So, I've been playing Regulus recently, and trying out a new build for him. I generally find that when push comes to shove, Regulus has only a few abilities that really pack a punch:
Mark of the Betrayer is the strongest Snare in the game, especially noticeable at level 2. -40% speed will cause maximum speed reduction in a lot of cases. Mines are his best Burst damage skill, and Snipe is what makes him unique on a battlefield.
However, I realized that he has one other advantage: Angelic Fury. Only a single other DG in the game can regularly do AoE damage at range, and she isn't exactly a combat expert. More importantly, the Queen isn't an assassin, and cannot use the Mana Sword: Blade of the Serpent.
Mines and Mark especially are very expensive mana wise, meaning you cannot often go hog wild on using them, especially not as much as you'd like. Not really. However with an AoE attack, and blade of the serpent backing, Regulus becomes significantly more formidable.
The second thing I realize however, is that Sniper Scope, which is pretty much considered 'the' goto skill at level 2, is potentially not as valuable as people think. When does +2 range matter? Against towers. But is killing a tower as Regulus really that important a task compared to, say, solidifying your ability to generate mana? I think it is not. And when attack an opponent who is not running away, or is faster than you, +2 range is also of little help. It's a kiting tool in a game where, I believe, Kiting is simply not a valid long term strategy.
So I say, Drop the Scope!
Here's my Build:
Favor: Blade of the Serpent
The important combo here is that you can generate significant mana with your blade to fuel significantly better use of Mines and Mark. Also, since you have more Fury (Some builds use none) you are significantly better as an ally. +75 Damage, and having the mana to actually Mine or Mark an opponent is much better than not. The really big change here though, is that I do not use an early point on Scope 1, meaning that at rank 5, when the game is really heating up, I already have the 'combo' of mines/mark/snipe/fury.
At Level 6 you maybe could consider putting that point of scope back in, but I think it simply isn't necessary. That point in the game, you shouldn't be using skill points to deal with towers. Uproot isn't ever worth it, why sniper scope? You don't need help kiting people, you need help killing them.
Items:
Something like that. Depends a little on game of course, but start with defense and hp/armor, and then get scaled/vlemish (Replace the scaled with the vlemish ultimately, you don't want two slots on mana items) just to increase your mana pool for the most part. Slayers is a cream item that, like snipe, messes up peoples survavability sense.
I've got at least one replay of this that I'll try to get posted later today (I *may* have two).
"But is killing a tower as Regulus really that important a task compared to, say, solidifying your ability to generate mana?"
Yes. Killing towers is absolutely crucial. You can spend the entire game killing towers on cataract, and it can pay off greatly.
That said, I play a build very similar to what you have outlined. My only change? I forgo snipe for scope. Snipe is a great skill when your opponents aren't wearing any health items, but it does not scale well when they are. I also get maim rather than angelic fury- that slowdown can be crucial.
But hey, whatever works for you.
the ability to sit on a tower when you're left alone in a lane is one of the things that makes reg rather formidable. lvl 2 reg can take out a tower with ease.. and with the scope range, if they teleport in to stop you, it doesn't matter as you're already far enough away and still at the same health you started as.
It is especially useful on a map liek zikurat. Even if it's 2 on 2 in a lane, you can take out their tower with little they can do about it. If they try to kill you, just run backwards a little bit, make them eat a tick of your tower, and go right back at it. They just lost 250 hp each (plus your teammate attacking one of them a hit or two.. so about 500hp for one, 250 hp for the other) and you lost nothing. And now you're back on their tower.
Apart from an extra 25 damage there is little point in getting more that Angelic Fury 1 im pretty shure. the first point is definatly worth it for the reasons stated but maim or scope or getting other skills earlyer are generally better. I think you could argue that 2 stats would be better than +50 damage.
Well, after a few more games I'm tweaking it:
I agree that the extra angelic fury isn't worth as much as other one off skills. In fact, most of Regulus' Skills are worth a single point to get most value. Not mines or Mark though
drop maim?
blade of the serpent wouldn't work for you
not for any characters , rather you should choose 15 speed or blood of fallen
I could not disagree more. Angelic fury + BotS means you can spam mines as much as you want without ever going back to base. Furthermore, it frees up your item slots and gold because you no longer have to buy mana items. The +15 damage bonus is just icing on the already delicious cake.
If your favor item is going to be Blade of the serpent I suggest you go this build.
1: Angelic Fury1
2: Scope1
3: Mines1
4: Mines2
5: Maim1
6: Tracker Bug
7: Snipe1 ( only for tracking when someone is on flag)
8: Mines3
9: Mark1
10: Scope2
11: Mark2
12: Mines 4
13: scope2
14: Angelicfury2
15: Angelic Fury3.
