Friday, May 5, 2017

Vainglory Talents Leak

Talent Information here! Remember that these are spoilers for the 2.5 Vainglory update, so if you'd like to experience it first hand, DON'T click these links!

https://www.reddit.com/r/VaingloryLeaks/comments/696klu/shitty_pics_of_talent_system/ (All hero talents [Located in the comments section by Classy_HAXZOR]) Link Credit to Classy_HAXZOR and the Vainglory Leaks subreddit.

https://imgur.com/a/smAg2#OKFk9Hp (Screenshots) Link Credit to Classy_HAXZOR.

The Google Docs Document below was created by me and is viewable, but not editable by anyone. This document was created to prevent anyone who wouldn't like to see spoilers... see spoilers.

(Vainglory) Build Advice (Mostly For Captains)

Always remember to build boots.

If you're running a hero who has low energy sustain, relies on their skills, or needs lower cooldowns, run Halcyon Chargers.

If you're running a captain hero with a captain build, War Treads are for you. If you're not a captain, you would only need War Treads if you need the extra health or want to support your team to chase down enemy foes.

Journey Boots... uh. Use for heroes like Krul who chase down their enemies. The low cooldown on the boot sprint and high speed (0.6, highest of all the boots) can help with chasing down most foes.

Captain Advice + Defensive Items Advice For Your Average Hero

Defense items, always handy for the Captains. If you're a Captain, the most viable items to get to support your team are War Treads, Fountain of Renewal, and Crucible. Crucible for shielding all, Fountain for healing all, and War Treads for sprinting all. Crucible also gives the highest health; 600. It can be useful for even the non-captains. Most important note on the defensive items; When you see the enemy team run all WP, you should ALWAYS run Metal Jackets or Atlas Pauldrons. When you see the enemy team run all CP, ALWAYS run an Aegis, and probably even a Fountain for the extra shield, health, and teamwide healing just for the bonus. Most of the time if the enemy team is smart and built with teamwork, they'll have 2 heroes go one style and the other with the other style. If 2 heroes go CP, run shields. If 2 heroes go WP, run armor. Sometimes you gotta add both if the one hero is too dangerous alone as one style. Goes for Captains as well, if they run all defense or utility, check their abilities. If they're a dangerous CPer, safe bet's to shield anyway (WP too). Phinn can run all utility and defense and still deal a whoppin 300 damage with his A early game! But most likely with Captains, they'll run mixed with Utility and either WP or CP. Glass Cannon build and you can't save room for the defense items? At least bring a Slumbering Husk. It'll save you from the burst damages and hard hitting moves.

More information on the two other roles, carry and jungler, are coming soon!

Fanmade VG Story, Featuring Night Shadow Taka and Elite Force Saw

Unfinished fanmade story by yours truly, featuring Night Shadow Taka and Elite Force Saw. Originally, this story was supposed to be finished by the 24th of April for the Facebook Entry, but I hadn't the time to finish it. It now lays unfinished, but I just might finish it sometime later.

Note that this story isn't professionally made. There are a few errors (and cringe) to be found here.

“Ugh... “ SAW stressfully, and unsuccessfully attempted to relieve the itches under his heavy armor. 

He laid on the dark soil, angrily punching at his own body. The more he struggled, the worse it got. 

“No time to waste away here. I’ve got a mission to complete.” Gripping the dirt beneath him, he stood firmly and wandered far into the night, searching for his target. 

He walked for hours on end, persistently, trying to finish his objective quickly. As such, he was well wary of his surroundings. 

“…I know you’re there.” SAW twisted his head slowly, cautiously. 

He loaded his coilgun, scanning the area. Someone was nearby, and with a killing intention.

He stood there impatiently, while the bloodlust still filled the air.

After a long wait, SAW decided it was for too long. 

“If you’re not gonna show yourself, then I’ll do it for YOU!” He swiftly grabs a flare out of his pocket, throwing it in the night sky.

As the area around him lit up, the masked face of an assassin did as well. 

“Bloody hell…” The merc lifts his hand, preparing to arm himself with his tomahawk.

The assassin was armed with a mechanical mask and blazing blades, which looked to be hot enough to melt through even the toughest metal.

For the first few minutes, the two were locked into a staredown. Who would strike first, they both had no knowledge.

The masked warrior breaks the silence. The flare’s light disappears, and so does he. 

“Oh no you don’t, I’ve got more where those came from!” SAW prepares a fleet of flares, but suddenly finds his supply emptied.

The assassin sneered under his mask, crushing the stolen lights with his hands.

