Monthly Archives: March 2015

The Assassins of Smite

Assassins typically are a difficult class to balance, because they need to have the ability to quickly kill single targets, but also have to allow the enemy team to counterplay in some way. As such, it’s a given that high burst, single-target damage is one of the assassin class’s pros, but the cons are varied; as such, don’t be misled by a long negative list compared to the positives, as I’m leaving out the number 1 positive for almost every assassin. That being said, I hope you find an assassin or two whom you like, and without further ado, let’s begin.

ARACHNE

Arachne Card

The Greek Weaver, since her rework, has some of the hardest and fastest basic attacks in the game. With three of the five elements to her kit dedicated to autos, landing them is obviously a must. To do so, she has a number of tools to help her close in on her enemy, notably her ultimate, which makes her much faster and unhittable as she closes in, either as an engage or as a chase. She excels at fighting in the jungle, or anywhere where she can use her 3 to reveal and slow enemies. While under this effect, they are attacked by spiders and leave a trail which gives her speed and slow immunity. Once you start boxing her, it’s difficult both to win and to escape, so targets will need their allies to come to her aid.

On the other hand, Arachne doesn’t fare so well in groups. Almost entirely reliant on single target damage, she needs to pick off targets who are isolated, or quickly get in and out while her target’s teammates are busy fighting her own allies. She has no instant crowd control, so most enemies with a dash or leap have a short window to get away, before she lands all three hits with her 2. Furthermore, her only escape mechanism, her ult, has a short start-up period, making her vulnerable to damage (but not crowd control) prior to making a getaway.

If you prefer fighting alone to teamfights, getting quick kills to gradually snowball, try out Arachne.

AWILIX

Awilix Card

The Mayan Goddess of the Moon has one of the most mechanically unique sets of abilities to date. Her mount gives her excellent travel speed and incurs no cooldown if cancelled, allowing her to run in and jump out if necessary. She is powerful at all stages provided she gets the first hit, and can combo her 2, 3, and 4 in a number of ways. Her 4 provides her a with a powerful counter to enemies who rely on a non-ult jump or teleport to escape, as it will pull them right back into the action, almost guaranteeing a kill. Additionally, her ult and passive grant her a lot of built in damage and attack speed.

The weaker part of Awilix’s kit is mostly just slightly delayed damage and punishability. While her auto attacks are strong in their own right, a lot of her damage output, especially early-to-mid game is her 2 when used on the 3rd hit (when the targeter shows the AOE effect). This means that for the highest damage, Awilix needs to hit twice before casting Feather Step, and while that isn’t a lot of time, the split second between one attack and two can mean all the difference to an assassin. Lastly, if she uses the leap on her 1, the ability goes on cooldown and she loses both the ability to jump and the movement speed increase until it’s available, so if she casts it offensively, she is easily punished.

Awilix is a god that focuses on hitting first and hitting hard before making your escape. If this sounds like fun to you, give her a shot.

BAKASURA

Bakasura Card

The Hindu Great Devourer has a lot of damage and chase built into his kit. With a move/attack speed boost on his passive, a leap, and a slow/cripple, he is very difficult to escape from. Throw in protection shred on his leap and bonus true damage from his 3, and he becomes nearly as formidable against tanks as against squishies. During his ult his auto-attacks damage all enemies in a cone, allowing him to shred through several gods at once.

However, Bakasura lacks practically any ranged attack, so if you do manage to escape from you, he’s got no way to execute you from a distance. Secondly, his only heal and protection buff comes from killing a minion, so if an enemy fights him in the jungle with no nearby creeps, he has no way to sustain himself unless he has a lifesteal item. Lastly, he has only one leap, so if he uses it to engage, he is reliant on his high movespeed to escape. Thus, despite his great all-in, if he fails to kill his target he is highly vulnerable.

If you like the feeling of devouring your enemies, big or small, Bakasura is probably the god for you.

BASTET

Bastet Card

The Egyptian Goddess of Cats has quite a bit of range and a lot of damage-over-time potential that allows her to jump in, strike quickly, and jump out. Her passive wounds targets after hitting them with a non-ult ability, amplifying the next non-ult ability’s damage, so comboing 1 or 3 into 2 will do a massive amount of damage over time, increased even more by your cats who will relentlessly chase enemies hit by 2. If used correctly, her cats can bodyblock enemies, trapping those who can’t go through or over other units.

