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    Best posts made by TTraw

    • RE: To our Champions, Regarding Servers

      Hard to be optimistic considering for how long servers were in this state, but we'll see if there are any "improvements"...

      posted in Official News & Announcements
      TTraw
    • RE: Ideas & Feedback

      @SomeGuySomeWhere said in Ideas & Feedback:

      be reprogrammed on a later date

      This here is the complete definition of wishful thinking

      posted in Gameplay & Balance Feedback
      TTraw
    • RE: New VGS

      I like the fact you can choose between wheel and classic mode, giving people more options to suit their needs.

      I like the fact that there's a different font color when the command is last needed to press.


      I don't like literally everything else.

      I don't like how portion of voicelines were removed. Including some very funny ones on certain voicepacks.

      I don't like how categories they separated voicelines in are named in confusing manner. "Hi" voiceline is in "Game", "Responses", "Exclaim", or "cheer?" How am I supposed to guess that?

      I don't like how the keybinds don't make any sense. VSA1 was "V" for start VGS, S for "Self", A for "Attack", and number definied which side of the map I was supposed to call. It was way more memorable than VVE1, for example. I don't see how is this whole thing is supposed to be more new player friendly and intuitive. It is not. They should have done something to actually help new players, for example, have they explained new players how to activate VGS in the first place? No? Didn't think so.

      I don't like how some voicelines play together with others and are dependant on randomness/situation. I don't want to say NEED HEALING, I want to say HELP. I don't want my summer nessa to say "Keep it sunny", I want her to make the whistle sound, and so on. The only voiceline that makes sense to have it is "Ult is ready/down", but even then, I would still prefer option to choose between both. Sometimes I want to say that my ult is ready because it's at 90% and thus is very close, sometimes I want to say that ult is down, but as in, enemy/ally ult is down.

      I don't like how I have to memorize every single voiceline from scratch. I wouldn't mind rememorizing some of them, but changing every single of them is just dreadful. It's not like it's worth the effort with lesser amount of voicelines, I would rather use old VGS in chat tbh.

      Not to mention the whole thing is pretty buggy. Sometimes it goes full blurry and you can't do jack about it.

      posted in General Discussion
      TTraw
    • RE: Seris Comprehensive Guide [SEASON 3]

      7. Champion-specific Tips


      This section will be full of short but concise tips and interactions, friendly or not, between Seris and any character, assuming that character has any interaction worth mentioning at all.

      Androxus

      • His reversal can block pull of your Ultimate.
      • Jumping over enemy Andro is generally not as helpful as against other flankers, due to his no aim punch

      Ash

      • If Ash is not using her Fortress Breaker talent, you can actually shoot her above her shields even at ground level by cleaving with hitbox of your orbs.
      • Ash is not CC immune in her ult, you can pull her out of her immunity zone.

      Bomb King

      • You can decloak your stealth by spraying, as mentioned in Advanced Ability Overview, and use your visible immunity as a bait for his Ult.
      • If his ult hit a tank and he starts stacking bombs, try to make your tank full health. Don't bother healing squishy if he is stacking them, however.

      Cassie

      • Your F ability actually does not remove the reveal effect of Cassie's ult upon activation, despite the reveal icon going away.

      Dredge

      • Releasing the Kraken can be avoided simply with your Umbral Gait and Nimble, don't waste your F on it.

      Drogoz

      • The key to survive against Drogoz is to find a Roof that will force him fall down to fight you at close range. Don't bother hitting him from afar unless he is literally 1 orb away from dying.

      Evie

      • If Evie blinked in a way to you saw her initial location, you can rotate the fight so that your orbs pierce her current, as well as initial blink location, always guaranteeing damage, even if she blinks back.
      • If you predict Evie has her ultimate ready for you, stand next to a ledge, and drop down as she casts ultimate on you, this will allow you to F instantly.
        Otherwise, combination of Nimble + Umbral Gait + Resilience shuts Snow Globe.

      Fernando

      • Ult behind him to force him exposing himself to your teammates.

      Grohk

      • Try to avoid LoS of your teammates when you're low on health, as he can finish you easily with bounces of his Shocking Pulse. Self healing from Blood Pact helps a lot here.

      Imani

      • If Dragon sees you, cast your F going forwards to trick him into thinking you go looking for Imani, instead go backwards while you're fully invisible.
      • If Imani chases you in fire stance while you're in Shadow Travel and you have a good chunk of health left, you can spray to reveal yourself shortly before Shadow Travel ends, making her hit fireball in your immunity. Considering it takes her 1.7s to charge another fireball fully again, it gives you a lot of additional time at almost no cost. Same can be applied to other champions with low firerates, like Sha Lin or Atlas

      Inara

      • You can heal through both friendly and enemy Inara's walls with no problem whatsoever, unlike every other support in the game.

      Khan

      • It is possible to bodyblock his ult to save teammates, but for Seris, being in Shadow Travel does not allow you to bodyblock his throw.
      • Ult behind him to force him exposing himself to your teammates.

      Koga

      • His dashes cleanse your Q, so against submachine Koga it's best to just detonate your Q as soon as possible. Overall, your biggest counter, and you might actually prioritize Dark Whisper over Umbral Gait when playing against him.
      • Against claw Koga, position yourself in a way that will force him to use Skewer for biggest advantage in dueling.

      Maeve

      • Your F cleanses her ult completely, use freely if you are in a great position anyway

      Makoa

      • Against Makoa, pick build with Umbral Gait. Then, when he ults, throw an orb to proc it, then rotate 180 degrees because running forward is faster than backwards. This should help you survive it if he didn't have his hook available.
      • if you manage to throw ult on top of his rotund shield, the ult will fall through it right into the ground, pulling the turtle and anyone inside the shield

      Strix

      • If he is not using Unauthorized Use talent, you can move onto his flare while casting your F. This will remove both burn damage and his Reveal effect for your entire team

      Talus

      • Talus cannot ult targets that are in stealth nor CC immunity
      • Talus is not CC immune during his ult and thus you can stun him with Agony or your ult
      • You actually don't need to worry about Talus flanking you. If you can, stand in your Shadow Travel for full duration, this loses his time and forces him to rune back to his place

      Termibug

      • proc Umbral Gait and start running with your back towards him to survive encountering him in melee
      • If running Agony, do not stun him when he is using his F if his F won't kill anybody, as you will just give him a second charge on his jump. Instead, use it right after he landed so he can't follow up to his CC

      Victor

      • He can target invisible champions, so you can use Shadow Travel and try to obstruct his vision to mistarget his ult
      • or just reveal yourself by spraying to bait him easier at cost of you being visible.

      Willo

      • If a teammate touches Deadzone and noone else is healed, instantly cancel the heal. By the time they move away from the no-fun zone, you will have your heal available anyway.
      • Treat ulting Willo similarly to Drogoz, looking for roof that will give you cover and force Willo to get lower to the ground.

      Ying

      • Ying's clones count as pullable players, and as I mentioned in Ability Overview Seris can only pull up to 5 enemies, thus Ying can save up to 2 of her teammates with them.
      posted in Gameplay & Strategy
      TTraw
    • RE: To our Champions, Regarding Servers

      @Lukash369 All I want is to press spacebar to jump normally. I won't call servers any good until being able to jump - the simplest 5 lines of code - will work properly. Jumping is a big deal for many champions, and I just lost a game because i couldnt jump over Bazaar's railings.

      posted in Official News & Announcements
      TTraw
    • RE: June Happy Thread

      @Dusklicious New battlepass challenge:
      Obtain Switch Strix 250 times.

      posted in General Discussion
      TTraw
    • Seris Comprehensive Guide

      Seris has undergone some changes in Season 3 update

      Some of the information might be outdated. I am going to thoroughly test new Seris changes on PTS and give my feedback and then update my guide accordingly.

      Here are her most important changes, and my initial first impressions:


      ||

      Abilities
      Soul Orb

      • Increased maximum Ammo 12 ➡️ 14 - This is probably nothing. Idk.

      Shadow Travel

      • Reduced time to enter Shadow Travel 1s ➡️ 0.8s - So her cast time was 1s despite what in game description says? Anyway, pretty great, makes Veil less of a must have.
      • Now increases your Movement Speed by 25% - Great, less investing into Dark Whisper

      Restore Soul

      • Reduced Healing over the ability’s 1.5s duration 2,000 ➡️ 1,400 - Sounds fair, they nerf all heals across the board so it's fine.
      • Reduced Cooldown 4s ➡️ 2s - so Soul Forge is no longer a must pick? That opens a lot of build posibilities wow

      Cards
      Bane [Rend Soul]

      • OLD: Every Soul Charge you detonate reduces the Cooldown of Restore Soul by {0.2|0.2}s.
      • NEW: Every Soul Charge you detonate increases your Movement Speed by {1|1}% for 3s, up to a maximum of 15% - This card sounds trash, but perhaps will become a decent 1pointer. Old bane was better and iteresting

      Dark Sight [Rend Soul]

      • OLD: Activating Rend Soul generates{2|2} Ammo
      • NEW: Every Soul Charge you detonate generates {1|1} Ammo - still trash probably. No card that increases duration of her Soul Stacks, imma cry in a corner.

