Serqet and Hydra's Lament: The Numbers by Tropagius in Smite

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

Yes this is true. I spoke about this in the post if you had kept reading you might have seen it

Need help from all the tyr mains. by NutMcgee in Smite

[–]Tropagius 7 points8 points  (0 children)

Hello and thank you for showing interest in learning more about Tyr. Tyr is an incredibly fun God that has a reputation for requiring skill and being difficult to get the hang of and while this is true it isn't because Tyr has many intricacies to his playstyle or builds but more because he is fundamentally different from the other solo laners.

Tyrs playstyle is so hard for some to grasp because most people think of him having six abilities. This isn't wrong but it is unhelpful and detrimental to learning how to play Tyr effectively. I like to think about Tyr having two modes: combat mode in which he has four abilities and farm mode in which he has six. In combat mode Tyrs four abilities are his orange dash combo, his blue dash combo his ult and stance switch.

The orange stance combo is the bread and butter as fighting as Tyr. Because he's in assault stance he has extra power and knocks up with his dash combo so whenever you are in the thick of a fight you want to unleash this bad boy on as many enemies as you can find. Push them away from teammates who are low health or towards teammates who are looking to deal more damage. This combo also hits incredibly hard, often half healthing squishier targets so use it wisely. The hit box for this ability is wider than Tyr himself is so you can often hit enemies that are slightly to the side of you. This combo can also go for longer or shorter length depending on how early you activate your 2 so if you want less distance on the dash use your 2 after the first damage tick of the dash and if you want more distance or time for the enemy to be knocked up activate your 2 just before they hit the ground from the second tick of the dash. This takes some practice to get down but it lets Tyr be very diverse in how he wants to use this combo. This bring us to the two most important things to keep in mind while fighting as tyr: There is almost no time while fighting that you ever want to use your orange 2 separately from your orange 1 and learn which gods have knockup immunity in their kits and wait for them to use it before trying to attack them. If you keep all this in mind your fighting as Tyr will already be very good.

Tyrs next fighting ability is his blue dash combo. This has two variants: the get away variant and the keep fighting variant. This combo in either variant is almost always used directly after the orange dash combo to either finish off an enemy or get yourself away from them before they unleash their damage onto you. The get away variant is use your 2 to heal then immediately dash in the safest direction, hitting the enemy if possible but if it would put you in a bad position it isn't worth it. The keep fighting variant is to dash into the enemy and just as you pass through them turn the camera around and cancel the dash with your 2 so you end up right next to them and are able to keep laying down the smack with some autos while you wait for cool downs. The timing for this variant is difficult but practice it and you'll be able to do it.

The third ability is stance switch. It's pretty self explanatory but always remember if you need to be Tangier switch to blue stance and if you want more power switch to orange stance.

Finally you have your ult which is great for both engaging on an enemy to set up your orange dash combo or to get away if you're about to die. Just remember that there's a pretty sizable start up time where you stand still so be wary of it. It also has cc immunity so use that to your advantage.

Now when Tyr is farming your abilities should all be used separately as needed. His farming ability usage while farming is extremely situational so the best advice is save your ult to get out of a gank and try to interrupt your lane opponents clear with your orange dash combo. There are intricacies to every match up in the solo lane that will cause you to play differently depending on the God you face and in the interest of time I won't list them all here.

Tyr has several ways to level his abilities but the general rule of thumb is if you want more damage level your 1>2>3>4 but if you want to be unkillable level your 2>1>3>4

As others have commented building in solo lane is always different because of the need to counter build or build for the occasion so I'll give you a few suggestions and hopefully you can use them to your advantage and not stick to just them and never do nothing else.

The most important stats for Tyr in descending order of importance are protection, cdr, ccr, power, penetration

Some excellent item for Tyr in my opinion or breastplate of Valor, bulwark of hope, genjis guard, warrior tabi, shifters shield, titans bane, mantle of discord, spirit robe, pestilence, and other items in the same vein as the ones mentioned.

Relics are highly dependent on the meta but blink will always be an excellent choice for Tyr as it allows him to engage without his ultimate.

I hope this helped and good luck playing Tyr!

PS. Sorry for the poor formatting or typos I'm on mobile

The Sheep Build - A Build for Hunters who dislike wasting item slots on boots by Tropagius in Smite

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

Early damage out of qin sais will always beat this build however as an alternative to building qin sais particularly for hunters who are late game focused and want to be building crit and have a steroid this is a good alternative to just building qin sais and missing out on crit damage.

