Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege R (Alpha)
Temple Siege R (Alpha)
Sep 9 2019, 7:30 pm
By: Broflamingo  

Sep 9 2019, 7:30 pm Broflamingo Post #1



Temple Siege R:
Done By: 11Pool + Produced By: Broflamingo
Original By: UnholyUrine
M3 Series: MiniMoose
Special Thanks + Grateful: The TS Community and CAFG, Flashbeer, IAGG.
S
pecial Thanks To: SNQ, Insignius, Frux, KRAZYKLURKERZ
Download Link: https://drive.google.com/file/d/1bZgYN-5RyR9cdSRxmwuFnaJobunR4BjU/view?usp=sharing (Temple_Siege_R1.986_Alpha_Locked)

Temple Siege R General Changes:

Blind pick completely Removed. (G3f)
- Reason: Chaos Mode implemented, and promoted bad gameplay and uneven games.
Mist, Magician, Alchemist have been Removed. (G3f)
- Reason: These heroes had major design flaws, gamebreaking bugs, and unfun.
- Four new heroes have replaced these heroes.
Sound Effects added for immersion.
- Reason: Enhances gameplay immersion, awareness, and strategic information during the game.
- New Music toggable to turn off and on.
Mirrors and Duplicate heroes removed + Trigger bloat + trigger lag removed. (G3f)
- Reason: created massive trigger lag, unfun design, and coupled with rigged random and blind pick made matches terrible.
Anti-spell que trigger removed. (G3F)
- Reason: Made combos unecessarily harder and made que'd spells eat mana for no reason. Terrible design.
Assims un-rigged. North had unfair assim advantage. (G3f)
- Reason: Self-Explanatory.
Armor and Shields now start at 5 minerals.
- Reason: Buffing armor makes for more diverse builds and strategic gameplay decisions.
Random chance unrigged. (G3f)
- Reason: Favored G3f new, broken, terrible heroes. Self-Explanatory.
Survivor Bonus: Every spawn transition alive you receive one free level.
- Reason: Many more trees to invest in, helps new players ease in, incentive to staying alive.
At temple you are invincible capture all three + kill all three gates to disable.
- Reason: Prevents a lot of cheap deaths and encourages objective based combat and strategy
Later game spawn Marines and Zealots buffed.
- Reason: Later spawns were harmless -- they have been made more powerful can do damage to your base left unchecked.
Addition of a Spawn Boss aka Temple Knight
- Reason: Makes pushing viable instead of guarantee feed -- furthermore helps balance interactions with heroes and such.
Temple defenses are significantly buffed
- Reason: Puts the siege into "Temple Siege". Makes for exciting moments, strategic picks, and fun trying to break
through the last line of defenses of the temple.
- Reason: Makes defensive heroes much more viable and defensive team comps an attractive option.

Four New Gameplay Modes:

Pro Mode:
- Draft and Ban mode. No Random.
- Each team captain bans one hero. Red bans first, then purple.
- Staggered Picks: Purple 1st, Red+White 2nd, Orange+Green 3rd, Teal is 4th Pick.
Casual Mode:
- Free For all Pick + Random Enabled.
Chaos Mode:
- All Random, Everyone has 115 minerals, with 2 civs to start.
Sandbox Mode:
- Infinite levels, experimental mode. Solo play or with friends.

Extra Abilities:

Buy Temple Builder:
- Probe no longer in base purchase. You can now buy it in shop anytime.25 Minerals.
Off-Shore Assim:
- Purchase an invincible assimilator that is off the main map. Maximum 3. 100 Minerals.
Summon Temple Knight:
- Summons temple knights to the field. Costs 150 Minerals. 20 Second cooldown.
Full-Shield Capacity:
- Gives cannons 100 Continuous Shields for 30 seonds.Costs 100 Minerals. 30 Second Cooldown.
Armageddon:
- Destroys all Enemy spawn on map. Costs 250 Mana + 7 minutes cooldown. Needs Spell Tree Mastery.
Alchemy MAstery:
- Available When you master money tree. Trade in 500 Minerals for 2 levels.


Leveling Up Changes:

Health Tree:
- Has 15 Levels.
- Tier one (5 levels): +1 Level to survivor bonus.
- Tier two (10 Levels): Restores health to max on day night transition
- Tier three (15 Levels): Extra Life + No matter map conditions temple will always heal you.

Money Tree:
- Has 15 Levels.
- Tier Zero: + 30 Minerals
- Tier one (5 levels): + 60 Minerals
- Tier two (10 Levels): +120 Minerals
- Tier three (15 Levels): +250 Minerals and buy 2 levels for 500 minerals.

