As
is free to play this week it is annoying as heck trying to que up practice teams in QM unless you go into custom games and lose out on the EXP for your toon. So as a Master Artanis player, here are some helpful hints to gank the other
's you will face....
Step one... Wait as long as possible to pick your talent to counter theirs...
Most will pick Reactive Parry
, as they are expected to tank if there is support in the group. This is the best choice for 1 v 1 without troop spawn, mercs or other heroes, but it's quick match so chances are you'll be in the thick of battle.
Amateur Opponent
is a better choice, assuming you properly angle yourself with
and juke theirs allowing your creep and mercs to hit them for the two blocks while you clear what would otherwise hit you.
Step two: Again, watch their talent choice... A
hit into your creep or better yet closer to your cannons or fort after a blade dash can mean an instant kill with
at level 4.
Level 7 is tricky based on your team comp.... do you want to reduce the movement speed of your opponent with
preparing for a
or go all out damage with a
? Again, watch the other Art's talent choice, but also see if your team is good at body blocking opponents utilizing the map to 'trap' players for kills. Slowing down the movement speed might be unnecessary based on team comp, map and how the play style is working out. Hence, I opt for more damage...
(A tank should take
)
Step three: YO, you working as a group or this QM group running all over the place? Are you up or down 2-3 levels or Even?
Who's been getting the most camps? Most kills? Lanning properly? Done right a five man ultimate with a
can wipe a team... But you're in QM, chances are you might lock up 2-3 opponents with map obstacles, body blocks and teammate coordinated ultimates... Hence:
Burning stunned, rooted and otherwise low health or AOE'd (area of effected) targets.
Level 13... Again, watch what the other Art picks, but by this point you should be 3 levels ahead and they will be trying to group wipe you to catch up...
will assist you with that, unless you want the extra blade strike from
(sometimes I use it if I'm sieging with the team and pushing for an early win) or if you're getting over run/are a tank
is your choice.
Step four... If you are at this point you know how your group is working in QM and the options you should take. Did the other team catch up? Are you back to even? Did you just break their core and not have to choose this talent? Whatever the case,
is always the go to, unless you are a tank
is good.
is strictly based on your team comp and cohesion. From my experience, multiple vulnerabilities do not stack and most players are not coordinated enough to properly utilize this advantage in rotation (please correct me if I'm wrong about the vulnerability).
Level 20: You should not get this far... But if you do, the choice to slow down your opponent to make sure the
hits after a
is here with
though you can always opt to double down on the beam with
. A tank should take
if they didn't take
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