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==Advanced Jungling==
 
==Advanced Jungling==
   
Jungling isn’t just about earning experience points and gold. There are also key objectives within the jungle that you can acquire for your team. Each half of the map boasts a few epic monsters, the '''Troll''' (guarded by Frillspitters) and the '''Wisp Queen''' (protected by Wisps). In the river near the bottom lane between the two teams there is also a '''Hydra'''. Killing these units grants powerful '''buffs''' and in the case of the Hydra a team-wide bounty of gold. As Jungler you should focus not only on earning gold/experience and setting up '''ganks''', but also distributing these buffs to the teammates who would benefit most.
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Jungling isn’t just about earning experience points and gold. There are also key objectives within the jungle that you can acquire for your team. Each half of the map boasts a few epic monsters, the '''Troll''' (guarded by Wisps) and the '''Witch Doctor''' (protected by Horen Raiders). In the river near the bottom lane between the two teams there is also a '''Hydra'''. Killing these units grants powerful '''buffs''' and in the case of the Hydra a team-wide bounty of gold. As Jungler you should focus not only on earning gold/experience and setting up '''ganks''', but also distributing these buffs to the teammates who would benefit most.
   
 
*The Troll’s buff, '''Troll’s Might''', is best acquired by a Tank or Carry as its heal scales with maximum Health and its slow helps ranged Heroes chase fleeing enemies.
 
*The Troll’s buff, '''Troll’s Might''', is best acquired by a Tank or Carry as its heal scales with maximum Health and its slow helps ranged Heroes chase fleeing enemies.
*The Wisp Queen’s buff, '''Wisp Queen’s Blessing''', is best acquired by a Mage or another character reliant on abilities and mana.
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*The Witch Doctor’s buff, '''Shaman’s Wisdom''', is best acquired by a Mage or another character reliant on abilities and mana.
 
*The Hydra’s buff, '''Hydra’s Swiftness''', is best acquired by a Jungler or Carry as the Attack Speed boost helps with camp clear times, and the Movement Speed buff with chasing enemies.
 
*The Hydra’s buff, '''Hydra’s Swiftness''', is best acquired by a Jungler or Carry as the Attack Speed boost helps with camp clear times, and the Movement Speed buff with chasing enemies.
 
*Try to ping (Alt + left click) epic monsters when you’re willing to give the buff to other players, or communicate with them in chat. You may even want to switch places with them, covering their lane while they head into the jungle to get the buff.
 
*Try to ping (Alt + left click) epic monsters when you’re willing to give the buff to other players, or communicate with them in chat. You may even want to switch places with them, covering their lane while they head into the jungle to get the buff.
   
 
Beyond the buffs, it is also important to '''counter-jungle''' the enemy whenever possible. You can slow the enemy Jungler’s leveling and item progression by sneaking into his half of the jungle and killing its monsters yourself. Due to '''fog of war''', he won’t be able to tell that the camp is empty until he is beside it, wasting valuable time. This is especially devastating if you can manage to kill an epic monster, as it will take at least 5 minutes for the monster to respawn.
 
Beyond the buffs, it is also important to '''counter-jungle''' the enemy whenever possible. You can slow the enemy Jungler’s leveling and item progression by sneaking into his half of the jungle and killing its monsters yourself. Due to '''fog of war''', he won’t be able to tell that the camp is empty until he is beside it, wasting valuable time. This is especially devastating if you can manage to kill an epic monster, as it will take at least 5 minutes for the monster to respawn.
 
Note that certain glyphs, items, and hero gear can provide even more utility in the jungle. [[Hunter's Spear]] and its upgrades ([[Nerroth's Fangs]], [[Nerroth's Hide|Hide]], and [[Nerroth's Eye|Eye]]) provide Life Steal and additional damage, helping unconventional Junglers like Torrace or Slag excel. Glyphs like [[Slaughter]] and [[Offering]] provide additional options as well. Offering in particular can open up a broad variety of strategies in the jungle, as each camp (not just Trolls and Wisp Queens) can be farmed for a unique buff, helping players to clear camps or gank more efficiently.
 
