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TheMortonMan

@CashMoneyMorty

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Joined 6 months ago

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Suggest an unorthodox build for any SMITE 2 god!

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Ra, The Heat-based Hyper Healer

This is a build that's focused on taking advantage of Ra's Aspect of Thermotherapy. The build will be similar in design as far as relying on heavy intelligence, but we're gonna be looking for more CDR to add. And while the build might not be extremely farfetched compared to the regular intel. build that most Ra players are used to seeing, buildng like the heat-based hyper healer is more about changing your playstyle to match the build, rather than playing the exact same way and letting the build change your results.

Truth is, I don't see this upholding a whole lot of viability in Conquest or Joust, but Arena and Assault will prove better results for what you're going for with this build.

The 4 things this build gives us:

High INT: We're aiming for a high amount of INT, so that the heals from Searing Pain and Solar Blessing REALLY do what they're supposed to do. We also want Celestial Beam and Divine Light to have some punch, so that Ra isn't a sitting duck waiting to be jumped on by an enemy God, he NEEDS to be able to defend himself with a build that lacks protections like this. Sure, there is some health, but that will only take you so far.

Cooldown Rate: It's hard to be a healer without abilities to use! CDR being placed in multiple items throughout the build will make sure that there's always something to use to either help your team or hurt the enemy.

Gold Efficiency: This build might look a bit wierd to Conquest players, but we need to keep in mind that this build is meant for arena, meaning we can't go around building any and every pricey item in the item shop. We're working on a budget, so we're looking at items that offer the most for the cheapest value. A majority of these items are priced at or below 2500 gold, which is exactly what we want for an Arena build.

Health Capacity: It just so happens that some of our favorite items that are meant for healers will bring health capacity along with everything else. This wasn't an intentional benefit from the build path, but it's nice to have a bit of meat on your bones!

Going down the line, we'll talk about each item, and why they're here on the build.

Sands Of Time/Pendulum Of The Ages: Both the regular and upgraded starter offer mana regen, INT and CDR; all very necessary stats for keeping abilities online and making sure they hit hard and often.

Chronos' Pendant: With the recent buff to the INT, as well as the heavy amount of CDR offered, this item, again, makes sure your abilites hit hard and often. This will also keep your allies alive longer, as you're able to heal them more often.

Rod Of Asclepius: This item is ESSENTIAL for any God/Playstyle with healing as a primary objective. We're also getting a bit of health capacity here, great addition too. The active is especially useful against anti-heal (ex. Ruinous Ankh's passive, Medusa's Acid Spray, Sobek's Sickening Strike, etc.)

Spear Of Desolation: We're getting 90 INT, extra CDR and MORE, just for 2450 Gold. This is gold efficiency at its finest, this is a MUST HAVE for a build in Arena.

Lifebinder: Another item that is pretty cheap, but offers fair stats. Some more INT, some more health, and an active that is pretty nice. Instead of benefiting the abilities that you have that heal, you get an active item that ALSO heals. Pretty nice!

Soul Gem: We're getting even MORE heals, but instead of having to fill an active slot, this one works all on it's own as a passive. Not only that, but MORE INT, MORE CDR, MORE GOOD STUFF.

Gem Of Focus: Along with even more INT and CDR to top it off, we're now throwing some mobility into the build. Gem Of Focus movement combined with Ra's passive will have him ZOOMING around the map, which is not only fun, but useful when it comes to dodging the grasps of danger.

Thanks for reading!

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Design a kit for a god that has never been seen in SMITE before!

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Mafdet, the Great Cat


Pantheon: Egyptian


Melee, Physical Damage


Class Roles: Slayer, Lockdown, Nuker


She would primarily be used in the jungle, maybe an aggresive support pick too


Appearance: Mafdet appears as a human, whose height resembles shorter Gods in the game like Izanami and Neith. She has black hair, with blue markings under her hazel eyes. Her skin is more pale compared to other egyptian Gods, due to Mafdet being inside more often than not, protecting the Mansion of Life. She sports the hide of a cheetah on her back and arms, the hide cutting off at about kneecap level, and the arms would follow through to her hands. Her left arm would follow through all the way to the claws that look to be maintained from the hide, but actually come from her own body. Mafdet’s right arm is similar, but the hide cuts off a bit earlier, tied to her arm past the elbow but before the wrist. In her right hand is a blade, just a tad but longer than the average dagger. 


 Melee Chain: 1.0x, 0.8x, 0.8x, 1.5x


Passive: This Is My House! - Mafdet deals slightly more damage and takes slightly less damage when she is on her team’s side of the map. This bonus increases when she’s in her team’s titan room. 


Ability 1: Aggressive Tenacity - Mafdet throws her dagger (turning into a projectile) in a straight line, dealing damage and passing through minions and monsters,  and stopping on the first enemy God hit, dealing physical damage on impact and placing a DoT effect on that God, which deals more damage every .25 seconds for 2 seconds. That enemy God will also be silenced for 1.5 seconds. If the dagger collides with an enemy God, Mafdet uses the string attached to the blade to pull herself to the enemy God hit by the blade. She’ll flip over the enemy God, and land on the opposite side of wherever the God is. The distance travelled depends on how far away that God was when the dagger connected. After landing the flip over the God, Aggressive Tenacity can be reactivated to pull that same God towards Mafdet, she would plant her feet and pull on that string. If the ability isn’t reactivated, or while waiting for reactivation, Mafdet won’t plant her feet, but will pull herself to that God’s location to retrieve her dagger. 


Ability 2: Pierced Dagger - Mafdet’s next basic attack will be empowered for the next 4 seconds. Mafdet will have a quick swing time but deal extra damage. Mafdet will use both arms to overhand stab. Enemy Gods will be slowed and crippled for 1.5 seconds, with the slow letting up as the duration continues. 


Ability 3: Prowl - Mafdet drops to all 4’s, increasing her movement speed. This starts as a slight movement speed increase but will increase as Mafdet moves forward specifically. After 2 seconds of moving forward, her next basic attack will be a leap, stunning any enemies on the landing. 


Ability 4: Perfect Pounce - Mafdet slows her movement speed to a crawl, preparing to jump. The longer that this crawl is channeled, the longer the jump is. When reactivated, Mafdet leaps forward. If connected with an enemy God, she stuns and silences them, and unleashes a flurry of basic attacks while sitting on top of them for 2 seconds. If Mafdet doesn’t connect with an enemy God from the leap, the cooldown on this ability is halved.