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Catalyst
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Serqet's basic attacks apply Catalyst which consumes lingering poisons. Enemy gods take additional damage pending how many poisons are consumed. A good combo to utilize this passive would be Ambush Cobra's Kiss Basic attack then escape through your enemy god with Deathbane. You could flip Ambush and Deathbane around but I prefer to use Deathbane to escape.
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Catalyst
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Deathbane
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Serqet dashes forward and hits enemy gods in 3 spots. It can hit critically which is a nice boost to damage.
I max this second, but you could max it 1st.
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Deathbane
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Cobra's Kiss
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This is a projectile that shoots twice. If enemy god is hit they will either attack their teammates or walk toward you harmlessly. It is nice to hit 2 enemy gods and have them attack each other.
I max this first, but you can max it 2nd as well.
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Cobra's Kiss
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Ambush
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Ambush is a leaping ability where she roots in place and vanishes until an enemy god walks next to her. This is a nice escape move but should be used with caution when near heavy CC gods as you won't be able to leap. With items that increase your HP5 you can go hide and use Ambush and sit there until you regenerate your health as well which is helpful.
Max this last.
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Ambush
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Last Breath
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Serqet lunges at and stings the target then flings them 30 units away from any direction you choose. This causes True Damage over 5 seconds. This is a fun ultimate where if you are under friendly towers and use it, you can fling them further under your tower to have it attack them.
Max this when available.
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Last Breath
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She doesn't need attack speed so Ninja Tabi is out of the question. These boots provide the most power and provide her with movement speed. Of course this would be the first item to get (unless you get starter item)
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Hear me out on these. I know you are thinking Reinforced Greaves on an assassin! That's ridiculous. I know it is, but with Serqet being so squishy any bit of extra defense goes a long way with her. Especially early game. You can trade out late game after you build defense items, but these are definitely a viable but unconventional option for her. These of course would be your first full item.
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Just a good overall item. Penetration, CDR, Power and Mana. Everything Serqet needs. I would purchase this either after your boots or after your first defensive item.
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Great penetration item to help with damage output. I would get as my last item usually.
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For a burst build, you would need this item. Use Cobra's Kiss then AA, then Deathbane then AA and if needed use Ambush to escape. Or use Last Breath into AA, into Cobra's Kiss into AA, into Deathbane. Since her passive was buffed she should be able to do quite a bit of damage that way, along with Hydra's passive, she should be able to do a good chunk of damage. I would build this after my first defensive item or last item.
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I have not used this item much, but it seems to go well with her. Decent power, increased movement speed and at 5 stacks your next ability does more damage. It should put some more power towards your Last Breath. This would be situational and needed for a burst build.
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Good power +20% crit chance. Plus when you crit you deal DoT damage.
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With Rage's new passive and cheaper price, I feel this could be a better Crit item on her than Wind demon or even Malice. It is considerably cheaper than Malice and after you get the stacks it increases the Critical strike chance to 35%. You sacrifice some power, but can get it online sooner and have higher crit chance (55%) with it and Deathbringer combo.
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Make those crits hurt. This increases your critical strike damage 40%. Also gives you 50 power and another +20% crit chance.
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It gives physical power and physical protections. The passive also reduces protections from enemies within the aura. A solid item for her. I usually get this after boots are completed.
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Gives physical power and magical protections. Also gives some CDR that Serqet likes. Passive can be useful at times as well. This would be item 3 after Void Shield
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Great physical protections. Affordable, and has high CDR. It also provides mana which Serqet can be mana hungry early game. I would say this is situational probably best gotten in place of Void Shield. I just prefer Void Shield as it acts as my penetrationish item.
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Similar stats compared to Void Shield but gives you magical protections instead of physical. The passive is nice against magical enemies with high attack speed since it reduces their power. This would be used instead of Ancile and bought after Void Shield.
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+40 physical and +40 magical protections plus some CDR and some CC reduction. Cheaper than Mantle of Discord. Could be used as item 3 and if you got a damage item at item 2. This would more than likely be your only defensive item.
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An item that gives little of everything. Some power, some protections and some CDR and it's cheap. All wins for Serqet since Crit items are expensive. This would be good in place of Void Shield at item 2 (or 3 if got Bluestone Pendant). I would then sell this later and get either Void Shield or a penetration item later on in the match.