Mana Tree:
- Tier One (5 Levels): Everytime you cast a spell you get exp
- L1 = 0Exp, L2 = 2Exp, L3 = 4Exp, L4 = 12Exp
- Tier Two (10 levels): Restores Energy and Grants 100 mana on Day/Night Transitions.
- Tier Three (15 Levels): Reduces spell costs by 0/5/5/10 + No Mana Loss on Death
- Tier Four (18 LEvels): On any hero death, restores you to full HP.

Spawn Boss Tree:
- Upgrades Knights HP every tier + Free call on every tier unlock.
- Temple Knight (Goliath): Base HP 485/3500. Max HP 3500. Base Attack 120. Feeds 15gold 15exp.
- Can be Upgraded as a team.
- As the Game goes on Temple Knights appear more frequently. Start appearing at Goblins.
- Tier 1 (2 Levels): Summons spawn boss for free
- Tier 2 (4 Levels): 1 Level for capping outposts and Destroying all Enemy Warps
- Tier 3 (7 Levels): 2 demon bombers every 4 waves
- Tier 4 (11 Levels): Summon Temple Knight Warp Gate death
- Tier 5 (16 Levels): Temple Knight immune from removal Spells
- Tier 6 (22 Levels): Summons 2 Temple Knights on Temple Knight Call

Spell Tree:
- Tier 1 (3 civs): Spell Level 2
- Tier 2 (3 civs): Spell level 3
- Tier 3 (3 Civs): Spell level 4
- Tier 4 (3 civs): Gain access to Reverse Teleport, Armageddon, and Hero specific passives/upgrades
- Reverse Teleport: After 5 seconds at capture beacon you can warp back to base.
- Armageddon: 200 Mana + 7 min cooldown. Destroys all enemy spawn on map.
- Specific Hero upgrades and abilities on Tier 4.

Warp Gate Restore:
- A player must use 3 levels -- but restores all warpgates for teams, heals buildings, and heals temple.


Temple Siege R - New Heroes:

Incarnate:
Duran/Ghost 3600HP 40+5
L1: Creates 3 Phantasms/Hallus based on his current HP
L2: Makes His Phantasms Real for 70+5 a shot.
L2B: With No Illusions -- will swap places with the nearest enemy hero in range
L3: Slows enemies in an AoE for a couple of seconds.
L4: Blocks the next enemy spell cast and creates an infested and illusions at their positon. Global.

Fleet Admiral:
Siege Tank 6500 HP 60+7 4 Armor
L1: Summons SCV that can build the following: Bunkers, Refineries, Turrets for a gas cost.
L2: Summons 3 sieged tanks, 2 hallucinated, 1 Real for 5 shots. Good distance and blocks chokes.
L3: Summons 2 wraiths that follow admiral around, can summon up to 6. Repeated cast reset the Cooldown
L4: Summons A Battle Cruiser that can stun on entry, has yamato and does heavy damage. Can summon up to two crusiers.

Temple Lord Machina:
Fenix Dragoon 5500 Shields 500 HP 45+6
L1: Summons temple builder -- has unique buildings only psions can build for unique effects:
Templar Archives: 25M +60G: Blocks the next spell cast by enemy.
Observatory: 50M + 120G: Heals the temple buildings
Robotics Bay: 80M + 120G: Destroys all assims on the map allies+enemy. Except for Offshore.
L2: Nether Vortex: Summons a portal that mana stuns and does damage via scouts
L3: Time Flux: Summons an arbiter 500sh+1HP+0dmg. Recall 100NRG and Stasis 250NRG (Stasis Research: 250M + 300G)
L3b: Paladin Protocol: Able to summon 1 Temple paladins for 80 and restore their shields for 40.
L4: Hyper Dimension Rift: Summons all allies, pets, allies pets to your current location. 3 second delay.


Illithid:
Drone 3400HP 65B.Atk 3B.Armor
L1: Summons a cpu spawn to push the wave. The spawn grows more powerful later the game goes on.
L2: Can steal enemies pets and use them as your own + Overlord as a passive ability for deteciton.
L3: Leechs mana from surrounding heroes and gives it Illithid + Acid Spray Passive: a guardian follows doing damage.
L4: Summons Sunkens that do 200dmg along the sides and front of the map + Spines: Lurker passively follows you and does damage
*Use your barracks to switch between Passive abilties.

Temple Siege R Useful Videos and Showcase:

https://www.youtube.com/watch?v=xUdVWMWoHV8&feature=youtu.be

https://www.youtube.com/watch?v=NqTIjoNKfzQ

Post has been edited 40 time(s), last time on Jan 25 2020, 9:30 pm by Broflamingo.