If I was you though auto shoot build isn't very good. I typically like support build of Snipe/Scope/Mines/.
kk get 220 damage at start and you will be beaten by 600dps hybrid beast lol
never lost by dps build but lost many times by snipe+maines build
The only reg I've ever found worth playing with, at all, uses a DPS build and never gets snipe. Not that I agree with him not getting 1 level of snipe, but he gets the job done. A sniping/mines reg just can't cut it in the second half of any close cataract game - no flag control at all.
No matter how you build reg, you CANNOT skip scope 1 (it should be one of the 1st 3 skills learned). Reg needs space as he is relatively squishy and should not be toe to toe, he needs the range advantage (and with many DGs it IS an advantage..if you play well you can get more shots in on your oppenent than he does on you, at least early in the game (especially if you have your tower to duck behind.). Not to mention not putting yourself out of tower range makes no sense at all. Scope 2 and 3 can be considered luxuries but are also useful depending on need, but entirely scopeless will always be weaker than with scope 1.
This almost sounds like a build creation for the sole purpose of having something different because all the other builds are pretty much out there......
really so setting a mine trap then using MOTB and maybe sniping across a lane (to help your solo teamate)gives no flag control?
edit: you only need 1 pt in MOTB to get a good slow combine that with shrapnel mines and you can also kite....
if u go DPS with reg, you need to reduced the speed of ur oppoment or u need anklet+boots because reg dont have a lot of HP and he can drop easily in melee battle. Some ppl do a DPS build with angel fury/scope/main and mines at the end. Some ppl take poisoned dagger and the glove at 1500 that reduced speed. If everyting land on ur oppoment u have a good chance to win. Always depend of ur style.
Do you mean to say that a 'snipe/mine' full build is poor at flag control? Because the Mines skill is definitely his best flag control skill. Getting all four ranks in snipe... not so much. I think Mark/Mines is probably the best since:
1) It is his best burst damage
2) It is also his best tele-gank combo.
3) Both are very good large combat abilities, since they do AoE. I know a lot of 2v2's or 3v3's that can become routes due to either/both of these. Big battles are mostly over flags.
lol are u serious ?? mines and mark are strong at lvl 10. your speed can drop easily and fast. Flag control ?!?!? Ha ha ha. 6 mines right under ur feet when u come at flag 450*6 = 2700 + mark = 600 damage when the ennemy will do a skill...so u just did 3300 without attack yet. And when the mines exploded...u cast 3 more for another good damages. I saw some few reg with auto attack but he had mines+mark. U cant win with reg if u dont use mines and mark.
The fact that you assume all 6 mines will hit the enemy DG is, frankly, laughable. Against a mine DG, any player worth their salt will walk a priest in ahead of time and clear out the mines, or drop totems to reveal the mines just to make sure. The only reason you don't see more people doing this is because no one with any brains is ever playing a regulus. Mines in a competetive game work *only* when you throw them directly on top of the enemy DG.
Note: this is academic. As soon as the other team takes reg, the game is no longer competitive.
Cause you think reg is so good or so bad?
Bad. Horrid. Dreadful. Dead weight. And that's me being polite.
I think you have to make a distinction here - if you have a good team and one of them is a Snipe/Mines Reg then they aren't looking for a close Cataract game, especially not for the second half of one. The Reg isn't trying for much map control - he lets his allies do that. His sole purpose is to keep your team out of play against his allies. If he can do that then GG when his team is level 10, which is right about where he peaks. If your team is able to hold on til late, then yah, Snipe Regulus can be a liability in a 3v3 Cata
Level 10? That IS late game. Snipes barely even outdamage priest heals, so the "annoyance" factor is mute. And no, that annoyance factor from his snipe/mines does NOT give you flag control. Even more useless is his complete lack of interrupts. It works against crappy teams and crappy players, and that is all.
The other team has a reg, my team will take an Erebus and a UB every time, and rotate the UB to the reg's side. Reg comes close, spit gets dropped on him. 3 spits and he's dead, after one spit he can't afford to get in foul grasp range. Once the Erebus gets batswarm and vlemish, the reg is REALLY toast. If the mines are an issue, the UB just drops a totem and walks around them as he spits on the reg - and the damage from mines getting thrown onto a good player isn't anything compared to fireballs/pounces/spits.
A reg can kite, sure - but kiting can never, ever, ever hold a flag. Force them off the flag, then drop a flag lock - that they can't interrupt - and merrily walk away.
He has no stuns, he has no interrupts, he has no priests, and his damage is mediocre, and he can't hold a flag. He's a nub basher, and nothing more.
All other things being equal, two pro teams playing; one team with 2 "strong DGs" + Reg & one team with 3 "strong DGs", the Reg team will always lose. It's a fact I'm 100% sure from experience.
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