Sednas minions are pretty dam bad. I played around with a minion build for a while and it just doesn't compare with Oak or QoT. Sure you can still be powerful against bad players, but good players won't be so affected. The only good thing about a Sedna Minion build is that Tower Rook will have a really tough time against them, due to the damage distributed. Yetis need the following : Range attack, no more melee, not a long range but enough that you can focus fir
Sinzer
[quote]Heroes die way too fast when you stack assassins. I mean if you have 3+ assassins you can alpha the other team down, one by one.[/quote] Damn right, Generals should be able to take 3 assassins at a time and still kick ass! Just a quick question though? What happens if the other team has 3 assassins, does it end up in stalemate?
This is a pretty easy strategy and I have found it helps me a lot more. The general idea is that you have NO 100% item build. People might say how do I min and max then? Or I am going to waste money! Think of this as DGs Hire Purchase scheme. The idea is that you don't know how a game will play out over the course of 30mins so you invest early, your return is that you will control other DGs a lot quicker than they can control you, paying for the loss in resale. <
[quote]He was also getting attacked, I threw down some mines for him to run past, after decided not to go into the mines and dieing elsewhere, he said "Thanks for the mines dumbass"[/quote] lol Feel better that everyone else seems to get annoying teammates too :) [quote]but can you point out how to play an effective ooze-and-not-spit-build? i just don't seem to be able to master it..[/quote] Check out Thrandiuls guid
[quote]I see 3 level differences all the time.[/quote] Thats the point :) The curve has to be fairly steep for it to make an impact. 3 Levels is quite a lot in this game, often doubling the impact of some skills. 10% per level would make it too ineffective IMO. Possibly 20% per level may be better.
I can't really take credit for this idea, it has been on the forums here and there, but it really deserves some attention. Gold and Exp gains should be based on the level of the winning DG versus the level of the losing DG. If you are a higher level, you should earn less reward, if you are a lower level you should gain more reward. Same level = 100% 1 Level difference - 75% / 125% 2 Levels difference - 50% / 150% 3 Levels differen
[quote]I'm pretty sure you don't get gold unless you tag them[/quote] Sorry yeah that is right :)
[quote]If you get credit for tower kills, then you can farm by simply sitting a little behind your towers.[/quote] I do it all the time and have had it done to me. You get xp and gold for all enemy creeps dieing around you, regardless how they die. You get more gold by "tagging" them, doing at least 25% damage.
AI's will never be good in this game. The complexity of the logic would be a little too much. In a standard encounter it would have to know : How much HP it has? How much HP the enemy has? How much mana it has? Are there reinforcements coming? Do those reinforcements include Priests? Are there teammates coming? Can those teammates heal? What skills have already been used? What skills are likely to be used? Are there enemies comin
[quote]Sedna's definitely the least powerful Demigod atm[/quote] I dunno you were playing pretty strong with her earlier today, taking on an Oak and QoT at the same time. I think QoT is definately the weakest DG (however can be fun to play with, she has a lot of not so useful skills), Sedna is actually not too bad especially early and mid game. Late game she starts to fall behind a bit. Certainly no match for a Ooze UB with some nicely placed Foul Grasps :) You
Ok been playing some more with this build taking the tips. I find that playing without Spit is actually a really key point to the build. This way you don't need mana items and you can stack up on HP and armour, which is key to this build. I took out Post Mortem too, and don't seem to miss it, I rip through creeps just as well. This is great build, I have won quite a few games using it now.
Why is it that people have to be so dam annoying. Just come out of a game, where my teammate decided to annoy the hell out of me in chat, because I didn´t have spit as a skill as UB. After moaning through the game, apparently I was still a n00b, despite being 9 for 0 kills, having 50% more damage than him, earning 50% more gold than him, earning twice as much favour as him, with him being at 7 kills for 4 as Regulus at the end. What shocked me even more, is that I check
The range for the XP from creep deaths seems pretty large, so even if the tower kills the creeps the DG gets the XP. I can't think of a reason for leaving a tower standing. In cataract it makes a big difference as you can chase the opponent a LOT further!