None.

Sep 17 2019, 3:03 am ClansAreForGays Post #2



How many people still play TS?




Jan 18 2020, 8:42 am Broflamingo Post #3



-= Temple Siege Reloaded: Hero Strategy Guide =-


WARRIOR:
Difficulty: *
Capping: ***
Damage: ***
Farm: ***
Durability: *****
Potential: ***
Mobility: ***
Endgame: ***
Support: ***
Vs. Spawn: *****
Verstile strong mid-tier pick. One of the best stunners, fast, decent DPS, scales hard on armor. Mana warrior WRECKS temple defenses and a great intiator and defender. Great candidate for simming, very strong vs DPS heroes (Mech, Mutant, Archer) and scales heavy with shields and armor. All around Hero. Very flexible in how you build him -- Money, Mana. Spells, HP. Has a few weaknesses -- Stunners, Heavy map controllers, and Combo casters (DM LM for example). Good Vs. Spawn boss. Great staller during the cap phase -- can keep the cap phase open for a very long time. If you upgrade armor early you can play cute games if you went probe first -- making probe immune to spawn. Mana warrior is very powerful and can be unkillable played correctly -- base defenses mean nothing vs mana warrior. Suffers from average farm, weak to splash farmers in lane. Counters some very powerful heroes: Mutant, Archer, Illithid, SpecOps. He is prone to being coutnered by very powerful heroes i.e: Medic, Assassin, Assault, and Volt.

---

MECH:
Difficulty: ***
Capping: *
Damage: *****
Farm: **
Durability: ***
Potential: ****
Mobility: *****
Endgame: ****
Support: *
Vs. Spawn: ***
Mid-high tier. Still very strong, he is still in my top 3 bans. Good first pick in draft, Heavy DPS, splash farm on 25 mana, multiple modes, versitile damage types, and still a fucking headache to play against. Mana mech has made a comeback due to the final tier perk of the mana tree can sweep teams and heal on playerkill. Very Strong map control. Mech mode now has Base 2 armor with HP Buff, L1 damage has been buffed. Bike Mode is nerfed a bit with 50 minerals for speed and 0 armor. Tank mode +10 armor makes him a beast and tank mode viable as a mode. L4 still deletes people off the map. Scales extremely well with HP -- terrible candidate for assiming and still has problems vs mass spawn. Not the best vs spawn boss. Weak capper. Poor performance if he doesn't have assims+minerals but still EXTREMELY strong endgame. Avoid assassin, warrior, and powerops as they counter you decently. Medic and Incarnate ruin combos and transforms.

---

SPEC OPS:
Difficulty: **
Capping: ****
Damage: ***
Farm: *****
Durability: **
Potential: **
Mobility: **
Endgame: ***
Support: ****
Vs. Spawn: *****
High Tier overall pick. Good first pick in draft, Double farm, great auto attack, excellent capper. Good Map reconaisance, sets the tone for games. L4 fast-tracks him to godly minerals and upgrades. PowerOps still goes hard in the paint. Great candidate for assiming + building. L2 can still set up hilarious kills or make the difference between between life and death with defense Matrix. Sniper rifle will still dirt nap enemies and buy him space -- at full mana he can becomes extremely annoying to kill.
Still has some glaring weaknesses: Overall poor map control, stunners absolutely wreck him (DM, Assault, Volt, Warrior) has no direct DPS outside of sniper and overall loses to out right Direct DPS (Mech, Archer, Mutant), still overall weak to buildings outside of PowerOps, has a hard time closing out games strictly by himself, weak to armor. Very flexible build path -- maybe the most versatile in terms of builds. Still strong a contender due to powerful early and mid game and decent endgame. Extreme endgame situations he loses relevance.

----

ASSAULT:
Difficulty: ***
Capping: ****
Damage: **
Farm: ****
Durability: ***
Potential: ***
Mobility: ****
Endgame: ***
Support: ****
Vs. Spawn: ****
Assault is in weird place right now. Still great farm, still great stuns, still godly spawn control via spells and web. Great assim candidate, very versatile builds (Powersault is annoying as hell), some of the best map control, one of the best re-cappers in the game. Bomber still pressures across the map. However he does have some glaring weaknesses -- Weak to spawn boss, no direct DPS, Weak to buildings, Bread-and-butter stun combo been nerfed, overall low DPS, bomber gets crushed easier than ever now. That being said he still severely punishes sloppy draft picks, can be a hero that counters the whole team. Still a top play maker, Can make Temple sieging cakewalk with web, spawn clearing, spawn support via web. With Nuke coming back he will be high tier as he can clear outposts by himself. Countered by very viable heroes: Archer, Mech, Volt, Admiral for starters. For now Very Strong Midtier.

