Anton's Yumi guide

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  • Beteiligte Poster: Anton - Lyncor - nooK - Shadow Phoenix - Yui - Viziroth - tegeus-Cromis - roxas_kh2 - Menthol.Love
  • Forum: Samurai Legends
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  • Antworten: 17
  • Forum gestartet am: Mittwoch 06.10.2004
  • Sprache: englisch
  • Link zum Originaltopic: Anton's Yumi guide
  • Letzte Antwort: vor 16 Jahren, 11 Monaten, 28 Tagen, 11 Stunden, 2 Minuten
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    Re: Anton's Yumi guide

    Anton - 06.01.2007, 07:51

    Anton's Yumi guide




    Introduction:

    Yumi Samurai. Having the ability to kil alot of creep and fast, as well as being extremely effective at destroying buildings, she is frail and easier to kill than other heroes.

    The skill build that I advise:

    Lvl1 - Strafe
    Lvl2 - Magic Trap
    Lvl2 - S
    Lvl4 - MT
    Lvl5 - S
    Lvl6 - Rain of Arrows
    Lvl7 - S
    Lvl8 - MT
    Lvl9 - RA
    Lvl10 - S (max)
    Lvl11 - MT
    Lvl12 - RA
    Lvl13 - MT (max)
    Lvl14 - Yumiya no Michi
    Lvl15 - RA
    Lvl16 - YnM
    Lvl17 - YnM
    Lvl18 - RA
    Lvl19 - YnM
    Lvl20 - YnM

    (Lvl9 and 10 can be swaped around depending apon the your own personal preference)

    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

    This hero needs very few items for she is mostly based around her skills and effectively using them (I have found that there are very few items that compliment the yumi well enough to be worth getting).

    Early game items:

    --- Mana potion [150]
    Good item for 150 gold, has 3 charges that each restore 300 mana over 20 secs. Is non combat consumible, but very handy between waves or fights with enemy heroes.

    --- Kegutsu boots [400]
    Very good item for 400 gold, increases your movement speed. Gives a direct advantage when opposing enemies without kegutsu boots. Helps you to escape and chase enemies.

    --- Ceremonial Mask [400]
    Awesome item for 400 gold, increse your mana regen by 40%, allows for a more free use of skills.

    --- Optional item (Kanji Stone, Wakizashi)
    This one is up to you. The kanji stone [1000] will increse your max mana by 250. The Wakizashi boosts your damge and these two can be used to make a Kobun if you end up getting enough honour.

    Other useful stuff:
    - Anti-magic potion
    - Dust of Appearance (revels invisible units eg ninja)
    - Scroll of Teleportation (To move from area to another, if ally needs help)

    Mid/ Late game items:

    --- Skywalker Boots [700 gold, 5 honor]
    This item becomes vital sometimes before even mid game. Requires Kegutsu boots and Ceremonial Mask. Increses movment speed and gives the player a skill that allows the player to move extremely fast for a short space of time. Vital when having to get out of a battle with low health.

    --- Scroll of Teleportation [350]
    Allows hero to telport to any friendly building, unit or hero. Extremely useful. It is a smart idea to have an Ashigaru (mercenary with a spear) running this item to your hero when needed. (The same tactic can be used for potions).

    Optional items:
    - Kobun [1000 gold 6 honor], requires Kanji Stone and Wakizashi. Gives bonus damage and poison damge upon striking (This is an orb effect, therefore the damage over time would not stack if you bought two of them, also it does not stack with life steal, you can only have 1 or the other)
    - Samurai Armour [4000 gold 10 honor] very expensive item but very useful if you can afford it. Gives 8 armor and 33% reduction in damage taken from spells.
    - Jadeblade [3500 gold 10 honor], requires a Ninja-To. Increases atack speed, boosts health and gives the largest damage boost from a single item(+20).


