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To start the game, you are going to want to pick either sentinel's gift or war flag depending on how you want to play. Generally speaking war flag is going to be your more aggressive starter item
As for the potions, I generally find success with more health potions than mana potions. Mix pots are viable as well. It's all up to you there
As for the relics, Magic shell is a safer option and has a good use before you hit level 5. The benefit of buying blink out of base is that you can blink ult the entire duration from you hitting level 5 until you hit lvl 12.
These are probably the only items that I could truly say I build nearly every game. Thebes gives you a ton of protections and health, Sovereignty gives you a bunch of health and phys prots, and Pridwen gives you extra survivability in the form of a shield as well as 20% CDR
While not all inclusive, these are decent items if you are in need of magical defense
While there are more options for physical protections, I'm not really a huge fan of too many of them as far as dedicated physical protections are concerned.
This is a pretty decent pool of defensive items for the various things they provide in keeping you alive.
These items give you a bit of an edge in a very specific aspect of the game, if you need health, relic cooldowns, attack speed slow, or slow immunity, there's something here that can help you out.
This build is fairly well rounded as far as protections and health go, though it does leave you at a slight disadvantage against magical protections so you could sell your boots for something to compensate for that. Generally, I'd say a Shogun's Kusari to keep the extra 10% CDR as well as giving your team an extra attack speed aura.
This build has a very important item combo in war banner and talisman of energy. Together these provide a massive movement speed buff to your entire team, provided they stand near you. Aside from these items you go for some of your standard defenses and could sell boots for anything here. Probably a relic dagger or maybe even an ethereal staff if you want more damage
Tap each threat level to view Geb’s threats
Tap each synergy level to view Geb’s synergies
Once again, It's been entirely too long since I've touched this guide, but I feel with the rollover of the new season, and feeling comfortable with it myself at this point the time as come!
She still needs a bit of polishing, but the information should all be there for the items, which is the most important part I would say. Please let me know if there's anything I missed!
I felt that I should throw in the formula for how protections mitigate damage in this section so that it is easy to find and might make a little more sense.
The formula is 100/X+100 where X is the number of protections that you have. If you have 100 protections, it is 100/100+100 or 100/200, or 1/2. this means you take 1/2 the damage. This means that 200 protections is not double the damage mitigation of 100 protections as one might think. With 200 protections the formula is 100/200+100 or 100/300, which says that you only take one third of the damage. This works in such a way that you cannot become infinitely tanky in one certain damage source. At max protections, 325, the formula is 100/325+100 or 100/425, meaning you take a little less than 1/4 or the damage done. This does not factor in penetration, simply shows the way that protections work in the game. This isn't my work, it comes from The word of Thoth which I got through a link on a reddit post by Flareb00t. Not only does it explain protections, but most, if not all, other mechanics as well.
Pros:
Very hard to kill end game
Great support potential with Stone Shield
High mobility
Very high defense with his passive
Brings a full team stun to a team fight.
Great tower / phoenix dive
Super fun #1 ability
Great for setting up kills
Really fat and easy to body block with
He's a rock!
