The Guide to Lord Erebus
The Insatiable One
Change Log
Added Table of Contents.Added Night Walker Build (Includes Build order explanation, Item Build, and Item Build order explanation).Added Character Lore Changed Ability Order to just BuildChanged Life Drain Erebus Build to Health Siphon Erebus Build
Table of Contents
1. Introduction2. Lord Erebus Lore3. Base Status4. Abilities5. Health Siphon Erebus Build 5a. Health Siphon Erebus Item Build 6. Night Walker Erebus Build 6a. Night Walker Erebus Item Build7. Idol Information8. Miscellaneous Information
1. Introduction
Welcome all, This guide is about Lord Erebus the vampire lord. This guide is subject to change as updates are released, and number crunching is done. In also plan to add images as and color to the guide to keep it from being just a wall of text guide.
2. Lord Erebus Lore
Among his fellow Night Walkers, Erebus was called "the Insatiable One." To his servants, he was known as "Erebus the Decadent." His victims called him "Monster," which, though accurate, seemed to him to lack a certain flair. To Lord Erebus, there was something unseemly about forgetting the delicious poetry in things, and he dealt with all matters -- eating, partying, torture (often, the three were the same) -- with an experimental, even artistic, joie de vivre.
The Night Walkers drank blood and moved only in darkness. Erebus was different from the start, and for this he was celebrated: he could move in daylight, he could move about without touching the ground, and he could kill from a distance. All these powers came at a price, however. He was from the beginning possessed by a deep and unappeasable hunger. His mother offered the infant Erebus her jugular, as was customary among Night Walkers, but he nursed beyond her capacity to give, killing her only minutes after his birth. For a time, he was held in a separate cave from the others and fed whole cattle. It was only after he had ranged beyond the buried labyrinth of the Night Walkers and seen the machines of humans that he devised a means of controlling, if not curbing, his appetites.
Lord Erebus built for himself a special suit, its interior lined with syringes, like an iron maiden. These fed his veins continuously, and the suit could be recharged with new blood through valves in its shoulders. Freed from his never-ending preoccupation with eating, the teen-aged Erebus looked on the savage, instinct-driven creature that he had been and was filled with embarrassment. After he had established himself as the uncontested Lord of the Night Walkers, he vowed to refine himself, to learn to appreciate subtleties, to become, as much as it was possible for a blood-drinking creature of the night to be, cultured.
3. Base StatusHealth: 1650Mana: 780Armor: 220 (8.1%)Weapon Damage: 152 - 168Range: MeleeMovement Speed: 6.3Attack Time: 1.49
4. Abilities BiteLord Erebus bites a target, draining health. For 3 seconds after the bite, the target's armor is reduced and movement speed is decreased. 8 yard range, 0.0 second cast, 7 second cool down.Mana - 300/420/500/595 Level 1 - 300 Damage/300 Heal, 250 armor reduce, 15% movement speed reduce.Level 2 - 500 Damage/500 Heal, 400 armor reduce, 20% movement speed reduce.Level 3 - 700 Damage/700 Heal, 600 armor reduce, 25% movement speed reduce.Level 4 - 900 Damage/900 Heal, 800 armor reduce, 30% movement speed reduce.MistLord Erebus transforms into mist draining life per second from his foes while they are in the mist and transferring it into his allies. While the mist is active Lord Erebus loses mana per second and cannot move, capture flags, be healed, or use abilities. Entering mist removes all negative Effects.InstantLevel 1 - 50 life per second, 125 mana per second. Level 2 - 75 life per second, 125 mana per second.Level 3 - 100 life per second, 125 mana per second.Level 4 - 125 life per second, 125 mana per second. Bloody HazeInstant (Passive)Lord Erebus becomes naturally more insubstantial. Evasion increased by 10%. While Lord Erebus is in mist form, he and his nearby allies receive +500 maximum health and an additional +30 health per second. Mass CharmStuns enemies around Lord Erebus.1.0 second cast, 20 second cool down Mana - 450/600/750/900Level 1 - Stuns enemies for 3 seconds. Demigods are stunned for 1 second.Level 2 - Stuns enemies for 5 seconds. Demigods are stunned for 1.5 seconds.Level 3 - Stuns enemies for 7 seconds. Demigods