---

INCARNATE:
Difficulty: *****
Capping: **
Damage: *****
Farm: ***
Durability: *
Potential: *****
Mobility: *
Endgame: *****
Support: *
Vs. Spawn: ***
Combo heavy hero -- his potential is as high as the player using him. Incarnate can be hard to gauge. His capping potential is strictly average, and is slow in speed, not the best map control, weak to spawn boss and mass spawn, weak to buildings, poor farm. There are some tricks to boost farm with his L1 which bumps it up a little bit. Incarnate set-up potential is through the roof, can slow enemy heroes + swap them, has great overall DPS, and the longer the game goes on the more lethal he becomes. He can be decent vs spawn because illusions can stall them and cast L2 if u really want to. Darkest Reality -- his L4 can be a gamebreaker, blocking a critical spell like mech transform, Volt transform or Full Heal can be a huge tempo swing. Incarnate is an absolute lategame monster with full spells and mana -- any early kills on him will accelerate him to godtier. I will place incarnate overall low to low-mid. Because he is tricky, and really a skill based hero, he is not a pick, play and forget hero. He is a good counter pick in particular to: SpecOps, Light Mage, Mutant.

---

ADMIRAL:
Difficulty: ***
Capping: *****
Damage: ****
Farm: **
Durability: *****
Potential: ***
Mobility: *
Endgame: ****
Support: ****
Vs. Spawn: ***
Much improved from his origins as General. Admiral has highest base HP in game, one of the best openers in the game, great range, Highest base armor, has strong L1 with build capabilities. Has great fortifications abilities via detection, bunkers, self-heal and can build armored assim with no minerals, also good with high armor. Excellent siege monster via L2 and Siege mode + has the highest potential DPS in the game and a stun. However he is very slow, has poor map control, and very poor crowd control and not the best laner or farmer and for maximum damage he is mana hungry. The longer the game goes on, he can becomes unapproachable DPS monster as the L2, L3, L4 combo would even overwhlem transforms in sheer DPS. I would place him mid to low.

---

MEDIC:
Difficulty: ***
Capping: *****
Damage: **
Farm: *
Durability: **
Potential: *****
Mobility: *
Endgame: *****
Support: ****
Vs. Spawn: *
One of the strongest openers in game, good auto-attacks, has disable, strong laner, restore, strong tempo control. However she has some severe weaknesses -- mass spawn, buildings, spawn boss, Poor map control, not the best farmer, weak to stuns. Medic however shuts down some VERY powerful heroes (assassin, LM, Mech, warrior) and turns them into glorified Creeps. In that same vein she allows for some unorthodox combos (i.e Medic, General, LM is probably broken beyond belief Ata certain point you cannot touch them) Interestingly enough she is a decent sieging hero because 1) FH and armor alllows her to tank hits and spawn + boss can wreck cannons and she can be healed by spirits 2) once she is in your base she can disable you and becomes very annoying 3) She can extend sieges forever with L3 and L4 with teamates. Hard to gauge I would put her lower mid tier but still alot of potential to shutout heroes and team compostions.

---

SUMMONER:
Difficulty: *****
Capping: *
Damage: *****
Farm: *****
Durability: *
Potential: *****
Mobility: *
Endgame: ****
Support: ***
Vs. Spawn: ***
High tier despite the nerfs and still worth a ban. Much harder to hero to play overall -- the herp derp factor from G3f is gone, so he requires some actual thought. Summoner not banned on a last pick can be unimaginably powerful. Punishes sloppy draft picks badly. He is able to deploy some gamebreaking abilities: dark swarm + spawn boss can be absolutely broken, . Once he is inside your base the your temple cannons and defenses are swiss cheese with swarm+boss even w/ swarm at 130 NRG. Spawn boss also keeps his freefarm in check. With Ling speed at 75 and attack speed at 50, it is considerably a slower start, while summoner armor is higher his HP has been significantly reduced, Dark Swarm is 130, great staller but still overall shit tier capper. His L4 are 800HP 15 Base armor and 50atk, make excellent brusiers and can absolutely crush certain damage types. However there are still certain heroes who will make his life difficult to impossible: SpecOps, Illithid, Admiral, LM, Mech, Mutant etc. However as the game goes on, he just gets more and more powerful to the point of being unstoppable.