Cons:
Escape takes 3 seconds for crowd control immunity
Weaker early game and some other guardians
Relatively poor at getting his own kills
Really fat and easy to hit
So, ya wanna build Geb? |
That's what we like to hear! |
Usage: Sentinel's gift is the spiritual successor to guardian's blessing from season 7. It provides you with both health and mana sustain, bonus gold, and minimal protections and health. This is generally the safest starter for you and if you are worried about dying early this is what you should go for. Sentinel's boon: Sentinel's Boon is the direct upgrade to Sentinel's gift. Anything gift can do, boon can do better. The health and mana sustain are now based on percentage of maximum and you get 2x as much bonus gold. Additionally the health and protections provided for you are substantially higher than before and are actually kind of a big deal Sentinel's Embrace: Sentinel's Embrace is quite different from Sentinel's Gift in that it no longer provides bonus sustain or bonus gold. Instead it provides you with health, protections and mp5. The important part though is the passive which lets you evenly split 100 protections between yourself and your nearby allies. It should be noted that if you are alone you only get 50 of the protections. Generally speaking this is "better" than Sentinel's boon because this helps not only yourself but also your team. | |
Usage: War flag provides you with power, health, and mp5 as base stats and a passive that provides additional health and mana sustain (Less than Sentinel's gift) to you and nearby allies. On top of that, it also gives movement speed and attack speed to you and your allies all for getting an assist on a minion or jungle monster. War Banner: War Banner is the direct upgrade to war flag and I gotta say, its pretty sweet. Fundamentally, its a similar change to what Sentinel's gift does when you upgrade to Sentinel's boon. War banner provides more power, more health, more mp5 to you and increased sustain, movement speed, and attack speed for your allies. This is probably my favorite of the upgraded starters for supports and it works really well with Talisman of Energy. Spartan Flag: Spartan Flag gives nearly identical stats as war banner, but instead of the sustain, attack speed, and movement speed, it will drop a spartan flag down when you hit an enemy god. While you and your allies are near the flag they gain 10% increased power. I have yet to try spartan flag out, but I do not think It would do better than war banner. | |
Usage: Benevolence is really weird starter that gives you some additional health, mp5 and gp5. What's nice about benevolence is that it increases the rate at which you passively gain gold and experience, but it also makes you only get 90% of the rewards whenever you would gain gold or xp. Usually these rewards are not entirely lost but are instead given to a nearby allied god. Note: Generally when buying this starter item, you don't actually by this starter item, you instead wait until you are lvl 17 and buy the upgraded version of it. Compassion: Compassion is the "direct" upgrade of benevolence. It gives better base stats but the passive changes completely. Instead of increasing passive gold and xp while only giving you 90% of the rewards, it reduces damage done to allied gods by 15% and redirects it to you as magical damage. It's important to note that this can only reduce 100 damage at a time, but it can add up and be pretty beneficial to your team as a whole. You just need to make sure that you have a lot of magical protections and health.Note: Going compassion is going to make it really hard for you to use Blink effectively as it keeps you in combat all the time. Animosity:Animosity is in general a weird item that I cannot really recommend that you buy on a support. It gives you a lot of health and some hp5 and mp5, but what it is meant for is being a weird inverse Qin's Sais. It makes your basic attacks deal 4% of your maximum health to the enemy. If Geb had particularly good basics, this could be potentially useful, but his basic attack chain isn't anything to write home about so I really don't think it's worth picking up, even if it does work on towers and phoenixes. | |
