Regulus changes I'd like to see

Regulus

Angelic Fury - Since you get wings, how about a small speed boost.

Mark of the Betrayer - Have the skill fire off as soon as the enemy uses a skill, not after.

Mark of the Betrayer - Enable the skill to be cast on yourself as a future debuff.

ALL LEVEL 15 SKILLS ARE TERRIBLE  

Vengeance - Seriously? Lets make the final skill in the line do the exact opposite of what the skill does. 500 damage to boot?

Deadeye - Would be somewhat good in a 8-10 person match. In a 2-4 person match snipe is pretty useless especially in dominate.

Impedance bolt - This would be really nice if you didn't have to close out a line of skills that does not give any offensive power.

Skills

With Regulus, you are either support (6-10 players) or a main fighter (2 to 4 players).  The way Pantheon is set up, the majority of your games you are a main fighter. In my opinion, if you are a main fighter then snipe is a sucker skill. It is just too much of a liability especially against experienced players. Now if you are a main fighter, then why spec in maim at all when you have MotB and mines. As a main fighter, you will already put points into scope. Regulus peaks at around 13. As stated above, the lvl 15 skills are a joke except for MotB III. As a main fighter, you have to dump points into EA and AF.

Leveling

Since you are a main fighter then you have to creep kill effeciently with angelic fury. Since Regulus is a low mana character, you have to decide on a favour item or mana pots. One kills your speed (anklet) but you don't have to worry about mana and the other is a money sink. As a main fighter, you can't afford to die or drink too many potions in the beginning. Sure, thats true for everyone however, Regulus was not meant as a main fighter. It is an uphill battle.

 

Don't get me wrong, I love to play Regulus. It just feels like they glossed over the lvl 15 skills and moved on to another demigod. Does Regulus really need a whole skill line of maim (which has no offensive power) when we have mines, MotB, and items that all reduce speed?  I'm all for reducing and/or not stacking but please help out the Reg skill line.

 

 

 

3,164 views 19 replies
Reply #1 Top

what do you mean by casting Mark of the Betrayer on yourself? I don't understand.

 

that confusion aside, i disagree with alot of your assessments. Maim is a passive effect so it costs no mana and has no cooldown, this is a gigantic difference compared to Mark of the Betrayer. the two abilities function differently. comparing them as if they're for the same purpose seems off-base. its true that Regulus has lots of slowing abilities, but only one of them costs no mana and has no cooldown. 

 

Deadeye I agree is a bad, but Snipe is not. The issue with Deadeye is not that taking Snipe is a bad choice, many Regulus players are extremely effective with this skill in matches of all sizes. The issue with Deadeye is that it has almost no relationship to what Snipe really does (it grants a passive ability to your regular attacks, not a special effect to your Snipe). It does however provide Regulus with his only interrupt, even if its a somewhat unreliable and bad one. 

 

i think your distinctions between "main fighter" and "support" are not on target at all. both roles are available to each DG and each DG performs each of these roles differently. the choices you are forced to make regarding favor items and gold spending are crucial elements of the game and have no bearing on any particular demigod. i think you're a bit over-valueing Swift Anklet if you see yourself as fatally flawed if you chose a different favor item instead to boost your damage or mana or something else. every DG has to make these choices and you can do just fine without a Swift Anklet. 

 

 

Reply #2 Top

i think your distinctions between "main fighter" and "support" are not on target at all. both roles are available to each DG and each DG performs each of these roles differently. the choices you are forced to make regarding favor items and gold spending are crucial elements of the game and have no bearing on any particular demigod. i think you're a bit over-valueing Swift Anklet if you see yourself as fatally flawed if you chose a different favor item instead to boost your damage or mana or something else. every DG has to make these choices and you can do just fine without a Swift Anklet.

End of quote

I guess we can agree to disagree on roles. Without a debuff, you have to make different decisions than other demigods. In the tournament before Rokure, I used the anklet. I noticed that I could get bullied off the flags pretty easily at the beginning. Is it fatally flawed? Nope   I just think one is pushing it in order to be a main fighter.

