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Here's the basics though:
>Always hold down the heal button, HPS is much higher than waiting for the small burst heal. If you're alone, go ahead and let it charge though.
>Happy thoughts maxed before Dreams of Greed, the extra solar is helpful, but having your team HPS higher is more important.
>IMO, the burst that Euphoric thoughts gives you is nice, but it still doesn't outheal the HPS of max happy thoughts, but it just isn't as good as that cruddy price tag on it. Save it for last if you must acquire it, but I'd go for knockback with that build of yours. It'd help keep attackers off of you too. (Especially with no boots... Speaking of which-)
>WHY NO BOOTS BRO? Regen is nice, but regen + Krab burgers is a little overkill. The ability to keep up with your team is just as important as living.
>If you're not getting hit too much, you can afford to save for something else instead of Krab burgers, but if you need to tank it out to push harder, get it right after happy thoughts and dreams of greed.
> Always get droid atk dmg before their speed, the DPS addition with that maxed first is cheaper, and higher.
> I strongly recommend going with one of two loadouts for healbot: [HP, Healing, Dmg] OR [HP, Dmg, Knockback]. If your team is getting Out DPSed, you should probably go heals, but if you're fighting tanks, go knockback. If you manage to land the Tower BEHIND an enemy with that, they're basically more screwed than being in a black hole. Cooldown + HP makes infinite healing towers, and it IS nice, but it's not worth only having one of Dmg, Knockback, or HPS. Not to mention that more HP on your tower means it can't be bursted down in an instant by the weakest of attacks.
>Pills should be bought at least once when you see the enemy starting to build chase attacks, or heavy burst attacks. It's nice to survive a nuke with half your HP left.
>Lastly, Burst Voltar IS good, but burst is just a role. If your teammates are all also burst, having DPS drones is super nice for pushing and taking towers. Not to mention you can tank it almost completely by yourself if you let the tower hit you while you solar heal off of the droids. (Not reccommended for obvious reasons)
But yeah, that's all I got. Do what you find works, work in a good team.
Good to know about holding down the heal button.
Maxing happy thoughts...makes perfect sense.
Boots falls into that "contingent" category I was mentioning. If the situation was right, i'd definetly get them. So far they haven't really seemed necessary and I really wanna have sustain. However..."so far" has been very limited.
Krab burger notes: taken.
Droid damage before attack speed, got it.
The bot is what I love! I love ALWAYS having a bot. It did seem lackluster always having a bot that didn't really heal a whole lot...I think i'd go for HP+Heal+dmg.
Pills. Again - Contingent. I would do as you're suggesting though.
Thanks for the advice!
Glad to help bro! It seems during play your building has improved too, good to know you're learning.
Boots ALWAYS
Always buy base drones on the initial drop, so you can actually deal damage.
I have been avoiding euphoric thoughts. As salty said...just too expensive until late game.
I haven't been getting dreams of greed either.
Base starting build:
http://nautsbuilder.com/#Voltar_the_Omniscient/1000000100020012001001000010/16-16-19-27-8-1-12-12
> Start very defensive, stay near turret (hug your tank):
1 happy thoughts allows you to gain solar from droids (1 solar).
wait for 315 solar
2 happy thoughts and dreams of greed gives you 2 solar from nauts.
Wait for 200 solar
SKB gives you 10 health for every naut and 5 health for every droid healed.
wait for 270 solar
Get both utilities
(You can add AA range in here now if you wish which makes your solar gain insane!)
> You can now start pushing a bit, stay on a lane with your tank and slowly push forward. Remember you get a lot of health from healing your tank so focus only on that when being attacked
Wait for 340 solar
get both cooldowns
> This is the end of the base build. You are now incredibly potent in pushing and healing. If you get hit just move back a few meters and heal up, then carry on (Again you MUST be with your tank)
Complete build (not order):
http://nautsbuilder.com/#Voltar_the_Omniscient/1100021102220012021001301010/16-16-19-27-8-1-12-12-10-10-11-11-2-6-6-7-23-23-23-25-18-18
> If you against high burst chars build healing on heal bot first.
> If you are against non burst or you aren't being taken down to low health from attacks build drone explode.
> Get boots and health when required.
> If you didn't get AA range go for damage.
(Oh and of course don't charge the AA, keep your finger pressed down)
I will happily answer any questions regarding any aspect of this build and reasoning behind it
> Lack Manoeuvrability
> vs Burst
> Lack of burst (at base)
Voltar's Strengths
> High area defence
> Push
> Anti assassin
My build above is based around these.
Yup, see my post above. HT also allows you to get solar from droids
I appreciate the build advice. One question. Why get cooldown instead of health/duration? Is it in anticipation of your bot being destroyed regardless of increased health? Also, in the next patch energy drink will only increase bot health...right?
If you look at my prev post I list his strengths and weaknesses. His 2 key weaknesses are:
1. Lack of manouverability
Taking duration over cooldown means you are staying in the same place for longer periods of time. Voltar is great at pushing but this is a fast pace game and where he 'needs to be' will not be in the same place for long.
Also an experienced team will try to avoid the voltar train so you are just making it harder for yourself if you have to stay in the same place for longer.
2. Burst
Voltar is a dps healer and as such can outheal most dps damage (When I play it is very common for me and my felly hug-a-tank to just walk up to a turret and take it down with no droids)
Increased heals gives you roughly %25 more heals (AA: 4base + 4. Bot: 4base + 4). As such you can far more easily cope with anything the enemy can throw at you.
Increased heals is REQUIRED you must have this if you want to push.
If you are desparate to have energy drink then swap out damage, but you need cooldown and heals purely to combat voltar's 2 weaknesses of manouverability and burst.
Have a play around with him and see what you think, any feedback welcome. Remember playing voltar is as much about your hug-a-tank as it is you. He needs to be sponging little bits of damage and keeping well back early game, then he needs to be blocking enemy attacks and defending you late game. And very importantly, tell him not to jump around too much. That way he is more likely to sponge little bits of damage from AA and droids, but also you can heal him and 2 droids yielding 4 solar a second!
Yes, I read your previous posts.