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cyclonic
Dec 15, 2005

HiRez pls

:siren:FAST TRACK YOUR WAY TO FUN: JOIN GOON CLAN AND MUMBLE SERVER TO TALK TO GOONS DIRECTLY

Goon Smite Mumble
smitelljk.mumble.com
Port: 5772
Password: stairs
CLICK HERE FOR MUMBLE DOWNLOAD SITE <--even without a mic, get it because you can get advice and groups faster

:frogsiren:Post your in-game-name in this thread for invite to [Goon] clan.:frogsiren:

Previous thread: God Catastrophe [RELEASE THREAD] (Thanks reach42!)

Above: reveal on new Conquest map for Season 2

:frogsiren:NEW TO MOBA? COMING FROM AN MMO OR FPS? Continue reading.

:frogsiren:COMING FROM ANOTHER MOBA? Skip to second post

:frogsiren:TRIED SMITE A WHILE AGO, WANT TO COME BACK AND NEED TO CATCH UP? Skip to third post

Table of Contents
  • 1.0 - Introduction/What is Smite?
    • 1.1 - What is MOBA?
    • 1.2 - Why Smite?
    • 1.3 - HiRez history & Tribes
    • 1.4 - XBox One
    • 1.5 - eSports Scene
    • 1.6 - I need some convincing, what is the game actually like?
    • 1.7 - How do I start?
    • 1.8 - Game currency (Favor, Gems, etc)
    • 1.9 - Game Modes
    • 1.10 - Classes and Roles
    • 1.11 - Groups, Matchmaking, ELO
    • 1.12 - Goon clan and Honor
    • 1.13 - Credits, Miscellany
  • 2.0 - Novice (scroll down to second post)
  • 3.0 - Advanced (scroll down to third post)

1.0 - What is Smite?

Cinematic Trailer: https://www.youtube.com/watch?v=rDOxxRf4muE
Gameplay Trailer: https://www.youtube.com/watch?v=ulvebkxkxmE

HiRez posted:

SMITE is the online battleground of the gods. Players choose from a diverse cast of deities and use their unique powers to triumph over the opposition in 5v5 team matches. SMITE is a new take on the MOBA genre; rather than observing from above the action, the game’s third person perspective puts players into the thick of combat. Instead of clicking the mouse to move, players use the familiar WASD keys to move and fight their way through SMITE’s dynamic battlegrounds.

1.1 - What is MOBA?
MOBA stands for "Multiplayer Online Battle Arena" and is the top played genre for PC gaming. It's a team-based objective game with a mix of RPG/RTS elements. Generally you control one character that 1) levels up to gain skills and abilities 2)attack players, NPCs, and towers 3) ultimately invade/destroy the enemy base. This is usually done 5v5 with games lasting around 30 mins (+-15 mins depending on how the games go). The map is divided into three "lanes" which splits the teams up into three separate fighting zones that slowly converge into a giant battle by the end of the game. The lanes are usually interconnected by a "jungle" which allow players to cross over and invade other areas. The characters/roles people play are your typical RPG-style archetypes (tanks/guardian/support, thief/assassin, mage, healers, archers/hunters, etc) and a good team has a good balance of these different roles.

1.2 - Why is Smite any different or better than LoL/DOTA2?

Third. Person. Perspective.

Traditional MOBA games offer a top-down view, allowing you to see a large area of the map at once with a "fog of war". Smite however, is third-person perspective and mixes a "shooter" or "action" element to the genre. Ever feel a rush from trying to run away, not knowing if you can make the escape or if you'll end up dead by being shot in the back? Maybe as a scout with the flag in TF2....maybe but probably not with LoL/DOTA2. But you can get that rush from Smite and boy is it nice. And knowing that it was a fellow goon helping your escape with that clutch wall, or trapping someone in place to melt/dunk them...hooo boy the feels are real.

THE JUKES ARE REAL

(Almost) everything is a skill-shot in Smite. Traditional MOBAs have some skills that "auto-lock" - right click and your character will waddle over until they're in range then shoot and hit the target. Guaranteed hit as long as you're in range. With Smite, you have to actually aim and sometimes lead-off your shots. Players who have no interest in MOBAs but have interest in shooters (Team Fortress 2) may like the combat portion of the game and can potentially transition over to the MOBA aspect of the game.

1.3 - Wait, HiRez studios? Didn't they...:words: Tribes :fuckoff: :argh:
Woah woah woah hold your horses. If you're angry about investing money into HiRez, or afraid the game will fail and close shop: first off this game is free to play and you technically don't need to spend a dime to play any of it. This game is not "pay-to-win" - any money you dump into it is for mostly cosmetic purposes. The only problem is that you don't have access to a large pool of gods to select from when you first start. You can slowly unlock all the gods without paying anything, but it's a long and arduous path. Basically you're playing chess with mostly pawns but the more you play, the more pieces come available. Or you can pay to get all the pieces at once, plus all future pieces (more on that in section 1.8.3 and 1.8.4, below).

Second of all: Smite proving more successful than Tribes: Ascend, says Hi-Rez CEO

HiRez Erez posted:

Smite is very unusual.

Smite is one of those rare games that’s actually growing every month, and is also profitable. This is allowing us to grow the Smite team and deliver weekly updates and content (from 15 people initially to about 80 people now). In addition, many outside publishers were interested in Smite and we are fortunate enough to have made a deal with Tencent who is the most prestigious partner we can have for our type of game.

Given everything we know Smite should have a long and successful future which is why we are very excited as a company and continue to work our butts off to make Smite the best Moba game in the world.

Third: not only is Smite profitable to HiRez, but they have been picked up by Tencent Games, which is Asia's top internet company and the fourth largest gaming company in the world. Basically, Tencent made MOBAs big in Asia so Smite has a good footing there because of Tencent.

Fourth: Smite just wrapped up it's first world championship tournament with the 3rd largest eSports prize pool, topping League of Legends. So it's gaining popularity.

Finally and most recently, Smite is coming to Xbox One, which is the first MOBA to come to consoles. Sort of a big deal as this will further branch out and build the Smite playerbase. Potentially what Halo did with shooters on consoles, this might do with MOBAs on consoles (maybe just hype...It's open to debate and speculation, but it's interesting to note nonetheless).

Another quote/source:

And a video from HiRez COO Todd Harris 2015 eSport Conference WARNING: LONG POWERPOINT PRESENTATION

1.4 - Wait, this MOBA is coming to XBox One???
Yes, grab it here.

As of 7/15/15, Smite was the Top free to play game on Xbox One. Cool!

1.5 - eSports Scene, Twitch/Streamers

Yes, it exists, and it's getting bigger. Check out HiRez' site dedicated to it, or read more information about SWC 2015 here.

HiRez has active scheduled streamers, and it's also built-into the game client so you can watch streams of people playing the game from inside the game you're playing.

More eSports videos can be found here.

1.6 - OK you've piqued my interested, where can I learn more about MOBAs and Smite?
Watch some live HiRez streamers here, or check out these Smite tutorial videos (updated as of 7/23/15):

1.7 - You sold me on it. How do I get started?
  • Get the game here
  • Post your IGN here so we can invite you to the clan
  • :siren:Get on our mumble server and talk to goons:siren:
    Goon Smite Mumble
    smitelljk.mumble.com
    Port: 5772
    Password: stairs
  • If you want to be nice, you can refer actively playing goons so they can get rewards for it. It's not necessary but it'd be nice of you because some of us are trying to get an exclusive skin (see Section 1.8.1 - How do I get free stuff? below), and hey there's free favor/gems involved.

DISCLAIMER:
Do not be offended if fellow goons do not want to group up if you are new. Most goons are level 30 and matchmaking is unkind to groups with large level disparities. We're willing to give advice via Mumble chat, but you should really "climb the ranks" and learn the game on your own. We shouldn't hold your hand the entire way otherwise you'll never learn anything (it's not the "what" you should be asking - it's the "why"). Some goons run smurfs and will group up, but this is bad for long term because smurfs can carry your games and it could potentially reinforce bad habits (you might be playing poorly and winning anyways).

1.8 - Favor, Gems, Promotions, and (should I get the) God Pack

There are two kinds of in-game currency: favor and gems. Favor is gained from playing games and can be used to unlock gods and some cosmetic in-game content (god skins in the form of recolors, "gold," or "diamond" skins). Favor is gained per amount of time you spend in a game, plus a potential bonus. These bonuses are as follows:
  • Goodwill - You maintain goodwill standing if you play games completely all the way through. If you leave or disconnect in the middle of a game, your goodwill drops to 0% and you have to play a few games to get it back.
  • Completing Tutorials for the first time
  • Playing and completing your first "practice" and/or co-op modes
  • Leveling up your account (max level 30, more on this later)
  • Winning a match
  • Getting a "first win of the day" for each game mode
  • Purchasing a "booster pack"
  • Other special HiRez promotions (usually tied to weekends or holidays)

Gems are bought by real-world money (or for free with promotions - more info on this below) and are used for "premium" content. This includes premium/exclusive skins, voice packs, wards, and other cosmetic upgrades that don't really give you an advantage over anyone (this game is not "pay to win") other than bragging rights.

1.8.1 - How do I get free stuff?
  • Free skins here for liking/subscribing/following Smite social websites, plus other promotions
  • Earn free gems by doing third-party surveys, promotions, ads, etc. Not entirely reliable because HiRez uses a third party for this and thus does not have complete control over it if it "bugs out," "doesn't load properly," or "doesn't credit me." It might be frustrating and time consuming (you can't really cheat the surveys with fake answers) to the point that you might as well pay for gems because you're technically getting paid less than minimum wage for click-bait ads. You have been warned.
  • Refer A Friend and get rewards for playing together. Yay!
  • Daily log-in bonus. Log into the game every day of the week and on your 6th and 7th days you can free gems. Awesome!
  • Other HiRez Promotions - usually tied to playing on weekends around holidays or special events. Check the HiRez news for the latest, or just listen to goons.
  • SockPuppeTyr skin unlocked by getting 3 friend referrals to level 15 - can be done with smurfs
  • Agni Triumph skin for playing 30+ hours with a friend you referred - CANNOT be done with smurfs

1.8.2 - Sales, Promotions, Chests
Every once in a while, HiRez will post sales and promotions on skins and gems. Typically they're scheduled around weekends and holidays. The best way to keep up with them is to just log in or check their social networking sites.

Two big sales to keep an eye out for: God Pack for $20 and bonus gem sales. Pretty much the best deals (to date) that HiRez has offered, the last time being around Christmas and the New Year.

Other than that, premium skins rotate on sale all the time and if you're patient, you can get some good value in.

1.8.2.1 - What's with these chests???

Feed your gambling addiction for a chance of rare skins. Basically it's a marketing ploy but it seems to be working well for HiRez and they'll probably be here to stay. Sort of HiRez's version of TF2 hats/crates.

Types of chests change (usually holiday themed) along with their contents.

Be warned that they sometimes can contain recolors, wards, or other things that "aren't really worth it."

Don't like 'em? Don't buy 'em! Simple as that.

1.8.2.2 - Odyssey, and previous/old exclusive items

The Odyssey was a promotion to help crowd fund the prize pool for the 2015 Smite World Championship, and it was a massive success. Included in this were some premium skins, wards, and player icons. They might not be available now, but HiRez will most likely put them out again during sales and promotions.

However! there are some items that will not be obtainable ever* again. Those items include:
  • Cacodemon Ymir - for getting level 30 during beta
  • Odyssey milestone rewards (pedestal, Archon Thanatos, SWC player frame, etc.)
  • Poolseidon - for contributing to the release/launch tournament prize pool
  • **Convention/Third-Party-Promotional Skins - Ares SWC, 2015 SWC Tyr, 2014 Guan Yu, 2013 Kali, Artemis 2012, Alienware Ra
  • Seasonal League rewards (Rage Bakasura skin, Solid Hornet AMC skin, Season 1 loading frame)
  • Star Slayer Anhur for buying all 2015 Summer of Smite items

*Until HiRez decides to sell them again
**These skins have a habit of popping up randomly with HiRez/third-party promotions, or on eBay if you're into that sort of thing...


1.8.2.3 - Summer of Smite (2015)

Similar to the 2015 Odyssey, but set to summer 2015 and separate from the SPL games. Unlock unique summer themed skins/icons/wards, get bonus chest rolls and exclusive skins.

This promotion ended Labor Day 2015 (9/7/15). If you didn't get Star Slayer Anhur during this promotion, you lost out because it won't be available ever again.

1.8.2.4 - Odyssey 2016

The Odyssey for SWC 2016 has started! Check out the official Odyssey page for more info, or the reddit chest list page to find out all potential unlockable items.

