Introduction
This Thread is a collective effort to document all sednas builds and strategies in one thread, considering how little sedna is used. Im a rookie sedna player so i don't know a lot about her, what i do know is that i love to play with her and that she is very powerfull.
Now this is how things are going to work: you are going to post tips, builds, items or strategies about sedna, i will add it to this original post to make a collection for anyone to read.
I made this thread so that i could learn about sedna but also so that everyone else can see that sedna is a great demigod. Right now as im a rokkie playing sedna i dont think i can give any usefull tips or builds so this is going to be a little empty until people starts posting so just be patient.
Rules
Ok don't panic, this are not arbitrary rules , they are more like guidelines to make the collection better.
First, im not going to tell you what tips are useless and wich are not, you can post any tip or build sedna related here.
Second, regarding your posts, please try to make them organized and error free, it would just make it easier for me to read, i can read one paragraph but if i see a wall of text with a lot of errors and no comas and that kind of stuff im afraid i wont read the post. And yes i know my english is not perfect and i might not write every word correctly but im not talking about perfection im talking about readable.
Third, Regarding Tips, if you are going to post a a tip just write "TIP" above or besides your tip sentence so i know what is you want to be added. Regarding Builds, they need to have a level-by-level skill point usage or at least an overview and a description, it can also have, but this is entirely up to you, a strategie and items that works well with it.
READ THIS: Remeber guys i add every sedna build people puts although i try to be a little more critical with tips, remeber that is up to you to debate the tips and builds and tell if they are good or not.
Guide to Sedna by The Community
Sednas Basics:
Things you need to know about some of Sednas skills by Silphius:
Sedna has a few ability selections that are of greater value that others. That is to say some abilities give you greater value per point spent and its worth keeping in mind which choices have diminishing returns.
Inner Grace
The first point of Inner Grace is much more valuable than the others. You gain 5% movement every time but Inner Grace I grants +10 Hp per second compared to +5 Hp per second for Inner Grace II and III. As a result I think the first level of Inner Grace is worth getting as early as possible but the second and third ranks are a much lower priority. Its also worth considering not getting the second and third ranks at all depending on your build.
Yetis
Horn of the Yeti III is the big break point for this line. Jumping from 2 to 4 Yetis is huge. If you are going to go for Yetis I would make HotY III a priority and then be more relaxed about IV and Wild Swings, again depending on your build choices. Its entirely possible to finish spending points in Yetis on III.
Silence
Like Inner Grace Silence has the biggest gain from the first point invested. 3 seconds of Silence at I and only 1 additional second with II and III. Again I'd prioritise getting rank one and then look to other abilities unless you really want the extra duration.
Magnificent Presence
Once again the following points in this ability have diminishing returns. 7% vs 5% for ability cooldown and 100 health vs 50. I'd follow the same strategy here in getting the first point quickly then being more relaxed about the following points.
Heal
The second point in Heal is not as valuable as the first (600 healing vs 900) but after that additional effects are gained which offset the reduced healing gain. Heal II is the least return on investment in this tree but it is required to continue on up. If possible I would hold off on getting Heal II until you are about to qualify for Heal III.
Pounce
400 damage for rank I and only 200 additional for each point. This is your only real damage ability so its not really advisable to drag your feet on investing points here.
Yetis Stats:
HP: 810 base, +300 per level
Damage: 30 base, +7 per leve
Attack Speed: 0.6 base
Movement Speed: 6 base
Recommended Starting Items:
-Lv1 Monk Idol
-Scale Helm
-Banded Armor
Recommended Early-game Items:
-Plenor BattleCrown
-Velmish FaceGuard
Builds:
Sedna - Queen of Healing by drasked (Original Post)(Start)
Skills:
(*) This is the point where you can either keep following the skill build described above or you have the choice of taking Counter healing (which of course makes all the other skills come a level later). I usually take this skill as soon as the opposing team gets priests or in some cases when I'm up against a priest heavy general.
