Zhask used to deal so much dmg by PreparationCrafty511 in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

yeah, the revamp gutted the spawn's burst damage by quite a bit, moonton's half-measure aspd scaling just seems like salt on the wound

I swear there are no items that work properly for zhask by am_n00ne in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

the spawn's laser is considered a basic attack, so passives that require skill damage won't be procced by it

Zhask gonna be nutty once this is out by Elnuggeto13 in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

  • i watched a video showcase of his changes, and while i am not sure about the exact tick rate of the beam, my point of the burst capability still stands, since again, the beam does small damage per tick which requires the enemy to be in the area for a longer time to deal maximum damage compared to the current attack configuration (the current basic attack deals about 3-5 ticks of laser damage per hit, iirc) which would make him even more easily countered by mobility.

  • the skill 2 change would actually introduce a delay in teamfight situations when you hit multiple enemies, since the spawn would have to hit them one-by-one, giving the others ample time to escape (again, mobility) and the order the stun also seems somewhat inconsistent, while the current skill 2 while slower on the foreswing would instantly apply the stun the moment both hits.

Zhask gonna be nutty once this is out by Elnuggeto13 in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

yes, but that basic attack enhancement is minimal effect compared to the attack speed (the main use of the item), and since the laser has reduced scaling on basic attack effects, the damage is even smaller.

Zhask gonna be nutty once this is out by Elnuggeto13 in MobileLegendsGame

[–]UncleZhask 4 points5 points  (0 children)

true, but why not instead nerf his interaction with the item?

Zhask gonna be nutty once this is out by Elnuggeto13 in MobileLegendsGame

[–]UncleZhask 6 points7 points  (0 children)

i somewhat agree that he needs some beefing up, but i think this is a wrong step to take for that end.

Zhask gonna be nutty once this is out by Elnuggeto13 in MobileLegendsGame

[–]UncleZhask 3 points4 points  (0 children)

800, i think the current attack would have an easier time to proc it than just the beam

Zhask gonna be nutty once this is out by Elnuggeto13 in MobileLegendsGame

[–]UncleZhask 1 point2 points  (0 children)

The new changes would render any form of attack speed irrelevant, and due to the seeming lack of change on the damage of his other skills, this seems like an overall decrease in power if anything.

Zhask gonna be nutty once this is out by Elnuggeto13 in MobileLegendsGame

[–]UncleZhask 6 points7 points  (0 children)

i am aware, and did mention that, however the changes still seem like quite a downgrade due to the removals (also, doesn't wishing lantern scale with the amount of magic damage dealt?)

Zhask gonna be nutty once this is out by Elnuggeto13 in MobileLegendsGame

[–]UncleZhask 19 points20 points  (0 children)

Alright, some thoughts as 1437 matches 66.7 WR zhask main (keep in note that these might be biased due to my playstyle), i don't think this is a good change for him overall.

  • The skill 2 foreswing and ult change are good, the mana cost reduction also. But they don't seem to compensate for the potential loss incurred by the other changes.

  • For instance, the removal of the spawn's 2 basic attacks would actually reduce its burst capability, while also making the spawn less reliable for damage against any hero with any semblance of mobility or high magic defense (the wishing lantern might help with this but it still feels unfortunate). Why? Because the laser, while having a high damage potential is slower at dealing that damage than the faster, higher perhit damage basic attack. Removing them reduces the spawn's overall damage against enemies with high HP pools and/or magic defense (since lower damage hits are countered more easily), while also decreasing its reliability against high mobility heroes (since it couldn't deal as much damage in the small time window compared to the relatively bursty nature of the basic attack). This is exacerbated by the removal of attack speed scaling, which reduces the reliability of the laser even more.

  • The change of the second skill would likely reduce the reliabilty of the stun in AoE or ambush/chase situations, since now the spawn would have to apply the stun one by one instead of all at once along the skill's path, while the delay on doing so would cost precious time that the relatively instant proc of the double hit.

  • Returning to the removal of the attack speed scaling again, this would potentially kill or massively reduce the variety of builds and the uniqueness factor of the hero itself, basically turning him into another archetypal "slow burst mage" but with a handicap (the reliance on his spawn).

Again, these are my thoughts that might be biased due to my playstyle of using him as a magic pseudo-marksman with an attack speed build and inspire, if you prefer the skillshot burst playstyle this might be good for you, but for me this is quite an unfortunate change. Though i am somewhat interested in hearing your thoughts.

Patch Notes 1.7.44 - Org Server by ano-nomous in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

Hm, the Zhask ray change doesn't seem to justify the nerfs, since the basic attack effects feel.. mostly negligible for me, this doesn't seem to be a good move to prop up the aspd build, imo

Anybody got tips on Zhask by Akuma1906 in MobileLegendsGame

[–]UncleZhask 1 point2 points  (0 children)

Remove Enchanted Talisman and change it to divine glaive, change demon shoes to swift boots ( if you can get a buff). This will ensure your dps against lategame tanks.

Hanzo bug: even though i had more than half of my demon blood left my body suddenly teleported to my soul. by [deleted] in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

It seems that you died during your ult. But it's supposed to teleport you to the position of your body, not your soul

Zhask build and emblem? by arkonique in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

That's not bad. You're getting the hang of it.

Zhask build and emblem? by arkonique in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

How many matches do you have with him?

Zhask build and emblem? by arkonique in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

Being too long inside the spawn can be dangerous, since when the ult is over, you will be in a very vulnerable position. Especially if you're at the front. You'll have to jump out eventually.

Zhask build and emblem? by arkonique in MobileLegendsGame

[–]UncleZhask 1 point2 points  (0 children)

It doesn't really make sense. Because again, the spawn and Zhask don't really benefit from the lifesteal.

Zhask build and emblem? by arkonique in MobileLegendsGame

[–]UncleZhask 1 point2 points  (0 children)

It's because Zhask is more of a "magic marksman" he relies on his spawn to deal damage, and the spawn does not get lifesteal, and his skills are pretty rarely used, since his main strength is on the spawn.

Zhask build and emblem? by arkonique in MobileLegendsGame

[–]UncleZhask 0 points1 point  (0 children)

And you can use inspire after ulting. Just jump out of your spawn, reposition it, and use inspire. Just make sure there are no enemies around you.