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Slightly more protections than Spirit Robe and the passive can get you out of some situations. Gives more CDR than Spirit Robe as well, but is quite a bit more expensive. This would definitely be your only defensive item. You could bridge Spirit Robes into it later in the match.
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Gives you what you need when you need it. Additional power when healthy, additional protections when below 50% health. This item is one of the cheaper dual protection items and it also gives good power as well. This could serve as a standalone protection item. |
For that team with all the slows. This will make you immune to slows for 4s. Can only occur every 30s.
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A good last item to get. It gives you health and HP5 along with some CDR. You gain 15% of maximum health over 5s if you get a kill or assist against and enemy god or an objective. If you are doing well in the match and getting kills or assists. I would get this item last as your passive would be triggered more often. If not, I would stay away from it and get whatever else you need like more power, penetration or protection.
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Enemy Team Makeup
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If a team is heavy in CC I would build more CC reduction items. If they are balanced I would use the average build stated above.
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Own Team Makeup
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If for some reason in Joust you have 2 Assassin and a Mage I would build heavy protection to take some pressure off the others.
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Feeling
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Sometimes I change up which build I use on how I feel. If I feel like harassing enemy gods, I usually go with Harassing Scorpion build cause I can take more damage. If I feel like an overall build with more damage, I will go with a build of 2 protections items for more balance.
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Nox's Shadow Lock and high damage from Siphon Darkness makes it easy to hit Cobra's Kiss then Last Breath
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Using Last Breath and throwing them right into Spirit of the Nine Winds is an instant death.
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I don't think I need to explain this one, but two CC abilities make it easy for you to attack.
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The reason I suggest Blackthorn Hammer is because it gives physical power, a ton of health and also a decent amount of mana (more than Jotunn's Wrath), all of which I feel are valuable on Serqet. In addition to the stats, the passive may also help her get out of a sticky situation.
This is the full build that I've come up with:
Warrior Tabi, Mail of Renewal, Blackthorn Hammer, Deathbringer, Malice, Titan's Bane.
Let me know what you think! :)
I am pretty sure I have never bought Blackthorn Hammer on anyone to be honest. I do like the stats on it though. When I am looking for items, I always try to look for multipurpose use, like Void Shield for example. It gives me power, physical protections, while reducing enemies within aura so it acts like a penetration item. This item works great on squishy physical enemies if you have no other penetration items (I used to run just Void Shield for awhile). So in that sense, Blackthorn Hammer fits my criteria of a good multipurpose item for her. Instead of protections, you get quite a bit of health and mana while gaining a passive that reduces cooldowns when under 30% health. The passive can indeed help you out in certain situations, but I think it could be risky for Serqet and she also could use other things as well.
My reasoning is, Serqet is a get in, do damage and leave via 1 of her 2 escape abilities. With that in mind you usually initiate with Deathbane, basic attack then use Cobra's Kiss basic attack some more then escape with Ambush. Granted you could start with Ambush into Cobra's Kiss then escape through them with Deathbane. You can get off quite a bit of damage in that short amount of time while escaping with relative ease from harm (unless CC'ed and or crippled) which makes the passive of Blackthorn Hammer less effective in my opinion as you probably should still have 1 escape available making you potentially not hit the 30% threshold as often. If you do go all in all the time and use Ambush as an initiator as well as Deathbane then I could see the passive being more useful, as you will have no escape and more chance for damage to hit that 30% health threshold to trigger the passive. It would all depend on your play style. If you go all in combo, I would see more use and consider it. If you leave an escape for well an escape, then I see less benefits from it and would advise against it.
Moving on to your suggested build. According to Smite builder, you would have 2630 health (great), 200 power (solid), 40% crit chance (good), 10% CDR (poor). So obviously, you substitute increased health for protections for survival which I am generally okay with. The power is decent and slightly more power than my average build under build 2 (200-195) which was my most often build (haven't actually played her in awhile).