The skill build is based on strong insta heals for yourself and allies and a good personal HP regen rate and some regen for your allies with Healing wind. For most single demigods it will be very hard to push you off the flag you are holding and if players from the opposing team are not that well known with sedna they will often overextend to get the final few hits on you only to find out it was for nothing when they die and see you fill your HP bar with 1 click of a button.
Items:
Optionally you can take items like Banded armor (550g), Hauberk of life (1750g) and Unbreakable boots (1500g). These will further increase your HP regen and HP/Mana pool.
Keep into consideration that it's not a race to Heart of life in terms of gold, in many cases it's a lot more important to upgrade your citadel or when pushed out of your lane teleporting back to the shop to buy some more teleport scrolls and mana pots. I have ended games without buying Heart of life and just using mana potions, spending all my money on citadel upgrades, however this usually happens when the opposition is being steamrolled by my allies.
Favor item:
This item fits sedna like a custom made glove. The +280 mana and +4 mana per second are very use full in early game and in combination with the mana regen from the scaled helm and the occasional mana potion it will be hard to run out of mana the first couple of levels.
The best part about this item is the short range teleport it offers with the added 100 damage on entry, this can be both a lifesaver and killer. Teleporting away from danger or teleporting to fleeing opponents for that 100 damage plus a possible autoattack or pounce. Also getting behind enemy lines for that portal cap/lock and getting out again without too much damage can be a game turner.
Conclusion:
In conclusion i would like to thank you for reading this guide and hope that some constructive criticism will follow so i can improve this build. My native tongue is not English so I'm sorry for any spelling mistakes. I was planning on doing another section covering the play style of this build but i think this is something that should come with experience as in making this build, I have done so trough trial and error.
Sedna - Queen of Healing by drasked (Original Post)(End)
KitKun Sedna Build by KitKun(Start)
My Sedna build:
Rank up heal, then pounce. Ignore Yetis and Silence until the end-game.
Mix in Inner grace and Healing Wind as soon as you can.
Rank up Magnificent Presence if you have extra points.
Start with boots of speed, Swift Anklet if Favor Items allowed.
Save up for Vlemish, then Plenor as soon as possible. Get idol priests.
Get armor, more mana, or AoE as needed. Upgrade Citadel.
Recommended items: Depending on specific conditions, of course. Due to game length, most are mutually exclusive.
Speed: Journeyman's Treads
Mana: Stormbringer, Hungarling's Crown
Armor: Bulwark of Ages, Godplate, Groffling Warplate
AoE: Girdle of the Giants, Orb of Veiled Storms
Pros:
Fast (Retreating, switching lanes, moving to aid)
Excellent support (Nuke+interrupt, heal)
Hard to kill (Heal, heal, and heal)
Cons:
High-priority target (Heal)
Extremely mana intensive (Pounce and kill should be used all the time, even with Vlemish and Plenor you can run out if not careful)
If not using armor items, vulnerable to nukes and ganks. (Low armor mitigation, low max health, high priority target)
If not using AoE items, worst creeper in the game. (The Heal AoE damage will only kill archers, extremely hard to clear a lane of enemy creeps when Catapultasuarii and Giants come out.)
KitKun Sedna Build by KitKun(End)
Combat Tigress by CdrRodgan(Start)
Sedna is one of my favourite Demigods both from a flavour perspective and due to her amazing ability to survive even when the odds are stacked against her. The build I typically use does not utilize any minions other than the store bought ones, and often only priests or low level archers.