      Soul Forge [Restore Soul]

      • OLD: Reduce the Cooldown of Restore Soul by {0.5|0.5}s
      • NEW: Increase the range at which Restore Soul Heals adjacent allies by {4|4}% - ok nvm Soul Forge is still a must pick, damn.

      Dusk Walker [Shadow Travel]

      • Increased Cooldown reduction {0.5|0.5}s ➡️ {0.6|0.6}s - Laughable buff. Still billions time worse than Fade to Black

      Veil [Shadow Travel]

      • Reduced cast time reduction {15|15}% ➡️ {10|10}% - As I said, probably not a must pick anymore, need to try it out first.

      Dark Whisper [Shadow Travel]

      • Decreased Movement Speed {20|20}% ➡️ {8|8}% - Huge nerf. Probably trash but need to test it.

      Sorceress [Wep/Armor]

      • Gain {7|7}% Reload Speed
      • NEW: Increase your Ultimate charge rate by {5|5}% - So no Projectile Speed card? I guess this one is nice...

      Overall, those changes seem to increase her loadout possibilities, but I can't seem to see how they make her better character overall, especially at higher tiers. No Talent rework either, means you pick Mortal Reach 100% of the time. Just give her increased projectile speed goddam.

      ||


      Seris Guide


      Welcome to guide for Seris, Oracle of the Abyss.


      This guide will be splitted into different parts, each talking about specific game mechanic from Seris' perspective. Here's an overview of what's to come:



      First 5 sections conclude basic knowledge of the character. Those are:

      1. Introduction - short description of who Seris is as a champion of the Realm

      2. Basic Ability Overview - concise description of Seris' abilities, intended to introduce people who never played Seris to her abilities in most basic form, while also specifying nomenclature for the rest of the guide

      3. Talents - here we're going to discuss which Talent (also known as Legendary Card) is best for which situation, and if there is any talent that needs to be avoided at all.

      4. Card Overview - in this section I am going to point out which cards are worth taking and why. Note that I will not give any specific loadout for people to follow, as each person needs to adjust their loadout to their needs (but about that in the overview), instead, I will show some Starter suggestions and showcase all of the builds I currently possess at the end of the section.

      5. Itemization - description of which items from the game's Item Shop are worth taking on Seris

      Last 2 sections are made specifically for people that are experienced with Seris, which are:

      1. Advanced Ability Overview - section similar to Basic Ability Overview, except this time I will not only give additional numerical values and specific gameplay interactions, I will also give additional general-purpose tips and tricks for these abilities that maximize their potential in battle

      2. Champion-specific Tips - This section includes any tips that will help you win more often against specific champion, as well as their interactions with Seris' abilities, assuming there are any in the first place.


      Let's get started.

      #(1. Introduction)

      ||
      Seris is a Support champion whose entirety of existence was based on creating a dedicated single target healer with the best burst single target heal in the game.

      This concept of her design, however, is very old and outdated, and with time Seris gained a lot of changes that repurposed her rather vastly.

      As it currently stands, in my eyes Seris can be described as: Dedicated Healer, and Duelist.

      Pros:

      • Highest healing numbers out of all supports hands down. Her healing output in a dedicated build surprasses every other healer easily, and even at base kit it surpasses some of the Supports with their own dedicated healing build.

      • Extreme amount of sustain. Not only Seris has ability to keep her team alive super easily, her ability to heal her own self is unmatched, with only Io being close second.

      • Good escape mechanics. Seris has access to invincible, invisible, omnidirectional escape ability that allows her to stay alive easier than most of supports, and with cards this ability can become a monster of an escape. On top of all that, she has access to high amounts of additional movement speed via her Umbal Gait card, making her very difficult to catch.

      • Good dueling potential. If Seris isn't caught by surprise from flankers and is on full health and ammo, she is one of couple of supports capable of winning her 1v1 fights.

      Cons:

      • Lack of utility. Seris has no other way to help her team other than to heal. She lacks any cards that increase other stats of her allies. Her only access to form of CC is via her ultimate, which on its own is not enough to categorize as utility, and via Talent, which as we will soon find out in Talent section, leaves much to desire.

      • Extremely momentum heavy. All of her abilities can be countered by purchasing counterpicks from the Item shop, making her a character that is very powerful at the start of the match, but as the fight progresses, her power falls down fairly quickly.

      • Mediocre ult. This might sound controversial after reading initial sentence, but we need to address this fact. This ult is not bad by any means, it's "good", but supports are known for having best ultimate abilities in the game, that's their job and moment of power. Seris' ult is way too counterable by anything in the game to be moved to the "great" category. And when everyone else in your role have "great" ult, having only a "good" ult is quite a problem.

      • Bad damage confirmation. Seris primary fire is very slow, and is very difficult to land consistently at longer ranges, making her weapon an unreliable damage source.

      • Bad skill rank scalability. As it currently stands, the things that Seris offers are commonly sought after at lower tiers of play, but as you progress through the ranks, her perks become less relevant, as high tiered players favour utility and great ultimates over raw healing output and survivability.
        ||

      #(2. Basic Ability Overview)

      ||
      This section is intended for those who don't know what Seris does, and which button selected ability uses (we will use these buttons as nomenclature). Feel free to skip this part if you do know both of these things


      Soul Orbs

      alt text

      Seris' primary fire shoots out continuous stream of big-sized yet slow-moving orbs that pierce through enemies but not shields. She fires 1 orb every 0.3 second for a total of 700 Damage Per Second (or "DPS" for short). Each hit applies a Soul Charge that stacks up to 4 times per enemy and lasts 4 seconds. Seris interacts with those Charges via Talents, cards, and her first ability.

      Seris has magazine of 12 at default, and reload speed of 1 second.

      From now on, since it uses your left mouse button at default settings, I will refer to this ability as "LMB" or just "left click".


      Restore Soul

      alt text

      Seris' right click locks onto friendly target nearest to your reticle (but the target can be anywhere on the screen) at medium range, healing for 2000 over 1.5 s, resulting in about 1333 healing per second. In addition, allies within 50 ft. receive 30% of the healing bonus, not including yourself. You cannot attack while this ability is in use, but pressing it again cancels it. You require open line of sight with your target initially, but not, when channeling the heal, so feel free to hide behind wall while using it for maximum safety.

      A pretty strong healing ability that just bloats in perks. Arguably the only downside to this ability is that the visuals can easily show your enemies your position, so don't think you can sit in one spot in the corner and expect to never be found.

      You can use its beauty once every 4 seconds by default.

      Since it uses right mouse button by default, I will refer to it as "RMB" or "Right Click" or simply "Heal" from now on.


      Rend Soul

      alt text

      If any of the enemies has any stacks applied from your LMB, you can detonate them while being anywhere on the map, dealing 100 damage to victim per charge they possessed, and healing you for 15% of your maximum health per stack. The total number of stacks you can detonate at given moment appear above this ability. It has 10 seconds cooldown, so you need to wait before you can use it again.

      From now on, I will refer to this as "Q" or "Detonate".


      Shadow Travel

      alt text

      Seris' escape ability. Upon pressing, Seris goes into 1.5 seconds long animation, and if she does it successfully without any interruption, she becomes invisible and invulnerable to any damage nor CC for up to 4 seconds. You can cancel this ability by pressing it again, or by pressing your LMB (I learnt this one the hard way). Get in habit of cancelling it early, because you just end up being useless for 4 seconds otherwise, because you cannot attack nor use any abilities while it is active.

      It has 14 seconds cooldown, making it the longest recharging escape ability in the entire Support roster.

      I will refer to this as "F" or "Escape" or "ST".


      Convergence

      alt text

      Seris' Ultimate Ability throws a curvying projectile that pulls up to 5 closest enemies within 50 ft. range to any flat surface it connects, allowing you to easily deal a lot of damage with your LMB and Q as the enemies are stunned for 1.4 s after the pull. The pull can be blocked by shields and stun is affected by CC reduction and immunity. The projectile can bounce off walls, players and enemy shields.

      I will refer to this as "E" or simply "Ult".
      ||

      #(3. Talents)

      ||
      I am going to talk about her talents from best to worst. Talents were called "Legendary Cards" previously, so you might find me calling them exactly that couple times in the guide.

      If you're curious on how I would balance the talents in a way that hopefully make them all viable, check out this thread.


