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Daily Reworks Thread

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Forum » General Discussion » Daily Reworks Thread 26 posts - page 3 of 3
Permalink | Quote | +Rep by FemFatalis » June 7, 2015 9:43pm | Report
Isn't this just old Arachne in tank form? I mean, pull into seeds then blow em up is like pull into Broodlings. I mean, I obviously love this rework, as I admire all your work, but I can't help but notice that.

Also: ranged AOE attacks or melee? And technically you can say "when out of combat" for the passive, since that is the widely-accepted and -used design term.
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Permalink | Quote | +Rep by Subzero008 » June 7, 2015 11:00pm | Report
FemFatalis wrote:

Isn't this just old Arachne in tank form? I mean, pull into seeds then blow em up is like pull into Broodlings. I mean, I obviously love this rework, as I admire all your work, but I can't help but notice that.

Also: ranged AOE attacks or melee? And technically you can say "when out of combat" for the passive, since that is the widely-accepted and -used design term.

Melee. He already has the advantage of having literally all ranged abilities, and doesn't need free poke on top of that.

"Out of combat" is strictly different from "not been damaged." The latter lets you still harass people from range and maybe use some abilities without having your healing interrupted.

I guess you can say it is like old Arachne, only that the only similarity is a zoning tool and a pull...so...sorta?

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Permalink | Quote | +Rep by FemFatalis » June 7, 2015 11:02pm | Report
The combo is similar, that's all. Thanks for pointing out the distinction, too, I totally missed that. Wow, what would Sylvanus' melee autos look like?

Good rework, Sub.
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Permalink | Quote | +Rep by TheGenocideLord » June 8, 2015 1:20pm | Report
Imo Sylvanus doesn't need a rework, the only reason he's a top tier support is because he's more than just a beads burner (same for Athena)
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Permalink | Quote | +Rep by Subzero008 » June 9, 2015 7:32pm | Report
He also has no counterplay in his kit with his undodgable 1 and 2 and 4 and 3 that goes through minions. Or in other words, he's a "beads burner" that has more than one CC skill and his knockup goes right past CC reduction. -_-

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Permalink | Quote | +Rep by Subzero008 » June 9, 2015 7:32pm | Report
Nu Wa Rework: Control Mage / Utility Marksman

Why? Because Nu Wa is a mess. What kind of burst mage has to rely on some stupid AI to deal any sort of damage? Her Fog is a pointless gimmick, as well. Her ult is another "too powerful and its broken too weak and it sucks" ult, and her passive doesn't even synergize with her kit at all. She's just a big mess.

I mean, her old kit was weird, but it was interesting, at least. Sure, Clay Soldiers might have been literally only good for tanking towers for a few seconds, but

League of Legend's definition of a "marksman" is a ranged champion that is based around dealing strong, continuous damage with their basic attacks. Funnily enough, this means that Freya and Chronos are NOT "magical marksmen," because their kits are designed around a ton of damage in a few seconds. Kind of like Wing Gust, which is supposedly sustained damage until you look at the 160% AP scalings and 13 second cooldown. (Cooldown starts when ability ends.) LoL has a ton of examples of sustained damage in multiple forms, a concept that Smite has yet to understand, sadly enough.

Anyway. Since Smite seems to not recognize the possibility of a magical marksman, I'll make one. With the obligatory earth/fire/water/metal/wood stuff.


Passive: Malleable Metal: Nu Wa's basic attacks deal an additional 20% of her magical power as magic damage and gain a bonus effect after an ability is used, but these bonuses do not stack. In addition, Nu Wa does not have an ultimate and can level all of her abilities from level one.

This is her old passive, but tweaked to provide effects oriented around your basic attacks. Another difference is that the passive effects do not stack, but are permanent as long as you don't cast another ability.


Q: Serene Mist: Nu Wa generates a 20-foot radius cloud of mist that stealths her allies and lowers the vision radius of enemies, granting 12/14/16/18/20% damage reduction from abilities outside the mist while stealthed. Mist lasts 5 seconds.

Metal Bonus: Fluidity: Nu Wa loses unit collision and her basic attacks pierce enemies hit, dealing 25% less damage per enemy pierced.

Cooldown: 6 seconds.

This ability acts like Nu Wa's old fog by following you slowly rather than going in a straight line.

It's utility, pure and simple. It doesn't deal any damage, however, but its passive effect is incredibly for waveclear and against some bodyblocking issues. In addition, enemies inside the mist have their vision sharply decreased, which is obviously difficult to use offensively but can be quite helpful if enemies close in on you, by either blinding them to nearby allies or towers or whatnot, or helping you escape.


W: Stone Armor: Active: Nu Wa creates stone armor, granting herself a 60/100/140/180/220 health shield (+50% of your magical power) for 4 seconds and granting herself 20/25/30/35/40 physical protections while the shield is active.

Metal Bonus: Mass: Nu Wa gains 40% CC reduction and her basic attacks slow enemies by 25% for 1 second.

Cooldown: 6 seconds.

It's a decent shield that can help with trades, especially against physical gods, and is a solid form of CC that does require some accuracy. And ironically, this forces Nu Wa to build power somewhat in that there is no point in shielding yourself if enemies aren't going to attack you.


E: Resilient Sprouts: Nu Wa creates a 10 x 20/30/40/50/60 feet wall of bamboo shoots that slow enemies inside by 40/45/50/55/60% that lasts for 5 seconds.

Metal Bonus: Growth: Nu Wa gains 10% magical lifesteal and regenerates 1% of her missing mana for every successful basic attack.

Cooldown: 6 seconds.

This is a pretty long wall at max rank, and it offers a good amount of area control. The passive is, of course, pure sustain, and mana problems are certainly not going to be a problem.


R: Mystical Flame: Nu Wa conjures a blast of fire after a short delay, dealing 90/150/210/270/330 damage (+100% of your magical power) to all enemies within a 15-foot radius circle, dealing decreasing damage to enemies further from the center (which is a 5 foot radius circle), down to 45/75/105/135/165 damage (+50% of your magical power) at the edge of the circle.

Metal Bonus: Heat: Nu Wa gains 10% move speed and your basic attacks deal half their damage as true damage.

Cooldown: 6 seconds.

You're pretty much never going to get the full damage off and this ability is literally Nu Wa's only damage ability. However, it does a ton of damage, provides a helpful mobility boost and makes your autos deal significantly more damage against tanks and bruisers.


Nu Wa is a sustained damage utility mage marksman, and boy, that's a mouthful.

Playstyle: Early game, waveclear and sustain aren't problems, but sometimes, that isn't what you want. The real problem is that your basics will be rather...lackluster early game, and you have only one damaging ability, so your actions will be naturally limited. Mid to late game, however, your basics will do consistently high damage (45% of your magical power per hit is significant when it never turns off), letting you perform a carry role while still having utility and versatility. Because of this, you can play pretty much any freaking role in the game, making you stupidly versatile.

Strengths: Tons of utility while still dealing great damage. High in-lane sustain. Free true damage provides a form of penetration. Shield and lifesteal make you a fantastic duelist. And piercing basics plus Mystical Flame means your AoE damage isn't shabby, either. Versatility is extremely high.

Weaknesses: No hard CC, unreliable damage, extremely specialized in basic attacks, and practically no burst (100% sounds impressive on paper, but not compared to other mages' combos). On top of low mobility, making pushing not always a good option.

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