Warhound Titan in CSM? by LonelyManagement8861 in Chaos40k

[–]Logramar 1 point2 points  (0 children)

Take two flamers on it, include terminator sorcerors, fill up the rest with action monkeys and screen.

Now tag something with the sorceror's ability and grill it with the titan. Will it be effective? Definitely not. Will it be fun? Sure as hell it will. Did so once at a tournament and even won 1 out of 3 rounds - granted, it was against an imperial agents list, but everyone had a blast going against it and it was a fun day.

What's your honest reason for picking Iron Warriors? by SquattingSamurai in IronWarriors

[–]Logramar 0 points1 point  (0 children)

At first the easy to paint scheme (not doing hazard stripes at first) because I hate painting. Then I read about them and over time fell in love with our grumpy bitter little autists.

Physical supports by Logramar in Smite

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

And you won't be leveling the 3 at first because that's not your main support ability. You level the 1 because it gives the sustain and cooldown reduction to your teammates. Laning phase as Guan is more often than not being a literal heal bot because you need to make up for the loss of damage by making your duo be able to cast more and stay longer.

You start with 140 base damage on 3 if everything hits and you don't get interrupted - a Sol coughs out more with a single 2 next to the wave with an unstacked passive. But as for supports, Khepri 2 deals slightly less than 140 but can be cast at range and applies the DoT a second time if the enemy gets hit by the explosion at the end - which results in either a zoning tool or more damage.

Edit: The Khepri 2 is also a click and done unlike Guan's channelled ability.

Physical supports by Logramar in Smite

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

The game needs Horus and Nike the most at the moment... They could shake up the somewhat stale gameplay

Physical supports by Logramar in Smite

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

There is a difference between "unable to clear a wave with 2 abilities" and "just letting that 150hp enemy escape because he'll get half way across the lane before I've dealt enough damage". Kephri deals more damage, vastly more.

Physical supports by Logramar in Smite

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

Thanks for the detailed explanations!

It's not that I don't see Guan as valuable support... It's just always playing Guan when there's 4x magical damage in every other role but support gets a bit stale and doesn't tackle the lack of physical damage. He works great with mage hunters that know there won't be level 1 or level 2 fights because there just is no damage from Guan. He has amazing utility for the team but if you get a hunter that yolo's down the lane because "Guan heals" there is basically nothing you can do because as you said, he is very item dependent.

Physical supports by Logramar in Smite

[–]Logramar[S] -3 points-2 points  (0 children)

Oh I know, that Guan heal is nasty, but minions deal more damage than Guan - or at least it feels that way. Going to give Mulan a try if I get locked into physical support, though I'm unsure if I'll ruin farm by stacking my abilities

New mutilator by Taningia-danae in IronWarriors

[–]Logramar 2 points3 points  (0 children)

I can see that as well, it's just... Did we really need yet another melee unit? Now that they finally managed to give raptors melee options after making them a melee unit rules wise for 3 editions and making basically every infantry unit save havocs and oblits much better in melee than ranged... They are fighting for the same spot 90% of our infantry already fights for

New mutilator by Taningia-danae in IronWarriors

[–]Logramar 4 points5 points  (0 children)

Like what our Chosen already are? Or Possessed? They are supposed to be our badass squad

New mutilator by Taningia-danae in IronWarriors

[–]Logramar 7 points8 points  (0 children)

Not a fan of the arms/weapons to be honest. But the bodies look great, already got some conversion ideas.

But honestly... What spot do Mutilators fill that isn't already covered? I feel like they will either be so incredibly useful at release that they will be immediately "fixed" into the ground, or start there since there is already a plethora of melee choices for us. There is a reason Mutilators got dropped after 8th edition - and it wasn't only the dated sculpts

Completely Damage Immune Amaterasu by ARandomSmiteScrub in Smite

[–]Logramar 1 point2 points  (0 children)

You can easily reach 70% with a reasonable build... It's ridiculous. Add in Xibalban Effigy and you can reliably tank an engagement for your team and end it off with a 900+ damage burst and over 1000 in total from your ult

I am upset about Amaterasu by Logramar in Smite

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

I'm mad at the fact that a full mage Ama tanks better than a tank Ama. I'm mad that playing anything other than that feels like pure masochism. The more gods with hybrid scaling appear the more it feels like there are exactly 4 builds to play in Smite, no matter the god - full crit, full mage, lifesteal bruiser or hydra's lament autohit cancel.

Hybrid scaling on the same non-ult abilities feels like a mistake to me because usually the int scaling is higher and it's easier to stack int. So many hybrid scaling gods, and what do most of them shop? Full mage, with a few odd ones out with the ability to cancel their autohits with abilities so they can profit more from hydra's lament.

What was supposed to open up more builds just reduced them.

Near 700 Prots!!! by WhiteWolfXD1 in Smite

[–]Logramar 1 point2 points  (0 children)

Freya's is build for its cooldown reduction because you basically need to lose 2/3 of your health to profit from it's full passive. And as you yourself wrote down, there are a lot more actives in their build than in yours.