   
 
==Quests==
 
==Quests==
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Quests are unique to ''Sins of a Dark Age'', and are thus one of the most interesting systems to master. In addition to the discussion of quest rewards, resolution, and other broad details found in the [[Intermediate#How_to_Play_-_Intermediate|How to Play – Intermediate]] entry, it may also prove fruitful to examine when to tackle quests and when to push towers instead.
 
Quests are unique to ''Sins of a Dark Age'', and are thus one of the most interesting systems to master. In addition to the discussion of quest rewards, resolution, and other broad details found in the [[Intermediate#How_to_Play_-_Intermediate|How to Play – Intermediate]] entry, it may also prove fruitful to examine when to tackle quests and when to push towers instead.
   
While many of the '''quest items''' granted by quests are powerful rewards (not to mention [[Adventurer's Bounty]]), teams that get tunnel vision trying to earn them can leave other objectives open across the map. If your team lacks the cohesion or strength to oppose the enemy (perhaps a teammate is dead, or perhaps someone refuses to communicate and might as well be), it may be better to push a tower. At the end of the day, you can only win by destroying the enemies’ Keep. While quests can help you accomplish that goal, destroying towers and pushing minion waves can do so in equal measure.
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While many of the '''quest items''' granted by quests are powerful rewards, teams that get tunnel vision trying to earn them can leave other objectives open across the map. If your team lacks the cohesion or strength to oppose the enemy (perhaps a teammate is dead, or perhaps someone refuses to communicate and might as well be), it may be better to push a tower. At the end of the day, you can only win by destroying the enemies’ Keep. While quests can help you accomplish that goal, destroying towers and pushing minion waves can do so in equal measure.
   
When deciding whether or not to tackle a quest, weigh the quest’s rewards and your team’s abilities and cohesion to make the best decision possible. More details on all of the game’s quests can be found [[Quests|here]].
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When deciding whether or not to tackle a quest, weigh the quest’s rewards and your team’s abilities and cohesion to make the best decision possible. More details on all of the game’s quests can be found [[Quests|here]] .
   
 
==Team Fights==
 
==Team Fights==
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*The Hydra spawns at 3 minutes, then respawns 6 minutes after death.
 
*The Hydra spawns at 3 minutes, then respawns 6 minutes after death.
*The Troll and Wisp Queen spawn at 1.5 minutes, and respawn 5 minutes after death.
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*The Troll and Witch Doctor spawn at 1.5 minutes, and respawn 5 minutes after death.
*The first Quest begins at 6 minutes.
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*The first Quest begins at 8 minutes.
 
*Minions spawn every 30 seconds.
 
*Minions spawn every 30 seconds.
   
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==Map Presence==
 
==Map Presence==
   
As a team you will want to be unpredictable, appearing then disappearing across the entire map. The best way to accomplish this is to invest in '''Portal Scrolls''' as well as the '''Portal glyph''', and to keep your eyes peeled for a good opportunity to enter the fray. In fact, at least half of good map presence is good map awareness; you can’t teleport to a fight and turn the tide if you don’t know that it’s happening in the first place! Keep watch over the minimap and buy [[Wards|wards]]. Establish a pattern of disappearing into the Brush, so your enemies won’t know when you have truly left to gank. If you really want to be sneaky, place a '''ward''' within the Brush so an ally can teleport to it using the Portal glyph—when doing so, a Hero can travel from top to the bottom lane in a matter of seconds!
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As a team you will want to be unpredictable, appearing then disappearing across the entire map. The best way to accomplish this is to invest in '''Portal Scrolls''' as well as the '''Portal glyph''', and to keep your eyes peeled for a good opportunity to enter the fray. In fact, at least half of good map presence is good map awareness; you can’t teleport to a fight and turn the tide if you don’t know that it’s happening in the first place! Keep watch over the minimap and buy wards. Establish a pattern of disappearing into the Brush, so your enemies won’t know when you have truly left to gank. If you really want to be sneaky, place a '''ward''' within the Brush so an ally can teleport to it using the Portal glyph—when doing so, a Hero can travel from top to the bottom lane in a matter of seconds!
   
 
==Hero Kits==
 
==Hero Kits==
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