Hi,
One question I cannot find a reponse to: how long does the effect of Wyrmskin Handguards last? OK, it reduces target Attack & Movement Speed by 15%, but for how many seconds?
I play an aggressive build of Rook (yeah, no sissy's tower farm) and the obvious main problem I face is his slowness. So, two possibilities:
- play with Blood of the Fallen, then buy HP/armor stack, Boots of Speed (or Journeyman Treads if I can afford) & Wyrmskin Handguards to slow my opponents.
- play with Poisoned Dagger (which I know last 8 seconds), then buy HP/armor stack (I got one more slot because no Wyrmskin Handguards) and boots.
Which possibility is the better in your opinion? Be constructive please, thanks.
Well, I dug in the LUA files. Several interesting facts:
WeaponProcChance = 15, WeaponProcChanceRanged = 8,
Meaning, the gloves proc for melee at a 15% chance. For ranged weapons they proc only at a 8% chance.
The duration is 5 seconds.
Edit: Btw, this also seems to be true for poison dagger:
WeaponProcChance = 20, WeaponProcChanceRanged = 13,
Thanks, maxxy, for these very interesting facts!
After a few plays, the result seems (pretty logically) to favorise BotF for the start of the game, whereas Poisonned Dagger makes ennemies more easy to catch during mid/late game.
Beginning of the game being very important imo, I think BotF won this battle. Once again...
how long?
5 DOLLAR FOOT LONG YEAAAAA!!!
hope this was constructive
Heaven's wrath, out level your opponents and really bring rooks might to bear.
Haven's Wrath, steal experience from your allies, and make them really angry!
ehy i remember playing with you once
i still find your setup a losing one
there is no way you can get an advantage over good players with rook set that way
senda counter your hammer and heals, beast and erebus stun ya regulus slow you too much
but the most important thing is you lose all the positional advantage of planting towers
that could be boring but its a key strategical
anyway if you really wanna play as a melee probably you have to go with poisoned dagger, it doesnt proc that much but at least the snare is strong
cant really buy that much hp armor man neither since you have to be fastest than opponents to stand a chance, means you gotta start with 1k boots and later get 6.7k ones b4 any other chest/gloves
Interesting... I feel somewhat cheated that there is no mention of the ranged difference in the game itself.
I think you really wont notice it that much, since you will be able to attack earlier than a melee and you also have an advantage in chasing... as a ranged you will be able to get more hits on an enemy than a melee at the same running speed
With both Wyrmskin and Poisoned Dagger the regulus will proc around 22% (either one or both). Thats almost every 4th shot.
I'm seeing it as ~20% proc per shot with both on regulus. (1-.92*.87) = 19.996 which is much much lower than 32% (1-.85*.8). In fact, this makes me understand a bit better why early game I didn't see as much from wyrmskin + dagger as expected (But I figured confirmation bias).
Hey Z this is really interesting and I hope you come back to elaborate. I recently played a game with a friend that swears he got no xp when I used heavens on a pile of creeps near him. I was under the impression allied teamates within range of the creeps would get xp when they died just like when towers kill them, is this not correct? I also could have swore I leveled up from somone using it when I hadn't done any damage to the mobs. I would love to hear if I am wrong.
So, experience is divided amongst all recipients. You become a recipient either by getting the kill, or being in range. Say you are on cataract, 2v2. If you always wrath the lane you are not covering, you are basically stealing half of your allies XP and giving it to yourself.
Think of each lane as having L amount of experience. Normally in a 2v2 scenario each person is getting that L amount every wave. With one person wrathing the other lane, that person is getting 1.5L and the other is getting .5L, as in, about three times as much experience as his ally.
This is the one serious problem I have with the wrath, most times it is not being used for getting 'more' experience for your team, just more experience for you personally.
Ahh very interesting, thanks for that note Z. I use it for other nice things such as instant clearing my lane so the creeps are damageing my enemy and getting kill shots/assists on running demigods. Your post will probably change the way I play a little bit, if my teamate has a lane I probably will refrain from blowing them up now, thanks! There are plenty of times none of my team are on a wave tho, in those cases I will shoot away.
Yeah, if the lane is clear, blow it away! Also, you can 'intercept' opposing creeps behind the lines. Remember your creep waves are a mirror of the enemies, so wherever your creeps are, so are theirs. Shoot a bit early and you can clear your lane without your units being even close to combat.
Does anyone know if this reduced proc rate for ranged attacks happens with the slayers wraps and other critical hit stuff? I might have to change my reggie build if none of the on hit items works as well. I wish they let you know this in game, no wonder nature's wrath seemed to suck on reg.
FIVE
DOLLAR
FOOTLONG!!!!!!!!!!!!!!
You sir, are annoying.
but as a rook, i would drop speed and go for insane damage.. eat their towers, destroy their homes, kill their wives...oke, dont do that.. but harrass them! be evil. be big and accept ur just slow. even with several speed items, your still slower then foes.. and slowing them might help, but is wasted dmg vs towers and stupid demi's
Wow, I wish the tooltip would make me aware that ranged attacks have less chance of proccing than meelee. I used to always wonder why it never seemed like every five hits or so would slow my opponent as regulus with poison dagger.
There are many great features available to you once you register, including:
Sign in or Create Account