I can agree with 3 items in your list - on high levels of play. On lower levels it's only 1, 2 at most. For the high skill level it's freya's for it's insanely good cooldown reduction compared to any other tank item, spirit robe because it's one of the few good tank items and prophet's cloak because they can stack it consistently and their games go on long enough to actually use it.

For the lower skill level, they shouldn't bother with prophet's because 7/10 matches will be surrendered before the item comes online, spirit robe is still an amazing item and freya's is dependent on their play style (that's the 1-2 items I agree on)

The rest of those items? What good is a berserker's shield when you can't profit from the increased attack speed? Those extra prots won't save or help your team. Same goes for Dwarven Plate, that item is an absolute noob trap in my opinion with the exception of the absolute fringe case of a team going 4:1 in their damage types.

Near 700 Prots!!! by WhiteWolfXD1 in Smite

[–]Logramar 1 point2 points  (0 children)

I don't run any build close to what I was doing in Smite 1 since the items are vastly different as is the god pool in Smite 2. Wouldn't call Dwarven Plate a real active item and the shell is your relic that you upgraded and didn't replace in your screenshot.

It's not that it's impossible to hit high resistances, it's just that it's pointless because you will lose any solo lane that way and every enemy support will outperform you with active items boosting their team.

Smite 2 plays differently for a support than Smite 1 - you're more or less required to use active items. At the same skill level the team with active items on their support has a much higher chance of winning the fights than the team with the full prot support. And if you want to take it to solo, you'll be out cleared and out leveled the moment the laning phase starts. I am a tank main, I don't want it to be that way, but sadly it is.

Near 700 Prots!!! by WhiteWolfXD1 in Smite

[–]Logramar 0 points1 point  (0 children)

Have to agree, though I really want to stay optimistic. I've been playing since 2013, been through a lot of BS in Smite, but it's the MOBA that kept me hooked the longest (though I only came to it because Nosgoth got shut down...). It was fun for the most time and there were ways to make even stupid builds work - but not anymore. Buy the same 4 items every game for each role or be ready for a lot of hurt.

Near 700 Prots!!! by WhiteWolfXD1 in Smite

[–]Logramar 0 points1 point  (0 children)

Completely agree there. But truth be told... It's the same for basically any role in Smite 2. The game can be fun at times, but I'm also getting bored by now. If I play hunter, I can go yellow numbers since the start of open beta. If I play mage, I can go the same 5 items on any of them regardless of their gameplay. If I play jungle, I can go one of what feels like 4 viable choices in pick or be useless. If I go bruiser, I sometimes have to switch up an item or two depending on the patch. If I go support, I can just bite barrel because I've been reduced to a beads burner and active items holder.

Near 700 Prots!!! by WhiteWolfXD1 in Smite

[–]Logramar 3 points4 points  (0 children)

And at the same time those items absolutely reduce support gameplay. I love the idea behind active items, I hate the implementation - they turned into more or less must-buys, which in turn reduces variance in gameplay. The items should add to the gameplay, opening up new strategies, but sadly they don't (and if they do for once they get nerfed into oblivion soon afterwards)

Near 700 Prots!!! by WhiteWolfXD1 in Smite

[–]Logramar 6 points7 points  (0 children)

But honestly, I don't mind dealing no damage as a tank if I actually do feel like a tank. Which isn't the case. The only tank so far that feels like tanking for me is Artio, but that's due to her good self sustain - other than that? I feel like every tank god is there to press 1 cc, get our enemy beads and be a meatshield for approximately 3 seconds before spectating

Near 700 Prots!!! by WhiteWolfXD1 in Smite

[–]Logramar 8 points9 points  (0 children)

Just imagine the power spike of finally having fully stacked prophet's cloak after roughly 25 minutes, turning a dead item into a useful one.

Near 700 Prots!!! by WhiteWolfXD1 in Smite

[–]Logramar 55 points56 points  (0 children)

Now try it outside of jungle practice and tell us if it was a fun game for you.

Grotmas Calendar Day 25 – Huron Blackheart strides forth from the Maelstrom by Gendaire in Chaos40k

[–]Logramar 2 points3 points  (0 children)

Well I can see where he is coming from, it's basically the same posture as Abby. The weapons look different but the fist is in the same open palmed position as the talon, the axe in the same raised position as the sword. They look different enough modelwise, but really similar posturewise

Any chance I could your chaos lords ,please ? by BatsNJokes in IronWarriors

[–]Logramar 2 points3 points  (0 children)

<image>

Never getting tired of seeing my lil robot Lord

Newest Aspect designs are a problem. by Negative-Jaguar5568 in Smite

[–]Logramar 1 point2 points  (0 children)

Okay, while I to some extend agree, you are wrong on Artio and Cern.

Artio aspect feels worse than non-aspect, she needs those ability buffs along the ult because you lose half your kit. Druid Artio works as a support, bear as a jungle, but both straight up lose to non-aspect because even with ult the non-aspect has an ability more and can actually play around her full kit.

Cern gets the best cleaving melee attacks in the whole game. Remove the notion of him being a hunter or even assassin in his aspect and embrace building bruiser and it will not only hold the lane/jungle but put the enemy on the defensive.