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Cost: 850 (2100)
+350 Health
+25 HP5
+15 MP5
PASSIVE - If you are hit by a Knockup, Knockback, Pull, or Grab you gain 7% of your maximum Health over the next 5 seconds. You gain 15 Physical Power and 25 Magical Power while this effect is not on cooldown. This effect does not trigger on Vortexes. Can only occur once every 15s.
PASSIVE - Regenerates 0.4% of your max Health every second.
Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
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Check out my updated Assault guide. I have Gaia as a starting option with explanation for situation for Guardians, Warriors, and even some Assassins (that don't contribute much to an early game fight or wave clear), as long as there's no healer.
In any case, did you look at your tanking stats from that game? 24k damage, 36k taken, almost 52k mitigated in 20 minutes. Lol.
I looked at our other games, and I was expecting to see something like the enemy team averaging account levels of 40-60 or something, but nope, for the most part, things looked pretty balanced.
I was Hades, and I prefer making him somewhat tanky, since he becomes a sitting duck with his ult. I often build him like I built him when he was a Guardian, tanky but with Bancroft's Talon and (eventually) some pen. So I was perfectly fine getting Sov to start.
That said, both Warriors and Guardians, in Assault, I consider to be potential tank candidates. It's less about class and more about best role to balance the team, and depending on team comp, if you were the only tanky god, then I'd highly suggest picking it up (especially against that team w/ all 5 gods being phys). If there were NO tanks on the team, and I was Thor or someone like that, I'd probably convert to a tankier role and still pick it up first.
But yeah, Nox throwing a fit to start because she saw you get Gaia instead...sheesh. She was carried pretty substantially, and missed a ton of her Shadow Locks.
As described above, I pick Stone of Gaia up situationally, but find it works very well for its intended purpose when I do get it. Realize that Sovereignty got nerfed pretty hard. Instead of providing 30 physical protections to nearby teammates (which was substantial), it now only provides 1/2 that. Yes, it still helps to a degree, and the HP5 it also provides can also be okay, but instead of almost being a core starter in Assault for most situations, it's now a much more situational item, being more functional only when there are like 4/5 physical enemies (sometimes 3 too, but that's when the 2 magical aren't as much of a threat).
passive wise it's fine. compared to LoL hp regen item it's passive even better as it keeps working in combat and from the start (even though in LoL the regen is way WAY higher, like 2.5% per 0.5s higher).
still 2% of your max hp isn't a lot in 5s and in a fight your not gonna notice it a lot and I wonder how much your gonna notice the 10% from the other passive in this burst heavy game.
Just like in LoL I don't really see it add to my survivability unless I'm an initiating full tank that can get out easily to make use of it's regen or if the other team can only poke for some reason (which normally doesn't happen).
sov just gives you and your team a bit more survivability when against a poke team. the only reason for me to buy it over gaia is that's it less selfless regen and it gives you more protections (the aura protections has never been the reason for me to buy it in assault). So if the enemy has a poke comp people can regen up if they don't have life steal.
... He Bo mid, and Hercules solo,