Conversely, Bastet’s second jump can only be executed in a short window after the first, so keeping her stunned, crippled, or silenced for the duration will nullify her escape and leave her vulnerable. Alternatively, enemies can group up where she initially pounced from, cutting off her escape. Her Cat Call, her highest kill potential, can be countered in a number of ways. Level 2 or 3 Sprint or any level of Beads will remove their slow, allowing most enemies to walk away. They aren’t impossible to jump away from either, and high A.O.E. damage will kill the cats quickly. She lacks any crowd control aside from slows, so in straight up fights, she will struggle against those who have any.

If you prefer jumping in and out, letting cats and DOT do most of the work, it doesn’t get much better than Bastet.

FENRIR

Fenrir Card

The Norse Unbound [Wolf] is a nightmare if allowed to have his way. His kit is chock full of utility and rather high damage, including lifesteal, physical power, a leap/stun, CC immunity, movespeed, and his unique “Bite & Carry’ CC which allows you to pull an enemy out of their team and into yours. His ult can even double his protections if used with full runes, allowing him to be ridiculously tanky with only a few tank items. Brutalize (3) is a powerful damage and chase tool, guaranteeing a 4-hit attack chain if you hit an enemy with the first strike. Leaps (including teleports) will break the attack chain, but dashes will not, making him very potent against enemies who rely on dashes or ground speed to escape.

The downside to Fenrir’s kit is that a lot of his utility that is necessary for success in teamfights relies on having full runes. With runes, his 1 will stun, his 2 buffs will be increased, his 3 will do AOE damage, and his 4 will grant the aforementioned double protections; the problem is, he can only choose one at a time. For optimal use, you would stack your passive between each ability cast, but you rarely have the opportunity to basic attack 6 times, meaning he usually has to choose one or two abilities to empower (unless he gets a kill, which sets his passive to full runes). As such, he loses out on a lot of his potential utility. His ultimate is the perfect example of a hit-or-miss. If you successfully land a grab and make it back to your allies, whomever you got is almost certainly dead. However, you are subject to be bursted down or kited while trying to bite, especially if you don’t get the protections bonus from runes. Even after you grab someone, they have the opportunity to cleanse, ending your ultimate.

Fenrir is a good choice for players who enjoy having a lot of utility to adapt to a number of situation.

HUN BATZ

Hun Batz

The Mayan Howler Monkey God is a nuisance to the enemies at best, a demon at worst. In addition to high mobility and an incredibly powerful ultimate (regardless of whether it’s used for a single kill or in a teamfight), he has free crit chance, a rare stat that makes gives him immense power against squishy targets. After an ability, he has 30% additional crit chance on the next attack (note: can only be used twice in 2 seconds, so for best efficiency, space out your abilities if possible). He can either build more crit damage (Deathbringer and Malice for a whopping 70% crit chance, hitting for 250% damage + 75% of your physical power over time, also try switching Malice with Rage or even buying all 3) or he can take the 30% crit as it is and build lots of penetration and shred (Titan’s Bane/Executioner/Jotunn’s Wrath, increasing your squishy crushing and extending it to all but the tankiest of tanks- just be sure not to go over the penetration cap). Find a build path that works for you and don’t be afraid to experiment with him.

The primary downside of Hun Batz is a pretty binary kit. He lacks very much utility, so it’s very easy for the enemy to predict how he will use his abilities and therefore to counter him. He lacks that unpredictability that is partially the reason assassins are terrifying, so level-headed opponents who can react quickly is a Hun Batz’s greatest threat. An assassin with few tricks up his sleeve will struggle against a coordinated team.

Play Hun Batz if you enjoy a simple kit with complex build paths, allowing you to leap around the battlefield critting enemies to death.

KALI

Kali Card

The Hindu Goddess of Destruction excels at just that: destroying your enemies entirely. A late game hypercarry, Kali possesses a number of tools that give her excellent snowball potential. To begin with, she has a passive that allows her to instantly heal after killing a “marked” god. Landing the last hit will heal her by 80% of her health and randomly select a new target for which she can do the same. Helping her do this is her ultimate, which makes her immune to death and most CC (but not to damage or stuns) for several seconds, allowing her to safely dive towers and teams in order to get her target, secure the nearly-full heal, and leap out or continue her killing spree. Additionally, she has a number of free stats from abilities, including penetration to her marked enemy, lifesteal from her 2, and physical power from her 3.

