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Don't mind the title.
Paragon, even though is a MOBA that doesn't stray too far from the genre, it does have some new additions which may be hard to learn at first, and much more to green players.
BUT DO NOT BE AFRAID, FOR I AM HERE!
Less heroic speech, I have some information, tips and such concerning the map and the Card system that may help you in your journey through these sci-fi lands. So, without any more to add, let's start with:
AGORA, The Main Map.
As you can see down here: Two teams, three lanes, two towers plus one inhibitor each, then the Core. And of course, the jungle. That's the easy, obvious part.
However, now is when things get interesting.
Paragon implements a new structure called
Harvesters. They are ancient artifacts located across the battlefield, and their function is to give experience and card experience to the entire team once collected.
(For those who don't know, there are two kinds of Experience: One gives you levels, which allows you to earn slightly better base stats and learn new skills; the other, known as Amber, gives you Card slots, which can help you in a great variety of ways that I'll explain later.)
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I wouldn't be too far off If I were to say they are of great value in the match. There are seven in total:
First, Four jungle Harvesters that spawn at
minute 3.
Second, the two side-lanes ones, at
minute 6.
Finally, the Orb prime one at
minute 9.
These structures can hold a finite amount of exp that fills up completely
every 5 minutes, so is in the team's interest to collect them as often as possible. They can also be placed by any member of the team, but those
with a Key can place it significantly faster, and is in our interest to protect them, as any enemy can just hit them to get saved exp out... or destroy it (Although in this case, both teams will have to wait 30 sec. in order to place another one) which leads me to my own personal view of the Harvester mechanic:
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Junglers, as one of their starting items, will most likely get a key, as they can reach any harvester in the map, being by ganking or just clearing camps... so you could say is their job to place them. However that doesn't mean that is also their job to collect them. I've seen a lot of players ignoring them... which for the sake of efficiency is just not right. For example, in your way to your lane you can pass through the jungle Harvesters, or after pushing your lane with the lack of safety to poke the tower, you can instead collect the one in the side-lane...
With just that, you are helping you whole team. Easy, right?
And seeing as I touched the Jungler role...
The Jungle.
Well, is without a doubt one of the most important assets during a match, and it can also be very complicated at first, which is why I decided to make some sort of general reviewing of it. So... let's get down to the basics:
Junglers are the ones that, instead of joining a lane and fight it out with their opponent there, go into the different passages across the battlefield in order to clear
Camps (AI controlled enemies), earn experience and, as a main purpose,
Gank enemy players and place
Harvesters, all in order to help the team to win.
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Junglers usually have a skill set that allows them a fast paced clearing, and/or one that gives them a strong, effective gank. These together directly affects their presence in the map and their influence on the tides of the battle.
Now, Paragon's jungle system is not that much different from other MOBAs, however it does present some refreshing changes that have an influence in the gameplay. Two in my opinion to be exact:
The Camps. The main source of experience in the jungle. There are weak camps, composed of two minions, and stronger ones, made of three enemies, where one is stronger than the rest. The later are known as
Buff camps and they reward us with a stat boost, aside from significantly more experience.
Red buff gives 25% more Physical attack damage and slightly more movement speed.
Blue buff, 20% of mana regeneration and cooldown reduction.
Black buff, additional structure damage (750 damage in 5 seconds) and slightly more attack speed.
All of them spawn
at minute 1, except the black one which does at
minute 6. Neutral camps (weak ones) respawn
every 2 minutes, and the buff camps do
every 6 minutes.
Now, where is the difference I was talking about?
You see, camps in Paragon not only respawn, but also level up if not slain before, up to max of level 3. What does it mean? It means that they will have more health, and also reward more experience...
But that's not all. Buff camps also level up, however the stat boost they give does not... which also means you can just slay it once right before it respawns, then kill it again, granting your team a double
buff.
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Cuz strategy, right?
