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Simple Questions, Simple Answers - Page 13

Forum Index > Heroes of the Storm
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Prev 1 11 12 13 14 15 46 Next All
Wuster
Profile Joined May 2011
1974 Posts
July 06 2015 20:47 GMT
#241
It shouldn't stop unstoppable abilities as I've seen a Will Of the Forsaken Sylvannas just run away from Butcher. As for teleports I think a few patches ago they changes them to *not* break targeting so abilities will just adjust and connect. I could have sworn that blink / teleport effects broke Triple Tap but that definitely isn't the case any more.
darthfoley
Profile Blog Joined February 2011
United States8001 Posts
Last Edited: 2015-07-07 00:26:21
July 06 2015 23:40 GMT
#242
I'm having such a hard time playing as Jaina. Like my hero damage is complete ass and i get flamed for it (rightly so). I just never have the confidence to go forward given how squishy I am-- especially playing quick match because everyone plays nova/zeratul and can just gank me in 2 seconds. Also it sucks playing without a healer on your team.

Conversely, I feel quite comfortable playing as Falstad. I understand my range and my role a lot better (for example). I feel like i'm just missing a super obvious part of Jaina's play. Idk

edit: after playing a few more games, i am starting to get my feet under me. Still not where I want to be though.
watch the wall collide with my fist, mostly over problems that i know i should fix
Tenks
Profile Joined April 2010
United States3104 Posts
July 07 2015 18:08 GMT
#243
Is there ever a scenario where you don't take Knight Takes Pawn?
Wat
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
July 07 2015 18:16 GMT
#244
Yes. Well at least I do. On two lane maps there is no reason to do that really, and maps where you will need to be on longer sustained fights I find block useful. Basically, I always take the block one on Battlefields of eternity. But honestly neither talent is bad, but yeah people usually take kinight.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
Tenks
Profile Joined April 2010
United States3104 Posts
July 07 2015 19:05 GMT
#245
I assume Knight Takes Pawn doesn't apply it's bonus damage to the Immortals while they're battling?
Wat
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
July 07 2015 19:07 GMT
#246
On July 08 2015 04:05 Tenks wrote:
I assume Knight Takes Pawn doesn't apply it's bonus damage to the Immortals while they're battling?

It says it deals the additional damage to Minions and Mercenaries, so it shouldn't do anything to the Immortals.
Writer
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
July 07 2015 19:21 GMT
#247
I don't think it applies to immortals but can't say for sure. I know it doesn't apply to the spider queens in tomb of the spider queeen, but it does apply to the small spiders they summon.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
Valiver
Profile Blog Joined February 2011
Caldeum1977 Posts
July 07 2015 19:23 GMT
#248
Yeah I'd think it would apply to smaller objective units like the Undead and the Garden Shamblers, but not apply to anything with a boss, massive, or heroic tag.
Writer
Tenks
Profile Joined April 2010
United States3104 Posts
July 07 2015 19:24 GMT
#249
On July 08 2015 04:21 [Phantom] wrote:
I don't think it applies to immortals but can't say for sure. I know it doesn't apply to the spider queens in tomb of the spider queeen, but it does apply to the small spiders they summon.


Yeah Melting Point as well for Tomb. I'd pretty safely assume Knight Takes Pawn does nothing to Immortals both in battle phase and lane phase.
Wat
Big G
Profile Joined April 2011
Italy835 Posts
Last Edited: 2015-07-08 09:55:11
July 08 2015 09:53 GMT
#250
Hi guys!

Battlefield of Eternity, the enemy team had:

- The Butcher
- Lili
- Anub
- Illidan
- Abathur

Pretty straight-forward comp, uh?

Our first 3 picks were KT, Malfurion, Sylvanas. 4th pick was mine, I usually play tank and Muradin seemed ideal against those autoattackers. We had a long discussion about our last pick though, in the end we opted for more burst damage (Jaina) but I argued that any kind of disruptive hero (be it Johanna or a second support like Uther for triple stun or BW for Poly/Emerald Wind) would have been better, since (I think) it's hard to burst down a dive comp with little CC and support for our ranged assassins.

What's your opinion?


(fyi we lost the game badly but it didn't prove anything substantial since 3 of us disconnected at the same time, coming back at a 2 level disadvantage)




karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2015-07-08 11:35:55
July 08 2015 11:32 GMT
#251
On July 07 2015 08:40 darthfoley wrote:
I'm having such a hard time playing as Jaina. Like my hero damage is complete ass and i get flamed for it (rightly so). I just never have the confidence to go forward given how squishy I am-- especially playing quick match because everyone plays nova/zeratul and can just gank me in 2 seconds. Also it sucks playing without a healer on your team.

Conversely, I feel quite comfortable playing as Falstad. I understand my range and my role a lot better (for example). I feel like i'm just missing a super obvious part of Jaina's play. Idk

edit: after playing a few more games, i am starting to get my feet under me. Still not where I want to be though.


There is a good Jaina guide here.

One of the keys is learning the order of her combo:

Jaina's combo:

1.Basic Attack
2. Blizzard
3. Summon Water Elemental
4. Cone of Cold
5. Frostbolt

All 5 steps should occur almost instantaneously, but it will take some practice before you are able to perform it perfectly. Although Blizzard is the first ability used, the first wave of Blizzard should fall after every other step has been completed. Since Summon Water Elemental does the least amount of damage of any of your abilities, it should damage your target first, applying Chill so that the rest of your abilities benefit from Frostbite. It also guarantees that Numbing Blast will apply a root, which in turns guarantees that both waves of Blizzard will hit.

