DzoSero Posted February 4, 2013 Report Share Posted February 4, 2013 **Revised - Outdated: Comment for alternate builds Greetings AoS community, This is not a complete guide and will not instruct you how to play this hero. I will look to make this short and give reasons for the items that will be listed. To begin, here are his abilities: Weapon range: 1.25 Weapon speed: 1.8 Passive: 10 (+100% Armor) added as spell damage to attack Ability 1: 3-unit radius AoE 'bounce' dealing 60/100/140/180 spell damage (+50% Intelligence). Next attack within 8 seconds has a 6-unit radius dealing additional Physical Damage (40/80/120/160) and stuns target for 1.25 seconds Ability 2: Forced Agro on target and halves their attack speed (Lasts 1/1.5/2.0/2.5 seconds) Ability 3: AoE Heal of 8/12/16/20 (+15% Intelligence) / D.O.T. of 16/24/32/40 (+20% Intelligence) field Ultimate: Gain massive armor boost for 8 seconds +30/60/90 Armor (+100% Armor). During duration attackers take spell damage based on armor rating **Revised Agility and Armor After reviewing Justicar's abilities, Armor is his cup of tea, clearly my items are not armor oriented, but lets not forget Agility does add armor based on a scale. This is important because there's a decision to make, agility or armor based items? Let's compare 2 items of equal or lesser value to see Chilling Artifact = 9 armor ignoring other attributes valued at 2925 minerals === Phantom's Menace +50 Agility ignoring other attributes valued at 3300 minerals Agility adds (0.5 Weapon Damage)(+0.14 Armor) (+0.3% Weapon speed) per point, while having Armor grants +3% Physical Damage resist per point. If we solely choose items that are only based on armor and not on agility (i.e, barbed plating, dark steel titan, superheated mantle) we lose out on gaining a weapon speed buff percentage shown. Clearly what I'm stating is, get agility items with this hero. Every 7 points of agility, Justicar gains roughly 1 armor (0.98), so when we compare the two items, Phantom's Menace of +50 agility gives us 7.14 armor. However, since we've chosen agility we also receive a weapon speed bonus of 15% and an increased weapon damage of 25. At the cost of 2 less armor, we can gain a significant weapon speed bonus and weapon damage, much worth the investment! This is just to add to my post, the majority of my items are intelligence based :D Talent Build Fitness (180 health), Cunning (5% Spell damage), Fury (15% Weapon Speed), Integrity (+8 Armor), Zeal (>70%/13% MS), Fortify (50% Physical and Spell Resist for short duration) Items There is no real particular order other than the first few items, that's just the way I roll as every game is different. Since upload failed me, here is a link to all the items!!! OLD[ http://i.imgur.com/lX2PlJp.jpg ] === NEW [ http://i.imgur.com/sew3FsW.jpg ] Other than Argus Crystal and Gravity Edge, which needs no explanation, I'd like to give a short reason for my choices. Chilling Artifact - After playing with Justicar, CD reduction seems important because his CD's are quite lengthy. Main reason I chose this item is because nearby enemies lose 35% weapon speed. Coupled with ability 2, the combined loss is an outstanding 85% weapon speed! Star's Fury - After using an ability, next attack does additional 100% intelligence, which mine is 376+156 (Weapon Damage) for a total of 532 damage. It is important to acquire this item after Nitrogen because its when intelligence is greater than weapon damage and keeping Revolver will only hinder your performance is kept any longer. Nitrogen Retrofit - This is a great item for Akasha's field aura, but serves an even greater purpose with this intelligence build. 25% less movement speed will make your enemy take more damage and become vulnerable to attack from your team. Sliptide Scythe - 50 Agi, 18% Spell resist. The Scythe grants the most spell resist for one single item in the game, 18% passive and a total of 33% when attacking enemies. It comes with an excellent source of agility to add armor and weapon speed, and when attacking enemies, the user is also granted 10% movement speed to get out of dicey situations. Conclusion So far intelligence builds are proving their worth and this build is no exception to that fact. I only rough estimated his field DOT damage, a test obelisk took 1600 damage throughout the 10 seconds but I did not record the healing portion. Let's just say it's fast. Justicar has a tough role in games at times since he becomes entirely useless to ranged/intelligence hero's. However, if played right this hero can change the tide of battle. It will take practice to gain confidence and quick decision making to be sure you're engaging correctly, one false move and its over. I recommend staying close to your party and lead the pact. So that's my build, I hope you guys like it, recommend or comment on what you've encountered. I'd be interested in ideas for new builds and possible strats as well as others. Feel free to share! For those who like unorthodox builds here's a great one, LARGE burst damage! Extremely fun to play! edit: #1 - Removed 15 weapon damage talent for Fortify; best for engagements throughout the game, especially for spell resist #2 - Removed Time Splitter for Sliptide Scythe; Further spell resist granted, and further more when attacking with added spell damage and movement speed #3 - Impact Dial is proving its worth for mid to semi late game, therefore I do factor it in to my build (sometimes), deciding whether second or third item. However, I feel the joined harmony of my item build is too important to ignore and sell the item once our party has grouped and/or gain map control. #4 - Removed Shrink Ray for Nitrogen Retrofit; Greatly affects aura for added damage to enemy Quote Link to comment Share on other sites More sharing options...
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