      MORTAL REACH
      Unlocks at Mastery Level 2

      alt text

      Effect: Increase the range of Restore Soul by 300% and the Duration by 1s.

      Her best general purpose talent hands down. The increase in range is extremely potent, I don't think there is any sightline in the game that you could classify as out of range, maybe only on Fish Market from one spawn to another, or maybe there's an unimportant sightline in Timber Mill that can go outside its range. But the talent might as well stated that range on her heal is infinite and almost nothing would change.

      One would assume that this talent should be extremely situational, used only on long range maps that allow the increased range on her heal to shine, since her base kit range is enough for most medium range maps. One would assume incorrectly.

      The increase in duration is the main reason why you pick this talent. The description is quite misleading but it actually doesn't affect your healing per second, you have additional second of 1333 healing, it doesn't make your heal do 2000 healing over 2.5 second. Having this healing at will is pretty insane on its own for a talent, that is without accounting for the AoE heal. In fact, this is the highest heal boosting talent in the game.

      There's a common misconception among people that don't use this talent, their reasoning of not picking it being that its heavily countered by cauterize. I've had this discussion at least couple of times in the past few months and every time I give the same answer: this talent is actually helps against cauterize. And this is the real reason why you pick this Legendary Card. By giving yourself additional 1 second of healing before your heal goes back on the cooldown, you're giving your ally additional 1 second long time window to get rid off the effect of antihealing, which is a huge advantage.

      I play Seris a lot with both increased duration and without it, and if we count the amount of casts when people got rid off caut while I was healing them vs when I had full cast of cauterized heal, Mortal Reach comes on top as superior in the amount of cauterize-striped heals.

      This is also the safest talent to choose. Many would expect that the other talents, who naturally help you in defeating flankers and increasing your survivability, to have the least amount of deaths compared to heal based talent. According to TheBetterMeta website, however, it's this talent that has least amount of deaths across all the competetive games. It seems like there's no better way of defending yourself than being behind a cover for 1 additional second, at much safer distance.

      Add to it the fact that you have cards that benefits from increased duration pretty significantly, and ... yeah, there's no doubts why this talent has both highest pickrate, and winrate, across all competitive matches.


      SOUL COLLECTOR
      Default Talent

      alt text

      Effect: Each Soul Charge you detonate increases your Maximum Health and Weapon Damage by 2% until you die. Stacks up to 15 times.

      The amount of stacks you currently possess is visible next to your character portrait.

      Each stack you detonate increases your health by 44 and damage of your LMB by 4,2. It does not boost the damage of your Q nor your Ult pull dmg (the pull deals 10 dmg). At full stacks you gain 660 additional health and your orbs do 273 dmg per shot, resulting 910 DPS. The bonus stays even after round ends.

      Soul Collector is definitely my favourite Legendary Card, which is why you might see some bias while I am describing its strengths and weaknesses.

      I personally don't think it's a bad talent. At all. Once you manage to gain 15 stacks, Seris becomes quite a powerhouse of a character. After playing very safely in the beginning, you can then do things that other supports would be slapped for doing.

      When it comes to your flank duels, most of them you can win with this talent super easily. On top of my head, the only people you can lose at full stacks are Moji, Skye and Andro, as they have enough damage to took you down before you can kill them. I wholeheartedly not recommend picking this talent against Skye, as her dmg is based on % of your max health, rendering your bonuses much less favourable. Using it against Khan is not a great idea either - he will very often focus you with his ult, and we know how his ult is the most balanced thing in the entire game, right?

      One important thing to note is that, supports gain a lot of Ult charge by dealing damage. Making them deal more damage makes their ults charge faster, simple as that, and it is multiplicative with Morale Boost by its very nature. 15-stacked SC Seris with Morale Boost 3 makes her gain about 88.5% more ult charge by damaging compared to a non stacked Seris without Morale Boost. Your ult might not be the greatest, but it is still a support ult, it is still good. Being able to get it every 40 seconds is quite ridiculous.

      Despite all of this, SC is still far from being perfect, as it has a lot of barriers to overcome in order to be the go-to talent.

      Your team tilting hard is the biggest obstacle. Their salt charges faster than your Ultimate Ability, right after pressing your heal on right-clicking inara while having Morale Boost 8. No matter how hard you try, if your team is losing their mind over you picking this talent, they automatically become more unfocused, and can easily lose you fight you wouldn't have lost otherwise.

      But even above the human psyche, this talent can be shut down super fast by simply not allowing Seris to gain stacks fast enough. Competent players can give you hard time maximizing your stacks. This talent is simply too slow to gain its full effect. A decent flank will use this opportunity to shut you completely before you gain its full benefits, and the fun begins all over again.

      Adding the fact that no one of your cards really benefit from this talent, even HP card does not scale from it, I hope it is easy to see why I don't put it higher than easy to use, consistent value talent that is Mortal Reach. I wish this talent got a small push into viability, because it's very close to it, but as it currently stands, consider it your "fun but sparingly used" talent.

      If you still want to use this talent without crippling your team too much, consider using it only on maps where increased healing range does not matter. That could mean that you should only use it on short range maps like Brightmarsh or Jaguar Falls, but often times this is more of a matter of important sightlines you need to cover. For example, Frog Isle is a long map but I prefer to use SC here because there's no sightline on this map that I need for my positioning that needs increased range, unlike, let's say, Ascension Peak, where I want to make sure I can heal my flankers on the other side of the point from my backline, which is where I always use Mortal Reach.

      Obviously, this is also the only talent you run with a damage-oriented loadout, or as I like to call it, the "DPSeris" loadout,


      AGONY
      Unlocks at Mastery Level 8

      alt text
      Effect: Rend Soul now applies a 1.5s stun to the victim when they are afflicted with 4 Soul Charges.

      The Unwanted, The Disappointing, The Noobtrap, The Vivian of the talents.

      Agony is absolute garbage and if you're new to Seris that's all you should consider learning about this talent. But I know that there will be some people that will try to either defend this talent, or people that just want to know more about why is my stance so negative about it.

      In that case, fasten your seatbelt and be ready for a long ride, and if you're in the first group of people then take a deep breath, because it seems that you're the type to forget.

      Let's ignore pick-and-tilt situations that exists on this talent as well, and start explaining with talent requirements first. Hitting 4 times with slow moving projectiles is simply unachievable at higher levels of play, or at least in a way that this talent would have value. I can imagine being able to hit 4 times people in 2 scenarios: while you're flanked, and after your ult. Those are the only times where you can consistently hit enemy 4 times. Outside of that, there's very little chance to do so and then stun them out of position. I sometimes manage to stun enemy once or twice in a match outside of these events and I am not even joking, it happens when I am matched against decent players, and I am not talking about stuns that actually bring good value for the team, because remember, even if you hit people those 4 times, you still need to press Q before they go behind cover.

      So you what you gain is additional stun after an ult and a helping hand during duels. Which brings us the question why in the world you didn't pick SC for those instances instead. Not only its uncounterable by items, it also helps you against long range damage while also allowing you to gain faster ult charge. SC is just vastly superior at this job, while offering a lot more as well.

      I never had a good comparison to why this stun requirements are ridiculous, until recently. You see, here's new support, Io. She requires to hit your target once, with a fast moving projectile, and the stun goes through shields as well, and while it's weaker in duration, it's more consistent. I know there are a lot of factors, such as luna's AI and their cooldowns, but it demonstrates how inconsistent Agony is.

      We talked about requirements, let's go over reward. 1.5 Second stun that can go through shields and be applied to multiple characters. Sounds nice. It isn't. Resilience exists and it reduces effects of this talent significantly. One would say, that forcing people to bring Resilience to the fight is a great strategic choice. Unfortunately, Resilience is quite cheap of an item, and 99.9% of Agony Serises are extremely selfish and don't care about their team composition. You can kill your entire team by picking this talent.

      Let's say you have Inara, Torvald, Strix on your team. No one buys resilience for these, allowing their CC abilities to have a lot of value. Unfortunately for them, 1 braindead, struggling to breath Seris brought Agony and made enemy team buy item that counters her entire team, that they wouldn't have bought otherwise. Congratulations, enjoy your defeat screen.

      But let's say your team has no CC. Forcing Resilience is still a bad move, because your ult is CC and for some reason is one of the only ults in the game that doesn't have CC reduction caps, because why bother. So even if perfect conditions for picking this talent align, all you do is kill your own ult, and for real this time, this ult definitely can't afford being any weaker.

      On top of all that, this talents teaches bad habit of holding onto your stacks until you reach 4 of them on enemy, and if you're a newbie, you should avoid bad habits as much as possible.

      I am not saying that Agony has no value. Even if Resilience kick in, you can still use this talent to cancel important abilities like shields, andro reversal, etc. "It's Worki--" - bam!, "YOU CHALLENGE---" - nope! But if you really want to counter these abilities, there are other, better alternatives, and better champions than Seris to do so.

