TheKatz Posted January 21, 2013 Report Share Posted January 21, 2013 Change log Launch -- Posted 1/3rd of the way completed like a genius. 1.1 -- Edited small things/typos/etc. 1.2 -- Finished Skill Order section and added explanations. 1.2a -- Added spoiler code to make it easier to sort through. 1.2b -- Added a change log for you crazy people who would want one (and myself). 1.3 -- Sort-of-but-not-really finished skill section. To get the disclaimer and such out of the way... WORK IN PROGRESS (not really I'm pretty lazy and nobody plays this with me anymore and pub games suck) Working on Dota stuff because Dota. I'll get around to adding an item build when I care enough to. Just ask other Geneva players or make your own; it isn't that hard to figure out how things work and how well they work. Geneva is my favorite character so far, so I decided to make a short write-up about her. I'm by no means a good player; you shouldn't take any of the following as anything more than a suggestion and my random thoughts on the character and the game. This character is pretty fantastic, so, yeah. [Why things are ] (<--Link) Combat Medic [Passive] The Highs 1. Allows you to push creep waves or jungle effectively with minimal effort. 1a) This is helpful in lane if you're mid and planning on either leaving to gank another lane (lol) or are attempting a push-oriented team-comp. Even though she is just one character it would be silly to leave her alone to push, making you a problem in any lane you show up. I'll touch on this again for one of her other abilities. 1b) Jungling/Creeping isn't hard because you have free damage blocked at the start of each camp clear, and your auto attack forks to up to three targets at once. This means you can have better sustain through your clears, make faster clears with 'aoe' damage, stay in the jungle longer to make a longer/full clear (or double-clear the same section of the map) before going back to base, enter a lane with respectable health levels for a gank (or just to pop in to heal someone without getting killed in the process if someone jumps you), and afford to buy a ridiculous variety of starting items without having to worry about sustain or damage. 2. Allows you to contribute to team fights better offensively. 2a) Spread damage can start to add up, given that your stats aren't horrible and people stay close enough to each other for the passive to proc multiple times. 2b) The passive shield, usually added up with the shield from your E, can spare you some time before you have to leave a fight. This gives you an extra amount of health healed to an ally, a few more auto-attacks in, a flare save, or another E to spread some more damage/shield your teammate(s). It all depends on the situation. 2c) The shield can also give you an extra bit of pseudo survivability when all it takes is a few hits to kill you during chases or near-death engagements. The Lows 1. You are not a carry. You have other things to be doing. 1a) You have a damaging aeo shield echo/beam... thing, a channeled heal, a flare, and need to keep a close eye on ally health bars for your ultimate. 1b) Your DPS is usually going to be pretty ass compared to actual carries. Like Nova (lol). 2. The shield is extremely small without the addition of your E's shield. 2a) It gives you about an auto-attack or two before you start taking real damage. Basically, you're still squishy. 2b) No shield means no passive attack spread. All it takes is random aoe damage or an auto-attack to cut your already-weak dps. Surgical Strike [Q] The Highs 1. This is a damn good heal! 1a) Not only is it an immediate heal, but a heal over time AND a movement speed buff! The numbers aren't that bad, either. 70 initial health restored plus 30 each second over 6 seconds at level 1. 250 initial health restored plus 75 each second over 6 seconds at level 4. That is a 250 HP and 700 HP heal respectively (not factoring in the 40% INT ratio on the immediate heal and the 10% INT ratio on the heal over time) if you let it channel for the full duration. Geneva can easily say "Nope" to someone on her team nearby dieing most of the time... besides herself. 1b) The extra speed boost is icing on the cake. 30% is enough for chases to end sooner; your wounded ally gets away faster, or you spend less time chasing someone down as they retreat. The Lows 1. Your heal is channeled. 1a) It is not hard to understand why this is a bad thing. The flat amount is nice, but it is usually important to get as much of the heal off as possible. One stun and it stops. 1b) You can't heal and move at the same time. Someone runs out of heal range accidentally, or you gank/get ganked. You're probably going to be left behind (unless you are at tower, I guess), and you cannot help chase after you pass the baton to someone else to give them a speed boost. However, the latter isn't as important most of the time. 2. The scaling isn't enough to help it falling off after levels 7-10. 