Ares
Ares is an agressive and predictable god that relies on
Blink Rune for being truly useful. So, assuming he doesn't choose it as his first relic (He probably won't, because he is one of the least tanky guardians), you are a good counter to him because you can interrupt his
Searing Flesh with
Frost Breath and prevent him from initiating with his ultimate/shackles by simply doing your combo. Plus, he doesn't have an escape, and you can easily block him with your 1.
Ares' usual combo is:
Shackles >
Searing Flesh, with
Bolster Defenses and
No Escape being used whenever in need of it. As stated before, you can interrupt his flames with
Frost Breath (Looks like Pokemon), so baiting his shackles ins't that of a big deal, as the cripple won't affect you anyways, but it is still something that you can try to do.
Difficulty:EASY
Athena
Athena may prevent you from initiating with her taunt, but you can also freeze her when she uses her dash. However, she has much more mobility than you with a little less damage, but can still be tanky. There's really not too much of counters here.
Athena's usual combo is:
Confound >
Shield Wall, or
Defender of Olympus >
Confound >
Shield Wall, with
Preemptive Strike being used whenever she's in need of escaping/chasing. As stated above, you should be careful with Counfound because you need to be close to initiate and you are very slow, so going on position again can be difficult. You can also prevent her from initiating by using
Frost Breath before she uses her taunt.
Difficulty:NORMAL
Possible counters:Travelers Shoes,
Rallying Ritual.
Bacchus
Bacchus is an agressive god, so you need to interrupt his combo. When he uses
Belch of the Gods you have to freeze him and outdamage him. Plus, he needs to use his jump agressively, so he probably won't be able to jump above your wall unless you are trying to escape. but, in general,
Ymir wins, if played correctly (just wait for him to initiate).
Bacchus usual combo is:
Belly Flop >
Belch of the Gods >
Intoxicate, or
Belch of the Gods >
Intoxicate >
Belly Flop, with
Chug being used between abilities. As stated before, you can easily interrupt
Belch of the Gods with
Frost Breath, just be careful of
Belly Flop.
Difficulty:EASY
Possible counter:
Phantom Veil,
Stone of Gaia.
Cabrakan
Cabrakan is not often seen in the support role, as there he's not much of a dangerous enemy, assuming that you can properly avoid his main damaging tools and his ultimate.
Cabrakan's usual combo is:
Refraction Shield >
Seismic Crush >
Tremors, or
Tectonic Shift >
Refraction Shield >
Tremors (Note that his abilities can be used in literally any order). He is not a dangerous enemy to you because, as he needs to get close to you, you can use
Frost Breath before he does anything else. Also, if he uses
Tectonic Shift when far away from you, you can place an
Ice Wall on the open gap of it and AA one of his walls to get out of that death cage.
Difficulty:EASY
Possible counter:
Phantom Veil,
Horrific Emblem,
Flickering Ritual.
Fafnir
Fafnir has no direct counter to you apart from his leap, plus not needing to be close to initiate. Considering these factors, I think that Fafnir would win.
Fafnir's usual combo is:
Cursed Strength >
Underhanded Tactics >
Dragonic Corruption, with
Coerce being used on his ADC whenever needed. There's really anything that you can do to ruin his combo other than use your ultimate when he uses
Dragonic Corruption, as it has a fairly long set-up.
Difficulty:HARD
Geb
Geb is a defensive support, so you must be careful when initiating, as he is one of the best disruptors in the game.
Geb's usual combo is:
Roll Out >
Cataclysm >
Shock Wave, or
Roll Out >
Shock Wave >
Cataclysm, with
Stone Shield being used when needed. As I said before, He is a perfect disruptor, as he can bait
Frost Breath with
Stone Shield and stop your combo with
Cataclysm. He can also easily escape from your ultimate and save his allies from it.
Difficulty:HARD
Possible counters:
Phantom Veil,
Heavenly Wings or
Horrific Emblem.
Khepri
Khepri is a defensive guardian that uses
Abduct for initiating, so you need to prevent it and proceed with your regular combo. Just be sure that you won't be rooted by
Solar Flare. Oh, and try to bait his ultimate too, because he can easily save an ally from your ultimate.