      I could go on and on, and believe me, I would love to, but I think I already proved my point. Agony needs a lot of work with both the talent and Seris base kit changes to ever be a viable pick. It still has lower winrate that those two, and the higher the rank, the lower the winrate, which leads me to believe that the only reason why this talent wasn't buffed all way to heaven is because some incompetent potatoes on enemy team think that Seris orbs are so slow and non-threatening that they want to see them in all their glory. And since they don't even know what an item shop is, they end up bringing its winrate up higher than it should be.

      ||

      posted in Gameplay & Strategy
      TTraw
    • RE: Grohk Spirit's domain

      I need a whole paragraph of an explanation as to why they nerfed Spirits Domain.

      posted in Gameplay & Balance Feedback
      TTraw
    • RE: Seris' heal cd

      Didn't read the post, but noticed words "Seris" and "buffs" and gave it an upvote.


      Jokes aside, I agree with this:

      @KicsitCsicska said in Seris' heal cd:

      If you want to make her heals better you could buff her heal amount too, so her heals would be less spamy, and the player would have more time to do anything else

      You could even cut out duration of the heal and increase hps to compensate for that. That would make her, you know, be able to do stuff.

      Also, Seris isn't the first person to break this "rule". Androxus has 0.5s CD on his no aim punch.

      posted in Gameplay & Balance Feedback
      TTraw
    • RE: March Rage Thread

      How does one manage to make PTS go smoother than your live version that has a better, higher quality servers?

      Why are dmg numbers spread in random directions like someone playing a piano and having a seizure at the same time, all of it in a car driving on a bumpy road?

      Why are dmg indicators telling you where you were shoot at gone? Who thought it was a good idea?

      Why are balance changes so garbage? How does one tries to rework character to put them in a better palce, by making almost everything about them objectively worse? How does one think that a way to fix a healbot is to give her even more healbot potential? Just remove the heal CD if you really wanna bridge new players by ironing out their brain wrinkles.

      Why are death cards a thing? Why am I forced to watch titty furry bait that gives me a message that's an embodiement of something that was supposed to be bannable offense: toxicity? Why deathcards are not simply a visual graphics that give me information on what damaged me and what killed me, all of it with a possibility to be turned off in the options? Where's the logic?

      Why they moved killfeed to upper right instead of moving deathcards to lower left corner? Not only it's distracting, lower right is were everything of an importance is located, it only makes sense to keep it that way, and since killfeed starts from down to up, being in upper corner doesn't make sense because it creates a lot of empty space.

      Why is Seris Shadow Travel in third person? Why does it have camera angle in which Seris buttcheeks cover truckload off screen making it harder to see surrounding? Why am I forced to watch inferior 3rd person animation where all I can see is her ass, and nothing else?

      If every Paladins patch was a part of human body, this one would be located in the rectum.

      Adding bugs and laggy servers, I am not having fun. I give this patch 1 out of 10, mainly because I cannot rate it on the same level as ob 64, and because Imani has ult timer indicator. But man, **** this game. It's time to take a break.

      posted in General Discussion
      TTraw
    • Can someone explain me this?

      What is this circus?

      WhatZeFutk.jpg

      It seems our supports have completely different definitions of 120 units. I added Grover's 80 u circle for comparison.

      posted in Gameplay & Balance Feedback
      TTraw
    • RE: August Rage Thread

      @Vaporized said in August Rage Thread:

      Just played a casual match as Imani.

      Imani is a playable champion of the Realm.
      20200810163022_1.jpg

      posted in General Discussion
      TTraw
    • RE: February Rage Thread

      I am sometimes so done with this community.

      Sometimes when I lose while playing someone I am not good at (like Atlas yesterday) there must be this jackass saying "haha i owned this Imani 1trick" in chat.

      I usually ignore comments like these but when you return from work and want to play a videogame just to release all that workstress away then situations like these aren't very helpful.

      posted in General Discussion
      TTraw
    • RE: Seris Comprehensive Guide

      #(4. Card Overview)

      ||

      I often look through a lot of guides, and I can't help but notice that I don't believe people even know what a guide really is. A tiny bit of guidance: Showing how your build looks is not a guide.

      Which is why instead of showing you a build first I've decided to do double the usual work and go over Seris' loadout cards and explain what cards to use. Cards categories will be easy: there are good cards and bad cards. All of the good cards are up to you to decide which one to use, well, all except one. It varies depending on your needs and preferences, so all I can do is to guide you what needs each card fills, and which ones are not worth taking, and mention ways to optimize your build before you pick Dusk Walker 5 and Fade to Black 1, also known as "Elo-dropping combo".

      A small note, this is targeted specifically for a "main healer" kind of Seris, the one that wants to keep her team alive, not for some funny damage build that you will use in your quickplay matches once in a while. If any of the "bad cards" is not actually bad for "DPSeris", I will probably mention it, so don't worry about it too much.


      Good cards
      pick them, love them, live happily ever after


      Soul Forge

      alt text

      Effect: Reduce the Cooldown of Restore Soul by {0.5|0.5}s.

      --

      This is your go-to card, and the only one card you want to make sure you have as a healing Seris. This is also the only one that you must have at level 5. Some people say that going lvl 5 is absolutely pointless because you're healbotting and cauterize exists. Once again, they're wrong. Having higher lvl Soul Forge gives you higher healing output, obviously, but most importantly, allows you to switch to your next important targets much faster. Seris always had problem with healing people in need since she has only one healing ability, so having your heal at only 1.5 second cooldown is a massive advantage.

      That is without mentioning all the cards that benefit you having lower CD on your heal.

      Keep this card and Cherish it forever. Pun intended. Don't think about this card too long, as you have 10 more loadouts points to spend.


      Next on the bank is the legendary trio. Many "guides" have those 3 cards at high levels, so consider what I write here very important in your progression on getting better with Seris.


      Veil

      alt text

      Effect: Reduce the cast time of Shadow Travel by {15|15}%.

      --

      Pretty self explanatory card. Your F has 1.5 cast time, so each level reduces it by 0.225 (it doesn't affect the visual speed of initial animation). There's no doubt that this card is really good. But I feel there's a misconception on how you should treat this card.

      While playing Seris, ask yourself this question: Have I been dying while casting my F constantly? If the answer is Yes, you should level up this card until this question changes to "No". That being said, I think Veil 4 is overkill even for starters, and Veil 5 suggest me that you have additional chromosome.

      As you get more experienced with Seris and gain better game sense and awareness you will want to try playing with lower levels of this card, getting a feel of your limits, and then spend those points into more important cards.

      I've recently surpassed 400h on playtime with Seris, and I am happy to announce that I got rid of this card entirely, although many players are probably very shocked to hear that. I am still successfully going into my F quite consistently, and end up having least deaths in a match, which suggests me I don't need this card anymore.

      I still have additional loadout with Veil, just in case enemy team has good/multiple flankers, and my team is composed around champions that are very bad at peeling. Or simply are a bunch of potatoes.

      But as for you, since you're reading this guide, you probably want to have Veil in your loadout rather high at all times.


      Dark Whisper

      alt text

      Effect: Increase your movement speed in Shadow Travel by {20|20}%.

      --

      Another good card in your arsenal. You should thread it exactly like Veil card.

      While playing Seris, ask yourself this question: Have I been dying right after leaving my F consistently? If the answer is Yes, you should level up this card until this question changes to "No".

      Similarly, you probably will try lower levels of this card sooner or later, and eventually you probably will get rid of this card in favour of making yourself more useful outside your F. Obviously, having no movement speed in your F is a death sentence no matter what, fortunately Seris has other ways of gaining movement speed (via Umbral Gait, but about that card - in a minute).

      Basically, if you don't use Dark Whisper, you need to have Umbral Gait, and vice versa, but using both is viable as well.

      That being said, there is 1 good counter argument for keeping this card at lvl 4-5 despite getting better at the game, and that is being able to proc overtime super easily. I have a loadout with DW 4, and proccing overtime sometimes wins me games, but the 2 questions lie unanswered: Is proccing overtime worth investing 5 points into this card over other important cards? Does it win more than having more standard, useful-to-your-team-all-the-time loadout?

      I leave that answer decision up to you, and your playstyle preferences. For starters, I suggest you just get this card anyway.

      There's one more important thing to note with this card: The movement speed bonus applies also while you're casting your F. Which means having little or no cast time reduction actually allows you to have increased movement speed for longer duration. It is definitely something to consider while building your loadout. Having low Veil sounds suicidal, but keep in mind high bonus of this card will give you an unexpected boost of speed that will throw enemies' aim off.