are stunned for 2 seconds.Level 4 - Stuns enemies for 9 seconds. Demigods are stunned for 3 seconds.MuddleInstant (Passive) Mass charm leaves lingering effects on Demigods. Any Demigod affected by Mass Charm has their cooldowns increased by 100% for 7 seconds.Bat SwarmLord Erebus transforms into a swarm of bats, teleporting him to a new location and dealing damage to everything in his path.0.1 second cast, 15 second cool down.Mana - 750/925/1275 Level 1 - 300 damage, 20 yard range.Level 2 - 450 damage, 30 yard range.Level 3 - 600 damage, 30 yard range. Poisoned Blood Lord Erebus's vampiric blood gains the ability to heal and poison others. Health per second. On death, Lord Erebus drops a poisoned potion, dealing damage to whoever consumes it.InstantLevel 1 - +15 health per second, 750 damage.Level 2 - +20 health per second, 1500 damage. Vampiric Aura Lord Erebus gains a Life Steal Aura.Improved Conversion Aura Lord Erebus has a chance to convert infantry into Night Walkers when they die. His Night Walkers have extra health.InstantLevel 1 - 50% chance to convert, +100 health.Level 2 - 65% chance to convert, +250 health.Level 3 - 80% chance to convert, +400 health. Conven InstantLord Erebus's control over his coven increases, allowing him to control more Night walkers. Increases their damage. Level 1 - Increases amount up to 6, damage increased by 6.Level 2 - Increases amount up to 8, damage increased by 12.Level 3 - Increases amount up to 10, damage increased by 18.Army of NightInstant Lord Erebus leads his Night Walkers as a blood thirsty pack. Their attack speed is increased by 5% and their attacks drain life. Morale Increases Lord Erebus's minions health, health per second, attack speed, armor and weapon damage.InstantLevel 1 - 4+50 minion health, +0.5 minion health per second, +2% minion attack speed, +50 minion armor, and +4 minion weapon damage. Comment: Each level of morale increases all listed status by the same amount each level. 5. Health Siphon Erebus Build
Level 1 - BiteLevel 2 - Mass CharmLevel 3 - CovenLevel 4 - BiteLevel 5- Bat SwarmLevel 6 - Poisoned BloodLevel 7 - BiteLevel 8 - Mass CharmLevel 9 - Mass CharmLevel 10 - Bite (max)Level 11 - Mass Charm Level 12 - Bat SwarmLevel 13 - Poisoned BloodLevel 14 - SaveLevel 15 - Bat Swarm and Muddle. (max for Bat Swarm and Mass Charm/Muddle row)Level 16 - Vampiric AuraLevel 17 - Improved Conversion AuraLevel 18 - Improved Conversion AuraLevel 19 - Improved Conversion AuraLevel 20 - Army of Night
Build Explanation
You learn bite as your first ability because my opinion is that bite is a essential ability for Lord Erebus. It functions as your damaging and healing ability and can be the difference between finishing off a Demigod or being finished off by one. At max level it deals 900 damage to the target, while you recover 900 health and as a additional bonus it reduces the targets movement speed and armor. This is the reason why we upgrade it the moment we have the opportunity to each time. You learn Mass Charm at level two to provide a extra form of survivability early game since you allow yourself to remain in your lane for a longer period of time increasing the amount of experience and gold you gain. You'll also be able to stun abilities such as Rook's hammer that can result in a death of you, or a team mate, or force you to recover at base. None of those are a good choice. As the match progresses and you upgrade your Mass Charm further it will function as a form of defense as well as a form of offense since the stun increases by two seconds. When you obtain muddle Mass Charm becomes essential in my opinion since you can interrupt a Demigod's entire chain.Bat Swarm serves as your entering ability for most engagements as well as a escape from them while scoring in some gold and experience points from 'creep' deaths. Poisoned Blood increases your survivability by providing a extra +20 health per second at it's second level. On the third upgrade you obtain Vampiric aura which will increase your survivability further as well as your team mate's survivability. We place only one point into coven to increase the number and damage of your Night Walkers since you're a general after all. Three points into Improved Conversion Aura to increase your Night Walkers health and chance of spawning them. These three points will open up Army of Night to increase your Night Walkers attack speed.
