A note on the Siren's Strand example; it is actually even larger then shown in the clip, there is a whole new area in the other direction (away from the waterline) with a hole in the ship and everything, I just could not find any footage of it on my computer.
I believe that it really depends on the game state and who is on your team. Say your team is pushing up on the left-hand side of the map: you're going to want to have a cerberus on the right-hand side to act as an early warning system so that your team can hurry on over if the enemy happens to go to that side... or opt to push into the enemy team while they're down the player that the cerberus spotted. For healing trees, closer to the frontline is better 90% of the time. Unless the enemy is pushed up all the way into your base a healing tree in the very back does nobody any good. Players should be able to get to the healing tree *quickly*, get topped up and get back in the action as fast as they can. Gates are also best put up close to the fighting, but generally work better for teams that don't have a lot of escape options. Vadasi loves gates because she can make up for the lost healing output of the trees and really appreciates having a quick escape route in case she gets in trouble. If you've got a very bashy comp that loves to trade kills for kills like Knossos + Zandora then having a portal in the back to get into the action quicker is useful. It also means that anyone who happens to be dead when the clash happens can still get some damage in before it's time to reset, or back up their damaged allies so the enemy doesn't get free points toward the next clash. Basically, if people are dying a lot then a portal is great. I don't *quite* know what the mortar is good for. It provides supporting fire when the fighting is happening nearby the point, but that feels less useful than the other two creatures that want to be near the fighting. It does make getting stalled out pushing up on your defensive position much more punishing, but the same can be said for the healing tree.
While the titan is vulnerable, there's a blue bar underneath the health bar of the titan. Is that a shield, and if you die while attacking or defending, does that fill or deplete the shield?
Pretty sure it does a pin does a certain amount of damage which can be increased by getting eliminations during your rampage or reduced if you are eliminated. That’s just from what I’ve seen though.
its an auto wound based on fixed damage depending on how many rampages have happened on that particular heart point. Remember your guardian generates a shield based on the amount of heroes near them during a defense. So if you rush to the auto wound you can still prevent it IF the shield amount covers the fixed damage
A note on the Siren's Strand example; it is actually even larger then shown in the clip, there is a whole new area in the other direction (away from the waterline) with a hole in the ship and everything, I just could not find any footage of it on my computer.
Would love a map-by-map breakdown for clash that focuses on summons and the “usually the best” for each point
I will see what I can do!
I believe that it really depends on the game state and who is on your team. Say your team is pushing up on the left-hand side of the map: you're going to want to have a cerberus on the right-hand side to act as an early warning system so that your team can hurry on over if the enemy happens to go to that side... or opt to push into the enemy team while they're down the player that the cerberus spotted.
For healing trees, closer to the frontline is better 90% of the time. Unless the enemy is pushed up all the way into your base a healing tree in the very back does nobody any good. Players should be able to get to the healing tree *quickly*, get topped up and get back in the action as fast as they can.
Gates are also best put up close to the fighting, but generally work better for teams that don't have a lot of escape options. Vadasi loves gates because she can make up for the lost healing output of the trees and really appreciates having a quick escape route in case she gets in trouble.
If you've got a very bashy comp that loves to trade kills for kills like Knossos + Zandora then having a portal in the back to get into the action quicker is useful. It also means that anyone who happens to be dead when the clash happens can still get some damage in before it's time to reset, or back up their damaged allies so the enemy doesn't get free points toward the next clash. Basically, if people are dying a lot then a portal is great.
I don't *quite* know what the mortar is good for. It provides supporting fire when the fighting is happening nearby the point, but that feels less useful than the other two creatures that want to be near the fighting. It does make getting stalled out pushing up on your defensive position much more punishing, but the same can be said for the healing tree.
Thanks, dude
Very helpful video
Thanks!
Wait, I never knew it was possible to earn a grade greater than D+
Incredible
While the titan is vulnerable, there's a blue bar underneath the health bar of the titan. Is that a shield, and if you die while attacking or defending, does that fill or deplete the shield?
I have one question maybe is not related, but where are the servers? For me the game is very very laggy =(
Thats the funny thing. They are laggy for everyone 😅
@@TheZiggaZow My gudnes haha
can anyone explain when and why auto-wound happens in clash? and how does it get cancelled?
Pretty sure it does a pin does a certain amount of damage which can be increased by getting eliminations during your rampage or reduced if you are eliminated. That’s just from what I’ve seen though.
It also depends on how much power the other team has acquired. The more of a lead you have the more damage your pin will do
its an auto wound based on fixed damage depending on how many rampages have happened on that particular heart point. Remember your guardian generates a shield based on the amount of heroes near them during a defense. So if you rush to the auto wound you can still prevent it IF the shield amount covers the fixed damage
This is not keeping it short man
I did say I will try but there is lots to take in, you could always just go by the overview and skip the in-depth part.