SMITE Sylvanus PST Gameplay

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Published on ● Video Link: https://www.youtube.com/watch?v=fGrvUzdTfFA



Smite
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Smite (2014)
Duration: 19:34
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Sylvanus is out on the Public Test Client for SMITE and man I had a lot of fun playing him. I did practice joust again this time just so I could show some aspects about him and since the PST was having so many issues yesterday...And his basic attack range and how you can just cheese the Titan in Joust. I'm pretty sure Hi-Rez is going to change that though.

His abilities:

Passive - Nature's Protection:
Enemies that successfully land a basic attack on Sylvanus have a 25% chance to be rooted for 1s. This may only happen once every 12s.

I find it to be pretty interesting and has to be annoying for the enemy but real players will know to avoid attacking Sylvanus



1st Ability - Verdant Growth: Sylvanus throws a seed to a target location. If it hits an enemy they will take damage and become rooted. If the seed lands on the ground, after 10s it will grow into a flower providing MP5 to nearby allies. The pod can be destroyed by basic attacks, exploding and releasing poisonous spores that reduce protections of nearby enemies.
Damage: 80/100/120/140/160 (+35% of your magical power)
MP5 Increase: 6/10/14/18/20
Protections Reduced: 5/10/15/20/25 for 5s
Root Duration: 2s
Radius: 10
Cooldown: 12 seconds
Cost: 60/65/70/75/80 mana

This one...Is AMAZING. So either you create a flower that'll increase MP5 for you/your allies that lasts until destroyed or if you place too many OR you root and damage them by tossing it at an enemy. Very versatile. Do note that you flowers will NOT automatically level with you so you'll need to replace them when leveling this skill. Will be harder with players destroying them.

2nd Ability - Wisps: Sylvanus releases wisps that seek out nearby allies and enemies. Allies are healed and protected while enemies take damage over time.
Damage: 10/15/20/25/30 (+10% of your magical power) every 1s for 5s
Heal: 25/35/45/55/65 (+15% of your magical power) every 1s for 5s
Protections Gained: 5/10/15/20/25 for 5s
Radius: 30
Cooldown: 18/17/16/15/14 seconds
Cost: 60/65/70/75/80 mana

A Guardian who can heal his allies. Pretty crazy. AND it does damage. Really good for supporting and if an enemy is in rage they'll regret it.

3rd Ability - Nature's Grasp:
Sylvanus's treant launches his rooty hand out in front of him. The hand stops at the first enemy god hit, stunning them and pulling them back towards Sylvanus.
Stun Duration: 1s
Range: 60
Cooldown: 30/27/24/21/18 seconds
Cost: 70/75/80/85/90 mana

This one..Like a weaker version of Old Arachne's but if you miss it leaves you immobile for a bit longer it feels. Nice for catching players trying to escape just don't grab the creeps! Good setup for a kill.

His Ultimate - Wrath of Terra
Sylvanus's treant slams his large trunks into the ground causing large thorny roots to break out of the ground around him. Enemies hit are knocked up and poisoned.
Cooldown: 90 seconds
Cost: 100 mana

This one. Kind of like Gebs but has the poison effect and knock up instead of stun. Not necessarily his best skill but this'll be his big team fight skill no doubt. Has a nice radius to it.

So all in all a very solid Guardian with big focus on helping his allies stay in lane as well as having a lot of ways to root enemies. I really like his kit. I just foresee his basic attack being changed since it's kinda crazy him being the first Guardian with such a big range on his basic attack.

Design wise, also is a welcome design. He's true to his lore, a nature loving God who doesn't wish to fight but does so in order to defend himself. As such he's light-hearted and jokes/talks with his Treant Grover(the puns!). There's already enough serious or murderous Gods in the game so he's a welcome addition. If you hate puns and tree/nature related jokes though you'll probably groan XD.

Not much else to say, really had fun with him but in real games you'll need to be more of a team player and sustain-machine.







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