1.8.2.5 - Random Exlusive Skins? :argh: gently caress that poo poo, I ain't paying for a random chest to get something I want!
That's totally fine. Keep in mind this game is on the free-to-play model and you don't need to spend a dime. Anything you buy is mostly cosmetic changes anyways and in the end doesn't even mean anything.

But playing devil's advocate: this is a game run by a company with paid servers and paid staff. That money has to come from somewhere. Content is constantly being updated, released, and improved with a new god every month, new map and game mode overhauls, frequent balance changes, and active community managers that listen to player feedback; this dedication is on par with the work that goes into a MMORPG.

If you want to guilt yourself into it, check your player stats on SmiteGuru to see how much time you've sunk into this game. You sunk in 1000+ hours and you still haven't bought gems? For shame! And if nobody bought gems to support the company, the game would simply shut down. Good going, jerk! /guilttrip

And finally consider this - your money is going towards supporting and growing the company, which in turn helps improve Smite:

HiRezStew posted:

SMITE continues to grow, and the game is on pace to have more than twice as many players at the end of [2015] as it started the year with.
We will most likely hit a big growth milestone a little later in the summer, and we have a fun celebration planned around it.
In addition, more people are working on SMITE today than ever before. Hi-Rez is up to almost 200 employees (up from about 70 at the beginning of 2014), and the majority of the staff works on SMITE. Consider that the team that brought the game to Closed Beta in mid-year 2012 had around 15 people on it -- and it is even more remarkable.

1.8.3 - Should I buy the God Pack?

Short answer: yes.

Long answer:
You'll hear people say "the Smite God Pack is one of the best deals in gaming." Compare this to Blizzard's HotS where individual heroes cost $4-10 with no "god pack" equivalent option.

Polygon posted:

However, if you started the beta three months ago and you followed the weekly sales, you could have bought Tyrael, Rehgar, Kerrigan and Zagara for $4.25 each, and Brightwing, Zeratul and Jaina for $5 each, for a total spend of about $32. You just have to be patient and dedicated.
^That's right, $32 to buy 7 heroes by waiting for sales vs. $30 for 60+ gods plus all future gods...

But depending on what you get out of Smite, the God Pack might not be a good deal: if you buy the god pack and realize the game is not for you, money down the toilet. If you buy the god pack and spend 500 hours on this game, then hell yeah that's a great deal. To each his/her own.

Do you NEED it? No. But it sure is helpful. And it's necessary if you want to play competitively and learn the game faster.

Some people want to play and learn all the gods at once, others want to take their time and master a few at a time. If 60+ choices seem overwhelming for you to learn, start with the free gods on rotation for now. You can always buy the god pack later and you'll be refunded any favor you used to unlock any gods.

Anyone wanting to be a cheap bastard - thinking you can unlock all the gods with just favor: it becomes much more difficult to get favor after you get to level 30 (check out section 1.11.1). Some people might want to keep their god selection small - that's fine but you're handicapping yourself. The best way to learn how to beat a god is to play them and understand their limits. But if it's your goal to unlock everything without paying, be ready for the long haul (~1 year of playing, at which point you should just buy the drat game already).

1.8.4 - Gods on rotations? Whaaaa?

Every new player starts with the following gods automatically unlocked and free to play (subject to change if HiRez decides to change it):
  • Guan Yu
  • Ra
  • Thor
  • Neith
  • Ymir

Every month or so (not on a regular schedule since the god rotations are tied to patches, and patches can always be delayed), HiRez will "rotate" five other gods. So when you first start this game, you will have access to 10 gods: 5 will always be available to you but 5 will rotate out for another 5 gods in the near future.

For your first time playing Smite, you should try the Arena and Assault game modes first to get a "feel" for the game. If you want to try Conquest but are a little overwhelmed at some of the concepts, try Siege before stepping into Conquest. If you are a veteran MOBA player, skip down to the third post for META then charge into Conquest.

1.8.4.1 - What gods should I start with???
Those free starter gods are actually pretty good choices with the exception of maybe Guan Yu and Ymir:

Guan Yu has a very distinct play style and doesn't hold up well against some gods, making it a tough warrior starter choice; go with Sun Wukong or Chaac instead.

Ymir's walls can be tough to get a hang of and can get yourself or another teammate killed if poorly placed. Athena is a safer start-up guardian to play.

Other than that, just keep playing while keeping an eye out on gods that seem "cool" or "interesting" to you. There aren't really any bad/hard choices. If you want some kind of "competitive" edge, skip down to the third post to see which gods are "top tier."

Recommended gods that you should stay away from due to high skill caps are: Ne Zha, Ullr, Tyr, Cabrakan.

More info here: Smite Beginner Gods List: Gods that are easy to learn for beginners (all classes) by DukeSloth

1.9 - Game Modes

  • Arena - team deathmatch with a scoring mechanism outside of just kills. Read rules here.
  • Assault (or ARAM/All Random All Mid) - 5v5 with one lane (no jungle) and randomly assigned gods. Once you leave the fountain you can't go back to get health. The only time you can buy items is the beginning of the game and when you're dead. Slightly balanced around healers (so there's equal amounts per team).
  • Conquest - standard MOBA 5v5 mode with bases, 3 lanes, and jungles.
  • Joust (Casual) - 3v3 single lane with small side jungles. Sort of a mix between Conquest and Assault for small groups.
  • Siege - 4v4 two lanes with middle jungle. Sort of a mix between Conquest and Arena (aka Conquest-lite) but leaning more towards Conquest. Click here for more rules and info about siege minions, tickets, etc
  • Clash (IN BETA AND SUBJECT TO WILD CHANGES) - 5v5 two lanes with middle jungle and side jungles. Another mix of Conquest and Arena but meant to be more fun and casual. Check out http://www.smitegame.com/new-game-mode-clash-faq/ for more info.

Tutorial videos on game modes can be found here:

Tutorial videos on specifically Conquest here:

1.9.0.1 - Conquest 101
There are no "top and bottom" or "left and right" lanes and if you call any of your lanes as such in the lobby, your team will laugh and berate you. Don't call them that. There is only mid, short, and long lanes (mid, solo, and duo; respectively).


It's OK to call them left or right once the map loads and it's apparent what side you're on. This is because the map interface is always oriented with your team on the bottom moving up; the short lane can be on the left or right side depending if you're on "Order" or "Chaos" side.

Mid is obviously in the middle. "Short" is the lane that has the shortest distance between opposing towers, while "long" as you might have guessed is the lane with the longest distance between two opposing towers.

"Short" is designated for solo lane since it has the shortest distance to run back to a tower in the event a gank is coming, making it marginally safer for you to be alone in. "Long" is designated as duo since it theoretically is a little more dangerous but you have a teammate to rely on.

1.9.0.2 - Conquest Meta 101
Generally the expected pubby/casual queue meta is 2-1-1-J (or 2 in long lane, 1 in mid lane, 1 in short lane, 1 jungler).

Why not 2-1-2? Because if you do this and the enemy doesn't, the enemy jungler and soloer will have more gold and exp over your team, giving them an advantage.

Why not 1-2-1-J or 1-1-1-2J or anything else? You can try it and it might work, but nobody expects this in the casual/solo queue. In pre-mades though, have at it!

The "expected" roles in each lane (for casual queue) are:
  • guardian or warrior support & hunter/mage ADC in duo lane
  • mage in mid
  • magical or physical assassin for jungler
  • mage/warrior/assassin (magical or physical opposing the jungler pick, or balancing the magical/physical picks of your team)

Why not mage support, or hunter mid, or... It's doable, but not expected. You can try this with mixed results. Some people don't care. Others don't care as long as you don't feed. Others want STRICT META, so good luck!

:siren:1.9.1 - HELP! I'm new and don't know which modes to play:siren:
Get in goon groups, otherwise if you are coming from a:
  • shooter with little-to-no MOBA experience - play Arena/Assault, then try Siege, then try Conquest.
  • MMO PVP (battleground) - play Arena/Assault/Siege, then Conquest
  • another MOBA - read the next post then dive into Conquest
  • pfft you're all newbs, I'm pro - Conquest League is for you. Get to 30, master 16 gods and off with you

1.9.1.1 - Minimum Level/Mastery Requirements for each mode
  • Any tutorial/co-op modes - none
  • Assault, Arena - none
  • MOTD - none
  • Conquest - account level 5
  • Siege - none
  • Conquest League - account level 30, 16 mastered and owned gods
  • Joust League - account level 30, 16 mastered and owned gods

Skip down to section 1.11.1 for more information about account levels.

1.9.1.2 - God Masteries???

On top of leveling your account to 30, you can level each individual god up to "rank" 10. Each god gains worshipers (experience) depending on how long you play them in-game and if you win or not (similar to how favor works). It's supposed to be a sort of measuring stick to see how good you are with that particular god. It doesn't necessarily mean you're good - it just means you spent a lot of time with that god and that you SHOULD know what you're doing.

Some "premium" skins also become available to you when you get a god to Mastery Rank 5 (legendary) and 10 (diamond). These skins can be purchased for favor or gems, and are just cosmetics (something to brag about). These skins also unlock kill/win stats on your player loading card (which you can turn off in the game settings if you're nervous about that sort of thing).

1.9.2 - League Queues
League queues require you to have at least 16 gods mastered to rank 1 before you can queue. And your account must be level 30. It's supposed to create a sort of baseline cut-off point to create more competitive games. There's a ranking and promotion system that ends in rounds, with several rounds in each Season. At the end of each Season, you're awarded cosmetic things like player cards, icons, and bragging rights.

There are currently two League options: Conquest and Joust. Conquest is the same as casual except there's a draft/pick/ban phase. Basically you see what the enemy team is picking, and trade off who picks what. It adds an extra element of "strategy" (picking/counter-picking) to the game.

League Joust is not 3v3 - it is 1v1 with the standard Joust map. This game is not balanced around 1v1 so good luck paisan as you figure out what gods are OP in duels.

Expand primer below for more details:


1.9.2.1 - Conquest League 101

It is HIGHLY recommended you get Curse, which is a third-party "team speak" software supported by HiRez. Everybody in League uses this software to communicate quickly with. Even if you do not have a microphone/headset, you can at least sit in and listen to your team calling shots which is a huge advantage. Another incentive to get it - you get a free skin, some free gems, and every once in a while HiRez will do a promotion where you get extra rewards for playing or winning games using Curse.

It is also recommended that you do not enter Conquest League with just the minimum 16 mastered gods. This is because you can trade gods with teammates and if you don't have a god mastered, you can't select or trade it. Basically you're handicapping your team with less gods mastered.

Don't stick to just one role and god. You need to be versatile since there's the potential of another player calling your role before you, or someone banning your god. Read more here.

If all this seems too overwhelming, you should probably stay clear of League until you've had more time sunk into casual Conquest.

1.10 - Classes and Roles

Smite Tutorial Video on Classes & Roles

It's tough to actually classify some gods because there's a lot of variety and some gods can fill multiple roles. The best I can say for gods (or with most Smite mechanics) is "this is usually how it is in general, but there are some exceptions." With that in mind:

Smite has five roles: assassin, hunters, warrior, mage, and guardian. Mages and guardians deal magical damage; while assassins, hunters, and warriors deal physical damage (more details on this in Section 2.4 below).

  • Assassins - These are your physical "glass cannons." Auto-attacks are always melee range, skills are usually melee or short range. They excel at single target burst damage ("kill securing").
  • Hunters - These are your ranged physical "glass cannons." Same as assassins but their auto-attacks are ranged, and their skills are mostly ranged. These gods have the potential to deal the most sustained damage out of all roles, and thus are considered "ADCs" (attack damage carry). More details on this below.
  • Guardians - These are your tanks, your initiators, your supports. They excel at soaking up damage and crowd-control. Auto-attacks are either melee or ranged.
  • Warriors - These are your physical middle-of-the-road gods. Basically in between assassins and supports. Auto-attacks are all melee.
  • Mage - This is the most versatile role, but generally these gods are magical glass cannons that excel at area and/or burst damage. Auto-attacks are either melee or ranged

1.11- Groups, Matchmaking, ELO
You are placed in groups and matched against people based on a hidden match-making number (AKA Match Making Rating, MMR or ELO). The exact number is unknown to the general public, and it fluctuates as you play games.

Here's what the Smite matchmaking USED to be like:
:siren:THE BELOW QUOTE IS NOT THE MATCHMAKING SYSTEM IN PLACE TO DATE - IT IS THE OLD SYSTEM:siren:

HiRez Erez posted:

Goal The goal of the matchmaking algorithms for Smite is to produce matches with sides evenly matched by both Elo skill and also by player level (1..30).

