Smite and i moving forward. anxiety attack symptoms

Since the beginning of my days playing Smite, I always found myself lost and doing whatever I liked regardless of the others playing with me and against me. A mentality that has stuck with me since 2013/2014. In my mildly long break from Smite and the other MOBAs, I downloaded some MMORPGs to get away from the PvP scenes for a bit. While builds, gods, and their roles is a no-brainer to me, I never cared as much as I should because I main Arena. Yes people, Arena..

During the time I indulged in MMORPGs in the PvE scenes, I learned the importance of roles, stats, and teamplay. If I was going to raid, I had to cooperate and synergize with a team. Everyone had a big role to play, and everyone had to make sure they were playing that role right.


It was thrilling, I enjoyed it, and I wanted more of it. It motivated me to progress and improve. Funny thing is, I felt this spark in MOBAs years ago. anxiety attack vs panic attack symptoms The problem was that running in to toxic and negative players was inevitable. Whether they were toxic by default, or someone or something sparked the flame, it was hard to avoid. It was a turn off and either had me muting everyone or keeping away from certain game modes entirely.

With that said, the point of this thread is because after years of keeping to Arena, and playing Smite on and off out of self-induced bordem and exhaustion with the repetitive patterns, I am ready to jump in to and commit to Conquest with the goal of eventually hopping in to and progressing in Ranked. As an Arena main,

I played but a small selection of Gods. It’s been the same wash, rinse, and repeat cycle for a long time now. I want to redefine myself in Smite to be more versatile not just with the other modes, but with the large roster of Gods themselves. I want learn the builds, the meta, the jungle, the Gods. I am forcing myself out of my comfort zone to improve in the game I can’t ever find myself turning my back against.

Meanwhile I fell right into Conquest in S1 and hardened up as I made mistakes and learned from them, and read guides. I seriously don’t get this aversion to toxicity; it’s always rampant in PvP games, mobas or not. People will be fired up and competitive. It’s only a problem when it starts sabotaging their performance and makes them actually hamper matches.

Conquest is obviously going to be more different and a very different pace from Arena. It’ll be more prolonged and drawn out; a lot of the gods who excel in Arena aren’t going to be very outstanding in the early game (ex. Zeus, AP), and gods that are reliant on late-game will take longer to get there (Kali, Xbalanque). Teamfighting isn’t going to oftentimes happen until 10-15 minutes into a match which is usually when midgame starts.

—The Map and Roles: Conquest is divided into three lanes respectively:, solo, mid, and duo, with two jungles that sandwich mid from the others. Warriors take solo, mages are mid, guardians/hunters are duo, and assassins are jungle. That is the norm, but there are various exceptions. They are not important and you will learn the viability of these exceptions as you play; it’s best to get the grasp of the meta and solid picks first.

Jungle: The assassin. Their focus is in getting kills, but they are a pivot in ensuring their team gets ahead and has more XP/Gold than the enemy. They do not lane as much (only when ganking/rotating) and farm XP/Gold by clearing the jungle.

ADC (Attack Damage Carry) The team’s golden ticket to winning. They are weak early on (with some exceptions) and have the best DPS (Damage Per Second), making them very good at taking down objectives. They can also have team utility like mids, but usually not and need their support to help them.

Laning Phase: Duo and Solo immediately start in lane. nanoxia deep silence 4 mini tower computer case Jungle and Mid will clear the Yellow speed buff together, and Mid will go to their lane while Jungle will go clear the Blue mana buff for Solo. Duo will get their Purple pen buff after cleaning one-two minion waves, and Jungle will rotate to Mid and get their Red power buff. The rest of early phase is the respective classes pushing and gaining XP and gold to get their items online. Kills reward more xp and gold obviously, and the jungler will clear the jungles as they go.

Midgame Phase: This is when one-two towers have been destroyed after successful pushes and completed lanes will start rotating to assist allies. Anyone that has been left behind and has less gold/XP will usually stay behind in their lane to try get their core items online. Teamfights will begin whenever the opportunity to engage arises, if vying to control or take an objective like a Tower or the Gold Fury. This is also when taking objectives begins, as the Duo, Mid, an/or Jungle will converge and take the Gold Fury, or Mid/Solo/Jungle take the Pyromancer near the Fire Giant.

Lategame Phase: Most if not everyone is online and either defends or pushes a lane, forcing or staving off the opposite team. Teamfights will be a big factor and more prominent; the outcome can and usually decides if the game is won, or prolonged. To end it, you kill their Phoenixes which are the final defense of each lane, and then their Titan.

—Ganks: When a god from one lane rotates (aka moves around the map) to assist another lane in killing the enemy. No one is expected to gank except the Jungle (and to a lesser extent the Support if there is no visible potential to help their adc get a kill) during the laning phase. Whoever has successfully pushed their lane (destroyed the enemy tower) is expected to rotate and participate in ganks.

Boots: Like the name states. Boots is mandatory on EVERY GOD. It gives a lot of movement speed and crucial stats you need to build on. I’m sure you know which gods need what but usually, Warrior’s is the best and both Shoes of Focus and Shoes of the Magi are good. Talaria Boots is horrible and Reinforced Greaves is only good for tanks. I usually switch Boots out for Bumba’s last item, but this is my preference and I do not advise it until you are confident in the basics.

