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Sol ADC Build & Gameplay Guide (Outdated)

Overview

This is a basic build guide to teach players how to build and play the most effective Sol ADC. This guide can also be a general reference on how to use Sol’s abilities. The build can and will work in other roles as well. This build also focuses on early damage and control to build a substantial lead. Last updated and viable as of 12/30/2015

Starter Items

-Soul Stone
This item will build stacks that allow you to have an untouchable early presence and will provide significantly more power than a vampiric shroud.
-Potion of Magical Might
This will add to the soul stone damage and allow both towers to be pushed down in under five minutes if utilized properly, however, be careful not to die because it is an expensive gamble.
-Health and Mana Potions

Items

Shoes of Focus
With the recent changes to boots, the mana granted by these boots in addition to CDR make it the better option over shoes of the magi.
Book of Thoth
This item will give mana and a significant amount of power when stacked. The blue boots will provide mana to this improving its power.
-Polynomicon
This item will provide moderate magical lifesteal and power, but most importantly it will add noticable damage to your stellar burst after using an ability.
-Spear of the Magus
This item is the key to Sol’s penetration since shoes of focus were selected over shoes of the magi, which provide penetration. Continued auto damage allows this item to strip protections from tanky enemies making it much better for penetration than Obsidian Shard.
-Rod of Tahuti
This is a necessary item to every mage build because of its magical power in addition to its passive that improves the power of the shoes, spear, and grip.
-Soul Reaver
You will have to sell your soul stone for this item. This will only further your burst as long as you focus when the passive is up. It will also improve thoth damage.

ACTIVES
Heavenly Agility
This will provide mobility to help you and your team chase/ escape when in trouble.
Purification Beads
This is a must have active item on all carry roles to prevent sudden death by crowd control. Recommended pick up at least step one early, however Sol’s 3rd ability can be used for CC and damage immunity in tough spots.
Weakening Curse (If against healers)
This item is a flex pick when the opponent has healers. It will allow you to prevent healing and burst healers. It can also slow enemies that are getting away or provide peel by slowing enemies.

Gameplay

Overview
Sol provides exceptional early push and needs to be utilized for tearing down towers, however, you need to know how to play Sol in order to do so. Sol’s passive ability builds up “Heat” which can be built through the use of her abilities or by auto attacks. Once at full heat Sol gains magical power bonuses, auto damage boosts, and attack speed boosts. It is vital that your heat is full when trying to clear wave or take a structure. Sol’s first ability will build up your heat the most and should mainly just be used to do so.

Abilities
-Passive- Unstable Manifest
Abilities and autos increase attack speed and power. At max heat Sol does 1.5x damage with auto attacks. This is the key to success with Sol. Try to always be at max heat in combat.
-1-Radiance
Although this can heal up to 25% of missing health and do damage, this ability is mainly used for heat build up and is useful for wave clear.
-2-Stellar Burst
This is Sol’s best active ability for damage and wave clear. It is a basic attack modifier that cause a shockwave to move out and collapse in dealing damage twice and applying a slow. It can also be used to build up heat quickly when combo’d with radiance. Multiple targets can be hit with this and it will explode at max range, slightly extending auto range as it expands.
-3-Disapparate
This ability deals some damage, but is an escape or a stun. It will use up heat so do not use it to build up heat. The ability has two stages, a damage and CC stage and an immunity stage. During the damage stage you can still attack and leave a trail that deals damage. When this stage is over anyone hit by the trail is stunned. Canceling the ability early will allow for better stunning and a set up for the ultimate. If you don’t cancel, the immunity phase provides movement speed increases and full CC and damage immunity, but you cannot attack.
-4-Ult- Supernova
This ability is like Ah Muzen Cab honey that is painted in 8 spots along the ground. The strikes on each spot are delayed and will provide a knock up in addition to good damage. Successive strikes only deal 20% damage.

Comboing
Start an engagement with radiance to build heat. From here if you need damage right away use Stellar burst, otherwise fill up unstable manifest fully with auto attacks, then use stellar burst for more damage. If you need to disengage use disapparate to run away, otherwise try to hit an enemy with the trail and cancel to stun. Once they are stunned, finish them off with supernova. The other option is to build up heat with radiance, drop supernova immediately on top of the player(s), then stellar burst them. They will be slowed so if they are still alive chase using auto attacks on disapparate.

Ability Preference
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