Passive: Touch of Fate - Upon reaching 150 Magical Power from Items, Olorun gains 15% Critical Hit Chance and a further 1% per 10 Magical Power from Items. Olorun’s Critical hits only deal 50% increased damage. Additionally Olorun gains 5% extra scaling on his basic attacks.
Cap: 70% crit chance
Skill #1: Focused Light - Olorun charges an orb of pure energy for up to 2s before firing it in front of him. The longer he charges the farther the projectile goes, passing through and damaging Enemy minions but stopping on colliding with Enemy gods. This ability can Critically Hit and can provide stacks of Overflowing Divinity.
Damage: 100/140/180/220/260 (+55% of your magical power) Cost: 50/60/70/80/90 Cooldown: 12s
First priority ability for safe wave clear, and the crit function is helpful. The line attack moves at a somewhat medium speed, so can be harder to hit at distance, but the distance seems pretty far. Likely double a normal basic attack (so 110 units).
Skill #2: Overflowing Divinity - Olorun gains amplified Attack Speed. Every successful attack on an Enemy during the buff provides his inner Sun with energy, to a cap of 20 stacks. During the buff or for 4s after, Olorun can refire this ability to conjure the Sun to damage Enemies in an area. The Sun emits projectiles faster and more randomly with higher ammo. Hitting the same Enemy deals 10% less damage each time, to a minimum of 80% reduction.
Damage: 30/40/50/60/70 (+10% of your magical power) Attack Speed Increase: 40% Duration: 4/4.5/5/5.5/6s Cost: 60/65/70/75/80 Cooldown: 14
Optional level 1 skill to build up the sun for distance poke and if you fear they'll block the wave.
You don't have to actually use that Sun ranged AOE ability...you can continue storing it up. That's a nice feature. It's also got good range...casting at 70 units maybe?
Skill #3: Consecration - Olorun expends the light within himself knocking back and damaging nearby Enemies as well as slowing them for 2s. Allies bathed in the light gain a heal over time that ticks every second for 5s. For every ally healed, Olorun gains Physical and Magical protections.
Damage: 60/80/100/120/140 (+20% of your magical power) Heal per Tick: 10/15/20/25/30 (+5% of your magical power) Protections: 8/10/12/14/16 per ally god healed Slow: 20% Cost: 60/65/70/75/80 Cooldown: 14
The knockback AOE is centered on Olorun, and has larger range than Aphrodite with a larger knockback that takes half a second to complete (rather than the almost instantaneous knockback from Back Off!. This is a fair tradeoff for not having an MS ability, but he'll want to stick close to teammates during teamfights to get that protection boost.
Ultimate: Sanctified Field - Olorun brings forth Olodumare and Olofi who travel outwards, creating a large area of divine energy that distorts the flow of time within. All Enemies caught in the area are negatively affected by the time dilation, attacking, casting and even animating more slowly. Olorun himself benefits from the Sanctified Field in a similar way. The strength of the divine field also impacts the effect of buffs, debuffs, projectiles and deployables.
His 1 when shot inside the ult field throws the projectile a huge range...almost like Thoth's ult...but doesn't pierce walls. The AOE is a rectangle that is pretty damn big, and the duration is pretty long.
The interesting thing HR said is that enemies using Aegis Amulet (or other relics and effects) will actually last longer when activated in this field, due to the time slow. On the flipside, if Olorun activates Beads or Aegis inside, it's going to have a SHORTER duration...which is very interesting and a nice counterbalance. Still, this ult is likely going to be pretty OP. They may have to decrease the duration by a second, or the debuff a bit less.
Let's consider a few things about this guy. First, some general basic attack info. Physical basic attack scaling is 100%, but tower damage is 85%. Magical basic attack scaling is 20%, but tower damage is 120%.
I'm going to assume this means that Olorun's scaling is 25%, but I'm not sure if tower damage scaling is affected as well.
First, we need to find out what his base and level increase is for his AS. For comparison, Freya is 0.95 base + 1.95% per level. His per level increase might be a bit lower, say 1.7% (similar to AMC), since he has an AS steroid and she doesn't. I'm going to base things on that concept.
At level 20, his AS will be 1.29.
With the 3 rings contributing AS, his base AS will be 2.00. With the steroid active, it's 2.38. That is about as optimal as it gets. Doesn't quite hit the AS cap of 2.5. Could hit it, though, with a Fafnir buff or a Shogun's Kusari. But that's not a big deal.
