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Spawn of Setcatalyst for other abilities |
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Set conjures a Spawn of himself made of sand. These Spawn will stand where summoned and attack nearby enemies, and can be .
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Due to the specific of Usurper' kit this ability should be learned at first, as this is a catalyst for all Set' abilities. In most cases and scenarios this ability is meant to interact with the rest of Set' kit. As standalone ability Spawn of Set has very limited usage, but they start to shine when Set bacome combining them with other his abilities.
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++++ The main purpose is to synergize with the rest of the kit.
++ Can be used to receive assistance rewards.
++ Untargetable, unkillable.
+ Their damage will generate stacks of Relentless, can be used to keep them online.
+ Can be placed from a distance to help clear camps, waves.
+ These provide a little vision around themself, but smaller than wards.
+ Poke potential.
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––– The main purpose is to synergize with the rest of the kit, thus having a low standalone potential, no effects.
–– Only 2 of them can be placed in the base situation.
–– Low base damage.
– Can not move.
– Does not appliy any item effects.
– Can not damage jungle camps while they are immune to damage.
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Skewerline projectile |
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Set amasses his hatred, throwing it forward. Enemies caught in its path are damaged and slowed
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The main Set' ranged damage ability. Very spammy and synergizes with his kit. Using this ability Set will command all the clones placed by either manually and Kingslayer to dash in that direction, damaging every god on their way. Any dash after the first will deal less damage. Set will get one stack of Relentless for each enemy hit with every spawn. This ability is also applies a slow in a main projectile, which can be use to chase the enemy.
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+++ Has a damage increase with each spawn dash.
++ Applies slow.
+ Low cooldown.
+ Has a big range.
+ Can be used to command Spawn to dash very far (100+units) mostly to poke the enemy and prevent them from recaling.
+ Stacks can be gained remotely with Spawn of Set and from distance Skewer
+ Applies a stack of Relentless for every hits, can be used to keep stacks online.
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–– Hard to aim, especially combined with Spawn.
–– Requires experience and practice to control the Spawn.
–– Any dash after the first will deal less damage.
– Has some delay.
– Slow only in the main projectile.
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SandstormAOE damage and big utility |
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Set conjures a Sandstorm around him, damage all enemies around him, protecting him from Physical Damage and causing him to be immune to Slows
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The most important Set' ability. This one works for many purposes, but can not be used for all of them at the same time, thus Set' should always decide carefully what he needs in current situation. One part of his sandstorm is providing damage, physical protection, blind and slow immune - Set conjures sandstorm around himself, that damages enemies, disrupts them with blind effect, every tick of that damage for every enemy will provide the stack of Relentless and also increase the speed of getting Marks of Kingslayer. Another part of this ability is movement - If Set is targeting his Spawn when this ability is cast or during its casting, he will immediately teleport to the spawn, upon teleportation he will get sandstorm activated, and also it will out of cooldown earlier. He also can delay this teleportation during all the sandstorm duration, but this will increase cooldown. So thus Sandstorm can be used either as engaging tool, to increase damage output and combine it with Kingslayer, or as escape tool but costing a damage. For example, if Set will uses that as engage he will lose his escape.
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+++ Has a big synergy with Set' kit.
++ This one is a teleport, so can be used over obstacles.
++ Can be used as an escape tool.
+ Can be used as an engagement tool.
+ Very good at chasing enemies.
++ AOE damage and blind.
+ Slow immunity.
+ Physical protection increases survivability.
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–––– Every time Set uses this ability for any type of usage he instantly limits himself from getting another.
––– The only mobility in his kit, which can be used only once and for one goal - in or out.
–– Long cooldown as for such important ability.
– Low single-target damage.
– Slow only in the main projectile.
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KingslayerCharging up ultimate |
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Set enrages, channelling his rage towards his enemies, gaining increased Movement Speed
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Set ultimate can be considered as default AA Stim, but this is wrong, Kingslayer is not just stim but an ability that makes Set deadlier as longer he unleashes his rage. Beginning as simple DPS ability Kingslayer needs some time to charge up before dealing a final Blow as massive AOE BURST. In order of that every tick of damage he dealt during ultimate will increase his attack speed until cap, which increases the speed he is generating Marks on enemies as well as the damage output he provides. Every 4 marks they will explode, dealing bonus damage, healing Set, and also generate charge of Spawn of Set, if he has all 2 charges ready they will automatically spawn around the enemy. And the longer he is alive and keeps damaging gods the faster he will attack and generate up to 8 Spawns around which he can command to dash with Skewer to damage everyone from multiple directions and multiple times to finally make that last big aoe fatal blow. This is why using Sandstorm during Kingslayer is very important, as his ultimate becoming an AOE, damaging and marking every god around him insanely fast, providing choac and increasing the speed he charges up his maximal burst.
Using this ability Set should consider making Spawn manually to increase damage output and maybe using AA cancelling.
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+++ Has a big synergy with Set' kit.
+++ Can be applied on multiple gods at the same time via Sandstorm which increases the speed of charging up the final burst.
+++ Can deal an insane amount of both AOE and single target damage the longer Set lives.
++ Besides DPS bonus damage can provide big bursts the longer Set deals damage.
+ Bonus speed can be used as an escape, or chase tool.
+ Has a self heal.
+ Has bonus damage.
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––– Needs time to charge up before final strike.
–– In order to increase the speed of charging up this ability, Set has to put himself against multiple enemies.
––– Very vulnerable to antiheal.
– Low single-target damage.
– Slow only in the main projectile.
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The way you are leveling your abilities is not quite random, but should be more focused. For any damage dealer, you want to maximize your best minion clear ASAP, which is Skewer. I think I get why you might want to get 3 points in Spawn earlier (due to a decrease in CDR and the increasing duration), but it's not worth it enough when the majority of the damage is based on the damage Skewer is doing.
So...Skewer should be leveled at 1, 4, 6, 7, and 10.
Spawn should be leveled at 2, 8, 11, 12, and 14.