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Firstly, first build I've ever made, sorry if any formatting is off. But my god, I want to shed light one Eset and why this build is absolutely filthy. This build is focused around midland conquest but there no reason it wouldn't work for any other game mode either. The main focus of this build is penetration and cool down, because throwing Eset's enormous death balls that hard cc enemies every 5 seconds will make you a favorite teammate in no time.
Conduit gem: I believe conduit gem is the best starter for Eset because it the added burst on top of the copious amounts from the other items is unreal. I really don't have to explain this one to you.
Spear of Desolation: Spear of desolation has always been my go to starter for Eset because its a healthy power spike on top of much needed CDR. In addition, it starts to add to our overall penetration.
Rod of Tahuti: Rod of Tahiti is my second item for this build because its an incredible item. The power spike, particularly with the burst of Eset's 2, is unfair early (and late, but especially early). You can easily kill a half health mage with the second ability and first ability alone, and with the stun from the 2 it is so so easy. Still, my favorite use of this items passive is with Eset's ult. A 25% power spike on the explosively stupid team fight cheat code of an ability is seriously crazy. In addition, it adds more penetration for the insane burst at full build, on top of a complementary MP5 buff. I sometimes prefer to run Rod of Tahuti as my first item, but it really depends on my opponent, so that's up to you.
Soul Gem: This ability was quite literally made for Eset, and let me explain why. "On successful hits of an ability you gain one stack. At 4 stacks, your next ability to damage a god does 25% increased damage." Eset's first ability is a line ability with four second projectiles, meaning you can fully stack this item with a single ability somewhat consistently. You will literally be hurly abilities that will be doing an additional 25% from soul gem (it also heals you and nearby allies for 30% of your magical power when the buffed ability hits and the stacks are consumed), if not soul gem possibly rod of tahuti will give you a 25% power spike, and you best believe its a sight to behold when you have a 50% power spike. In addition, soul gem is giving a 12% increase to life steal, which is a great buff for the healing factor of Eset's ult. We can't forget the increased cool down reduction, and increased health either.
Obsidian Shard: Obsidian shard is our next item as we really begin to hit and penetrate tanks and squishys alike. Obsidian shard is a fantastic item for its 20% increase to magical penetration, and the passive is great as well adding even more insane burst to Eset's kit.
Soul Reaver: Our 6th item is really up to you. I typically just run Soul Reaver because its a consistent item. Its passive is made entirely for breaking down tanks armor, with the damage it provides being scaled by an enemies overall health. Beyond that, its still adding a hearty damage buff to the poke that will already be erasing the squishys, so you're not wasting an item on this. Regardless, I encourage you to play around with soul reaver, pick based on your opponents with this item, and not necessarily as your last item either.
UNLESS THEY HAVE LIFESTEAL: If the enemy god has life steal, I would replace obsidian shard with divine ruin, and I would absolutely make this my second item, instead buying rod of tahuti 4th.
Passive "Funeral Rights": Eset shares additional HP5 and MP5 with nearby allies. For every player death within 80 units, her aura gains an additional Stack (max. 10). Upon reaching 10 Stacks, Eset gains an additional 10% Cooldown Reduction. Additionally, Eset's final Basic Attack in her progression has a wider radius (+2). This is self explanatory, read it yourself.
1st Ability "Wind Gust": Eset flaps her wings, gaining increased movement speed with no backpedal penalty, and sending forth 4 wing gusts in a line, each dealing Magical Damage to all targets in their path. Eset is immune to Root and Knockback effects while casting.
This ability is crucial to eset's success in a game. As stated early, it gives huge potential for massive damage when soul gems passive is in play, and the utility with this ability is insane. There is not backpedal penalty, making it so easy to dodge predictable mage attacks (just slide left and right to dodge ADC gods, figure it out for mages but its a lot easier), and you can just keep slinging the gusts while retreating. It also makes finishing retreating enemies easy because there are four massive projectiles shootings out of you with an increased movement speed. Eset is immune to Root and Knockback effects while casting.
2nd Ability "Spirit Ball": This ability is weird. Eset sends forth a ball of spirit energy. As the ball travels, it gains in power up to 1.5x at max. range. At any time, Eset can activate the ability to detonate the ball, dealing Magical Damage and Stunning enemies within 10 units, scaling in duration up to 1.5s at max range. You actually have to toggle the button a second time to make the cc ball explode on your enemies, unless its at max range. It is very very weird to get used to, I will forewarn you (maybe I'm just cheeks though), but its damage and cc is so crazy, especially late with soul gem and rod of tahuti passives. As far as using this ability goes, it is all about prediction 99% of the time. The projectile literally moves at the same speed it takes Saturn to orbit the sun. You want to be closer to not miss it obviously, but still take the gambles and try to hit them from downtown, because of the increased damage with distance. 1.5x doesn't seem like that much, but combined with the other passives its seriously so stupid how much damage it does. Theres really no defensive capabilities with this ability, but you can always use it to stun enemies attacking teammates, or try a quick 360 stun when running away. This ability also goes through walls, USE THIS. It is so perfect for surprising and chipping away at junglers, and it makes stealing camps so easy and less risk.
3rd Ability "Dispel Magic": Eset Silences and slows enemy gods at her target location. Enemy gods hit also lose a portion of their Magical Protection. If Eset successfully hits an enemy god, allies near the Dispel Magic or Eset gain a shield. If Eset hits multiple enemy gods, the shield is increased by 40% for each enemy hit after the first up to a maximum of 80%. This ability is easy to forget about because it's a silence, but MY GOD is it important. THAT IS AN 80% SHIELD. All you have to do is just throw that big circle down at the beginning of a teamfight and you have almost double to protections instantly. Not to mention, it is also protecting teammates. And while it's just a silence, it can be very helpful chasing down enemies.
Ultimate Ability "Circle of Protection": Eset plants her staff at her target location for 5s. Allies within its radius take less damage. Any damage dealt within the radius charges up the staff. If Eset activates the staff again, it explodes, dealing damage to enemies inside and healing allies. This ability is the so so so good. Its team fight potential is not fair. I have gotten like 10+ quad kills with this one ability. However, it can be very difficult to use right every time. Much like "Spirit Ball", it either activates after 5 seconds or you can activate it yourself. The best time to use it is grouped up team fights because you need massive amounts of damage happening in one area in a short amount of time to make this ability work. This ability is still wonderful in 1 on 1 situations, because of the crazy heal and previously mentioned burst. The radius of this ability is also massive making it very good for confirmation kills as well.
Combos
3-2-1: This is your little friend, the big iron on your hip, whatever you want to call it. You will use this combo to initiate every time. Starting with the silence is going to of course silence and slow the enemy, keep them from running, give you (and possibly allies) a shield, and also keep them from casting abilities. It leaves them wide open for a split second to a hit from your second ability, which will stun and do crazy damage. Finally, cleaning up with the 1 is self explanatory. At that point I can personally guarantee you they will be below 50% or very close on health, and the 1 with Rod buff with be tidy.
3-4-2-1: This is such a good combo for team fights, and here's why. Starting with the silence (on enemies that are likely grouped up) of course silence and slows the enemy, but it is also setting you up with that extremely important (hopefully) 80% shield. Next is the ultimate. Do your best to place this right in the center of the action and immediately throw a spirit ball to try and stun as many enemies as you can in the radius. Immediately follow up with wind gust, and keep an eye on the meter above your ult the entire time and shoot it when full or before enemies escape. This combo is difficult, and requires a lot of reliance on teammates and setting, but its unmatched when done correctly.
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