      Fade To Black

      alt text

      Effect: Activating Restore Soul reduces the cooldown of Shadow Travel by {0.8|0.8}s.

      --

      The last of the trio is a card that sound overpowered at first but becomes less useful very fast as you experience progression with Seris.

      There's no doubt that this card is very potent in its CD reduction. But there are some things you should keep in mind.

      This card can easily teach you bad habit of staying too long in your F. Keep in mind, you might be unkillable, but you're useless at the same time. Just because having this card at lvl 5 allows you to have like ~3 second CD on this ability, doesn't mean you should be in your F more than outside. Your team needs healing as well, and being constantly in the midst of fight is what charges your ult the fastest!

      Another thing to remember is that this card has diminishing returns by its very nature. At level 1 you can often fit 4 casts of your right click, with lvl 5 you can fit only 2. So the higher the level, the less time you proc this card anyway. So only low levels is what I recommend.

      While playing Seris, ask yourself this question: Have I been dying just a second before my F got it's cooldown back way too often? If the answer is Yes, you should level up this card until this question changes to "No".

      If nothing's happening on the battlefield and you want to make sure you have your F available quicker in order to help in things like proccing overtime, you can just heal someone and instantly cancel the heal to get as much FtB procs as possible.

      This is the card of the "legendary trio" that will be the first that you probably get rid of completely, as keeping an eye on your cooldown becomes as natural as breathing fairly quickly. I never have a problem of having my F off cooldown when I need it, it happened to me once some time ago and I was super confused.


      Blood Pact

      alt text

      Effect: While channeling Restore Soul you heal yourself for {70|70} Health per second.

      --

      I have been an enemy of this card for a very long time. I was often telling myself that I don't need this card, as Seris already has tons of sustain. Not only that but giving a character that is heavily countered by Cauterize form of survivability that is also countered by it sounded like a waste.

      Well, things have changed, and so did my way of thinking. Being a support that is constantly hiding behind walls while healing makes her self healing card unaffected by Cauterize for long periods of time. This card always assures you have full health even after taking heavy poke damage, allowing you to keep firing instead of waiting for your health to regen naturally, which then allows you to gain your ultimate faster, since you're just constantly spamming your damage without any break.

      Not to mention having your health full at all times makes you have easier time when getting ambushed by a flanker.

      This card is not a must have by any mean. You can use your Q to regain health after getting poked, and you can still contribute to fight by healing while you wait for your health to regen. But saving your Q for other uses, and not waiting for regen is already pretty huge value for a simple card.

      This card is good at any level, and the higher, the merrier.


      Umbral Gait

      alt text

      Effect: If an enemy is affected with a Soul Charge you move {8|8}% faster.

      --

      My favourite card of all time. I also think this you should add this card to your loadout as soon as you get better with Seris and empty some space from your F cards.

      Seris lack any burst form of mobility other supports have, so any source of increased movement speed is godsend. And this one is just really, really good. With Nimble you can gain almost 60% of movement speed increase total - that's right, this gives you more movement speed than Koga's F ability by simply hitting an enemy. This speed truly can make your healing feel omnipresent, always being able to get to your ally in need.

      I really like the concept of this card, because it teaches players to actually shoot people with Seris, and rewards them with one of the most crucial things Seris want to have.

      This card can substitute your Dark Whisper card, but it requires some practice and good game sense, since you need to shoot first in order to have increased movement speed for your F, but since it takes 0.3 second to shoot your first orb, it is pretty unforgiving if you get caught out of position. Soul Charges last 4 seconds which means you will have the increased speed for most of your escape.

      It is also nice to have a way to escape danger without using your ST in the first place. Many times I am capable of escaping flankers simply by shooting them in the face for movement speed and then using my healthy thighs to get into a safer position.

      Best part about escaping flanker this way, is that I didn't go away from the fight for even a minute. I still managed to heal my team while escaping, and gained some ult charge while shooting. This is a reason why having this card makes you superior over having F based movement speed. There's no doubt this card is much harder to use, but sure as hell rewards you significantly.

      If you ever decide to go for this card, don't go below lvl 3. Level 2 feels so insignificant and pointless, and you have muuuuch better cards that serve you as 1 pointers, but about those in a second.


      Next 2 cards are what I like to call "1-Point Wonders", the effects they give are great just by picking them, but it isn't worth getting more than 1 level for these at all.


      Spirit Leech

      alt text

      Effect: Every Second channeling Restore Soul generates {2|2} ammo.

      --

      The first thing you need to know about this underrated by everyone card is that its description is absolutely wrong and was like that ever since Seris was released. This card gives you ammo every half a second, not every second. This is the key difference that makes it a good card, otherwise I would definitely put it in the "Bad Cards" category.

      If you do simple maths, you will realize that a single cast of your heal gives you 6 ammo back with SC/Agony, and 10 ammo with single cast of Mortal Reach. Considering you can only shoot about 5 times between your heals, it essentially gives you access to infinite ammo if you do your job properly, and that is just at level 1!

      One would say, that they can easily live with having to reload every now and then. And they are right, and I thought so too. However, what people don't realize is that if you need to reload in between heals, you don't have time to shoot between heals, every 3 heals you perform. As I said you can throw 5 orbs between heals, and that is more than 5% of your ultimate charge if you hit all of them on a single enemy. This card allows you to indirectly maximize your ultimate charge speed, and that is what makes it so great.

      Another good thing about it is that, if you have full or almost full magazine, you can duel some of the flanks and succeed since you won't be caught with low magazine, or caught when reloading.

      Not having to reload also allows you to have higher uptime on your Umbral Gait card, as Heal->reload->Heal takes up to 6 seconds of your time, which is longer than duration of your Soul Charges.

      This card keeps you active at all times and combos really well with Blood Pact, allowing you to permanently throw your orbs while gathering ult charge.

      I saw some people putting it at level 2 but I don't think it's really worth it. Theoretically it helps you if you cancel your heal to get your ammo full no matter what, but I feel like there are more important cards where that 1 point makes bigger difference.


      Bane

      alt text

      Effect: Every Soul Charge you detonate reduces the Cooldown of Restore Soul by {0.2|0.2}s.

      --

      This description can be a little confusing at first, but basically, if you have any stacks that you can detonate, you can do:

      Heal --> Q --> Heal

      In much quicker succession than usual, depending on amount of stacks you exploded.

      It is definitely a great card that turns otherwise selfish and useless to your team ability into something that actually supports them a little bit more. The amount of times I saved my tank by giving them heal a little faster is borderline impressive, and you can use this card to switch to more important targets even faster than usual as well. It is nice to give another purpose to something that becomes less and less viable as match progresses.

      However, there are some unspoken rules about this card that you should know about.

      Your Q animation lasts exactly 1 second, which means that even if you reduce cooldown of your right click below 1 second with this card, you still have to wait until this animation ends before being able to heal. In other words, Bane caps at 1 second. Trying to achieve CD reduction on your heal any lower than that is pointless.

      Considering your RMB has 1.5 second cooldown, the maximum CD you can reduce is 0.5. As you can see, at lvl 1 of Bane, you can almost get full cap by detonating 2 stacks, and 3 stacks and more gives you full reset.

      I had an argument with a Seris player the other day who picked Soul Forge 4 and Bane 2, and once I pointed it out how inefficient that is s/he got very defensive and angry. So if you're ever reading this, here are some maths that explain why simply switching 1 lvl here and there will make your build more optimized:

      With SF 5 and Bane 1 :

      You have 1.5 sec CD at base, 1.3 CD at 1-stack Q, 1.1 CD at 2-stack and at 3+ you're capped.

      With SF 4 and Bane 2:

      You have 2 sec CD at base, 1.6 CD at 1-stack Q, 1.2 at 2-stack and at 3+ you're capped.

      Which makes the first choice superior every single time. Thank you very much, change your build or stop playing Seris.

      Some people pick Bane 2 with SF 5 to make sure it almost caps just at 1 stack, but it's not really worth 1 point in my opinion, especially if you're not playing passive. Once again, you have much better cards to worry about.


      Bad cards
      they are not worth picking over the ones I mentioned above in literally every single situation available

      If you're wondering how I would help those cards, consider checking out this thread


      Dusk Walker

      alt text

      Effect: Reduce the Cooldown of Shadow Travel by {0.5|0.5}s.

      --

      This is a meme of a card. Can we take a moment to address how Fade To Black is just like billion times better than this crap?

      Fade To Black offers much higher CD reduction bonus. Not only that, it can proc multiple times per 1 Cooldown, since you can heal every 1.5 sec. On top of all that, Fade To Black doesn't affect Chronos, because Chronos only takes your Base CD into consideration, which is what Dusk Walker reduces. And before someone asks, no, it is not worth picking both of these cards at the same time. Ever.

