Smite - Prepare your livers, I made a drinking game for worlds! |
- Prepare your livers, I made a drinking game for worlds!
- Fright Night Nox concept
- Introducing the official SWC 2018 Bingo Board!
- Incon just couldn't keep his mouth shut...
- Tried to recolor Bellona's gold skin
- New clan store is looking good
- Artio - A comprehensive guide to playing the bear in solo lane
- [Skin Concept] Ethereal Essence Medusa (Originally part of my Tier 5 Medusa Skin Concept)
- Dear r/smite, tell me something I don’t know.
- When both Ares have the same idea
- Official SMITE Magazine #40 is Live!
- Team Vigilant's HiRez Experience
- Why cant Frostfire Ullr be hot like in his card?
- Insanely satisfying
- Regarding the “Rift”
- I have literally never played a game of Ranked in my life and I am greeted with this. Thanks? I think?
- So...since we're back to doing skulls and shit after regaining our freedom, can we get our sweet Retro Kali skin now? Her old model used to be so badass.
- Update: I play Conquest now!
- Anyone else really want goddess Durga in Smite? (potential for the first always mounted god)
- Season 5 Partners Announced at HRX 2018!
- Let's talk Terra
- Can this skin actually get put into the game, and can it be for direct purchase? I found this NuWa concept on google and it looks really nice.
- It's hard to be nice
- Baron Frostchild Ymir Emote
- Approximately when does patch 4.25 hit?
Prepare your livers, I made a drinking game for worlds! Posted: 29 Dec 2017 07:17 AM PST
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Posted: 29 Dec 2017 12:05 PM PST
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Introducing the official SWC 2018 Bingo Board! Posted: 29 Dec 2017 12:08 PM PST
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Incon just couldn't keep his mouth shut... Posted: 29 Dec 2017 06:47 AM PST
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Tried to recolor Bellona's gold skin Posted: 29 Dec 2017 04:39 AM PST
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New clan store is looking good Posted: 29 Dec 2017 08:50 PM PST
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Artio - A comprehensive guide to playing the bear in solo lane Posted: 29 Dec 2017 08:22 AM PST So this is my second guide. My first was Tyr. Funny how I seem to enjoy the stance switchers the most. Firstly let's talk about abilities. There are quite a few to cover. Passive Decompose - Enemy gods hit by Artio's Druid or Bear damaging abilities will begin to decompose. This effect decreases their Physical and Magical Protections. This effect stacks. Druid stance Energy Surge - Artio pulses out a strong wave of energy that damages enemies. She will heal herself and allies within 55 units for each enemy god hit by this Ability. Damage: (70/100/130/160/190 +35% of your Magical Power) Heal: (40/60/80/100/120 + 20% of your Magical Power) Cost: 50/55/60/65/70 Cooldown: 12s Entangling Vines - Artio creates a thicket of vines around herself that Cripples enemy Gods and decreases their Magical or Physical Power as long as they are in the area. Druid Area Duration: 4/4.5/5/5.5/6s Druid Power Debuff: 5/10/15/20/25% Cost: 50/55/60/65/70 Cooldown: 14s Life Tap - Artio channels for 2s, draining the life from enemies. While channeling she deals damage up to 5 times and heals herself up to 5 times. Each hit increasingly Slows. Enemies hit all 5 times are Rooted for 1s. Damage: (15/25/35/45/55 +10% of your Magical Power) Heal: (10/15/20/25/30 +5% of your Magical Power) Druid Slow Per Stack: 10% Cost: 50/55/60/65/70 Cooldown: 15s Shapeshift - Active: Artio Shapeshifts between her Druid stance and Bear stance. Passive: Every time Artio hits an enemy with her Abilities, she becomes invigorated, increasing her Movement Speed and MP5 by 5 per stack. Stacks up to 8 times and stacks last 4s. Movement Speed Per Stack: 1/1/2/2/3% MP5 Per Stack: 2/4/6/8/10 Cost: None Cooldown: 1s Bear stance Maul Prey - Artio slashes twice with her claws, damaging enemies with each swipe. Damage: (40/70/100/130/160 + 30% of your Magical Power) Cost: 50/55/60/65/70 Cooldown: 12s Ferocious Roar - Artio lets out a ferocious roar that Stuns all nearby enemies and increases her own Physical and Magical Protections for 4s. Bear Stun Duration: 1/1.1/1.2/1.3/1.4 Bear Protection Buff: 10/15/20/25/30 Cost: 50/55/60/65/70 Cooldown: 14s Heavy Charge - Artio charges forward at an increased Movement Speed for 3s. Enemies she charges through take damage and are Slowed for 2s. Damage: (70/120/170/220/270 +50% of your Magical Power) Bear Slow: 10/15/20/25/30% Cost: 50/55/60/65/70 Cooldown: 15s Shapeshift - As above. Next let's talk about the build. Since she has such a high amount of base damage Artio can compete pretty well with the lane bullies like Osiris, Bellona and Cu Chulainn. The build:
Situational
