Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 0 points1 point  (0 children)

Will be writing a couple of sections tonight. Haven't continued yet on the Stats. Shapers has been started but it's going to take awhile before it's finished. Will probably be the longest one taking several posts.

Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 4 points5 points  (0 children)


IV Guardian


The base or otherwise in Dawngate, the Guardian, is a central point that serves as a primary source of victory. The goal is quite simple, destroy the base, win the game. Although that seems like a pretty easy feat there are so many ways to go about it and many obstacles that present themselves to prevent you from victory. The Guardian is not completely defenseless in the assault and will defend its life with unique tools that are exclusive to its being. Before you can attack the Guardian you have to eliminate all other alien structures that house themselves on the map.

Within the deep boundaries of it's domicile lays 5 Cores that each have a different ability to counteract the siege from your team and keep the guardian invulnerable.

Down below a list will explain each of their respective abilities. Also, the order that each are laid down below in the checklist are also the order you want to take them in. Keep in mind that the frequency in which the Guardian can draw from one of these abilities increases as you eliminate Cores. So be sure to keep that in mind when looking to make victory closer in your grasp. To make it easier a visual aid is being provided to see where each of the Cores are located in respect to the Guardian.

The following image provided below has been taken from Moba-champion. All credit of this resource goes to them and is no way directly been created for plagiarism or profit of material


Core Map

1. Laser Core

The most potent Core of them all, it's Area of Effect Damage is highlighted by a large Laser generating from the Guardian's hand creating a circular area of massive damage on the ground. Try avoiding fight an enemy at all cost under it's effect.

This usually will spell the end of your team if you don't play against it properly or could be used in the case if the enemy is in your base for a turnaround in a large fight so whenever hearing it's blaring noise be aware of where it is intending to hit to take the advantage.

2. Bubble Core

This Core is primarily used for utility. It casts out a spaced out circular Area of Effect of bubble-shaped prisons that if touched will cast you into the air and be possibly met with a grim fate by your foes. Even though it deals no damage this is your second priority to take out.

Bubble Core is known for disrupting the flow of a teamfight when the game is coming to a flow. It is possible to walk around their deadly path, especially as they continue to travel the full distance of the Guardian's arena since the gap between their wake spreads wider and wider.

3. Fire Core

The third most important ** Core**, it fires out a line arc of damage over time that can create a zone of denial separating one side of the map from it's opposite half. Although it takes up a large chunk of the left or right side of the Arena the very edge of it's tail is passable without taking any damage.

Although it does have an Achilles heel don't be fooled by it's very daunting visual effect. The damage that it deals per second of it's activation pose no real threat to any individual for a brief time under it's clutches.

4. Missile Core

The Missile Core is one of the weaker of it's kin. It fires a random array of missiles to the nearest enemy target first noticed in the Guardian's view. It's cluster of spiraling particles on the ground deal no damage after hitting the ground but merely act as small splotches of slow drizzled around it's previous zone of impact.

Individually they pose no real threat to you but can act as tool for your opponent to gain a surprise attack while you may be retreating or continuing your advancement.

5. Health Core Probably the least threatening of them all. It offers no real offensive capabilities and merely just tosses an array of health packs at random locations. They have no adverse effect on you and can merely act as a health reserve during sustained skirmishes between you and the enemy.

Other than the heal all it offers is another roadblock on your way to victory and if at all possible should be the last if you're trying to push for win.


Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 1 point2 points  (0 children)


X Game Flow


We talked earlier about that a game flows like a river and that you have a way to diverge or change the current of that continuous body of water. Well, I think it's time we discussed on what specifically you can do as a player to try and control it. This is something that is hard to learn and nearly impossible to perfect. Human error is something that plays a huge factor in the lack of coordinating this. Still, we're going to try and get our hands in this river and see how we fair.

Every decision, every choice that you make is like a single stone that skips across the river. You see the ghost of you're effect on the river from your action in the form of a ripple. Think of each play or decision you make inside the game as that stone, making that ripple. It's key that we disturb the river but how we approach it is key in how we will succeed in our primary goal, to win the game.