---

VOLT:
Difficulty: ***
Capping: *
Damage: ****
Farm: ****
Durability: ***
Potential: *****
Mobility: *
Endgame: ***
Support: ***
Vs. Spawn: ***
Here is a hot take for you: Volt is Strong mid-high tier. Has splash, has kill combo, huge stunner, has transform, mana drain, unsafe to lane with for the most part. Versatile builds. One of the best defenders in the game, also one of the best assaulters in the game. Though he does have some GLARING weaknesses -- very poor map control, very weak first pick in draft, weak vs mass assim, mostly weak to summons, needs to spend resources to be decent vs. Mass spawn. His capping is garbage tier -- however the longer he is able to stall and double farm in the cap phase the longer he boosts his team and himself via splash farm. Fish for cap phase matchups like Assassin, Mutant, Warrior, even Specops where he can safely double farm with no problems. Him being in a defensive lane will probably shut out the opposing hero. Letting volt go unchecked is a receipe for disaster but he will also elicit some powerful counters: DM, Mech, Archer, Summoner also even admiral come to mind.

---

ASSASSIN:
Difficulty: ***
Capping: *
Damage: *****
Farm: *
Durability: *
Potential: *****
Mobility: ****
Endgame: *****
Support: **
Vs. Spawn: ***
Assassin is in a weird spot, but definitely High Tier. There is more detection in the game so he can be shut out even easier, and on top of that you have some big lane bullies, shit tier capper at worst strictly mediocre capper at best. However he has the highest base melee damage in the game, his L3 is even more powerful because of spawn boss, L3 ignores all temple cannons which is HUGE. Can absolutely wreck off-shore assims early, gates and captures play an even more important role now which makes him a solid pick. Not mention if he is fed enough he can literally take all 3 lives at your temple within seconds with L3 + L4. Still a lategame monster, l4 still wrecks face, L4 more super value since HP Builds are more popular, and even against his counters/soft-counters if you catch them slipping its an automatic life. Assassin is a hero that left unchecked he can become an unmitigated headache and untameable threat. He does have some heavy counters: Medic, Incarnate, Mutant, general.

---

ARCHER:
Difficulty: **
Capping: *****
Damage: ****
Farm: ***
Durability: ***
Potential: **
Mobility: *
Endgame: ****
Support: *
Vs. Spawn: *****
High-Tier, there I said it Strong first pick, Strong farm capabilties, Counters spawn boss like a champ, insane damage on L3, L4, did I mention he is an absolute boss at capping, good map control, great base assaulter. Absolutely wrecks bases when pumped, has many versatile builds, counters some pretty powerful heroes. However he does have some serious weaknesses: He can feed like fuck, can be bullied out of the lane. Archer is a pick up and play hero as he is not a very difficult hero to play as, and is good for newer players. Very reliant on assims to perform at an optimal level, split upgrades, comps need minerals to upgrade. He is also hard countered countered by popular picks: Warrior, SpecOps, Assassin, Summoner.

---

DARK MAGE:
Difficulty: ***
Capping: *****
Damage: ***
Farm: *
Durability: **
Potential: ****
Mobility: *
Endgame: *****
Support: **
Vs. Spawn: **
Ah, Dark Mage, I very see her rarely but she is probably the best counter pick hero played right. High tier for sure. One of the best cappers in game, has ensnare and storm, mana tree perks buff her crazy, tempo breaker, has cloak. Can perma cloak Via L4, mana drain, mael. Why is she not picked more often? She has the capacity to feed like fuck, shitty against buildings, weak vs mass assims, medicore farm, no direct damage spells, needs time to setup. However once she gets going its going to be painful time. Very oppressive hero if she has a lead. Shuts down MANY strong heroes. She is weak to: Summoner, Assault, Archer Comps, Mech, Machina.

---

TEMPLE LORD MACHINA:
Difficulty: *****
Capping: ****
Damage: **
Farm: *
Durability: *
Potential: *****
Mobility: *
Endgame: *****
Support: *****
Vs. Spawn: **
Low tier, but with heavy caveats. Decent opener, mobile hero, has the most spells in game, global effects, has pets, can cloak, has stasis, mana stunner, global assim destruction, great support, probe on spell. That being said he needs so much time to setup but he can become the best hero in the game as he simply has so many tools at his disposal. Weak overall farm potential, mostly shields, weak lane presence, mostly weak to mass spawn, weak to spawn boss generally. Mid to lategame is where he can become so oppressive and can make so many plays and save his team, L3 can save him from sticky situations. Later on he can Acquire stasis field end the game with a good stasis. L3 Paladins can start to pressure crazy depending on ups and mana levels. A hero limited to the imagination of the player that wields him, best to start off as support then become late-game juggernaut.

