I've never heard of "Stun Immunity" unless you mean that you can't stun somebody with your stun while they are already stunned.
Milskidasith
Yes, but a support DG also being better than everybody else in 1v1 is a bit overpowered. They should lose in 1v1s to assassin specced DGs, but they don't. They take two people to kill despite also having the ability to keep their allies healed as well. It's a little bit OP, but overall fine.
[quote who="SoFFacet" reply="4" id="2274680"]Demigod has a very slippery slope. Still, they do happen every once in a while. Mostly when Rooks or Queens are involved. [/quote] If a Rook or a QoT is involved, there isn't a true "comeback." The fact is, the Rook/QoT advantage early game makes it look like your team is winning, but unless you are seriously smashing them up, you aren't really getting an advantage, because once the enemy passes level 7, those two stop having any early
Wait, what? Why should a support DG be getting serious offensive upgrades because they can already beat DG killing focused DGs in 1v1? That makes no sense at all. Support DGs should not be hard countering other DGs in 1v1s. I'm fine with a DG taking two people to take down (as long as they aren't like that the whole game assuming equal skill). However, it is not fine to have a DG require two DGs to take down and have him/her still put up a good fight. If two DGs are focusing
It's nerfed a bit too much; at it's current power, I'd place it around the 8-10k range. But honestly, I'd rather it be totally useless than be the item needed in 90% of all builds. It was as good as a BotS for mana (well maybe not that good) and as good as having a 400g pot with an instant cast time on demand for health.
[quote who="lukkas_ROCKUS" reply="9" id="2274125"] Yes I did and I replied with an anecdotal example, where one team was a locking and always fighting on the middle flag in Cataract. I was making the point that they spent so long fannying around with it, that they were not wailing on creeps in a lane, the creeps were dieing mostly to the towers. Therefore it was a waste of their time and gold. Bonus points for using fanny as a noun.[/quote] You mean a verb , right?</
The thing is, if the enemy has a 3v1 or something, where towers become trivial, than your team should have one as well . If your guy is staying around to get outgunned early game by a pack big enough to smash a tower, he deserves to die. Anybody in the game, besides maybe Rook, can run into the towers once two+DGs get into LoS; if he got hit more than a couple of times, it's his fault. Look, I can understand your point. But if the other team is organizing three DG ninja kills,
Zechno, that's exactly what happened with me in my latest (shittily stat tracked; somehow I went from a win with 220 favor points to a loss with 5, which isn't even possible) game. The Rook, at first, haed a nice string of towers going from one flag to the other (on Prison) and whenever I would push one flag, he would start towering that way so I had to run away. (This was when I was trying out your hybrid build, so I didn't have BotF as a good HP buffer). He eventually started stacki
[quote who="ntropy" reply="6" id="2274061"]In 4v4 or bigger, tower = strong, otherwise 3 or more DG take them down in seconds.[/quote] And? If four DGs are focusing on one tower in a four v four your team should be getting it's asses in gear and pushing and holding other lanes. There shouldn't be a penalty for the other team working together.
Robust rocks early game before enemies have stuns, and a lot of people just assume you are trying to teleport away (don't you get a blue aura when you teleport?)
[quote who="Zechnophobe" reply="12" id="2272928"]Yeah, my personal tradeoff, as I listed, is Blade of the Serpent. It is obviously less sturdy than a blood of the fallen based DG, but pretty much takes care of all your mana problems. Spoozing someone, and thenhitting the blade will refill your mana completely, probably enough so that when you get the second spit it fills back up again. I would say level 5 is about the only time I feel the Ooze build has greater staying
I just played a Rook who ragequit at level 19, and I farmed the hell out of the AI to get a huge combo of artifacts. I won. Stat tracking says that I lost with 5 favor points. How do you even EARN five favor points? Isn't participant set at 10? It made no sense at all.
With high creeps, anybody without a ranged AoE is going to be going back to the crystal for health fighting off creep waves. With high towers, demigods with heals/shields or have long ranged get a huge buff in power because hiding behind the tower goes from being a sound tactic to being the only tactic. It's not balanced. Even if the concept is better, which I'm not conceding, the game is balanced around the default settings. Also, NOBODY at level 3 can chase you into towers, unless y
I find building damage 1 is useful if your enemies are pushing with minions (that aren't siege archers).