It would be nice if Regulus had a skill to debuff. Mark of the betrayer uses a cooldown and mana and it still bretrays the opponent. Cast it on yourself and it negates a spit, bite, etc...

Deadeye - Thats the thing, you have fill out your snipe skills just to get deadeye which has no bearing on snipe to begin with. Sure, its passive but like you said, its unreliable and bad. Sniping is a finishing skill that should have something, anything other than deadeye.

Maim - Early to midgame, what skills are you sacrificing to lvl up with maim?

Do I think Regulus is UP? No, QoT has that award. I just wish the skills weren't so bleh at 15.  As I said, I still would be talking about these lvl 15 skills regardless of whether its a 2 player or 10 player game. However, when its a 2-4 player game, i think you are better off not using snipe fully max'd or maim. You should be at the front lines.

 

Reply #3 Top

i'm still not following what you're talking about with casting Mark of the Betrayer on yourself.

 

wouldn't that just hurt yourself? it would slow you by alot for 5 seconds and then it would deal damage to you next time you used an activated ability. 

 

i can't imagine thats what you have in mind. you seemed to be getting at some sort of debuff cleansing effect or something like that. not sure i understand. also, debuff cleansing would be wildly out of place on an Assassin type DG. that's the type of skill that Generals get. 

 

other than that i agree that Reg's level 15 skills are kinda bad. actually, I like Impedance Bolts quite a bit and I don't think maxing Maim is a bad thing either, so that one's fine in my opinion. the rest of them are trash though and should be changed. 

Reply #4 Top

Transitive: it sounds like what he's trying to say is, you cast Mark of the Betrayer, and you gain a 'buff' that causes you to apply the debuff to the next Demigod you damage.

Not sure how that'd work with cleaving effects like angelic fury, and not sure how much of an improvement it'd be, but it's an interesting idea.

Reply #5 Top

Quoting Kalil, reply 4
Transitive: it sounds like what he's trying to say is, you cast Mark of the Betrayer, and you gain a 'buff' that causes you to apply the debuff to the next Demigod you damage.

Not sure how that'd work with cleaving effects like angelic fury, and not sure how much of an improvement it'd be, but it's an interesting idea.
End of Kalil's quote

Not applying the debuff to another demigod but just negating it. I'm running from a UB and he is ready to spit, I quickly cast MotB on myself and continue to run. When the spit hits me it negated due to the MotB.

Reply #6 Top

Vengeance needs some help.  Deadeye is unreliable.  The other skills are perfectly fine as is, in no need of a buff.

Reply #7 Top

Quoting Darvin3, reply 6
Vengeance needs some help.  Deadeye is unreliable.  The other skills are perfectly fine as is, in no need of a buff.
End of Darvin3's quote
There's one change I think is absolutely neccessary: Snipe should not be able to target buildings - or, at the very least, it should not be able to target buildings out of site range.

It takes under 4 minutes for a trio of Regulus's to take down an enemy citadel from max snipe range (which is behind their own tower lines on most maps, and next to the citadel on a few).  That's not good.

Reply #8 Top

There's one change I think is absolutely neccessary: Snipe should not be able to target buildings - or, at the very least, it should not be able to target buildings out of site range.
End of quote

I'd agree with that.  I was more speaking about Regulus buffs (which seems to be the topic of this thread more than anything).

If we're going to bring up nerfs, I'd say the activation times of his mines are another issue worth looking at.

Reply #9 Top

Quoting Darvin3, reply 8

I'd agree with that.  I was more speaking about Regulus buffs (which seems to be the topic of this thread more than anything).

If we're going to bring up nerfs, I'd say the activation times of his mines are another issue worth looking at.
End of Darvin3's quote
Hmm, yah.  I'm not sure if they were really intended to function as grenades...

As for buffs - almost all of his skills are worth taking, with the exception of vengeance.  And actually, vengeance isn't terrible when you consider the mana cost.  It just isn't worth sticking a scarce skill point in.  It might be better as a damage over time aura, though.  That'd fit nicely with the concept of the Armor of Vengeance.

Reply #10 Top

Mark of the Betrayer needs to have a 4-6second window of activate. Its so OP in combination of grenades and snipe, and massive attack speed. So if im playing TB I own myself while taking massive damage and snared. During those 4-6 seconds the reg would still be doing a shitload of damage.