The biggest thing I would think I would have issue is, is the low CDR%. Her cooldowns are quite long. At 10% CDR, Deathbane is 9 seconds, Cobra's Kiss and Ambush is 16.2 seconds and Last Breath is 81 seconds. Yes you do get passive reduction from Blackthorn Hammer but it can only be used every 60s, it is only 3s and it is situationally active, but honestly doesn't seem like much on paper. My suggestion to you would be to use either Blackthorn Hammer or Mail of Renewal but not both together. I can see why you want to use both together, as the more health you have, the more you get from Mail of Renewal's passive, but you miss out on potential items for more CDR because the other items listed are basically core for her. I would replace one of those with Jotunn's Wrath as you will get everything Serqet loves in that item. My other suggestion would be the build order. Obviously, Warrior Tabi is first. After that, I would get Jotunn's Wrath then I would get Blackthorn Hammer then Crits then Titan's Bane. If you get Mail of Renewal instead of Blackthorn Hammer, I would consider getting it later when there is greater kill potential to use the passive more.
In regards to your suggested build, I would not get Mail of Renewal and Blackthorn Hammer back to back. I would get 1 or the other second. Mail of renewall if you really need the early CDR, otherwise I would lean toward Blackthorn Hammer more as item 2 since it gives more health and mana and actually gives power. Then I would go into crits then maybe Mail of Renewal after Crit completion if squishy enemies. If not squishy, Titan's Bane then Mail of Renewal.
Overall, I see where you are going with it. I could see having some success with it as it compares well with my normal average build that I usually get. I feel like you should could use some more CDR though, but it really depends on play style and how the match is going. If you are constantly in fights, the extra CDR will be extremely beneficial to her as you will be able to contribute more often with lower the cooldowns. If fights are few and far between you could get away with less CDR as you won't be needing/using your abilities as often making CDR less efficient.
This got a little longer than I thought so....
TL:DR- Using Blackthorn Hammer depends on your play style. If aggressive and use all abilities on combos, get it. If you leave an escape for escape, I advise against. Your suggested build could do alright depending on playstyle and how often team fights happen. If fights are less often, you should be okay. If fights are prevalent, I would advise subbing Mail of Renewal or Blackthorn Hammer for extra CDR.
Why do you prioritize maxing Cobra's Kiss over Deathbane? Deathbane is Serqet's bread and butter and does more damage. If you're hitting Cobra's Kiss to do damage, all three of Deathbane's strikes are confirmed anyway, so it doesn't make sense to max Cobra's Kiss first. Heck, I even max Deathbane over Last Breath at level 9 in some situations.
In your description of Cobra's Kiss, you say that it makes an opponent attack the other. While that's true, you can't deal damage to your teammates, so making an enemy kill their teammate is impossible. Try mentioning that you can use this on two separate gods before using Deathbane to apply those three hits to both gods at the same time.
Some things on your combo section -
I choose Cobra's Kiss over Deathbane mostly by personal choice now. I think when I first took her up, I didn't use a constricted Deathbane which would produce the 3 hits when battling Gods because early game, she is squishy and more or less gets ganged up on. I used Deathbane more like Hercule's 2,1 combo. I would use Cobra's Kiss then move to other side and Deathbane through them to safety. However, I use Cobra's Kiss from a distance so getting close enough to land the 3 hit Deathbane can be tough and dangerous.
At this point, I think you could do either way, with more emphasis on Deathnbane. I thought I put that in the guide, but I must have just written about it in the comments because Branmuffin also mentioned that. Thanks for bringing that up, will note that in the guide after the contest is over, so I don't get nicked for an updated guide.
I really thought that Cobra's Kiss made you attack and do damage to teammates. I did secure a kill once a while ago when I used it on two gods and they attacked each other, but thinking back it could have been because of the DoT from Bluestone Pendantor just the madness damage. Just assumed it was because of them attacking each other. Learn something new every day. Just a thought, if indeed you can't use it to attack their own teammates, Cobra's Kiss is quite a bit more underwhelming than Deathbane
Combo questions
Second combo- I don't think it's unnecessarily harder to use the 3 hit Deathbane after Last Breath. You can push them into the wall, or towards your teammates. Example in Joust, you can push the target closer to your side with LB, if they don't have an escape they more or less have to walk back towards you to get away. If well coordinated, your teammates are nearby hitting him from one side while you are on the other side prepping for a 3 hit Deathbane . If they do have an escape, then it is tougher to land it and if that is the case, it is just unfortunate. Another thing is I use Cobra's Kiss from a distance so by the time I can get close enough to use Deathbane the madness is done and they can attack you. If you use Last Breath after the kiss, it can give you a better opportunity to land Deathbane.