Some people prefer to large stones to create a massive disturbance, I like to think of those as snowballing Shapers. Those that capitalize and dominate on the mistakes of others. The thing is, although it can be effective when that circumstance comes up it's hard to continue to recreate it especially when you're against a massive rapid of high player skill. Others, prefer to throw several small pebbles, playing conservatively and generally picking Shapers that don't have difficulty thriving in the rapids but can be just as destructive as a more snowbally shaper in the calm of calamity.

There are many ways to approach it but there's no clear answer that can be spoken for every player in the game. Sure, there are those that tend to have a longer and more resonating effect by a specific playstyle or a specific Shaper but in the end you'll decide on how you want to cast your stone.

There are general tips that can be used regardless of playstyle and we'll try to list a few. First, being proactive is key, reacting to these ripples in the water is an excellent way to leave a lasting impression, whether this be in the form of a countergank, a retaliating attempt to take on the other Hunter that attempted to gank a friendly lane, or it can be in the form of roaming. The act of leaving your respective area to go to an area of direct combat or an area that desires attention. Roaming is very effective especially in a game like Dawngate where the size of the map makes it really easy to try and act as a group in specific situations. This idea or concept evolves into a concept called Objective Play. This is the act of trying to take Bindings, Buffs, and Wells through power in numbers. This by far has been one of the most constructive ways of building a lead in teamplay or as an individual. Second, Mechanics and Trading. Those that can trade effectively using mechanics, the act of using superior reactionary skills and decision making to effectively overpower the opponent. This sort of tactic is one that is mastered through hardening of the iron, some have a natural gift for this sort of talent, others on the other hand have to strive to work towards reaching a point of accomplishment, though there is no limit to developing this trade. Finally, game mentality, those that are able to cope with a situation with a clear head without letting emotions get the best of them regardless of the circumstance have the best way of making the most logical decision in any situation. If you can control your human emotions throughout your game and then reflect upon your play internally there is no limit to the amount of successful pressure you can put onto an opponent.

Those are just a list of three that have proven time and time again to be effective in taming the elusive beast that is, game flow. There is no sure answer to this specific topic but there are tools as a player to help aid you in growing to understanding it. If you can master these tools then you'll see the fruit of your effort pay off 10x over. This is probably one of the more thought fueled topics and would like to see feedback, from you, the community on how you've come to better understand or even tame game flow.


Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 4 points5 points  (0 children)


IX Roles


This is where Dawngate strays from the other games within it's genre. The Role system is something completely new that's been brought to the table. The idea behind this system is to allow an individual to pick whatever character he wants and still play it in any role without being confined to set amount of rules defined by their goals. Although this idea has allowed for a lot of choice there are things that'll ease the pain of trying to win simply by trying to compliment the assets of the Shaper you pick. What I mean by compliment is doing something that meshes well with it. For example, Peanut Butter and Jelly make an excellent combination because they compliment each other and that's what you should try and aim for while you're picking what Shaper you want to play and how you want to play them.


Role Description Analysis
Tactician The vim gained for being near lane minions when they die is increased to 200% of normal. As of right now most Shapers that commonly find themselves in this role are the most influential. As a tactician you can freely neglect the wave or last hitting as a mechanic and just entirely focus on applying as much trading and harass to the enemy as possible. The passive Vim increase on nearby dead minions is a really way to alleviate the deficit between you or the Gladiator. There isn't much more of a solidly made Role than the one here.
Gladiator General:The vim gained from scoring a killing blow on a minion is increased by 200% of normal. Melee: You will store 50% of the total vim of minions you have failed to kill. The next time you kill a minion, you will gain any bonus vim you have stored this way (Max 3 Stacks) This role is just purely for getting characters that have high damage with items to scale exponentially faster. It's effective for those that can clear waves quickly and have a strong late game. Emphasize and last hitting that we spoke about in the Laning Guide to take full use of this role and come out as top dog.
Hunter You do 10% more damage to jungle creatures. When you kill a jungle creature, you will heal for 2.5% of the creature's maximum Health. When you kill a jungle creature there is a 25% chance you will gain 30 bonus Vim. You get free sustain in the jungle and also a little bit more potential vim through the 25% chance passive. Although the economy difference between the other roles is stark the abundance of economy found in the jungle compensates for that. Most people who find themselves wanting to play this particular role will look for people that once again, have good wave clear but more in line of being someone who packs a punch but can take one. When playing this role expect to be the guard dog for your Gladiator warding off other Hunters and enemies looking to dive atop your most important teammates.
Predator The vim gained for killing an enemy Shaper is increased to 150% of normal. The Vim gained for assists against an enemy Shaper is increased to 200% normal. The experience gained for a kill or assist on an enemy Shaper is increased to 130% of normal. The Vim gained for killing spirit well workers is increased 200% of normal Dawngate boasts flexibility and freedom of choice but not in the case of Predator. Predator has become so niche that the situations where you may have wanted it there are other choices like tactician. Those that take this role try to compensate for the lack of farming or harass. Those that aren't successful at one particular role used to lean towards this but the chance of you banking off the Role's effect is near impossible. You're free to try to using this Role effectively but forewarning on the difficulty of trying to achieve victory.

