Does anyone remember when the ADC role was one of the first roles claimed? I do. What happened? (And don't tell me it's because ADCs are boring...it's all subjective and I find them just as fun as any other role.)
Well, in 2 of my 3 ranked games (discussed previously), I ended up drawing ADC because no one else wanted it. Same with this casual match. Both DV and I called fill. He asked me if I'd played Hachiman yet, which I hadn't in an actual game...only Jungle Practice. Honestly, I didn't even have him unlocked...was going to wait until his favor price came down. Anyway, DV basically says "you can try him," so under peer pressure, I unlock him and then...lock him. He went Kuzenbo, which was an interesting Support option (TMNT is not a great Support but he has pretty good utility). The rest of our team chooses Bastet (Jungle), Chaac (Solo), and Janus (Mid).
We end up facing Scylla (Mid), Bellona (Solo), Artio (Support), Camazotz (Jungle), and Neith (ADC).
I'm pretty sure I ended up getting first kill (does memory serve, DV?), thanks to some helpful lockdown/slow by DV's Nene.
Anyway, on the match itself, long story short, it was in fact a looooong story (67 minute match, WTF), because we couldn't freaking finish. The match went back and forth a LOT, with wipes on both sides. We were the underdogs pretty much the entire match, lost out multiple times to Gold Fury and Fire Giant, and had at least 3 or 4 F6 attempts. But in the end, we were able to pull out the win.
Some key points:
- 62 kills for our team, to 65 for the enemy. We were behind on kills for almost the entire match, usually between 5-10 kills.
- The Solo lane fire minions almost killed our Titan after a failed enemy push, probably sometime after the 50 minute mark. We were fighting and chasing, and they broke through our minions and got our Titan to...maybe 5 or 10% health. The enemy never regrouped after that point to take it down...I'd said that if we made a stand at our Titan, they'd kill it in a matter of seconds...so we were able to open our perimeter by setting wards across the map for warning, and we all pushed out and were able to keep them occupied in the center of the map or further.
- It is REALLY hard to get a bead on an enemy during a Kuzenbo push...DV would slam the enemy into the wall, and then it would sort of jerk the enemy further down the wall, but it wasn't a smooth process. I don't know how many basics I missed this way, lol.
- We need wards! (I don't know how many times our map was blank. I'm to blame too...I dropped 12 wards, second to Janus on our team with 14, but there were many times the map was devoid of any.
But honestly, I wanted to talk more specifically about Hachiman. Here are some of my thoughts.
In that game, I built in the following sequence: Bluestone Pendant, Bumba's Mask, Devourer's Gauntlet, Ninja Tabi, The Executioner, Poisoned Star, Deathbringer, Wind Demon. I saw Ricu's recent comment about just going with Death's Toll, and I want to try that next time. I just built Bluestone because his clear at level 1 isn't very good...was looking for a boost wherever I could get it. I do think Bluestone is helpful for that early game, even if it pretty quickly falls off (level 6+). If you're okay sitting back until then, then DT is probably great. |
I got Devo's before boots because we had a pretty nice laning phase overall, and by that time, I had my ult. Between that and his dash, I felt relatively safe. Also, Neith doesn't have any really good initiation abilities to close in easily. Just had to play somewhat safe.
Because of Devo's, I figured I had enough early power and so I could go right for Ninja Tabi instead of Warrior Tabi. I generally prefer Ninja to Warrior anyway.
Exe was next, which is a common 3rd item these days.
Then I went triple crit, starting with Poisoned Star. Why? Well, I just sort of wanted to try it since I usually go the 2x crit ( Rage + Deathbringer) route, and because Hachi doesn't have the best attack speed steroid. Figured between Poisoned and WD, I'd have a very healthy amount of attack speed for the end game. Also, I was having trouble with Camazotz diving me, and felt that the passive damage reduction would be nice.
And overall, I was happy with the build. I could've gone with just 2 crit, but was pleased with the overall feel at full build.
His Heavenly Banner is a really nice-feeling ability. Doesn't do the most damage, but adds an extra element to laning, fighting, and clearing.
Really got to get used to his Iaijutsu. I can't remember actually stunning anyone, though I probably did a few times...just felt awkward to me. Practice will help.
Eagle Eye feels really nice, and has a cool effect. Once my build was more powerful, it was awesome to be able to throw in the midst of a fight from distance...very safe poke...and felt very effective at close range. They made this ability perfect.
Mounted Archery will also take some getting used to...As long as I was concentrating on the steering, it's basically like Guan Yu, though the aiming is interesting. I'd think more about the aiming, and find myself turning into a corner of a jungle camp (this killed me once). You also can't effectively shoot behind you easily.
All in all, I really enjoyed the feel of his kit. Well-balanced, no stupid OP things going on for the most part. I just died too much in that match...I know it was long, but 12 deaths are 12 deaths.
I don't know if you're like this, but when I get my damage online, my mind shifts to this thing where I think I can take on anyone. I stop hiding behind my tanks...by no means do I dive solo into a group of 3, but I'm also not cautious enough.