Usually I like Gaia and Gem Then I finish off with either a Mantle of discord or Spirits robe - both similar items, spirit robe if they have a lot of CC, mantle if not. As for relics, now you can go for your typical sprint, shell, thorns etc. All good relics. I quite like mediation on her especially since she runs out of mana easily and also you can make some spicy baits with this too. Just don't get it if your laning against an odin serqet combo. That would be silly. As for my second relic. Blink every time, imagine having a bear blink, stun maul, cripple, heal, root and dash after you. That's why you get blink. Levelling order for abilities - Max your 1 - burst damage, burst heal Next max your 3 - burst damage, root heal increase Put a level into your 2 at level 4 - utility stun and cripple. Max your 2 third. Increased stun duration and increased cripple duration, as well as power drain and increased protections. Your Ult doesn't really do much, other than make you a little faster and regain mana quicker. Tips and tricks
Pros
Cons
Artio is basically the equivalent of typing 'O CANADA' into Age of Mythology - she is a flying Laser bear who will destroy the entire enemy team. If you have any more advice on how I could improve this guide/any more tips or tricks, let me know! [link] [comments] | ||
[Skin Concept] Ethereal Essence Medusa (Originally part of my Tier 5 Medusa Skin Concept) Posted: 29 Dec 2017 04:00 AM PST
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Dear r/smite, tell me something I don’t know. Posted: 29 Dec 2017 12:10 PM PST My note is that if you stand in front of siege minions they hit you instead of the tower. [link] [comments] | ||
When both Ares have the same idea Posted: 29 Dec 2017 05:45 PM PST
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Official SMITE Magazine #40 is Live! Posted: 29 Dec 2017 02:39 PM PST Hello everyone! With the holidays coming to an end, that can only mean one thing... The Smite World Championships are here! https://gameonmag.com/portfolio/official-smite-magazine-issue-40/ For our 40th issue, we decided to give everyone a preview of the upcoming tournament with info on schedules, team matchups, and an SWC Meta analysis! We also have a piece on the latest Goddess release, Discordia, and will look back at the Lore of the 2017 Odyssey. In addition we are giving everyone a sneak peek into the new Conquest map for Season 5! Thanks to our amazing community staff members for putting the issue together, and thanks to all of our readers for checking it out! Enjoy! Bill "Gozii" Bouchard Editor, Official SMITE Magazine [link] [comments] | ||
Team Vigilant's HiRez Experience Posted: 29 Dec 2017 09:09 PM PST First and foremost, I want to say that everyone at Team Vigilant really enjoyed working with the Smite Community. We were well received at launch and had a lot of fun during our community events. On the other hand, working with S Cooper at HiRez has been the most unprofessional experience I have ever had with a business partner. After our experience, it is no wonder large orgs leave and 2 of the 8 NA SPL Teams went 4 weeks without a sponsor in the fall split. At first, I thought he was just treating our org unprofessionally because we were new. After speaking with a lot of current and former SPL Players and org staff, we found that our experience echoed every one of theirs to the letter. He has been unresponsive, unprofessional and dishonest throughout our entire engagement. I sincerely hope that this is simply a reflection of his character and not the HiRez culture. Even if we were allowed to apply for S5 as promised, it is highly unlikely that we would have chosen to continue working with this individual. I hope HiRez finds a way to redefine its eSports department. They have a great product in Smite and a great community. Good luck in S5. [link] [comments] | ||
Why cant Frostfire Ullr be hot like in his card? Posted: 29 Dec 2017 10:09 AM PST On his card hes a stud but in game he looks like apollos dad. Thats not a good thing Can you guys not let this artist touch skins faces anymore? I guarantee its the same artist that did mercurys stupid fucking helmet [link] [comments] | ||
Posted: 29 Dec 2017 01:50 PM PST
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Posted: 29 Dec 2017 09:52 AM PST I commented about his over on "Developer Update: Technical Improvements," but I thought it was deserving of its own post so I could see some responses and other opinions. Let me start of by saying that I love what HiRez has shown us of the S5 Conquest map so far. All the changes to the layout, jungle camps, and art style are great, in my opinion. I also think it's awesome that they're being so communicative about it. In the spirit of being communicative, I feel like I have to voice my... concerns with one aspect of the new map: the "Rift" that splits the Order and Chaos sides of the map. Here is an image of it for reference. There are two major issues I have with it: It is very visually jarring. You have a sandstone road on one side, barren