try this skill order instead, its similar but has certain advantages to what you've posted 1. Spit 1 2. Diseased Claws 1 3. Ooze 1 4. Spit 2 5. Foul Grasp 1 6. Ooze 2 7. Spit 3 8. Ooze 3 9. saved 10. Spit 4 and Ooze 4 11+. late game development of passive skills or stat bonuses in general Inner Beast is better in late game situations so its saved for 11+. i felt it imp
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dead horse is dead. the one piece of factual information we do have is that the previous version of Bite was far out of line with other abilities in terms of its mana efficiency. post-adjustment it is now more properly in line with the mana efficiency of other abilities in the game. i really think the explanation is that simple.
well thats pretty much the polar opposite from the way I play Oak. maybe i'll give it a shot and see whats up.
i think comebacks are only uncommon because closely matched teams (skill wise) are also very uncommon. every comeback game i've ever played in (and its a small number), on either side of the turnaround, the reason it happened was due to the team beginning to work well together and make highly coordinated strategic decisions. lopsided matches are bound to happen if one team is more coordinated than the other. both teams have to be good
meh, its better overnerfed than overpowered. happy medium is best but i'll take this change over the old way any day of the week.
good post. i agree with all your points. [e digicons]k1[/e]
contrary to popular belief, life IS possible without HoL.
very encouraging. thanks for the update. Demigod is ridiculously fun but not yet fully featured. i REALLY hope we can expect to see those additional features go into the game as soon as possible. the game is so good but so badly in need of more polish.
gold tagging occurs if you deal at least 25% of the creeps maximum health to it. you'll also automatically get gold if you deal the killing blow, regardless of how much damage you dealt. that only applies to gold though. everyone within 30 range units gets their share of the exp when the creep dies. you don't have to touch them to get exp.
keep in mind gold upgrade is active for each player on your team. it will repay the player who bought it in approximately 450 seconds (7 mins, 30 seconds). however during that same period of time it was pure profit for every other team mate.
anything with points in Spit at levels 1, 4, and 7 has good early game. the big hump is at level 5 when you start to hit MAJOR mana management issues when Spit and Foul Grasp both come into play. there are a few solutions to the problem though. mana potions. Vlemish Faceguard. Trips to the crystal. etc. however, the Ooze beast just doesn't have to worry about the mana thing at all. the tradeoff of course is that its extremely hard for pure ooze to get kills during the early game. it has trade
sure, i guess so. Cloak of Night is the best choice for this i guess. generals only though. Warpstone is the cheapest item that might work, but its basically crap. not sure its good enough, even the warp effect (believe it or not has a short charge up...sucks) i guess the only other option left is Elven Cloak, but that costs $$$. still, would definitely work great between the dodge, speed boost, and warp, you can
eh, some minions are good and others aren't. Archer Idols, Priest Idols, Erebus' Nightwalkers, and Oak Spirits are all good minions. No issues. I use them all the time and get great results. Minotaur Idols, Queen's Shamblers, and Sedna's Yetis are all crap. need buffs. needs buffs bad. i don't think anything needs to be done except improving the underpowered minions. the rest of them seem to work well and be quite balanced.&
i basically agree with your point about them being worth too much gold.... ...but i gotta nitpick you on something. its not "about 4" priests per wave. 3.78 priests? uh... no its exactly 3 priests per wave. you're gifting your opponents an additional 99 gold per portal spawn once you buy priests. thats 30 seconds worth of holding a gold mine (for 1 player anyway, mines are better since they affect the whole team) per creep w
eh, this argument has gone into filibuster phase from what i can tell. is either one of you really gonna concede a point now or are you just bored and doing this for amusement? for what its worth, Milskidoo is more or less right about the GINORMOUS difference between 1 pt in Diseased Claws and the full package of 3 in Inner Beast and 3 in Diseased Claws. 1 point is easily sufficient to buy you enough time in range to gank. if you're build is
i really like to open on Banded Armor no matter what DG i'm playing. whether i go for potions, scalemail, or scaled helm will depend on the map and my build. but discussing the starting options isn't even such a useful thing. i was trying to think about more along the lines of how much money you'll budget for potions throughout the whole game. you can save for better gear or you can get consumables for immediate payoff. <
potions are one of the rewards you get for managing to play a cheap item build effectively. you can juice your citadel or buy consumables with the extra gold. either way you get nice bonuses. i seriously think more people should learn to make due on minimum item purchases. you'd be amazed how far you can get on just Banded Armor and Scaled Helm if you're judicious about skill usage and pick your fights wisely.
i try to buy Building Health 1 almost immediately to stave off early tower losses. can help the early game EXP race alot if you can manage to keep your border towers up for a bit longer with this upgrade. the next one i go to buy is usually Building Damage 1. two reasons for this. first is that it grants AoE damage to tower attacks so enemy DG's won't be able to screen themselves from tower hits by standing next to minions or creeps. second, its cheap as hell.&nbs
risk is part of the game. being good at assessing risk can lead to advantages. sometimes the high risk high reward play is the best one by far. not sure why that's a controversial concept.
i like this build. i've used something very similar, though i'm not an expert on Erebus so maybe it was shit and i didnt know it. still i've played with something like this and it worked well. i approve.
Penitence spec Oak runs tank gear.
comparing stats is not a very useful measure. what if i played 20 arranged matches against very high end teams and we split the matches 9 wins (my team) 11 wins (their team). i'd have a 45% win ratio and you'd call me a noob. meanwhile you might play ridiculously easy matchups against random noobs. maybe you're even being deceptive and running your pre-made pro team against random noobs. so should i then come to believe that a player showing
i've used that before Epi, it works great. the high rate of fire on archer tower makes the health regen output something like 10-12 hps equivalent while you're plinking away at creeps. its pretty nice.
i think i agree Max, but on the other hand if its 3on3 i've seen some spectacular results with Queen+Sedna+Regulus. specifically AA spec reg with Wings and MotB.
Sedna + Oak huge amount of interrupting ability and very high survivability. can get vicious burst damage with Pounce+Penitence or can get insane sustained damage if both have bought some Idol summons. judicious use of Heal and Shield can make the team all but completely immune to burst damage attacks.