Khepri's usual combo is:
Solar Flare >
Abduct, with
Rising Dawn and
Scarab's Blessing being used when needed. You must try to avoid being rooted at all costs, and if you fail to, you can place an
Ice Wall in your front to prevent being abducted.
Difficulty:NORMAL
Kumbhakarna
Kumbhakarna is an agressive support like
Ymir, with the difference that he has the most CC out of all gods in Smite. Be careful of him, as he can use
Mighty Yawn after you wall him and before you use
Frost Breath.
Kumbhakarna's usual combo is
Mighty Yawn >
Groggy Strike or
Epic Uppercut >
Mighty Yawn >
Groggy Strike, with
Throw Back being used either for wave clear/poking or as a pure damage tool. There's actually nothing you can do to stop him, he has so much CC that the only thing you can do is try to not get caught and ignore him.
Difficulty:HARD
Possible counters:
Phantom Veil,
Stone of Gaia.
Kuzenbo
Kuzenbo is geared towards putting people out of position, while you excel at punishing those that get out of it. His waveclear is worse than
Ymir's, and his CC is harder to apply. However, he can use 2 abilities to escape and
Shell Spikes can be used to kill hunters with ease late game.
Kuzenbo's usual combo is
Nene Kappa >
Sumo Slam >
Watery Grave, with
Shell Spikes being used between the combo when needed. You can't do much against his combo but try to dodge
Sumo Slam (
Ice Wall may help you with this). You can also use
Shards of Ice to prevent being knocked back by
Watery Grave.
Possible counters:
Phantom Veil,
Stone of Gaia.
Difficulty:NORMAL
Sobek
Sobek may be able of using his ultimate to escape from the slow of
Shards of Ice, but you can freeze him while he tries to initiate. You also has better wave clear but no sustain.
Sobek's usual combo is:
Charge Prey >
Tail Whip >
Sickening Strike, with Luring in the Waters being used when needed. To ruin his combo, you must try to prevent him from hitting his pluck, so that he gets out of position and you proceed to combo him.
Difficulty:NORMAL
Sylvanus
Sylvanus is a passive god with very low mobility that can simply be destroyed by your kit. Just be careful of his strong ultimate, early game wave clear and strong sustain.
Sylvanus' usual combo is:
Verdant Growth >
Nature's Grasp >
Wrath of Terra >
Wisps. It is somewhat easy to counter it, you just need to be sure that he will miss his
Verdant Growth and then you can agress on him.
Difficulty:EASY
Possible counters:
Phantom Veil,
Stone of Gaia,
Cursed Ankh.
Terra
Terra has some sustain in lane, an escape and a team-based ultimate. However, you have better wave clear and safest ways to agress with
Ice Wall.
Terra's usual combo is:
Monolith >
Force of Nature (throught the monolith) >
Force of Nature (throught you) >
Crushing Earth, with
Terra's Blessing being used when her team needs to engage/escape. There's not much that you can do to avoid her, but to pay attention to her abilities. After she uses
Monolith, try to escape ASAP and see if she's not going to place
Crushing Earth on you.
Difficulty:NORMAL
Possible counters:
Cursed Ankh,
Heavenly Wings or
Horrific Emblem.
Xing Tian
Xing Tian is an agressive god that can't stand with your kit. You can stop his ultimate by placing an
Ice Wall and prevent him from initiating by using
Frost Breath right after he uses his leap or his 2.
Xing Tian's usual combo is:
Hook Slam >
Furious Roar, or
Whirlwind of Rage and Steel >
Hook Slam >
Furious Roar, with
Sky-Cutting Axe being used when needed. As said above, you should use
Ice Wall and
Frost Breath to prevent his abilities before he throws your entire team.
Difficulty:EASY
https://grimfrost.com/collections/beard-accessories
One thing I'll point out is that, currently, putting spoilers inside of spoilers doesn't work...basically, any spoilers inside are automatically opened when the original spoiler is opened.
As such, my suggestion would be to get rid of the extra spoilers (e.g. "Further Information") and just make it a 2nd paragraph under each item.
I will change these spoilers inside spoilers soon.
I'm still working on the guide because I want it to be in its "complete" form before creating a guide for another guardian. I was thinking about
I'm also going to update the Matchups and Gameplay section and maybe I will add a "Common Terms" section. I am also thinking of later expanding this guide to Joust too, as these (Along with Assault) are my favorite game modes.