The problem with Kali is that she entirely dependent on snowballing a fight. She has the tools to kill a single target quickly, survive death, and start all over, but it requires her to get a last hit on her marked target. If the target happens to be a tank, you are faced with the decision of taking out the squishies and not getting the heal, or attempting to take out the tank first and risking death before you get the kill. Furthermore, one of the greatest curses of her passive is that she gets no heal if she doesn’t get the last hit, and while she has plenty of tools to do so and her allies can see who is marked, it is bound to happen (especially when playing with people you don’t know) that an ally takes a kill, denying you your reset and practically condemning you. Thus, she can be incredibly frustrating if your allies are uncooperative (PSA: be forgiving please! As frustrating as it is, someone who steals a kill on your marked target will likely NOT want to give you the next one if you flame them for it. A friendly reminder is much more likely to make them cooperate!)

If you like to go all in and fight to the brink of death, then do it all over again, Kali is the best pick for you.

LOKI

Loki

The Norse Trickster God, as the name would suggest, is very tricky to play against. Thanks to his stealth, a rare ability in this game, he can sneak behind enemies and quickly assassinate his squishy targets with a 4-3 combo, or simply jump in with his ult and use his 1 to slip away safely. He can also taunt minions and pets in an area, which doesn’t seem like a huge plus until you are a single minion shot away. Thanks to his stealth, his teleport, and even his minion taunt, he’s immensely slippery and hard to kill despite his squishiness.

Loki’s weakness is of course that he lacks multi-target damage. His best bet is to kill a high-value target and run away until his abilities come back up, and if he can’t do that, he’s in major trouble. Related to this, he has no reliable poke tools. He has to wait in the wings until a fight starts, then jump in when opportunity knocks. Because of this, he is rarely with his team, leaving him vulnerable to being picked off if the enemies manage to lock him down before he can stealth. As such, he needs to have excellent positioning, staying out of sight, getting in, and getting back out of sight without being followed, all of which is a lot harder than it sounds.

If you like sneaking around and killing people in one hit, Loki may be the god for you.

MERCURY

Mercury Card

The Roman Messenger of the Gods is a fast, speed-filled kit. To start off, his passive grants him damage on his next hit based on distance travelled, as well as free physical power based on his bonus movement speed. His first ability does fast, long range AOE poke, but is most powerful because it procs on-hit effects including the passive bonus and crits, allowing him to make great use of the Golden Bow item, which will proc individually on each enemy he hits, creating a massive splash of damage. His 2 makes him a strong boxer and tower pusher, and his 3 allows him to pick off enemies and toss them wherever he likes. His ult, has a great number of uses, either as an engage, an escape, or a powerful ganking tool, and it can cover a great distance in the blink of an eye.

The weakness of Mercury lies in his vulnerability. Despite his excellent poke, most of his damage will come from punching people really fast. As such, in order to remain true to his hypercarry potential, he needs to get in close. Once he’s there, however, he can be countered from escaping in several ways. His dash stops when it hits an enemy, so his usual escape tool can be body-blocked to keep him in place (as a general note, hitting people with 3 makes him immobile and therefore very vulnerable, even when used on purpose), and his ult, if saved for use as an escape, is often ineffective in the jungle, and requires a short charge-up period to travel significant distance during which he can be CC’d or killed. In-short, if things don’t go well for Mercury, he lacks a reliable way to get out safely, so he’s a very high risk, very high reward character (even more so than most assassins).

If you like going fast and killing fast, Mercury will be a very fun god for you.

NEMESIS

Nemesis Card

The Greek Goddess of Vengeance is a very strong counter to a number of gods, namely semi-tanky ones without a good escape. Much of her kit involves taking stats from the enemy, either by reducing their power (and gaining it herself- note: she only gains half the power if her target is magical) or stealing their protections and gaining them herself. This allows her to constantly be tipping the scales in her favor, by becoming tankier than bruisers, and reducing their damage as well. Additionally, she has two dashes (on one ability) to gain a lot of distance in conjunction with two powerful slows, and she also has a shield to help keep her alive in the thick of it. Also, her ult at max level reduces its target’s health by half (post-protections), which makes her incredibly potent against full health enemies. Keep in mind that you don’t have to target the person you ult, so you can steal a lot of tankiness from a tank and then use that newfound toughness to survive as you go after squishies.

