One of the things I always think when playing, is that the builds that are the strongest, are those that work the best in teams. 1v1 is good, but 2v2 or more is where the action is. Generally this comes in the forms of stuns.
As Regulus has no stuns, however, I opted a different Approach: Slows.
Favor Item: Poisoned Dagger
First 1000 Gold: Just a Banded Armor, save rest.
Skills over first Ten Turns:
Mine1
Range
Maim1
Mine2
Mark of the Betrayer1
Maim2
Mine3
Maim3
(Nothing at 9)
Mine3 + Mark of the Betrayer 2
So the start is pretty weak, as you get neither Fury nor Snipe. You drop level 1 mines just to get a bit of extra gold, or to do a little extra damage in combat. Once level 5 hits around, though, you should probably start going in to get kills, especially if you have a buddy around.
Early on, your first items to buy are:
Wrymskin handguards
Unbreakable Boots
The handguards are both another solid source of slow, as well as a good bit of extra damage. The boots provide EXACTLY what this build needs, more HP (You have neither the anklet nor the Blood to help you live longer) and more Mana. The mana is important because a mines + mark combo is actually more costly than your reserves can cast without a little help.
Once you get to level 5 you should really only be using your mines to kill DG's. The extra bit of gold is nice, but running low on mana to get it and not getting a few extra kills isn't.
When you have the money, and don't need citadel upgrades, buy a Heart of Life. As a build solely built on hit and run, or hit and persue, you also get immense value out of the heart. Slowed enemies have a hard time finishing you off, and sometimes you just need a reuseable source of mana. The important part is that you can drop your 2000 damage combo at level 10 as often as possible. This combo also slows an opponent by 80% (or the max, if they have no speed enhancements). That is without random prox from the dagger or gloves.
A bad guy moving at 20% of their normal speed doesn't get within range... and he doesn't get away either. If you can't finish him off yourself... well, that's why you should get a buddy .
Other random aside, your damage combo (Mines +mark) is actually an AoE combo, so you can often convince more than one enemy they are being focused fired upon, if they try to flee. It really adds a lot of chaos to an opponents battle plan.
I fought this sort of regulus in a recent game. Hurk. Ooze UB no likey.
Great fun, effective early, and maddening for the opponent !
When I play it, I put lvl 11-13 to EA, then 14-15 to MoTB & Maim. Then for the rest it usually goes to Bug & Range, or EA again
Sam'el's Cloak would beat this build, but nobody uses that. There isn't really a compelling reason to unless you know in advance that the enemy team is going heavy on slowing abilities.
that cloak is better then swift anklet
Sam'el's Cloak doesn't work. At least it doesn't work according to the information on the tooltip. It only seems to prevent a single slow effect from causing a greater than 25% slow. Multiple slow effects still take their toll and can reduce movement speed to a crawl. (Reduced to 42% speed with three 25%+ slow effects). Slowing effects (regulus in particular) are extremely broken right now and not using this build on prison is downright stupid. Kudos to the poster. I do however recommend scale armor at the start instead of saving if there is an erebus or queen of thorns around to prevent -armor modifications.
Great build. However, I wouldn't get too dependent on it, as I think they will likely fix the code so the 33% slow cap will actually work.
technical detail regarding Mines and creep farming:
Mines don't actually count as "your damage" for anything except DG killing. so they won't trigger life leech, they won't trigger for Blade of the Serpent, and they won't tap creeps for gold. they still help immensely in clearing a creep wave quickly but they're inferior to Angelic Fury for gold farming purposes.
Interesting, I had actually known that remote mines + creeps didn't = experience, it just didn't occur to me that local creeps + mines didn't = gold. I guess I'll save that bit of early game mana then, unless I feel the need to whipe a wave quickly.
Well, I don't think the build is dependant on getting below 33% movement speed, so if they fix that, it'll still work pretty good .
I had the pleasure of playing a few 3v3 matches yesterday w/ Zechnophobe using this build. I was Sedna and our 3rd teammate was Oak. Regulus was ridiculously effective and far outripped everybody else for kills. Also, Zechnophobe is a great player and excellent team mate. Hope we get a chance to team up again soon .