A joust build version would be nice, and you making a
I will probably update it to Joust when S4 arrives, because for now I want to focus on learning and writing about
I think this guide is now almost complete (guides never are complete...). See ya later!
Don't know how much you've experimented, but for your Defensive Support build, my personal preference would be to choose only one of
The following is an old article, but it's still helpful: http://www.smitecentral.com/content/articles/page/professor-proxy/professor-proxy-intermediate-class-stone-of-gaia-bulwark-of-hope-pest
Also, when you max CDR that early, you're pretty much blocking yourself from getting any other CDR item unless you're okay with inefficiencies in the build. If you don't get Genji, you can alternatively get
So...my preference would be BoV OR Genji, but not both. Against a magical heavy team or magical ADC, I might get Genji 2nd, and instead of BoV, get a physical item with counter function, such as
Regarding the Defensive Support start,
For the Aggressive Support start, same applies with BoV and Genji...here are 2 core starts I would consider, in whichever order you need:
I don't suggest
Remember this is my opinion, and your guide, so I'm just offering my suggestions and opinions. If you prefer your builds as they are, don't change them. Good job again on your guide and the work you've put into it.
For the average player, and me in particular, I still think I strongly prefer balancing protection with health for better survivability, but just wanted to point this out. =P
But I agree with you, balance is always a safer and a better choice for us, mere mortals...
P.S.: Congrats for the moderator [rank?]
EDIT: Looks like i messed up with the bbcode. Fixed!
Again, I'd never build that myself, because I need all the health I can get, but for those that can make it work, maybe it's not a bad strat...?
About the effective health; I think you are right. After the contest ended I started to think if Genji's was or wasn't a good option... I'm going to change the core to be only
Then, a section for magical protection with
About the starter
About the A. Support Build: I see a lot of guides with
As of
Awesome...I didn't do the math myself, but sounds pretty good to me.
Yeah, the thing is balancing stats...maxing CDR on
When considering the balance of those protection item combos, just remember their different foci and what they bring to the table. BoV and BoH are a great combo for selfish stats, Sov and Heart are great for teammates (and for sustain over longer periods of time due to the HP5/MP5), etc. Mixing it up is fine too...Any shoes + BoV + Heart would work especially well against a team with 3 magical gods, while
Starter
For aggressives...those items are nice. Really, though, in Conquest, I wouldn't go both of those items...I'd choose one for early aggression, but get a more standard support item to balance things...the time when I go
The more you comment, the better my guide becomes.
You know, i'm not american...
Oh, and I still don't know how you guys appear from nowhere...
Note: just to mention that i updated the guide for v. 1.6!
Build wise, awesome. Can't judge you on that. You covered all the points, and builds are subjective, but you need to defend them.
As a whole, very Zilby-like. You did say that he did play a part in helping you with the template. In the future, tho, mess around with the coding and teach yourself so you can develop your own sort of style and signature. I mean, every Bran guide has a MS paint header, and every Prism guide has a sign off with a cool skin. Me, I am starting to do this fun thing on the side with hidden messages.
I was wondering why you do have a solo build. I have not seen a Ymir solo, nor is it in the Spl, correct me. For one, Ymir doesnt have huge sustain like heals or protections steals, and his main damage and CC is too up close. Also, his mobility and kit is too clunky and has no escape, and while it all does fit this theme of icy and snow with stuns and slows (bars), it doesn't scream Solo. By that alone, he is beat by almost every warrior, and some mages. However, the general tips you left were helpful to get new players into the this new solo idea.
Overall, great guide, considering its your first. Don't change anything until after the judging period. Don't think you'll have enough time, and don't wanna stress you. GLHF in the future. +1.
http://www.smitefire.com/smite/guide/squeezing-loving-george-may-or-may-not-be-included-ymir-guide-s3-solo-jungle-14929
Pro scene...Variety of Obey Alliance (EU): http://esports.smitegame.com/player/variety/
Regarding Zilby's template...he made it directly available in guide format for others to use if they wanted.
http://www.smitefire.com/smite/guide/a-template-for-guides-11963
But yes, always best to develop your own. But as a first-time guide maker, and with limited time to learn coding, I'd say Bernard (and all of the other newer members with submissions) is at a disadvantage to others, who have already made guides before, gotten feedback, and have more experience at it. So using a base template at first is probably the smartest idea...and of course, everyone has lives outside of SMITE. I think.