As already mentioned, Nemesis excels against semi-tanks and bruisers, usually immobile characters who struggle to escape from the two slows, much less the dashes and movespeed increase on her end. However, this strength comes at the cost of some power against mobile, squishier enemies. Any character who can ignore slows (via cleanse, sprint, Winged Blade< etc.) will be much harder to kill, and since squishies rely less on protections and health, Nemesis’s ult doesn’t hit them as hard. She is a mid-game monster but once enemies can group up to protect their immobile buddies, it becomes harder for her to chase them relentlessly thanks to their backup. Her slightly lower burst and different method of assassinating is reflected by the fact that she was originally considered a warrior, and while they eventually decided she was more suitable as an assassin, she still has some qualities reminiscent of the warrior class. If you like to counter an enemy and practically negate them from the game by using their own strengths against them, Nemesis is a good choice for you. NE ZHA Ne Zha Card The Chinese 3rd Lotus Prince has a lot of unique skills that make him very powerful against enemy carries. He has strong health regen from his passive, helping him stay in the game longer, and quite powerful poke from his 1. When he decides to go all in, his Flaming Spear grants him critical strike chance, a powerful and rare stat, and his 3 and 4 both reflect that with their ability to crit. It is those very two moves that form his bread and butter combo: lock someone down with your Armillary Sash, then ult them. If it doesn’t kill them, it will at least keep them out of the fight for several seconds. Ne Zha does have a couple weaknesses. First of all, his passive stacks reset on death, so dying once makes it harder for him to survive in the future, opening up the possibility for a vicious cycle of death. Secondly, his combo can be countered quite hard, because the enemy can cleanse once they are hit by the sash, preventing the knock-up from the ult and remaining in the fight. Ne Zha must carefully pick targets who don’t have available CC immunity or else much of his assassination potential will be in vain. Even if he does manage to land an ult, his unique process of taking his target out of the fight while killing them can sometimes work against him. If your allies below are defeated, or simply aren’t present, it gives the enemies time to surround you so they can kill you once you land. Ne Zha excels at poking the enemies from a distance until opportunity knocks and he pulls a high-value target out of the fight; if that sounds great to you, give him a try. SERQET Serqet Card The Egyptian Goddess of Venom is in many ways the quintessential assassin. Her kit is chock full of tools to make sure she gets a kill and escapes safely. To get in or out of fights, she can lie in wait using Ambush, dash in with Deathbane, or even do both to gain a lot of distance. From there, she can cast her 2 to infect potentially two enemies with madness, at which point she can do what she must to get a kill and then use whatever escape she still has to reposition. If she uses her ult, the enemy very likely will have taken their Last Breath; dealing True Damage and having 100% healing reduction, it takes some quick math: how much damage does the move do, and how much health do they have? If the first is greater than the second, there is virtually no way they survive, aside from using damage immunity. Throw in the percent-health damage from her passive and the protection-reduction on 1, and not even tanks are safe. For all the techniques Serqet has, she’s got a couple of weaknesses. She’s hard to escape from because of her two mobility skills, but if she uses one to jump in on the enemy, the enemy dashes away, and if she uses her second to chase, she is now likely far from whatever allies she has and without any reliable escapes, leaving her vulnerable. Her ult, in addition to being cleansed while she’s stunning, also requires her to be immobile, giving enemy teammates a window, albeit brief, to attack and hopefully kill her. As such, the targets she can safely ult are somewhat limited to those who are slightly away from the group. Serqet perfectly communicates the feeling of a deadly scorpion lying in wait, poisoning the enemy and walking away harmlessly as their health ticks away. Give her a chance if that’s your style. THANATOS Thanatos Card The Greek Hand of Death is, true to his lore, death incarnate. Unlike many assassins, he is at his strongest within the first few minutes of the game. Having very strong sustain from his 1 and passive, the silence and bonus speed + penetration only serve to help him chase down the unfortunate enemy who takes a Death Scythe to the face. Should they escape, they are still not safe, as low health enemies are revealed to him and vulnerable to his ultimate, which allows him to fly after fleeing enemies, executing them if they are below a health threshold. As an added bonus, his mana costs are very low, allowing him to use his abilities frequently. However, Thanatos falls off in a number of ways. Namely, his 1 deals far less damage at the end of the game and even with the free movespeed and penetration from 2, he lacks the hard CC and an escape to safely kill targets who are amongst their team. He relies on enemies who fall out of position, or on his ult. Be warned, though, that low health targets receive a warning when you are ulting for them, and if they have fast reaction time, there is a split second in which they can dash, leap, or Aegis to avoid the execute. Even if you do land the kill, you are likely behind or in the midst of enemy lines without an escape. In fact, his ult, when used as an escape tool, requires a start-up, so he must use it fairly early on if he wants to be airborne in time, and then his best killing tool is on cooldown. If you like delivering your enemies an early death with an oppressive early game, Thanatos is the best assassin for you, hopefully snowballing your team to a quick win. THOR Thor Card The Norse God of Thunder is the very best god for bringing down the hammer on the enemy team. First, an important notice: his passive grants him protections for every nearby enemy (up to 3), making him stronger than usual when against a group. Having a powerful poke tool as well as a quick teleport from his 1, and a long range stun from his 2, he can combo a stun into a Mjolnir’s Attunement teleport, then start the Berserker Barrage, all of which does high damage at all stages of the game. Perhaps his greatest and most iconic ability, however, is his ultimate, Anvil of Dawn, sending him up to the air where he can survey the area for weaklings to crush. Slamming down on an enemy deals high damage and stuns, opening them up for a full spell rotation that all but ensures their death, and it doesn’t even matter how many enemies you land on; three or five will die just as fast as one with his barrage of AOE. The ult can get him into lane from beyond the range of normal wards, forcing laners to play with increased care while you’re missing. Thor’s primary weakness is that his sole source of ranged damage and his best gap closer serves as his only escape (besides his ult, which has a slow start-up and he ordinarily wouldn’t want to waste on running). After he uses Mjolnir’s attunement to poke or jump in, he’s vulnerable to damage. His Berserker Barrage, his highest damage tool, can be cancelled with a stun (but not a knock-up!), greatly reducing his kill potential. As you can see, the trick against Thor is knowing when to hit him to capitalize on his shortcomings. Furthermore, with an eye in the sky an enemy can see Thor and avoid his ult with a dash, an Aegis, or even a CC immunity which will not reduce the damage but will allow them to walk away without suffering a full combo. Thor is the best pick for you if you like dunking, spinning-to-win, and just generally coming into a fight like a one-man wrecking crew. Those are all of the Assassins as of 1/27/15. They typically are played in the jungle, but as always feel free to try some unique things, and check guides for a more in-depth look at a god you like and the different ways to play them. Good luck, and have fun!

