Fail-Not (T3, Hunters only): Cost 2,800 gold, 20% CDR, 50 physical power, 25% critical strike chance, passive (After you finish casting your Ultimate Ability, your next ability cast within 5 seconds that damages an enemy god marks them, increasing the chance they will be Critically Struck by 15% for 10 seconds. Can only trigger once every 45 seconds). This is a weird combination of stats, but seems like it'll work very well for hybrid/ability-based hunters. Late-game, combine this with Deathbringer and you've got 50-65% crit chance, high power, and CDR for more ability use. I see this being built on gods with good teamfight ults (where they're likely to use it in a teamfight), such as Hou Yi, maybe Medusa, maybe Hachiman, Cernunnos, Anhur, Artemis, etc. I don't know how this is going to interact with Ullr's lack of an actual ult.
Arondight (T3, Warrior/Assassin only): Cost 2,600 gold, 10% CDR, 55 physical power, passive (after casting your Ultimate Ability, reveal all enemies within 120 units of you. While moving towards revealed targets, you gain 30% increased Movement Speed. When a revealed enemy takes damage from you for the first time, they take an additional 40 + 30% of your Physical Power. Enemies are revealed for 8s. Can trigger once every 45 seconds). Interesting item for junglers. Can help jump back-line enemies. 30% increased MS when moving toward the target is like Thana's 2. Based on the general stats, 10% CDR and 55 power is a bit underwhelming perhaps, and the bonus damage is likely to be only 100 or so damage in the end, it seems.
Staff of Myrddin (T3, Mage/Guardian only): Cost 2,800 gold, 10% CDR, 100 magical power, passive (after casting your Ultimate Ability, your next ability non-ultimate ability cast within the next 10s will have no cooldown, but will only hit for 70% of its normal damage and heal for 70% of its normal healing. Can trigger once every 45 seconds). This has the potential to be OP late-game, both for mages (think 2x He Bo abilities, 2 consecutive CC abilities from guardians, etc.). This has a lot of potential for variety, but honestly, I don't like it at all. Think it'll be very abusable. Just imagine how frustrated you'll be by the gods with high nuke potential already.
Pridwen (T3, all gods): Cost 2,400 gold, 20% CDR, 45 physical & magical protections, passive (after casting your Ultimate Ability, you gain a large shield equal to your Protections for 5s. When this shield breaks, either by timing out or being depleted, it explodes and deals Magical damage equal to 50% of the Shield’s Health and Slowing targets for 25% for 3s. Can only trigger once every 45 seconds). Seems like a very strong tank item. Reasonable protections and a lot of CDR, with that shield, and while not being overwhelming on the shield explosion, the slow for 3s is also very powerful. Not sure about this item either. Bleh, I think I could have done without the entire tree.
Contagion (T3, Not in the Arthurian tree, builds from Silver Breastplate, all gods): Cost 2,050 gold, 60 physical protection, 100 health, 250 mana, +15 MP5, passive AURA (enemy gods within 55 units have their healing reduced by 25%. This does not stack with Pestilence). Interesting, a physical counter to healing, used specifically in the Solo lane (assuming) to counter a Hercules, Guan Yu, etc. That cost seems super low for the amount of protections it provides.
Item Changes:
Item Changes
Demonic Grip (nerf): Cost increased from 2,150 to 2,300 gold. Necessary nerf. Way too cheap for how powerful it is.
Hastened Ring (nerf / shift): Cost increased from 2,300 to 2,700 gold, and magical power increased from 50 to 70. That's a huge jump in cost. Turns the ring from a solid mid-game item to an item you get in mid-game if you're ahead, or consider late. Probably necessary, but that 20 power boost isn't much.
Doom Orb (shift): reduced magical power per stack from 6 to 4, and increased base power from 135 to 145. Basically gave it more power up front, making it more functional without the stacks. This is mostly inconsequential.
Spear of Desolation (buff): Passive CDR changed from 1s to 2s. Gives it a bit more appeal, but not sure how much. It hasn't been a preferred item of mine for a while. Sort of an item I get if other items just don't slot in well at the time and I want some CDR.
Ethereal Staff (buff): Decreased cost from 2,600 to 2,500 gold, and increased max health stolen from 5% to 6%. Solid niche item got better. Maybe a bit less niche, but still not a core item.
Jade Emperor's Crown (buff): Decreased cost from 2,150 to 2,100, and increased health from 100 to 150. Still don't like this item that much, and these are minor adjustments.
Hastened Katana (nerf): Increased cost from 2,300 to 2,500 gold. This is a good adjustment.
Talaria Boots (nerf): Decreased physical power from 20 to 15. This item gets too much use. This is a good adjustment.
Ninja Tabi (buff): Increased attack speed from 20% to 25%. Really not sure why this was needed. I'm worried about hunters becoming too powerful.