      Even for a "DPSeris" meme build, Fade To Black is still better. You're telling me you can't find a moment to quickly heal and cancel it fast within 10 second time window to enjoy bigger CD reduction? I call this bull. Never pick this card. Definitely the worst card in Seris loadout, that is in desperate need of rework

      (I saw someone suggesting it should be changed give increased jump height in your F. Hi-rez pls I want that.)


      Dark Sight, Ebon Dynamo, Sorceress

      alt text alt text alt text

      Dark Sight: Activating Rend Soul restores {2|2} ammunition
      Ebon Dynamo Increase your Ammo count by {2|2}.
      Sorceress: Gain {7|7}% Reload Speed.

      --

      Seris is extremely ammo efficient already. Her magazine is giant and she can fire for long periods of time. She also has one of the fastest reloads in the game, rendering Sorceress completely useless, especially since reload speed is cheap in item shop anyway. Dark Sight rework was the most disappointing thing ever..

      Arguably, the only one that can help you is Ebon Dynamo, you can put 1 or 2 points for a Damage oriented loadout to make sure you finish important target. But for healing Seris, all of those cards are useless. If you want ammo then pick Spirit Leech.


      Essence Rip

      alt text

      Effect Rend Soul heals you for {8|8}% more.

      --

      The healing bonus is just not worth investing any points into your loadout. At first I expected that it would work kind of like Rejuvenate or any Increased Healing stat in the game, countering effects of Cauterize. Unfortunately that is not the case, and as a result it can enjoy its life in trash compactor.


      Nether Siphon

      alt text

      Effect: Heal for {50|50} Health every second while in Shadow Travel.

      --

      This card only teaches a bad habit of staying in your F for way too long. If you're caught right after you leave your F, even additional 1000 healing wont help you survive. And if you don't get caught, Seris will start regenerating out of combat all this health anyway so... what is the point?

      This is not the worst card ever, but it pales in comparison to her good cards. For self sustain purposes Blood Pact is simply superior. You can press right click right after your F and you will get almost the same healing value, while also having this option available every time you use your healing ability...


      Revenant

      alt text

      Effect: Increase your Maximum Health by {50|50}.

      --

      HP cards aren't bad by any means, but other Seris' cards have so much to offer, and as a Support you shouldn't be the one taking biggest burst damage this HP card is supposed to stop.

      One would say that since Seris' Q is based on hp %, it can double as increased healing from your detonate. While it is nice way to prove how useless Essence Rip really is, I still don't find it as beneficial as other cards.

      Unfortunately, this card is not affected by Soul Collector at all, it's always flat 50|50 HP, as a result it's not useful even for healing SC Seris. I do use this card with my SC Damage loadout to reach 3k HP breakpoint, but I would say that I might as well use some other card and I wouldn't really miss it.


      Wickedness

      alt text

      Effect: Reduce the Cooldown of Rend Soul by {0.5|0.5}s.

      --

      This is a small CD reduction for ability that isn't even a good support ability. I use it in my damage loadout to make sure I build my stacks faster, but it's too small of a bonus of CD for healing Seris. And no, Agony isn't viable even if you reduce Q's CD by 25%.


      That would be all of the cards. Hopefully with those descriptions you can make better judgement of what you should build for your own loadout.

      I know I was talking about not showing my build as a guide, but I already covered cards and while you might have better idea, you might be stuck at where to start.

      Here's a starting loadout I suggest:

      Soul Forge 5, Dark Whisper 3, Veil 3, Blood Pact 3, Fade to Black 1.

      Try using this a couple of matches and assess your performance and needs. Don't forget about the questions you have to ask yourself I mentioned earlier, and as you progress consider fitting Umbral Gait somewhere eventually.

      My build is complete opposite of this loadout. My main build is composed of:

      Soul Forge 5, Umbral Gait 4, Blood Pact 4, Bane 1, Spirit Leech 1.

      And its goal is to make your F as bad as possible but really build up your usefulness during the fights. I sometimes even unbind my escape ability as a way to practice my positioning skills. As long as I don't die first, second or third, I call that a success. This build grows your ults really fast, and always makes sure you're ready to fight or escape flankers with huge self healing and ammo regeneration. Since Seris doesn't have utility, I at least make sure I get as much healing and ult charge as possible, and all of these cards allow me to do so at cost of my escape ability.

      Obviously, I can't stop you from trying this build, but if you're new to supports and Seris, you will fail miserably with this loadout, consider starting with the previous one instead.

      I have 2 different variations of this loadout. One of them simply replaces Spirit Leech 1 with Veil 1, in case enemy team has strong dive compositions including multiple aggressive flanks.

      Second variation looks as follow:

      Soul Forge 5, Umbral Gait 3, Blood Pact 2, Bane 1, Dark Whisper 4

      And this is the "Overtime Proccing" build I mentioned earlier.


      For DPSeris, I also have 2 variations for my damage loadout.
      First one consists of:

      Umbral Gait 4, Wickedness 4, Revenant 3, Dark Whisper 3, Veil 1

      I usually tend to experiment with different damage builds, but it usually is a random combination of those 5 cards, sometimes I put 1 or 2 points of Ebon Dynamo into it as well, so adjust it as you prefer.

      This is more of a standard, full damage oriented loadout where you simply replace a Damage role.

      Second one is more of an self-sustaining build:

      Blood Pact 5, Umbral Gait 4, Soul Forge 3, Spirit Leech 2, Veil 1

      Where you use your right click as a self-recovery rather than a healing ability, gaining full ammo back each time you self heal. The self healing is not that bad, 525 healing every 2.5 seconds is pretty decent, Buck has 1000 heal every 10 seconds with the same cast time for comparison. I pick this one if I don't trust my healer at all. And since it has Soul Forge at level 3, you can help your healer if he is doing his job poorly pretty well, too.

      ||

      #(5. Itemization)

      ||

      Your go-to item as healing Seris is Nimble, not Chronos.

      alt text

      Nimble fixes the issue of Seris not having any sort of dash to your allies, making your healing feel, well, omnipresent. You're always where they need you. So consider getting at least Nimble 2 as fast as possible.

      Movement speed from Nimble (and Umbral Gait) also affects Seris survivability and, more intriguingly, your burst damage potential, but about that in Advanced Ability Overview.

      From there on, you need to assess how is your performance during the match and how your team performs.

      alt text

      If your damage dealers and tanks don't have at least 3x Cauterize and enemy has a healer, you should take it to fill that gap as soon as possible, Seris has this luxury of being able to Caut multiple people at a time.

      alt textalt textalt textalt text

      Otherwise, if you have problem staying alive, pick 1 or 2 defensive items from Haven, Blast Shields, Resilience, and Kill To Heal depending on situation. Blue items have more priority over Kill2Heal, buy Kill2Heal only if you still struggle surviving but only 1 blue item actually helps you. You might skip Kill2Heal completely if you have Blood Pact card, however.

      Illuminate isn't all that helpful even against Skye, damage reduction will help you more since you're not chasing her, but if she is still an issue to you, buy it after Haven as your 2nd defensive item slot.

      alt text

      If you don't have trouble staying alive, sacrifice 1 of the defensive slots for Morale Boost as it will allow you to carry your game harder.

      alt text

      Wrecker is a situational pick. I was always against picking Wrecker on Seris, since her damage power lies in piercing, which you can't do to shields, but she is actually not that bad at breaking them. Soul Collector Seris has 910 DPS and can melt those shields rather easily. If they have some crazy shield comp, especially with Torvald, and you're using SC, last pick Wrecker.

      alt text

      It's your job as Seris to pick Bulldozer for your team if enemy has CC Immunity totem Grohk or cripple field Inara, since you can swipe these almost accidentally with the way your orbs work. For Io's fox or Imani's Dragon bulldozer should be taken by your DPS, but if your team is entirely composed of selfish Life Rip - Deft Hands degenerates, don't let Imani's dragon lose your game.

      alt text

      Chronos should only be picked if you assessed your performance in the first round and feel like you're always millisecond away from healing someone but they always die. If you're a millisecond away from saving someone from death, then obviously, making your heal's cooldown millisecond faster will fill that gap of need. Never go above Chronos 2, unless all other items are maxed. Try to keep Chronos as low as possible.

      alt text

      Master Riding is only worth on a support when you're on Ice Mines because of how Support position themselves, and thus they don't need it as much as other characters. That map is reaaaally long, however, and buying it on this map is huge advantage to regroup with your team faster, especially on payload push.

      alt text

      Veteran, while having more use for Seris than most characters, since you get out of combat more often, have more health with SC than usual, and you can get out of combat in your F, is still a bad item and you should never pick it. (Unless you're running damage build and want to passive-aggressively tell your healer that he is not doing his damn job.)