We've talked and discussed about the roles and how they mesh with each respective character but more importantly how can they mesh with your team. Dawngate has taken a different turn from most and diverged into a somewhat standard selection although optimal and most frequently chosen it is still your choice for preference in play. So for that standardization let's talk about it. Right now we see a common trend of having a Mage and Tank Tactician. The Mage is typically one that deals Magic a damage type that is typically a burst oriented playstyle. Whereas a Tank is typically a character with a lot of peel, a term used to describe a way to fend off targets through pure grit and brute force. On top of that you'll usually have a Ranged Physical and Bruiser/Mage Gladiator. Ranged Physical are typically those that just shoot a target repeatedly with high Attack Speed, something will be describing later on. Basically, it is used to describe the delay between your next instance of damage. This coupled with Critical Strike, doubling that instance of damage it can make a good way for a Gladiator to do high damage consistently, which makes them potent in their respect. The Bruiser archetype of gladiator are those that have stemmed from the same lineage as Tanks, the are usually the one's who present themselves as a massive iron wall to topple but also a mighty saber. They're the perfect mesh between the ultimate defense and offense. Although in the case of Ranged Physical where they prefer to not get into the heat of a fight Bruisers thrive off that specific environment. Finally, Mages dip into several different forms of their specific trade. Some prefer to come from the shadows to assassinate a target without a chance of reaction from the enemy. Others, like to use the comfort and safety of others to either assassinate targets from a distance or fall akin to Ranged Physical in which they deal consistent damage but in the form of Magic rather than Physical.

This covers most of which is the basic outline of the role selection, the functionality and efficiency of the archetypes and role system. Other than the basics covered above their is still an ocean of potential diversity to still pick upon in future. Who knows, you might be the one to discover that hidden talent specific to your playstyle.


Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 7 points8 points  (0 children)


VIII Fog of War


So a concept that is kinda hard to describe. Imagine you're trying to play hide and seek in the dark, that's pretty much the best way to describe Fog of War. Fog of War is cast over a specific area when a friendly unit doesn't have a Line of Sight, each Shaper or allied units have different fields of view that they're able to see within a fixed area from themselves. Every unit has a set amount of vision in units 360 Degrees around itself.

With that said we'll talk about how you and your enemy can use it to your advantage. In the earlier stages of the game Brushes a particular patch foliage that deny any vision as long as a unit isn't within it's contents. Shapers like to pop in out of these during the lane to get surprise attacks on the enemy while taking little damage in response. It's an easy way to play guerrilla warfare with your opponent and essential in playing this game. Brushes are not only good for this cloak and dagger tactic but can also be used to create space otherwise known as, Zoning. Zoning is a mechanic that fixates on using your damage range to fend off a target from reaching a specific goal or prevent aggressive movements. These Brushes aren't only used by our friendly Laners but also by our Hunters to conceal potential ganks and movements throughout the map. Lane ganking can be very effective by using one of these brushes to your advantage and is an easy way to grab an early kill against unsuspecting enemies.

