No, you need the tracking device skill to have a tracking device. Once you have the skill, both regular bolts and snipe bolts will implant it. Random Fact: Universal gadgets can be used to fix towers. This was just pointed out to me...
grimunk
I use the tracking device primarily to finish off DGs. If they have to retreat from combat, I can hit them at least once, and often twice, before they make it to a crystal. Sometimes minions heal them, but often they are oom and without minions, or their minions are too far away. So if I'm on one side of, say, cataract (which seems to be the only map in the game :[ ), while helping in my lane I'll watch to see if my ally on the other side of the map is engaging. If so, I'll snipe his
Tracking device is a pretty useful ability. You'll usually get a couple more kills if you have it, and it will force more trips back to the citadel on lower-health demis as they know they'll get whittled down if they stay out. LE is about the only demi that can get rid of the tracking device easily. I have a build around here somewhere that allows for a lot of lane and long range damage, but forgoes scope. I honestly have never needed scope. Soloing towers is ok, but the ability to push to re
I haven't really had any connectivity issues. However, I do configure my router to allow demigod ports, and I find that was the only thing causing me problems before.
[quote who="HorseStrangler" reply="20" id="2476019"]Whenever you lose a flag it starts porducing hostile reinforcements, which you turn into nightwalkers and from which you gain exp, while your opponent gains zero exp.[/quote] Fair enough. So I guess just letting erebus hold that portal flag is what you'd have to do, and take advantage that he's too busy to help his teammates control the rest of the map.
A flag can be capped from under your feet when you're in mist - or at least, I'm pretty sure it can. You won't necessarily hold a flag without unmisting to cap it again.
I'm aggressive for a reg player, so I have a build that tries to maximise reg's lane-pushing DPS. I tend to use snipes for a bit of harrassment, but mostly for long range kills. This is a team player regulus. You do not solo with him, you assist teammates. You can deal a lot of damage. You can repel potential ganks using mine traps, but don't focus on doing that. Laying mine traps for allies to use as well as spamming mines into group battles is your key to success. Mines are your mainstay.</
[quote who="nzac" reply="8" id="2472383"] This is not a reg thread is a reg build thread. And peter's erebus won you that game you were 2-4, and in that event they played more poorly than you played well.[/quote] I'm aware of the thread is about. I didn't say anything about reg, but contrasting the choice of scope vs mines: IMO, mines is stronger than scope. Perhaps you're thinking about my post here in the context of my posts elsewhere. I'm certainly not intending to push things
As the OP said, wrath is a scalpel. If you want to push a lane, you do it by making sure you can out-dps whoever is pushing against you. If there is a general there, and there will be if it's anything like a high level game, he'll have healing minions. Those minions need to die before you can think of pushing him away. Wrath, I think, sends the lesser healing minions flying. Later ones, like bishops, seem to be much more planted. They should be, considering their cost. <a href
As always, I say forget scope 1. Save the point and get mines 2 and snipe 2 at the same time. If not, get mines 2 before snipe 2. You need the ability to push, and mines 2 gives you that ability like magic. It's a sight be behold: At first your just harassing with mines. All of a sudden, your mines really hurt, and you push. They also kill off the lesser healing minions by sending them flying, making you force mana use on generals.
I suggest using snipe to assist your teammates. Don't snipe for no reason, but if your team has engaged an enemy DG, that is reason enough. Even if a priest is there, it'll heal for your snipe and therefore not heal for some other damage your team is applying. I used to do AF builds. I was winning about 50% of the time. AF builds require the mageslayer, crit gloves, and nature's reckoning, and narmoth's if you want to stay alive. With those items it is effective, but you can rarely af
Not always. The game I posted was against an experienced team consisting of an oak, erebus, and ub.
It problem is common in higher level games too. It's rare to get to lvl 14, because you'll have ripped down all the towers on the map and purchased giants by then. The game still last 30 minutes, but you just can't level up against higher level players. Making the tower tougher doesn't really help much either, it makes the game last about 10 minutes longer, and you'll maybe get to lvl 13-15.