      alt text

      Never pick Deft Hands. Seris has one of fastests reloads in the game. This item is for people whose Reloads have additional perks (Damba is a stun, Dredge deals damage, Buck cancels his reload mid way, allowing him to shoot - reload - shoot with deft hands really fast) or whose reloads are really long. Seris does have interesting reload cancel, and deft hands makes it more rewarding to do, but as we will learn more about it in Advanced Ability Overview, it is still not worth taking.

      alt text

      Life rip is a joke of an item. Don't pick it unless you're Dragon Fangs Koga.

      alt text

      Since you are the only healer 99% of the time, picking Rejuvenate is absolutely pointless. It is one of best items if you do have other good healer, though. I wish that knowledge was obvious for other people in your team as well. I swear, half of the Seris players would be in Grandmaster already if everyone on your team picked this item, as it allows Seris to heal for 530 heal/sec even with Cauterize 3 applied....

      ||

      posted in Gameplay & Strategy
      TTraw
    • RE: Removing 3P mode - your opinion

      I don't really use it that much, only sometimes in spawn to look at skin and stuff, but I must admit removing it after such long time is very stupid, because there are people that play this game in 3rd person only, and now portion of those people will just refuse to play and quit. And since they used 3rd person, they probably bought some skins too. Idk, it just feels like they intentionally lost some customers for no reason whatsoever.

      posted in General Discussion
      TTraw
    • Seris Comprehensive Guide [SEASON 3]

      Seris has undergone some changes that are not reflected in this guide:


      Those changes are:

      • Talents
        • Mortal Reach
          • Time between healing ticks 17% ➡️ 25
      • Abilities
        • Restore Soul
          • Increased Healing granted to adjacent allies 40% ➡️ 60%
        • Shadow Travel
          • Reduced Cooldown 14s ➡️ 12s
        • Rend Soul
          • Reduced Cooldown 10s ➡️ 5s
          • Reduced Damage 100 ➡️ 60
          • Reduced Healing Received 15% ➡️ 8%
      • Cards
        • [Rend Soul] Bane
          • Increased duration of movement speed increase 3s ➡️ 4s
        • [Rend Soul] Wickedness
          • Decreased Cooldown Reduction {0.5|0.5}s ➡️ {0.4|0.4}s
        • [Shadow Travel] Dusk-Walker
          • Increased cooldown reduction {0.6|0.6}s ➡️ {0.8|0.8}s
        • [Wep/Armor] Sorceress
          • Increased Ultimate Charge Rate {5|5}% ➡️ {7|7}%

      And they are not taken into consideration, keep that in mind.



      Welcome to guide for Seris, Oracle of the Abyss.


      This guide will be splitted into different parts, here's what's to come:

      First 5 sections conclude basic knowledge of the character:

      1. Introduction - short description of who Seris is as a champion of the Realm
      2. Basic Ability Overview - concise description of Seris' abilities, introducing new players to Seris' kit and specifying nomenclature for the rest of the guide
      3. Talents - which Talent is the best and why
      4. Card Overview - in this section I am going to point out which cards are worth taking and why, and give out some loadouts suggestions
      5. Itemization - which items to buy on Seris

      Last 2 sections are made specifically for people that are experienced with Seris, which are:

      1. Advanced Ability Overview - List of general-purpose tips and tricks that maximize Seris' potential in the match
      2. Champion-specific Tips - List of tips that will help you win more often against/with specific champions

      To get started, click on the white vertical rectangle under each section.


      1. Introduction


      [Click this!] ↓

      Seris is the "Selfish" support, one that wants to do all the hard work herself.

      Pros:

      • Extreme amount of sustain. Seris' ability to heal her own self is unmatched, often selfhealing for ~50% of her total ally healing value.
      • Ease of use. She is a very good character to start with.
      • Decent escape mechanics. Seris has access to invincible, invisible, omnidirectional escape ability that allows her to stay alive easier than most Supports, as well as access to high amounts of additional movement speed via her Umbal Gait card, making her very difficult to catch.
      • Good dueling potential. If Seris isn't caught by surprise, she is one of couple of supports capable of winning her 1v1 fights.

      Cons:

      • Lack of utility. Seris has no other way to help her team other than to heal, and even though Agony exists, it's lacking.

      • Extremely momentum heavy. All of her abilities can be countered by purchasing Items from the Item shop, making her very powerful at the start of the match, but weak at the end of it.

      • Mediocre ult. Supports are known for having best ultimate abilities in the game, that's their job and moment of power. Seris' ult is way too counterable by anything in the game to be moved to the great category. And when everyone else in your role have great ult, having "only a good ult" is quite a problem.

      • Weak on long range maps. Seris primary fire is very slow, thus very difficult to land consistently at longer ranges, and her healing range is very mediocre without the healing talent.

      • Bad skill rank scalability. As it currently stands, the things that Seris offers are commonly sought after at lower tiers of play, but as you progress through the ranks, her perks become less relevant.

      [Click this!] ↑


      2. Basic Ability Overview


      This section is intended for those who don't know what Seris does, and which button selected ability uses (we will use these buttons as nomenclature). Feel free to skip this part if you know these.


      Soul Orbs


      Seris shoots out continuous stream of big slow-moving projectiles that pierce through enemies (but not shields), dealing 700 Damage Per Second (DPS). Each hit applies a Soul Charge that stacks up to 4 times per enemy and lasts 4 seconds.

      Seris interacts with those Charges via Talents, cards, and her first ability.

      Seris has magazine of 14 at default, and reload speed of 1 second.

      From now on, since it uses your left mouse button at default settings, I will refer to this ability as LMB or just left click.


      Restore Soul


      Seris' right click locks onto friendly target nearest to your crosshair (but they can be anywhere on the screen) at range of 120 units, healing for 1000 healing per second for 1.5s. and all allies who were in range of 50 units at the start of the heal for 400 healing per second, even if they leave the initial area.

      You cannot attack while this ability is in use, but pressing it again cancels it.

      You require open line of sight with your target initially, but not, when channeling the heal, so feel free to hide behind wall while using it for maximum safety.

      Arguably, the only downside to this ability is that the visuals can easily show your enemies your position.

      Can be used every 1.5s.

      Since it uses right mouse button by default, I will refer to it as RMB or Right Click or simply Heal from now on.


      Rend Soul


      If any of the enemies has any stacks applied from your LMB, you can detonate them while being anywhere on the map, dealing 100 damage to victim per charge they possessed, and healing you for 15% of your maximum health per stack. The total number of stacks you can detonate at given moment appear above this ability. It has 10 seconds cooldown.

      From now on, I will refer to this as Q or Detonate.


      Shadow Travel


      Upon pressing, Seris goes into 0.8s long animation, and if she does it successfully, she moves 25% faster and becomes invisible and invulnerable to any damage and CC for up to 4 seconds. You cannot attack nor use any abilities while it is active.

      You can cancel this ability by pressing it again or by shooting.

      Has 14 seconds cooldown.

      I will refer to this as F or Escape or ST.


      Convergence


      Seris' Ultimate Ability throws a curvying projectile that pulls up to 5 closest enemies within 50 units to any flat surface it connects, allowing you to easily deal a lot of damage with your LMB and Q as the enemies are stunned for 1.4 s after the pull. The pull can be blocked by shields.

      The pull will be stopped if any enemy touches any obstacle on their way to the orb, but the stun still will be applied.

      The projectile can bounce off walls, players and enemy shields.

      I will refer to this as E or simply Ult.


      3. Talents


      I am going to talk about her Talents (Legendary Cards) from best to worst.


      SOUL COLLECTOR
      Default Talent

      Effect: Each Soul Charge you detonate increases your Maximum Health and Weapon Damage by 2% until you die. Stacks up to 15 times.


      Additional info:

      • The amount of stacks you currently possess is visible next to your character portrait.
      • Each stack you detonate increases your health by 44 and damage of your LMB by 4,2.
      • It does not boost the damage of your Q nor your Ult pull dmg (the pull deals 10 damage)
      • At full stacks you gain 2860 Health and 910 DPS.
      • The bonus stays even after round ends.

      This talent is the absolute powerhouse. Competent Seris literally cannot be killed, as it stacks well with Haven and when maxed it translates to roughly 3600 hitpoints. On a character that can heal to full health it is absolutely ridiculous.

      In addition to insane survivability this talent provides, the bonus damage doubles as good boost to your ult charge rate, since Supports gain a lot of ult from dealing damage. 30% damage bonus equals to 30% more ult charge. Morale Boost 3 + Sorceress 5 + 15 Stacks give you 201.5% more ult charge when you damage an enemy.

      Be careful tho. Passive team compositions will not allow you to get stacks fast enough, which gives flankers more than enough time to kill you before you gain full effect of this talent. This talent is also heavily countered by %based dmg, and with no increased range it does absolutely nothing on maps like Bazaar and Fish Market.