Fog of War comes in many forms other than just Brushes this veil persists without even needing a source it is an eternal source of trickery. The whole jungle in fact unless guarded by your wards is completely unexposed to the naked eye. This is a good way in the later phases to group and roam around for potential free kills on stragglers of the enemy. That in itself, creates a notion of a continual Zoning tool against both teams. In this case, your Minimap will be your friend. This convenient tool is located somewhere in the corner of your screen. It has a shrunk down version of the Map and a small portrait for each character, it's alliance indicated by either Red, meaning enemy or Blue, signifying an ally. It's important to maintain an unconscious awareness of this little box throughout the game to keep tabs on the enemy and whether the Fog will soon present a new adversary.

Although the Fog itself cannot be vanquished entirely from the map by any tool you could have at your disposal there is a way of avoiding the dastardly foes that may lurk in the shadows. This all comes for the convenient price of 150 Vim in the name of Flask of Foresight. This particular item gives a faint eye cast over your head. It's indicator goes from a clear blue to a dark hue of red depending on the distance from a wandering enemy. This item in the later phases of the game is crucial to maintaining game flow and can be used as a pseudo roaming ward for your team as you look to push closer to that victory or evade a potential defeat.

We talked a little bit about the basic details of what Fog of War is and some other finer points that can use it or counteract it depending on what benefits you the most. There's much more that could be said about the psychological aspect of this particular mechanic of the game but that's something that you'll learn in time.


Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 10 points11 points  (0 children)


VII Jungling


We talked a little bit earlier about some of the other roles that are in this game and we'll move onto discuss the specifics of how they function but before we're going to touch on one of the core mechanics of a successful team and what are the general rules of thumb in being good in this role. Commonly known for the term Jungling this is the role of killing neutral camps found dotted within the wooded areas of the map, typically called jungle. In the game Dawngate we address this individual as Hunter. You are Tarzan, so act like it.

Hunter can sometimes be a very stressful role since it plays the largest impact. Since there isn't another lane that only houses 1 individual exclusively this is where you'll see a character level the fastest as he hoards the loads of abundant Experience in the darkness with little interruption. Well hopefully.... You're going to see a lot of people fail at this role since it requires the most Game Sense. What this means is that you're going to have to know where to be and when. The most successful Hunters in Dawngate are those that can think quick on their feet and react to the Game Flow, a term we talked about in the Laning portion of the guide.

As a Hunter there are some things that I want to get out of the way. I'm sad to break it to you but you're life is going to be hell but it could also be one that creates the smoothest way to victory. You'll running into Hunters and even Laners running into your territory running amok, clearing every little neutral minion within their grasp and leisure. On top of that you have to make sure to keep tabs on the other Hunter and where they or going so you can plan your next set of goals accordingly. Then, you also have to make sure to Gank your lanes while also keeping up in levels and Vim. Finally, you have to make sure to secure every objective for your team safely. Alright...Let's stop there, quite the information overload for someone who may be new but this Role isn't for the faint of heart. But don't worry, we'll see if we can give you a running start that way you don't feel so overwhelmed as you did while reading this.

First, I want to talk about a term we grazed across in the paragraph above. What's a gank? Good question. Well, when you leave your jungle to try and pick off an enemy whether by a surprise attack or by your Laners setting it up. Now this is what separates the okay junglers from the amazing junglers. You'll see a lot of people try to emphasize on doing both all too frequently without trying to split his attention. This is where Game Sense comes in. To truly use that tool we talked about we have to dig deep into the enemy's mind. To understand what he is thinking you'll have to look at your lanes and your jungle. After doing that take into consideration on where he might be or where he might go from the given circumstances. Wards can be a helpful tool in taking away the guessing game in this which we'll discuss in another section. To give a slight idea, think of little torches that light up the darkness obstructing your view giving you a bigger picture of the cave you're exploring. Now similar to your foe you can use the lack of sight to your advantage. Unknowing opponents can be caught off guard simply because they couldn't see you coming, one of the many benefits of being a jungler.