1st and 3rd combo being basically the same- Yeah they basically are, but I thought it better to have it than not to have it. I had something similar with my Nike guide where I would just say use Plan of Action either on Rend or Sentinel of Zeus and found it harder to understand. So I am more or less erring on the side of caution with those two combos.
Point 2: I would think that you could consider Combo 2 as an all-in combo. Possibly in different orders. But in regards to how you would fight an isolated jungle opponent. I would initiate with Cobra's Kiss then Last Breath (if available) as they are hopefully fleeing, use Ambush to land some more damage, then Auto attack a little to consume the 3 poisons. Hopefully at the point they are either dead or really damage, if the latter finish them off with Deathbane. If that doesn't work, well I don't know what to tell you haha.
Point 3- I will mention Serq's passive with these combos, especially since they got buffed some I think. Since she isn't an AA god, her passive can be forgotten, but it can deal some good damage when used correctly.
Thanks for the input! Hopefully I answered most everything. That is all for now or else I will be Branmuffin Jr with my response!
Not pleased...
...okay, that's funny.
In regards to the contest, I hope I do well, but there are some really good Assassin guides here that are much more impressive than mine, but thank you for the comment. I worked hard on it and it has come a ways since the guides inception, but I would rather just have the guide out here so people that are scared of using Serq can have something to reference and hopefully perform well with.
Alright, S4 feedback...
But yeah, you're right, added health does counter the lack of magical protection to some degree (per total effective health), and if it's worked for you, stick to your guns. Just...I'll puke if you use it when playing on my team.
Oh god, I think I've infected you.
Otherwise, I do switch out Mystical Mail more often than not which mostly turns it into the Average build under build 2. Usually put in Ancile or some other item that has phys power and magic protection. I think I will put some alternatives in the Harassing Scorpion build just in case.
Let me know how you like it.
So I tried out the builds you suggested a couple matches and along with Subbing Gaia out with Mail of Renewal. My results were mixed. Either 1:1 k/d ratio or more deaths than kills.. Which it could've just been off night for me, but otherwise, I was decimated quickly.
My initial reactions to the builds and suggestions
I did like the CDR with Mail of Renewal but couldn't seem to make it work as well as Gaia. It could be I was more hesitant to jump into battle, it could've been because team was overpowered alot to. So maybe, I could incorporate more CDR like Mantle of Discord instead of Mystical Mail perhaps.
The Crit hits were nice, but damn Crit is just expensive to implement especially if you get 2 items so I felt like I didn't get to put out any damage with it because took long to build up and died quickly. So I need to tweak it enough to for more overall stats instead of focusing on one thing.
It is definitely tough finding balance between being able to survive hits but still put out damage to help out and the handful of games I played with other builds is not enough to gauge a good reaction. As I have to adjust my playstyle with her quite a bit since I am not protected as much.
But I feel with Serqet, that I would rather have more health and some protections, than less health and more protections as other items reduce protections but not many actually just take away health without getting hit. However I could be totally wrong about that.
Tinkering around with eliteownage/smitebuilder. This could be viable on paper
Warrior Tabi Mail of Renewal Void Shield Ancile Malice Deathbringer.
Would have 40% crit chance, 20% CDR, 112 Physical, 108 Magical Protections, and 2280 health. With decent power 279 Basic attack, 195 Power. It looks like it could be adequate in all areas I am looking for and reasonable cost (14800)
Hmmm, interesting...let's talk about the individual things.
Gaia is just going to do nothing different for you from full health compared to Renewal. Renewal gives you 10% CDR and the same health...the only benefit from Gaia is if you were to stay out for a long time, to allow the regen to have enough effect. So with your K/D and whatnot, you shouldn't see negative impact on using Renewal at all...unless you stay out while hurt and engage again. Staying out when you're at 1/2 health is just not a great idea anyway, and a quick jaunt back to base to heal up is best anyway...and if you need 1+ minutes to heal up enough so that you're back at or close to full health...it's not like you're going to want to engage again anyway. Gaia, in the end, is just not a good choice in these modes. You don't want to have to stay out for a long time JUST to get the regen from Gaia.
