UFF AoS

Show us graphics, music and writing that you've done, whether you're putting it in Fraxy or not.
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PureQuestion
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Re: UFF AoS

Post by PureQuestion »

Just meant items. The stores are quite comprehensive.
Leech
Parasite
Alien
Angel
Hell
Demon
Wrath
Signamente -         - Necros -         - Termos        
Omnis

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The Phantom
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Re: UFF AoS

Post by The Phantom »

What models did you select for each hero?
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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Pure - Revenant
Zax - Paladin
Zarro - Blackrock Blademaster
Dicearm - Felguard (Blue)
Fourbox - Goblin Shredder
Ebo - Spell Breaker
Anzu - Warden (Night Elf Campaign)
Meta - Satyr
IE - Avatar of Vengeance
Dabir - Shaman
Flan - Troll Headhunter
Caleb - Admiral Proudmoore
VR - Shade
Fox - Druid of the claw
Aqua - Warlock
Minte - Lich
BH - Starcraft Marine
Spider - Draenei
SS - Rifleman
Spriter - Medivh
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Re: UFF AoS

Post by mmxpert »

How about several types of boots?
Image

[][][][]
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Re: UFF AoS

Post by [][][][] »

Um...
Actually asked for Goblin Tinker Robo-Goblin as my model, but Goblin Shredder's okay if you really can't reach for that.
Also, will there be recipes in the near/far future?
There was once something here,
but it's now gone.

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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

AND NOW!

Today in Spotlight: Firefox - The Fox.Image

Fox is UFFAOS's Kayle, sort of. He's very potent in areas of both damaging and healing.




His Q is Flash Fire. This toggleable skill enchances Fox' attacks to deal extra splash magic damage at a minor mana cost.



His W is Spirit Aid. Heals target unit using Fox' INT and briefly increases their attack and movement speed.



His passive E is Glowing Embers. The passive effect increases Fox' AGI and INT and also grants him extra attack damage when he uses Spirit Aid.


Fox' ultimate is Crimson DawnImage. When used, it heals Fox and partially heals allies. The main effect however heavily enhances Fox' armor and that of nearby allies, making them nigh invulnerable to physical damage for a few seconds.





Tactics:

- Fox is exceptionally good at shutting down enemy physical carries. His heals allow him to outsustain them, while whittling them down with Flashfire. Finally, his ultimate allows him to go in for an easy kill, with Spirit Aid providing means to chase fleeing enemies.

- In fact, a good tactic may be to bait unaware carries into attacking Fox, then using Crimson Dawn to completelly turn the fight around.

- Be aware that stacking attack speed will not only increase the damage output by Flash Fire, but also the mana costs associated with spamming that skill. Try to make sure that you dont run out of mana to cast other spells.

- The armor bonus from Crimson Dawn does not make you spell immune in any way or protect you from on-hit effect of Killfury or Chaos Flow.

- Remember that you can cast Spirit Aid on yourself. In combination with Glowing Embers it can grant you a massive boost of greatly synergizing offensive stats.

- Your AGI and your INT determine the overall role you take in the team as either a carry or a support. Make according item purchases.
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Re: UFF AoS

Post by AlexMdle »

Here he is!

Today in Spotlight: Vortex Reaper - The Dimension Master.

VR is a heavy duty caster, dishing out strong, constant magic damage and adept at controlling areas.



His Q is Anomalous Charge. This is a targetable AoE spell. After a short delay, it explodes in target position, dealing magic damage to anyone caught within.



His W is Vortex. This AoE ability creates a large Vortex at the target position. It improves VR's movement speed and slows down all enemies caught inside, also dealing damage per second, based on how close to the center of the Vortex the enemy is.



His passive E is Distortions. It passively enhances his other spells. Anomalous Charge deals extra damage based on VR's INT, Vortex briefly silences all enemies in it's vicinity upon being cast and Ion Storm stuns all enemies hit for 1 sec.


VR's ultimate is Ion Storm This powerful spell deals major damage to the target enemy, increased by VR's INT and then arcs to up to 15 more enemies, with almost no regard to the range between them, each jump dealing less damage.





Tactics:

- VR's skillset is built entirely around maximum, sustained damage that scales with his level through his passive. Stacking INT will make him a tremendous late-game threat.

- The double benefit of Vortex and it's sheer size can be used to easily keep most melee enemies at a safe bay. Use it when you notice the enemy team attempting to make a dive for you.

- Distortions' bonus to Ion Storm is unchanged regardless of the level of either skill, so be sure to pick at least 1 point before level 6 for the teamfight utility.

- Remember the jumping capability of Ion Storm. If a fleeing enemy team is just barely out of cast range, use the spell on a nerby enemy minion and watch it arc to them.

- Distortions-enhances Vortex does not silence enemies who enter the area after the cast, only upon the cast itself. Try to cover the maximum amount of enemies when possible.

- Alternatively, use Vortex' slow for easier placement of Anomalous Charges. Slowed enemies have less chance to get out of the way before they explode, effectively making Vortex a killzone for your Q.
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Re: UFF AoS

Post by AlexMdle »

What we've all been waiting for.

Today in Spotlight: Eboshidori - The Heavenly King.

Ebo is a heavy-duty tank hero. He can take a ridiculous amount of punishment, as well as protect his team from harm.