Tahuti/Penetration: These two slots speak for themselves. Tahuti is still a great item and is practically required for mages to get online for lategame. You need Penetration to either deal the most optimal damage to the enemy team (or Divine Ruin against healer mages). If there are two tanks on the enemy team then Obsidian Shard/Titan’s Bane are your go-to for pen.

Auxiliary Core Item/Situational Item: These are the items to finalize your build. Situational Items are to counter a specific enemy that you assume will become troublesome or counter you individually. severe hypoxic brain injury recovery stories Auxiliary Core Items are to build on your strength further or give you utility to help your team gain an advantage. Most prominent example is Gem of Isolation.

As a former arena main myself (currently a joust main now; and trying to learn conquest also) I’d advise you not to jump straight from arena into conquest. The reason being that conquest is by far the game’s most toxic mode, and you’ll want to have objective and laning basics down before you even think about jumping into it. Joust, clash, and/or siege would all make a good "transition" modes for learning this, with joust being my personal preference as like conquest it has a ranked equivalent to tell you how good you actually are. If you want to practice rotations more though you’re probably better off with clash or siege as joust only has one lane.

When you have gotten good enough at the other mode(s) to feel ready for conquest, you’ll need to decide on what role to play. You will have to learn them all eventually if you want to be good (as you won’t always be able to get the role you want) but at the start it’s easiest to focus on one role at a time. I’ll give a breif summary below, in the optimal learning order that was recommended to me.

ADC: Short for "attack damage carry" this role is almost always given to a hunter, or occasionally basic attack mages like Freya, Chronos, or Sol. You will be in the long lane (varies between right or left depending on map) along with the support (usually a guardian). I’ve been told this is the easiest role to learn as you have a laning buddy to help you out and are usually the last one expected to rotate as you want to hit 20 and get your build online ASAP. You will almost never want to build defensive items as an ADC as your role is primarily to dish out damage and slaughter objectives when things get to the team fight stage. You may take the red (damage) buff late game, but early game it is usually left for your mid.

Solo: Solo lane goes to the short lane (either left or right depending on map) and is called that because most of the time you will be by yourself. You have no laning buddy and from my experience this is usually the lane your jungler is least likely to help gank. The gods for solo lane are usually warriors, but it’s not uncommon to see guardians or a select few mages there as well. Your role as a solo laner is basically to be a tank and help initiate teammfights when things get to that stage. As solo is essentially a 1v1 for a large portion of the game, knowing how to counterbuild what your opponent is playing is crucial. I’ve been told this is the second easiest role to learn as it’s not ganked by the enemy jungle very often. You take the blue (mana) buff.

Mid: Like the name implies, mid goes to the middle lane on the map. Mid is almost always taken by a mage. This is the lane that tends to get ganked most often as it’s in the center, so try to be award of the enemy jungler’s movement at all times. Make sure to ward and have everyone call missing to help prevent them from sneaking up and killing you. You’re expected to be the second one to start rotating after the support, so if your lane looks good go help someone that’s struggling. Your goal as mid is basically to bring big AOE damage to teamfights. You take the red (damage) buff early game, but late game it will usually go to your ADC.

Support: Support goes to the long lane with the ADC and is usually played by guardians, though certain mages and even warriors can work there as well. As a support your main job is to peel and provide crowd control for team fights. You’ll generally want to build tanky, and usually have at least one aura item. As support you are not expected to get kills, as the experience should be prioritized to the adc or other positions before you. As such supports are usually pretty behind in levels, which is why most people don’t like playing them. You are the primary rotater outside of the jungle, and should begin doing so once your adc can successfully hold lane on their own. You don’t want to stay in any one lane too long as then you hog exp from others, nor do you want to do too many camps as that takes away exp from the jungler. This is by far the least called role in my experience, but it also means a good support won’t have trouble finding a team as it’s the most in demand role. You will take the void buff (purple in conquest, not to be confused with arena’s purple attack speed buff).

Jungle: As the jungler you are essentially responsible for the entire map, which is why this is the hardest role to learn. Junglers are usually assassins, though technically every class has at least one god that works well here. Your job is to help gank lanes that overextended and help out lanes that are struggling. You will not get enough exp simply by doing camps alone, and ganking is crucial to help your team get an early lead. You are also responsible for warding wherever the other lanes are slacking on it; objectives are usually a good place to start. It’s best to familiarize yourself with all the other lanes first so you know where you are likely to be needed the most and when. You take the yellow (speed) buff.

Fill: If you see someone call fill, it means they will take whatever position nobody else wants. People will do this because they know their teammates are likely to play better when they are given their preferred role. In my experience fills usually end up getting stuck with support, though this isn’t always the case. Though if you call fill you are expected to be good at whatever role you’re left with, so make sure you at least know the basics of each. It’s a nice thing to do if you really don’t have a preference or are still trying to learn them all.

The final thing to keep in mind is that in conquest objectives (towers/phoenixes, etc.) are more important than K/D/A. There have been plenty of times where I’ve seen the team that’s leading in kills by a good margin lose because they chased kills instead of knocking objectives out. illness anxiety disorder icd 10 It doesn’t matter if your team had 32 kills and the enemy team only had 16 if you lost anyway. Otherwise make sure you ward and call out the position of enemies so nobody gets ganked unexpectedly. Smite‘s in game tutorials for conquest are garbage, so try watching some pro matches to get a general idea of how things work. Other than that, practice makes perfect. Good luck, and feel free to add me ingame ( MysticMidnight ) if you want to practice with me.