Counter playing: Serqet

Ao Kuang's character card

King’s Sword
King’s Sword is Ao Kuang’s passive ability which can hold up to 3 charges that regenerate outside of combat. These charges will be consumed when he uses an ability, if Ao Kuang has mana available then the ability he is using will deal more damage but if he does not then the charge will act as mana instead. This gives him the ability to stay out of base for large amounts of time and emphasises his burst damage.

Water Illusion
This is Ao Kuang’s first ability which will cause him to jump forward, as a form of teleport, to then enter stealth, leaving behind a watery image of himself. Ao Kuang will remain invisible until he attacks or receives damage and the ability can be activated again any time during this to deal small area damage. This ability is his main form of mobility and is a typical rage inducer as it allows him to easily exit fights unscathed.

Dragon’s Call
The second ability of the dragon king allows him to summon 6 dragons to his side and for each successful basic attack Ao Kuang is able to make one of his dragons will travel to the target, therefore dealing additional damage from his basic attacks. He is also able to activate the ability again to send remaining dragons forward in a ranged attack. This is Ao Kuang’s main ability which allows him to tear through the enemy team as each dragon creates a huge damage pool for him to dip into. As each dragon also to slows it’s likely that his target will be unable to escape.

Wild Storm
Wild Storm is one of Ao Kuang’s most simple abilities as this will damage all enemies in front of him in a cone style range. The usefulness of this ability comes from it being recognised as a basic attack, so this can be used along side his second ability to deal large amounts of damage to multiple targets at once, rather than focusing on 1v1 fighting. The ability also has a very short cooldown so itcan be repeatedly used to eventually deal huge amounts of damage.