Related: Paragon Open Beta Review: Like Playing Poker. A Very Long Game of Poker.
The second factor in my opinion that brings change to the jungling system is one tiny little thing: the camera view. Being this a third person instead of an isometric one, means that
altitude matters, which allows you to get way more closer in a gank, for example, than in a common MOBA. It also means that without a constant attention at the minimap, you'll miss a lot more things you'd usually just see, like a one hundred ton alien gorilla sneaking up behind you.
It can happen, trust me.
So finally, as to close the jungling section, I think some advice wouldn't be far off: If you want to jungle, get ready to mangle...
Ok.
Let's put it this way: as a Jungler, you'll have a list of priorities...
1)At the start,
get red buff (If you are the Physical kind of hero). If someone can help you, better.
2)
Gank, as often as possible without losing in experience.
3)
Place Harvesters. You can recall while doing it, which in various cases will save you time.
4)It depends on the Jungler you are using, but in most cases
you won't need the blue buff as much as some of your teammates, so share the love. And later on, you may also do it with the red one.
5)
Black buff. Get it, share it, and push with it. If you can't, destroy enemy Harvesters, but don't just get it for the experience, as you are now carrying a great potential. You know what they say: with great power comes great responsibility.
As a side note, you may wonder if you are not first to this game, why I didn't include the Orb Prime camp in all of this... well, I consider it something more of a Map event. Normally you wouldn't solo it, as it'd take way more time than necessary, and afterwards you'd need to deliver it. The Orb Prime mob also does not level up, and has a longer respawn of
8 minutes, appearing for the first time at
minute 10. So yeah, not jungler responsibility, but a team one.
And for those who don't know, the Orb Prime is incredibly important because:
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If you deliver it in the enemy side,
It gives you an incredibly powerful buff in stats depending on which main card you are using, which I'll explain later in this guide.
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If instead, you deliver it in your side,
It will restore any destroyed Inhibitors your base may have.
Yet, the mechanic is also risky, as after slaying the Orb Prime Boss, which can take a while depending of the circumstances, you have to
Carry the orb... which means it can be stolen by the enemy team.
But to get to that point in the game, you'll need first to go through...
The Laning Phase.
To finish this part of the guide, I thought I should mention some little tips any green player can miss:
-Try to
Last hit. For those new to a MOBA, Last hitting is an art players invented when first trying out this genre, and consist in attacking just at the right time to kill a minion. Why Last hit? because you are way less exposed to enemy fire and it grants you bonus card experience that otherwise you'd be missing. And believe me, the difference between a good last hitting player and bad one, is huge.
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Learn the map. It also applies to Junglers. If you know the map, you'll be able to guess how your enemy will play. And as I said before, the minimap in Paragon is way more relevant than in most MOBAs, as it gives you way more information than your normal laning does.
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Help your teammates. Being a Laner kind of player doesn't mean you should JUST stick to your lane. Help your Jungler get the red buff at the start. Collect Harvesters on your way in, gank other lanes when yours doesn't require immediate attention.
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Ward. As I said, vision is limited. And the Minimap is the only way you can know someone is behind you... or trying to sneak on you from the jungle. So buy wards, and put them where needed, which is a knowledge you'll gain from playing.
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Don't overextend your push. Being ahead is nice, but if your lane is winning and you continue to push it, you are calling the enemies attention to you... so use that to your advantage. While they are clearing your wave of minions you can help other lanes, etc. Don't give them an easy kill.
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Get theOrbs. When killing, being a player, a tower or a minion... it usually drops lots of tiny amber orbs that may not be as useful as last hitting, but that in the long run do matter.
And last but not less,
learn your champion. I know it sounds obvious, but the card system has made heroes very adaptable, which means that the better you know your character's strong points, the better deck you'll be able to build, and the more effectiveness you'll have in the match.
Which makes me arrive at the final part of this guide...
Heroes and the Card System.
