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Masamune ridiculous


Ioncloud
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This item is being used more and more by Darpas, Shadows, and Leos. To me it is the most imbalanced item in the game. upto 25% timescale? Sure you take the physical damage hit, but that doesn't really matter when your going mach 2 and the heroes most likely to use it ALL have escapes. Sure its 5000 but if anyone is fed enough to get it, now they can kill people so fast and run away they should almost never die. Especially with the chances to boots, giving that much speed to characters that already benefit from extreme speed items (PM, HoM, Arcbound) not to mention the speed talent, kind of makes an extremely inbalanced mid to late game. Ive yet to play a game this week where I didn't have to face a Shadow, Nova, Darpa, or Leo and each one had this item. Nerf it or take it out.

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It's actually pretty weak if you use teamwork. I find that the AOS community tries to keep inhouses balanced because that is where people can physically speak to the developers and it is a much more fun experience overall.

 

If you think you have what it takes, join mumble and play in some in houses, you'll change your mind about Masamune lickety split.

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If a DARPA, Shadow, or Leo puts money into Masamune, they probably are not putting money into spell resist or health and axe and barbed counter them just fine. If you went straight int on Egon or MAAR and wonder why you are instadying to heroes with Masamune, well it might be you are following cookie cutter builds and not actually getting the items you need to win the game.

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Meh.... I find masume to be a much bigger threat on select str heroes that already have high resists and health, than people playing Agi carries. Tychus, and LZ are still near untouchable even with the physical resist penalty, while getting massive boosts to DPS. (For example, my Tychus build gives about 250 physical damage from the 5 items other than Masume and my natural str/base damage. Massume is basically a 40% boost to my damage off a single aa alone, not to mention the extra amounts shots I take).

 

You have an issue against aa heroes. You attribute it to this item, but I think you are just shifting the blame from the true source of aa heroes, which are nigh impossible to deal with in pubs (if you and they have equal skill level), seeing how much freefarm they get, and how many kills they are fed.

 

Masume itself is not superbly strong, sure it gives strong offensive bonuses, but it only removes defensive ones. Furthermore, fed is one thing, when someone has 5000 minerals lying around to buy this item, you've already lost. Some cheaper items are as good, if not better, for example, I'd take pyre, or even c shard over masume any day.

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if you are having problems against AA heroes using masum...whatever teh hell its called, just play a tank.

 

Build yourself a tychus with axe, barbed, shrap, organic, foe, and a retrofit for farming and boom, AA heroes all say good night.

 

unless they are actually thinking, which I find the vast majority in pubs (where I play, no insult intended!) do not.

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Masamune on its own is pretty weak, it only shines when combined.

Like in: CShard, Pyre, Darwin, TS, BHM, Masamune + potions which should give you max AS +25%TS and a hefty attack damage. Usually barbed mantle + axe isn't enough to withstand that in a 1v1

 

You could also replace BHM with stun baton to really mess up your opponent with Max AS+25% (counters axe as they can't attack at all). Works great with STR heroes as opposed to AGI heroes as they can have higher base HP/immunities - LZ or Kerrigan for instance. Balrog could work too. Seen the new OP medic do it even (forked DPS ftw).

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And if the more mobile agi hero is ABLE to out wait you, you popped the shard at the wrong time.

 

And a strength hero with those items is still glass compared to what he SHOULD be. I have built DPS tychus, I know his weaknesses.

 

Also, shadowmourne hard counters the build you posted on strength OR agility heroes. If they hvae all those hit items and reduced physical durability, shadowmourne will eatthem alive.

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Well there is one hero that is kinda ridiculous with masamune with a build I have and that is kerrigan. Kerrigan is the hardest DPS carry in the game thanks to her glaive wyrm bounce which not only does extra damage but also does extra leech. Her main weakness is mobility which is why most people stick a force of entropy on her.

 

Now my previous build on Kerrigan before the attack speed cap was raised was sunflare, HoM, Darwin's, pyre, yamato, and barbed in no particular order (plus ihan at some point). That got me to the attack speed and over it with Yamato activated but more importantly HoM+Yamato gave 40% bonus movement speed.

 

Well now with Masamune you can go 50% over the attack speed cap with masamune and Yamato (for 8 seconds but that is all kerri needs to get a luda kill with this build).

 

Also, the new and improved lightning rod is great on this build because of how much it procs doing AoE damage. All you need to do is execute your ult on the enemy then chage in with HoM and Yamato activated. They will usually run from the pods but because you will have 65% bonus movement speed, you can catch anything that flees and if they stand their ground, they take lots of pod damage (just always ult first in battle, not last).

 

So the item now in no particular order are:

 

Pyre, HoM, Darwins, Masamune, Yamato, and Lightning Rod (and ihan).