The stacked slowing effects allowed us to control the pace and frequency of battles. Also, the fact that Regulus wasn't sniping across the map or wearing huge wings reduced the amount of focus he was getting earlier on.
Thanks for the guide, Zech!
Yeah, I've never tried this, but I can see how it would be extremely effective if you have teammates who know what they are doing. My normal build would get completely dominated by this build because its a perfect counter to what I normally like to do.
I think that I'd sneak 1 point of Snipe in there somewhere though. Its just too good a source of gold in getting you cheap assists from across the map (and although the damage drops off quickly as the game goes on, it still gets you cheap assists all throughout the game). No more than that in Snipe though.
It's a -1/3 cap, meaning you can't go below 2/3 of your speed. I guess it's not really a "cap" but rather a "floor".
Or you can say that the cap to decrease their speed by is ~33%.
Hmm, well like you said, this is obviously not how it is working. What information leads us to believe it is meant to?(Not sarcastic).
http://forums.demigodthegame.com/345442/page/1
My mine build is somewhat different...
[1] Angelic Fury I [2] Snipe I [3] Explosive Mine I [4] Explosive Mine II[5] Sniper's Scope I [6] Maim I [7] Explosive Mine III [8] Mark of the Betrayer I[9] - [10] Explosive Mine IV, Mark of the Betrayer II
Farming creeps with mines is really mana expensive, and you have you have to be close to get xp/gold. I get Angelic Fury, which does splash, for example vs rook+towers and in other situations aswell. Secondly, you will be really sorry for not getting 1xxx gold so many times, if you dont get Snipe I. Besides, 2 points for +5% slow is alot. I rarely get more then Maim I. If you fail at chasing: get "Wand of Speed", also with "Wyrmskin Handguards" and "Poisoned Dagger" favor, you already have a 35% chance to slow, which is huge!
Items
If you use mines/mark heavily you wont get around 2 mana helms (1750g+1500g), there's just no way. Unless you get HoL of course.
Nice guide, Zechnophobe. Like a couple of others who have commented in any map with lanes I'd put an early point or two in Snipe just to increase your map control/ally support. Of course then you'd need to invest in a helm, but it's usually worth it. Against good teams it would also push your kills back a level or so but again, usually worth it. Incidentally if you want a quick 1v1 counter to this build one way is to play Oak, put a point in shield (for the purges), never cast anything but Shield while Marked unless you are in a safe place, and invest in Berzerkers for the minesweeping. Cloak of Night is also nice ^^ The rest of your, please stop trying to run from Slow Reg. Either *teleport* out early (he has no interrupts) or turn and fight.
Oh and the build will still be useful when they finally fix Slow-stacking, it just won't reduce your opponent's speed by 90%
Yeah, after thinking about it, the point in snipe does make some sense, if the rest of my team can get, or threaten, kills. Not sure where to fit it in, maybe one less point of maim in the first 10.
Snipe,Scope,Mine,Mine,Mark isn't much worse.
I don't really think angelic fury is worth it. Keep in mind with the items I buy, the only mana helpers are the Boots, and the Heart. Adding in angelic fury that early will likely necessitate another item, such as Vlemish. If I could get another 600 HP instead of Mana, I'd take that over AF. You can tag most mobs just by taking one shot at each anyway, using a bit of micro.
Has anybody tried this with more of the AA Reg build than a Mine Reg build? I havent, but my thinking is that you need to be auto attacking them to trigger many of your slows (excepting MoB and Shrap mines), and using mines to do damage. Why not just go for auto attack as your damage source and then you both slow and damage at the same time? Of course, you would be giving up 1 slow mechanism (shrapnal mines). But you will probably be better at farming creeps. Like I said, I havent tried this, so maybe it just doesnt work.
I was thinking just replace the Mine points with AF (probably rearrange the order of skills taken then).
I also probably wouldnt put more than 1 point into Maim regardless.
Yeah, I'm not sure. Mines are really good in group encounters, and add some burst to your damage. You are also less item dependant with them. They are also the most consistent 'strong' slow effect. No random proc, no need for them to use an ability. Even shooting pretty quick, it takes a fair amount of time ot equal out to the 1350 damage rank 4 mines does.
Might be worth a try however.
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