However, have to also think about the buff he gets inside his ult. That's much more situational due to the CD, but then, I'm going to venture a guess that we might see only 2 rings being built, with some consideration to getting some CDR, protections, etc. Mantle of Discord could be a very solid item for him. I think it's probably unlikely that he'll spec into Chronos' Pendant, though. Maybe Spear of Desolation if they want to go offensive instead of Mantle.
Late game poly then, when crits are higher? Cuz I feel Bancroft's is gonna be core, and double-lifesteal is only really appealing to me with Bancroft's + Typhon's.
Late game poly then, when crits are higher? Cuz I feel Bancroft's is gonna be core, and double-lifesteal is only really appealing to me with Bancroft's + Typhon's.
It's going to take me a bit of tinkering in jungle practice to decide how I will be building him.
Regarding building, DM has stated that, while his Carry is good, he's definitely more focused on being a mage then a carry. In the gameplay he posted on youtube he's playing him Carry, and went Demonic Grip Bancroft's Talon, Telkhines Ring, Rod of Tahuti Shaman's Ring and I think he was going for Soul Gem last item (game finished before he could finish his 6th).
EDIT: Yeah Polynomicon could be a great shoes replacer.
EDIT2: I'm mostly going with item's that help DoT damage because his 2's fully stacked ammo thing is actually insane and just deletes people. Like I'd rather get his 2 at level 1 than his 1 cuz it's just stupid.
EDIT3: Also @Bran, his Level 1 AS is 1.07, Level 2 is 1.08, Level 3 is 1.1, Level 4 is 1.11 and his Level 5 is 1.13. Giving you the numbers so you can work your math
So I can agree in part, or at least understand where DM is coming from (I also watched that vid, and Duke's, and Rexsi's). That said, I think he'll be able to function in both Carry and Mid. Sort of a hybrid hunter-type, like Neith, Medusa, Chiron, etc.
Now stop me if I'm wrong, but I'm pretty sure the HR people said he was absolutely intended to be a magical hunter. If he ends up functioning better as a Mid than a Carry, then I'd expect adjustments to his kit to direct him toward being more of a Carry.
Now, the reason I don't agree with your build path is that he's not reliant on his 2 for the overall damage against enemy gods. He's got the great poke in his 1, but hard to hit at distance, as we saw Rexsi miss it multiple times and it seems the hitbox width is less than you'd expect. His 3 is only hit at close range, and he has no escape. This means he needs to be able to blow people up at somewhat closer range, which also goes back to his basics and the ability to crit.
So right now, I don't think Chronos' Pendant should be built as you're stating. I can see Shaman's Ring, but I'm quite confident he'll want at least 2 attack speed items. He might not need all 3...perhaps he can drop Telkhines Ring for a different item that has more hybrid function...but solid MS and AS are things it seems he'll need to be able to both avoid damage and output well.
Obviously first time playing, but Rexsi wasn't using the combo I'd expect. For the most part, they were showing that the 2 is hard to hit. People can just walk right out of the small AOE. This also means that unless you have good CC from other teammates that are very reliable, Spear of the Magus is a head scratcher. Instead, here's how his abilities should probably be used:
Quickly charging his 2/Sun stacks: Need minion wave. Activate 2, activate 1 on wave, then follow up with further basics.
Basic poke: Just the 1.
Boxing: Engage close to get off the 3 knockup + slow. You can activate the 2 before the 3 or immediately after, to follow up the 3 with a pre-charged 2...the slow and knockup will help you target them and hit them more times. Ult can also obviously be used as setup here.
Strongest use of the 2: Inside his ult. From hard CC from teammates. For quick clear on buff camps/GF/FG/Titan. NOT for random distance poke.
So let's see...perhaps a different build direction than my original. Still feel he needs early Shoes to help his mobility, and Bancroft's and Demonic are what I'd consider core.
Alright, so I've only had one Olorun match, and I used him as ADC. After that, I had this strong impression that he might be better as a Mid. Why? Lack of escape means it helps if he's close to his tower early. Also, although he takes reasonable advantage of his ult, it's much more effective in a teamfight, and a mid is likely to be mixing it up along with their teammates earlier than an ADC.
Not saying he can't work as an ADC, but I think a basic attacking mid that can take down towers quickly and provide good overall objective damage might be a better calling.
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