rock on the other, and then this wide gap of bright, sparkly purple. I can sort of understand the neutral, cosmic feel they may have been aiming for here, but I feel there are much subtler ways to show the midpoint of the lanes/map. Especially when they stated one of the design purposes was to reduce background noise in lane so that abilities would stand out more. It just doesn't really make sense or fit the theme in any way that I can determine. What is it, exactly? One can assume some sort of "magical barrier" but my immediate impression was that of a force field or hardlight bridge. It very much screams sci-fi more than fantasy, to me, and I could easily picture something like this in Star Wars or Halo. Something like a thinner crack, as if the two halves of the map had been smashed together, maybe with etheric light shining up though the gap, would seem to fit much better to a "Battleground of the Gods." Basically, I think it looks and feels out of place, especially with the direction they've taken the style and theme of the conquest map in. I'm interested to hear what other people think about it. Edit: Reply from /u/HiRezSt3alth since he's the best. [link] [comments] | ||
Posted: 29 Dec 2017 01:22 PM PST
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Posted: 29 Dec 2017 04:54 AM PST | ||
Posted: 29 Dec 2017 09:33 PM PST A while back I asked you all for some tips on getting into conquest. Well I was going to wait until season 5 to start the game mode, but I've found myself in those 6 minute long conquest queues over the past weeks. I found someone who didn't mind that I was new and is very knowledgeable on the game. He coached me through the Meta and how to handle my builds in conquest. From there, I developed a play style. Early, I gravitated towards jungle, which is kinda an odd role to start with. But I figured it was a good way to gain map and rotation knowledge so I hopped right in. Ravana jungle boys. He's so unexpectedly good in jungle, and I developed my early play style around his early bully potential. I start solo lane, and communicate with the solo laner so they know that we should be aggressive and push his opponent out of lane. Hit them with the slow, punch them in the face, they are forced to play passive and are behind on wave. Then the solo and I move to take his opponents mana, clear the enemy junglers speed if it's there, and take elementals. Now the solo has a big lead, and the enemy jungle is out some major farm. Easy as that. Winning a game due to such a steamrolly start feels so good, and knowing that my solo is ahead gives me leeway to gank mid and mid more. Just wanted to share my success story, it's worth it if you've never played conquest. I still love joust, but it's nice to mix it up once in a while. Thanks guys! [link] [comments] | ||
Anyone else really want goddess Durga in Smite? (potential for the first always mounted god) Posted: 29 Dec 2017 05:34 AM PST
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Season 5 Partners Announced at HRX 2018! Posted: 29 Dec 2017 10:50 AM PST
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Posted: 29 Dec 2017 04:47 AM PST My poor Terra is in such a state. She's lost her identity twice now as well has a lot of her fun. He base kit has potential but that is probably because most of it's former utility has been stripped away. Her ult is so passive, half the time it feels like you just press the button and watch your team. I love Terra, and got her to diamond many months ago, and while I still think she has moments of being useful and even fun, why would you bother? Let's take a look at her and see if we can make her more engaging to play, while not making her as obnoxious to play against as she previously was. Her Passive: Standing stones, while Terra has a standing stone on the battlefield she won't get knocked up and her basic attacks slow enemies by 30% for 1.25 seconds. It is an interesting passive, and the immunity to Knockups can be really put to good use. So can the slow. But they are totally different effects and I think it almost makes her feel like she has some kind of double passive. Worse yet, the effects don't compliment the other at all. Maybe Terra was supposed to be some kind of auto based guardian? But with her kit the way it is it seems like a random effect that would better be used in some other way. Her 1: This is her dash and she uses it to change the effect pf her stones. There is nothing really wrong about this ability. The double dash might make her misleadingly mobile, but it can't really think of any inherent flaw in the design of this ability. This is also her most damaging attack, with 260 base damage, but since she has no real reason to level this first, and it isn't ideal wave clear I think it needs to be toned down so other area's of Terra's kit can be toned up. Her 2: This is her slammy slammy pancake move. Except it can only be effectively used on gods