Level 1: Heal ILevel 2: Pounce I or Healing Wind ILevel 3: Healing Wind I or Pounce ILevel 4: Inner Grace ILevel 5: Healing Wind IILevel 6: Heal IILevel 7: Pounce II or Heal IIILevel 8: Counter HealingLevel 9: Heal III or Pounce IILevel 10: Pounce IIILevel 11: Pounce IVLevel 12: Heal IVLevel 13: Silence ILevel 14: Inner Grace IILevel 15: Life's ChildLevel 16: Inner Grace IIILevel 17: Magnificent Presence ILevel 18: Magnificent Presence IILevel 19: Magnificent Presence IIILevel 20: Silence II
The choices in this build are largely dependant upon how squishy your targets are. A map containing several players that have ignored their base hp in favour of damage encourages ranking up pounce prior to other skills. In the event that unclean beast is on the map, it is usually a good idea to obtain healing III as quickly as possible and avoid him until then. Counter healing is an extremely important skill once your enemies begin pouring forth waves of priests, and serves as an often overlooked bonus against other generals; think of it like periodically inflicting 10% of your opponents health in damage. Silence is late in this build as Sedna will often have mana issues prior to this point, but is essential late game against certain demigods (ie Erebus)
Starting Items: Priests I 900g, Totem of revelation 50gItem 2: Flemish Faceguard 1750 or Plenor Battlecrown 1500Item 3: Scale Mail 400gItem 4: Banded Mail 550gItem 5: Siege Archers I 550gItem 6: Plenor Battlecrown 1500 or Flemish Faceguard 1750Item 7: Nimoth Chest Armor 1060 (Sell Banded Armor)Item 8: Priests IV 1980 (Sell Priests I)Item 9: Siege Archers IV 1610 (Sell Siege archers I)Item 10: Platemail of the Crusader 4280 (Sell Scale Mail)Total: 14630g
Other StuffItem xx: Bulwark of Ages 14800 (Sell Nimoth Chest Armor)Item xx: Heart of Life 4250 or Orb of Veiled Storms 8000Item xx: All-Fathers Ring 23600 (Sell Flemish Faceguard)
The choice between taking the flemish faceguard or the plenor battlecrown first (as well as the heart of life) is dependant upon whether or not the map contains a +15 mana regeneration flag. In the event it does, then the plenor battlecrown is more worthwhile as a first purchase and a heart of life is generally not needed. Please keep in mind that beyond the first shopping spree (usually up to about banded mail) it is wise to always keep a handy supply of teleport scrolls, combat healing, and robust mana potions (until you no longer have mana issues). The minions are optional, with the exception of the rank I priests, as you can resummon them in a pinch and their first action will be to immediately heal you for 15%x2 of your hp. Groffling warplate might be a better purchase over Platemail of the Crusader in this case.
Combat Tigress by CdrRodgan(End)
Espicialized Builds:
Builds too big and detailed to be added here.
Tips and Tricks:
1-Pounce can be used as an interrupt only. If you take one rank of pounce, you can continue to use it as a 400 mana interrupt. Since I use a minion build, I generally leave pounce out of it, but it is good to put a rank in at some point, to utilize the interrupt, especially against DGs that like to push hard and teleport out. (by PhantomOfAres)
2-Healing Wind vs. Inner Grace: Inner Grace seems, to me, like the better skill. You get almost as much hp regen as with healing wind, plus the movement speed boost. It does wonders for being able to finish off a demigod, since the boost to speed is tough to match, since sedna's naturally fast. (As a comparison, UB starts with 6.3 speed, while Sedna has 6.0. The 5% boost brings her right up to speed with UB without any buffs.) However, a minion-based build can benefit greatly from healing wind, as well as a support-based build. Healing wind helps allied demigods, but, more importantly, it helps your minions. Try it out. Yetis (and your other minions as well) will last much longer if you have healing wind, since it increases their regen from 0 to 12/s. That's substantial. So, in my opinion, if you're going to get one of these skills, healing wind is a minion skill, and inner grace is a "finisher" skill. (by PhantomOfAres)
3-Early Game Sedna: Right off the bat I go for two things. lvl1 priests and heal. Early game this lets you stay in the action, while others are forced to retreat to the health crystal, you are capping flags and leveling up. Play her defensively. Often it is better to retreat to your nearest towers and let your priests heal you up than blowing your own mana on a heal. Save that mana for when you really need it. (by Techubus)
4-Pounce-Heal Early-Game Combo: Having pounce, heal, and enough mana to last makes Sedna quite strong in the early game. In my experience, the only thing that outdoes this is the Rook's tower spawn, as Sedna has no ranged attack without the Siege Idols. (by BenderB)
Requests
Ok we all know what to post, but if someone has something specific they want to know?, we will also add those, you just post your question and i will add it here for everyone to see and everyone to respond.