Usage: Applies anti-heal and gives you some power and protections. I have yet to find a situation where I need to buy this. Usually its going to be when you see a strong healing comp in the duo lane specifically. With the nerfs to anti-heal in general this should not be underestimated in a large healing comp. That said, your other Guardian starters are really good for both you and your team, so you should only buy this when you absolutely need to. Note: Anti-heal applies to ability healing, lifesteal, potions, and I think HP5, but I could 100% be wrong about that last one. Tainted Breastplate: Tainted Breastplate is the direct upgrade to tainted steel. It gives you more power and protections as well as 50% anti-heal that applies with abilities and basics. It should also be noted that this upgrade has very high physical protection on it. Tainted Amulet: Tainted Amulet is similar to Cerberus passive in that it applies anti-heal to the enemy and heals you what you reduced. The major differences are that this applies through your abilities and you gain 100% of the reduced healing instead of 50%. I haven't tested this out too much, but lets crunch some numbers. You build this into an aphrodite who heals herself and an ally for about 600, so 1200 health total. You're going to reduce that by 20% (240) and take that as healing which is pretty significant. Now it should be noted that this effect is likely reduced in the presence of any other anti-heal. It should be noted that this upgrade gives a lot of magical protections. |
Step 2: Item number 1. | Generally speaking, I like to go for first item Gauntlet of Thebes right now, but hey you've got options. Often times what ends up happening is you can't afford to fully upgrade your Gauntlet of Thebes. In these cases you should probably switch off building your Gauntlet of Thebes and just build your shoes first. |
Usage: Shoes give you some base movement speed at tier 1 and are quite versatile when it comes to their upgrades. Shoes of the Magi: Shoes of the Magi Are your high damage option that will also give you some sustain. I normally do not build these on Geb because I find the other options just more useful than dealing damage. That said if you do build these, I recommend Stone of Binding for even further increased damage. forbidden strats
Shoes of Focus: Shoes of Focus are my go-to. The 10% CDR is really nice to have on top of 250 mana to keep using those abilities. On top of that it gives you some power which is nothing to scoff at, especially when this is all the power I get some games. Reinforced Shoes: Reinforced Shoes are a decent defensive item. With health, CCR and protections, they can definitely help keep you alive in a fight. That said, I'm a sucker for CDR as mentioned previously so while these are not a bad choice, I still prefer Shoes of Focus. Traveler's Shoes: Traveler's Shoes are good when you need to move around the map. They provide higher movement speed than your other 3 options as well as a mini pyromancer buff when you are leaving fountain. It should be noted that you also gain significant MP5 from these so you can affod to use rollout to get from lane to lane more often. | |
Usage: Glowing emerald and its upgrades are going to give you a lot of health and HP5, that's their thing. Right now this has been my preferred first item over the t1 shoes because the bonus HP5 just helps keep you alive. If your solo laner is on top of the totem you will be happy with all of your sustain. Gauntlet of Thebes: Gauntlet of Thebes is a quintessential support item. It provides you with loads of health, respectable HP5 and 60 of each protection once you get it stacked. That said, while it does have great stats for you as the holder, it also gives 10 of each protection to nearby allies. While that doesn't do a whole lot, sometimes the double digit numbers matter in SMITE. I'm not including the other 3 upgrades of Glowing Emerald here because I don't really see them as viable upgrades in the support role. Not as a first item anyway. |
Step 3: Boots and Defense. | First priorities are shoes and Gauntlet of Thebes. Once you finish those you should move into protections most of the time. There are some cases where you're ahead and can afford to build CDR or a bruiser item, but generally speaking you want some protections, STAT! |
Sovereignty: Sovereignty is my go-to for physical protections in nearly every game. It provides you with high health, physical protections, and HP5. It also works really well with Gauntlet of Thebes becuase their aura's stack for a total of 25 physical protections, 10 magical protections, and 35 hp5 for all nearby allies. Contagion: Contagion is a decent alternative to pestilence if you don't need the magical protections but you do need anti-heal. Generally speaking, I think the extra 100 health on pestilence is going to do you move favors than the mana and MP5 on Contagion, not to mention pestilence comes with 80 magical protections compared to Contagion's 60 physical. I just feel that pestilence is overall better, but contagion is an option that cannot be forgotten about | |