Here is a replay showing what I'm referring to: AoE and snipe can be used well into the game to help teammates win battles and get kills - lots of kills. I wasn't playing as well as I usually do, but it was still good enough to pull out a win. The game is with teams of experienced players. They knew the game well. Not any DG a
We probably got sidetracked with the whole competitive play argument. This thread is not about playing a competitive game, it's about how to play regulus well. I have some additional experience to share on this end. I've mentioned this before, but regulus's mines are underrated. 1350 possible damage get applied to everything in their blast radius. In group vs group combat, they end up doing far more than their 1350 per pack damage. The slowing effect also gets all enemies. Mark only s
Anything AoE clears out minion builds. TB fire circle and a fire nova do it easily, and for not too much mana. Frost nova and circle of fire work great too. TB is tricky to play I think, but he's pretty survivable with BoF and does very decent damage with spells. He can cast for a good, long time if he has both mana crowns (~7.7k).
[quote who="Epiphenomenon" reply="10" id="2468764"] The problem is that Bishops can heal for 1000 damage every 5-10 seconds. This will work against an Assassin team, but few people do that.[/quote] This is true, and has been giving me a bit of a headache in terms of long range harassment. But I should point out that 1000 damage is still 1000 damage. If the bishops heal your snipe, then that's 1000 damage they that WON'T heal from another source. In short, s
[quote who="LORD-ORION" reply="4" id="2466404"]My personal opinion 1) Reg is the worst character when you face life stacks, playing him should be a personal commitment to knowing this.[/quote] DPS builds are pretty good vs life stacks. The lack of armor vs a 500+ damage per shot lvl 10 reg is very, very bad. I used dps reg to great effectiveness the last time everyone was health stacking. [quote]2) More then 1 point in snipe is worthless. Use it to kill/assist fleei
Snipe triggers maim. The AoE from fury also maims all enemies damaged by it.
[quote who="LORD-ORION" reply="13" id="2464980"] What? The universal solution to stepping on mines (instead of them being thrown on you) costs 50 gold and is available to everyone. [/quote] It's quite funny because this is very true. And what is irritating is that you actually don't see much totem use. I think it can be amazingly useful, even if just for intel if there's no reg on the playing field. You can see where retreat paths are and collapse on t
What is your first language? It's not english I don't think. Half the time I'm not sure what you're posting. What I am reading doesn't address my questions. Have I been able to handle 10 buffed spirits? I have no idea if they were buffed or not, but I have used wings to clear them. If they attack me they bunch up, and the arrow AoE hits them all at the same time. Nature's Reckoning can be useful, but you have to rely on it's proc rate.
[quote]You assume that the attacking demigod only has monks as minions[/quote] I haven't been assuming anything of the sort. I was pointing out his capacity for in-combat burst damage. He can either burst mines on you, or on your minions. Minions don't take many mines before they die. You end up spending mana to respawn them, which leaves your assassin abilities weakened, if you can use them at all. You want to attack a reg, you will have to tank mines somehow. If he's any goo
Swap is brutal. Simply, awe-inspiringly brutal. It turns a 2v2 or 3v3 into a 2v1 or 3v1. DA + any burst damage DG like reg or TB can kill things so fast it's surprising. Add in a DG that stuns and I have yet to see anyone counter this. First of all, you're pulled into a 2v1, so even if you're a tanked UB you're going to die. Second, you lose a ton of health from the start. You *might* do some significant damage to the DA before you die. Landing on 6 mines + another 3 drops you 4000 un
[quote who="nzac" reply="3" id="2462885"]Yes, double mines are nice (just dont run though where they could be without sending minions or creeps though first, this is greatest barrier to buffing reg) and yes the enermy demigod has to retreat up to 1000 hp earlyer but vs any decent player this is just annoying, not good. And when you only have single mine thoughs that can be doged by all the good demigods you are left with little dps, some rather nice snares (these are good but do not make him
If I do an AA reg build, which is a build I do reasonably well, I always get maim early on. I play a support role, and do over 200 damage per shot at lvl 3. It's extremely effective when the other guys are stacking health, and not armor, in order to survive ability damage. When I don't do an AA reg, I do mines/snipe/mark. It's an easier build to do, but lets the enemy stack health. It does do great DPS when you're up against DGs that are continuously using abilities. As a plus, by lev