Astral Quiver
Type: Passive
Drop Chance: 30% + 1% per level
Max Drop Chance: 51% at level 20
Rama uses his force to create powerful arrows: The Astral Arrows. It generates an Astral Arrow every 12s. Also, every successful basic attack will reduce the time by 2s per arrow. These arrows are used with other abilities. You can stack up to 5 arrows. Every time
Rama dies he respawns with all the arrows.
In addition, every time he uses these arrows there's a chance of dropping them on the ground and Rama may pick it to immediately gain an arrow.
TIPS AND HOW TO USE
- I don't have words to describe this passive. This is kind you need to pay a lot of attention to use at right time the arrows.
- Reading this looks easy, but in-game, control the number of arrows, and when use (or not) it isn't that simple.
- Try to always keep at least 1 arrow stacked for Rolling Assault to cripple enemies trying to catch you.
- Try to always hit something to keep some arrows with you.
- If possible, try to pick the arrows dropped from this skill passive, but don't be suicide.
Astral Strike
Type: Basic Attack Buff
Cooldown: 0 secs
Bonus damage 10/20/30/40/50
Slow per hit: 10%
(Max 3 stacks)
Slow duration: 2secs
Cost: 15 mana + 1 Astral Arrow per shot
Rama changes his normal arrows to his powerful arrows: The Astral Arrows. After the change, Rama basic attacks go through walls, slows enemies, and pass through enemies too.
TIPS AND HOW TO USE
- Damage from this ability is reduced to 75% for each enemy hit after the first.
- Subseqent Basic Attacks after the first deal 8/16/24/32/40 Bonus Damage.
- You can't use this skill without Astral Arrows.
- Since these arrows pass through walls you can use them to secure buffs without face enemies, such as your purple, or even keeping hitting even with the enemy out of sight.
- To clear waves fast go in front of the minions' wave and use it. Since your hit passes through enemies you can hit the entire wave without problems giving you a great lane pressure against the most part of ADCs.
- Remember this arrow slows the enemy and does bonus damage
Infinite Arrows
Type: Attack speed buff
Cooldown: 15-11 secs
Attack speed increased: 40/45/50/55/60%
Attack speed duration: 5 secs
Rama focuses in kill the target so he increases his attack speed. After 3 successful hits, Rama gains an Astral Arrow.
TIPS AND HOW TO USE
- This skill provides a lot of attack speed buff, so in intense fights, this may be useful, especially when fighting against the other ADC.
- At the late game, you always (or almost) will reach the max AS, or will over cap it.
- Good aim is fundamental here to always get the extra arrow for your passive.
Rolling Assault
Type: Dash
Cooldown: 11 secs
Bonus damage: 20/40/60/80/100 + 30% of your physical power + Your basic attack damage
Cripple duration: 1/1.25/1.5/1.75/2 secs
Rama Rama performs a roll in the direction he is currently moving. If there is at least 1 astral arrow stacked, the next basic attack will cause bonus damage and will cripple the enemy.
TIPS AND HOW TO USE
- This is a great escape that can really save your a** from some tough situation.
- Remember you always will roll to the direction you are moving, so if you are using the instant cast you will not be able to aim the roll.
- You will cripple the target with the next basic attack ONLY IF YOU HAVE AN ASTRAL ARROW. If you don't have it, you will perform a normal shot.
- You don't have any movement penalty to shot the next basic attack after the roll if you have an Astral arrow.
- Remember you have time to shot the arrow after then roll. If you don't do it, the bonus (cripple and no movement penalty) will go away.
- If you don't want to shoot the arrow you may cancel this skill.
Astral Barrage
Type: AoE (Area of Effect) (Ultimate)
Cooldown: 90 secs
Damage per shot: 190/280/370/460/550
(+55% of your Physical Power)
Maximum damage: 484/714/943/1173/1402
(+135% of your Physical Power)
AoE 1st shot: 15
AoE 2st shot: 10
AoE 3st shot: 7.5
Rama uses all his forces to jump in the air becoming untargettable/immune to CC. While in the air he can shoot 3 powerful arrows increasing the damage after each shot (75%, 85%, 100%) and decreasing the area. Each time he generates or pick up an astral arrow this skill cooldown is reduced by 0.4 secs.
Tips and how to use
- This is a hard skill for us, mainly if you play on a console. The shots are not hit scan, so you need to do some predictions to hit the target. Also, the area decreasing makes things even worst. Plus in consoles you have a high sensitivity, so don't blame yourself if you can't hit this ultimate, it's hard.
- If things get too hot, use this to escape. Remember that while casting and while in the air, you are CC immune (from the time you press the button until you hit the ground again), so this may be useful against Ares No Escape if well-timed, Cerberus Stygian Torment and many others.
- This skill is easy to secure kills since its range is huge.
- Be careful when you use your ultimate 'cause you jump in the air and return at the same place, so enemies can wait for you land there. This is kinda Wind Fire Wheels of Ne Zha, you can save yourself for some specific situations only.
- This skill ends when you fire all 3 shots or 5secs after in the air, what happens first.
Besides, Griffonwing Earrings speeds up your projectile, so it indirectly makes it easier for you to hit it. Maybe you can try to fit it on your builds as like 3rd+ item to help you.
Ninja > Bloodforge > Odysseus' Bow > Qin's > Exe / Titan's > Hunter's Cowl / Animosity
or
Ninja > Bloodforge > Rage > Executioner > Wind Demon > Hunter's Cowl
"Ichaival is more of an early game boxer item, although it definitely has its place against a high AA team. The value of O-Bow late game comes from its passive, wherein during a group fight, you are getting that dank chain lightning. Assuming a Hachi with a build of Devos, Executioner, Rage, Deathbringer, Wind Demon and O-Bow, you have 185 power, so each chain lightning hit is hitting for 126 damage, which given an attack speed value of 2.26 with your Wind Demon passive, is 285 extra DPS to all grouped up enemies around who you are hitting.
But I’m not saying Ichaival is worse, it does give you more straight DPS because of its power. It would be much better if you are going up against a Freya, Apollo, Baka, and Erlang for instance... but also might be overall better if you are fighting a lot of fragmented battles end game. If you are doing 5v5s tho (which you will most games) then O-Bow is better."
https://www.reddit.com/r/Smite/comments/ey487j/hunters_god_class_discussion_megathread_week_of/fgm1tib/?context=3
So yeah, in a teamfight, O-Bow will likely end up doing more overall damage assuming the passive chains fully, but as that person said, Ich gives better straight DPS due to the power. In the case where you want to burst your target down as quickly as possible so you can eliminate their threat in a fight, Ich is the better option.
Consider one other thing that wasn't mentioned...Ich giving up to 75 power is also a consideration for higher ability damage. Yes, we're focusing on basic attack DPS here, but this doesn't mean we don't use abilities here and there.
I feel my builds lack power without it because Devo don't offer as much power as Trans and the other items also don't help with it so Ichai solve this making crits hit like a truck and another thing is the boxing potential. At late game I doubt someone can trade basics with you and ichai just make this even easier to you removing the enemy AS.
If I would build wind demon (that is also a good item), I would swap Asi for Bloodforge to remain with some decent power.
However, both can be functional.
Fixed, thanks.