Skill Build
Item Build
Favor Item: Swift Anklet
Poor Man (+45 HP Regen, +1100 HP, +2350 Armor, +25% Movement)
Item Cost Boots of Speed 1000 Gold Nimoth Chest Armor 1500 Gold Scalemail 600 Gold Hauberk of Life 1750 Gold Narmoth's Ring 4000 Gold Platemail of the Crusader 4500 Gold Heart of Life 4250 Gold 13400 Gold
End Game Stats (Skills + Items + Favor Items): +89 HP Regen, +40% Movement Speed
Rich Man (+119 HP Regen, +2800 HP, +3700 Armor, +25% Movement)
End Game Stats (Skills + Items + Favor Items): +163 HP Regen, +40% Movement Speed
Strategy
From levels 1 through 4, simply run from flag to flag and capture them. At level 1, with swift anklet and boots of speed, my movement speed is 7.5 and I can usually move around very well. I will also pay attention to enemy demigod locations and try to hold as many flags as possible (unguarded ones) to get the war score advantage early on and lower enemy morale. I usually only engage 1 demigod and avoid many demigods together if I am alone. If I am supporting others, I will track my hp and mana and let my partner know if I run out of mana (OOM).
After a while, I get scalemail, nimoth's chest armor, and citadel upgrades - priests and mint. I then find some area where enemy has towers at around level 6 or 7 and simply attack them with creep wave support of priests. If enemy demigods come near, I heal myself and retreat if my mana runs low.
Eventually, I have enough +speed and +hp regen (Inner Grace) as well as the item armor mitigation properties to bypass enemy towers in maps like Cataract, etc. and simply capture / lock enemy flags.
As I level up by capturing flags, I usually find I have some of the lowest cash generation, grunt kills, structure damage, etc at end game stats, but I have the highest flag captures and death rate since I don't really bother with attacking too much.
Edit 1: Please keep in mind, I do not get any mana regen items with this build except Heart of Life, so teleport scrolls and capture locks are essential for regenerating mana (crystal in base and on maps like Exile and Mandala) as well as keeping your skill spam to a minimal. Infact, I do not get any major active mana consuming skills except Heal and Pounce at later levels as the role of Sedna is not to do too much interaction with other demigods.
Edit 2: Formatting (Same font for all).
I'm not a huge sedna player but I do like to player her in a support role.
My #1 critique of this build is the lack of Mana regen.
You seem to be looking to play a support role for the beginning which is very non confontational to other DG's in particular.
So I pose the question, why waste money on something like platemail of the crusader when you can buy the Vlemish face guard + Plenor battle crown for nearly half the price as the PoC, especially when you're not expecting to go toe to toe with other DG's.
The mana regen will strengthen your role as a support class and make sure you're ready to launch of as many heals to your teammates as possible.
But hey, if its working for you, i'm not knocking it.
Not a bad sedna build, but needs pounce a lot sooner or not at all. The level you start getting pounce is the level it STARTS to become ineffective against stronger DGs. I would take the pounce out and get silence first. Silence is the best interrupt in the game IMO, as long as you can engage in close range. You also might consider taking the blood vial that gives 800 hp and 8 hp/sec regen as favor item instead of switf anklet, since you already get boots + inner grace, you don't need more speed.