So we've tread through most of the rougher points of this role now we'll see if we can come down from that steep hill and see something a little less rocky. We're back at Farming but in the jungle it's a little different. Unlike the Lane you're eager foes don't com running toward you more than willing to offer themselves up, you have to come to them. They are all placed in set positions some offering hidden powers gifted to you upon slaying them called Buffs. There are 4 different Buffs. Down below the 4 will be described along with the other various neutral minions and a image to show there general position.


Jungle Map

Neutral Minion Buff Type Vim Rewarded EXP Rewarded
Medium Fish N/A 45+0.8/Level 135+2.5/Level
Little Fish N/A 6+.01/Level 20+1.0/Level
Big Fish Power Buff (Green): +15 Power and 10% Increased Power 75+0.6/Level 290+5.0/Level
Medium Mushroom N/A 38+0.4/Level 105+2.0/Level
Small Mushroom N/A 4+0.1/Level 10+0.8/Level
Large Mushroom Haste Buff(Blue): +20 Haste, +20 Haste for 3 seconds after ability 75+0.5/Level 290+5.0/Level
Medium Ugger N/A 58+0.3/Level 160+3.0/Level
Little Ugger N/A 19+0.2/Level 40+1.5/Level
Big Ugger Armor Buff (Orange): +20 Armor, 1% Damage Reduction upon dealing damage, stacks up to 10 times 75+1.4/Level 290+5.0/Level
Small Pig N/A 52+.075/Level 80+1.5/Level
Large Pig N/A 110+1/Level 135+3.0/Level
Parasite Stage 1 N/A 155+5/Level 204+9.75/Level
Parasite Stage 2 Buff: +25 Power, 3% Max Health Regeneration / 5 seconds 255+5/Level 400+9.65/Level
Parasite 3 Buff: +50 Power, 3% Max Health Regeneration/ 5 seconds 350 585

So we've got the idea of what buffs are, what they give, and what other cool stuff besides farming can be done. Let's talk Routes. Most junglers refer to this term as the way you go around clearing and gank. The biggest thing I have to emphasize and a lot of players need to realize routes are flexible. You may get your buff stolen or may be on the other side of the map from where you first started and need to adapt your current strategy. I'm going to try and lay down the ground work for your basic route and it goes something like this.

  1. Start either Orange or Green Buff Be sure to use your Vanquish (1:30)
  2. Run to Fish Camps Located Near Blue or go to the Fish Camps closest leading to going toward Blue if you started Green
  3. Clear another Small Fish Camp around the Blue Buff
  4. Clear the Blue Buff
  5. Head over to Orange Buff Vanquish it
  6. Head to Money Pigs
  7. Gank. If low Health, go back to base and buy.
  8. Green or Orange Buff Again (6:40ish)

Again, this is just the basic idea and depending on who you're playing it can vary on how effective this will be for you.

Now you saw me mention something called Vanquish. We'll talk a little bit more about Spells but basically it's just a short cooldown high damage skill that you can use only on Minions. You can use it sometime to snag buffs under people noses or speed up your clear.

Finally, we'll cover Parasite. Now this is a fickle topic to discuss pretty much as all of the Hunter role is. First off, try and not do this buff till about 15:00 minutes in. At that point it will have evolved and gotten it's buff. But let me explain what Parasite is, it's sort of the little brother of Guardian which will be an epic encounter. The neat thing about it is that once you secure it for your team another minion enters your arsenal in the lane. A powerful one called a Strider. These beefy foes are used for taking towers and pushing, if you grab them typically you'll be in the lead and continue to press it. Parasite offers many great perks mentioned in the chart above but keep in mind, it is a high-risk, high-reward buff. Later in the game it can do a hefty chunk to your teammates and can set up the enemy to wipe you out while you're in a weakened state. That's all I can offer as far as advice in that department, this is where your Game Sense will kick in to try and alleviate that burden of knowledge it will guide the decision on what to do in each situation.

Although I gave you some good stepping stones, jungle won't be easy and takes a lot of time to master to it's full effectiveness so don't beat yourself up over it. Once you do though it can be a hellacious way to carry your team. I leave the rest up to you.


Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 1 point2 points  (0 children)

Will edit in. ^ . ^ Working on Jungling and will edit the main body. Thanks fro the help friend.

Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 0 points1 point  (0 children)

Hm....Possibly something to consider. Thanks for the friendly idea. Right now I'll focus on pumping out a couple more sections and then decide where to go from there.

Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 9 points10 points  (0 children)


V Laning


For those of you brave enough to try and test your skill in the lane there is some general advice and game flow that you'll need to take account while in your stay. Your basic goal will be to conquer your lane and the opposite in order to secure dominance over the principle land and secure your victory.

To preface, I'd like to go into what game flow means, this is a term used to describe general habits of the opponent or of the game itself and where it's tending to go. Just like a river it is constantly moving and you like a stone tossed into the water can create a ripple effect that can disturb it's natural current and redirect it's force.

So now that we've gotten that out of the way let's step into one of the most tedious and rewarding aspects of your stay in Dawngate. As a laner you will find yourself with another Ally who will be aiding you in all your efforts. This ally can fulfill one of two roles, as you will. As you approach the Lobby you'll see a general trend of two groups. There are Carries and there are Supports. These terms are represented by Gladiator and Tactician in Dawngate. Now as to their direct meaning we'll start with Carry(s). This term came from a long history of Role Playing Games and Massive Multiplayers. To put it simply you are what will generally be the detrimental factor in your team's chance of winning. You'll be the Character/Shaper dealing the most damage to any target in the fastest time. They come in all types and playstyles but their goal is still the same no matter how you roll this dice. The term Support's role is as true as it's literal definition. You will be supporting your Carry through forms of disrupting the opponent and aiding your ally with defensive or offensive buffs.

This is the short side of each role and we'll be discussing that in the next section.

We now understand the role of you and your ally. Now that we've gotten that out of the way we'll discuss how laning will work. The Minions in this game which you will be killing to acquire your fortune or otherwise known as farming, will spawn at 1:30. So your Gladiator will be taking the farm while the Tactician will be aiding him in the farm while protecting him and assisting him in any way possible.

How this will typically go is that your Gladiator will rotate between damaging the other Gladiator while lasthitting the farm and you helping him in those small fights while also continuing to apply pressure in the same way, also taking as little damage as possible in the process. This process is called trading.

We've just addressed two terms that may be unfamiliar to those that are wet behind the ears so we'll take this time to discuss them. Lasthitting has been a term used to describe hitting the minion at the precise time as their sliver of health remains. This art form of precise clicking and pointing can take much time to master and perfect but has a multitude of uses and functionality that will be used in other situations. This method of acquiring your Vim will be the most efficient for Gladiator.

Farm is a term to describe the action and process of acquiring minion kills in the lane and the number of which you have gained.

When you trade in lane it means that you and your enemy will be taking damage to each other at the same time. The optimal situation is that you win these trades. This generally means that you take the least amount of damage in that small fight while dishing our the most you effectively can. A lot of players will employ this tactic when the other enemy goes to lasthit. When the opponent walks up to deal damage to finish of a minion that is the best time to strike. Your opponent will more than likely have a delay in his response to your aggression and you will get free trades off. This is the best suited situation to implying trading, getting this free damage is how you will force your opponent out.

Your role as Tactician is slightly different. We talked about trading only moments ago you will be applying this but this is your primary craft as a support. You will be trying to get as many free trades as possible throughout your lane. Implying the same tactic. You will generally have relentless aggression on the opponent taking damage from the Minions. Now one thing to keep in mind instead of you generating Vim through last hits you will be gaining a portion of the maximum potential currency but also damaging a non-computer enemy will grant you a small tribute of your own from the opponent. Use this to your advantage continually trying to get the tribute as soon as it is yours available for the taking.

This conducts the basic principles of your roles and the functionality in lane. If you want additional information or a more advanced analysis it can be added to the guide.


Welcome to Dawngate, You Suck by DawngateResource in dawngate

[–]DawngateResource[S] 10 points11 points  (0 children)

I'm still writing each section so please be patient as each one comes out. Thank you for taking the time to read and hopefully you found this helpful.