    Usage of items:

    -Mana potions can be very useful before you get your Ceremonial Mask for those annoying times when you just dont have mana. Also it can save a trip back to the fountain and a lot of waiting, allowing you to stay in the lane for longer.
    -Scrolls of teleportation are useful for those times when a creep push is threatening to do some serious damage to some towers or an outpost. Just telport there and rain of arrows it well. :)
    -Samurai armour gives the Yumi (who now in versions 0.8 and onward is not able to take a beating) just what she's missing - the ability to get sliced up a bit without dying.
    -The Kobun is an excellent damage boost item for the Yumi and seeing as she is ranged I find it more worthwhile than the lifesteal (you can not have both because they are orb effects).
    -The Jade Blade is really the final item you would want for the Yumi, for it has a very nice DPS (Damage per second) boost but it is very expensive - both in gold and in honour. Therfore you are not likely to get many of them, and you would only put the money into it if you have it siting around... and if you have it sitting around then usually you are winning so you don't realy need a jadeblade.


    Skills:



    Magic trap a stun skill; your only stun skill. This skill is used defensively for the most part. The most common use of this skill is when having to leave battle to heal, get items or just to run away from someone painful. You leave a trap behind you to halt the enimy units or hero. Another use is to stall a hero or advancement while an ally turns up. It can also be used when in combat with a hero. You place the trap directly in front of you as soon as you get with in range of the enemy armies, then wait for the enemey hero to charge into melee range, get stunned. At this point you can strafe them if you so choose. Ideally, though, as you move around your lane you should be laying traps al over the place. This is not only to stun heroes but to improve your line of sight and make sure you are not snuck up on from behind. Also, it's good to have a trap that you can lead someone that's chasing you into (it may convince them to give up the chase).




    Yumiya no Michi is a passive skill. This skill, while looking powerfull is not practical if you are in the habit of using strafe alot. This is because the primary advantage of this skill is the bonus range it gives you (the 20 bonus damge is nice thow). If you are doing your damage through strafe and/or traps then your normal attack damage doesn't need to be powerfull. Also, if you are using strafe the bonus range is not necessary. I will admit, though, it does make the yumi that much more formidable - but I would save your skill points for other skills in the early and middle stages of the game. in other words put points into this after you hav put all the points you can into other skills.




    Strafe is a skill that is awesome. It can be used for anything - offence, defence, pushing or hero killing. You name, it can do it (except find me a decent computer chair). This skill is so useful primarly because u can choose to do all of the damage from it to one target (665damge at max level) or do a decent amount of damage to a large group of units (7 arows that do 95damge each at max lvl). Also, it has a good cooldown time of approximatly 7 seconds, which is sweet for a skill that does 665 damage - well, it does that much if you can get close enough to hit them with all the arrows. This move has been nicknamed the "shotgun" and it often can make a cocky opponent go "oh crap where did my hp go". If you're lucky they will be so cocky that they wont even notice that they have lost so much life, in which case you kill them >:) I will warn you, though, in 0.8 onward the fan of arrows is increased, therfore it is very hard to get a "full" strafe on 1 unit. Basically, it takes a lot more skill to "shotgun" someone now.




    I would say Rain of Arrows is one of the best pushing skills in SL. At lvl 4 it can outright kill normal enemy units (the cavalary only have 550hp). Also at max lvl or even lvl 4 you can decimate all four towers at the same time. This is becuse the AoE is large enough to hit all of the towers, and the skill damages buildings. So when you "push" off units get to the towers, just whip out rain of arrows and let all the towers have it. Late game you are usually able to get the honor from killing all 4 towers, and hopefuly the outpost as well. The downside to this skill is that it is easly interupted. The yumi is just standing there for the whole duration of the skill (it is a channeling skill like starfall) and all an enemy hero has to do is stun or net you in some way, whether it be the whirl from Yari or the flying death from Ronin. So be careful - this skill leaves you very exposed.