Once you have used your combo, use your abilities as they become available for prolonged team fights. Always be aware of what your Summon Water Elemental is attacking, as you should both be focusing the same target. Not only do your Water Elemental's Basic Attacks a deal significant amount of damage, but they also apply Chill, slowing your enemies and guaranteeing that your abilities will deal amplified damage via Frostbite.

MotherFox
Profile Blog Joined March 2013
United States1529 Posts
July 08 2015 13:12 GMT
#252
I don't know if it is still current, but I like Fan's guides. He has one for Jaina that he recorded in January. (So I guess Sprint is out, but the basics seem like they should be the same)

Don't Panic
Tenks
Profile Joined April 2010
United States3104 Posts
July 08 2015 13:52 GMT
#253
On July 08 2015 18:53 Big G wrote:
Hi guys!

Battlefield of Eternity, the enemy team had:

- The Butcher
- Lili
- Anub
- Illidan
- Abathur

Pretty straight-forward comp, uh?

Our first 3 picks were KT, Malfurion, Sylvanas. 4th pick was mine, I usually play tank and Muradin seemed ideal against those autoattackers. We had a long discussion about our last pick though, in the end we opted for more burst damage (Jaina) but I argued that any kind of disruptive hero (be it Johanna or a second support like Uther for triple stun or BW for Poly/Emerald Wind) would have been better, since (I think) it's hard to burst down a dive comp with little CC and support for our ranged assassins.

What's your opinion?


(fyi we lost the game badly but it didn't prove anything substantial since 3 of us disconnected at the same time, coming back at a 2 level disadvantage)


Muradin is a good choice against that comp. I agree that the Jaina was probably not required and a pretty poor pick. Just look at that amount of initiate and ability to get to the back line that hero lineup possesses. You are not going to stop an Anub from initiating the back line. You're not going to stop a Butcher from E'ing into the back line. You aren't going to stop an Illidan from flipping his way into the back line. There is no scenario where Jaina would live more than a few seconds after a team fight broke out. I think it would be a good scenario for Tassadar in this case. He's be able to shield some of the burst, able to escape away from the initiate and add some necessary damage with Archon. I'd be nervous getting something like Johanna or BW because at that point you may lack for actual damage. Pre-patch BW sure but not post-patch BW.
Wat
Big G
Profile Joined April 2011
Italy835 Posts
July 08 2015 22:39 GMT
#254
Thanks for the reply!

I love Tassadar and you're probably right, but I thought we needed more CC rather than more damage.
zlefin
Profile Blog Joined October 2012
United States7689 Posts
July 09 2015 04:45 GMT
#255
What heroes are the best counters to a Kael'thas?
Great read: http://shorensteincenter.org/news-coverage-2016-general-election/ great book on democracy: http://press.princeton.edu/titles/10671.html zlefin is grumpier due to long term illness. Ignoring some users.
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-07-09 05:19:39
July 09 2015 05:18 GMT
#256
largely immobile squishy ranged assassins like kael'thas are countered by highly mobile divers like illidan/zeratul/tyrael/etc

it seems to get more complicated if kael'thas is paired with characters like uther (who defend against these kinds of divers quite well)
Don't Panic
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
July 09 2015 08:04 GMT
#257
I have a lot of success using Nazeebo against immobile ranged assassins. They have a hard to shaking off spiders and end up getting nearly half their health chunked by a single jar.
Wuster
Profile Joined May 2011
1974 Posts
July 09 2015 08:16 GMT
#258
On July 09 2015 07:39 Big G wrote:
Thanks for the reply!

I love Tassadar and you're probably right, but I thought we needed more CC rather than more damage.


I feel like there's no amount of CC that was going to keep them off KT (and Jaina). So you would have to go with the burst them down route (or increase sustain), which I assume is why Jaina got picked, despite another giving them two squishy dive targets being a really bad idea. Tassadar makes a lot of sense and I can't believe I missed that despite playing Tass a bunch.
Tenks
Profile Joined April 2010
United States3104 Posts
July 09 2015 14:47 GMT
#259
Can someone explain the Valla Q build to me? What advantages does it possess over W build? When should you opt for Q over W? Do you play Valla much differently depending upon the build?
Wat
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2015-07-09 17:58:37
July 09 2015 14:57 GMT
#260
Valla's q build is incredibly bursty--- using siphoning arrow at lvl 1 and eventually taking puncturing arrow, then repeating arrow and tumble(+1 vault) skill means you can cast it three times in succession during combat while simultaneously healing a large portion of your health bar. (thanks to hungering arrow)

I have not played the multishot build much, but from what I understand one of the advantages of the q build is that your lvl 13 talent is more free to do what you want with. Frost shot is still nice, but switching to spell shield or giant killer is no problem.

edit- to give an idea of how bursty, let's do some math. Suppose you are chasing someone one-on-one in lane and cast your Q at them with the full combo:

First target hit gets 66 (+15/lvl) damage. 2nd and 3rd and 4th targets get 33 + 7.5/lvl

So a single arrow does 165+37.5/lvl damage assuming you are attacking a lone target (so all the bounces hit that target.) Then, you cast it three times, so your Q can now do 495+112.5/lvl per combo, or about 2,745 damage at level 20. Add in strafe followup, and that's a helluvalot of damage. [plus 50% of the Q damage is healing, which is like 40-50% of your total health]

edit #2-> The downside to this build is your mana evaporates really quickly. expect trips back to base if you ever have to unload it all quickly multiple times.
Don't Panic
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