Before I go into too much. All my experience is in SP Tournament mode, and I recently succeeded against Hard. But the concept of flanking and flagging principal is similar.The build you spec'd works, and I have used it (or very similar myself) but after a while I found it stale. I'd go for Pounce at 4 and Presence at 5. Firstly, I want some offence ability. Pounce gives a quick kill to a creep or a way to prevent an injuried demigod from teleporting away. Magnificient Presence gives you shorter timers on both heal and pounce. I find that raising Heal early on increases it's cost, at a stage were I do not have significant mana regeneration. Sedna has no native AoE until Heal4, so it means against a creep wave, smashing one at a time. a 390hp minotaur is two or three hits for Sedna. Pounce one, and they'll be cleared faster. The faster creeps are cleared, the faster you get exp. Been in a situation a couple of times waiting/running away and the mana is too low for a heal.1. Heal2. Grace3. Wind4. Pounce5. Presence6. Grace27. Pounce28. Grace39. Pounce310. Presence2Grace vs Wind, Grace gives better personal Hp regn and faster movement. Sometimes I interchange Grace3 with Wind2 - if I find that I can take a lane that I can push with a creep wave. Which I usually try to use creeps as cover to clear away enemy towers.Mobility is clearly the most important key for this game. But I do prefer the Favor Teleport over Swift Anklet. 1. Grab my first flag, by a quick teleport into battle. 2. Try to intercept a creep wave for some early exp. 3. If I need to retreat.4. If I want to IMMEDIATELY take advantage of a war score new level.5. If I need to respond to assist team mate (not always possible).6. Died and rez'd - and want to leap straight into the action at the front. (assuming we are holding a nearby flag)7. resupply a Ally by teleporting to the flag they just capped, to right-click some potions and/or items. (the team's huey!)Building regn #1 - the key for almost every campaign.helm #1 - hmm Mana!Helm #4 - mana consumption is the bane of Sedna. this, gold permitting, is usually one of my first purchases.Gloves #1 - 25 damage means enemies die fasterArmour #2 - Plus HP and plus regn. Along the tank theme.Armour #4 - advanced Arm2.Gold #1 - pays for itself in short order across the teamMana potions - I do not need health potions because of regn + Heal skillArtifact #3 - solves the mana bane, plus offers an AoEArtifact #1 - AoE, attack speed and HP Regn.YMMV
It sounds more like a support guide, tbh you can heal up but won't be able to kill anyone. If you want a ninja, I'd recommend pouce at level 1, grace at level 2, heal at 3, (heal takes WAY too much mana before level 3 to be worth it) and maxing in that order. Other points can be put into healing wind, presence, etc.
And no offense vox, but I'd never waste mana using pounce on a creep. The most I use it for is a tower, monk, or a demigod. Lategame against giants and such it might be worth it, but I love to saves me some mana so I stand a good chance of fighting other demigods. (Btw no one uses minotaurs in multiplayer, but they offset this by using tons of monks, which you will need pounce for to dent the insane health pool they have)
A few comments on the replies.
Two of the main suggestions made are to get pounce earlier and to have more mana regen.
I chose not to do this (although I have played a pounce Sedna tank before) is because my "Ninja" flag build gets only the three things you really need for flag capturing - speed / hp regen / armor to bypass towers.
This build even allows you to stand between 2 or 3 towers and capture flags...
The reason for no mana regen except HoL and no pounce until later is simply that you shouldn't be attacking enemy Demigods too much with this build, and should be able to tank them reasonably well if they are solo and hopefully make them retreat when they realize they can't outdamage your mitigation + heals.
Since you are avoiding most Demigods and playing a harassment / distraction role, having good teammates that try to help on other parts of the map is vital to your success.
Why no summoned units? Any general I play at least has at least a summoned pair of healers following me around.
Pounce needs to be gotten way earlier or not at ll. Ditch Inspiring Roar, ditch Counter Healing unless you find yourself in a situation where you really need it.
That's if you want to be mor eeffective on offense earlier, anyways. If you've going 100% support you can almost ditch Pounce except for 1 rank for interrupts.
Even with that amount of heal you will probably be run off, because you can't do that much damage. A demigod with abilities will eventually damage you enough to cause you to run, and if they have any armor whatsoever you are stomped because all you can do is auto attack. I didn't realize you wanted to be a ninja flag capper, I was assuming you wanted to be a ninja in the terms of surprising someone and killing them. Even so, you should at least have some pounce, it's the only way you'll really run off the enemy.
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