---

MUTANT:
Difficulty: ***
Capping: *
Damage: ****
Farm: ****
Durability: *
Potential: ****
Mobility: ****
Endgame: *****
Support: *
Vs. Spawn: *****
Hard to say -- I have not seen Mutant played very much recently. I would place him High Mid-tier. Great staller, fastest hero in game, has an execute, has a transform, can see at night 24/7, excellent farm mechanism, suprisingly flexible builds, L4 is insanely strong, wrecks bases. He does have weaknesses tho -- weak lane presence, can be bullied, low HP, needs time to farm and set-up. However, he is a hero who can snowball out of control off 1 or 2 kills early. Also with assim support he can be unstoppable -- literally soloing bases and outposts by himself in seconds. Mana Mutant is back because once he reaches the final mana tier he gets healed on any Player kill. A hero not to be underestimated and his L1 alone mid to late game makes it nigh impossible to go out at night -- depending on his team you will not be able to go out: Period. He does have some serious coutners however: Warrior, DM, Assault, Incarnate.

---

LIGHT MAGE:
Difficulty: ***
Capping: *
Damage: *****
Farm: ****
Durability: *
Potential: ****
Mobility: *
Endgame: *****
Support: ***
Vs. Spawn: *****
Low-Mid to Low-tier. Though do not let the ranking fool you - it is becase of his slow start that places him at that tier ranking: shitty capper, weak to mass assim, no escape mechanism, poor map control, shitty auto-attack, VERY poor first pick, pitiful start at laning phase. On that note understand this New LM players: SOMETIMES YOU WILL HAVE TO GIVE UP THE CAPTURE AT THE START AS LM -- there I said it okay? Example: You really going to go mid as LM vs Incarnate, no you are not. However the upside is huge: One of the best farm mechanisms in the game, god tier temple defender, extremely high damage, almost unkillable, absolutely destroys pets, god tier farm, psionic storm, hallucinations, great vs. Spawn. Very strong vs melee heroes., can absolutely be punishing in lane with L2 spam. One of the few heroes who can literally walk into your base and destroy it with no problem. Somewhat relies on his team to not be idiots and die to early -- but once he makes it to mid game he will start wrecking face and no outpost will be safe. He boosts team farm substantially, if he is left alone and makes it to endgame almost impossible to kill. He does have some hard counters: Incarnate, Medic, Assassin.

---

ILLITHID:
Difficulty: ***
Capping: **
Damage: ***
Farm: *****
Durability: *
Potential: *****
Mobility: *
Endgame: ***
Support: ***
Vs. Spawn: ***
Illithid is hard to guage I want to say low to high, hear me out. Simple hero but Has differing potential levels and difficulty with his unconvential spells. Can absolutely wreck face with his passive abilities, great farm mechanism, great base auto-attack, decent speed, can push like a boss, great global L4 to control space and punish sloppy play, and can steal pets. Has a very strong early and mid-game but can falls off late game pretty steeply. Depending on the pets he steals with L2 can become a monster, imagine stealing arb with stasis or even Dark Orb, he pet steal ability can keep him relevant late game. L3 ensures he can keep up the shenanigans with L1 and L4. If he bullies you out of the lane, your outpost or base will be punished with L1. Worth mentioning hes a soft counter to summoner which helps alot. However in he has no crowd control, absolute trash in head up fights, weak to stuns, no inherent escape mechanism, and is weak to high armor. Very unconvential hero. Weak to: DM, Warrior, Volt, Assault.

Post has been edited 7 time(s), last time on Jan 22 2020, 8:27 am by Broflamingo.



None.

Jan 22 2020, 8:31 am Broflamingo Post #4



-= Temple Siege Reloaded: Leveling Strategy Guide =-

Health Tree Overiew:
Simple straight forward tree -- rewards you for staying alive, survivability, durability and even extra lives. Can be complex by the way of having the foresight to predict certain situations. example: Knowing that it is going to be a defnesive game -- getting the final tier to defend the base is a good idea. Health tree is a good tree to invest in, just understand that -- broadly speaking, health becomes less important as the game goes on and being able to project your via spells tends to take on greater importance. Choose wisely.

1) Tier 1 - Survivor Plus:
Good perk because gives you another level for your survivor bonus during spawn transitions. Two free levels is very nice. Very good defensive option if you are against hard matchups or having a low-farm game. A lot of players will stop here at tier one and transition into other trees because they feel the two free levels are enough. Keep in mind that it is nice but this perk does not necessarily help you in the field.

2) Tier 2 - Well Rested:
For 10 levels you get the well rested perk. Any day/night transition you get healed to your current max HP. Need to keep that push going? Check. Need to make a big play and get healed -- Check! This perk can save you a lot and can make plays off the fact you will be healed. Saving a back to base trip for healing to apply additional pressure or just hold the line can be huge. If you think about it -- on certain heroes like LM, DM or Admiral this can be INSANE because these heroes can be hard to kill via spells or just big health totals.