So lets start with some basic stuff.
1-Sednas Stats.
2-Recommended items that work well with Sedna (early, mid and late game)
Updates
06/02/2009
Images Added
New Build Added "Combat Tigress"
05/02/2009
New Section "Tips and Tricks"
New Addtions to "Tips and Tricks"
New Section "Sednas Basics"
New Additions to "Sednas Basics"
New Additions "Recommended Starting Items"
New Section "Builds"
New Addtions to "Builds"
New Section "Especilized Builds"
New Additions to "Especialized Builds"
Contributions
Thx for all the help guys:
PhantomOfAres
Techubus
BenderB
drasked
Kitkun
Miyamiya
CdrRodgan
(Reserved) Just in case i need it.
Okay, I did some digging around in the DG files, and found the Yeti stats. I'm not 100% sure these all translate directly, but I think they do. Personally, I love Sedna, she's the only DG I play, and I run a minion-ish build, but am pretty flexible about the skills I take. There's a spreadsheet around somewhere with all of this data, but here's what I dug up (and I used the level up stats from demigod's wikia):
Yeti:
HP: 810 base, +300 per level up
Damage: 30 base, +7 per level up
And remember, these are all augmented by Magnificent Presence, which increases attack speed by 5/10/15%, and health by 100/150/200. This means that a fully upgraded yeti, with just Sedna's skills has a whopping 1910 hp and does 51 damage at 0.69 attack speed, which all adds up when you have four of them. Compared to the other special units, none of them have as much hp, they all move at 6 or slower, and only spirits and night walkers have faster attack speeds, but only by 0.05, and this is at a cost of 10 damage. (Shamblers do the same amount of base damage as yetis, but have an attack speed of 0.5.) Sorry, slight tangent to argue preemtively with people who will say "YETIS SUCK OMG!" because I like them.
Normally, the equipment I go for to start off the game is the first level monk idol. The extra healing does wonders for your survivability. Next, after sharing a bit and getting citadel upgrades, I usually go for the Plenor Battlecrown and the Vlemish Faceguard, in that order. Those two give you the mana required to be able to put your minions out there a bit, and recast them, and still have some mana left for heals/silences/pounces, as needed.
TIP: Healing Wind vs. Inner Grace: Inner Grace seems, to me, like the better skill. You get almost as much hp regen as with healing wind, plus the movement speed boost. It does wonders for being able to finish off a demigod, since the boost to speed is tough to match, since sedna's naturally fast. (As a comparison, UB starts with 6.3 speed, while Sedna has 6.0. The 5% boost brings her right up to speed with UB without any buffs.) However, a minion-based build can benefit greatly from healing wind, as well as a support-based build. Healing wind helps allied demigods, but, more importantly, it helps your minions. Try it out. Yetis (and your other minions as well) will last much longer if you have healing wind, since it increases their regen from 0 to 12/s. That's substantial. So, in my opinion, if you're going to get one of these skills, healing wind is a minion skill, and inner grace is a "finisher" skill.
TIP: Pounce can be used as an interrupt only. If you take one rank of pounce, you can continue to use it as a 400 mana interrupt. Since I use a minion build, I generally leave pounce out of it, but it is good to put a rank in at some point, to utilize the interrupt, especially against DGs that like to push hard and teleport out.
