I was wondering why my soldiers only had 300 HP.
DeadlyShoe
I've won games with an AI on my team. Having a dropped player just vanish is game over for all intents and purposes. No thanks.
You have to consider a lot of things before buying priests. The number of enemy AOEs is probably the biggest factor - if they have a Torchbearer, a Regulus and a QoT then buying priests is just feeding them XP. Then look at how much long-term staying power your team has. If your guys keep having to retreat to the citadel for HP (not uncommon on an all-assassin team) then you can benefit enormously in staying power (and therefore XP) by having priest heals on the field. </
[quote]Ooze Beast - Usually stacks health, and slows my AA speed so it's hard to damage him quickly. Also Ooze will kill off my spirits before they can do much damage. I can sort of even the fight with Sludge Slinger but it's still a hard battle.[/quote] I find playing conservatively and hiding behind minions against an Ooze Beast to work best. Force him to come to you - he really wants to be in melee, so he will, even if it means taking minion damage on the way in. Slud
Minions to distract the towers work very well. You can use the portal grunts for this purpose if you can't afford your own minions. Hit and run the rook with Pounce and Spit. Items-wise, you might consider trying mana drains. The gloves probably wont work because you have to sit there and slap the rook 10-20 times, but the warlord's doohickey will do decent mana drain and AOE. In terms of demigod choice you could always go Regulus. Outranging the towers is a s
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They have poor AOE so minionspam could go a long way. You need to have a strong shield to compete with Sedna's attrition power though. Rank 3 shield, rank 3 Shambler, rank 1 Entourage, Cape of Plentiful Mana - This is pretty great for any fight of attrition, since it can increase your allies mana regen as well as your own. Scaled Helm - 550 Hauberk of Life - 2300 Vlemish Faceguard - 4050 Gladiator Gloves - 4800 Cleric - 6300 <p
No shit. It's almost as if the effectiveness of armor depends on how much of the damage you are taking is ability based. AA % <td style="backgr
...The healing is more efficient when you have more armor. That goes for regeneration, self heals, and life steals as well. groffling warplate is not an hp item. if the armor is incidental you can just use the hauberk of life instead.
I like the health crystal setup. They can be strong, but they can also be deathtraps. I've seen dozens of demigods go hopefully to their deaths because they thought they could hold the crystal flag. The only way you can pull that off is capture locks.
The Charm of Life is Good Enough to compete. The 400 HP difference isn't that much, it has the same HP regeneration, and the death penalty boost can come in handy for new players ;) The problem with Blood of the Fallen is that its effectiveness drops off dramatically later on. The Blade of the Serpent, Cape of Plentiful Mana, Staff of Renewal, and many other popular items are just as effective (if not more so) in the late game as in the early game. +5 HP regen ceases to make a d
I fought a high-rank player today (PUG 3v3 on Cataract) whose entire strategy centered around spamming mines. He had a Staff of Renewal and was loaded up with +mana and +health items. He wasn't speedy and he didn't hit hard with his bow, so its clear he was concentrating heavily on his abilities and tanking. It was unbelievably annoying. He spammed them at like max rate for the whole game. They have good AOE and he was extremely good at targeting - despite knowing what was
ok i had a 80 minute game on exile earlier, and that wasn't tne end of it... I had to catch a ferry. everyone had All Father's Rings. That really shouldn't be possible. Moving out the artifact shop is the least that needs to happen, though I do have to say I've had some awesome games on Exile.
i don't have any data or anything, but yeah i'll stand by that. even when a bite or penitence or somesuch seals the deal, it's usually an autoattack of some kind that actually score the kill. i think the reason for this is that people know when they are getting near the critical-danger HP level where one ability can finish them and they try to break off before than. player B knows that player A knows that he's in danger, so player B uses the ability while he still can, before pl
Most received damage is from autoattacks, not abilities. Torchbearer is the exception that proves the rule. Even with a 50/50 damage split, you get more benefit from armor starting around 5,000 HP. That's ignoring the positive minor benefits of armor, such as greater efficiency of HP regen/healing spells and decreasing enemy life/mana drains. Most kills are autoattacks too, though I'll grant that often they are just finishing the job.
infinite, you're misinterpreting. i'm talking about the percentage improvement in your performance. adding 1000 points of armor always gives a 26.5% reduction in incoming damage, whether you have 1000 or 10000 hp. adding 1000 hp to a 1000 hp character results in a 100% boost, but the 10000 hp character only gets a 10% boost. it's a matter of scaling. at a certain point an armor point will do you more good than a hitpoint. this is one reason Blood of the Fallen is so powerful, you
It might let your boys mulch through minotaurs, priests and archers, but once the giants are out they'll just go splat regardless. :(
You're setting up a false dichotomy Infinite. Health and Armor complement eachother and most armor items add to health too. If you are buying health items you are almost certainly getting armor along with them. Because of that for the most part you don't have to think about it. Just get survivability items. But if you want to tweak your items for the best results you should be prepared to lean one way or the other depending on whether your enemies favor autoattacks or abi
Armor is cheaper than health.
Reportedly the favor for Participation is being increase by a decent amount.
I think the real trouble with this comparison is that you only want just as much HP as you need to survive, but you always benefit from more damage. There's no real reason to go all HP or all damage in a game, unless your team is specializing to some huge degree. Trying to figure out whether the HP items actually are better than the damage items is a laudable goal, just not sure if this is a workable way to do it.
Good rooks will use their hammer slam and then abort it 0.3 seconds later, trying to fool the enemy into using their interrupts. So while it is one of the most interruptable abilities in the game, that doesnt make it unusable. Of course it can be difficult to interrupt even a slow ability like Hammer Slam if there's enough lag.
STATISTICS DEBATES ARE THE SHIT. This is so real, so hardcore, that I can barely keep from being blown out of my seat by sheer force of exposition. I know I'm being a hypocrite. Jerks.
you can't really term it a '30% advantage'. The game is not really about flat HP/DPS blocks going at eachother - there are too many other variables. Maxxy showed how those numbers don't work even in a basic autoattack contest, let alone when abilities/positioning/tactics enter the mix. then there is that many fights are not straight up, but rather endurance/attrition games where health regen and mana management are typically more important. Sheer health mostly just p
ART, you click the power than the target. Hammer Smash targets a map location, Penitence (oak ability) targets a specific enemy. [quote]Reminds me of something I saw last night. I saw a rook standing between his 4-5 towers when 2 unclean beasts attacked him. There was maybe a level difference between them all and the UB's were ooze and spit bases. By my suprise the Rook did kill 1 on of them, the other just merely survived with 100 hp.... to bad for him we had Regulus.[/quote] Ro