 

You will be at attack speed cap with HoM activated and 50% over it when masamune stacks are complete and Yamato activated (which will be near instant because 5 attacks come very fast). You of course also do 25% more spell damage with rod and pyre but that is just a bonus. Just activate HoM+Yamato and attack move ROFLStomp a team. And of course 440 weapon damage is a lot of physical damage with glaive wyrm but more importantly you leech so much damage from everything you hit you really can't be stopped unless you get stunlocked or disabled by lockbox or something like that (hopefully you will have a tank on your team). You of course have the negative damage debuff, but since you leech so much health and have bone armor, it is not much of a difference on Kerrigan.

 

So I don't know about Masamune being imba on a lot of other heroes, but because of the sustain mechanics of Kerrigan with glaive wyrm and lifesteal, I think this Masamune build might be a little too good on her this way if you end up farming all of these items.

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This CoolGuy is demanding some attention posting bullshap every thread pls give him some.

 

@OP, as the rest of usrers said in above posts, masamune is ok, expensive etc.

In your post you said "if any1 is fed enought he can afford it" lol are you serious or trolling us? Any fed hero can afford whatever

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I just don't like the Timescale reducing debuffs lengths such as Shrapnel... 3 seconds is short enough let alone throwing on a Timescale boost.

 

Also I enjoy going Masamune, Yamato Reactor, and Shadow Walk with Stun Baton for permastun...

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My only issue with this item, is the fact it only reduces Physical resistance. This makes it extremely counterable vs Casters. Since Timescale helps you to get to casters faster, attacking and kill faster, and use abilities more often to get to casters and Casters gain no benefit for enemy getting Masamune, while a person who is AA has an much better advantage since it provides only physical debuff.

 

This means. You should always get Masamune when facing an Non-AA Hero. Masamune ain't going to hurt you then, and you gain all the glorious Timescale, Huge amount of Weap damage and cooldown reduction // speed that makes it easier to kill a Caster.

 

It just bothers me that AA heroes aren't playing any risk at getting masamune if the enemy is a caster. I suggest adding -10% Spell Resist on Masamune. That way, casters don't do an overwhelming amount, but still adds risk.

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I'd personally say only make the damage debuff evident when you have the bonus timescale- so if you get it but someone assaults you first and you're getting the hell out of there, you're fine, but if you're on the offensive, then you take additional damage. Like a risk for using the actual item in it's actual use.

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tier 5 item is strong lets complain about it ....

 

 

yet another thread about how this is op and that is op.... get out of your tunnel vision mind sets about heroes and item builds are static, if your having problems with a dps carry buy a shrapnel and a electric mantle ..... dont fight the hero 1v1 if your playing a tank or a support hero of any kind of course your going to die in a 1v1 fight vs a hard dps carry this is a team game learn to play as a team stop being greedy and buying items only for your hero and buy items for the team.............

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tier 5 item is strong lets complain about it ....

 

 

yet another thread about how this is op and that is op.... get out of your tunnel vision mind sets about heroes and item builds are static, if your having problems with a dps carry buy a shrapnel and a electric mantle ..... dont fight the hero 1v1 if your playing a tank or a support hero of any kind of course your going to die in a 1v1 fight vs a hard dps carry this is a team game learn to play as a team stop being greedy and buying items only for your hero and buy items for the team.............

Masamune actually reduces the time of shrapnel. If you have yamato with you, Shrapnel time will be reduced to 2 seconds, In shadows final too, it may be reduced to only 1.75 seconds or lower.

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idea: masamune does passively NO increased damage on bearer....

 

INSTEAD: it increases all damage taken by bearer the same way the TS increases with every hit. This solves some problems like rushing to masamune by fed carry(will want to get more leech to compensate for damage taken) and makes character have increased damage taken only on using the item. It is offset by the increased timescale you do gain simultaneously, bennefiting you. It allows casters to pose some risk to a masamune bearer BUT because the debuff only applies when you use the item attacking then surprise rancor or surprise nuke casters wont beneffit from a passive debuff.

 

just a thought

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Honestly there is very little drawback to getting Marasume

 

Its almost exclusively gotten by agi heros that already naturally have high armor, so getting -20% physical resistance doesn't really hurt much

 

But don't believe me, believe math

 

The average AGI hero can have about 30-50 armor with ease.

 

0.97 ^ 50 = only 21% of incoming physical damage taken

With marasume (0.97 ^ 50) (1.2) = only 26% of incoming physical damage taken

 

So the net result of using marasume with 50 armor is that you take 5% more physical damage overall....

 

30 armor + marasume = 8% more damage taken overall

40 armor + marasume = 6% more damage taken overall

 

you can counter that with leech easy

 

Plus as many have pointed out, this drawback is nonexistant vs casters, who don't really do physical damage anyway but still die much faster from the increased damage and timescale buffs the item gives

 

The item should be reverted back to increasing BOTH physical and spell damage on the target

I am not sure why it was changed to only physical in the first place, but it was far more balanced when it made you weaker vs casters

Since agi heros rarely have super high spell resist, but always have high physical resist

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