2a) 40% on base heal and 10% on heal over time means it isn't going to do nearly as much help after mid-match unless you have a pretty large amount of INT. 2b) Lower heal amounts for full channels means less incentive to spend the time sitting still and healing someone else in the middle of a fight most of the time. Optic Flare [W] Lazy Short version: It's a "meh" slow with a good blind. The blind is very, very wonderful. Have fun trying to get someone to sit in it, but it works as a good area of denial tool. Feedback Armor [E] Nuke + meh scaling + shields = this move. It does many wonderful things with mediocre values. Jaws of Life [R] Target takes no damage for X amount of time. I don't need to say how good that is... but I will. Burst mages or AA carries keepin' you down? flob that. Hit R, save a life/lives. [skillbuilds] Prioritize R first. Always. This isn't debatable to me. Other than that, there are quite a few ways to go about leveling this character. Leveling up what is relevant to your current situation is the best course of action. Babysitter Standard/Full Support (Short): Q, E, W, Stats (Long): Q~E~Q~E~W~R~Q~Q~E~E~R~W~W~W~Stats~R~Stats~Stats Max heal by 7 or 8 and FArmor by 9 or 10. Get an early point in W for the utility and ignore it as long as you can before getting stats. You can get the points in stats before maxing out W if you really feel like it. Harass the other people in lane, but don't do it when they're near creeps. Your disengage is ridiculously strong, so don't be afraid if someone gets handsy. The best way to make the people you are laning against leave your carry alone is to make yourself the immediate problem. Don't just charge them down, but make them regret coming too close. Combat Medic (Short): Q, Stats, E, W (Long): Q~Stats~Q~Stats~Q~R~Q~Stats~E~E~R~E~E~W~W~R~W~W Max heal by 7 while alternating with stats. More stats = more hurt + better health and energy pool + regen. Substitute the third stats boost with an early W for the utility if you think you'd need it (which is usually the case for me). You can actually argue that you can switch this order with the one from "Standard/Full Support" and vice-versa. This build is focused around auto-attack damage and a higher natural energy pool for when you finally manage to get some items. This allows you to spam your E even harder when engagements start to pick up in pace. MOAR PAIN (Short): E, Stats, W, Q (Long): E~Stats~E~Stats~E~R~E~Stats~W~Q~R~W~W~W~Q~R~Q~Q Please don't use this. This is just a silly build to milk as much damage as you can out of things. W has more base damage than E, but has shapty scaling in comparison if you can't get someone to sit in the cloud for the entire time. Lasts for 3.5(?), 20% per second for W. Your E has a flat 40%, which is arguably better most of the time. So basically max W first if you have a good slow/stun that lasts about as long, or max E if you can't make people sit still for a moment. Mid Farm (Short): E, Q, Stats, W (Long): E~Q~E~Q~E~R~E~Q~Q~Stats~R~Stats~Stats~W~W~R~W~W Substitute the extra levels in heal for stats if the other player doesn't harass properly. Put an early level of W where ever you feel like it. Not much to say here, really. E is going to be your main damage tool in lane and you can use it to farm easily. You level your Q so you don't have to go back to base because of having low health after a fight, or to patch up after repeated harass. If your opponent doesn't bother to harass, or happens to just push the lane mindlessly, put points into stats so you can last-hit easier/keep back the tide of creeps. Level and Gank (Short): E, Stats, Q, W (Long): E~Stats~E~Stats~E~R~E~Stats~W~Q~R~Q~Q~Q~W~R~W~W Max your main damage skill first, then begin to leave your lane to help others around levels 6~7. E for nuke, stats for auto-attacks. Get your early point in W before you start ganking if you don't feel like you will have enough CC to kill someone in the other lanes. An earlier level in Q might not hurt, either, if you want to be more helpful to the other lanes instead of yourself. !Full Push! (Short): Stats, E, W, Q (Long): Stats~E~Stats~E~Stats~R~E~E~W~W~R~W~W~Q~Q~R~Q~Q You're going to be auto-attacking most of the time, so you're going to want to level stats as soon as you can. Leveling them later just diminishes the return. Geneva is ridiculously powerful at pushing lanes. Her auto-attack splits to three targets without sacrificing damage, Feedback Armor damages enemy creeps and shields your own, and the siege tank can be healed when taking turret damage so it can get a few more shots in! Throw that in with ridiculous survivability and the other team will have one hell of a problem. Jungle F$@% my Teammates [Time=5:45] (Going for better clear time) (Short): Stats, E, W, Q (Long): Stats~E~Stats~E~E~R~E~Stats~W~W~R~W~W~Q~Q~R~Q~Q Fully selfish build. You won't "need" the heal, and neither will your teammates! Wahahaha! The order I take when most of my teammates aren't worth healing (they're being asses), or I want to go for Tough Kid items. "I guess I can care about people other than me." [Time=6:00] (Short): E, Q, Stats, W (Long): E~Stats~E~Q~E~R~E~Q~Q~Q~R~W~W~W~W~R~Stats~Stats Less selfish build. E+Stats for a good start. Taking another ability is pointless because it hurts your clear time by so much due to energy running out, or having to purchase items to compensate for the increased energy usage. Gank and stuff after level 6 so you can dive safely. Full Roaming Support [Time=Who cares?] (Short) Q, E, Stats, W (Long): Q~E~E~Q~Q~R~Q~E~E~W~R~Stats~Stats~Stats~W~R~W~W [Talents] So far I take 4/2/0 jungling. Might, Bloodthirst, Fury, and Veteran from Offense; I take Fitness and Integrity from Defense. Quote Link to comment Share on other sites More sharing options...
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