Elo / Skill ranking Internally, the system keeps different Elo skill numbers for casual queues Conquest, Arena, Joust, ARAM, and MOD. There are also separate Elos for each different competitive (ranked) queue. Only ranked queues display the skill value.

The Elo skill ranking is based on the TrueSkill / Elo algorithms from Microsoft Research (http://research.microsoft.com/en-us/projects/trueskill/details.aspx). For the Smite game, we have made the following modifications:

We only keep a skill on the player (not by god) since matchmaking does not know ahead of time what god will be selected.

Players at level 10 or below have their “official” Elo reduced for matchmaking in proportion to their newness to the game.

If after a match is finished, the system analyzes the players KDA, gold, and in game level reached (1..20). If a players metrics are extremely different than the rest of the team (good or bad), then his Elo is changed accordingly. This allows adjustment up for a player who carries a team, or down for one who provides no contribution.

Because people complained the above matchmaking was bad, HiRez changed their matchmaking algorithm. It used to be timed queues (game invites went out every few minutes) but that's gone to make queues shorter. Until HiRez posts exactly what they did to their algorithms, it's not 100% sure what was changed with MMR/elo. All we were told was "the matchmaking will be worse before it gets better". But we can at least speculate it is somewhat similar to the previous matchmaking system.

tl;dr - The more you win, the higher ranking you have. The better you do compared to your team (ie-higher contributions to player/structure damage, gold farmed, kills, etc), the higher your boost is. The system favors carries (people that get more kills) over supports unfortunately because there's no good way to measure how many times you "saved" someone and how that affects the game. However, one can speculate HiRez has factored other considerations like how many objectives you've secured, how many wards you've placed, how many kills you've taken part in, etc. It could potentially be part of a weighted scoring system but we'll never know.

1.11.0.1 - On winning "too much," or "pubstomping"...
It is HiRez's philosophy that every player achieve about 50% win rate. (because nobody LIKES to lose, and you can't win ALL the time, right?)

This means if you are on a winning streak and are approaching >60% win rate, the matchmaking system will stack the odds against you (put you up against pros while your team consists of newbies). Not that it's impossible to maintain 60%, it just becomes a steeper climb. In other words, do not be concerned with winning so much because the matchmaking will sometimes make it beyond your control. There's nothing you can do except have fun with every game and don't take it too seriously.

Not only that, but if you are winning by a huge margin within some modes (Arena, Assault, Domination), the game will "rig it" to give the losing team a slight chance of coming back. This is usually done in the form of respawn timers (your team respawns in 60 seconds, they respawn in 5) to give the other team a chance of pushing objectives (taking down phoenixes/titans, pushing towers and creep waves in portals). It keeps it a little exciting so the game isn't a complete stomp, but be warned that you can still lose at the end even though you were "winning" the rest of the game. One bad wipe is all it takes.

1.11.0.2 - What's my Elo/MMR?
For ways to sort of check your elo and inflate/deflate your ego:
elostats.com gives you your League MMR (based off the League point system)
SmiteGuru provides an approximation for your casual games. Smiteguru score possibly based off the League point system (artificial points awarded/penalized as if they were League games) WARNING: SmiteGuru casual gaming score provide an approximate average over all game modes. In other words, you can have 2000+ elo from farming Arena games but not play a single Conquest game. TRUE elo is hidden and unique to every game mode (you have a different rating for each game mode).

Exact casual game elo is unknown to everyone except HiRez. SmiteGuru only provides an approximation.

1.11.1 - Leveling, getting to 30
When you first start, your account is level 1 and gains experience similar to how favor works. As you gain levels, you will receive bonus awards in the form of favor. The max level is 30 so you'll not see any leveling favor bonus after that.

Your level doesn't really mean anything except it slightly influences matchmaking, and you sort of carry a n00b stigma for not being 30.

Fastest way to level: do the tutorial and co-op games, then play long Conquest games. This only works at early levels so if you skipped the tutorials and you're already level 25, you're poo poo out of luck for bonus experience/favor.

:psyduck:People keep leaving my games, they don't know where to go, how to build items, and I'm getting stomped hard and... - relax, it gets better at level 30. When you first start out, the matchmaking has no idea where to place you so expect wild fluctuations in your games until you have enough games under your belt to get normalized.

And why aren't you playing with goons?

1.12 - Goon clan and Honor
Get honor from playing/winning games. Get bonuses for completing "clan quests," grouping with goons, or getting god masteries. Accumulate honor to purchase rewards. Check out primer below for details:


Clan rewards are finally in!

Unlock Shadow skins by purchasing "clan chests" with clan honor. Each chest has a 1/5 chance of getting a shadow skin. You need to buy a minimum 3 chests per tier in order to unlock the next tier.

Coming soon: clan icon(s)?

1.12.0.1 - Great Advice! What items should I get...what skills should I level...?
Congratulations, you've moved to the next post! Skip down to continue!

1.13 - Credits, Updates, Misc
Thanks to:
  • reach42 for the original Smite Release Thread
  • Kazvall for starting the goon clan
  • ChristianMagic & PetrifiedWood for hosting the mumble
  • Myself (IGN is "shubhat" - message me or group up with me for help. This thread was meant to be a start-up guide but it's blowing up to be a monsterous work-in-progress
  • LittleCaroline/SFrog/Ezell for encouraging me to make this thread
  • ViewersGamers like you

Edit History:
  • This post originally made on 1/15/15. Edited/up-to-date as of: (11/18/15)
  • Second post originally made on 1/15/15. Edited/up-to-date as of: (11/18/15)
  • Third post originally made on 1/15/15. Edited/up-to-date as of: (1/7/16)

cyclonic fucked around with this message at 05:53 on Jan 8, 2016

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cyclonic
Dec 15, 2005

:frogsiren: I don't have time to read all this poo poo :frogsiren:
Watch this video then hop on the goon mumble

:psyduck:OH GOD WALL OF TEXT! This learning curve...! Where's the tl;dr???
None. You can either check the Table of Contents and pick out the sections that interest you, or try to skim through the text and read just the bolded/sireny stuff, but you might be left confused. Join the mumble and goon clan if you want a shortcut to SKILLZ (go back to top of first post for details). Veteran MOBA players: check out that LoL video then skip to the third post.

Otherwise check out build guides on sites like http://www.smitejunkies.com/, http://tiermonster.com/, http://smite.guru/builds or http://www.smitefire.com/


YMIR IS HERE (to help)

Table of Contents
  • 2.0 - Novice
  • 2.1 - Items 101
  • 2.2 - Stats 101
  • 2.3 - Counter-playing and Counter-building
  • 2.4 - Basic Strategies
  • 2.5 - Intro to Advanced Topics
  • 2.6 - Beginner Links, Resources, Videos
  • 2.7 - Credits, Miscellany

2.0 - Novice
Congratulations, you made it to the second post! If you're here, you've read the first post OR have played MOBAs and want to delve in some of the more technical stuff. If you think you know plenty about Smite and want an update on current things like "meta" or "builds", skip down to the third post.

2.1 - Items 101

In section 1.10 (Classes and Roles) I mentioned how some roles deal physical or magical damage - this affects what items your god has access to (above image shows items only physical gods can buy).

All gods have access to the same defensive items, but only physical gods (assassins, hunters, warriors) can buy physical power items and only magical gods (guardians, mages) can buy magical power items.

The reason is due to balance issues:
  • Physical gods have access to "crit" damage (bonus damage on auto-attacks) while magical gods do not and cannot crit. This is because typically mages already do large AOE and massive burst damage just with their skills alone, and guardians typically have a lot of crowd-control and can lock you down long enough to crit you to death at every engagement (imagine crit Cabrakan - he could kill people in 1 hit).
  • It's also because of how much damage auto-attacks do. Physical auto-attacks deal 100% scaling, magical auto-attacks deal 20% scaling. Read more on "scaling" in section 2.2.3 - but generally this is why you see a lot of +100 magic power items and at most +50 physical power items: HiRez (in general) wants physical gods to deal damage primarily through auto-attacks and magical gods to deal damage primarily through skills. In other words, if there were +100 physical power items, hunters/assassins/warriors could kill people in 2-3 auto-attack hits at around level 5.
  • And finally this is to prevent people from buying items that literally give you no benefit on some gods (prevent "gimping" a character).


Items have been consolidated into "item trees" that start at tier 1 and upgrade to tier 3, granting a passive bonus for completing a tier 3 item (some items give a reduced passive bonus at tier 2) :siren:Always* finish a tier 3 item before buying another item.:siren: This is because in terms of gold/purchasing/stat efficiency, tier 3 passive bonuses are (*almost always) better than starting another tier 1 item. And nothing screams "loving NEWBIES" more than a bunch of incomplete tier 1 items.

*There are some situations or items where the tier 1 or 2 passive bonus is good enough until you finish other items. Read section 2.5.3 for more info

2.1.1 - On Auto-buy/Auto-Level...
These are fine if you're just getting into Smite and don't want to get overwhelmed with too much at once. But if you want to be any decent, you should really learn items, stats, building/counter-building and turn these off. Keep reading the next sections for more info.

2.1.2 - OK then what SHOULD I buy???
You can find common builds at sites like SmiteGuru to get you started, or ask goons in game about it. But to really understand the "why" behind items, read the next section.

2.2 - Stats 101
All gods have the following "stats" or attributes, some of which increase automatically as you level (base stats and the amount that they increase vary from role-to-role and god-to-god):
  • Health - amount of hit points you have
  • Mana - resource pool for casting skills
  • HP5 - regenerate health at a rate of x per 5 seconds
  • MP5 - regenerate mana at a rate of y per 5 seconds
  • Power (magical or physical) - stat which contributes to the damage you do
  • Protections (magical AND physical) - reduces amount of damage you take (more info below)
  • Penetration (magical AND physical) - negates enemy protections (more info below)
  • Attack Speed - determines how fast your auto-attacks are
  • Movement Speed - determines how fast you move

The following stats are affected by items, and are independent of your god's level:
  • Cooldown/Cooldown Reduction(CDR) - time it takes to cast a skill again, unique to every specific skill and that skill's level
  • Crit chance - base stat is 0% on all gods unless affected by a passive. +100% physical damage bonus to auto-attacks (so a regular 50 damage hit does 100 on a crit instead). Deathbringer's passive changes it to +200% (so a 50 normal hit does 100 on a crit or 150 with Deathbringer).
  • Physical Lifesteal - applies only to physical auto-attacks
  • Magical Lifesteal - applies to magical auto-attacks and magical skills. Does not affect physical auto-attacks or physical skills. AOE skills only lifesteal 1/3 the damage (so 20% lifesteal becomes 6.7% lifesteal on an AOE hit)

And here are some other stats to consider that don't fit into either above categories:
  • Attack Chain - some gods have a specialized attack chain where they attack faster for less damage, longer for more damage, or a mix of both. Unless otherwise noted, default attack chain is just "1," and the ratio of attack speed:damage is usually 1:1. For example with an attack chain of 1/1.5/0.5/2: (let's say for argument's sake each auto-attack does 100 damage every second) after 1 second a hit for 100 damage, after 1.5 seconds a hit for 150 damage, after 0.5 seconds a hit for 50 damage, after 2 seconds a hit for 200 damage.
  • God "Passive" - Unique ability for each god that potentially affects other stats

2.2.1 - On Health, Protections, and Penetration (half the answer to "WHAT SHOULD I BUY???")
For more details on exact formulas (including damage the towers/phoenix do, what type, etc), read "The Word of Thoth." Or watch this video: Sovereignty Aura, Protections, & Effective Health by Kretuhtuh.

tl;dr- Protections help negate damage based on the following formula:

quote:

Damage * [ 100 / (100 + protections) ]
Example: if you deal 800 damage to someone with 75 protections, the number comes out to (800) * [100 / (100 + 75)] = ~457

Most gods have a base increase to their protections as they level up, so even if they don't buy defensive items, they'll be negating at least some damage (at level 20 most gods have 60+ physical protections as a BASE stat). To negate an enemy's protections, you need penetration items which remove protections 1:1 (for example: an enemy god has 100 protections, you have 25 penetration; this means their protections are reduced to 75 when calculating damage dealt). You can never "reduce" someone's protections past 0, at which point you are dealing "true damage (50 protections vs. 75 penetration = 0 protections)."