Pestilence: Pestilence is a decent grab for you as a magical protection item. It has some of the highest amounts of magical protections on it as well as 250 health, but the main reason you would buy this is for the anti-heal. Shogun's Kusari: Shogun's Kusari is a really good item in my opinion. We've got magical protections, health, CCR, CDR, and on top of all that an attack speed aura. Right now there's a good change that your team will be able to make good use of this item. Generally speaking this will bring your carry to cap attack speed if they aren't already (Usually good to keep any eye on their attack speed). I've also seen a lot of solo laners recently that would benefit from you having this. A lot of times if they're laning against a magical god they will pick it up themselves, at which point you wouldn't really need it. This is generally what I grab when I need early magical protections unless I need the anti-heal Genji's Guard: Genji's Guard is a high CDR, high magical protection item. What's nice too is that it gives you some health and a whopping 40MP5. If you build Genji's you should almost never run out of mana. Heartward Amulet: Heartward Amulet... I'm not personally a huge fan of Heartward amulet. It does give you a lot of magical protections and a decent amount of health, but I don't really see any value in its aura. By the time you're getting it, you're probably in the mid lane and your mid probably has Rod of Tahuti, which means plenty of MP5 for them. As for your own MP5 if you just build something from the Enchanted Kusari tree you'll be fine. I can't truly say its bad because it works well with Gauntlet of thebe's, and Sentinel's Embrace, but I don't like it. Talisman of energy: Talisman of Energy is a fun item that got indirectly buffed with the new map. The bigger the map, the more movement speed matters. Additionally, this works really well with War flag and War banner as their effects do stack. Generally speaking I would say buy this here if you've got a war flag and don't need anti-heal. |
Step 3: More defenses and Utility. | Once you've got a dedicated physical protections item, dedicated magical protections item, and Gauntlet of Thebes, you should be sufficiently tanky to do whatever you want with your build. Below I've listed out some items that are generally what you should pull from. Some of your safest options are going to be Pridwen and Relic dagger, but that doesn't mean the others don't have their places in your build. You should be able to finish out with these items. |
Mantle of discord: Mantle of Discord is my a great defensive item based on protections and CDR alone, but the passive basically gives you a store brand Geb ultimate that doesn't do damage when you drop below 30% health. While you may not notice it all the time, there are plenty of times when fighting a tank with this item that a kill is lost due to the CC immunity and the stun. Hide of the Urchin: Hide of the Urchin is another great defensive item due to its stats. Even without the upgrade it has pretty decent stats with 250 health and mana and 30 of each protection, but what really makes it shine is when it gets stacked. Once stacked you keep the previous stats, but gain 21 more of each protection as well as a health shield that stacks up while you're out of combat. It should be noted that because this item stacks based on god kills and assists, you should build it earlier in the game rather than later. Stone of Gaia: Stone of Gaia is, in my opinion, THE item to build if you want health. It provides you 400 health, which is the highest of any single item as well as decent HP5. What really makes it shine is the item's 2 passives. the First one being that when you are high with a "Hard displacement" Crowd control you begin to heal for 15% of your maximum health over the next 5 seconds. Hard displacements include grabs, pulls, knockups, and knockbacks. This item really shines into enemy teams that can proc this passive. That said, it is still usable when they can't proc it because of it's other passive. The second passive regenerates 0.5% of your maximum health every second. Seeing as you are a guardian and have at least Stone of Gaia for health, lets say you have 3000 health. This means that you will be healing for 15 HP every second. And that's on top of any HP5 you might have. Oni Hunter's Garb: Oni Hunter's Garb Is, admittedly, not one that finds much of a way into my builds as a support, but I do think it's a decent item if you're struggle with getting blown up in a teamfight. The health, magical protections, and CCR are decently useful for staying alive, but the real reason to buy this is the passive. Provided that there are 3 enemy gods nearby you gain nearly 10% mitigations. I didn't list this item earlier as viable magical protections, because I believe you aren't buying it for the magical protections, but rather the %mitigations. | |