    Tactics for dealing with enemy heroes:

    - If and when you come up against these annoying things ask nicely for a hand (usually your helpful team Ronin will do). Feel free antagonise them by hanging back killing their creep off so that they can not muster a push and so that your units get in the way of them chasing you. That way, unless the enemy hero actually kills you (Or is a Yari), they should find themselves pushed backward.
    - If the enemy hero is a noobie (And you can generally tell once you're an experienced player), then here's an effective way to kill them: Lay a trap, run up to them and stafe them point blank. This will hurt them a lot. From there, try to lure them into the trap and then shoot them 'til they die. If its necessary (Or, rather, if they're stupid enough to let you), strafe them again! If your effective enough with strafe you can get a enemy hero below half health before they even notice that you've done it. >:)
    - When trying to push a lane it is a good idea to not go up against an enemy Yumi. It can lead to alot of frustration, as you just balance each other out...(also they learn some of your tricks) :/


    Now, if you really want to go up against an enemy hero (And they're not a newbie) then there are two ways to approach the situation: You let them come to you or you take the party to them.
    I personally prefer to let them come. The advantages of this is your playing on your own ground - that is to say, you can use traps. When taking down an enemy hero, traps are essential. It can take a lot of skill (or dumb luck) to use traps effectively but if you can lure a hero into a mine field of traps they can become stunned for plenty enough time for you to do your worst (That is, to run up and strafe them in the face).
    I reccomend taking the fight to them only when they are on around half health or below and there are no other heroes around. This is because it leaves you exposed to dying, and believe me when you are the Yumi death can come quickly. So if you're taking this approach, take care! The same applies when chasing someone - they may be luring you into a trap so be wary... dont get over confident.
    The second most important part of taking down an enemy hero is to be able to shotgun them. This means a point blank strafe - which means 665 damage if you can hit with every arrow of the skill at max level, and the skill has a cooldown of approximately 7 seconds (corect me if im wrong). I have noticed that this has become admittedly harder to sucessfully pull off in 0.8 and 0.82 (Possibly due to changes in spread or hero size) but it is still possible and very effective.

    edit: during the 0.8x versions i have developed a different skill bild for the yumi. basically you have traps and strafe max at lvl10(which is the early est posable point in time) then you start putting points into rain of arrows. This is because the damage from rain of arrows at lvl 1 and 2 dose not make up for the 10 secs where you are extremely exposed to being ganked or just out right killed. what im saying is don't rain towers till you have at lest lvl 3 rain of arrows. also maxing traps and strafe early game gives you a edge against heroes in your lane.
    Also if you no you will be fighting some one who is good at SL get a healing pot at the start of the game as well as the mana pot. also keep the health and mana pots coming to you all game.

    while the previous bild was a bit more effective at sedgeing this bild allows you to kill heroes more effectively early game, which is the only time you can do this easily.

    p.s. making your self look frail and like a good target can be used to your advantage very easly with the Yumi.

    edit #2: when vs ing a ninja shield your self with traps. this is because a trap can block sherkins (when sherkins fly into a trap the explode and so dose the trap). which can be the difference between you living and dieing.



    Re: Anton's Yumi guide

    Lyncor - 06.01.2007, 14:16


    Sweet guide, Anton. Nice work.



    Re: Anton's Yumi guide

    nooK - 06.01.2007, 16:20


    Nice guide Anton :) I cleaned up the thread and made the sections in your guide bolded. Hope this is ok for you ;)

    One thing: You don´t deal 665 damage with Strafe at max level because of the hero armor reduction (25%).

