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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

    Hats off to you all. It was a pleasure, ladies and gentlemen.

    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for General

    What I wish I had known, a guide for beginners.

    A General guide by eightbitmage
    Last updated: Apr 9th, 2015
    Link to guide: www.dawnbase.com/guides/2252-General-What-I-wish-I-had-known-a-guide-for-beginners-
    3,020 0
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    1

    Why should I read this guide?

    You need to read this if you are a new player to Infinite Crisis or to MOBAs in general. It will fill you in on all the parts of the game that are not immediately clear that your team expects you to know anyway.

    So I read this guide if I'm new?

    And also want to keep your screw-ups to a minimum. This guide presents the information in three parts. By the end you will know other players expectations of you and what your role in the Meta is.

    Role? Meta? Like what wheels do, and butterflies?

    Four parts...

    Part 1: Your role, and lanes that aren't Lois.

    So...Meta?

    The Meta is the best way to play the game as a team.

    Then Meta is just grouping up and killing all the other guys?

    No. The IC community has considered the design of the game and have come up with a rough plan on how to best play each map. The acceptance of this plan causes it to become the "Meta," or the way most people do things.

    While you can attempt to go against the grain of the Meta this is not something you want to do without the support of your team. If half the team is using one plan, and the other half is using another, you will likely fail.

    The current Meta on Coast City is as follows; one player top lane, two players jungle, two players bottom lane.

    Jungle? The yellow drones? How does killing them help out at all?

    Every drone is worth a fixed amount of XP and credits. If you are in a lane and killing all the drones you get all the rewards and get stronger faster than if you were with someone else doing the same job. The jungle's job is threefold. First they keep up in level with the people laning by killing the yellow drones called "creatures." This leads to a higher level team which will help everyone do better.

    So fewer jungles means everyone has less xp and credits?

    Correct.

    Secondarily; the jungle will, on occasion, come and help out the other lanes. Hurt enemies, or even just enemies out of position make great targets for an ambush or "gank" (gang kill). These provide you and your ally with credits and make their job of laning easier. This is best done when your "R" key skill, or "ultimate," is available.

    And as a bonus killing baddies means they can't get stronger while they are respawning?

    Exactly. Don't forget that the opposite applies. Dying for no reason will cause you to fall behind, which in turn leads to a weaker team.

    The final job of the jungle is that he is available to grab power relays or help with random objectives.

    Jungling sounds hard!

    That is an objective fact. Despite this it is a necessary role and learning how will improve your gameplay in all positions.

    What are top and bottom then?

    Tops and bottoms are in charge of keeping enemy drones away from your turrets. When you destroy the enemy drones quickly enough allied drones are able to advance further. This is called "pushing" their lane. The quicker you destroy drones the more of your drones reach the enemy turret, the more damage the enemy turret takes.

    Sounds easy!

    There is at least one other player attempting to do the same to you.

    Sounds unpleasant.

    Well you are going to have to deal with him a lot for the first half of the game. Pay attention to what he can do and learn to anticipate his attacks!

    So I destroy drones to get them to the turret? Why?

    Once again, two reasons: The first is the primary reason. When there are drones by the turret you can attack it without the turret killing you. While you can't do much at low level, the more powerful you are, the faster you can pile damage onto the turret.

    Better still, if the enemy is respawning or away from the turret you can take down a turret quickly by 7th or 8th level. If they are at the turret you will get attacked by them as soon as you get nearby. If you switch to targeting the player instead of the turret, you will draw the turret attacks to you instead. No me gusta.

    Wow, I hate that guy then! He sounds like a jerk getting free punches in!

    That he is! The second reason is to prevent the enemy from "last hitting" the drones.

    Last hit?

    When you kill a drone instead of a turret or another drone it gives you more XP and credits because you scored the "last hit." If you maximize these and minimize them for your enemy you will become powerful faster than the enemy. When a turret is attacking your drones and you're distracting the enemy, poking them with ranged attacks and skills, it is harder for the enemy to score last hits consistently.

    Top and Bottom sound like they are exactly the same job, why does it matter how many are at each?

    The top is easier for a single player to manage than the bottom. Even if the situation at the top is two on one the single person will get loads more xp and credits and can use the turret to control the lane. This is something you will understand if you ever run into the situation for yourself. Top and bottom also have other responsibilities.

    Noooo... Responsibilities sounds like work.

    It isn't, this is a game, but every game where you aren't the only player your team depends on you not to screw up!

    Okay, what do I do on top?