Zechnophobe .... Good points Here is a chart for Torchbearer : Level 1 <td width="86" align="left
Ok, I have done another quick case study, this one is quite surprising I find. I compared level 10 UB stats. One wearing Slayers Wraps and one wearing Armour of Vengeance. Two similarily priced items at around the tier they would be purchased at. Who wins : <
[quote]the number crunch did not count the effect of health regen for this, which it should since the effect is not equal on both sides.[/quote] Its pretty easy to factor in the health regen, simply subtract it from the armour mitigated DPS value. Even 20secs at +5 is only 100 HP, not even one auto attack. In a fight HP regen is most probably not the biggest factor, simple HP pool size and armour mitigation. I think the health regen is obviously more important i
I was looking at the starting items and have made a case study looking at their effectiveness. I chose the Gauntlets of Brutality, Banded Armour and Scaled Armour as a comparison. To test simple DMG vs Armour or Health. Taking a level 1 UB, I calculated what would happen if you pitted them against each other, here are the results : <table border="0" cellspacing="0" f
I tried a minion build Erebus earlier, man it sucked so bad. Just as I was complaining about it too, my connection broke, I guess everyone else thought I was ragequitting!!! :p The problem I found is that the minions are too slow for one thing, then they get completely smashed by AOE. Minions need to be ranged to be any good, melee minions are useless due to the speed and pathing issues. The only viable strategy I see for minions is to use them at a secondary location. The trouble is
Yeah TBs range AOE is severely limited, Rain of Ice is just too weak, insta killing whole creep waves with a range of 30 or so. Poor TB. :p
Don't go Spit against Sedna as UB, you need to go HP and Ooze build. Later on, learn to foul grasp as she goes to heal. Sedna is mana intensive with heal and pounce, going Ooze makes her burn that mana fast. Plus as she is auto-attack dependant, only having pounce as spell damage, the slowing effect of Ooze really hurts her. Another tip is to take out those monks first, with Ooze on that won't take too long. I thought I couldn't live without Spit, but I go completely auto atta
First person who wants a code to post in this topic, I will send my coupon code to. I had been holding out in case some other people I know wanted it, but they don´t :p
[quote].69 means that I attack .69 times every second, 7 times evey 10 seconds.[/quote] Sorry yeah, I was looking at it as an attack every .69 :) I'll just get my coat :p I was thinking though, about trying to work it in a comparison to Health and Armour. So incremental damage of 17 versus 400 Health + 5HP/sec. Maybe should be done in a head to head price bracket table. Don't have time to do this as i gotta g
Hmmm I think your calculations are off. Take for example, Slayers Wraps : Cost : 3300 Effects : +30 DMG. 10% chance to do double damage Base Dmg = 160 Base DPS with +30 = 190 / .69 = 275.36 (rounded) Critical Damage = Extra 190 every 6.9 secs = 190 / 6.9 = 27.54 Full DPS = Base + Crit = 302.9 DPS per 100 Gold = 302.9 / 33 = 9.17 Gauntlets of Brutality : Cost : 400 Effects : +25 DMG B
TBH most RTS games have little scope for comeback. Most I have played are determined early on. Only with bad players is a comeback possible. I lost some games later on in this game while winning, because I didn't have enough experience with the items. My start game was strong, but when it wasn't strong enough to take out the other team, then I would be on the losing side, because I wouldn't know how to counter Ashkandor. If anything, this game is fairly kind to players
I played a 4v4 with 3 Regs on my team. The other side quit. The problem is that this strat is only overpowered to new players and bad players. The only fair way to nerf the skill would be to put an immunity timer on it of 5 secs or so. The other side all went swift anklet just about, no HP boosts and spent their time losing health. If they were an organised side I don't think we would have won at all. Even after seeing it in action, I am not convinced it is OP, it is j