    Nevertheles: Nice work anton :)



    Re: Anton's Yumi guide

    Shadow Phoenix - 07.01.2007, 02:36


    The only Yumi Guide thus far, great job Antonio! :D



    Re: Anton's Yumi guide

    Anton - 07.01.2007, 10:56


    O ok i didnt no that nook. i realy should keep up to date on these things. i had noticed that the damge or cone of fire had been altered between 0.7 and 0.8+, the skill just felt diferent...more chalangeing to use... its no longer just a matter of having good timing with strafe. also it seems harder to hot units with the individual arows from strafe. as in, at range you have to hit them directly with one of the arows for them to take eny of the damge. this hade maed the skill alot harder to master and i kant say im quite there yet but im workign on it.
    p.s. if strafe dose reduced damge to heros and towers i asume it dose not do reduced damge to the creep(units spawnd) and the units that you perchase?



    Re: Anton's Yumi guide

    nooK - 08.01.2007, 21:52


    Hero armor reduces all damage by abilities by 25%.
    Normal units have no reduction against abilities.
    Mercs have 30% reduction.



    Re: Anton's Yumi guide

    Yui - 29.01.2007, 13:23


    Sounds great Anton! I'll try it next time we play.



    Re: Anton's Yumi guide

    Anton - 01.02.2007, 02:03


    thank you yui. to thows of you who play yumi i can not stress the importance of traps. since 0.8 they have they have become the most powerful thing in the yumis arsenal.while spamming strafe is good spamming traps every where is so much better :)



    Re: Anton's Yumi guide

    Yui - 01.02.2007, 08:40


    Played a LAN 1v1 vs a friend today, and I followed this guide, and WOW. It worked so well I can't begin to say.



    Re: Anton's Yumi guide

    Viziroth - 02.02.2007, 01:54


    Haha, just raid this, and it's basically what I did anyway lol. Great job. And yes traps rule, I dunno how many kills they've alound me, or how many times they've saved me.



    Re: Anton's Yumi guide

    Anton - 08.02.2007, 04:13


    thats what i was going for viz. this guide is meant for players that are new to SL or the yumi. because 90% of this would be comin knolage to an experienced player.

    also i added a little bit to the end of my guide



    Re: Anton's Yumi guide

    Anton - 27.02.2007, 04:10


    ok i stopped using Kobun in once i got 0.8 came out. this was for 2 reasons:

    1. you get less money from wealth shrines, so u can not just buy whatever u want. unless you are not working as a team(eg pooling resources).

    2. it makes your arrows green and obvious when targeting a enemy hero, so you cant just use your normal attack to wear someones health down(which you can as long as there not paying attention).



    Re: Anton's Yumi guide

    tegeus-Cromis - 27.02.2007, 04:14


    1 is a good reason, but 2 does not make sense to me. An opponent who would not notice you harassing him with normal attacks is a stupid opponent, and thus doesn't merit you worrying over quibbling details like the colour of your arrows.



    Re: Anton's Yumi guide

    Anton - 27.02.2007, 04:26


    I'm just saying you know the instant that a yumi starts attacking you because the huge glowing green arrow is flying at you. in a big confusing fight, having arrows that look more like creep arrows can be an advantage, because you do not have time to look at the arrows shooting you you more worried about the heroes using here flashy skills on you such as flying death. and even if you do notice it is after a few shots(which can be all thats needed). so basically kobun makes it obvious that a yumi is shooting you.



    Re: Anton's Yumi guide

    roxas_kh2 - 03.03.2007, 04:16


    great guide! i realized that trap is better than 3rd skill!! cooooll im gonna try to find someone eho plays SL ing GG client and use this guide! (if there is any..)



    Re: Anton's Yumi guide

    Anton - 05.03.2007, 05:56


    thank you. if you have a legit copy of Warcraft 3 feel free to come online to play against or with some of our members, we are always on the look out for good talent and good people to play with.



    Re: Anton's Yumi guide

    Menthol.Love - 30.04.2007, 22:06


    I've found that my build is very similar, however, I do have three builds. Main one is very similar to this one... however... I base more on MT than anything else. There is not a second I'm not placing a trap. It comes up... I place it. End of story. That build is REMARKABLE for pushing, and when someone comes to stop me... got all those traps to say hello ^_^



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