More in-depth reading here: PROFESSOR PROXY – INTERMEDIATE CLASS: PROTECTIONS AND PENETRATION/REDUCTION

In regards to how much protections you need, around 100 is good enough in general but ultimately it depends on what class/role you're playing and what the enemy team is building (see section 2.3.2). In regards to how much penetration you need, it depends on how the enemy team is building their items (see section 2.3.2 and 2.4.4 below for more details) and making sure you don't have more penetration than they have protections (unlikely in most scenarios because penetration is hard to come by).

2.2.2 - Statistical Caps (half the answer to "WHY AM I BUYING THIS???")
All stats are subjected to caps. Listed below are some of the more important* ones:
  • Cooldown Reduction - 40%
  • Attack Speed - 2.5
  • Physical Lifesteal - 100%
  • Magical Lifesteal - 65%
  • Critical Chance - 100%
  • Physical Power - 400
  • Magical Power - 900
  • Protections - 325
  • Flat Penetration - 50
*Some stats have high caps that are not "feasibly" reachable without buying items dedicated strictly to that stat, but in doing so sort of "gimps" your character. As mentioned before in section 2.2.1, ~100 protections is good in general even though the cap is 325 - if you actually get to 325 you'll be pretty much useless to the team.

If you want to quickly look what the caps are in-game, press tab and mouse-over one of those red/blue/yellow icons on the right side of the screen (more on this later in section 2.3.2):

This picture showing stats when highlighting the "defense" icon over the "tab" screen

It's possible to go beyond some of these caps with buffs or some god's unique passive/skills, but in general it's good to know the ballpark of these caps for itemization reasons. Cooldown reduction is one of the easiest stats to cap, and you should never build more cooldown reduction than you need, otherwise you are being gold/item/stat inefficient.

Although flat penetration is capped at 50, it is possible to go over that cap with % penetration - when calculating the amount of damage you deal to someone, % penetration is applied first, then flat penetration. Again - read "The Word of Thoth for more exact details and formulas.

An example of an item combination you DON'T want to have is:
Shoes of Focus + Chronos Pendant + Breastplate of Valor, because the combinated CDR on these items are 15% + 25% + 25% (respectively) = 65% but since you're capped at 40%, 15% is gone to waste. In lieu of this, you should grab only two of these items for CDR and something else as a third item (maybe something with more health, magical power, or magical penetration).

You also need to keep in mind each individual god's skill which can affect these stats. For example, some god passives or skills boost crit chance or penetrations, so skipping a few common core items for others would be a good idea. More details explained in section 2.5.3.

2.2.3 - Scaling (answering the other halves of "WHAT SHOULD I BUY AND WHY???")

Press "k" in game to look at the abilities/skills of the god you're playing. Otherwise look for them in the god selection screens in the main menu before you load a match. For damage, the numbers you want to focus on are the base damage and +% power (scaling) numbers. Let's look at an example:


The base damage on Ra's Searing Pain at max rank is 700 + 100% magical power. If Ra had 300 magic power, this mean Searing Pain does 700 + (1.0 * 300) = 700 + 300 = 1000 damage (before factoring protections/mitigations).

Generally you'll see mages with high scaling - skills that deal over +60% scaling. On those gods, it's good to build high magic power items (Bancroft's Talon, Rod of Tahuti). However, you will see gods with low scaling, and those gods do not benefit as much from high power items. Let's look at a guardian which typically have low scalings:


Sobek's Sickening Strike only deals 220 + 30% magical power at max rank. If Sobek had 300 magic power, this means Sickening Strike does 220 + (0.3 * 300) = 220 + 90 = 310 damage (before factoring in protections/mitigations).

This is why in general you do not build magical power on guardians (some exceptions are bruiser guardians) but build CDR instead - they benefit more from the utility of their skills (cc) than raw damage.

You'll have to closely read each god's skills and look at the numbers to see if that god benefits from high power items. If not, you may want to go with CDR, penetration, or even "yellow number" items (Qin's Sais, Mystical Mail, Soul Reaver).

More in-depth reading on scaling here: PROFESSOR PROXY - EPISODE 11: SCALING, HOW DOES IT WORK?

2.2.3.1 - Ability-based gods vs. Auto-attack gods (and hybrids!)
In general, gods fall under one of three categories in terms of how they deal damage:
  • Ability-based - damage dealt primarily through abilities/skills/spells
  • Auto-attack - damage dealt primarily by attacking (holding left mouse button)
  • Hybrids - these gods are "in between"

2.2.3.2 - How do I know what god falls under which category?
This requires a general understanding of a god's overall kit. A few giveaways:

Auto-attack if a god has:
  • a "steroid" (an ability that boosts attack speed or attack damage)
  • a specialized attack chain (a quick progression that leads to >1.0, multiple attacks in a row that are <0.5, or an AOE attack)
  • low scaling on abilities
  • long cooldown on abilities

Ability-based if a god has:
  • high scaling
  • short cooldowns
  • a standard or poor attack chain (1x/1x or multiple long chains in a row)
  • multiple abilities with lots of utility

A god is a hybrid if it has a unique passive, ability, or skill that affects both auto-attacks and abilities. Some examples are Zeus' charge/detonate, Hun Batz' passive, Serqet's passive, Fenrir's passive, Chaac's passive.

Note: magical gods have 20% scaling on auto-attacks while physical gods have 100% scaling auto-attacks. In general, all guardians and most mages fall under "ability-based," but there are a few mage exceptions.

2.2.3.3 - What should I build on these gods?
Auto-attack gods benefit from items that boost their attack damage/speed, or grant a unique passive to auto-attacks (crits, slows, debuffs). Some example items are: Qin's Sais (on gods with fast attack chains), Rage, Asi, Ichaival, Frostbound Hammer, Brawler's Beat Stick, Executioner's Axe, Fatalis, Demonic Grip, Telkhine's Ring, Polynomicon.

Ability-based gods benefit from items that have high scaling, reduce cooldowns, or grant a unique passive to abilities. Some examples are: Rod of Tahuti, Transcendence, Book of Thoth, Jotunn's Wrath, Divine Ruin, Ancile.

2.2.3.3.1 - Qin's or Crit?
In general, you should get Qin's on a god with fast attack chains with <1.0 damage. The reason being 1) Qin's procs per individual attack and 2) crits are affected by the attack chain multiplier, so a 0.5/0.5 chain means a crit can technically deal "half" damage.

For example, Ne Zha has a 2x multiplier in his attack chain which potentially allows him to crit for >1000 damage! Kali has a 0.5x multipler so that same attack would only do ~250...

2.2.4 - Diminishing Returns on CC/Slows
All slows and forms of cc (stuns, mez, fear, etc) are subject to diminishing returns. This is to prevent someone from being "stun locked" or literally being unable to do anything for an entire team fight (it's not fun). Exact formulas can be found in "The Word of Thoth" - you don't need to know the exact numbers - just be aware that they're there; you don't want to ult on top of an ult on top of an ult on top of an ult. Sometimes.

The only exception is knockups: you always stay in the air for the full duration; you never "drop down" early or "faster" after a cc-chain. Once you're in the air, you stay in the air even if you react with beads. This is why knockups are considered one of the strongest forms of cc in the game. To clarify: Sobek's charge has a stun then a knockup/knockback mechanic. If you beads during the initial stun, you can block the knockup and stay put. However if you wait until you're in the air to use beads, you're still flung the full distance and duration.

2.3 - Counter-playing and Counter-building

"Come, I'll show you why they call me the slayer of enemies!"

2.3.1 - Counter-playing
When you're in game, press "t" and this window should pop up:

It's pretty straight-forward. Stuff in blue is your team, stuff in red is the enemy team. You should check this screen often because it tells you 1) who is the biggest threat on the enemy team (who is dealing the most damage) and 2) how your team in general is doing versus the enemy team.

Why is this important?
  • There may be times where you'll want to focus on "an OP god," or you want to spend all your time squashing a god you really don't want to be put up against. But you never know - maybe that player sucks at that god and isn't a threat at all. For example, you could be dumping all your skills on Ao Kuang but the real threat is that Mercury picking off your entire team in the background; or Serqet might be building tanky to bait your attacks, meanwhile mage-Ymir is destroying your team.
  • One big problem in lower level games is people attack the wrong targets. Enemy supports/initiators will stick like glue on you, and your team dumps their damage on that enemy support to peel them off; meanwhile the enemy assassins and burst mages are getting free picks off your team. Don't let this happen. Watch the damage charts and watch the fights. See who the real threat is - it's not always the person who is in your face all the time.
  • You might be losing and dying a lot, and you want to surrender; but the rest of your team might be fine. Don't start a surrender vote if your team is still in it and can come back. But if you're losing by a large margin (over 10,000 deficit in gold and experience), you probably have a good case for surrendering.
  • Sudden spike in gold difference? Someone just killed the gold fury. Didn't even need a ward to know.
  • If you see the gold/exp dropping, you need to rethink how you're playing. Stop the high-risk plays (tower dives) and be a little conservative until you can catch up.

Check this often because it updates real-time. Check it when you're dead. Check it when you're leaving base. You need to be able to read who actually is a threat versus someone who is just spammy with skills (Ymir can top damage charts with his ult; but if you see another mage pop up every once in a while, that mage is probably a bigger threat than Ymir). You'll also be able to keep tabs on who's damage spike is poking through; for example- Kali just finished Qin's Sais and now she's permanently topping the damage chart meaning she's a huge threat.

2.3.1.1 - Counter-picking
There are some gods that specifically counter others. The list of what exactly counters what (in theory) would be monstrous - the best way to find out is to play. Or ask goons.

A few examples to note:
  • Isis ult counters Hades ult. Hard. She makes him useless, it's sad.
  • Chang'e & Odin counters healers
  • Ares counters mobile gods (Tyr, Mercury)
  • Nemesis counters tanky team comps (>2 guardian/warriors)
  • Awilix counters gods with leaps as their escape
  • (some) assassins counter (some) mages in solo lane
  • Vamana counters (most) physical gods in solo lane

Note that this does not mean an auto-win with some match ups. It just means one god's kit in general counters another's god kit, giving them a slight advantage. But if you're bad, you're bad and nothing will help.

2.3.1.2 - WTF HOW DID I DIE, or I KEEP DYING TO THE SAME GUY OVER AND OVER
Press "y". This screen should show up:

Look at the numbers and rethink what just happened. If the same guy is killing you with the same skill over and over, you should probably counter-play (if someone hits you for 1000+ damage, either you have too low protections or you stuck around the fight for too long). This is also good to see if you die to archers at level 1 in Conquest (archers hurt).

2.3.2 - Counter-building
You should be thinking about your build right at the end of the match lobby while your game is loading up. Look at the enemy team and remember: guardians/mages deal magical power, warriors/hunters/assassins deal physical power.

2.3.2.1 - Counter-building the team
Look at the enemy team composition and see what kind of damage they are leaning/biased towards. For example: if there's a hunter, asssassin, two warriors, and mage; you have 4 physical + 1 magical and it would be a good idea to lean towards physical protection items.

You should also consider the types of damage they deal. If they are mostly auto-attack based gods (in the above example let's say you're up against Artemis, Bakasura, Osiris, Bellona, and Chronos; then an item like Witchblade is VERY good against that team (-15% attack speed, -25 physical power to the enemy team). Mages on your team might also want to pick up Breastplate of Valor, and someone should pick up Enfeebling Curse as an active.

2.3.2.2 - Counter-building the big threat
Remember section 2.3.1? Check who the big threat is. Build protections/items accordingly.

If you build one defensive item, the best all-around item is Hide of the Urchin fully stacked. If you are leaning towards magical protections, Stone of Gaia/Bulwark of Hope/Pestilence are good choices depending on the enemy team composition and what god you're playing (Bulwark is good on someone like Hades). If you are leaning towards physical protections, most of the mail options are good (Mystical Mail good on bruisers, Midgardian Mail good against auto-attack-heavy teams).

2.3.2.3 - Counter-building your specific game

The game you're in - that game is unique. Specific to the players in the game, specific to the gods they picked. You will never see that match-up ever again.

So how do you counter-build this?

You have to get a "feel" for the game. If there's a physical god who is a big threat but they're never hitting you, why bother with physical protections?

This sort of answers the question of "I'm the glass cannon mage/assassin/hunter/etc - should I build protections?" - and the answer is it depends. You have to think on your feet in-game to figure that one out, and you won't know unless you have a good background of items, god kits, skills, and how the players you're up against are fighting.

Some gods can get away with more "evasive" items (beads, sprint, or just building CDR and relying on their god's leaps/dashes being up) and completely ignore getting protections. But if the entire enemy team is focusing you constantly and you're getting your rear end handed to you every engagement, you might want to adjust accordingly: either play differently or build differently. But also communicate what's happening with your team - building Serqet tanky and Ymir magey in Assault is a thing and can work but you better talk to your team otherwise you could have two tanks and not enough damage; or worse you have no tank/initiator, your team is too passive, and folds at every engagement.