Qin's Sais (buff): Increased attack speed from 15% to 20%. Qin's builds already have plenty of AS. Not sure why this was needed either, especially when it's so popular.
Wind Demon (buff): Decreased cost from 2,600 to 2,500 gold. This is nice, but I've never preferred WD.
Ichaival (buff): Decreased cost from 2,600 to 2,450 gold. I've always felt since the change that this is an underrated item. And now the price drops back down again. Yikes.
Runic Shield (buff): Increased health from 150 to 200. Always been a meh item for me. This doesn't change it.
Gauntlet of Thebes (buff): Decreased cost from 2,400 to 2,350 gold, and increased base health from 275 to 300. Totally don't know why this buff was needed. It's been a solid pickup since it got its last health boost.
Bulwark of Hope (buff): Decreased cost from 2,400 to 2,300 gold, and increased health from 200 to 250. Okay.
Talisman of Energy (buff): Passive duration increased from 8s to 10s. I don't pick this item up. This is a solid buff though.
Relic Dagger (buff): Increased relic CDR from 30s to 40s. Interesting and good buff, helps keep it more in line with ult CDs when they've built 20% or more CDR. Indirect buff to Odin.
God Changes:
God Changes
Ah Muzen Cab (nerfs): Decreased Bees! base damage from 9 to 5. Swarm decreased base damage from 60-280 to 60-260, and power scaling from 80% to 70%. This guy is so annoying with The Crusher, this is a nice adjustment for those pesky bees IMO.
Anhur (buffs): Shifting Sands increased damage buff from 4-20% to 8-20%, and range from 65 to 70. Impale reduced prefire time to match animation. Desert Fury added targeter FX. Nice early game buff to Anhur, with good QoL adjustments.
Apollo (buffs): Audacity stacks increased from 1 to 2 for damaging abilities that hit enemy gods. The Moves increased duration of buff/debuff from 2 to 3 seconds. Nice adjustments.
Ares (buff): Searing Flesh now deals magical damage equal to 5% max health per tick to non-boss minions at all ranks. This is very helpful for earl-game wave/camp clear.
Chaac (buffs): Torrent CD decreased from 15 to 13 seconds. Storm Call now knocks enemies up instead of back. Nice QoL adjustments.
Erlang Shen (nerf): Spot Weakness decreased base damage from 25-85 to 15-75. Not enough of a nerf, probably.
Fafnir (buff / nerf): Coerce decreased AS buff from 15-35% to 10-30%, and decreased bonus damage from 5-25% to 4-20%. Cursed Strength increased width from 6 to 7. [Okay. Tones down his strengths at high level play, while making his stun easier to hit for non-pros.
Freya (nerf): Aurora Blade decreased ranged base damage from 16-60 to 1-40, and increased scaling from 10% to 15%. This definitely hurts her early game boxing potential, while making up for it in the late-game, which is exactly what they intended. In addition to the Demonic and Hastened nerfs, this definitely drops her from being S-Tier, IMO.
Eset (buff / shift): Funeral Rites increased range from 30 to 40 units. Spirit Ball can now be detonated at any point after firing, including while under CC or dead...and also has no post-fire delay. Dispel Magic no longer provides magical protections, instead provides a health shield of 90/130/170/210/250 + 40% increased potency (caps at +80% potency w/ 3 gods hit) per additional target hit, with a range of 40 units from Isis. Circle of Protection increased base healing from 80-160 to 110-190, and increased mitigations obtained from 15-20% to 25% at all ranks. Isis for Support, anyone? This is a very interesting adjustment to her kit. I honestly like it a lot, but I worry these buffs are too strong. We'll see.
Merlin (nerfs): Eclipse decreased scaling of initial hit from 60% to 55%, and tick damage scaling from 10% to 8%. Blizzard increased time to deploy from 0.5 to 0.7 seconds. Elemental Mastery increased CD from 28-20 to 32-20. These are some hard-hitting nerfs overall. The stance shift CD seems almost too long now, though.
Nemesis (buff): Retribution damage reflect changed from 30-50% to 50% at all ranks. Healing increased from 80%-100% to 100% at all ranks. Don't think she needed this buff, but okay.
Ne Zha (nerf): Universe Ring Toss increased damage reduction of subsequent hits on the same target from 25% to 35%, decreased slow per hit from 25% to 12.5%, but can stack twice. This is a smart change overall. Are they hitting him with too many nerfs? Think this is okay.
Nike (shift/rework): Rend now always hits 3 times (unless interrupted). To Victory bonus power decreased from 4-8% to 1-3%, and bonus MS decreased from 2-6% to 1-2%. Valiant Leap now always travels at the faster speed. Sentinel of Zeus no longer goes on CD if she kills during warmup time, and she gains the shield immediately. Shield health amount increased from 20-40% of max health to 30-50% of max health.