      That being said, I still think it is the most viable way to play a healing Seris currently, but places where you can use it are fairly limited. In order to pick this talent, ask yourself these 3 questions:

      1. Do you have enough range to cover your most important sightlines?
      2. Do enemy DPS champions consist of only 1 damage source (Blast or Haven) to quickly rush that Haven?
      3. Does enemy have a champion that is easy to stack with?

      If answer for at least 2 of these 3 factors is "yes", then Soul Collector is your go-to.

      Obviously, this is the only talent you run with a damage-oriented loadout, or as I like to call it, the DPSeris loadout. This is why this talent is also extremely versatile. If your damages aren't pulling their weight, you can easily shift into a decent damage dealer and carry your team.


      MORTAL REACH
      Unlocks at Mastery Level 2

      Effect: Increase the range of Restore Soul by 300% and reduce the time between Healing ticks by 17%.


      This talent grants you basically infinite heal range, and 300 extra healing per cast. This bonus healing can actually end up pretty significant because on squishies you can cancel your heal much faster, making it way easier to heal your entire team.

      It's not very strong overall but is your only way to play Seris on long range maps.

      I actually don't recommend playing Seris without Soul Collector, because without it Seris is easy to kill and thus loses her biggest strength, but it's better to have a mediocre long range option than to not have it and be useless on long range maps.


      AGONY
      Unlocks at Mastery Level 8

      Effect: Rend Soul now applies a 1.5s stun to the victim when they are afflicted with 4 Soul Charges.


      The Unwanted, The Disappointing, The Noobtrap, The Vivian of the talents.

      Agony is absolute garbage and if you're new to Seris that's all you should consider learning about this talent. But I will still give my reasoning behind it.

      The stun only happens consistenly while you're flanked, and after you ult. Outside of that, there's little chance to do it because expecting Seris to shoot 4 times enemies at long range is utter unreasonable. I sometimes manage to stun enemy once or twice in a match at long range when I am matched against decent players at best. And I am not talking about stuns that actually bring good value for the team.

      If you want to increase your ult value and self defense , because that's the best this talent offers, Soul Collector is just better, because it does exactly that, only with higher success, and doesnt scale poorly late game, as it only gets better as the match progresses with increased returns Haven provides.

      In addition, Resilience exists and it reduces effects of this talent significantly. Forcing people to buy Resilience to the fight is a great strategic choice, unfortunately, 99.9% of Agony Serises are extremely selfish and don't care about their team composition. You can kill your entire team by picking this talent. Team comps that provide decent amount of CC that is not usually counterbought will be just dead if you pick it.

      But even if your team has no CC, forcing Resilience is still not a good move, because your ult is CC. So even if perfect conditions for picking this talent align, all you do is kill your own ult, and this ult can't afford being any weaker.

      Then there's the fact that you are constantly forced to use your Q offensively instead of saving it for when you really need it. And if you misscalculate your stacks you just waste your Q for nothing.

      I could go on and on, and believe me, I would love to, but I think I already proved my point. Agony needs a lot of work with both the talent and Seris base kit changes to ever be a viable pick. As of writing this guide, it still has lower winrate than previous two, and the higher the rank, the lower the winrate, which reflects the talent perfectly.

      posted in Gameplay & Strategy
      TTraw
    • RE: February Happy Thread

      @DaddyOoker
      Me 😂 😅 😢 😭

      posted in General Discussion
      TTraw
    • RE: Dusklicious' Tier List

      RIP Lex.

      Btw, they called him "Bridge" flank in Jay's video justifying his balance.

      Oh noes the Seris disease is striking again.

      posted in Gameplay & Strategy
      TTraw
    • Bring this Imani bug back and turn it into a feature!

      So a short explanation on how this worked: If you pressed any ability (Ice Bolt, Stance Switch, Glide) before Imani clenched her left fist to cast Frost Bomb, she could perform both Frost Bomb and pressed ability at the same time. She was still unable to do anything else after that until Frost Bomb exploded.

      It was fixed this patch.

      I know not many people aren't Imani mains these days, so there's a chance they will completely ignore what I am saying, but from my perspective of 200h on her, Ice Stance was already struggling to keep up on par with Fire Stance ever since they nerfed the root duration to 1s. Not only you have worse primary fire with worse Clearcast, but you also had 20s CD ability that put you out of combat for longer period of time for a reward that even cannot fit 2nd icebolt before enemy can move again anymore.

      This tech somewhat fixed this issue by making her do another thing while she channels the ability. It also made her kit so much more fluid and cohesive in use. And each ability cancel had it's distinctive situational use without pushing the way you normally use this ability to the trashbin.

      Canceling it into Glide was useful to proc overtime with extra space the FB provided, or to catch people out of position by being very aggresive.

      Canceling it into Stance Switch was useful when you noticed Huge root but didn't use Splitting Ice (but with Splitting Ice it was better to not switch) to use Inferno Cannon right after and fry some rooted enemies.

      And canceling it into Ice Bolt could make you chuck a frost bomb inbetween your attack so that, at very short range, you had almost no downtime with casting this ability, making it great at 1v1s.

      And its uses to kill enemies behind corners and to cancel important enemy abilities weren't gone, it just gave you more tools for a 20s CD ability and rewarded you for making the correct choice.

      This "bug" made her Ice stance extremely enjoyable to use without making it overpowered, and now it feels clunky again.

      Considering all above, I really wish for this tech to be a part of Imani's base kit. Some bugs are beneficial to champions by increasing their depth significantly, like Nando's moonwalk or Furia's Forward Wings Of Wrath tech. It isn't uncommon for developers to turn bug into an intended feature. In fact, Khan walking during his ult was apparently a bug but was so satisfying it was turned into a real thing. Isn't it the same with this Imani tech?

      I guess I am kind of frustrated when the only "bug" that helped Imani not be considered entirely trash while also making her infinitely more fun is fixed while stuff like

      • Inferno Cannon making 0 damage,
      • Imani floating in air unable to do damage,
      • Clearcast not working and removing your ability to shoot

      are still not fixed. Mana Rift still doesn't have an icon in TAB menu which is like fastest thing to fix ever and yet I am constantly subject of reports ever since Imani's original release because people think I am trolling their ranked games with "no talent" challenge.

      If I can't get back this tech then at least buff Root back to 1.5s because as it currently stands Ice Stance has almost no use apart from 2 very specific circumstances. But I'd rather go back to 20s CD and ever nerf freaking root to 0.75s and have this tech back because it was extremely satisfying to use.

      Fun fact, after root duration nerf I actually binded my stance switch key somewhere where I couldn't press it accidentaly to avoid doing so during fight and keep me in the better Fire stance. But then I found out this fun tech and started using the Ice stance, even though I still thought it was the worse stance most of the time, but I continued to do so because it made Imani's kit feel complete.

      Am I really required to rebind it again? I mean, my keybind will reset due to one of Imani bugs, but at least I will get rid of the muscle memory...

      posted in Gameplay & Balance Feedback
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    • RE: May Happy Thread

      @Shadowpuppy
      Have you ever, LIKE EVER, saw anyone suggesting in the community that we should nerf the range card? Nope. Meanwhile Lumi has been subject of complains since ever.

      From my experience people complain about his damage boost because it is awful to play against and adds to burst meta. People want to see this talent reworked and compensate that with making him the aggressive support he was supposed to be.

      So what he likes having him on he team? Of course he does, it only adds to my point saying that he balances game for himself. That's why he didnt suggest nerfing Lumi. What does that have to do with me saying he doesn't play supports anyway? If he did, he wouldnt suggest such nerf.

      I love having lumi pocket on myself, I am freaking fire Imani main and can kill any 2300 hp squishy within half second with Jenos, but it isn't enjoyable for anyone on the receiving end. Read any youtube comments or reddit posts. All agree that his Damage boost is unhealthy for the game.

      As it currently stands his heals range has nothing to do with all that. It is a random change taken out of the butt because someone had trouble finding Jenos in the backline. This change does nothing but annoy jenos players and doesnt change your complain. due to how his heals work, flankers are still subject to heavy pockets.

      He is still hiding behind walls and contribting to low ttk. What will happen however is that the moment they remove his lumi and make him that "aggressive support", his heal range might become quite a problem. And currently, it makes him only more of a chore than before.

      ~sigh~ Anyway, my initial comment wasn't meant to be a personal attack on z1 alone, but more of a complaint on how new cast of AoC handles the whole "community voice" part. There's none. I don't see any of the AoC members advertising themselves on social media and asking the community on what would they want to see changed in the game, or how they feel about changes they want to bring up on meetings, except for Jay Flare. instead they propose suggestions I've never heard complaints about, and it annoys my quite a bit.

      posted in General Discussion
      TTraw