5a. Health Siphon Erebus Item Build
Starting Items
Scroll of Teleporting x 1Combat Health Potion x 1Scale Mail x 1
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Early to Middle Game Progression Scaled HelmGladiator GlovesVlemish FaceguardHeart of Life
End Game Progression Doomspite GripsPlatemail of the CrusaderParasite EggMage Slayer
Idol Selection
Minotaur BerserkerMinotaur Royal GuardClericSiege Gunner
Idol Explanation: I lean for a Minotaur Berserker first since I use Lord Erebus and I feel that a melee Idol works well with a melee Demigod to be in range of possible auras and abilities. I skip the Minotaur Captain and purchase the Royal Guard next since it's only a few hundred gold more than the Captain. I purchase a Cleric next for additional heals and last a Gunner for extra damage and a harassing utility. As the match progress I upgrade based on how well I'm doing and how the match is progressing near endgame I buy the last upgrade of all three idols.
Item Build ExplanationThe Scroll of Teleporting x1, Combat Health Potion x 1, and Scale Mail are my usual starting items. I find that the Scroll of Teleporting is rather important early game to reduce the amount of time you spend away from the engagement losing out on experience points and gold that will cause a problem as the game progresses. The Combat Health Potion is used for an emergency that your bite will fix. The scale mail is for added early game survivability since Lord Erebus isn't exactly a moving castle (Rook). Scaled Helm is next on the list for early game mana increase and the start of your mana fixture since both assassins and generals have a issue with mana control early game. Gladiator Gloves are next to increase your minion damage to farm slightly quicker with them. The +5% attack speed will assist you with Vampiric aura one you learn it and will be useful until you can replace it with Doomspite Grips late game. Vlemish Faceguard is the second fixture to your mana pool and mana regen problem as a general and a small boost to your team mate in case your dual laning. Heart of Life is last and will basically fix most health and mana problems as long as you don't receive damage, but you can Mass Charm and Bat swarm out of the danger zone and move into the fog of war and use your Heart of Life to recover without having to travel to the health crystal. Late game is Doomspite Grips, Platemail of the Crusader, Hngarlings Crown, and a Parasite egg. You'll have some decent survivability with the plate, the crown and egg will keep your mana on constant regen. The Grips allow for a quicker attack speed to increase the use of the Vampiric aura. If desired you can possibly drop the crown or egg for another damage and attack speed item such as the mage slayer or drop both for a mage slayer and second armor or damage item to increase your survivability or damage further. I would suggest a second damage item since you have Platemail of the crusader increasing your damage or attack speed will increase the use of Vampiric even further. Mixed with Bite, Poisoned Blood, Heart of Life, you can survive for a while. Remember though is my just the order that works well for my own Lord Erebus. If something else works well for you, use it.
6. Night Walker Erebus BuildLevel 1 - BiteLevel 2 - MistLevel 3 - Improved Conversion AuraLevel 4 - CovenLevel 5 - Bite Level 6 - Improved Conversion AuraLevel 7 - CovenLevel 8 - Improved Conversion AuraLevel 9 - CovenLevel 10 - MistLevel 11 - MistLevel 12 - MoraleLevel 13 - Poisoned BloodLevel 14 - Poisoned BloodLevel 15 - Vampiric AuraLevel 16 - MistLevel 17 - Bloody HazeLevel 18 - Army of NightLevel 19 - MoraleLevel 20 - Morale
This build is focused on your minions doing the damage and finishing blows over Lord Erebus himself.