What I sort of am most interested about is the feeling from all of the contributors, especially the newer ones. I'll probably ask that separately.
I mean even for my first guide I used OmgAsia's guide as a sort of makeshift template for myself to lay out my
@Bernardozomer only real recommendation I can make is regarding your skill order for the aggressive support and solo build. In solo especially, I would prioritize
About the Solo Ymir, as Bran stated, it is much more common than it seems. And it really works! First time I used my Ymir Solo build I stole FG and got a Triple Kill! But you have to play safely against solo-laners that can clear from a distance.
About the skill order: Yes, I think I should have maxed
Thanks you all for the feedback!
P.S.: Oh, and what happened to the contest page? I can't find it anymore...
Go to homepage, then forums, then news, and its the first one.
Solo Ymir, huh? Gotta try that sometime.
As for wards, I think they look generally fine. I would say that there is one other general section that can be useful, if you can sneak them in without the enemy seeing...right in front of their towers...since there's a lot of traffic that can go through the mid-lane, getting that junction can help give you early warning where the enemy can be heading. But yeah, looks solid to me.
Welcome, and thanks for participating in the contest.
For now, I'm just going to point out a significant issue with your build(s). It's about CDR...there's a max cap of 40%. In your Defensive build, your 3 core items get you to that cap. If you do consider these "core," then all items past that point should not have CDR, unless there's a specific passive you just absolutely can't pass up for other reasons.
So, your option of
In your Aggressive build, it's not quite as bad, but your "damage" option outside of your core has
Build efficiency is important to consider, so just want to make sure you're aware of this. Hope this helps!
First of all, thanks for the feedback. I REALLY aprecciate it.
As for
As for
As for
I noticied you said "For now, I'm just going to point out a significant issue with your build(s)." so i think this means my build has some more issues. One of those may be that counterbuilding as 5-6 item(s) is too late, i'm going to change this order a bit. So if there are more issues and/or typos (English is not my mother language) then please, tell me! It really helps!
I just was a bit busy so didn't read everything you wrote...I will do so later and give a bit more feedback. Didn't specifically mean there were other issues with the build...just wanted to point out my first thoughts.
I will say that it's really a better idea not to overcap. This is because each item has a set number of stats...and you're paying for them. If part of what you buy doesn't function for you, it's bringing in inefficiencies, and you're not only paying for more than you get, but you're also losing out on other things that you could get with other items.
I absolutely understand the qualities that Spirit and Discord provide...but you might need to consider which ones you value most, and just deal with the loss of the others.
Anyway, will follow up more later.
Until later!
Of the 4 CDR items you list in Defensive, I personally feel that
Other than the CDR comment, I don't see any specific issues with the item options overall, and again, I don't want to influence builds...it has to be your build. So we'll get into the rest of your guide.
In the "Pros" section, not sure what you're saying about
One minor thing that I think still applies...you talk about
In your D Support item explanation, minor correction...BoV provides 300, not 200 mana.
In your
One quick hint (for any other
Only going to say one thing about
WHY do you think
Anyway, that's pretty much it for me. Want everyone's guides to be submitted on their own merit, so...just make sure you explain your thoughts as clearly as possible, and good luck in the contest.
It does provide 50 magical protections, and when you take damage, 10 are removed, and they will come back in 6 seconds, but does not provide 100 magical protections in total.
Also...hi Cake =)
About
About the
About the Gem: I was thinking of mentioning that the first slow is 60% and the second 35% (2s each), but i haven't written it... now i updated it!
After reanalizing Phytagorem's Piece, i understood that it's Lifesteal and CDR wouldn't be helpful, assuming you bought Genji's, and as the majority of matches have 3 Physical damage dealers and 2 Magical ones (Hunters, Assassins and Warriors; Mages and Guardians) it would be a very specific item. So because of this, i removed it entirely from my build.
Thanks and see you later!
You say
Regarding
Regarding
Mind confirming?
And check your term for canceling
I think I misunderstood some information:
As for the term I used, may I have overrated his counter to Ares... but it is still a strong counterpick!