that are either already CC'ed or caught completely unawares. And it isn't large enough to reliably stun more than one person. It used to slow in the middle but that was removed as it made it too easy to land, and now we have this lovely ground effect that does nothing and reminds us of how that was removed. She can also do damage in a cone with this move. Does anyone actually do this? She sacrifices her only hard CC and it does no more damage than her dash unless she positions it perfectly to hit the enemy with both cones. This means that she either needs to gank the enemy with it, where she would be better off CC'ing them or position herself to set the walls up so the walls align vertically with the enemy. Then run back and reposition to destroy the walls in a time consuming process anyone could avoid for very little potential pay off. She can't even clear the wave well with it as she needs to repostion and in the meanwhile have the walls block her lanemate's potential clear. Her 3: Doesn't this move get Terra in trouble. In it's base form it's a heal, but the healing is so diluted it's sad. Even when I try to heal my most injured of allies most of them only stand it it for several seconds than go about their business. The healing isn't bad if someone actually stands in it for the entire duration, but in a go, go, go game like Smite ain't nobody got time for that. It's even worse in team fights because even if she only wanted to bring it out as a heal, the fight would quickly move out of it since the potential for Terra to shatter the stone naturally move the enemy and the fight out of the field. It's good wave clear but for a guardian it is in a confusing state of having low base damage and moderate scaling. The slow is paltry on enemies as well. The best thing I can say about it is it is large. It's easy enough to confirm for what it is worth and works decently with Gem of Iso but more out of necessity than practicality. When a Guardian builds Gem for the CC out of a literal need and not just over the top "I have CC fuck you," it's an issue. The ult: This is so meh as a Terra player. It's not bad at all but it makes you feel like an ult bot and Terra gets the least use out of it. That's fair enough as she is a support, or meant to be, but at least make her feel more active. And it has no counter play on a ten second ult... great... no wonder people wanted nerfs. Let's fix my gurl! Passive - Standing Stones Terra's abilities create Standing Stones. As long as any Standing Stones are on the battleground Terra becomes Knockup immune. If Terra Shatters any stones she will retain this buff for an additional 3s after all of the stones are gone. For every Knockup Terra resists, her next basic attack is an uppercut that will Knockup enemies for 0.5 seconds. Terra can store up to two uppercuts. 1st Ability - Force of Nature Terra gains momentum, causing her to dash forward and deal damage to enemies she passes through. Terra may charge through her own Standing Stones to Shatter them. If she does she may charge one more time within the next 3s. Damage 40/80/120/160/200 (+20% of your magical power) 2nd Ability - Crushing Earth Terra raises up two Standing Stone walls on either side of a target location. As long as both stones stand, the area between them will cripple enemies. Terra may activate this ability again to slam the stones together, damaging and stunning enemies in between them. These stones can be shattered into a cone of shrapnel with Force of Nature, damaging and slowing enemies in the area. Terra can press the key for this button again before activating it to repostion her walls from horizontal to vertical. Wall Duration: 5s. Damage Per Wall: 50/85/120/155/190 (+35% of your magical power) Stun Duration: 1.5 seconds. Shatter Damage: 60/110/160/210/260 (+35% of your magical power) Shatter Slow: 15% for 1.5 seconds 3rd Ability - Monolith Terra summons a standing stone monolith surging with natural energy. The monolith heals nearby allied gods every .5s for the duration but can be destroyed early if hit by 3 enemy basic attacks. Terra can shatter this stone with Force of Nature to slow enemies in the area. Enemies in the inner ring of this ability will be slowed as well as rooted. Monolith Duration: 5s. Monolith Heal 6/12/18/24/30 (+10% of your magical power.) Shattered Monolith Duration 5s. Shatter Damage: 75/110/145/180/215 (+60% of your magical power.) Damage Per Tick: 15/20/25/30/35 (+10% of your magical power.) Slow 30%. Root: .75 seconds. Ultimate - Terra's Blessing: Terra channels her strength into the entire world, buffing herself and all of her allies with four floating stones, and instantly healing herself and her allies. While Terra or an ally has a stone attached to them they gain increased movement speed and a heal over time. One stone will be destroyed whenever Terra or the ally take any tick of damage from an enemy god. This entire effect ends early