Specifically, though, to make Renewal beneficial, you and/or your teammates are going to need to get kills...you can help engage on a specific target, do some damage, and get out, and if you took some damage, you'll benefit the same from either a kill or an assist.
Mantle of Discord would be a good idea...significantly more CDR when combined with Renewal, and more balanced protections. Since you have to be close to do your damage anyway, the passive from Discord should be useful.
Yes, crit is expensive, and it takes 2 items to make it more useful. This really emphasizes that when you go crit, you really need to focus more on damage than protections...get your kills quickly and get out, rather than soaking up damage. Everything is a tradeoff...when you get one item, you have to sacrifice SOMETHING. So yeah...finding a balance is tough, and because every match is different, you're always going to be juggling to find that balance.
Hmmm...actually, I really like that build you're tinkering with. I would really like to see how that one goes. FYI, in Arena, since it's really a quick match, one thing you could substitute to make things a bit cheaper would be to sub Rage in for Malice. Will save you a few hundred...less damage, but slightly more crits.
Let me know how that one goes!
Overall, it worked out nice for me, 8/5 first match with the first order I suggested. Then 7/0 with Bluestone starter and no Mail of Renewal. 14/1 with Jotunn's but no Ancile (Bellona, Khepri, and Ratatooskr team), a 5/2, 6/7 and 8/2. I had a 2/8 but that's because I had to take dog outside and wife played starting me out 0/6 so I'm not counting that one lol. Most of the matches were Joust with a couple Clash and one Arena. For the Arena one I did sub Malice with Rage instead.
But I am considering adding this build into guide as well. It had a good overall feel with it with CDR, Damage, and Protections with Health Regen from Mail of Renewal. I think you are winning me over with Mail lol.
The matches I did Bluestone Pendant Warrior Tabi Void Shield Ancile Malice Deathbringer with selling Bluestone for Mail of Renewal were my best in regards to K/D and damage given and received. It'll be interesting how else I could tweak it, maybe some more pen, but then I would give up something and not sure what would be best to do.. I'm sure it depends on the situation of course.
Ahhh, sounds like things are starting to mesh for you. Those are some good scores, and I like how you've adjusted builds based on enemy comps (e.g. Bell & Rat w/ Khepri...Khep not being a huge threat damage-wise). How have you been adjusting your playstyle?
Your new build is much closer to what a "meta" build would be for an assassin...1 or 2 protection items, the rest damage of one type or another.
Depending on the mode, one other thing you might consider is dropping Bluestone Pendant. Most starter items are most functional for Conquest, or maybe Siege (the longer, slower modes)...similar to getting more function out of Stone of Gaia, in fact. Bluestone is popular on Warriors in the Solo lane, to either 1) give them extra pressure in the early game vs the enemy laner (if they've got a strong early game) or 2) help them clear the wave if they've got weak clearing, so they can at least create a stalemate.
Consider that in quicker matches like Clash and Arena, dropping 800 early is significant. Most people completely bypass starter items, because it means it delays getting their full tier 3 items. Also, 30-60 damage really isn't much, especially in those modes where you've got potential damage coming from multiple people in a teamfight. Hence again...Bluestone having more effect in Solo, when 1 v 1 means it's just you and one enemy.
So, if you drop that item, I don't see it hurting you too much, and you might see a smidge of benefit, getting other items earlier.
I probably like the Damage over time, since it seems more poisonous and fits her persona. And it has helped me in early game as well. I see your point with it being droppable, but I like it and me being stubborn doesn't want to necessarily drop it downright yet or at least I try other things without it first. I'm sure it's more personal preference for me than anything.
I want to try out Masamune or even maybe Hydra's Lament as usually I basic attack after Last Breath or my other abilities Hydra's could help out. Plus some more CDR as well. Masamune would have to be without Mail of Renewal as well to keep my health low, but would've worked well against the Khepri, Bellona team I faced last night
In the abilities section, suggest spacing out a bit more consistently...for example, Passive to Deathbane has a space between wording...but Ambush and Last Breath has no space. Space can be used strategically to give separation and clarity between items/topics.