Reply #11 Top

I've found that Regulus is practically useless without mines early game, he doesn't have the survivability to cap flags or the aoe to farm creeps without them.

Reply #12 Top

Quoting Rav3nIX, reply 11
I've found that Regulus is practically useless without mines early game, he doesn't have the survivability to cap flags or the aoe to farm creeps without them.
End of Rav3nIX's quote
Try one of the passive (angelic fury) builds.  They're highly effective early-game.

Reply #13 Top

Mark of the Betrayer really doesn't need any help.  With that and mines, I see slows that look like around 90%(I've heard it's bugged?).  Then again, in some cases, having it go off before the ability would actually be a nerf.  Sedna could cast heal on herself and eat the damage.  Oak's shield would dispel the slow down.  QoT's shield wouldn't take the extra hit so it would stay up longer.  It's a buff against erebus' mist, he'd have to take the damage before misting, though really Erebus players would probably just bite then mist in that scenario.

Reply #15 Top

With Maim, Mark, and Mines, Regulus already has a ridiculous number of movespeed altering moves.

 

Giving him speed increase in Angelic Fury, which is very easy to run infinitely even barely mid game, would be a huge mistake, imo.

Reply #16 Top

Quoting Doggiedoodle, reply 13
Mark of the Betrayer really doesn't need any help.  With that and mines, I see slows that look like around 90%(I've heard it's bugged?).  Then again, in some cases, having it go off before the ability would actually be a nerf.  Sedna could cast heal on herself and eat the damage.  Oak's shield would dispel the slow down.  QoT's shield wouldn't take the extra hit so it would stay up longer.  It's a buff against erebus' mist, he'd have to take the damage before misting, though really Erebus players would probably just bite then mist in that scenario.
End of Doggiedoodle's quote

Thats the problem with MotB though. If Sedna has 500hp left, she doesn't die. She actually heals the difference. QoT doesn't die, the shield takes the hit.  Drink a heal potion and the difference is healed.

I just thought it would be a neat little twist in MotB and it stills meets the definition (casting on yourself).

Reply #17 Top

Quoting TormakSaber, reply 15
With Maim, Mark, and Mines, Regulus already has a ridiculous number of movespeed altering moves.

 

Giving him speed increase in Angelic Fury, which is very easy to run infinitely even barely mid game, would be a huge mistake, imo.
End of TormakSaber's quote

 

Actually, a 1% increase per skill selection in AF would be nice. Come on, Regulus himself said he'd move faster if only he had wings  :)

I agree with the over usage of movement altering skills. If anything needed a nerf, I'd say that was it.

Reply #18 Top

I only find "Deadeye" pretty much useless. But I don't understand the OP's problem with "Vengeance".

Reply #19 Top

IMO, mines are fine because you have to step on them for one. Second, there are the goggles and the 50gp scroll item that allows you to see the mines. Third, if your UB, doesn't capping out frenzy negate any movement altering skill (I know you have to already be using the skill)?  Minions and creeps can set them off. erebus can teleport. Qot can shield...

vengeance is worthless because of the 2 sec shutdown of skills. By the time you get vengeance, you should already be shooting faster and outdamaging Vengeance anyway (mines even do a better job). If vengeance did a 800-1000 damage then maybe that would make up for the skill point. I'd take the 80mana loss for more damage, than the 0 mana loss, 2 sec cooldown, and 500 damage.

If I max out maim III at lvl 8, I get a 10% decrease in movement speed for 3 sec. If I pick MotB at lvl 3 I already get a 20% decrease in movement for 5 secs and 400 area damage. One is passive, the other does 400, 600, or 800 damage and can either be a 20%, 40%, or 60% decrease in movement.

Remember, Reg has no stun (deadeye is too unreliable) to prevent someone from drinking a potion. Nor does it have a skill to increase your cooldown times. If you drink a potion, more time than not, the Reg is out of mana and fleeing.

 

If you nerf anything, its the decreased movement speed and fixing the stacking bug.  There just isn't really a character build up with these lvl 15 skills. No fluidity.