if Terra is killed. Buff Duration: 6/7/8/9/10s. Initial Heal: 100/150/200/250/300 (+30% of your magical power. Movement Speed Per Stone: 5%. Heal Over Time Per Stone: 10/15/20/25/30 (+5% of your magical power.) With this new kit Terra will have more influence, be less boring to play, involve more decision making and strategy, and have an ultimate with more counter play but an extremely powerful effect. Her New passive will encourage her to be a Knockup countering goddess. She can still use basic attack for a powerful effect, but it requires her to actively seek out knock ups to absorb and dish back out. It also makes her passive have no effect against non Knockup using teams, which will make her a more careful pick if drafted early, and a more conscious pick if drafted late. Her new dash deals less damage so it can be reallocated into her 3, while still providing mobility. Her new 2 provides more easily accessible options on whether to use the crush or shatter, with both being viable for different situations as the crush is as hard to pull off as it is now and the shatter providing more damage than the crush and a less powerful CC but being easier to set up. And now she will actually be able to use it in a fight with the repostioning mechanic. Her three heals no more than it does now, but quicker. The duration is halfed where the healing is doubled, giving it more active use. The damage is up and the root returns but only on enemies in the inner radius as suggested by many others on rSmite. It can also be more easily destroyed by quick minded enemies forcing Terra to plan where and when to use this ability for the greatest overall effect. The heal on her ultimate has been move to an initial benefit upon activation. This will make Terra feel more active but still incentivise enemies to fight as they won't risk healing them more by doing so. In fact the powerful heal over time will almost force the issue. The ultimate now has counter play and can be weakened or removed by enemy gods, especially ones with fast attack speed or high area or tick damage. Into comps like that, Terra may want to use the ultimate before a fight, to heal her team before the fighting begins. The mana and cooldown reduction are removed entirely to make way for this new mechanic and not make every fight Terra ults in feel like a sudden chance to dump every ability in your kit carelessly. The movement speed remains but can be removed or weakened like the heal. The entire ultimate can also be countered by simply killing Terra, so when using it as a panic button, she needs to be confident or risk wasting it, while reiterating the new potential for counter play. Hope you enjoyed my idea's for Terra! Or at least heard my criticisms of her current state! Would she be more OP than ever? Finally in a balanced state? More or less fun? Would you play new Terra? And what are your Idea's for her? <3 TL:DR Terra is in a state. Hi-Rez plz give my girl some love. Thick thighs: Saves lives. Homegurl deserves it. [link] [comments] | ||
Posted: 29 Dec 2017 09:55 PM PST
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Posted: 29 Dec 2017 05:13 AM PST That's pretty depressing. The truth is that in Smite it's much easier to be toxic and rude than it is to be helpful and nice. Over the holidays I've made an effort to only be positive in Smite. I don't complain, accuse, blame or anything negative before, during or after matches. I complement good plays and especially team work and communication. And when I see someone who is obviously struggling, I offer advice. The overwhelming response to these acts of normalcy (I mean, being nice should be the norm, right?) is that I'm met with a barrage of cursing and game end reports. I mention to a guy that Rod of Tahuti might be a better item a little later in his build and I get the .l. and then I'm reported by him and his clan at the end of the round. I play a mirror match against an Izanami (we won) and noticed the opponent Izanami has overcapped his swing speed, so I ask if he'd like some friendly advice. A quick "fuck your mother in the ass, bitch" is my reward for trying to help the 2-12 player (while I went 16-4). I guess what I'm trying to say here is being nice is a really difficult and thankless way to be in Smite, but I challenge more people to try it. Just don't count on any reward other that the good feeling knowing you tried. Who knows, if we get enough numbers maybe we can fight back against this toxic monster that's taken over Smite. [link] [comments] | ||
Posted: 29 Dec 2017 02:46 PM PST Could we please have a special one where he plays the smite theme tune on his cello? It would be the best start to season 5 ever!! [link] [comments] | ||
Approximately when does patch 4.25 hit? Posted: 29 Dec 2017 06:11 PM PST saving up 100 gems to get the newest odyssey item before the next patch hits [link] [comments] |
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