More info on counter-building here: SMITE Counterbuilding Guide by Justifis

2.4 - Basic Strategies
This section reserved for misc tips and tricks that don't really fall into any category.

2.4.1 - Juking
Watch this video: https://www.youtube.com/watch?v=OLYTEbo5jgs

If you're running away, don't run in a straight line. Be erratic and random to throw people off. Twist, turn, jump, double-back, anything and everything. Don't make your movements predictable for the enemy to easily lead-off shots.

When you're running into the jungle, don't always take the most direct path back to your side. If you double-back, loop around, run past them, jump over a wall; you might lose them long enough to teleport back to base. Hooray!

2.4.2 - Baiting
Press 'b' near a team fight. Watch as everyone starts to target you. Use to your advantage.

Do it in front of the enemy tower to get them to come out. Do it to set up a gank coming from the jungle. Do it to draw people's attention.

2.4.3 - On Meditation...
You will hear people say meditation is a newb active. The reason being it is only good for early game; by the time you hit mid/late game you should rarely run out of mana and the active becomes almost useless. The only reason to get it is to be extra spammy during the early game so you can keep pressure on someone. If you steamrolled that into a win, great. If not, you've put yourself at a huge disadvantage so generally the risk/reward is not worth it.

Outside of that, there is almost always a better active out there. The only exception is in Assault where sustain is king since you don't have access to a fountain. Get Salvation to help heal your teammates, never Greater Meditation - statistically speaking, the team with more Salvations generally wins Assault.

2.4.4 - How much Penentration do I really need? (Percent vs. Flat)
Generally flat pen is good in games where the enemy team is not stacking protections, while percentage is better against teams with more protections.

More info here: Kretuhtuh's "Spear of the Magus vs Obsidian Shard"

2.4.5 - Consumables
Buy them, especially wards.

HOW TO WARD by Weak3n

Warding/counter-warding is a team effort, and if your team dominates jungle vision, you dominate all the buffs/xp camps and the game. Vision wins plays.

Potions are good for early game to help with sustain, but quickly fall off by mid game. Generally you can forgo wards for potions your first time out of base because ganks do not come as early. But be mindful of the mini-map.

2.4.6 - Map Awareness
Look at the mini-map. Constantly. Go into the game's settings -> HUD editor. Move the minimap down to somewhere you'll see it. Hell, put it right above your targeter if you need to, as long as you start building the habit of watching the map.

All enemies in lane and accounted for? Good, you're safe.

Someone is missing? Assume a gank can come at any moment (unless you know for example the enemy jungler has wandered off to the opposite jungle you're at). Don't do any reckless plays or push to the enemy tower because you could be baited for a gank.

Running away and can't see who is chasing you? Look at the mini-map. Now you know, and can dodge/juke accordingly.

2.4.7 - Communication
Talk to your team. Let them know if your lane has gone to base or wandered into the jungle. Spam the mini-map if you need to.

Apollo just used his ult? Tell your team so now they know he's not flying into the next team fight. Let them know when the enemy escapes are down. When their ults are down. When their cc-immunities are down. It puts the next team fight to your advantage.

2.5 - Intro to Advanced Topics

"Even the immortals shall fear death now!"

This section reserved for tips to push you from decent/good to advanced/quasi-pro.

2.5.1 - Making those high-risk plays less risky
You will hear people say things like "Ares/Anubis is pub stomper," "Hades/Odin/Cabrakan ult is too easy to get out of," or "X's ult is countered by one active," and write those gods off as useless or low tier.

To make those gods really pay off, you have to keep mental checks on the enemy team: how many escapes do they have, how many cc-immunities do they have, and are they on cooldown? Knowing when they're vulnerable to your skills makes it easier to confirm the kill.

For example: Sobek's fling is a good initiator but a complete waste on gods with leaps/dashes as long as those skills are up. With the teamfight beginning and with everyone's skills refreshed and ready to go, you are left with the following options:
1) You hit your fling, they immediately dash/leap back, and you guys reset at pretty much the same position
2) You miss your fling and you're out of position and will probably die
Don't initiate with Sobek's fling on a god with an escape up. Engage with something else (Sobek's Sickening Strike for example), watch when they use their escapes, THEN fling them to your team.

Example:
Pulling Anhur after he leaps.

2.5.2 - Teamfight Awareness
Basically this is the opposite of tunnel vision. In the heat of a battle, you should have awareness of who people are targeting.

If you are clearing nearby camps or minions while your teammate is engaging, you need to drop everything you are doing and help out. Dive and get in there. You can always go back to finish what you were doing. Losing a teammate is bad because not only does it put the enemy ahead and your teammate behind, whatever you're clearing is now in jeopardy of getting invaded and you might lose out on both fronts because you decided not to help.

Other thoughts to consider:
- Are you charging too deep into their backline while your team is only engaging the frontline? Probably not a good idea for you to stick around too long.
- Are their assassins prowling the outskirts of the fight? They're probably eyeing someone and will jump in at any moment - keep a look out for your squishies and don't waste too many abilities on their tank!
- If you're being targeted and back off, has the enemy changed targets? If you can re-engage you should always do so (if you are 1-2 hits away from dying then there's no shame in leaving - just make sure your teammates know).
- And more basically, are you being put in a team fight on bad terms (out-numbered, surrounded, diving at the enemy tower/pheonix, fighting against a team with fire giant buffs, etc)?

There's no shame in retreating or regrouping if it looks like the fight is turning sour. But on the flip side, you should not leave your teammates hanging if they're committing themselves to a kill.

2.5.3 - Acceptable Tier 2 Items and Build Variations
These few items have a "good enough" rank 2 passive, or the rank 3 item is not that cost-effective for what it does at certain points of the game:

Heavy Hammer rank 2 - RISKY starting item for some warriors and assassins. A sort of "early game all-in" mentality with this item because it's easily countered with other items/actives once people have their core items built. Rank 3 hammer is now actually worth it as it gives a huge health bonus.

Stone of Gaia - rank 2 is good enough for most Assault games if you have no healer. Your money is better spent trying to get another (offensive) item going rather than finishing this one.

Rank 1 boots IF you pick up Rank 3 Winged Blade first - movement speed off Rank 3 Winged Blade is 10% + from rank 1 boots is 6% netting you 16% total. Compared this with Rank 3 boots (18%), you're only short 2% but that Winged Blade movement speed passive sort of makes up for it. Great opening boot variation on support characters or if you're counter-building an enemy team with lots of slows/snares in their kits. Stick to the level 1 boots for most of your game then proceed with getting a third item.

Tiny Trinket - level 1 for extra lifesteal in the early laning phase to give you extra sustain. Grab rank 1 then boots or stacking item next.

Deathbringer over Rage - on gods with kits/passive that benefit from crits already. Artemis has a "built-in" Rage passive, so grabbing Deathbringer first is doable (you should still grab Rage eventually on her). Ne Zha can build just Deathbringer to help bring up the damage on his ult.

2.5.4 - Countering the Counters
Learn what the common counters are to specific ults/skills and adjust your game accordingly.

Examples include:
- A common Ne Zha combo is to sash a target in place, then ult them. To avoid it, people will beads immediately after the sash in hopes of beading/nulling the ult. As Ne Zha: sash, hit them a few times while looking for the yellow glow, wait for it to wear off, THEN ult. VEL VEL VEL
- Enemy has Magi's Blessing? Run up, hit them with some cc, immediately disengage and heal up a little. The next team fight is now swung in your favor while Magi's is off cooldown.
- Enemy is grabbing Weakening Curse to counter your heals? Grab Heavenly Agility!

2.5.4.1 - Countering Escapes
When your team is fighting someone with an escape (dash, jump, etc), it's a good idea to have someone break off from the fight and go where they most likely will try to escape to. For example: if an enemy Bakasura is diving your tier 1 tower, a good idea would be to have your jungler waiting near the purple/blue buff. Gods with jumps generally will try to leap over walls. Another example: if chasing Chaac, one teammate should continue the chase while another sits at where he's thrown his axe so you can catch him whether he teleports or not.

Additionally, some escapes are telegraphed: they're at set distances that can't change (Neith) or you can see exactly where they'll drop in from (Scylla's sentinel). These are easy to lay traps for or lead off shots with. Others have leaps that are parabolic and you can pretty much guess where they'll land. Aim your shots/traps/AoEs accordingly.

2.5.5 - Zoning
This strategy attempts to block your opponent from getting to an area either by dropping a large AOE, cc-chaining, or just straight up fighting them away from where the real fight is. It's a feint. A distraction.

Typically you employ this tactic when trying to take down the Fire Giant or Gold Fury. You'll need good ward coverage to see an enemy trying to come in and steal - head them off and stop them stealing. Core teammates attacking the objective should be the ADC (best sustained damage) and support (HoG 3) - they should rarely leave to zone the enemy. Typically a bruiser (solo warrior) should zone because they can soak up any beating the enemy team tries to trade back. Otherwise the mid or jungler can zone if they've got great burst/AOE/cc.

2.5.5.1 - The Gold Fury/Fire Giant dance (Invading, Baiting)
Since the GF/FG's health slowly regenerates after being reset, there's a good reason to invade an enemy that's already pulled them.

If you're the team initiating/taking the objective, you need to make sure you don't get cc'ed: either have Magi's or do not get hit by the Fire Giant's knock-up. Make sure SOMEONE on your team is zoning the invader to prevent them from contesting. If you don't have HoG 3 or a big bursty ult, you should be on zoning duty.

If you're doing the invading, try to drop a large AOE cc (Hun Batz' ult) right before you HoG it. If you don't have a large AOE, prioritize their support or bursty gods (Bacchus belly flop or even Sobek fling). Staying out of sight is a huge benefit (Thor ult out of nowhere, Janus drop ship ult).

Sometimes you can use the FG/GF to bait the enemy into an engagement. You should do this if you outnumber them or know their ults are down. Kill them first and you can secure an objective uncontested.

2.5.5.2 - Zoning to make those skill shots easier
Typically when someone is caught in a large slowing AOE (Poseidon whirlpool, Kukulkan tornado), someone will run in a straight line in order to get out as quickly as possible. Use this to your advantage to line up narrow/small skillshots.

You can also use these large AOEs to "corral" the enemy into a choke poke or ambush for your teammates to take advantage of.

2.6 - Beginner Links, Resources, Videos

Know Your Enemy playlist by Hi-Rez
Guide to Warding - May be out of date as of Season 2 though
Dictionary of Game Jargon
Voice Command's in Brief
PROFESSOR PROXY – BEGINNER CLASS: FARMING
Ward Placement For Season 2 by Incontinentia
Learn From Watching series by Hindu Man

SmiteGuru for player stats or common builds
Tiermonster.com for player-made guides
Smitefire.com for player-made guides
Smite Reddit for all the latest news
Smite Forums
Smite Academy - good analysis/articles on a variety of topics (including patch analysis)
Smite Mythbusters - do potions/lifesteal trigger Ah Puch's 3? Can you portal while crippled?

2.6.1 - :siren:DISCLAIMER:siren: - THIS IS NOT NECESSARILY A "GOOD" WAY TO PLAY, IT'S A "GOON" WAY TO PLAY

dat Kumbha snipe tho


This section is reserved for basic/recommended (Goon) videos, guides, Twitch/YouTube channels, and other funny videos/links you should see. We are not pros, we are casual gamers. Take goon-specific advice in this section at your own risk because some of this is "anti-meta" and will not be tolerated with pubbies (ie:-5-man Mystical Mail opening builds).

Goon Twitch Streamers:

Goon YouTube Playlists/Channels:

shubhat's Arena Bacchus Guide:

cyclonic posted:

Merry early Christmas gift to everyone: a Bacchus-Arena-carry guide (since I think he's in the rotation now). Use this and 1) deal more damage 2) kill more people 3) mitigate more damage 4) push the tower more than everyone else in your group:

https://www.youtube.com/watch?v=4GQlPIdBVRk

Put one point in each skill. After that, skill priority is 2 > 4 > 3 > 1. Build is

Core items: CDR Boots, Breastplate of Valor, Mystical Mail & Voidstone (MM first against mostly physical gods, Voidstone first against mostly magical)
Situational items:
  • For extra tankiness: Gem of Isolation or any item that gives health (Ethereal Staff, Pestilence/Curse against healers/regen or magic-burst teams). Preference on items that give health + magic power (His passives + his 1 and the core items you already picked up are enough protections to get by).
  • For more damage: Obsidian Shard, Soul Reaver, Bancroft, Tahuti. Why no Spear - his burp is unreliable because of how easy it is to interrupt. Your main source of damage is 2 + 4 with 3 + Mystical Mail to finish off.