For me, without a doubt Paragon's strong point. Getting new cards is an amazing experience, and much more to try them out, theory craft whatever build I have on mind for a hero... yet, it can be confusing at first, maybe overwhelming for some, which is why I'll try to help you understand a little how it works.
Let's start from the basic of the basics:
Affinities. Heroes and Cards share them, they are the main pillar supporting the system, and there are six in total:
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Order: represented by a white symbol with a sigil. Order cards normally are more defensive and supportive, boosting armor and base stats.
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Intellect: can be discerned by a blue symbol with a brain. They focus in Energy damage, mana and supportive abilities.
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Corruption: recognized by a purple symbol with a dagger. Centered around Life steal, penetration and defensive debuff abilities.
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Fury: seen as a red symbol with a flame. Usually more offensive oriented, they boost damage, critical chance, attack speed...
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Growth: represented by a green symbol with a growing tree. Recommended for survival in all kinds of forms, from health pool to curing debuffs.
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Universal: Looked at as a black symbol with an universe on it. Jack of all trades, giving a great gamma of stats, but without the potency of the other five.
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Now, as I said, every Hero has an affinity that limits what kinds of card can you work with... but that doesn't mean that hero can't be adaptable. For example, Grux is a Fury and Corruption Hero, which means that he can play as a straight dps fighter... or as an immortal one, aided by Life steal. He can also put in some penetration in order to be able to bring down tanks.
However, instead of going into builds, that is something I think you should explore on your own, I'll explain...
The Decks.
When you first enter Paragon, you'll probably have to play a tutorial with the predetermined decks. There you'll more or less understand the mechanic behind the cards and how do they work in game: You get card exp, every time your "Power grows", you get three slots. Cards have slot cost, and you can fill up to 60 slots.
And also you'll probably see that, besides their affinity, there are four kinds of cards:
Consumables, Equipment, Upgrades and
Prime cards.
Now, in order to build your deck (Profile -> Deck), you need to first choose your Prime card, which defines what kind of buff you'll get if you ever deliver the Orb Prime in the enemy side. There are three:
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The Warlord gives 65 more physical damage, besides boosting your minions attacks by 100% against other minions.
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The Centurion amplifies your health pool by 1000 and your minion's by 500.
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The Archmagus grants you 65 more energy damage, and your minions a 300% more lethality against structures.
All Prime cards also further increase your damage by 100% when activated, so is more than fitting for them to be the first card needed. Their effect on minions is stackable also, so in matches you'll probably want to group up.
Once your prime card is picked, you'll have to add 39 cards more, being 40 the max any deck can handle. Between these cards you have to mix the right amount of consumables, equipment and upgrade cards, being these last two the ones that will use most of your space.
Why?
Well, if you played at least one match, you'll know that equipment cards can and should be
completed. That means that each equipment card gives a passive stat first, then one more once you fill the three slots they have. In these slots you can fit upgrades related to those passives. For example:
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In this image I added to my deck the card "Redeye Nitro". This card has a slot cost of 2 and grants me 5,5 attack speed and 3% critical chance. In game, I'd be able to further power it up by fitting upgrades to these two stats, and once I complete it, I'll receive another 5,5 in attack speed.
Now, while building your deck and managing equipment cards, you can
Link them to some upgrade cards. What does that do? Is an easy way for you to complete your equipment card in game without having to look for the upgrades, as they'll be there for you once you reach out for the card. You can have up to 6 links in one equipment for adaptability purposes.
So, 40 cards to create a deck... but let's not forget that in game you have a limit of 60 slots. So your objetive in the long run would be to learn how to build it inside those rules, as effective and efficient as possible... which is a nice road of trial and error. That, or you can reach out for some hero guides.
So, now you see why I said "Learn your champion"?
This is it guys! I hope you found this guide useful, in which case It'd be nice if you could click in the like button down here. And if you have anything to add feel free to leave a comment.
PEACE.