Page 41 - SMITE Official Magazine Issue 20
P. 41
Well, there’s benefits and downsides to taking
a Mage to duo. There’s a lot of smaller benefits,
but the main problem here starts and ends with
tankiness; without a Guardian’s defensive soaking and
heavy initiation, your team can falter through many
teamfights, especially later in the game when the
enemy team’s tank has come online. But, as stated
above, teams these days often have a secondary,
damaging Guardian in the jungle, and at least one
Warrior elsewhere. In this situation, you can take a
Mage to duo lane easy, and your team should end
up with roughly the same capabilities as before.
On the other hand, what do you get out of it, if it
can be so risky? Well, by Mages I don’t mean attackers
like Zeus and Sol that can do fine in many lanes, and
everyone knows that Aphrodite can make a decent
support because of how well she works with a second
God in her lane. But in this instance, I’m referring
to Mage characters with solid damage, great clear,
and at least some viable crowd control. And what
they lack in early sustain can be offset by immense
early damage and kill potential, in the hands of some
skilled players, similar to how Assassin supports
work. It’s a risk, but there is a reward, if you can nab it.
NOX
We’ll start off slow, with Nox. Her kit makes
her an obvious shoe-in for the Support role, with
high damage and a great combo that can be almost
inescapable. She deals less sustained damage
than a Hunter or many combo-clear Mages, but
she brings a lot of burst and heavy zoning. Nox
can easily make an enemy pay for a single misstep
in lane, and her area silence counters a lot of
channeled moves, dashes, or even some Gods
more than others. Her combo is also famous, and
can burn Beads almost as hard and fast as Ares.
The Official SMITE Magazine Issue #20 The GameOn Magazine 41