Mechanics:

tl;dr
Bacchus OP in arena. no joke

edit-
Season 2: no changes - build and playstyle is same.

Ezell's gank-Cabrakan build:

The Ezell posted:

Best Gods

Get ready to discover it some more:

pen boots, book of thoth, hide of urchin, polynomicon, obsidian shard, rod of tahuti

edit-
The Cabrackan "guide" still applies to season 2 being just an item build and none of the involved items were changed (except boots, I'd still probably take magis with the build but travelers and focus are equally appealing now). It's also definitely not the only way to build him.

shubhat's Hercules guide:

cyclonic posted:

Here's a consolidated Hercules guide, because I think fadam looks interested in him. Plus I have this awesome video*.

Strengths: strong early burst, good clear, good sustain, good zoning/team fight presence, sort of a "flex" pick in that he can be used in solo or support (ie-Athena jungle, Herc support to throw off the enemy team). Primarily used in solo lane in Conquest, otherwise also seen as support off-pick to a mage ADC (or a rare double-heavy-early-burst combo like being paired up with Medusa, or an assassin that can stun/burst in Siege). Has cc-immunity in his 4.

His 2-1 combo is to pluck the enemy with 2, charge forward a little, do a 180 and nail 'em with your 1. Even with gods that have escapes (leaps) this combo puts them in a very bad position. Pulling it off with good teammates around usually means free kills.

Since he benefits from having close walls to bounce his ult off of, he's also great in Assault/Siege.

The bulk of Herc's damage comes from his 1 (+70 and 90% at each level is absurd) and 4 (+250 and 200% is insane). If you can bounce his 4 off a wall (also Thor/Ymir walls) you can hit a target multiple times and potentially 100-0 someone.

Cons: mana-starved early game (steal his blue buff in solo and he's screwed). hard counterable mid-late game (curse, beads). Late game damage falls off compared to other late game gods (crit hunters, hyper-carries, burst mages) - his strongest point of the game is around level 5-10ish. Not that great a pick to contest objectives (other gods can steal better) or for rotations (not too mobile).

The burst in his 1 is also his escape: a failed 2-1 combo in enemy lines (either stunned/silenced/crippled) could mean his death. His 3 can be countered by curse, anti-heal counter picks (Odin, Ah Puch) or by competent players that will withhold their damage until after 4 seconds (he flashes yellow first when activating and absorbing damage, flashes green when it's just healing; green is when you should dump your damage on him, never yellow).

Relies heavily on positioning: his 2-1 clear combo in solo lane is easy to predict and can potentially put him in a bad position for the enemy to take adantage of. Against competent players that juke, the 2-1 combo is tough to pull off. He's a bit weaker in Arena because there's less walls to bounce his 4 off of.

Skill Priorities
  • As support (in general I would not use this unless you totally trust your team to clean up after your set ups, and you have no other support in your team comp especially if in Assault):
    One point in each skill, then 3 > 4 > 1 > 2
    This is only if you are building strictly support in the sense that you want your teammates to be fed (to prevent "kill stealing"; I'm personally against this - a kill is a kill, who cares who gets it. More money to you means early HoG, early aura items).
  • As bruiser:
    One point in each skill, then 4 > 1 > 3 > 2.
    (I personally would almost always go with this one even as a support. If you're going Herc support you are bringing burst damage to the table over other support picks)

Item Builds
Herc is primarily an ability-based god, meaning you should not pick up auto-attack items like Rage, Executioner's Axe, Qin's on him (unless you are steamrolling and want a gimmick item with all your extra gold). When in doubt for damage, go for cooldown/penetration/power items. When in doubt for defense, go with health/cooldown.
  • As support:
    Bluestone (or Watcher's/Death's Toll), HoG 1, 4 potions (I recommend 2 mana 2 multi because of how mana starved Herc is early game). Item priority then is HoG 3, Traveler's Boots, Sov, Heartward. Other items situational, but you should be focusing on aura and/or cooldown reduction items: Runic Shield, Witchblade, Winged Blade, Breastplate of Valor. Other good items: Magi's Blessing, any Mail items, Spirit Robe, Shifter's Shield.

    In Assault/Arena/Siege, skip starter items and go for Winged Blade as first item; this can even replace your boots if you want. Then Sov/Heartward/cooldown items and counter-build from there.

  • As bruiser/solo/off-tank:
    Bluestone or Death's Toll, HoG 1, Runeforged Blade/Mystical Mail against a physical god, Stone of Gaia against a magical god. Warrior Tabi, HoG 2/3 as needed. Other items situational but should prioritize health, cooldown reduction, physical power/penetration. Good options are Jotunn's, Shifter's Shield, Titan's Bane for offense; Mystical Mail, Urchin, Spirit Robe, Magi's Blessing, Runic Shield for defense.

    In Arena/Assault/Siege, Jotunn's should be your priority after boots/starter items. After that, a bruiser item with health (Mystical Mail, Urchin, Frostbound) are good picks.



*I am not that great with Herc. That game was all LittleCaroline's set up.

When you buy Soul Reaver on Bacchus
PenguinOfDeath's Mercury/Loki music video

2.7 - Credits, Miscellany
Thanks to:
  • Juggernaut Hands - for providing a heap of links/resources
  • Kerrrrrrr for providing link suggestions
  • Cocabojangles for letting me secretly steal his player stats for graphics. It's got such a pretty statistical spread
  • Ezell for spergingmathing out on me

cyclonic fucked around with this message at 05:48 on Nov 19, 2015

cyclonic
Dec 15, 2005


HADES DOES NOT MAKE JOKES - this section reserved for serious (competitive) business

Table of Contents
  • 3.0 - Advanced
  • 3.1 - Current Meta
  • 3.2 - Current "Top Tier" Picks
  • 3.3 - Current Opening Builds/Strats
  • 3.4 - Pro God-specific Guides
  • 3.5 - Pro Links/Resources
  • 3.6 - Crazy/Top Play Pro Videos
  • 3.7 - Tournament Videos
  • 3.8 - Credits, Misc.

3.0 - Advanced
Welcome to the tryhard post. The section where we debate one build over another because of fractions of a percentage point in efficiency. Find out why med is bad, what pro streamers/guides to check out, and what good Smite statistical sites to bookmark. People who are already experts in MOBAs and need to keep up with "current meta" - you found the right place. If you're already confused with this introduction; if graphs/charts/statistics are not your thing; if you don't take kindly to criticism or want to be told why your build is bad; if you never check "T", "Y", or the tab screen in-game or don't know what those do; if the last couple of sections in the previous post scare you - go back to the second post and stay there. :byewhore:

3.0.1 - "The last time I played, (blank) was (blank) and oh god...!"

Check this site to see patch/change history on gods.

For Season 2 changes, watch these videos:
:siren:or read the Season 2 patch notes in detail here:siren:

More reading/info on the new conquest map:
Analysis on Conquest Season 2 map changes by Professor Proxy

tl;dr- Mobility and burst is still king but fast clear now is just as important. Game isn't as snowbally anymore, late-game carries are coming back: (as of the meta shifting "Combo Breaker" patch)
  • Most hunters had their clear nerfed and duo lane clear composition is very important (ie- Bacchus + Artemis in lane = automatic loss in laning phase, translating to sitting under the tower at best; forfeiting jungle camps and feeding at worst. On the flip side, Sylvanus + any hunter = automatic lane win or at worst a stalemate).
  • Minion exp range reverted to S1 range! :toot:
  • Mid camps start at 10s again with exp/time scaling added (gives less exp early game so forfeiting the first round of mid camps doesn't matter as much as it did Season 1).
  • WARDS NERFED - limit two per player. This plus reduced jungle camp spawns is an attempt to "increase gankibility" during laning phase and to spread out ward coverage around the team (support is not ward bitch).
  • :frogsiren:HoG nerfed and is not worth it anymore:frogsiren: - you should prioritize gods with good clear to free up an active slot. Mages might peek into solo lane again, while assassins/warriors with bad clear (Bakasura/Nemesis/Tyr) might fall out of favor.
  • Bluestone nerfed and has old Manikin Scepter passive. Heartseeker/Doom Orb nerfed and is dead.
  • Magical Pen Boots are back so you might see bruiser guardians(Solobek)/burst mages(Freya) back in solo, or burst mages (Anubis, He Bo) in jungle.
  • Rank 3 HoG does 1000 true damage to objectives, meaning it's good early game but get's worse late game as objective health scales higher. This means HoG is good for early objective secure/steal, but other support actives (girdle/shell) are now better for late game. Early objectives don't matter as much anymore due to exp/time scaling - game is less snowbally. IT IS SUPER EASY TO STEAL OBJECTIVES NOW so HoG secures are not really a thing anymore - go for a different active (girdle, shell, blink).
  • In general: clearing fast and good mobility are important. There is almost always a camp for jungle to clear and can spend most of the game farming: early kills are not important as keeping up in farm (Pros are hitting level 5 at 2 minutes). Late game junglers with good clear are coming back (Kali) due to increased farm, gods with bad clear (Nemesis, Bakasura) are falling out.
  • Double-jungle is an option now, but people are still trying to figure it out. not working because it's a high risk gamble. You need to be hyper-aggressive and gank a lot for it to work. It is a risky option because failure means two people behind in levels and is very difficult to come back from.

3.0.2 - The LAST GOD OF SEASON 2 is:

Chiron, the Great Teacher (Greek hunter)

Next god speculated to be nothing for the rest of 2015 with probably Skadi, Norse giantess with spears (hunter?), which has been "tabled" due to Japanese Pantheon announcement with Amaterasu confirmed first Japanese god, next. Note that the only roles left to fill out all the pantheons is a Greek Warrior.

:siren:3.0.3 - The LAST PATCH of Season 2 is::siren:
The Shining Light | 2.21 | January 7th, 2016 - only a few bug fixes, added achievements, and Amaterasu available only on PTS (not to be released until Season 3 in February).

3.1 - Current "Opening" Meta

:siren:MID CAMPS SPAWN AT 10s AGAIN but don't start there you Season 1 n00bs:siren: Current meta is shaping up to be "jungle (clear)" meta; you need to clear fast and move fast. Starting mid camp exp nerfed so clearing them before buffs is worse since it opens possible invades to your jungle. For the first round of jungle camps, securing buffs is more important than the nerfed mid camp exp.

There are currently three conquest openings, all with their pros and cons, which are listed below.

3.1.1 - CASUAL CONQUEST
Remains the "old Season 2" start - you clear 2 buff camps then go to lane (casual players don't start mid camps or back harpies because clearing 3 camps total means getting to lane late and starting under your tower). Mid camps are contested whenever the jungler feels like going to mid (usually right after clearing second buff camp).

This opening is inefficient and gives up mid camps to other openings, but this is "accepted meta" because "people don't know the pro starts yet" :rolleyes:

3.1.2 - PRO CONQUEST
The goal of these openings is to clear buffs quickly and steal mid camps before the enemy team can, allowing your mid/jungler to hit 5 before they do so they can drop an early ult/gank and steamroll from there.

3.1.2.1 - "AFK" opening
  • Jungler/Solo/Mid start blue, ADC/Support start back harpies
  • Solo goes to lane and pushes (Solo only takes 1 jungle camp and is alone in lane with this start), Jungler/Mid goes Yellow, ADC/Support goes Purple
  • Jungler/Mid goes lane, ADC/Support goes lane
  • Jungler/Mid does mid camps (left first to steal enemy's), then clears a creep wave mid lane, then does right mid camp, then clears another creep wave mid lane
  • Jungler/Mid does red camp, back to mid lane to clear a creep wave OR back harpies. At this point, Jungler/Mid should hit level 5 at ~2 minute mark (+- depending on if they've secured both mid camps or rotated for kills, or neither) while the rest of the team should be around level 3-4. This level/ult advantage can be used to steam roll dominance of mid camps
:frogsiren:Read more on openings here.:frogsiren:

3.1.2.1 - "Paradigm" opening
  • Duo does back harpies, purple buff, then goes to lane
  • Jungler/Solo does yellow buff, blue buff, then goes to lane
  • Mid solos back harpies then goes to lane
  • The big difference is jungler/solo pull their camps close to back harpies, while mid pulls back harpies towards yellow buff. The goal is to have mid/jungler/solo all share gold/exp from the first round of buff camps.
  • Jungler is now free to go to mid lane, mid camps, back harpies, red buff, or go for an early gank.

