The game is limited at present by its meager hero pool.
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As the game goes on and respawn times get longer, these power plays become much more dangerous, and a full team being aced at the wrong time could result in a quick defeat.
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An early sweep of the enemy team results in a power play, guaranteeing some free time to begin pecking away at the tower's defenses. If an entire enemy team is dead, or if they have retreated to heal, their towers simply won't fight back. Towers are active only while a player is alive and away from his or her spawn point. One of the primary innovations to speed the game up is that you don't have to wait around for items and attributes to siege the enemy's base. In addition to earning them through items, you also earn attributes that spawn as capturable power-ups around the map and smaller bonuses through instant pickups. Each attribute is tied to a stat such as attack damage, movement speed, cooldown reduction, attack speed, or defense. While Captain Planet won't be summoned by the combination of these, you have to find the perfect combination to maximize their potential. The small map means constant action.Įarth, moon, sun, void, and iron. Bludgeons help you keep a target in place, robes improve the caster's damage or healing, and belts help you wear the pants in the family by making you immune to certain crowd-control abilities. Most items grant you only two of the game's five attributes, and each item has three base choices that can be upgraded into three final tier-three choices, each with a different passive enhancement that can greatly improve your character's fighting potential. Rather than deciding which items from the whole arsenal you'd like as in other MOBAs, you're given a choice of one head item, an accessory, an off-hand, a weapon, boots, and body armor, and you may carry only one of each.
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You can purchase items from the spawn platform to improve your character's abilities. The action is nearly constant, and in the 12 minutes it takes to play a match, it's rare that standoffs take more than half a minute. That moment is ready and waiting when all three of your abilities are off cooldown. This means there's no waiting around for your mana to recharge and no waiting to build enough fury to reach the optimal moment of attack. Spells and abilities in Solstice Arena have only one casting resource: cooldowns.
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Whether that engagement comes when the giant ogre leaps onto a defenseless mage or the steam-powered robot launches his arm to hook your assassin into the tower and nonchalantly throw him over his shoulder, rest assured the engagement will happen, and it will be over quickly.Įarth, moon, sun, void, and iron. So each team of three dances precariously around the chest, waiting for the perfect moment to engage. That channel can be instantly interrupted by even a heavy sigh from the opponents, however. You must establish control of the center of the map to capture the chest through a sort of channeling mechanism that slowly turns the chest toward your side.