Bite is learned first as the Life Siphon Erebus build because as I mentioned because it's the basic ability for Lord Erebus. This will keep you away from the health crystals for a longer period of time saving yourself from missing out on experience and gold early game when it's crucial. Normally I tend to stay away from mist as shown in the Health Siphon Erebus build, but in this build it's focused around supporting your minions in order for them to deal the finishing blow rather than yourself. You could skip Mist at level two and aim for morale and learn Mist at level 10 to 12 in case your not doing well. Since a 125 mana per second drain will cause large problems if you can't farm efficiently to buy items to fix the mana problem early game. We learn Improved Conversion Aura and Coven early to increase the efficency of your Night Walkers early game by increasing the number of them that you can spawn, increasing their health, increasing their damage as well. This will open up Army of Night at level 15 as well to increase their attack speed. Poisoned Blood are learned to open up Vampiric Aura to offer your minions health per hit, and with their damage and attack speed increased it will increase their survivability. Morale is learned to increase your minions even further I learn only three levels of it since leaving out the last upgrade won't cause major problems, but if you feel you want to learn all of them you can drop one level of bite and keep it at level 1 since you'll be using it for primarily the armor and speed reduction to aid your minions. Bloody haze is learned to increase your evasion while using mist for extra survivability in case they try to run past your minions and try to take out the leader (Though is this something that we want since you'll have bloody haze and focus on armor items if you take a glance at the Item build for this setup.) The +500 maximum health, and +50 health per second will aid greatly towards your allies.
6a. Night Walker Erebus Item Build
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Early to Middle Game Progression
Scaled HelmPlate VisorGladiator GlovesHauberk of LifeHeart of Life
End Game Progression
Gloves of Fell-DarkurIronwalkersDesperate BootsPlatemail of Crusader Hungarling's crown
Same choice as the Life Siphon Lord Erebus Build.
Item Build ExplanationThis build is focused on your minions more than Lord Erebus, but we do supply him with items that increase his health, armor, health per second, and some other things while increasing his minions. We start off with the same starting items as the Health Siphon Lord Erebus build. We buy Scaled Helm and Plate Visor next to increase our mana and mana per second which is something I'm fond of doing early game so I don't waste as much gold on mana restoring potions or running back and forth to the health crystal to recharge. As I say many times early game experience and gold is crucial and I try to stay in the front lines as much as possible during that time.
Next is Gladiator gloves to increase your damage as well as your minions. Next is Hauberk of Life to increase your health per second and armor as well as your minions health, and health per second. (See we aim for items that benefit both sides.) Before dipping into end game equipment we purchase a Heart of Life because I find it useful on just about all build that you can imagine with Lord Erebus. Once we reach end game we start purchasing the expensive items a mixture of items that benefit Lord Erebus and his minions. The first item is Gloves of Fell Darkur a nice minion boosting item, Ironwalkers, and Desperate boots aid Lord Erebus in surviving to aid his minions increasing his dodge and armor. Hunglarling's crown aids to counter the 125 mana per second drain from mist, and Platemail of Crusader aids both you and your minion in armor, health, and health per second. After these items it's your choice on the next item that should be purchase next based on how well you are currently doing in the match. Though I would suggest to aim for a artifact at this point that will increase your minions further or increase your survivability.
