UFF AoS

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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Next in line...

Today in Spotlight: Zarro Tsukei - The Chaos Swordsman.

Zarro is, in short, the denier. He specializes in countering about every role and has all the right tools for it, provided they are used right. In general, he edges on aggressive gameplay, with strong, constant dps.





His Q is Whirlwind. Whirlwind is a channeling ability, you cannot attack or use other spells during it, but can still move about. During the Whirlwind Zarro continously damages all enemies around him, dealing extra damage based on his agility. He is also spell immune for the duration of the Whirlwind. This is an excellent ability that can decimate many enemies at the same time.
His W is Lurk. When activated, Zarro will enter stealth for a moderate duration. While stealthed, he moves faster. Attacking will break stealth early, but also deal exra damage. Of note is also, that Zarro will remove most negative effects when entering stealth. This skill allows Zarro both, to chase down gravely wounded enemies, or to flee from a bad situation.
His passive E is Chaos Flow. With Chaos Flow, Zarro's attacks deal additional, magical damage with each strike. Additionally, Whirlwind also deals extra damage and continously silences and slows all affected enemies. This skill should be learned as soon as possible, as it has incredible synergy with almost all of Zarro's skills and enhances his attacks greatly.
Zarro's ultimate is Bullet Hell. When active, Zarro summons a number of beacons that follow him and automaticly attack nearby enemies. While their damage is low, their attacks are rapid and they are great in number. There is no need to upkeep or micromanage them, as they are basically a cloud of death that follows Zarro.



Tactics:

- It's almost imperative for Zarro to stack AGI items. They increase the Whirlwind damage, his attack speed and his attack damage at the same time.

- Zarro is one of the best anti-tank heroes in the game, as Chaos Flow deals magical damage and thus bypasses armor. This makes Zarro an ideal candidate for Killfury, as it stacks with Chaos flow, allowing even faster attacks that deal even more armor-piercing magical damage.

- Be careful when fighting Dicearm. Contamination will always reveal you after a cast of Lurk. The same applies when fighting Dabir, as White lightning can reveal you. Also don't forget, Lurk makes you invisible, not invulnerable. AoE skills will still work on you, invisible or not.

- Always try to go for the squishiest caster enemies you can find. Lurk makes it easy to reach them unnoticed, while Whirlwind denies a proper magical counterattack. Be wary of going behind enemy lines though, as it may leave you surrounded by the entire enemy team.

- Bullet Hell remains active and visible while you're using Lurk. This is a double-edged sword, as the beacon swarm will be an easy way to tell your approximate location, yet Lurk makes it easy to chase an enemy with the entire worth of beacons.

- On the subject of Bullet Hell it is important to remember that the beacons attack randomly. Always try to single out enemies to use Bullet Hell on, as it has a far less devastating effect when the attacks are scattered among multiple units.
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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

And one more...

Today in Spotlight: Pure Question - The God of Weapons.

Easiest way to describe Pure is "tanky melee carry". He is a glass cannon made of steel, with the dual purpose of absorbing and dishing out tons of damage.
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(I think about 2 people will get this)





His Q is Divine Armament. Divine Armament is a dual skill. When learned, it grants passive damage bonus that increases with the skill level. When activated, it increases Pure's attack speed and grants more attack damage with each further strike. Once the attack speed runs out the bonus fizzles and returns to the passive base. This is Pure's main skill of choice when entering a skirmish, as it greatly enhances his damage output.
His W is Bash!. This is a single target spell that stuns an enemy and deals magic damage, severely enhanced by Pure's strength. Regardless of level, this is a highly damaging priority-target spell.
His passive E is Impose. Impose grants Pure a passive armor bonus and causes his attacks to splash in a radius that increases with skill level. This makes Pure a large threat in teamfights.
Pure's ultimate is Omnipresence. Omnipresence allows Pure to teleport over large distances, also gaining a huge speed boost for a few seconds. This allows him to change tides as he can suddenly appear in the middle of the fight, or cut out the escape path of an enemy.



Tactics:

- Take advantage of Impose by stacking attack damage or STR items. Both will highly affect your damage output. Raw damage/attack speed is better if you want to kill faster, while STR/armor is better if you require some survivability.

- Be careful around spellcasters. Your armor is useless against magic damage. Your high HP pool is the only thing that allows you to "tank" them. If it does not prove enough, pick up items that grant magic resistance.

- Clever use of Bash can often be the difference between life and death. Remember that it can be used to break channeling abilities like Anzu's Electric Bondage or Eboshidori's Meditation.

- Impose is useful to spread out damage to break the non-combat effects of Bandages and Mana brew, or Zax' Arcane Pulse.

- Pure is an ideal choice to counter pyhsically oriented heroes like Caleb or SS. Buying Navarro or Acala's Sigil Ring is instrumental in maximizing your survivability.