King of the Eastern Seas
This is Ao Kuang’s ultimate ability which will commence on a single target within melee range. If the target selected by this is below a certain threshold of health (that changes as the ability is leveled in his favour) then they will be executed, transforming him into his true dragon form where he is then able to travel large distances over the map after taking his target to the air. If the target is not on this threshold then they are simply knocked into the air to shortly fall, taking damage as they fall. This will easily allow Ao Kuang to take a target out of a fight and also enable him to take out enemy supports with ease. A lot of his kill potential will come out of this skill.

Counter picking
To pick a team that will be effective against Ao Kuang they must be able to prevent him from taking any action, a single ability could ruin a team member within various situations whether it be Ao Kuang escaping or killing them. As a result of this teams with a large amount of crowd control are the best for playing against him.

Personally I would recommend playing such characters as Ymir, Athena, Agni, Neith, Chronos, Arachne, Nox and Anubis as they’re all able to stop Ao Kuang from using his abilities at a regular rate, disabling his ability to create massive burst damage that can then catch him out of position if he were expected to make a clean kill and walk away unharmed. Poseidon is also useful against Ao Kuang as his whirlpool will disable Ao Kuang’s escape and the ability to catch up and damage others.

Counter building
The best way to counter build Ao Kuang is to negate and escape as much damage as possible whilst having the potential to burst him out of the fight. In terms of escape items to buy, look to Winged Blade, Void Stone and Runic Shield, as these items will reduce incoming damage from him, with Void Stone making Ao Kuang vulnerable to sources of magical damage. Midgardian Mail could also be used in a situation effective against him as this item will slow the attack and movement speed of those who attack the user which would mean he is unable to keep up with his target and can’t rely on the damage he outputs from basic attacking.

Using actives, Aegis is an obvious choice as this directly negates all damage that Ao Kuang could be throwing toward you but Purification Beads and either Sprint active can also be effective as these increase your own potential to escape against him and in extreme situations. Some may choose to buy into Combat Blink, though this should only be considered in the most dire circumstance as there are better actives for characters.

Enjoy your matches against the mighty dragon!

SMITE Oceania Esports Season 2015

esports-fix

We’ve had an amazing fan-base in the Oceania region since we launched the game and a huge surge of interest after Oceanic servers went live in November 2014. We’re delighted today to officially reveal the pathway for teams in Australia and New Zealand to participate in Season 2 of the SMITE World Championships.

We’re on the search for the best SMITE team in Oceania and will bring them to Atlanta for the SWC 2016. The Regional Final to determine which team will have that honor will take place at PAX Australia in November 2015. Leading up to that we have an exciting season of competition for Australia and New Zealand, which we can now detail below.

With this being the first pro season for Oceania, we’ve designed the season to be as open as possible to allow new teams to participate and join during the season, while ensuring we find the absolute best team to represent Oceania in the World Championships.

Now let’s see how Season 2 will roll out in Oceania…

 

The four ways to participate in Split One are:

  • Open Ladder - Starts March 30th. An open online ladder run in partnership with CyberGamer. Any team can join at any time! Every team will fight it out for top ladder positions over the course of this first ladder season.  The best teams will gain entry into the Pro League Qualifier Tournament. This is the place for new teams to form and evolve without being dominated by the established leaders of the pack.
  • Invitational Ladder – Starts April 19th. A restricted online ladder run in partnership with CyberGamer. The top eight teams who have proven themselves the early leaders of the competition so far will play in a round robin best of three league.  To determine the invites, four teams qualify from the Finals of the Open Ladder which had run on CyberGamer from December. The remaining four teams will qualify in a last chance One Day Tournament on April 12th. The top four teams from this Invitational Ladder will qualify directly into Pro League for Split Two. The bottom four teams will get a second chance with entry into the Pro League Qualifier Tournament.
  • LAN Centers and LAN events – a series of tournaments at LAN events and LAN centers. Participating LAN events and LAN Centers will host tournaments to find local champions. These teams will qualify for an online one day Lan Winners Qualifier Tournament to fight exclusively against each other. The top two teams from this tournament, will gain spots in the Pro League Qualifier Tournament.
  • Pro League Qualifier Tournament – online tournament to determine which teams will be promoted to the Pro League in Split Two. Teams will converge from Open and Invitational Ladders as well as the LAN Center and LAN Event Qualifier Tournament. The top teams will earn a place in the Oceania Pro League.

