% sure about this though.

 

Oh, and great list Nom :)

Reply #16 Top

There's only two people who know about the glitch and it's not something that most people know about, and only a tiny subset of players get Nature's Reckoning anyway. I'm saying it's glitched and it will proc a lot more often than it should in a "normal" game than a test. The glitch is useless for farming because it doesn't trigger when farming. 

Reply #17 Top

Quoting OMG_Splitshadow, reply 15

I think if your attack speed is pretty fast, you can attack before the nature's reckoning animation finishes, it will proc again and again. Although I'm not 100% sure about this though.

Oh, and great list Nom
End of OMG_Splitshadow's quote

No. If that were the case getting it on Sedna that would never happen because she has high hit-power but low attack speed. 

Reply #18 Top

almost must-buy for Sedna and DA, good 600 mana pool increase and gives much needed 250 AoE damage that procs. a lot more than it should, hedgie would never explain what's the bug with it
End of quote

heh - that's because the less exploits that are explained and utilized, the better - he gave enough of a description, though...

Reply #19 Top

Orb of Defiance for Rook, UB. Occ and other DGs if you find yourself being the main target often, and already have your basic set and the spare money. Gives a nice Armor and HP boost without occupying a gear slot. Be very careful with its use though, more often than not you will find yourself turning to stone just to give the whole enemy team time to catch up, close in and unleash all his damage on you as you "unfreeze". Almost never activate Orb in enemy territory/flags; generally, the closer to your base you activate it, the better, higher chances for a friendly teammate/priest to come and shield/heal/gadget you as you "unfreeze".
End of quote

Many tier 1 players use the orb on UB builds (blood/bots).  I think its useful and I've seen players use it well and horribly.  Its best use generally happens the 1st time you cast it if you are playing well, imo.  After that, good players generally know what to expect (and to focus on other targets based on proximity. Its also an excellent counter for a tower rook if you have teammates pushing with you - go in first to draw all of the tower fire - then orb while the rest of the team focuses on the rook. 

Narmoths Ring for UB, cos of his high AutoAttack damage and speed, some TB builds with high AA damage (blade Ice/Hybrid or Maxed Fire Aura Fire based TB). Generally not worth getting (until really late game) for other DGs unless you got several early kills.
End of quote

I try to get narmoths ring into most builds based on money.  It's an excellent item.  750 hp/20 hp per sec/8% life steal.  I generally agree about the dg selections though.  I'm very likely to get it on ub/speed fire tb while other dg's I'd always LIKE it, but its not as big a priority as other items, etc.

Reply #20 Top

Many tier 1 players use the orb on UB builds (blood/bots).  I think its useful and I've seen players use it well and horribly.  Its best use generally happens the 1st time you cast it if you are playing well, imo.  After that, good players generally know what to expect (and to focus on other targets based on proximity. Its also an excellent counter for a tower rook if you have teammates pushing with you - go in first to draw all of the tower fire - then orb while the rest of the team focuses on the rook.
End of quote

That's why you drop it at the crystal and someone else picks it up on your team ;) It's a strategy I wish that people picked up on, but, sadly, no :( 

Priority for Orb of Defiance (imo):

Sedna > UB > Rook > Queen > DA > TB > Occulus

 

Demigods not really able to use it well, or it's just redundant:

Reg, Ereb, Oak

Reply #21 Top

heh - that's because the less exploits that are explained and utilized, the better - he gave enough of a description, though...

Honestly, I find it hard to believe everyone and their grandmother would begin to use this exploit immediately, even if it were described in greater detail (and the players that would be tempted to do so rarely visit Strategy section, as a rule). I've yet to see any Rooks actually taking advantage of that Ironwalkers glitch or even Oaks massively rushing citadels with spirits. Moreover, from Hedgie's description I understand it's actually quite difficult to exploit this glitch consistently in a way it could be considered game-breaking. But as you will: I think I've got a general idea as to what (and how) it does, and since now I'm really curious, I'll experiment a bit to see if my assumptions were correct.

Sedna > UB > Rook > Queen > DA > TB > Occulus

Heh... Happy to see it's not just my incompetent noob opinion about OoD being the strongest on Sedna.

Reply #22 Top

Quoting IN1, reply 21
heh - that's because the less exploits that are explained and utilized, the better - he gave enough of a description, though...

Honestly, I find it hard to believe everyone and their grandmother would begin to use this exploit immediately, even if it were described in greater detail (and the players that would be tempted to do so rarely visit Strategy section, as a rule). I've yet to see any Rooks actually taking advantage of that Ironwalkers glitch or even Oaks massively rushing citadels with spirits. Moreover, from Hedgie's description I understand it's actually quite difficult to exploit this glitch consistently in a way it could be considered game-breaking. But as you will: I think I've got a general idea as to what (and how) it does, and since now I'm really curious, I'll experiment a bit to see if my assumptions were correct.

Sedna > UB > Rook > Queen > DA > TB > Occulus

Heh... Happy to see it's not just my incompetent noob opinion about OoD being the strongest on Sedna.
End of IN1's quote

I would tend do disagree on sedna being number 1 and put rook/ub there. 

Reply #23 Top

I would tend do disagree on sedna being number 1 and put rook/ub there. 

I don't have enough experience with Orb-using UBs (apart from some Orcun's replays :)), so cannot really argue here. And yes, maybe Rook should really be #1 on this list... Anyway, the point is Rook, UB and Sedna (the exact order is not too important) are the most Orb-friendly DGs.

Reply #24 Top

Quoting awuffleablehedgie, reply 20


That's why you drop it at the crystal and someone else picks it up on your team It's a strategy I wish that people picked up on, but, sadly, no  

Priority for Orb of Defiance (imo):

Sedna > UB > Rook > Queen > DA > TB > Occulus

 

Demigods not really able to use it well, or it's just redundant:

Reg, Ereb, Oak
End of awuffleablehedgie's quote

 

While i dont typically get orb for occ, it is definitely fun in 3v3 situations since the shield animation doesn't work.

Reply #25 Top

I would tend do disagree on sedna being number 1 and put rook/ub there.
End of quote

Sedna is focus fired the most in 3v3 mashups, and she doesn't have the HP to survive it very well. If they manage to chase off the Sedna they will collapse and destroy the remaining 2 demigods. Sedna also gains more of a benefit from the passives of having Orb (+500 HP and Armor) since 500 HP is a greater % of her HP compared to UB and Rook. 

For UB, Orb gives a stalling mechanism for when he is caught with his pants down and needs one or both of his support bitches to port in. This is great and all but Orb is, by nature, a defensive/reactive item and UB is an offensive/proactive Demigod. It does allow you to be somewhat more aggressive while chasing because you can secure a kill and then Orb.

Rook and Sedna are both defensive/reactive so they are able to use Orb more effectively. Both are "tanky" and Orb is an item that compliments that. The reason I rate UB so highly is because of the stalling, and the fact it adds an impressive 500 HP to the sigil-spamming fucker. 

I s'pose that an Ooze beast will be able to utilize Orb somewhat better than a hybrid.