So I'd find myself getting a kill, dying, getting 2 kills, dying, dying, getting 2 kills, dying, etc. Only at the very end did I really think about it, and realize that it would be better for me to utilize my tanks more efficiently. It was at this point that I stopped dying, we made our push, and we had enough to take down the Phoenixes (again) and then the Titan.
(I did 50% of my team's structure damage, at 12,464 of 24,452...they really needed the ADC's damage to push objectives effectively, so I wasn't doing my team any favors when I died)
Anyway...will definitely be playing him more. Curious to see what adjustments will be made to his kit in the next patch or few.
Additionally, I have been tampering with other things. I've been seeing people get Chalice of Healing and Boots instead of Bumba's Mask, along with maybe 2 Healing Potions. This allows you to be pretty aggressive in lane, taking advantage of your passive Master of Arms, which allows you to not have to worry as much about your Mana, and therefore enables you to direct more sustain to your health.
I've also tried building Warrior Tabi for early game power. I haven't tried a Transcendence build with him yet. I'm interested to see how that would play out.
adc has the biggest farm priority and isn't relevant early and gets help. if he gets fed good luck stopping him. Yeah positioning can be hard however kiting doesn't exist that well in smite cause mobility.
mid can be considered harder then solo depending on rotations IMO it isn't as (correct me if wrong haven't payed attention to it for a while) abilities don't trigger aggro making poke easier. (if I'm wrong after a while the wave is gone where in solo this isn't the case in most times). mid is most easiest to gank so you get help a lot more.
solo more poking with basics and harder to rotate (in which a solo can make a difference) late game you're suspected to do both damage and tank. it can however be the easiest role for solo queue to carry because of being able to do and take a load of damage.
jungle can be considered easier as support because you have a lot of resources a support doesn't and more influence with rotations.
support well almost no stuff especially gold starved in smite, which still is build badly because of the dependence of gold compared to the other games. rotations like a jungle. and in most cases not able to carry when you have to be the tank. meaning you need to keep someone who can alive to win.
some small stuff about why.
The rumor come out: Does adc can alive?
With no friendly minions close, your proximity or damage given to enemy minions will trigger aggro.
With friendly minions close, with their attention focused on those minions, you do not aggro enemy minions UNLESS you deal direct damage (of any type) to enemy gods.
Towers are also like friendly minions...if the minions are targeting the tower, you can freely attack them and not draw their attention.
(as dota checks for right clicks (not the damage from it the right click itself triggers creep aggro.
and LoL on damage application from basics. making ability use in mid lane a lot more fun.
Towers don't care about basics or abilities and will target you when dealing damage in both games.)
With this match in particular, his push was just not enough crowd control to be effective. Especially considering that almost everyone on the enemy team ( Neith, Scylla, Artio, Camazotz, and even Bellona) had dashes, teleports, and backflips that enabled them to basically negate the push. Couple that with the fact that I'm not that good with him and that Chaac liked to go in 1v5, and you end up with a team that is lacking in the crowd control department.
I didn't ward enough :( *NOOB ALERT* I got so caught up in all the craziness and trying to be in the right places at the right time to protect our reckless teammates xD . I have to give everyone involved credit though for sticking around that long and finishing out that game.
You DID get First Blood (Fun Fact: You also had 3 Double Kills), and probably hurt your back in the process of having to carry the team. As far as builds go, due to the long match, I actually ended up trading out items a few times (too much gold laying around). The Sovereignty was actually originally a Spirit Robe, but once I realized that you were the only one on our team who was killing objectives, my priority shifted to protecting you at all costs (mainly from that Camazotz). Like I said, my lack of any reliable crowd control made this especially difficult. I think I also switched something out for the Pestilence later in the game because when Scylla finally came online, she really hurt, and Bastet was the only one with anti-heal.
All in all, you were the MVP, and had a heck of a game. That was a satisfying win in a comeback, grind-it-out game. I agree that Hachiman is pretty fun, which is why I peer-pressured you into playing him xD lol. Glad to hear that you are liking Conquest more, too :D
TOOOOPPPPPPPER (on your team at least). Good stuffs :)
Had one a few days ago, our titan was at like 5% at one point (I was Geb) and we managed to get them off and turn the game. Ended up with killing everyone except Serqet at some point and we got the mid phoenix down.
We had about 20 sec to end the game, someone called "attack the titan" (which was a good call, because the enemy team only needed one good push to win. We had gotten 2 phoenixes back up at this point but still 1 of us getting picked and it would have been GG). So I blinked in and then 2 of our team backed off so we ended up dying and lost. All because of one missed opportunity. Yes we could have played it safe and hoped to win more fights on the defense, but it is so sad when ppl throw just because they don't listen to calls. Everyone following a risky call is always better than just some ppl following a risky or what you feel is a bad call.
That just pisses me off!!
Rule number 1 follow the ****ing calls. Don't ****ing be a smart*** after the fact and call it a bad call when you didn't follow the call. YOU WHERE THE ****ING IDIOT MAKING THE CALL BAD BY NOT FOLLOWING IT!
*Rant over*
normally the longer the game runs the easier you know someone is capable or incapable of it.