 

Split Two will mirror the structure of Split One, but the stakes are raised! Teams will be fighting to secure a spot in the Oceanic Regional Championship at PAX.

Again, there are four ways to participate…

  • Pro League – restricted online ladder. The top teams from Split One will play against each other in an online ladder league in a fight to win direct placement into the Oceanic Regional Championship at PAX.  Pro League will be between 8 and 16 teams. (Pending those who don’t make the cut will have to fight for their place against new teams in the Challenger Cup.)
  • Challengers Open Ladder – open online ladder. As in Split One, any teams can join this ladder up until roughly the mid way point. This will allow for new teams to form and evolve. Teams will play off in this series against other teams to climb to the top of the ladder. The best teams will gain entry into the Challengers Cup.
  • LAN Centers and LAN Events – a series of tournaments at LAN events and LAN centers. A second run of LAN Event and Center tournament winners will first play off amongst themselves, with only the very best making it to face the Challengers Cup.
  • Challengers Cup – an online tournament to determine which teams will make it through to the Oceania Championship. The bottom teams of the Pro League, the top teams of the Challengers Open Ladder and the top two teams from the LAN Center and Event stream will come together to fight it out for the final spots in the Oceania Championship at PAX Australia.

 

Mounts introduction

 

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How do I get a mount?
Once you reach level 20 on the Knowledge Tree, you unlock the Mount talent and gain the ability to purchase and ride a mount. They can be purchased for coins or andermant at a Grizmek, the Tamer, in Kingshill, Jarlshofn and Ellonidos. Be on the lookout for Gnob, the Event merchant, who sells horses for draken. Mounts may also be rewarded for participation in special events. 

What does the mount do?
The mount will increase the player’s travel speed in urban areas and out in the wilderness and dungeons. Speed buffs (like those given by the fairy) will stack.

Can I attack while on a mount?
No, you are unable to deal any damage or use any skills while on your mount. When you attack, you will be dismounted.

What is the difference between mounts?
Besides the cosmetic differences, all mounts are identical.

Does the mount have any skills? 
No, as of now, mounts only help you travel through the lands faster.

Can my mount die from mob damage? 
After you receive a threshold level of damage, you will be automatically dismounted, and the mount will rest in your inventory.

Are mounts allowed in the arena? 
Mounts cannot be used in the arena in all matches, except for Capture the Flag (5v5). In Capture the Flag (5v5), you will be dismounted when you pick up the flag.

What are epic mounts?
Epic mounts move at a quicker speed than traditional steeds. For more information, visit the  Epic Mounts post.

Epic Mounts
Increase your level of  to 30 knowledge and learn the new talent “Epic Mount”. As soon as you’ve unlocked this new talent, explore the world of Drakensang Online with an Epic Mount, which you can earn through completing various PvP quests or by purchasing one through Grizmek, the tamer. Game mechanics of Epic mounts are similar to those of traditional  , but with greater movement speed (increases travel speed by 100%).

Battle Master Quest Series:
Complete the PvP quest available through Battle Masters all across the land. Each battle master will provide you with a 5-part series of quests that require you to win battles in a certain type of arena. Upon completing these tasks, you will be rewarded with pieces of a costume (4 total parts) and, ultimately, the corresponding speedy mount. All players can participate in these quests steeds, however, only players with level 30 Knowledge can use the Epic Mount. 

Epic Mount Options:
Listed below, you will find the number of wins required to complete each quest The first 4 quests reward you with increasing pieces of a costume set and completing quest 5 will reward you with the corresponding epic mount.

Ice Bear: Duel (1v1)​
 
Costume Duria: Team Death Match (3v3)​
 
Cerebus: Capture the Flag (5v5)​
 
Steam Mount: Storm the Fortress (6v6)​
Blood-Scaled Dragon Brood: Purchase from Grizmek([​IMG] 19900)​
 

Item Bonuses

his is the million dollar question. Whether because you want to pound your PvP opponent into the dirt or get to hard to kill bosses, everyone wants to be the best they can be. 