Plan of Action changed to (Barrier something), now channels a protective barrier in front of her that blocks ranged basic attacks. Enemies who get near the barrier are damaged and knocked back. Channels for 6 seconds, moves 50% slower while channeling. At the end of the ability (or if you cancel), deals 65/120/175/230/285 +50% scaling. Pulse damage (knockback at close range) deals 10/15/20/25/30 +5% scaling per hit. CD 15 seconds, mana cost 60/65/70/75/80.
Holy cannoli. She's gonna be pretty fun to play, I think. Interesting changes, another possibility for Support role? Her solo is now significantly stronger, especially level 1 with the 3 Rend hits.
Odin (buff): Raven Shout CD decreased from 15s to 15-11s. This falls in line with his Lunge, which is important for his combo ability. Still, with all the AS, I think his ult needs to gain a bit of that AS slow function back to be a viable pick again...and maybe a damage increase to his 3.
Olorun (shift): Overflowing Divinity base damage per shot increased from 30-70 to 35-95, scaling increased per shot from 10% to 15%. Hitting the same enemy with each shot now deals 20% less damage per shot, and minimum damage changed from 20% to 10%. Also, projectiles start randomizing hit location starting with the 2nd projectile instead of the 5th. It's nice when a new god comes out fairly balanced. This shift gives more emphasis to the earlier hits, while decreasing the more hits they take. This is helpful for him IMO.
Rama (shift): Astral Barrage increased successive shot damage from 50-100% to 70-100%, reduced base damage from 200-600 + 60% scaling to 180-540 + 55%. Smooths his damage potential so the first 2 shots deal more, while the last deals a bit less.
Skadi (buffs): Kaldr, The Winter Wolf gives Skadi 10% increased physical power when Kaldr has 0 HP. HP regen time decreased from 7s to 5s.
Winter's Grasp rework: A snowstorm surrounds Skadi as she chooses a location for Kaldr to attack. If Kaldr is too far he will leap there. Upon reaching the location a snowstorm also surrounds Kaldr. The initial hit of either snowstorm Roots enemies in the area and Kaldr is restored to full health. The storms persist for 4s while dealing damage to enemies every 0.5s. Massive buff. Brings her back into relevance. Wowzers.
Thor (buffs): Mjolnir's Attunement fixed an issue where max range hits would only connect on the initial hit but not the return.
Berserker Barrage rework: now hits enemies in front of him up to 3 times and behind him up to 2 times, with the final swing dealing extra damage...he is immune to knockups for the duration. CD reduced from 11s to 8s. Mana cost reduced from 65-85 to 55-75. Damage per hit changed from 20-100 +45% scaling to 30-110 + 40% scaling, with final damage swing (in front) dealing 45-125 + 60% scaling.
Anvil of Dawn "new component": After Thor lands from his ultimate, his hammer Mjolnir is infused with lightning for 6 seconds. During this buff state, each of his basic attacks and abilities chain lightning to nearby Enemy gods, damaging them with each hit. Initial target : 20/30/40/50/60 +15% of your Physical Power per chain lightning. Chain target : 10/15/20/25/30 +7.5% of your Physical Power per chain lightning. This is a very solid buff. Seems like too much.
Thoth (shift): Hieroglyphic Assault "ability tweak": Every time an enemy god is hit by this ability, the ability’s cooldown is reduced (upon finishing) by 1s. This can only proc once per ability fire (cannot proc from multiple gods hit in the same projectile). Reduced Damage Per Shot from 45/65/85/105/125 (+25% of your magical power) to 40/60/80/100/120 (+20% of your magical power). Hitting an enemy with this ability increases the damage they take from each subsequent shot by 20%. Seems like a solid adjustment.
Ravana (buff): 10 Hand Shadow Fist decreased CD from 18s to 16s. They screwed up alphabetical order. Anyway, good buff, but he seems pretty strong right now anyway. Not sure it was needed, but 18s was a bit too long, so probably good.
Zeus (nerf): Detonate Charge now has a delay time of 0.3s before the enemy is hit with damage. This allows a bit of counter-play if you're near death and you have Aegis Amulet, so this is technically a nerf, though in most cases it won't change.
Whew...so yeah...don't like the Arthurian items, some interesting god changes, not sure I like all the item changes, but some are good. Mixed bag.
Relic dagger buff is also a nerf to Odin becomes it means phantom has lower cooldown
No way, I don't buy that.
Odin has a unique ability to, if they're worried enough, FORCE people to spec into Phantom Veil (and if they don't, more power to Odin and his ult if he times it properly). If the enemy Support gets it, they're not getting one of Heavenly Wings, Belt of Frenzy, Magic Shell, etc. If the squishy is scared enough, they will only have one of Purification Beads or Aegis Amulet.
If the enemy specs into Relic Dagger themselves to get more uses of Phantom Veil, this is also possibly a minor win, as it takes up a slot that they could use to get a more offensive, defensive, or utility item to suit their needs. Basically, they're getting this just to counter one ult from one god. How is that a nerf?
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