7. Idol InformationAn Idol is a unique item that can be bought at the shop inside the base and they can only be used by generals. You can purchase up to three idols one melee, one range, and one magic. In order to purchase a different idol you must sell the previous one. Otherwise it will tell you that the slot is currently full. Example: You bought the Minotaur Berserker idol. You want to purchase a Minotaur Captain. You must right click the Minotaur Berserker idol that's equipped to sell it before you can purchase a Minotaur Captain. Melee Idols Minotaur Berserker - 350 gold. 200 Mana, 30 second cool down.Use: Summons 2 Minotaur Berserker Minotaur Captain - 850 gold.250 mana, 30 second cool down.Use: Summons 2 Minotaur CaptainMinotaur Royal Guard - 1350 gold.300 mana, 30 second cool down.Use: Summons 2 Minotaur Royal GuardMinotaur King - 1850 gold.350 mana, 30 second cool down.Use: Summons 2 Minotaur King Range IdolsSiege Archer - 550 gold200 mana, 30 second cool down.Use: Summons 2 Siege ArchersSiege Gunner - 1050 gold250 mana, 30 second cool down.Use: Summons 2 Siege GunnersSiege Cannoneer - 1550 gold300 mana, 30 second cool down.Use: Summons 2 Siege CannoneerSiege Demolisher - 2050 gold350 mana, 30 second cool down.Use: Summons 2 Siege Demolisher Magic IdolsMonk - 900 gold200 mana, 30 second cool down.Use: Summons 2 Monks.Cleric - 1500 gold250 mana, 30 second cool down.Use: Summons 2 Clerics.High Priest - 2100 gold300 mana, 30 second cool down.Use: Summons 2 High Priests.Bishop - 2700 gold350 mana, 30 second cool down.Use: Summons 2 Bishops.
8. Miscellaneous Information
Guide to the no so General Oak written by Jajusha Location: http://forums.demigodthegame.com/346645
Question about the health siphon build:
I don't think you can achieve max bite, max bat swarm, max charm (muddle), max blood (vampiric aura) AND Army of Night, all simultaneously. Army of Night requires that you max out Coven and Conversion. On your build, you only max out Conversion.
I might be wrong, can someone else check on this for me?
Double post, sorry.
yeah you need both lines.
the idols are pretty helpful for the first waves.. bite adds up!
and i never buy another idol again..
I never but idols period.
I haven't tested it out myself but I would agree on buying the idols and then selling them, a good general should be able to keep his lot alive for some time before going back and by that time you should be buying tier 2/3 idols anyway.
i wouldn't rely on having multiple ranks of the same idol as it's an exploit..
i tend to buy priests at the start.. speratic 190 heals x 2 > armor/hp pot.. but it depends if you need the teleport scroll.
Currently rewriting both my erebus and torchbearer guide to fix problems and make it more indepth I'm sorry for any mistakes that might be in the guide. The new verison of the guide will be fixed of these problems with a proper tree and selection of abilities with more information added.
After they are done being rewritten they will be put on gamereplays and a link will lead you towards it.
Don't forget to add the starting HP per second and MP per second for Erebus as I've suggested. Looking forward to seeing your rewritten guide. I'm going do some changes to mine myself, though mostly just adding some images. I might whip up a flash calculator for all the demigods as well, should be easy once I get a base template done.
I am shocked not more people use the mist. Aside from being a great way to get good xp early and mid game you can't take damage while in mist. I can typically wipe large numbers of grunts and DGs by using mist in combination with the other damage spells. Mid to late game there is nothing like staying in mist while your team arrives to back you up. I would encourage more people to try it out. I use it in every game I play and typically get top damage unless there is a decent TB playing, the downside being you won't get as many kill shots as the other builds. But, for utility and survivability I say yes to mist.
Mist is way too weak at the late game stage. If you have bat swarm and bite, you can teleport anywhere. And by anywhere, across voids in the map, you can batswarm away or to enemies without much a of count down time. While in mist, a demigod in the late game will probably be GAINING hps because of all the armor/+hp regen items, and just wiat till your out of mana and then get you. I tried mist strat at the start when playing erubus, but he is just sooooo much better as an asassin general.
I've found mist to be very useful - I always go for heavy mana regen items, and usually my mana is so high as Erebus that I can stay in mist much longer than I could ever need to and still have 2-3 bites at all times. If favor items are on, I like to take the staff of the warmage or whatever. The one that gives +700 mana. I rush to the front lines, mist form the first wave, hit level 2 almost immediately off that wave... Take bite, and start picking on the hero with as much mana as I would have started with had I not taken staff of the warmage. If he runs, I let him go, I kill the next wave with my last bit of swarm mana... If I have some way of rejuvying mana (pot, nearby crystal - I LOVE the exile map, I always go for that mana crystal) I keep fighting until a hero shows up. If I have no mana, I run back. I probably have enough gold to get my mana regen helmet by this point, so I do so. And from there, I keep killing swarms and biting heroes.