Also with abilities, note that Last Breath pushes enemies away from her, so in order to push gods "further under your tower" she has to come from a specific direction. And with regard to order on ults, you can just say "level this when available."
Quick comment on skill order...thinking Deathbane needs to be the one leveled up first. It provides the most damage potential, has the shortest CD, etc. I understand the duration thing increasing on Cobra's Kiss, but at 0.1 second per level, it's not much. Just my thought on that.
Your explanations are quick and simple for the items, and that is good. You give a bit of direction on why you choose in the specific order too, and that's good as well. Regarding Gaia, though, I know I already covered it, but want to say (my opinion) is that key to Serq's survival isn't health/regeneration...it's mobility and picking the right fights.
Remember for DB that Deathbane crits. I know you mention it in the Deathbane ability section, but it seems like you forget that in the Deathbringer section...and hence why it's still best to get 2x crit items.
Regarding Runeforged Hammer, need to correct you...it does NOT slow enemies...it allows for more damage to enemies in your vicinity IF they are slowed. Read the description carefully. It's not a good item for her.
Check the BB coding on the Combos section...looks like you indent or use columns, but forget to close the columns before you move on to "Ultimate Combo."
Ultimate combo as you have it should probably have the ult last...you don't want to push them away and then use Deathbane...you wouldn't get all 3 hits in for max damage.
Also with the combos, you should offer combos that don't involve starting with Ambush. In those cases, you might initiate with Cobra's Kiss to draw them in, use Deathbane in close quarters to get all 3 hits, basic attack, and if needed, use Ambush to escape, or if you've gotten enough CDR, you might even be able to use Deathbane again.
Before I continue on with your strategies or anything else, I'd like your feedback and thoughts on these items...and I'm not saying these builds as-is don't work for you...they obviously do, based on what you're saying (average 7 kills 2 deaths while dealing at least 14-18,000 damage in Arena). But everything is situational, and there might be items that will better work to your advantage...DEFINITELY should eliminate Stone of Gaia from your build for Arena purposes, if nothing else.
Anyway, you've laid the groundwork, and can now add more BB coding, and other things to spruce up your guide...but definitely think about what I said. You don't have to agree, and my feelings won't be hurt if you don't, but they're things to consider.
I added a space then : between the ability and the description hopefully to make the spacing better. In regards to Last Breath you can control which direction she flings them in which I now noted under that ability
Skill order: I will try out upgrading Deathbane first to see if I like it. It might just be personal preference.
Coding: Hmmmm I'm seeing [/columns] at the end of my code on both the build and combos..so not sure what's the deal and when I added another combo it did the same thing but further indented.
Runeforged Hammer Yeah misread that description lol. Removed it from Alternatives.
Ulitmate Combo: I use elongated Deathbane at the end just in case Last Breath doesn't look like it will finish them off. Frankly if it won't kill them, probably should get out the fight hence Deathbane.
Wait what? You can? Well damn. Good to know. How do you do so? After she connects, you just push in the direction you want them to go? Sort of like Rama and his roll?
You are getting yourself in place for a second before "throwing" your target.
So, during that second, you can turn around and aim where you want to throw.
However, I think Mercury throws his pray farther than Serqet.
If you can paste the code for your combo section in a spoiler here, or PM it to me, I can check to see if I can find what's wrong with it for you.
Reading Shlappz comments, sounds like I'm reading this at the right time...glad my eyes aren't going to be destroyed.
Will comment first on build, then the writeup. Considering this only for non-Conquest modes, since it looks like you don't have a section for Conquest.
Movement speed (usually Warrior Tabi for the power), CDR (usually Jotunn's Wrath), crit (probably Malice + Deathbringer in her case). That's 4 items. The two remaining items can be whatever you want, but you usually want to build in some penetration or protection reduction...so Titan's Bane is popular for her, I think, but if you decided on the more tanky approach, Void Shield should do just fine, at least for targeting squishy gods with low protections. I think, for your idea, Void Shield would have to be the option, because if you get Titan's Bane, you're left with only 1 item left.
So my suggestion for her with protection items would be...and I'll give 2 builds...
With regard to your 2nd build, DB is a bit early, but if you can make it work, cool...Malice is the better first option though...slightly lower cost, and the DoT damage will do more than DB's enhanced damage, at least on one hit. Definitely don't think Hastened Fatalis is good for her though...she's an ability-based god, not basic attack.