“Cheeky…”

Vainglory Hero Concept: Marshall!

An off-topic concept; Vainglory's been pouring heroes at a steady rate nowadays.
Grumpjaw came out like 2 months ish ago, probably only 1, and now they've released another hero; Baptiste!
So I decided to make a concept for the game! Just for fun, and based off my Martial Man idea on dragonsoulguidance.blogspot.com.

Marshall

(Concept Art: Martial Artist with some unique looks)

Overview:

Carry Hero
Experienced martial artist with crazy skills and ramping damage.

Offense: (Melee)
75% bar; above average.

Defense:
65% bar; slightly above average.

Team Utility:
15% bar; below average.

Mobility:
50% bar; average.

Difficulty: Medium
Get Hero: 8000 Glory or 900 Ice

Skills and Perk:

Perk/Details:

Marshall

Role: Carry

Marshall is an experienced martial artist who can always outplay his foes. He can easily win a 1 v 1, and being outnumbered doesn't stop him either. Blaring his martial art skills to disable and push back foes, He can keep the danger away from his team. Marshall is best played in the lane, pairing well with ranged carries and works best with weapon builds.

Heroic Perk:

Combo Overload

Each time Marshall lands a basic attack or a successful skill, he gains a combo stack, which increases his weapon power by 10% for each stack. Marshall can have a maximum of 10 stacks. After 10 stacks has been reached and he lands another attack, all of the stacks will be consumed and he will gain an effect for the certain item he has. After the effect is activated, he can no longer activate the effect until a cooldown of 20 seconds is over. During this cooldown, he will keep all stacks and they will not be consumed by his perk.

  1. Fountain of Renewal: Buying this item first will unlock Marshall's healing perk (this cannot be changed after being bought). After the stacks are consumed, Marshall will activate a Fountain of Renewal effect on himself.
  2. Tornado Trigger: Buying this item first will unlock Marshall's attack speed perk (this cannot be changed after being bought). After the stacks are consumed, Marshall will gain 50% more attack speed for 5 seconds.
  3. Frostburn: Buying this item first will unlock Marshall's crystal slow perk (this cannot be changed after being bought). After the stacks are consumed, Marshall's basic attacks and skills will slow enemies for 25% and deal 50% of Marshall's crystal power for 10 seconds.
Stats: Levels 1 - 12

Health: 753 - 1,674
Energy: 100 - 300

Weapon: 70 - 172
Attack Speed: 100% - 120%

Armor: 20 - 80
Shield: 20 - 80

Range: 1.5
Movement Speed: 3.5

Skill A: "Lethal Lash-Out"

Marshall instantly fires a flurry of basic attacks at a nearby location, crippling all hapless foes in his range. Crippled foes are heavily slowed for 1 second and bleed.





Skill B: "Block n' Bash"

Marshall puts up a defensive stance, readying to block the next attack that hits him. He stays in this stance for 5 seconds until he blocks an attack. He can only defend against one damaging move whether it be a basic attack or skill, but after blocking the attack, he rushes the aggressor, basic attacking it and dealing extra damage for how much damage the blocked attack would've dealt. He can only rush the attacker if it is in Marshall's range.

Overdrive: Marshall can rush the attacker as long as it's in his sight. (Does not include mini-map)





Ultimate: "Roundhouse Rodeo"

Marshall unleashes the ultimate roundhouse, dealing heavy crystal damage to all foes around him, knocking them back and stunning them.





Tips:

Tip 1: Block n' Bash is useful against high power attacks that deal damage only once. Using the skill against such attacks can make the aggressor wish they'd never have attacked you!

Tip 2: Use Roundhouse rodeo when being chased down by the enemy team, or surrounded by them. This helps you make a break for it or separate the enemies during a team fight. Pairs extremely well with Ardan's ultimate if played right!

Tip 3: Use Lethal Lash-Out to slow your running victims or your pursuers!

Skins:

Default Skin,
Master Marshall (R),
Master Marshall (E),
Master Marshall (L),
Mediated Awakening Marshall (SE)

I would do a full on Lore for Marshall, but I'm lazy.
Let's just spill the most important details of his life story.
Self-taught orphan whose parents' deaths are unknown, a lone wolf, lone warrior, who's never had the experience of human intimacy.

Recommended Builds:

Aggressive Support: Sorrowblade, War Treads, Shiversteel, Tornado Trigger, Aegis, Fountain of Renewal

Warrior: Sorrowblade, Serpent's Mask, Poisoned