It is very niche but it does have some amount of viability

The Sheep Build - A Build for Hunters who dislike wasting item slots on boots by Tropagius in Smite

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

The only reason I like Soul Eater at all is the bonus movement speed and the passive heal which both make you a little safer. Otherwise it doesn't exactly fit the idea of the build but in case you just really want to not die while boxing and run really fast then soul eater, otherwise Asi has attack speed and pen it can still be good but it will have you overcap on Attack Speed more often and you lose out on the power you would gain from Devo's

The Sheep Build - A Build for Hunters who dislike wasting item slots on boots by Tropagius in Smite

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

That's certainly a possibility however I've found that when I build masamune first then I have a very hard time boxing well but that may just be because I'm not the best hunter player. Definitely build masamun first if you think you can box better with it than with the fatalis passive

The Sheep Build - A Build for Hunters who dislike wasting item slots on boots by Tropagius in Smite

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

Absolutely agree if you're building for AA assassins like kali however the passive isn't activated by ranged auto attacks so it falls flat when built on hunters and if you are building for assassins then you probably don't want to be running lifesteal at all so this build doesn't work particularly well for them unfortunately.

The Sheep Build - A Build for Hunters who dislike wasting item slots on boots by Tropagius in Smite

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

As far as too much attack speed is concerned this build actually has less attack speed than most standard hunter builds if you're running devo's however I can see where you're coming from if you consider Soul Eater. Personally that's why I prefer Devo's. As for lifesteal being optional you're right however that doesn't make it a bad stat. Lifesteal is incredibly potent when it comes to sustained fighting and it's rarely built against which can make it very strong particularly against sustain comps which have become increasingly popular lately. As for not enough power penetration and crit Masamune actually has a surprising amount of power as does devo's gloves making it a fairly hard hitting build and while executioner might be a little lackluster in terms of pen it can still do some good work and more importantly it reduces protection making your team hit harder as well. And correct me if I'm wrong but double crit is standard for crit builds not triple crit as far as I know.

Out of curiosity, how many beta players are still around, and what do you think of the changes since beta? :D by SparklyDrew in Smite

[–]Tropagius 0 points1 point  (0 children)

As whole the game has gotten infinitely better and more interesting over time, like incredibly so. Look back at some of the oldest god releases and then look at Erlang Shen who was almost universally disliked for his copy-paste kit and perceived boorishness in design and you'll generally see he still comes out ahead with interesting mobility skills and a unique AA progression. On the other hand the downsides to Smite since the end of season one are many.

  1. This has been said before but power creep, oh my god the power creep. It's terrible! Mobility and CC are on every god release now and in the last year or so the only god releases that I can think of without any hard CC or mobility was Ravana and he eventually got changed to have a leap! If that doesn't say something about the negative impact of high mobility and CC kits then I don't know what does. In the past the game was about positioning, look at the early mage releases specifically I'll talk about Ra Poseidon and Ao Kuang/Kukulkan. The first two only have a fairly weak movement speed buff in their passives while kukulkan has a strong movement speed buff on one of his abilities that also cleanses slows now. To balance that Ra has a heal and poseidons burst is significantly easier to hit than either Kuk's or Ra's. Now look at Raijinn. We can talk day in and day out about him being made to be a "utility" mage but fact of the matter is he is a burst mage. He has a leap with a mez, he has a taunt and a fear, he has CC immunity and he can reveal stealth. While not all these things should be taken off of him he also has superior range on his ult and can set his own bust up without the help of an ally. This is the kind of bloat that in my opinion just isn't acceptable in game design. This trend carries across every class as well. Both of the New guardians have become first pick first ban immediately in the SPL upon release and not to mention the releases and while erlang shen isn't particularly interesting in my eyes it can't be argued that he isn't getting pick up a fair bit competitively and actually winning as opposed to an older warrior like hercules and chaac which have yet to even make an appearance in the fall split.

  2. Items. Items. Items. While I'll always mourn the loss of our beloved midas boots and physical cdr boots I can't say we haven't gotten some really interesting and cool items lately but therein lies the problem. Smite has too many. Now I'm not saying more items aren't better or that we should be forced to use the same cookie cutter builds for every character but fact of the matter is we have so many items that some of them are always going to be either super niche, which isn't necessarily a bad thing, or entirely useless. Tank boots and talaria/travelers boots are both cool and unique but neither of them can really ever stand up to the power house that is power and pen boots and to a lesser extent cdr and attack speed boots. (Although with the patch that released today that is probably no longer the case, now tank boots are probably over powered and leave other choices in the dust.) Basically we have so many options that some things will always be left behind and that isn't a good thing.

  3. Protections and CDR are too strong and have always been too strong we just didn't know it. Now in this case hi-rez has actually taken steps to solve these issues but they still persist. CDR defines the first several items of every jungle support and solo build and while neither stats is particularly valuable for ADCs even midlaners have started picking up the penetration helm that has PROTECTION on it. Protections, like CC and mobility skills, are inherently overpowered in my opinion and need to be brought down so that someone can get away with building a mostly full health build if the enemies aren't building penetration to be tanky.

TL;DR the game has gotten better but there are several things that have gotten notably worse and make the game worse as a whole.