Witchblade: Witchblade is what you build when you're being blasted down by auto attacks. While the base stats are nice with a lot of health, some protections, movement speed, and CDR the real reason you buy this is for the Aura. Any enemy god that has the audacity to get near you will have their attack speed reduced by 25% Midgardian Mail: Midgardian Mail is another item with fairly decent base stats, but you buy it for the passive. Don't get me wrong, the 300 health and 40 physical protections are nice to have but you can get those elsewhere. What you cannot get elsewhere is the up to 24% movement speed and attack speed debuff to enemies that hit you with basic attacks. Spectral Armor: Spectral Armor is an interesting item that you likely won't need on Geb, but it does have its uses. It's got good physical protections, health and mana, and MP5, but once again you buy this for its passive. It reduces the increased damage from critical hits by 50% and last time I check this stacks with Hard as Rock for a total of 125% bonus damage reduction. What this means, is that even with Deathbringer, the enemy's critical hits will only deal 5% extra damage to you which is fairly insignificant as bonus damage goes. Chances are this is only worth building if they enemy has 2 or more crit-heavy gods. Winged Blade: Winged Blade comes with decent health, protections, CCR, and movement speed, but where it really shines is the passive. The only real reason to build this item is if you are getting slowed into oblivion and can't get away from the enemy. It can be a decent counter to Nemesis who can slow you with 2 of her abilities and make it very difficult to get away from her if your team isn't there to put her down. Other notable uses of this are against Cupid ult, or any other ultimate that slows you. Whenever you would be slowed by one of these abilites you instead recieve a speed boost to help you dodge and get out of the way or, alternatively, run at the enemy faster :) | |
Pridwen: Pridwen is my go-to for CDR these days. Between the decent protections and 20% CDR you're getting a prety decent deal, but the kicker is the shield you get after you use your ultimate. Generally speaking when you use a Geb ult you'll be in the middle of an all out brawl and the extra couple hundred health could be life saving. And on top of all that the shield will pop when it breaks or times out and does damage. While rare, this damage can be enough to secure a kill. Relic Dagger: Relic Dagger is the only other item that I buy specifically for its CDR. Between this and Pridwen you are up to a comfortable 30% and you get some bonus health, CCR, and movement speed. The reason this is classified as a CDR item though is because it reduces the cooldowns on your relics buy 40 seconds. Considering the heft 2-3 minute relic cooldowns, 40 seconds is a major chunk of time saved between uses of your ever valuable relics. | |
Ethereal Staff: Ethereal Staff is a decent item for a support to build if they want to do damage. As a support, your job isn't really to deal all that much damage, but you definitely still can and you need to be able to hold your own. That said, you don't really want to build pure damage items on your supports, but rather hybrid items. Ethereal Staff is great for this because it gives you 90 power and 200 health as a base along with 20% CCR, but it feels like half of these items have CCR on them. What's really nice about this item is that you can steal 6% maximum HP from the enemy making you even harder to kill and them easier to kill. In some rights it also serves as a mild counter to Kukulkan because his power scaling per maximum mana is through the roof, but that probably will never be the reason you buy this. Mostly for the raw damage and about absurd amounts of health it can give you in the late game. Void Stone: Void Stone is another hybrid item that might be worth your time to pick up. Its going to give you substantial magical protections along with some health and power, but it also has an aura that decreases nearby enemies' magical protections by 10%. This will help not only yourself do a little more damage but also anybody else one your team that does magical damage. It is especially useful if you have a magical carry or jungler. |
Usage: You ever just wanted to be 15 feet forward instead of where you are? Blink is your guy. It can teleport you in or out of a fight in the blink of an eye. In general, I'm a huge fan of blink, its highly versatile having uses offensively, defensively, and for general utility. For someone like Geb who has an ultimate with relatively short range, but it hits in an entire circle around him, being able to get into the enemy ranks is largely important. Blink allows you to start a teamfight by stunning the entire enemy team for 2 seconds and taking away 35% of their current health (provided you're lvl 20 and not accounting for CCR or protections). Other good uses for blink are getting right up next to the enemy so your shockwave deals full damage or blinking towards an ally in need in order to provide them with a Stone Shield Upgrade!: It's generally a good idea to upgrade your blink when you have the 500 gold to spare. Seeing as it reduces the cooldown by 20 seconds the upgrade can be particularly useful, though the 10% mitigations often will not matter as you'll be stunning the enemy. | |
