Tips and tricks (Mechanics you may have missed)

Thorn can have a shield if you build a +max shield item

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just wanted to point out, quickMelee button cancels your skills if you are aiming them, so you don’t spend a skill by accident.

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I didn’t test this, but does this apply to EVERY knockback? Or just Montana and Boldur (and Attikus… thanks dwarf)? For example does it work with Deande or Caldarius’s helix option?

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Works with Atticus

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Deande and caldarius skills “knock away”, the effect is not the same.

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ah didn’t notice that. cheers.

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Ah, thank you for that bit on Meltdown! I had a game where we should have won 500-0, not a single enemy minion got through but they finished 500-12 and we came to the conclusion that score must increase by three points every two minutes or so, kinda like the shards respawning. So it turns out that they just got one kill and one assist every two minutes lol!

http://imgur.com/g7EDbmB

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Here’s two more:
Upgrading a buildable heals it to full health and shield.
Items with -shield are great for Eldrid as they cost less shards but don’t affect them.

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They mess with Kelvins shield passive and boldurs overshield helix :frowning: -shield charge speed is best.

Also im very surprised this doesnt seem to be here. Shepherd bots give an overshield buff to nearby allies, stand next to them to receive it.

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I take advantage of this on Incursion, when you’re at the last sentry and attacking from the safety of that top room with the healing station. Enemies tend to swarm from both sides and target the healing station over Battleborn (Why not, it’s essentially a stationary Miko) so I try to keep it at level 1 until they start beating on it then upgrade it mid fight. Same goes for the thumper turret that will assault flanking enemies, leave it at level 1 and upgrade it once they’ve damaged it beyond say half health.

Sadly my teammates don’t always understand or agree with this tactic and just end up upgrading them to full. Then they get destroyed and we have to wait for them to cool down before we can build them again, wasting precious time and shards when all we need is to defend against one wave of enemies then assault the turret with a healing station at our backs while the enemy team is on respawn timers.

Oh well :slight_smile:

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I also use alternate fire for that (L2 on ps4).

Huh… I was sure that it didn’t work when I tried it out. Guess I’ll have to try again.

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Anybody know the trigger for when they give overshield? I haven’t been able to figure out if it’s on a timer, if it has some conditions, mix of both… It seems to be timed, but when I harrass enemy shepherd before it gets to midlane it seems to overshield early.

I think I read its every minute.

It uses the shield a couple times on the trip down the lane so its gotta be faster than that

I have wondered this as well. I notice they seem to engage overshield if they have a valid target, like if you begin attacking them while they are traveling but they will also use it at specific time frames while traveling, like on Meltdown they will use it almost immediately after leaving the spawner. My guess is they do that first overshield as some kind of anti camping mechanism but will then save overshield until they engage a valid enemy.

…This!

OMG this is an awesome resource I needed badly.

Don’t think i saw anyone reference this but when you’re in the lobby waiting to queue in for a game, when players join/queue together a yellow bar appears next to them on the right side of the queue list. A few friends of mine wondered about this and always asked what that yellow bar means.

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It means they’re partied up together.

That’s what i said though :joy:

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Awesome work dude, I’ll be linking new players to this post when they ask for help on YouTube. Keep it up. :smiley: