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You could leave Bancroft's un-glyph'd or go with the Claw Glyph, but I prefer the Nimble Glyph with 35-40%+ attack speed (at full build) for time between abilities.
You can also wait on the glyph until later in the build as it scales with magic power, so doesn't give much benefit until you have 3-4 items.
Avoid getting pots or the health chalice as you can easily heal off minions/jungle mobs with all the lifesteal.
Relics can be substituted out for others as desired.
Bancroft's and Typhon are the base of the lifesteal, with Soul Gem and Rejuvenating Heart basing the team heal aspect, and synergizing with the other two. So we want to keep them intact. This leaves just Myrddin's as a swap out target. Age's MP5, Power, and CD fills in gaps left going lifesteal, so we want to keep that.
The biggest issue with this ultimate lifesteal build is a lack of MP5. Pendulum of Ages helps a tiny bit with that, but with 40% CD you will not have sustain beyond autoattack. There is not a single lifesteal item that has MP5 attached to it. We can help that by substituting in Rod or Doom Orb. As both of these have penetration, we can sub these for Myrddin and just lose the 10% CD ending up with 30% CD and 30% penetration.
To add some anti-heal and be better able to go toe-to-toe with some lifesteal hunters, we may need to add divine ruin (offensive healing reduction) or Pestilence (aura and defensive reduction) - or both (if we need to be really nasty about it). However, neither has MP5, so we would be compromising core aspects of the build, but that may be needed at times. At least with Divine Ruin the 15 straight penetration is roughly equivalent to the 10% on Myrddin's (better against squishies, worse against tanks).
In addition, given our MP5 issue, we could go with The Alternate Timeline instead of Pendulum of Ages at 20. This drops power and CD, but CD doesn't have much value if we don't have mana. It does add some decent defense and the 6 min proc. Granted a large portion of the time the proc happens with most of the enemy team around and they just wait for it to finish and kill you, but there are always tradeoffs...
Relics are always interchangeable. The standards of Beads and Aegis are always good, but I prefer a little extra movement speed from Wings. It's unfortunate they went with the root version when they combined them for mages, as this usually favors tanks (I'm rarely close enough to root the enemy if either attacking or trying to flee), but both Wings and Shell benefit any team members as well as you, while Beads and Aegis are only individual.
Teleport is also an option, though except for Conquest, it has less value (almost none in Assault/Arena).
Standard options for Mages and Hunters for Shards will typically be Golden Shard (AOE for Minions/Camps), Sturdy Shard for defense (helps the team also), and Wing Shard for extra chase/escape or some early burst DPS. Given the refresh timer on Wings I have generally been choosing the new Golden or Sturdy shard in Season 11 so far, as they are passive and automatic, but may occasionally snag Wings.
Vision could also be an interesting choice on lane modes.
Update Notes:
1. No changes to the build for 11.2. The minor mage item changes don't affect the goals here.
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As I post this, it is a test build, but fared just fine in some test runs in Arena. As there are few season 11 builds up for her at this time, I decided to share. This general build should be transferable to most other mages, and might be very good in Assault mode, though in any mode you would have to watch for anti-heal items and perhaps pick your battles as a result (1v1 vs. someone with Divine Ruin and Pestilence may go poorly). Regardless it allows healing from minions/camps, and builds plenty of magic power, with decent CD and penetration, though limited MP5.
It feels very appropriate to have a nature-based god both lifesteal and team heal. This build attempts to do that to the max given the new Season 11 lifesteal boost against gods and the higher season 11 cap (70 for magic, 80 for melee). This doesn't turn Persephone into a 1v1 mage really, much more she wants a teammate or two (or 4), as support, from my trials so far. While minion/jungle lifesteal was cut to effectively 75% of what it was, with the higher cap and new passives, this build is still gets at least close to where it was in Season 10.
There are synergies with several of the lifesteal items here. Bancroft's adds more power and lifesteal as health drops, Typhon's adds 15% more healing from all lifesteal, and extra power (105 power at the 70% lifesteal cap), and then Rejuvenating Heart adds another 33% healing to both yourself and nearby teammates from your lifesteal - though note this passive only applies to god damage, not mobs, leaving them a personal and decent, but more limited healing source.
The build hits 57% lifesteal at full health, and overcap (72/70) at 40% health or less. With the 15% extra heal from Typhon and 33% from Heart, that's 84% to 103% effective lifesteal, possibly a bit more depending on how the passives interact. Meanwhile the team gets 33% of god damage lifesteal, plus the Soul Gem procs, if they are close enough.
We don't have huge tradeoffs to achieve this, with full build at 40% CD, but only 30% penetration and no straight/raw penetration, and no movement speed bonus, except that mana regen is quite low, as no mage lifesteal item has MP5. I haven't done a ton of testing with the build, and may swap out Myrddin's for Rod of Tahiti or Doom Orb permanently in the future (see alternative item notes).
The MP5 issue can be mitigated a bit with teammate buffs, and with the Nimble Bancroft's giving more attack speed as a low sustain damage source for minions, etc.
I highly recommend getting the mana buff whenever possible with this build.
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