Well, this was a bit of a novel, I can post my build later if you want, although it's less of a concrete build, and more... a set of guidelines as to when to get which skills.
Sedna is one of my favorites, and yes, she is very powerful when played right.
I have a couple tips for opening play as this is where I see a lot of new sedna players mess up. Early game one of her biggest advantages is staying power, especially against assassins.
Right off the bat I go for two things. lvl1 priests and heal. Early game this lets you stay in the action, while others are forced to retreat to the health crystal, you are capping flags and leveling up. Play her defensively. Often it is better to retreat to your nearest towers and let your priests heal you up than blowing your own mana on a heal. Save that mana for when you really need it.
Thx guys really important stuff, i see things are going much faster than i expect, so i might have to think about how to organize the ideas a little earlier than i thought.
Great post PhantomOfAres, it will take me some time to organize so i dont mess everything up, and yes of course post your build, even if its a guideline. If you want you can also make a little guideline to select skills to put it in the beginner section of this thread.
I've been playing Sedna for a while now, and am quite satisfied with the way things work out.
I start off purchasing the Scaled Helm (525 mana, + 4mana per second), and the Banded Armor (+400 health, +5 health per second). I also get Heal 1. The reason I do this is to enable Sedna to be dangerous from the start.
If you have these items equipped, take a flag and kill 3 or 4 grunts, you'll then level up. At this time, I purchase Pounce 1.
Having pounce, heal, and enough mana to last makes Sedna quite strong in the early game. In my experience, the only thing that outdoes this is the Rook's tower spawn, as Sedna has no ranged attack without the Siege Idols.
If you can save the first time you use Pounce until you're able to get a kill, it'll surprise the heck out of a lot of players. Sedna is quick, and you should be able to give chase and finish with a pounce, with enough mana left over to heal yourself in case you're in tower range.
From there, my tactics change depending on the map and opposition.
Unlike the above poster, PhantomOfAres, I upgrade Pounce all the way up to Pounce IV. Again, with Sedna's speed, giving chase and interupting teleports is essential if you want to get some kills up. Having that 1000 damage is useful when you're giving chase, and can work really well in conjunction with a ranged ally.
I usually upgrade Pounce, Inner Grace and Heal first. I only start to worry about Healing Wind once I'm getting my attacking Idols going, which is usually not until Level 7 or 8.
I've never bothered with Morale.
Around Level 10 or so my tactics change from Sedna the hassler, to Sedna the unbeatable solo killer. I only purchase items that increase my health regeneration rate. By the time level 15 or so comes along 1 on 1 Sedna is very difficult to kill.
You've got your heal that removed negative effects, Priests that will heal you, a massive ability based health regen, and then complimented with regenerative items, you're all set. I never shy away from teleporting right on top of anyone attempting to take a flag. I may not always get the kill, but it's very rare that i'll be killed.
Anyway, take from it what you will.
Thx BenderB, Good post, i see that unlike PhantomOfAres you go for a Solo Buld instead of a Minion Build, i will add what you said, but lets wait a little when i was organizing the new information i realized it was easir to read a couple of posts and then update than to update each time someone posts, so lets give others sometime and then ill update.
Yes, it's a solo build up until Level 7 or 8. Minions certainly do play a very imporant role, as do Yetis, but only after level 10. I find that the usefulness of attacking idols limited until this time.
Of course, there are exceptions worth considering. If you need to take out towers (if you have no ranged ally to help you), then you'll need to get seige gunners earlier than level 7.
In my opinion, just at the start, if your opponent is forced to use Heal potions to repair the damage you've caused them (while you use Heal 1), then you've got a fiscal advantage. If your opponent has no Heal potions, they may teleport back to the citidel to heal and buy one (given you a fiscal advantage and XP advantage). Or, possibly, they may have neither teleport or heal potion, meaning they'll have to walk back to the citidel to heal, giving you a massive XP advantage.