    Near the top lane are the power relays. If for some reason the power relay nearest your base is neutral and the nobody else is capturing, it will likely be up to you to grab it. Yes, you may need to abandon your lane to grab the relay. The turret will take some damage, but if you get back as fast as possible it won't be much. More importantly; when the top relay is neutral a big fight between both teams will break out. Since you are closest to where it will happen you are often the first into this huge fight.

    And bottom?

    The major landmark near the bottom lane is The Raider. Until at least mid game this is difficult to kill without a jungle and at least one other player. The bottom lane also has a lot more space between your turret and the enemy turret. A second player filling that space means it is easier to avoid getting stuck or ganked away from your turret.

    Part two: Wherein I avoid making obvious jokes about a popular Guns N'Roses song.

    This all sounds super hard, I'll just jungle instead./b]

    Jungling is difficult and requires good observational skills to do well. I suggest finding a dedicated jungle guide for your preferred jungle character. In addition you should read this guide: https://www.dawnbase.com/guides/472-General-SoundBytes-Jungling-Guide-for-Beginners-on-Coast

    Can you just give me some hints?

    It's complicated.

    So use small words!

    When you jungle you want to watch the little diamonds on your minimap. Each represents a jungle group of creatures that you kill for xp.

    Group? Then I should bring attacks that hit lots of enemies!

    Nope. Each group of creatures has one big creature and one to three small ones. The big one offers the most credits and deals the most damage. Taking him out is priority one. You still need to kill the smaller creatures because if you don't the big one takes longer to respawn.

    So I just patrol the jungle and kill whoever I see?

    No. The two jungles split the jungle groups and each try not to attack the other's groups. One jungle will rotate through the three groups at the top (the two groups above and below the last top turret, and the pair of creatures nearer to your base at the top of the map). The other will rotate through the groups at the bottom (above and below the last bottom turret and the creatures just under the power relay near your base.)

    Who destroys the group in the middle?

    That group is the elite group. It is stronger than the others and offers loads more xp and gold. When you go to kill that ping it on your mini map-

    Ping?

    Click the walk-y guy above your map, then click the spot on the map you want to tell your team is important. You ping the elite so the other jungle knows you're going to kill it and you split the xp and you don't look like a selfish hog.

    Why is my team yelling at me about wrong gear?

    That is because you want marauder gear when you jungle. Usually buy Marauder Knife (1) up to level 2, but this will vary according to your class.

    Where do I find that, it isn't available to buy!

    When you are buying items on the left side of the item screen there are two tabs. Recommended, and all items. Click all items, and then you should find it.

    There are a lot of items. TOO MANY ITEMS!!!

    Yeah it is daunting. You can filter the items by using the categories on the left. They are also subdivided into attack damage, power damage, and defensive items. Dawnbase goes into great detail about all of them, check here under items if you want to know more. They are arranged in the same shape as they are in game.

    But what other items do I get?

    As a jungle focus on damage. You want to be able to kill an enemy before they even have a chance to respond.

    So I'm keeping up with my team, what now?

    Now as you patrol the jungle you need to accomplish objectives and kill enemies. When a relay opens up grab it. First priority is the one at your base. If you are at full HP confident and someone else is getting your relay, you can go for the close to the enemy relay.

    Can do!

    If you are bottom jungle keep an eye out for the raider, when he spawns ping his spot-

    Click the little man, and then the raider?

    Yes. Hopefully a teammate or two will help you out. Be careful though, there is only one raider and the enemy wants him. You may need to run.

    I want to gank someone, that sounds like fun!

    Most of the time you want to wait until your fourth ability unlocks at 6th level. Using your ultimate to kill an enemy is always a good use. Pop out use it, kill the enemy, then go back to the jungle. You can also jump in whenever the enemy is weak and you think you can kill them, or when an ally needs help getting away.

    Do I never attack turrets?

    You do! When the lane is clear of enemies and your team is pushing it sometimes you can be the difference between killing a turret and the lane getting stuck. Be that difference.

    Then what?

    As the game goes on you join up with the group. Kill enemies that take fewer hits and try to stay alive. Do the best you can.

    Part 3: Thief in the night.

    I'm liking this so far. I can do a lot more than before.

    Great! What stolen powers are you taking?

    Random ones, why? Am I about to get lectured?

    Yes.

    Do you have to?

    Yes. Stolen powers are important. Depending on your job, class and even particular character you will want to vary what you take.

    Why would I take Consume?

    You want to increase your staying power. Consume is a good way to get back hp without buying hp restoring items. You spend more time in the field and less in your base meaning you do better.

    Detonate?

    You notice how it refers to more damage on creatures?

    Yes!

    Where would that be useful?