3.2 - Current "Top Tier" Picks (sorted by most recent)


3.3.1 - Jungler
HoG NERFED and is dead - do not get it.

What YOU should start with as jungle and WHY by Weak3n
  • If you are looking for early invades or fights (pre-level 5): Bumba, Red Pot, 4-5 health/mana pots
  • If you are waiting for your ult (level 5) before you fight: Bumba, level 1 boots, 4-5 health/mana pots

3.3.2 - Hunter
:frogsiren:Bluestone no longer regens mana but procs a DOT off abilities. Good for extra early harass on ability hunters (Neith, Ullr) but building Transcendence for mana afterwards is pretty much a must.

There are currently two builds: one for auto-attack based hunters, and one for ability(mana hungry) based hunters. Both builds are viable but triple-crit is still king of late game DPS (that RNG burst potential on steroided hunters).

You might see slight variations on some hunters (Fatalis is popping up) but when in doubt, go with the build in 3.3.2.1. For ideas on theorycrafting your own hunter build variations, check out PROFESSOR PROXY: EPISODE 14 – THE NEW HUNTER ITEMIZATION.

:rip:Heartseeker/Asi build is dead:rip:

3.3.2.1 - Triple Crit - standard "accepted meta" hunter build
  • Death's Toll
  • Devourer's Gauntlets
  • Ninja Tabi
  • Ichaival (optional - this is to help box in your lane and is not needed against a mage ADC)
  • The Executioner
  • Rage
  • sell starter item/Ichaival, grab Deathbringer/Malice

3.3.2.2 - Transcendence - alternative build for mana-hungry hunters (Ullr, Neith, Xbalanque)
New hunter build variation "in meta" as of 6/16/15 Pins and Dolls patch (due to nerfs to Heartseeker/Asi/Bluestone and more exposure in SPL)
  • Death's Toll OR Bluestone for early aggression (starter item skipped somtimes to rush Transcendence)
  • Transcendence
  • Asi
  • Ninja Tabi
  • The Executioner
  • Rage
  • sell starter item, grab Deathbringer

Kretuhtuh posted:

A hunter gives up 10% attack speed while keeping the same dps. The result is that you'll do roughly the same sustained dps but in some situations you could kill slower than the devo build.

You also have 33% less lifesteal, a weaker 1-5 thanks to death's toll, and a slower build with a significantly weaker 7 item sell. Ichaival passive is traded for asi passive. They gain enough mana to use their skills comfortably.
(Fun Fact- Prof. Proxy theorycrafted this would be the go-to build at the start of Season 2, but the meta went with Dev/Ichaival for dueling supremacy and because Bluestone was OP. Now we're back to Transcendence :science:)

3.3.2.3 - "Banshee Build" by Kretuhtuh
Not "viable" but more of a fun build to mess around with (Arena), and is sort of a counter-build against heal-heavy teams due to Beatstick. It also doesn't require stacks so it has a slightly earlier damage spike than the other builds:
  • Bluestone Pendant/Death's Toll
  • Bloodforge
  • Ichaival
  • Ninja Tabi
  • Qin's Sais
  • The Executioner
  • sell starter item, grab Beatstick
Unicorn build dead as of Season 2 due to removal of pen boots; this is the closest thing to it.

3.3.2.4 - Soul Eater? Fatalis? Where do I build this?
Soul Eater got buffed, and Sprint 3 got nerfed (no longer removes movement speed penalty when attacking) so Fatalis is a thing. So how do you squeeze these into your builds? Check out this nifty flow chart made by Kret:


Both items have pros/cons/utility but if you're looking to max damage, go with "Triple Crit."

3.3.3 - Support
HoG is bad - do not get it anymore; start with another active (Curse, Girdle, Shell, Blink, etc). Sovreignty and Heartward still core on all supports; this is due to tanking objectives/towers/creeps (which deal physical damage), and rounding out protections for your team respectively. Whenever in doubt, go with Sov over Heart to let you soak up early archer/tower damage (even if team comp is 4/5 magical).
Mark of Vanguard against lanes that have DOTs (Ares, Sylvanus) or if you plan to be aggressive and take archer damage. Otherwise go with Watcher's Gift.
Pen boots if you're bruiser or being super aggressive (Ares, Cabrakan), Traveler's to help rotations, farming, and to catch up if behind, CDR boots for late game team fights.

tl;dr - when in doubt: Watcher's Gift, one active (Curse/Blink/Girdle/Shell), 4-6 potions (health/multi for extra health sustain). Item priority shifts to finishing boots, Sov, Heartward, then counter-build from there.

Incon support builds:
Season 2 Support Guardian Build
Season 2 Support Warrior Build

3.3.4 - Mid
Vamp Shroud on all mages, Soul Stone is an option on mages with heal/sustain (Chronos, Zhong Kui, etc).
Tiny Trinket rank 1 for extra lifesteal, then boots, then finish Tiny Trinket (ie-Bancroft). Or rush rank 1 Warlock's Sash as a gamble.

3.3.5 - Solo
Warriors rush counter-building first item:
  • Against physical: Mystical Mail (NERFED RECENTLY AND IS FALLING OUT OF FAVOR) OR Runeforged Hammer if your clear is already good (Chaac).
  • Against magical:Stone of Gaia or Runic Shield (if you already have good sustain) against a mage.

Mages/Hunters - standard openings (see above mid/hunter openings). Assassins have fallen out of favor in solo due to bad clear (HoG nerf hurt them bad). Mages have fallen out of favor due to Bluestone harass (too much free early damage and most mages can't keep up with it).

3.3.6 - Other Openings - What about Ymir jungle, Freya ADC, Fenrir support, Ratatoskr nut rushing, or...?
These are god specific and will not be listed here (otherwise we'd need a Wiki set up for the volumes of information on it). Sections 3.3.1 thru 3.3.5 are "standard accepted meta" as in "you cannot go wrong with the above in the casual conquest queue". Other varied openings are a gamble and require more god-specific knowledge, theorycrafting, and communication with your team.

3.4 - Pro God-specific Guides
SWK Build And Skill Guide by Incon
Sobek Build And Skill Order by Incon
Athena Build And Skill Order by Incon
Athena (jungle) guide: How To's, Builds, and Match ups - Smite - Weak3n
Tyr tips and tricks by Shale
Smite Guide - Awilix: HOW TOO'S AND MATCHUPS - Weak3n
Shadowq - How To: Ares
Allied's Apollo guide
Zapman Season 2 Xbalanque guide
Weak3n's Awilix jungle guide
Incon Sylvanus support guide
Okami's Fenrir guide
Incon Banning Strategies
Incon Season 2 Bacchus Build
Incon Sun Wukong Build
BaRRaCCuDDa ranked ADC YouTube playlists
Ullr AD Carry Guide (New Zapman Build)


3.5 - Pro Links/Resources
:siren:Smitejunkies - god builds made by pros
Jungle Vision Mechanics - you have vision advantage in your half of the jungle!
Learn From the Pros Ullr - Zapman by Hindu Man
Kret is the creator of the now outdated "Unicorn Build". Here's his video discussing Sov/Protections/Effective health Sov changed for Season 2 but theory is still sound
Professor Proxy - In-depth guides to many stats.
Zapman's Jungle Master Class
Smite to the Point playlist by Weak3n
SamDaDude - master's league 1v1 joust videos
Incontinentia's playlist for his series of videos on how to play support
Shale's Tips and Tricks playlist

3.5.1 - Twitch Channels

3.6 - Crazy/Top Play Videos
Vamana PENTAAAKIIIILLLLLL!!! The hype/feels are real.
That famous Janus Backdoor Ult
The best Ares ult you will ever see
Pro Freya plays
Rama snipes

3.7 - Tournament Videos
Link to SWC 2015 videos - Recommended games are Day 2 Cog Prime vs Cog Red, Day 3 Team Allied vs. Team Zimpstar, and obviously Day 3 Finals, Cog Prime vs Titan
European Smite Pro League Spring 2015
North American Smite Pro League Spring 2015
Challenger Cup Spring 2015: Europe
Challenger Cup Spring 2015: North America
Smite 2015 Spring Fling (Charity Event) - not really competitive, mostly just for fun (some pick-up games)
North American Smite Pro League Summer 2015
European Smite Pro League Summer 2015
Legion of Carrots vs. Team SoloMid 6/13/15 Week 5 SPL. One of the best pro games I've seen in a while.
SPL Fall Split Week 2 Day 4 Team SoloMid vs Team Eager Game 1 and Game 2

Check Smite Event VoD reddit page for videos on latest tournaments!

3.8 - Credits, Misc.
Thanks to:
  • Bulletfodder - for providing Incontinentia video links
  • Juggernaut Hands - for providing a heap of links/resources
  • Ezell for recommending/providing pro streamers
  • Kerrrrrrr for providing PTS notes on new Conquest/jungle changes

cyclonic fucked around with this message at 05:53 on Jan 8, 2016

The REAL Gtab Fan
Apr 12, 2007

Let it post, let it post, can't wait to shit post anymore~
Let it go, let it go, gonna vote one and move onnnnnn~

quote:

3.2 - Current Forever "Top Tier" Picks
Hel


Great thread Shubhat!

Play with Goons, it's more funner!

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


I bought in to this a long long time ago, but never actually played the Summoner's Rift analogue (Conquest, was it?); I always spent all my time in Arena and Assault. I should see if I like Conquest one of these days.

Linear Zoetrope
Nov 28, 2011

A hero must cook

Ciaphas posted:

I bought in to this a long long time ago, but never actually played the Summoner's Rift analogue (Conquest, was it?); I always spent all my time in Arena and Assault. I should see if I like Conquest one of these days.

I basically play Siege and sometimes Joust or Arena.

The only problem with these modes (save Arena) is that since fewer people play them, the matchmaking quality is kind of eh.

Carnalfex
Jul 18, 2007
I used to play mostly assault but siege is a ton of fun. It encourages constant action and engagements with the juggernauts, and the map seems to be just the right size and layout to allow for ambushing while still allowing a chance for teammates to come back people up. It feels like there is always something important going on, and it feels like a natural progression away from dota style farm all day masturbatory gameplay towards pushing and teamfights and ganks in the same way smite in general was designed to do. It just seems to have hit the right balance for size, length of time for a game, everything really.

I like siege.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


I never played Siege either, now I think on it; looks fun. Is there much of an established metagame for it I should know about?

Linear Zoetrope
Nov 28, 2011

A hero must cook

Ciaphas posted:

I never played Siege either, now I think on it; looks fun. Is there much of an established metagame for it I should know about?

Not really. One thing to know is that wards don't exist, only sentry wards do. Usually people place them by the wild Siege Minion in the middle. It's usually a dumb idea to try and kill that minion unless you're sure the other team is dead or occupied, but by level 20 most characters can solo it pretty painlessly.

I don't know of any good data on team comp or item builds. I feel like things tend to be skewed towards heavy damage, but not so much so that you want to go 100% assassins or something. I also don't think it's usually worth it to get starter items, save maybe Bumba's if you're an assassin. You start at 3 with a pretty good sum of gold (3k I think?).

cyclonic
Dec 15, 2005

Ciaphas posted:

I never played Siege either, now I think on it; looks fun. Is there much of an established metagame for it I should know about?

There isn't really a meta, but typically you start at buffs. Usually red/yellow first, then blue, then you go to your lane.

Don't get Watcher's/Midas on supports because the games will never last long enough for them to be worth it.

Other than that, you need decent clear in both lanes and that's about it.

Syrinxx
Mar 28, 2002

Death is whimsical today

How to have fun in SMITE:

1. Never play Conquest
2. Buy the Cupid voice pack
3. ???

Ben Nerevarine
Apr 14, 2006
Great OP.

I am PUMPED for this new Conquest map. Not so much for the visual update, which will be nice, but for the meta shake-up. Hunters will be put into a weird spot. On the one hand, mana (and therefore early lane clear) will be at a premium, making those gods that are already highly valued for their clear (Apollo, Rama, Anhur) even more valued. On the other hand, giving the hunter the attack speed buff may make a hunter or two more viable (Cupid, AMC).

PureRok
Mar 27, 2010

Good as new.

Jsor posted:

I basically play Siege and sometimes Joust or Arena.

The only problem with these modes (save Arena) is that since fewer people play them, the matchmaking quality is kind of eh.

Arena and Assault have the most players. Conquest and Siege are much lower.

Ben Nerevarine
Apr 14, 2006

PureRok posted:

Arena and Assault have the most players. Conquest and Siege are much lower.

http://smitestuff.com/statistics/#overview

Conquest is about on par with Arena and Assault. Siege is the least played mode outside of League, but just barely behind 3v3 Joust.

