Post by Mort on Mar 14, 2008 12:01:57 GMT -5
dmortb.net/MTG/Weapon Smith/1.jpg
[/IMG][/center]Weapon Smith
If you want a hero with a large splash and high damage then this is your guy!
His only weakness is his slow attack speed and that he is quite easy to kill with offensive spells.
This hero does however require good timing with Cambrinth Charge to maximise his potential
If you want a hero with a large splash and high damage then this is your guy!
His only weakness is his slow attack speed and that he is quite easy to kill with offensive spells.
This hero does however require good timing with Cambrinth Charge to maximise his potential
Armor Type:
Normal
Damage Reduction:
Chaos 100%
Hero 100%
Magic 100%
Normal 100%
Pierce 100%
Siege 100%
Spells 100%
Skills:
dmortb.net/MTG/Weapon Smith/chargenormal.jpg[/IMG] <-- Normal
dmortb.net/MTG/Weapon Smith/charged.jpg[/IMG]<-- Charged
Innate: Cambrinth Charge
Channelled skill
Increases the Weapon Smith attack drastically with a temporary buff that disappears a second or two after he first attacks with it. The Weapon Smith's normal attack has some area damage which is weaker then the damage he inflicts on his target. However when using Cambrinth Charge he can kill or almost kill all the creeps in his area of effect and should be used as much as possible until you start dealing more damage with you standard attack. It can also be combined with his Thunder Maul and Forge to give them increased effects.
Note: This spell is channelled however you can stop it (by moving or pressing "s") before it finishes and still receive the buff if you do it at the right time.
Also it may be interrupted by different types of stuns.
Level 1: Combat Mastery (Passive)
A passive ability that grants a chance to do double damage and a chance to evade normal attacks, the percentages when maxed out are 90% chance of a 2x critical hit and a 45% chance to evade. Not that great of an ability to have early on because of the low damage of the hero and the creeps. However it is essential to eventually max this out for later rounds.
dmortb.net/MTG/Weapon Smith/stun.jpg[/IMG]
Level 1: Thunder Maul
Deals minimal damage to creeps but also stuns them. When the Smith's maul is charged using Cambrinth Charge, Thunder Maul will also rain lightning down on all creeps in a large radius slowing their attack and movement speed by a large amount. However it will not work on units with resistant skin. The area of effect of this skill increases with each level, so if you want a larger radius and longer duration it might be a good idea to level this skill up.
This video shows that a large area of creeps gets affected, and their attackspeed slowed.
dmortb.net/MTG/Weapon Smith/fastdmg.jpg[/IMG]
Level 6: Concentrate
Anti-magic potion and purification can remove the effect of this skill
When activated increases his damage and movement speed but decreases his attack speed. As the ability progresses in level his movement speed increases and the decrease in attack speed is lessened until eventually it increases his attack speed. While it can't be combined with his other abilities it can be active when his maul is charged for an even stronger attack.
I would suggest only one level in this skill later on when the decrease in attack speed no longer notices as it has the same damage increase at all levels.
dmortb.net/MTG/Weapon Smith/ulti.jpg[/IMG]
Level 10: Forge
Increases the weaponsmith's attack permanently when used. Bonus damage increases with the ability's level. It is strongly advised to use Forge with a charged maul since doing so will double the amount of bonus damage gained. When trying to use Cambrinth Charge and Forge together in combat it's advised to cancel the charge early by making him move, and then casting Forge. However to cancel early you have to time it so that you cancel before channelling is finished, but late enough so the charged effect has still been gained and then be able to use Forge before auto attacking. Being able to time this well helps to prevent you losing the charge and ending up only using a regular Forge. When done right a flare-like thing should shoot out of his maul.
Summary: The Weapon Smith has high health, area damage, no armour weakness and Combat Mastery which make him a good hero in a team and also whilst solo early game. You should go for the Victory Ring combo first since he needs all three stats to be effective. When a wave is too tough or the offense from Spell Bringers starts to come down use a charged Thunder Maul to slow them down and give you time to recover a bit. Using the Weapon Smith correctly means knowing how to use Cambrinth Charge with Thunder Maul and Forge. The cancelling trick helps to save time by moving or pressing "s" before it finishes. Making him one of the few heroes where timing can actually help you player better.
The Smith uses quite a bit of mana, but has horrible INT stats so a few points in Train Stats at start can help a lot, with mana, damage and also attack speed.
Suggested play style:
set one to status first, then one to combat mastery, put 1 or 2 more points to status so you are not short of mana for your Cambrinth Charge. after that put one point to Thunder Maul to save you from death. If your team doesn't lack killing power, max your combat mastery first. Otherwise, max Concentrate and combat mastery first.
Zircon-inset Ring is always a good chioce for weapon smith if your team needs killing power at early/mid game.
Damage isn't a problem for weapon smith cause of his forge skill. Just remember to charge your maul b4 you use it. Because of the huge damage he acquires, getting a blood thirst blade next will help him leech more hp than other hero(since you have Zircon-inset Ring to boost up your attack speed already)
next item would be either IronBark armor(boost armor, spellblock and attack speed) or Ring of Victory(boost up attack speed and Health Point)
Suggested Items:
- wing boots
- armor
- zircon-insect ring
- blood thirst
- IronBark/Diamond->Ring of Vicotory
- Uthmore's skullCleaver
- T'kashi Mirror Blade
- Uthmor's Mirror Blade
Status Gain per Level
Str +3.7
Agi +2
Int +0.3
Tips:
When using charge with other spells, you don't have to back away from front line, it can be done anywhere, you just have to time it right.
Note: Remember that this is when you have no delays at all, and even if you do, it's possible to adjust your clicking to take the delay into account.
Charge with Thunder Maul:
If you look at the picture you'll see when you can use it, somewhere just after that point.
When using Charge with Forge:
This is a lot harder than Maul, but if you look at the image you'll see about when to do it.
There is another way, posted on MT forum by Drunkenbunny:
Click the Innate then Shift click the spell that can be used with charge.
As soon as the Charge is finished loading, Weapon Smith will start casting Thunder Maul/Forge depending on what you wish to cast.