    The jungle?

    Yup, jungles often take detonate and use it on the raider or if they want to clear a group fast. The faster you kill creatures the more xp you get per minute and the more time you are free to help your team directly. True damage also cannot be reduced, meaning more bang for your buck.

    That was a lame joke, almost as lame as Healing Wave sounds as a power.

    It's actually very popular. It lets you heal yourself and surrounding allies. Great for keeping yourself or your tank alive.

    Tank?

    Later.

    Okay, why Invulnerability? Isn't it better to heal the damage?

    It can be but invulnerability gives you more shield hp than healing wave heals. So if you are fighting alone and think you may barely lose a fight, pop invulnerability and use that edge to win the fight.

    I want to drop things on people's heads!

    Then take Meteor Drop. It is extra damage and can strike far away.

    How far?

    You can use your mini map to target it. If you hold your mouse over the power in game it will show a circle on the mini map that represents how far you can aim.

    Can Psychic Assault reach that far? It sounds dumb, it doesn't deal damage!

    If you play a melee class and your enemies escape from you more than you would like, this power is useful. Hitting a ranged foe is especially satisfying.

    Can't I just use Super Speed?

    You could, but psychic assault is more powerful, but you need to target the enemy. Super speed on the other hand just speeds you up letting you catch runners, but might leave you isolated from your allies.

    Super Strength sounds awesome!

    The biggest perk comes from hitting an enemy with a small object knocking them up for about a second. A lot can happen in a second especially in a team fight. Targets will be at a huge disadvantage if they don't outright die from you beating on them while they are helpless.

    Who would want Surveillance Cameras over something that awesome?

    Lots of people. Surveillance cameras (aka wards) can give you an edge to know if the enemy is sneaking up on you. Better still, if the enemy doesn't have x-ray vision they are nearly invincible. Putting them in stealth pads also lets you see through those pads meaning the enemy can't hide in them. As a bonus, they don't know you can see them letting you reverse an ambush. Everyone is happy when you take cameras believe it or not.

    I want to Teleport away from fights instead of running.

    That is too bad, because enemies can interrupt teleports. It is more for charging into a fight rather than retreating. Fancy uses include teleporting to your relay just before it turns neutral, or scaring off an enemy fighting an ally by teleporting into the middle of the fight.

    Traps are cool

    That they are. Traps hide in stealth pads and if you lay them down before getting into a fight can serve well as a way to get away. Just run over the trap, they will hit it or waste time going around.

    X-Ray Vision?

    Remember how I said cameras were great?

    Yeah!

    Remember how I said that you can kill cameras in stealth after you use x-ray vision?

    Yeah!

    Well, you do the math.

    Part 4 Fighting with Class:

    So who do I pick if I want to win?

    That is going to depend on a few things. First, what position are you? Brawlers and assassins make great jungles, Blasters make great tops, and every team should try to have one marksman on the bottom with either an enforcer or a support.

    What makes each class good for those positions

    I hate you for the sheer volume of words this would take to properly answer.

    You're the one who wanted to write the guide, not me.

    Fine...

    Assassins are great at dealing lots of damage and getting out of a situation quickly. This means that with the life gain of marauder items they rarely need to go back to get hp from the base unless they get in a fight with another player. They can also retreat easier which makes getting into and out of gank situations much easier than any other class.

    Brawlers have great defense and[i/] offense making them great player killers. They aren't as mobile as assassins but they are hard to kill and can dish out damage. They also tend to have abilities to slow or root enemies making it difficult to run from them.

    Blasters can take out lots of drones fast. They deal their damage to groups as well and are all long range. This means that they can push their lane as needed as well as take potshots at any enemies who get too close without putting themselves in danger. Your turret is your best friend here. They often play as top.

    Controllers support their team. Most focus on healing, and/or shielding allies from damage, while simultaneously slowing/rooting/stunning their enemies. They aren't effective on their own but if you can get their will and cool-down high enough they will end up with a ton of assists by the end of the game. This is why they usually go bottom to help out the marksman.

    Marksmen are good at dealing damage at range. They have skills that focus on increasing that damage and their gear should usually be attack power and speed oriented. They play bottom because they are easy to kill at the start, but they can use a second player to shield them until they are better at fighting.

    Enforcers are what IC calls tanks. These guys can take a lot of damage and are most effective with damage reducing and hp increasing items. Their goal is to stop enemies from getting to other squishier targets and to slow or root running targets. You don't get many kills as an enforcer, but many games have been lost because a team doesn't have one. They are good at nearly any role, but have to be build differently for each. As a beginner mainly focus on bottom.
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