His Q is Subdue. Subdue is an AoE spell that deals magical damage to all enemies around Ebo and briefly drops their movement and attack speed to a crawling pace.



His W is Meditate. Meditate is a channeled skill that allows Ebo to recover HP while used.



His E is Immovable One. When used, Ebo takes both reduced physical and magical damage for a few seconds.


Ebo's ultimate is Guardian of the North. This ability shields a target ally. All damage received by the target is transfered to Ebo and reduced.





Tactics:

- Ebo has some of the most ideal skills and stat growths for a tank. Use his monstrously large HP pool in conjunction with his skills and armor items to completelly mitigate the damage taken from enemies.

- The above makes it easy to stay right in the middle of the enemy team, which is the best place to be when using Subdue.

- Watch out for obvious enemy caster cues when activating Immovable One. It reduces magical damage, allowing you to effectively tank enemy mages as well.

- Always cast Guardian of the North on allies who have been caught out of position and are seconds from being jumped on by the entire enemy team.

- All damage transfered from the shielded ally is magical and therefore will bypass armor, but not spell resistance or Immovable One's effect. It might as well kill you if you're overconfident.
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Re: UFF AoS

Post by AlexMdle »

It's time for...

Today in Spotlight: Caleb - The Vagrant.

Caleb is a highly mobile, physical glass cannon. His task is to single out priority or take down even the most well-defended enemies.



His Q is Razor Sharps. This is an AoE ability, allowing Caleb to throw knives on a very limited target circle. Enemis hit suffer magical damage and are stunned.



His passive W is Persistence. Persistence increases all damage done by Caleb, based on much health he is missing. Additionally, upon taking fatal damage Caleb remains alive for a few seconds before dying.



His E is Rush. Rush targets an enemy unit, quickly teleporting Caleb behind it and dealing damage based on his STR and AGI.


Caleb's ultimate is Genocide. Genocide maximizes Caleb's movement and attack speed for a very brief duration, allowing him to land up to ~5 attacks per second.





Tactics:

- Razor sharps have a very high utility value due to their stun. While the target circle is too small to ever realisticly hit any significant number of units, try to land it between 2 enemies to stun them both.

- Caleb is the most dangerous when on low health. Take that into account when you feel like charging him. Additionally, dont forget about the secondary effect of his passive. A Caleb that knows he is about to die will likely ignore everything else and go straight for you.

- Also when fighting Caleb, do not let him catch you off-guard with Genocide. Genocide is among the most easily disrupted ultimates in the game - it's extremely low duration means that most slows or stuns will severely undermine the full effect.

- Alternatively, when playing as Caleb, timing Genocide right is a key to suceess. One of the best times to activate it is when Persistence kicks in. 0% hp Caleb with Genocide on is plain terrifying and can take down any player is seconds if not disrupted.

- Use Rush to catch fleeing enemies or teleport into the middle of enemy team for some hot Genocide action.

- Last tip pertaining to Genocide: If you play as Caleb, get Killfury. If you play against Caleb, get Navarro.
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Re: UFF AoS

Post by AlexMdle »

Double Feature!

Today in Spotlight: Spider - The Summoner.

Spider is mostly a mage, his abilities pertain to summoning and distributing magical damage.



His Q is Infernal Sabbath. Infernal Sabbath is a channeling AoE ability that deals magical damage to all enemies hit. Enemy heroes also suffer further magical damage over time.

His passive W is Chariot. When learned, an untargetable and uncontrollable Chariot will follow Spider and automaticly attack nearby enemies with magic strikes based on Spider's INT. The Chariot mimics Spider's movement, attempting to walk where he walks and to attack whoever he attacks. Leveling the skill grants Chariot additional abilities:

Lv. 2: Can strike up to 3 enemies with red lightning, dealing magical damage.
Lv. 3: Can shower enemies with missiles, dealing damage and stunning them.
Lv. 4: Gains a passive aura that increases health regeneration and movement speed.



His E is Bootleg Ghosts.This skill summons a number of invisible and very fast Bootleg Ghosts, with damage based on Spider's INT. The ghosts last indifinitely, or until they attack somebody. Upon attack they lose invisibility and become immobile.

Summoning new ghosts also instantly dispatches the old ones.


Spider's ultimate is Rex Cavalier. Spider summons Rex Cavalier for an extended period of time. Rex possesses high attack, based on Spider's AGI, slows nearby enemies by 50% and returns when his duration expires, passing all damage dealt as health to Spider.

Rex is also uncontrollable and chooses his targets manually, unless Spider is directly attacking someone, at which point he will concentrate on them.





Tactics:

- Spider has a very deceptive, constant damage thanks to Chariot. Try to prevent prolonged fights against him.

- Infernal Sabbath deals extreme base damage if you manage to get somebody inside for the full duration - Not only will they start taking damage over time the moment the first wave hits them, every wave after will refresh the duration.

- Bootleg Ghosts are a perfect ace in your sleeve. Keep them around to strike when needed, or send them behind enemy line to deny an escape.

- Rex Cavalier will die if you do, do not try to rely on the health return too hard.

- However, Chariot will remain stationary when you die, continuing to attack nearby enemies. Use this to your advantage.
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