3) Tier 3a - Divine Fighter:
15 levels and you get this perk. Very underrated, even if the enemy has all caps and destroyed all of your gates you still are invincible and get healed at temple. On certain heroes this becomes insanely powerful -- like Volt, Warrior LM, or Admiral. The enemy trying to siege your temple has become infinitely more difficult because they cannot kill you. When leveling and building your hero never underestimate the power of never being able to die at the final stand of your temple.

4) Tier 3b - Divine Intervention:
15 levels of health you get an Extra Life. Self-explanatory perk. Can really be gamebreaking and if you know you are going to fully invest into the health tree you can really put the screws to the enemy with heavy aggression oriented gameplay. Why not, you are going to get another life anyways.


Money Tree Overiew:
The new money tree grants you more money the more levels you invest inside the tree. Every five levels increases the amount of money you get. This can be a very powerful tree, however I notice it generally tends to be an all or nothing tree. Investing in this tree from the beginning in the latter stages of the game is not a good value proposition (two waves of rines is 36 money compared 1 level into the very beginning of the tree is 30 minerals). The final perk of the tree is very interesting -- for 500 Money you can buy 2 levels. Depending on how well you farm or you hero, this can be a very powerful endgame ability as you can make up for the fact you invested into this tree and put it into something else.


Tier 0: 30 Minerals
Tier 1 (5 Levels): 60 Minerals
Tier 2(10 Levels): 120 Minerals
Tier 3(15 Levels): 250 Minerals*
* You are allowed to keep puttig in levels to get 250 as much as you want.
Tier 3 Ability -- Midas Touch: Allows you to spend 400 Minerals to buy two levels, has a two minute cooldown. In endgame situations this ability allows you quickly transition into another tree. I have used this ability myself to decent effect -- though I have not seen others use it much if at all.

You can use the money tree in a myriad of ways -- example being power builds. Money + Health trees, having a powerful fighter with high health and high auto-attack damage, it also does have value because long after you max out the health tree you will be using minerals to pump up armor and attack. Use it be a support builder -- building outposts, assims, and fortifying defenses. Do not sleep on being a builder -- enough defenses can grind the game to a halt and stop any would be siegers in their tracks. Money builds do have downsides -- end game when people are strong and diverse sometimes high auto-attack damage via money loses its power. However there is another way to spend it and that is summoning temple knights for 150 minerals -- can be super value if your team has invested into them. Example Being: If the Temple Knight tree has been maxed out, for 150 minerals you can summon two-for-one call. That is really super value.


Mana Tree Overiew:
The Mana tree has received an overhaul as well. The mana tree is good for those who want to combo cast spells, want extra value, or has units that have energy bars. Depending on your hero some of these perks can be overwhelmingly beneficial (Energy units for example after reaching tier two get max energy on day/night transitions). The mana tree is really good for those who want to able to spam their spells more. Broadly Speaking, mana tree really starts to shine mid to end game where you can repeatedly spam powerful spells and sweep teams because you can heal with Essence Assimilation.

Tier One - Practical Magic:
5 levels into the tree and you get practical magic perk. Every time you cast a spell you get a small amount of exp L1:0,L2:4,L3:8,L4:12. Depending on your hero it can really start to add up and promotes aggressive gameplay because you will get EXP for making plays and harassing. This in conjunction with Survivor Plus can really boost your EXP gain.

Tier Two - Astral Meditation:
10 Levels into the tree you get this perk which grants 100 mana and full Energy on day/night transitions. For heroes like Incarnate, LM, DM, Summoner, Medic this becomes a super value perk. Being able to be cloaked all night ealrier in the game is huge, or ensnaring, or just storming in general. 100 Mana is just a cherry on top.

Tier Three - Spell Compression:
15 Levels into the Mana Tree and you get even more value into your spells. Each time you cast a spell you get a discount L1:0, L2:5,L3:5,L4:10 essentially making them cheaper to cast. Another bonus is when you die you keep all your mana. This tree can make it so you you can keep up the pressure with your spells at all times. Depending on which hero you have this can be a HUGE boost to team capabilities -- example: Imagine medic being able to pretty much perma L3 the team vis this perk.

Tier Four - Essence Assimilation:
18 Levels and you get the final ability of this tree; anytime a hero dies you get healed to current maximum HP. This allows DPS Monsters like mech to sweep teams without missing a beat. Mana intesive heroes that rely on combo casts can avoid going health for a very long time because of this ability but it will require definite awareness and skill to maximize this ability.