How you decide to gear your character is up to you depending on your play style. Some players prefer to focus on survival stats (max health, armor, block rate). Some prioritize damage stats (most damage or chance of critical hit). Others like to keep their character balanced.

Common bonuses found on loot:

  • + Damage - adds a defined damage bonus to your minimum and maximum attack value
  • + %Damage - Add a damage bonus defined by the percentage of the total damage value of the weapon; damage gems will also be calculated into the total damage percentage.
  • + Critical Hit rate* - Increases the chance of landing a critical hit which hits for a base of 200%+ normal damage.
  • + Critical Hit damage* - Increases the damage from a critical hit by the stated %age.
  • + All Resistance values* - Increases your resistance against fire, lightning, poison, ice, and andermagic.
  • + Attack Speed % - Increases how often your character will attack – be aware that for Spellweavers and Rangers, this also means that you will consume mana/concentration at a faster rate than normal, while for Dragonknights this means that you will effectively be able to gain rage faster than normal. Attack speed bonuses are multiplicative values. For example, if a weapon with a base speed of 0.83 has a speed gem with a 5.00% attack speed bonus, the final attack speed will be 0.83 * 1.05 = 0.87 attacks per second.
  • + Health - Increases your total health by a specific amount.
  • + Resistance* - Increases your resistance from magic-based attacks (Fire, Ice, Lightning, Andermagic).
  • + Armor Value* - Increases your total armor value, which helps to lower the amount of damage you take from enemies.
  • + Block Rate* - Increases your chance of “blocking” an attack from an enemy.
  • + Block Amount* - Decreases the damaged received during a “Block.”
  • + Travel speed %* - Increases movement speed of character (only found on footwear)
    *Numerical values are converted to a percentage value based on a sliding scale and your current level.

Viewing Character Stats:
Open your character window (hotkey “C”) to view your current character build. Hover the mouse over stats to view the actual percentage effect against enemies of similar level.

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Gems to Strengthen Character Build
Gems are very useful in increasing various stats (e.g.: damage, armor, health…). Gems can be purchased through the Trader (hotkey “T”) or the Jeweler and may also be dropped by random mobs when killed. Many of the items in game have empty gem slots so that you can outfit your character however you see fit. You can even add slots at by visiting the Jeweler in town. Please refer to the Gems FAQ for details on gem stats.

Adopt a loyal pet to follow you around.

Fairies, dragons, and monkeys, oh my… What are they and how do I get one?
Pets are accessible at all levels and by all classes. Each player is allowed only one active pet at any moment. Therefore, pet attributes cannot stack and there is no benefit in having more than one of the same kind. Pets are not usable in PvP matches, but If you fall in battle in the wilderness, your pet becomes inactive and can be reactivated through the inventory. Pets have unique attributes and can be seen below. 

 Fairy-Summoning Wand
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Open the Small Surprise Chests from the Daily login bonus for random rewards of equipment, health elixirs and pieces of the fairy companion. 

Collect all 4 components of a Fairy-Summoning Wand: 

  1. Ordinary Lock of Hair from a Fair Maiden
  2. Gnarled Branch from Ancient Oaks
  3. Pollen from Everlasting Fairy Lilies
  4. Flawless Diamond

Combine the items at a workbench to create the Fairy-Summoning Wand. Calling forth the fairy increases travel speed in all urban areas by 25%. 

[​IMG] Dragonspawn Cage
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Purchase a Dragonspawn Cage from the Grizmek the Tamer 15900 Andermant. Calling forth the dragonspawn increases XP for defeating enemies by +20%.

Cheeky Monkey
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Purchase a Cheeky Monkey from Grizmek the Tamer for 3990 Andermant. This silly monkey follows you around, while eating bananas and swinging from vines.

Mechanical Bomb Buddy 
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Purchase in Andrakasch and equip your own Bomb pet for a critical hit value bonus!

Jumpy Squire 
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Purchase from Grizmek the Tamer and summon your Jumpy Squire pet for a travel speed boost.

Glowing Phoenix Egg 
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The Phoenix Egg is rewarded to players who invite 25+ friends to play Drakensang Online (friends must reach level 15 on their character). Summoning a Phoenix will revive the player in the same location upon death. It can only be summoned once an hour.

Event Booster Pets
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Special Events may reward the participants with a defensive pet that, once activated, increases your health by +5%.