Towards the mid game, I use mist aggressively against generals. I slip into an area where I can hit the most minions, both generic waves and idols, and I go misty. If they're careless, everything dies - if they're not, and move their minions back, only the comp wave dies. But, I'm taking coven, so I get nightcrawlers out of it to fight back. If they hang around, I pop out of mist and bite them for some massive damage, then proceed to smash. If I ever end up in a tough spot, I go mist and wait for help. I can stay there for a surprising amount of time with my focus on mana regen, and you ARE invincible while it's on. Yes, I realize the idols have humongous levels of health sometimes - but this doesn't matter to me, because I can stay in mist almost indefinitely, like I said. If everything is going well, they WILL run out of health well before I run out of mana.
This doesn't even include the defensive uses of mist, and the creeps it will let you kill early game that you might otherwise be afraid of. Two waves meet next to an enemy tower? That's dangerous, especially if a hero is lurking around. Those towers will chip you down, but if you stay back you're losing a wave. Walk up, take maybe one tower hit, then mist - you'll kill them all. Your wave is victorious, the tower gets banged up a little by the remaining wave, and the hero, early game, probably stayed back for fear of your sudden bite. If he didn't stay back, all the better - unmist, bite, back off, and you'll probably come away with more health than when you went in. Just be careful not to chase if they turn and run.
Also, I must make the admission that I am a casual gamer and have really only played with a select few friends and AI, so I do not have a lot of experience with online play. However, I have noticed that mist is incredibly powerful to me, as a farming tool, an anti-general field of doom, and a defensive countermeasure. Its utility against heroes weakens as the game goes on, but in all honesty, I find bite itself sufficient to almost guarantee my ability to make a demigod run, though I cannot chase without the bat swarm. I am debating, though, giving up on the minion "army of the night" chain to take mist, bat swarm, AND bite just for that reason. Bat swarm turns me away due to the mana cost, though - I already run a mana-intensive build (my first two equips are mana regenners, without fail), and without mana I am useless and not very scary. Bat does half its mana cost in damage, and that just seems really expensive and lackluster to me - even though when combined with bite, it's almost a guaranteed kill.
tl;dr I LOVE MIST. KILLS CREEPS DEAD.
Edited for a bit of grammar and clarity. Edited my edit because I misspelt grammar, which I swear hasn't happened in like 10 years.
the health siphon build appears out of date. I wasn't able to get the army of darkness ability looks like you are required to get the other linked stuff now. added in a patch?
No you need to max out coven as well as Improved Conversion aura for army of night. As I stated it was a mistake and I have re-written the entire Erebus guide I'm currently of editting screenshots I've taken for the guide before I change it.
I am not an expert on Lord Erebus, I played him last nite as a mistake (i Picked QoT and they gave me LE.) However, I see that he's my favorite now. I didn't used Mist at all, just bite to kill enemy DGs or bat swarm to get out when in danger. Oh, and max out coven and improved conversion do wonder.
The new Erebus guide has been finished and will be appearing on gamereplay in a while (undergoing editing by the editors) I will post a link once it is finished.
Will begin work on my Torchbearer guide soon.
Popping in from another Demigod Forum to post a link to my Erebus build --> http://demigodforum.com/index.php/topic,186.0.html
Nice guide.
written dota style very good work
You should not use bats to enter a fight all the time unless you have -cooldown items and flag, or are going against rook where you must worry about boulder and want to hit mass charm first. Otherwise it's recharging when you actually need to use it.
Also trying to mass charm arook hammering is ridiculous.
It's 1sec cast. Hammer is 1.5. So "Oh I can do it within .5 sec no problem" Yeah no.. because there is a .35 delay so really you have .15 sec. Average reaction times are .25-.35 seconds. Don't even try it. Move behind the Rook, or this is one of those cases you'd use bats. With bats you can click behind the rook to move away from the hammer, damage him, and keep on attacking.