Temple Knight Tree Overiew:

Spawn boss is interesting because it can be upgraded by the whole team. It takes 21 levels to max out and upgrades the Temple Knights HP each time you hit a new tier. The Temple Knight starts off at 490 HP and Base 120 attack. At max level it attains 3500 HP. Each time you upgrade a tier, you will get a free spawn boss summon. They can be called by players 150 Minerals and it will spawn a current level Temple Knight at your warp gates. They appear naturally on the day of goblins, and appear more frequently as the game goes on. They feed 15 experience and 15 exp per kill.

There are several benefits to upgrading the Temple Knight -- they are strong anti-air, they can act as body guards while pushing, the stronger they are less likely the enemy will try to kill them or they will spend resources to kill them, fruthermore they pose a looming threat to the enemies base as they become stronger -- they will attract enemy hero attention because they will be hard to take down by normal spawn means. At a certain point, the Temple Knight can become the "4th Man" on your team because as game goes on longer they come out more frequently making them attractive late game closers. The Temple Knight Tree has synergy with the money tree because being able to call Temple Knights, especially high level ones on command start to become a huge problem for the enemy team.

They do have some downsides however, They have 0 armor, which makes them vulnerable to being overwhelmed by smaller spawns or built spawn and weak to pet type of heroes, They will chase heroes to the death, also they are overall a poor investment early because they start appearing on the first day of Goblins and only then they appear twice -- the spawn boss are definitely a late game play. So investing in them early could leave you disadvantaged in a critical area like money, health, mana, spells etc. Keep this in mind.

Tier One: (2 Levels):
Summons a Temple Knight for free -- this can reset the cap situation into neutral because the boss will always touch the cap on his route -- early game this wil definitely force the opposition off the capture pad. This can be highly beneficial if you are in an unfavorable matchup.

Tier Two: Objective Plus (4 Levels):
HP+ for Temple Knight in addition gives the team a member a free level when they capture an outpost. Another bonus perk -- gives the team 1 level for destroying all the enemies warp gates. These two combined are a good initial investment even if your team is not going full Temple Knight tree -- extra levels are always good and during the match there are going to be times where you recapture outposts. Very good Perk.

Tier Three: Shock-and-awe (7 Levels):
HP+ for Temple Knight and Summons 2 demon bombers every 4 waves from the warp gates. This perk is pretty nice actually -- it can really put the pain on outposts and force them to build extra defenses. The bombers do 250 damage a piece with splash damage. They really shine when the ram into the temple cannons as they can hit multiple cannons and the pylon for super value. They also do heavy damage to summoned pets, making it harder to back channel farm with them. Not to mention if it hits heroes they will do heavy damage to them.

Tier Four: Extermination Protocol (11 Levels):
HP+ for Temple Knight and Summons a temple knight when the enemy suffers a warp gate death. Really powerful if you have a lot of momentum and have the enemy on the backfoot. Added pressure for free is good -- so if you destroy the enemy mid warp gate, a temple knight will appear at your mid warpgate and push along ahead. Proper coordinaton with this perk could really extended sieges because while you go back to heal another Temple Knight is on the way; or even better A temple Knight + spawn destroyed a warp gate and now another one comes to follow through while your team applies additional pressure elsewhere. Powerful perk not to be underestimated.

Tier Five: Spell-Res Armor (16 Levels)
HP+ for Temple Knight And Temple knights are immune to removal spells. Very powerful perk for pushing, now you cannot remove the Temple Knights via stuns and spawn destruction -- the enemy will have to deal with them honestly by fighting them. This tier bonus will most likely force out more cannons and have someone man the base to fight off Temple Knights via combat. Very good against those who have low HP but have high mana and spells.

Tier Six: Steel Maiden (22 Levels):
HP+ for Temple Knight and When you call temple knights -- two come out instead of one. Insanely powerful late game, calling two 3500HP Temple Knights to each lane for 150 minerals is crazy powerful. Almost guarantees that they cannot leave their base without their base receiving heavy damage. This perk alone can close out games it will force the enemy to dramatically alter their gameplans. Even the most pumped and fed of heroes will be hard pressed to stop SIX 3500HP Temple Knights from wreaking havoc inside the base. One way to mitigate against this perk is to build counter spawn: Battle Tanks, Archer Companions, Etc. There are also a few heroes are are particularly good against Temple Knights: Warrior, Summoner, Light Mage, And Temple Lord Machina.

Post has been edited 1 time(s), last time on Jan 22 2020, 8:48 am by Broflamingo.



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Jan 26 2020, 12:29 am Insignius Post #5



Quote from ClansAreForGays
How many people still play TS?
Plenty of people by now, we currently have 3v3 matches almost every day.



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