PureRok
Mar 27, 2010

Good as new.
I guess the tournaments made it more popular, because when I looked at that a month or so ago it was lower. Which I guess is visible on that graph.

Juggernaut Hands
Apr 17, 2007
These Hands are Unstoppable.

Great OP!

I started playing sometime in late November and was instantly hooked on this game. I post a ton on the Smite sub-Reddit, but I've always preferred SA. I didn't post much in the last thread but I plan to be a lot more active. My in-game name is Malnord, look me up if you want to someone to fill in any role. I just hit rank 24 today and got my 13th god mastery. I am pretty obsessed with reading about stats and strategies and meta changes and am happy to mentor people with whatever knowledge I've picked up.

I'm really interested to see how the Season 2 Conquest buff camp changes work out or if they are even really happening.

Carnalfex
Jul 18, 2007

Ciaphas posted:

I never played Siege either, now I think on it; looks fun. Is there much of an established metagame for it I should know about?

Invading the other team at the start and wrecking fools as they try to farm buffs split up is the best. Every time you go back to base buy a ward. They actually removed the free ward on a cooldown item from siege a little while ago for being overpowered (the day after a pubby yelled at me to stop spending money on wards because they were useless).

Other than the usual map awareness and teamwork, one thing a lot of people don't seem to realize (and is central to the game mode) is that when you get a big juggernaut spawned for your team you can teleport to it from your base (which you can teleport to) from the big portal that opens up behind your titan. This is the main reason they are a threat, the monster itself is just an added bonus. It also means trying to stop one yourself is a recipe for getting the whole enemy team to drop on your face. They are designed to force engagements. This is also why people like to ward the middle, to try to prevent the other the other team from getting an extra juggernaut.

If your team is awesome, keep an eye on the meter on the right and try to snipe the middle camp to get yourself an extra jug right as your natural one spawns. Two jugs together makes for a wrecking ball of a push to back up your team.

cyclonic
Dec 15, 2005

Thanks everyone! My intent was to make the OP a "one stop shop" starting guide but I kept thinking of what to add and it became this huge write-up. I hope the second and third posts become basically "living documents" with goon guides/input.

Shab posted:

Great OP.

I am PUMPED for this new Conquest map. Not so much for the visual update, which will be nice, but for the meta shake-up. Hunters will be put into a weird spot. On the one hand, mana (and therefore early lane clear) will be at a premium, making those gods that are already highly valued for their clear (Apollo, Rama, Anhur) even more valued. On the other hand, giving the hunter the attack speed buff may make a hunter or two more viable (Cupid, AMC).

I'm excited for possible meta changes too. I know the competitive scene will probably not change much (Death's Toll probably a MUST on hunters - less rushing on Devo gloves/Heartseeker), but I hope at least in the casual queues you'll see crazy combos. For example, if you pick a hunter that has a steroid, will we see supports picking up the attack speed buff? (ie Artemis + Osiris???) And I always hope for Zeus/Freya/Chronos more in the duo lane, but this will probably not favor them. And Xbalanque, being the mana-hungry whore he is, will probably still not see the light of Conquest.

I don't think this'll change much, but after watching SWC I'm hoping for less emphasis on buffs/objectives. It seemed whichever team invaded and controlled buffs more won the games. The laning phases are becoming less and less important. I mean controlling GF/FG/mid camps is one thing, but sometimes it's like if someone invades your blue/yellow buff, it's already game over and it's only 15 seconds into the game.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
Awesome OP

For the FPS players on the fence: I've played competitive FPS games professionally (tournament payouts) and casually for around 17 years now and this is the first MOBA that I've been able to get in to. FPS skills and aim come into play about 50% of the time, so you'll feel right at home. I started about a month ago and it has been a blast. I play arena and assault exclusively because I'm not into the traditional MOBA aspect (called conquest in Smite), but these two game modes provide plenty of entertainment and scratch my FPS/competitive itch.

Definitely pick up Smite if you're an FPS player and haven't quite gotten around to trying out a MOBA. Also HiRez is a great company and Global Agenda was an awesome game. I'm confident in their development abilities.

For the OP (or not), I stream ever so often and may start streaming smite more, it's pretty much what I play exclusively now: twitch.tv/garfu

syriquez
Apr 7, 2011

Woosh

cyclonic posted:

And Xbalanque, being the mana-hungry whore he is, will probably still not see the light of Conquest.

I'm guessing it should give Xbalanque more of a fighting chance in the early game since it will force all of the Hunters to rely more on basics than one-shot lane clears.

Naturally, Apollo has a loving answer for this change to the meta with his passive.

Ullr, Artemis, and Cupid (surprisingly) should all see some benefits to this change, since it will let them poke down the waves for longer and give them a better chance to clear efficiently (though of course, Artemis gets hosed because Hou Yi is basically a hard counter to her). Anhur and Rama are going to see the biggest drawbacks.

The biggest thing that I'm curious about is if this is going to inspire more interest in the various bow items.

syriquez fucked around with this message at 19:19 on Jan 16, 2015

Kerrzhe
Nov 5, 2008

Did they say they're changing the mana buff somehow? I feel like I missed something.

Ben Nerevarine
Apr 14, 2006

Kerrrrrrr posted:

Did they say they're changing the mana buff somehow? I feel like I missed something.

Duo lane's mana buff is being replaced with a purple-colored 10% attack speed buff. Today's speed buff will have that portion of it removed and be a movement speed buff only.

syriquez posted:

The biggest thing that I'm curious about is if this is going to inspire more interest in the various bow items.

That's a really interesting point. I could see getting tier 2 Odysseus Bow over Death's Toll, but it would be risky.

Ben Nerevarine fucked around with this message at 20:04 on Jan 16, 2015

Kerrzhe
Nov 5, 2008

Shab posted:

Duo lane's mana buff is being replaced with a purple-colored 10% attack speed buff. Today's speed buff will have that portion of it removed and be a movement speed buff only.

Oh wow, that's huge. Where did they say this? (were there more notes or anything?)

Magnus The Red
Oct 25, 2010

Russ is kind of a dick.
I haven't played Smite in months, what the hell did they do to Nu Wa? She was one my favorite champions but she seems like a regular mage now rather then a burst basic attack based carry. Seems like they completely retooled a few gods, didn't even recognize Ao Kuang. One thing that confuses me with Smite is why they keep changing existing god visuals not really making them better/worst just different.

I mainly enjoy the 3v3 since people can get toxic (like in most MOBAs) in usual 5v5. I'll have to try out siege it looks fun.

Ben Nerevarine
Apr 14, 2006

Kerrrrrrr posted:

Oh wow, that's huge. Where did they say this? (were there more notes or anything?)

I think it's mentioned in this video:
https://www.youtube.com/watch?v=crWuWdNVSew

I also remember seeing an image of the updated minimap with new buff included but I can't find it.

edit: Here we go

Ben Nerevarine fucked around with this message at 20:16 on Jan 16, 2015

The REAL Gtab Fan
Apr 12, 2007

Let it post, let it post, can't wait to shit post anymore~
Let it go, let it go, gonna vote one and move onnnnnn~

Magnus The Red posted:

One thing that confuses me with Smite is why they keep changing existing god visuals not really making them better/worst just different.

Asian Market.

Also Nu Wa is different, for sure, she fits in more with the burst meta and I enjoy playing her more because gosh it sure is easier.

Kerrzhe
Nov 5, 2008

Magnus The Red posted:

Seems like they completely retooled a few gods, didn't even recognize Ao Kuang. One thing that confuses me with Smite is why they keep changing existing god visuals not really making them better/worst just different.


Imagine if Poseidon was just a giant floating shark instead of an aquatic themed dude with a beard and trident. It'd be weird as hell and wouldn't fit at all with his generally-accepted theme and mythos. That's basically what the old Ao Kuang was for Chinese players, and same sort of thing with Nu Wa, from what I understand.

(though I would play the gently caress out of a character that was just a floating shark going around and chomping people)

Ben Nerevarine
Apr 14, 2006
Related to that, I heard that HiRez's old take on Wukong would be the equivalent of a Chinese company making a game featuring Batman and portraying him as an impish half-bat half-man creature.

Magnus The Red
Oct 25, 2010

Russ is kind of a dick.

The REAL Gtab Fan posted:

Asian Market.

Also Nu Wa is different, for sure, she fits in more with the burst meta and I enjoy playing her more because gosh it sure is easier.

I just looked at all the gods and I notice they are a LOT more cartoony/softer then before I wish they kept old visuals. Nu Wa is still burst mage with her metal shard and minions but I miss having the sustained damage of her snake form and electric cage where you could kill a group of people.

Kerrrrrrr posted:

Imagine if Poseidon was just a giant floating shark instead of an aquatic themed dude with a beard and trident. It'd be weird as hell and wouldn't fit at all with his generally-accepted theme and mythos. That's basically what the old Ao Kuang was for Chinese players, and same sort of thing with Nu Wa, from what I understand.

(though I would play the gently caress out of a character that was just a floating shark going around and chomping people)

I don't mind the Ao Kuang change at all I was just surprised. The old Nu Wa was a regular human looking woman majority of the time, it's just when you used your ultimate and every other skill you gained the lower half of a snake signaling you're in your badass mode (double basic attack damage along with self buff refresh) . Since they removed the mechanic there's no point to having the Medusa looking form, but it was cool transformation. She was really unique as a mage with huge spikes of damage during ultimate/snake form and a lackluster tower pusher during cool-down.

Magnus The Red fucked around with this message at 21:08 on Jan 16, 2015

MinionOfCthulhu
Oct 28, 2005

I got this title for free due to my proximity to an idiot who wanted to save $5 on an avatar by having someone else spend $9.95 instead.
I missed the Ultimate God Pack sale. Think they'll put it again on sale sometime soon?

Also, just browsing through the gods in-game...some of these have really bad voices. Why the hell is Tyr Scottish? Also it looks like almost every skin I've seen is unavailable. That's a bummer.

Magnus The Red
Oct 25, 2010

Russ is kind of a dick.

MinionOfCthulhu posted:

Also it looks like almost every skin I've seen is unavailable. That's a bummer.

I noticed that as well, do they put the holiday and event skins on sale again next year?

Night Blade
Feb 25, 2013

MinionOfCthulhu posted:

I missed the Ultimate God Pack sale. Think they'll put it again on sale sometime soon?

Also, just browsing through the gods in-game...some of these have really bad voices. Why the hell is Tyr Scottish? Also it looks like almost every skin I've seen is unavailable. That's a bummer.

Ra probably has the worst voice and dialog in the game... and everyone has access to him... and he's popular.

"That is a...HOT ITEM"

skipThings
May 21, 2007

Tell me more about this
"Wireless fun-adaptor" you were speaking of.
At least Ra has not the same "gruffy man voice" like Guan Yu, Odin, Hercules, Tyr etc.

Juggernaut Hands
Apr 17, 2007
These Hands are Unstoppable.

Night Blade posted:

Ra probably has the worst voice and dialog in the game... and everyone has access to him... and he's popular.

"That is a...HOT ITEM"

Ra does have one of my favorite laughs in the game though.

cyclonic
Dec 15, 2005

Please don't touch Ra. He's one of the few "goofy" characters and those are becoming rarer and rarer (see Herc). People seem to hate the new player card/icon but I think that smile fits his cheesiness perfectly.

The REAL Gtab Fan
Apr 12, 2007

Let it post, let it post, can't wait to shit post anymore~
Let it go, let it go, gonna vote one and move onnnnnn~

MinionOfCthulhu posted:

Why the hell is Tyr Scottish?

It's the same reason Athena is Russian.

I have no idea.


Magnus The Red posted:

I noticed that as well, do they put the holiday and event skins on sale again next year?

Chests, mostly.

syriquez
Apr 7, 2011

Woosh

The REAL Gtab Fan posted:

It's the same reason Athena is Russian.

I have no idea.

Athena's VP is the best in the game, don't hate on it.

Kerrzhe
Nov 5, 2008

Athena is real big on Twitter. Everytime she does VRR she says "Retweet!" :v:

Syrinxx
Mar 28, 2002

Death is whimsical today

Night Blade posted:

Ra probably has the worst voice and dialog in the game...
Clearly you haven't not unlocked Ramerica which is actually the best voice and dialog in the game :911:

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Ben Nerevarine
Apr 14, 2006

Kerrrrrrr posted:

Athena is real big on Twitter. Everytime she does VRR she says "Retweet!" :v:

"Fist me!"

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