Usage: Seeing as you're Geb, I assume you like giving your team a shield, well here have another one. All nearby allies will receive a shield that scales with your level Magic Shell can be a real life saver. A well timed 340 health shield at level 20 can be a lifesaver for not only yourself, but your entire team. It's certainly no Stone Shield, but it absolutely gets the job done when it comes to helping your team live just a few seconds longer Upgrade!: You should absolutely upgrade Magic Shell as soon as possible. Once upgraded this grants to block stacks to all gods that it affects. It may not sound like a lot with all the attack speed running rampant in season 8 thus far, but 2 block stacks and a 340 health shield at level 20 is nothing to scoff at by any means. | |
Usage: Heavenly wings is a great utility relic for you to have on a support. It isn't as aggressive as a blink rune and it's not as defensive as a magic shell, but the utility of it is certainly there. This gives you and nearby allies loads of extra movement speed for getting your way in or out of a fight (or just making it easier to juke) and it also gives immunity to slows which is a great counter to things like Fields Of Love or an enemy Horrific Emblem Upgrade!: Heavenly Wings is not the most important relic to have upgraded but the haste effect can be really useful in the right situation. and with the right team composition. | |
Usage: Empower your team with bonus damage and attack speed. Great for swaying a team fight in your favor or taking objectives like Fire giant or Phoenixes. Upgrade!: The Frenzy upgrade is actually pretty helpful. While it does provide your team with an extra 10 penetration, the meat of the upgrade comes from it increasing duration from 5-8 seconds. This should drastically improve the capabilities of this relic. | |
Usage: Horrific Emblem is the counterpart to Heavenly wings in my opinion. Rather than helping a fight by making your team faster, you are making the enemy team slower. Additionally this also decreases attack speed. One thing you should keep in mind is that Heavenly Wings is fairly popular and does grant immunity to slows, thus negating most of the reason you would buy this. Upgrade!: The upgrade to horrific is actually pretty darn helpful. It further reduces the attack speed of afflicted enemies and decreases the damage they deal by 15%. This has quite a wide variety of uses in this state and could be an invaluable tool in peeling for your team. |
This ability is by far what makes Geb, Geb. In this section I am going to break down the ability into as much detail as I possibly can.
What the Shield does: The shield applies an addition amount of health and removes negative crown control effects from either yourself, or your allies. There is a total of 650 health to be added at level 20. The ability gains more health as it levels as well as 20 health per level of Geb. This means that as Geb gains a higher level the shield passively gains health. At level 5 with one point in the shield it has a total of 150 health, but at level 6 with one point in the shield there is a total of 170 health in the shield. 20 per level might seem like a small amount to add, but in total with all 20 levels it adds 400 health to the shield. This is significantly more than the 250 health that the shield has from it being lvl 5. Another quick note is that when you cast the shield, if both you and your ally are in the radius of the shield, it will nearly always target your ally over you to receive the shield.
CC Immunity: On placement of the shield you or your ally is cleansed from all negative cc effects. This means that if they are under a stun or slow, that is removed and they can move freely again. If the shield can be placed, the cc can be removed and, as stated earlier, that means unfortunate things for poor Ao Kuang and Fenrir.
Usage: The goal of the shield is to prevent as much health from being lost as possible. Early game, it is usually the case that to do that, you want to let your ADC take the CC first, then cleanse it. Chances are, the CC wont be the brunt of the damage, but whatever follows it. If there's no CC to follow up on, the aren't gonna be doing so much damage. On exception I have found to this is the on Ares. The damage they can rack up is insane, especially if all 3 land on the ADC. With any luck you can cleanse the first chain and they can dash away before taking a hit from the second one.
You want to think about it differently late game. Mages and hunters will start to blow up other mages and hunters very, very quickly. Considering most of them have roughly 2000 health, a 650 health shield is massive, being more than a quarter of their health and all. It can be the difference between life and death even if a CC is not cleansed in the process
Gameplay in Season 8 is a little bit weird, but not too much different than season 7. I'm still seeing a lot of early rotations to the midlane where you just help your midlaner farm their absolute brains out. If you play your cards right you should be able to get a few kills and own the mid-harpies. If you're feeling frisky you can even go raid the enemy jungle.