Also you should save your level 3 point and get both mass charm and bite at lvl 4.. You don't need coven. :/ Night walkers are the worst special minion.
I like the builds, specifically the item builds (I always have a hard time deciding what to buy, this gives me something to work towards which keeps me from FORGETTING to buy anything.)
Regarding the Nightwalker build, I usually forgo mist until later in the game (and even then only invest one point as a last ditch evasion tactic) and will instead max out Bite and get the first point in bat swarm. Bat swarm will let me mow through a huge swath of enemies later in the game, completely replenishing my night walkers, and at 900hp per bite i not only keep myself alive, but maintain a VERY healthy gimp. Combine this with the potential for life steal, and your survivability skyrockets.
Overall though this was a great guide, with two very viable builds and some good insight, keep up the good work! =D
*Edit: And regarding the Nightwalkers' usefulness, they end up with a decent amount of HP around midgame and serve the dual purpose of Wrecking Ball and Distraction when facing stationary defenses (or rook), and in end game can deal enough damage to negate some of the insane hp regen you'll see if the enemy gets some high end items. The fact that they're so much easier to replenish than the other specials is icing on the bloody cake
5. Health Siphon Erebus Build
Level 1 - BiteLevel 2 - Mass CharmLevel 3 - CovenLevel 4 - BiteLevel 5- Bat SwarmLevel 6 - Poisoned BloodLevel 7 - BiteLevel 8 - Mass CharmLevel 9 - Mass CharmLevel 10 - Bite (max)Level 11 - Mass Charm Level 12 - Bat SwarmLevel 13 - Poisoned BloodLevel 14 - SaveLevel 15 - Bat Swarm and Muddle. (max for Bat Swarm and Mass Charm/Muddle row)Level 16 - Vampiric AuraLevel 17 - Improved Conversion AuraLevel 18 - Improved Conversion AuraLevel 19 - Improved Conversion AuraLevel 20 - Army of Night <---------------
Am wondering, how can you get Army of the night with out maxing coven?
Did I missed something?
The guide has been posted on Gamereplay for a while. As Crittias mentioned I'm currently waiting for the editors to edit it and code it to be posted on the portal. I was told that since it was rather long it would take a while. The moment I know it's on the portal is the moment you guys will know as well.
In Beta, Mist heavy imo was the only way to play Erebus (because he was too weak otherwise to deal with other Demigods).
Now though, Mist can be very annoying, if you're beind the lvl curve and fighting multiple Regulus I think it's a great thing to pick up. But most games, it cost too much mana and is overall not that worth while.
Mist late game, it's not really about doing damage with mist, but more about healing your minions and keeping your momentum. I like the idea of going Minons + mist, just not sure how effective it is and it might require too many points and hence gimp your army or you're overall effectiveness.
My minion build, has my minions doing very good damage and they're very strong, combine that with bite for slowing them down, poision blood and Vampiric aura for keeping me alive and a weak Mass Charm for fleeing/item use and it can be very hard to live if you get too close to me. Granted, lots of AOE damage (beyond just low levels, invested higher damage AOE) can weaken this build.
In my opinion, Erebuus should begin with the healer idol at the begin of the game, not others things. After that, you just need to buy the boots of speed and some crown for mana (I take the one at 1500) in priority. With this, you are unkillable and you can kill all others demigod easily with bite and mass charm.
Tested it only tonight though, but it worked, I always finished first player and winning game (I'm really wondering if I don't play with only bots in pantheon sometimes but I don't think they gave them names not begin by majuscules so it must be noob players ^^)
As long as I rule with this template, I think I won't change, I can deal 2-3 DG (mostly because i'm some level above theirs because I killed a lot of DG early in the game and earned money to buy the stuff too) at the time with this build and with the confusion provoked by the bat swarm teleport, losing the focus of the ennemy.
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