Nice initiative, i would like to contribute by linking to my freshly written sedna guide;
http://forums.demigodthegame.com/350225
Great Contribution guys.
drasked i added your guide so to my post not just the link, so plz tell me when your guide is updated so i can update it here. thx again.
thx for the contribution Kitkun.
To everyone that reads this guide dont worry, ill organize everything better once we get more information.
http://forums.demigodthegame.com/350286It's a more aggressive build, using the heals to support your own damage.
Guide Updated, thx Miyamiya
Hello fellow Sednaphiles
I have a few tips that you may find useful.
The remaining abilities do not have diminishing returns. My suggestions and when to spend the abilities are merely that and based on observing the greatest return of investment on points spent. If you want to focus on a particular aspect of Sedna you are of course going to have to disregard what I said.
Updated, thx again for the contribution Silphius.
Is Sedna better then QoT in late game? Ive played both extensivly and QoT is a beast all throughout as support and as a tank, and unkillable by lvl 15, how are you guys playing Sedna?
Something you guys might like to consider is adding life steal items to Sedna. I tried out taking Narnoth's Ring instead of the heart of life the other day, and it can work quite well. Then you can take mage slayer instead of the orb of veiled storms and you will be regenerating health at a fairly crazy rate.
Really only for a duelist Sedna build...but worth thinking about.
Strange as it may seem Punce is an absolute killer. For one it's very fast (0,3 sec) and it's quite cheap on mana. It has a range a bit above melee range, which will come as s shock to fleeing DGs. The damage is quite decent, too, ranging from 400 to 1000 in it's maxed form. It interrupts casting which is nice in any case but especially unnerving if you also specialize in silence (which is sadly very expensive). Then there's a short cooldown of 7 seconds, which can go even lower (by 17%) with Magnificient Presence III, letting you dish out damage and interrupts annoyingly fast.
Add some good armor and weapons and you've got a pretty decent healing assassin general.
The only thing Sedna sucks at is creep control, making it harder for her to level than most other DGs.
Btw. compare Pounce with other damage skills like Snipe or Fireball and you'll see that pounce deals more damage than either of them once you factor in cooldown and casting time (and ignoring range )
Of course Pounce is good. The entire post was on the subject of diminishing returns on point investment which is why I commented on the diminishing return of the damage. But there was also the assertion that despite the diminishing return you have to invest points in it because its your only damage ability.
That comment does not preclude Pounce being a good ability.
Well sedna late game? cant really say, normally dont get late game, maybe because i dont play 3v3 and big maps a lot, i guess someone else will have to answer your question.
Sednas strentgh lies in her survability and "staying power", yes life steal will help both, but the problem is life steal depends on how fast and how hard you hit, and normally sedna does not have very high damage and atack speed, i belive that sedna benefits more from hp regen and armor, cause in the end her normal regen + a little help from hp regen and armor items can make her a pain in the ass a very big fat veatifull pain in the ass.
Arrodo what Silphius said is true but i know why you got confused ill try to clarify that part of the post later, after i get breakfast.
Edit: Done, i think with that sentece everyone should notice.
Combat Tigress
Updated, thx for the contribution Cdr.
Ok i got a question people i sue a fix leveling until lv 7, what i mean is that no matter what build i use i always go for this skills on the first 7 levels:
Level 1 : Heal ILevel 2 : Healing Wind ILevel 3 : Inner GraceLevel 4 : PounceLevel 5 : Healing Wind IILevel 6: Heal IILevel 7: Heal III
after that i go for the skills i need at time, normally yeti or pounce depending on my enemy, i also always get Silence I at least (mostly thx to Silphius advice).
So what do you think, for me it has worked wonderfully, it gives me some great holding power, and versatility and also thx to the regen, i guess a minion oak or erebus could prove be a problem but i doont think any build can actually help sedna not to have problems with minion oak and erebus. So 0 to 5 what do you rate it.
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