Just keep an eye out for gank opportunities to both solo and duo lane and you should be fine. Also keep an eye on the enemy support, you don't wanna let them go unchecked for too long unless you're making more of where you are than them
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I know there's a lot of information here, so if you have any questions or issues about this guide, leave it in the comments. Also if you downvote this build, please say in the comments why you chose to do so, so that I may make adjustments and maybe make you change your mind :)
Any advice you give will be gladly accepted and taken into consideration.
Please don't leave comments about the skillset as that has been set in stone and I will not be taking that.
Also, make sure you don't take Geb for granite, because he definitely won't take any of your schist. He's a pretty gneiss guy once you get down to it. If you do try to basalt him, he'll probably just wacke you into next century.
If you like Khepri, it's got a lot of the same info, but feel free to check him out here!
But at the end of the day, just remember that Geb is love, Geb is life, and "ROCK on!"
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No mention of Pridwen?
Shogun's Kusari is not a core item, it's a situational pickup based on your team's composition.
Oh and your example tank build has 50% cdr...
It looks like I forgot to update the second tab with a bunch of example builds when I updated it. As far as the 50% CDR unless Breastplate of Valor was purchased in the build (Which it looks like it was) I dont think it is a problem. Considering that I build Shogun's Kusari and Pridwen Every game, I already have 30% CDR. Often times I like to pick up a relic dagger so i can blink more often. Unless I need antiheal, there is a good change that I am also going to grab Mantle of Discord, Winged Blade, or Witchblade (If basics are a problem). Thus putting me at 50% CDR. I think CDR is too available to complain about 50% unless you buy Breastplate of Valor
Are you publishing your guide after changes? Or just saving? You're meant to publish.
Your current core section only has Sov, Shogun's and Mantle listed.
>"Thus putting me at 50% CDR. I think CDR is too available to complain about 50% unless you buy Breastplate of Valor"
Fair enough, Breasplate definitely should not be in a build with high cdr.
I went back into the editor and pressed publish. Hopefully that fixed it.
Update: You can now clearly see those numbers
But its a hard effort work. And ı respect that.
As far as damage, I just find myself in a pure tank role as Geb. Sure he's got 2 abilites that scale at 50%, which makes them pretty nasty if you do build some power. If you really wanted to you could do a Void Stone, Stone of Binding, Divine Ruin combo. I don't have it in the guide at all, but I suppose you could do Pythagorem's Piece if you wanted some extra power while performing supportive functions still.
Way back in the day I'd recommend a Soul Reaver, which could still be helpful in current day, if the situations are right. I think I might go in there and add some items for potentially increasing the damage output a bit more. because you are right, Geb can certainly do damage.
Also where is Gauntlet of Thebes? Emperor's Armour?
As far as gauntlet of Thebes, I am 100% not convinced its not good. Sure you get a bunch of protections, but its relatively useless until you get stacks, and the aura is not all that helpful in my opinion. What is 10 protections gonna do? If you convince me that Thebes is good I'll put it in.
Honestly, I don't see emperor's built much, so I follow that train. There's also usually better items in my opinion. It looks decent enough, but I really feel there are better options.
Thanks for the critique, but I disagree
Thanks for the comment, and hopefully I can get that in shape for ya!
Update, I've added heartward and sov. and fixed up the builds so they seem somewhat usable
Also, in your guide, i can agree that overcapping ccr isn't a big deal, but i think it's unoptimal to overcap cdr.
The reason I do't worry about overcapping on CDR is generally because So many items give it. Thinking about it, the best thing to do would probably be to pick up an early Breastplate of Valor and sell it later for two items with 10% CDR Namely Mantle of Discord and Spirit Robe. I'll probably go more in depth in both of those things once I actually get the gameplay section fixed up, and not with season 4 strats.
Edit: To anybody passing through, this philosophy has actually changed quite a bit. No more overcapping CDR and definitely building some auras
Thanks!