Simple Questions, Simple Answers - Page 42
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farvacola
United States18818 Posts
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disformation
Germany8352 Posts
Haven't played hots in ages. Started playing again last week. Apparently just missed a promotion to get a ton of heroes for free. fml. only role i feel i can play decently well is warrior. support is fairly wonky, but i have a bunch of good ones (malf, uther, rehgar) unlocked to learn. but i am really really really bad as assassin (think i have problems with both positioning and targeting) and there are ten billion assassins in the game right now. good assassins to learn/start with? only have unlocked valla and raynor. any tips for hanamura and battlefields of eternity? my winrate is shit on both maps and I have no idea why. | ||
Ghostcom
Denmark4781 Posts
Falstad is another very good auto-attack focused assassin but his decision-making is slightly more complex as you really want to levy that global ability to soak XP (and his ults are both harder to utilize properly than Vallas). Tychus and Greymane are also good options, but Greymane is likely one of the harder assassins to really master. Hanamura: I have yet to experience anyone play the map correctly. Theoretically you want to push hard while contesting payloads so you don't fall too much behind (i.e. allow for one active, but when #2 spawns you should be about to push in #1 after having done as much structural damage as possible) What usually happens is that first payload spawns and everyone starts brawling around the payloads in some sort of 4-1 or 3-2 split. At some point one team kills 2+ members of the other and can then take a fort which catapults them to victory, but it seems pretty random. You'll want to draft heroes that peak in the early/mid-game and then snowball an advantage there to victory. Hitting level 20 should be rare (so don't bother with Nazeebo). Camps give a lot of XP but sentry-tower/healing camps are the only two camps really worth it for the item - bribe is incredibly strong here to snipe the opponents heal camp. BoE: Get a composition with good poke and good auto-attack/rush potential on the immortal. Never (well almost never) fight on the first immortal, just rush it down and let the chips fall as they may. For the 2.nd immortal and onwards it generally pays off to get a pick or two before damaging immortal but it depends on positioning of immortals. Be sure to have one soaking the non-immortal lane when the first 1-2 immortals push lanes. Cap hard-camps (shaman+dogs) when the immortals are about to land (say 10-15 seconds out). I think that is just about it for the map specifics here. | ||
disformation
Germany8352 Posts
On June 09 2017 20:35 Ghostcom wrote: I would recommend starting out with Valla. Raynor is kind of a trap-hero in that he seems easy, but he has no escape and frankly does not offer all that much. Further, his gameplay is very "linear" and thus the only skills you can really transpose to other assassins from him are 1) stutterstep (and frankly he is a terrible one to learn how to do that with due to high rate of fire) 2) positioning (which again is hard to transpose as his range is superior to all others and yet you still have to position much safer than most other assassins as you have no escape). Falstad is another very good auto-attack focused assassin but his decision-making is slightly more complex as you really want to levy that global ability to soak XP (and his ults are both harder to utilize properly than Vallas). Tychus and Greymane are also good options, but Greymane is likely one of the harder assassins to really master. Hanamura: I have yet to experience anyone play the map correctly. Theoretically you want to push hard while contesting payloads so you don't fall too much behind (i.e. allow for one active, but when #2 spawns you should be about to push in #1 after having done as much structural damage as possible) What usually happens is that first payload spawns and everyone starts brawling around the payloads in some sort of 4-1 or 3-2 split. At some point one team kills 2+ members of the other and can then take a fort which catapults them to victory, but it seems pretty random. You'll want to draft heroes that peak in the early/mid-game and then snowball an advantage there to victory. Hitting level 20 should be rare (so don't bother with Nazeebo). Camps give a lot of XP but sentry-tower/healing camps are the only two camps really worth it for the item - bribe is incredibly strong here to snipe the opponents heal camp. BoE: Get a composition with good poke and good auto-attack/rush potential on the immortal. Never (well almost never) fight on the first immortal, just rush it down and let the chips fall as they may. For the 2.nd immortal and onwards it generally pays off to get a pick or two before damaging immortal but it depends on positioning of immortals. Be sure to have one soaking the non-immortal lane when the first 1-2 immortals push lanes. Cap hard-camps (shaman+dogs) when the immortals are about to land (say 10-15 seconds out). I think that is just about it for the map specifics here. cool. thanks a lot. ![]() for starting ranked you still want to have at least 3 heroes you can play acceptably per role? well. actually i think it is probably okay to skip specialists. though i guess it helps if you have one or two. | ||
Ej_
47656 Posts
On June 09 2017 22:03 disformation wrote: cool. thanks a lot. ![]() for starting ranked you still want to have about 3 good heroes you can play acceptably per role? well. actually i think it is probably okay to skip specialists. though i guess it helps if you have one or two. "specialist" is an extremely misleading description anyway, they are either DPS (Nazeebo, Hammer, Medivh kinda, even Probius) or split pushers/cheesers (vikings, abathur, gaz, zag, azmo, murky). The 2nd subgroup being almost always matched by Falstad/Dehaka in PvE and outdone by them in teamfights. I'd actually recommend Li-Ming/Jaina/Kael/Nazeebo for DPS as they are all pretty close to monkey level skill floor. | ||
Ghostcom
Denmark4781 Posts
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disformation