This is a long comment...so I'm going to stop here with the build, and continue with the guide content in a separate comment.
The benefits of my first build is Cost I think. With
Warrior Tabi instead of Reinforced and Witchblade instead of Deathbringer it costs only 11900 gold. Which I can easily do with around score of 125-150 left in the game. And if I do have excess gold, I can always switch out Bluestone Pendant with any of the other items.Another benefit is that no one suspects a high defense/health Serqet. With a health of almost 2600, I believe Stone of Gaia is perfect for it. Not only for the Health regen, but also the Mana regen. I tried a couple jousts without it and I seemed to be running for my life more or ran out of Mana when pursuing. I had mixed results without Gaia but with everything else the same. One game we overpowered and I went 6-0 and the next I was 5-7. To my recollection with my tanky build I didn't die more than 5 times with most times between 0-3. What would be an effective health to warrant Stone of Gaia?
I don't use Reinforced Greaves as much anymore, I use it in Joust more if my teammates are Hunter and Mage.
I know there isn't any/much Magical protection which I mention could give troubles, but with the high health and regen, I haven't had much issue with burst damage Mages unless Im locked down by CC.
I guess the more I think about it the more I'm not big on Crit with Serq since she is Ability based. Yeah the extra crit chance and damage is nice on Deathbane but otherwise it's wasted.
I like the idea of doing damage nearby with Mystical Mail then also reducing protections with Void Shield while having some lingering damage with Bluestone Pendant even if I include Witchblade or runic shield in the build it further helps me with weakening my opponent making it easier to secure kills for me or teammates.
I appreciate the thought of the other builds. I will try them out and get back with my thoughts. In all, I feel more consistent and safe in my build. I appreciate your comments and I will use your ideas to tweak my build. I just play unconventional Serqet apparently lol.
I know you don't do assassins much, but try it out to see if you want. Maybe that will change your mind.
Looking through my game history I have around 40 games with my tanky build some the same some with Alternatives.. Figuring out my K/D/A for it, I came up with 6/2/8. I compared that to my Smite Guru matches with K/D/A and my average for that is 5/4/9. Not terribly different besides a whole kill more but 2 deaths less but also 90 more games for Build 2 than Build 1 so could . Just some extra info. Granted I'm not sure if that is actually a good K/D/A.
The biggest point I was trying to make is that a tanky Serq isn't really optimal. You can probably make most gods tanky and be able to do something...but when taking a kit in mind, as well as base stats, some builds are sort of FORCING something to work, rather than being more synergistic and letting things flow.
Everything about her kit screams "get in, unleash your abilities ASAP, and get out." You do have 2 items that can work for a tank... Cobra's Kiss is a poor-woman's Confound, and the CC from Last Breath (especially knowing now that you can push them whichever direction you want) is nice. Her cooldowns are generally pretty long, so she likely can't depend on 2 sets of CC in a given teamfight.
But I do want to say that my intention is not to discourage builds and thinking that aren't meta. It's cool that you tried this and have success. But I think what I'd like to see or have explained is more in-depth reasons WHY you would WANT to choose this, why it can work, etc. Is that reasonable?
To respond to your question about Stone of Gaia: There's not really a health level where I'd say "yes, that's it...that's the level of health where it works." Yes, Gaia gives more health per tick the more health you have. But mostly, I'd say that Gaia's selling point is long-term sustain. Joust isn't that type of game...gold income is much higher...what, 6 or 8 gold per tick? And it's a short game. Gaia has a potential place in Conquest, because it's the longest game mode, only nets you 3 gold per tick, and sometimes you'll be out for a longer period of time before backing. It also has a potential place in Assault, especially if there are no healers, because it, Sovereignty, and Meditation may be your only way to get health sustain.
So, if your other main point about getting it is the health, there are other options. Compared directly to Gaia, I would say that Mail of Renewal is the better option for Serq. Gives her CDR, which she likes, and the health regen (not to mention, mana as well) kicks in with a MUCH quicker regen after you've gone in and gotten a kill or assist. If just health, you can even combine that with other tanky items if you want... Bulwark of Hope if you want magical protection, Midgardian Mail for physical protection combined with anti-basic attacking, and the slew of other items I won't mention.