[quote who="Zechnophobe" reply="7" id="2272366"]Not saying 3x Inner beast and 3x diseased claws is anywhere near as good. We were talking about 'terribad' hybrid builds in the early game, and I asked him to back it up.[/quote] Because having a bit over two thirds the HP of an ooze beast at the start and very limited damage from spit aren't good enough reasons to say it is worse than pure ooze?
[quote who="Zechnophobe" reply="1" id="2271770"] Quoting Milskidasith, reply 23 Without passives, you won't be killing anybody smart enough to run away. Why not? I mean, that blanket statement can't be your entire argument.[/quote] And "Spit does more DPS" can't be your entire argument, but that's what it boils down to, doesn't it? It's simple, but true: Almost every character in the game will have enough passive speed boosts or speed debuffs to run away from an UB with
[quote who="Zechnophobe" reply="22" id="2271558"] Quoting CelMare, reply 21i agree (again) with Milskidasith. late game the hybrid-build is the strongest. but the problem is to get so far. the passive skills are at early and midgame far too important. they seem minor but it you benefit more from them because you cannot really build spit + ooze together + foul grasp and have enough mana for the active skills until late game. and if you dominate in early and midgame y
[quote who="Laconictae" reply="11" id="2271492"]Oak + Ooze UB. Oak with Shield and minions can keep the heat off UB early game. Once the two hit level 10 or so it's a pretty powerful combo as both damage and survivability are high. Even better is a 3v3 with Oak, Sedna and UB.[/quote] The lack of stuns on that 3v3 team is problematic, but the team works out pretty well.
[quote] My point being they can see you and you can't see them, so you won't know when they're going to gank you or protect their teammate. [/quote] It's easy to tell if there are no other enemies around; just check the rest of the map. If it's a 3v3, and two are in the other lane... then you are safe. You aren't always doubting whether or not there are enemies there. [quote]If they're already in their territory when you start chasing, it'll take maybe
If it's a custom game stat, I don't care about it. If you can pull off good stats in pantheon/skirmish, sure, I will believe you (to some extent; bad stat tracking can be problematic). But custom games can have DCs due to bad settings, losses due to bad settings or just messing around, and wins/losses due to being against/with premades/total noobs.
Ooze UB + Ice & Fireball TB. High damage output, huge debuff output, easy chainstuns, long stuns allowing TB to complete his combos, ability to hold lanes and push towers, both can easily get each other out of trouble, both don't need too much money to run effectively. EDIT: Also, my guide on synergy has a lot of good tips about this sort of thing; in a game like this, it is generally much better to stack strengths than it is to spread your strengths around, especially if your str
Sedna healing Ooze UB after level 7 = a net damage of almost zero. Combine with siege minion idols to harrass the towers, and you can easily keep rook at bay. Erebus... you just have to make him run, trying to get kills with a team with only one stun just isn't going to happen.
[quote who="Foreshadowed" reply="18" id="2266318"] Quoting Aroddo, reply 17 Quoting Zechnophobe, reply 16So, when you say Quoting Aroddo, reply 13I don't have any experience with Blade of the Serpent. But from the description it looks like you have to be in active combat to get your mana while you can activate EoM whenever you need. ... you tell us that you have never used the blade of the serpent. And yet you claim the essence as the 'best' f
[quote who="Rocky_Tooth" reply="2" id="2269023"]What I've been doing recently is getting every speed item possible. Swift Anklet+Boots of Speed+Wand of speed+Journey Man Treads. It seems to have worked fairly well and makes chasing very easy. Especially if you can get in front of them while they run away from a battle and lan a hammer on em [/quote] I really don't think spending around 8k (Can't remember the exact price of journeyman's) and a favor item just to
Stack more health? Reg is designed to be squishy, but anybody stacking health can avoid most, if not all, nuke comboes. If you have shrapnel mines, you just run away while batport is on cooldown. If not... hopefully you have a wand of speed.