Showing posts tagged gaming

[HotS] Abathur Character Breakdown

I got into the Heroes of the Storm Alpha 15 days ago. I’ve been having lots of fun. Recently someone on NeoGAF asked about Abathur since he’s free this week. I decided to do a quick character breakdown. As usual, I haven’t actually played as this character, but this is what I’ve learned from hours of playing with and against Abathur, as well as hours of stream viewing.

Abathur Character Breakdown

Abathur never engages foes directly. He’s “not evolved for combat.” So instead he supports his teammates with Symbiote while hiding in a bush or behind a tower. The way XP works in this game, you get credit whenever an enemy minion dies near your body. So you don’t actually have to kill them yourself and just hide in a bush in a lane as the minion waves go back and forth. Easiest way to test; if an enemy minion dies near you and you don’t see any XP pop up from its death, that means that you personally are too far away to get credit.

Abathur also gets XP for any minion that dies near where his Symbiote (Q) is. So at any time he can be hoovering XP from two lanes at once. He doesn’t even need a friendly player for this as he can also latch onto towers and minions. Alternatively, if you have players in every lane your Symbiote causes any 1v1 to become a 1.5 v 1, which can often be the thing that barely saves an ally from death or forces a kill on an enemy.

His Toxic Mines (W) can also decimate a creep wave, so one favorite strategy is to lay one or two mines when two minion waves meet and then use Symbiote just before they explode to get the experience. Toxic Mines also grant vision once they finish their planting animation even if you place them in bushes. They can act as wards if all the lanes are full of friendly players already.

Abathur’s Passive Locusts will naturally push a lane for you. It provides an extra body to a minion wave that will naturally cause that lane to push the enemy towers if left unattended. Most people like to take the extra health for that very reason. Although personally, I’m thinking that on certain maps (Haunted Mines mostly) it’s better to take the range upgrade. The proper circumstance is rare though.

Abathur doesn’t have a mount but his Burrow (Z) but instead has a map wide teleport that he can use to get anywhere his team has vision. This can be used in combination with Toxic Mines to even burrow straight into bushes. An Abathur player can easily place a Toxic Mine to double check to see if an area is clear (your first check should be the mini map), use Burrow to sneak over and Bribe a minion camp on the enemy’s side of the map, then hit B to hearth back to base. This is actually one of the primary reasons Bribe was nerfed. Alternatively, if it’s late into the game and it’s too dangerous for you to get into a position for your Locusts to push a lane, you can temporarily teleport across the map once you see the enemy team pushing somewhere. There’s also a talent that Abathur can take that will allow him to mass spawn three extra Locusts at the press of a button. So you Burrow to a bush, cause four Locusts to suddenly push up with a minion wave onto an enemy inner tower, then hearth out until the next cooldown. You can do this in between cooldowns of your Ult/Heroic ability.

Abathur’s only Heroic Ability choice, Ultimate Evolution (R), clones a friendly player. Ten seconds after you clone that player you get access to their own Heroic Ability. So you know how most of these games are balanced under the idea that you can’t have two of the same character on the same team? Yeah, you get to break that rule. When a team fight happens you get to copy the most imposing hero there (often an Assassin) and double their pressure on the enemy team. Best part? If your clone dies you don’t die, so you can play a lot more aggressive without fear of death. Also to note, your body disappears into the clone when you use this ability, so if you think someone is about to kill you then you can clone a friendly and have a respite for a little while. Unless they’re camping where you morphed from, of course.

Abathur’s advantage comes from the fact that he can easily grab XP and push two lanes at once. While doing this the enemy team can’t do anything about it other than push back harder. But this means that you can have an extra teammate or two free to either roam for gank opportunities or grab Merc Camps super early while the enemy team is stuck having to push back lanes more often than usual.

Abathur’s disadvantage comes from the fact that your team is a man down much of the time, so they quite often need to group up more. Unfortunately, being a man down also means it’s much harder to contest objectives. Your team needs to be sufficient and skilled enough to have the potential to beat the enemy team 4v5 or even 4.5v5 up until level 10. Because of this it’s imperative that you get the XP ball rolling, get lanes pushed so that enemies need to split up and stay in lane or face consequences, and check your mini map often to quickly help out at any sign of engagement or small skirmish.

Abathur is often cited as the hero that allows for the most RTS skill to transfer over rather than MOBA/Hero Brawler skill. So good luck with that. Unless you want an actual talent build to work with I’ll let you explore the character from there.

(Reblogged from gaijinhunter)

[W101] Quick Combo Guide

So, the demo for Wonderful 101 came out last week, and I fell in love. I even wrote a quick guide on NeoGAF to the combo system for people who were having a hard time getting a good combo score. Here it is, with some edits.

Quick Combo Points Guide

Combos points are calculated from Base Score * Score Multiplier (as you noticed).

Base Score is increased by…

1 point for just hitting an enemy.

+100 points for hitting a stunned enemy (the dazed bird icon appears)

+200 points for blocking an enemy attack (a red jello icon appears)

+200 points for doing an elemental block (a star icon appears)

+150 points for picking up and throwing an enemy (a blue tossed car icon appears)

+100 points for using a GethJerk weapon against an enemy (a green G symbol appears)

+100 points for perfect dodging an attack (a red spring icon appears)

+50 points for doing a launcher attack on an enemy, regardless of it launching (a red uppercut icon appears)

It seems like the launcher bonus can be overridden by the stunned enemy bonus.

You don’t actually get just 1 point for hitting an enemy; it’s a variable amount based on the attack you’re using. But it’s a small amount that I’m not about to try and figure out. Grab attacks give you 1 point, and an attack with Yellow gives 20 or 30 points or something.

Multiplier is increased by…

x.04 for an attack with Red or Blue

x.10 for an attack with Green

x.05 for an attack with Pink

x.10 for an attack with Yellow

Multiplier is just increased for every hit. Certain exceptions exist, like doing Green’s launcher into rapid fire doesn’t actually get you a ton of multiplier points. There seems to be a limit to how fast both your base score and multiplier go up, so spamming Multi Morphs on a dazed enemy won’t make your score go crazy. [B]Getting your mutiplier to above x2.5 gives your unite morph an element attack.[/B] Fireballs for Red, Lightning Blade for Blue, etc.

The game is pretty forgiving with the length of time between combos. It feels like five full seconds, but I never timed it. If you’re ever worried, just do a quick Grab attack with X to get an easy hit. This is especially sage advice when facing off against tanks.

itdoesabitthough:

Thanks to this well thought out and researched news report we can conclude that Tortimer as well as other adults who play Animal Crossing are in fact all pedophiles.

DONE
FUCKIN DONE

(Source: daisycrossing)

(Reblogged from wonderlanddansu)

xvillain:

>Eliza wins.

8I

welp. an eliza is fine too.

mayhaps do a better picture laters

Ah, my vote did win.

(Reblogged from xvillain)