- Remember, yes, you CAN use Omnipresence to teleport into the fog of war. But you never know what may be waiting there for you.
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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Ok then.

Today in Spotlight: Shadow Spectre - The Tactician.

Shadow is a physically-oriented, but magically adept hero that specializes in maximizing the damage output of his team. He clear out minions and secures kills for his team.




His Q is Buckshot. Buckshot is a line-skillshot that hits a number of targets, dealing magical damage to them. Its damage is moderate, but the skill itself is highly spammable. Its excellent to soften up heavily protected targets, or to clear out waves of weak enemies.
His W is Ensnare. The spell throws a net over the target enemy, rooting it in place for a short duration. Unlike most abilities, this skill ignores magic immunity.
His passive E is Standard of Victory. Shadow tosses a standard at the target position, dealing magical INT-amplified damage upon impact and leaving behind a standard that grants all nearby allies a flat attack damage bonus.
Shadow's ultimate is Artillery Strike. It calls down a number of delayed artillery shells in the marked target area. The shells deal major physical damage and leave behind a fiery inferno that burns all enemies that stand within.



Tactics:

- There are 2 ways to play SS. Either a a physical carry or a mage. In the case of latter, INT will will allow you to toss stronger standars and spam Q.

- Try to toss the standard as far in the enemy lines as you can. That way you can retain the bonus damage as you chase them.

- The standard is also very effective if you notice an enemy tanking large amounts of minions. Already the first level grants spider minions 20 extra attack damage, increasing their damage output by 200%.

- Remember that Buckshot only deals full damage to the first unit it hits, try to catch enemy heroes out of cover.

- Artillery Strike deals incredible damage to enemies that refuse to move out of the residual flames. Work with your teammates to keep the enemy immobile while you call down the strike. Alternatively, ensnare crucial targets in the strike area yourself.

- Artillery Strike is among the most useful skills to take down Siege Golems, as they usually stay inside the flames for the full duration of the skill.

- The Black Trident is an excellent item choice for Shadow, as the lifesteal aura synergies greatly with the Standard's flat attack damage bonus.
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mmxpert
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Re: UFF AoS

Post by mmxpert »

Too late for me to make a character?
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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Lets continue.

Today in Spotlight: Minte - The Master of Phresh.

Minte is a pure spellcaster, specializing in dealing the maximum of damage to single targets.




His Q is Spirits of the Phresh. This is a single-target skill that sends a vengeful spirit after the target enemy. The ghost lasts for only few seconds and explodes regardless of whether it reaches the target or not. The lower the health of the target enemy, the faster the ghost becomes.
His W is Mintify. Mintify deals heavy, mostly INT-based damage to the target enemy. It's an incredibly potent nuke, albeit with a hefty cooldown.
His E is Phreshsplosion. This skill deals major INT-based damage to an enemy and a set amount of damage to all units around, slowing everyone affected.
Mint's ultimate is Rephresh. This skill restores a large amount of mana to Mint and all nearby allies and also instantly brings all of his skills off cooldown.



Tactics:

- Mint is a heavy, single-target spellcaster. The only ways to realiably reduce the impact of his skills is to stack HP and magic resistant items.

- The big downside of Mint's offensive capabilities is his very low amount of health. This not only makes him susceptible to enemy carries, but also to enemy spellcasters in general.

- Spirits of the Phresh is spammable and rather low-cost. Use it to soften up targets before using your main damage skills. Since it's also AoE, use it to clear out minion waves.

- Mintify starts out rather weak, but become monstrously potent as it is leveled. Try to shut Mint down before it comes to that.

- It goes without saying that Rephresh should be saved for a W/E/R/W/E combo, provided you have enough time for that. Still, consider using it just to restore mana to allies outside of combat situation.

- Due to Mint's squishiness and vulnerability to other casters, he is an ideal recipient for Feycore, as it will prevent at least a pair of deaths and genereally improve his survivability while adding to his INT.
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AlexMdle
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Re: UFF AoS

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mmxpert wrote:Too late for me to make a character?
You do not make characters. I basically do that myself, consulting players for build approval.
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Garoslaw
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Re: UFF AoS

Post by Garoslaw »

Wait.
You're doing one for every active user in here?
:yap:

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AlexMdle
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Re: UFF AoS

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Pretty much.
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mmxpert
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Re: UFF AoS

Post by mmxpert »

I would like mine to be based by Turrican.

Because I had an awesome idea based on Turrican for my character.
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Re: UFF AoS

Post by MrLRG »

Whatever happens, just make me not exist (or be really, really sucky, since as all I ever do now is lurk.)
Give a man a match and he'll be warm for a minute, set a man on fire and he'll be warm for the rest of his life.
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