When I go with my normal Assassins, I almost always build 1 or 2 defensive items (except Loki). I personally wouldn't mind trying a tanky build (and if I do, I promise I'll try yours next), but part of me fears BM from people looking at my build and having a basic reaction...which is ****py, but there you have it...
Anyway, thanks for the further feedback, gives me more information about where you're coming from. In the end, if it works for you, it works for you.
But I do want to say that my intention is not to discourage builds and thinking that aren't meta. It's cool that you tried this and have success. But I think what I'd like to see or have explained is more in-depth reasons WHY you would WANT to choose this, why it can work, etc. Is that reasonable?
Of course it's reasonable to want that and I take no offense to anything you've said about my build. I asked for opinions and accept them. I will try to explain more. I've played this game since March and this is basically the only game I play in this genre. I'm not much into knowing what is Meta and what is not. Hel the ps4 is my first gaming system since N64.
Anyways, I guess my basic thought process is death is bad, which seems obvious of course. I mean you die in the game, it puts your team at a disadvantage, in all game modes. Lanes shift the other way while you can do nothing about it, basically an inopportune death can lead to you losing the match.
With Serqet, she has one of the lowest health pools for an assassin and her MP5 is below average for other assassins as well. My thinking for her is to survive as much as possible. Yes she is more of a get in get out type of God which I agree with you on, but with a little extra protection/health, she can still get in, do her thing and get out if need be...or she could stay in the fight a little longer to help sway the battle the other way or maintain position in the lane if need be. Which it is weird that I think this, because all my other Assassin builds, I usually go full attack mode with maybe a defensive item, but with Serqet's low health, you could be dead before you even start your first attack.
Again, thank you for the help with Coding and the advice. I will try subbing out Gaia for Mail of Renewal as I think I will like the CDR in it. Hopefully my ramblings make sense, as I usually don't defend my opinions that well lol.
Wow, awesome...you're good peeps, thanks for the explanation. It had gotten me to thinking...do you just build tanky on ALL gods you play, based on that thought process? But then you answered it, and it makes this build funny (why Serq of all the assassins?) but with reason behind it.
So, I'd still avoid Stone of Gaia for her at all...will clarify again that it's my preference...but building her tankier can have merit. Here are two situations where I'd consider tanky Serq:
I like to get kills and just have terrible times with Guardian/ Support as I am overly aggressive and then die a lot.
My usual Awilix build (who can just decimate people) is Warrior Tabi Jotunn's Wrath [Hydra's Lament]] Asi Deathbringer and 6th item varies. Maybe Stone Cutting Sword after Asi. Have used Soul Eater as well instead of Asi as unconventional as it sounds. My first three are my core.
I added my explanation to the guide as well after Build 1 to help with why anyone would want to play Serqet as a Tank. I should try this build with other Ability based gods, like Bastet and see what happens.
As a single crit item, Rage ends up providing the best DPS, due to its passive increasing crit chance, so if you're designing a build with only one crit and you plan to basic attack a lot, this might be best.
As a pair, Deathbringer is almost always best 2nd...for the high cost, and due to other factors, it's not usually the best first item. In a single crit, Malice would actually do more damage due to its passive DoT.
There are a couple of rare occasions where these rules don't apply...for gods that have built in crit, it can get to a point where it can almost act like the first crit item, and Deathbringer as first actual crit works well. Gods like Artemis and Jing Wei are great examples of this.
Ne Zha is another example, with his ult...since it automatically can crit 3 times, Deathbringer's passive will work 100% of the time, and the increased damage from the passive is absolutely worth getting first.
Since you mention Awilix, just mentioning in case you hadn't seen...have you checked Estidien's guide for her? Esti is a badass with her, and your build actually sounds a lot (except for DB) like one of his many variations.
Also your builds are kinda meh and you don't explain any game modes like the title suggests. It is true Serqet likes 1 or 2 defense items, but your build is like all defense with crits. Maybe throw in a Jotunn's Wrath and dump the reinforced boots for Ninja Tabi.
I have considered Jotunn's Wrath in the build, and probably will try it out instead of Crit item.
I have switched out Reinforced Greaves with Warrior Tabi as well for a little extra power.