Germany8352 Posts
support i have tassadar/lili/malfurion/uther/rehgar. malf/uther/rehgar should be good here. only big problem for me is assassin. by nature it is the role i think is willingly filled in by other ppl the most, but I dont want to be shit tier and/or have no heroes for that if I have to play that part. probably will just try to play a bunch of valla games this we. kael'thas is f2p atm so i think i will give him a try too. edit: practicing assa a bit will probably also improve my overall play. edit2: played artanis to lvl5 last few days and he was fun as well. probably not going to unlock him soonish, cause I already have tons of warriors already. =D | ||
Ghostcom
Denmark4781 Posts
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Thax
Belgium1060 Posts
On June 09 2017 19:54 disformation wrote: Aight it is question time. Haven't played hots in ages. Started playing again last week. Apparently just missed a promotion to get a ton of heroes for free. fml. only role i feel i can play decently well is warrior. support is fairly wonky, but i have a bunch of good ones (malf, uther, rehgar) unlocked to learn. but i am really really really bad as assassin (think i have problems with both positioning and targeting) and there are ten billion assassins in the game right now. good assassins to learn/start with? only have unlocked valla and raynor. any tips for hanamura and battlefields of eternity? my winrate is shit on both maps and I have no idea why. I'm a warrior main myself. I'm a bad assassin player too because my mechanics suck, and get worse under pressure. Anyway I have trained myself in Vala (basically always a solid pick) Falstad (mechanically similar to Vala + global) and Li-Ming and Chromie as mages. For supps I have Rehgar (solid all rounder), Uther (Lets me play as a healing off-tank) and Lucio (new addition). Zagara was my first main when I starter and I still take her out every now and then. For Hanamura the proper strategy is actually to 5 man push 1 lane, get a massive xp lead due to building xp and Ignore the payloads till you pushed down a keep. This requires some proper drafting and coordination though, so it really only is for 5 man teams. What I usually do, and I have a 70-80% winrate with this, is take one strong pusher which you park in a lane, and then a strong 4 man midgame teamfight comp in the other lane. Bring in your own payload with as many of your 4 man as you need, but try to always keep the 4 man lane soaked. Just ignore the enemy payload for now. Get picks if you can on rotations but mainly just focus on getting to 10 first. Once you get 10 force a team fight or get picks rotating as 4, try to stagger their deaths, this should allow your pusher to get a fort, help them with the 4 man if needed. Once you have a fort you basically won. All you have to do is trade payloads now, you'll always win the race. Just make sure to not get greedy and don't take needless fights and don't allow one of your own to get isolated and picked off. | ||
Ej_
47656 Posts
How do you lane as Sonya vs Leoric? Are you supposed to win that matchup? I can't seem to. How do you lane as Dehaka vs Sonya and Sonya vs Dehaka? I've heard different opinions about that one. Is Dehaka supposed to hit tongue on every whirlwind to have a chance or? | ||
Ghostcom
Denmark4781 Posts
Sonya Vs dehaka: stay out of dehakas aoe and then same recipe as for leo. Careful not to get stunned out of we - you can endure once or twice in a row but after that you kinda need a full ww to heal. Dehakas: land tongues, ensure AoE dmg connects as well. I think your goal should be to tie. This is based on masters - haven't made it to grandmaster. | ||
Aiobhill
Germany283 Posts
On June 09 2017 18:35 Ghostcom wrote: It's a question of your overall team-comp rather than a single pick which is going to allow you to counter such a draft. However if you are last pick and your comp still lacks a tank I would definitely have gone with dehaka. Your overall team-comp should probably have at least one global (falstad/dehaka) in response to such a draft. Further, good solo laners which can pressure them out of lanes (sonya, gul'dan, valla, greymane) should all be a priority. Arthas as 2.nd tank to Sonya would be ideal for the shrines (or you since they have no real frontline you could sneak in a kerrigan) to ensure only as little time as possible for them to split push. Pretty much any healer should be fine though if you can land Gul'dan Ariel should be a priority. Uther and Rehgar would also be good. BW is an option but not one I'm personally too fond of. Regardless the game is going to feel a bit like whack-a-mole but overall your laning and 3-man push should be strong enough to give you the initiative during laning stages and ensure shrines. Cheers. While I felt their draft was absolutely not planned that way, their coordination during most of the game was quite okay - within the confines of Gold 5. When we sent 3 men to a shrine, they would bully us out, when we sent 4, they would just concede and pressure lanes instead. And an Azmodan left alone kills structures not much slower than an infernal. | ||
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EsportsJohn
United States4883 Posts
On June 10 2017 01:40 Ej_ wrote: Ok here's one from me as I'm pretty frustrated: How do you lane as Sonya vs Leoric? Are you supposed to win that matchup? I can't seem to. How do you lane as Dehaka vs Sonya and Sonya vs Dehaka? I've heard different opinions about that one. Is Dehaka supposed to hit tongue on every whirlwind to have a chance or? Sonya vs Leoric/Dehaka is pretty much a tie, but not a bad lane for her. You can just clear the lane repeatedly with whirlwind, only difference is that you have be careful of Drag against Dehaka. Everything for Sonya comes down to landing spears; if you land them and don't take too much unnecessary damage, you generally win the lane. | ||
ThomasjServo
15244 Posts
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Ghostcom
Denmark4781 Posts
Totem being my second choice. | ||
Ej_
47656 Posts
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Ghostcom
Denmark4781 Posts
On July 03 2017 02:00 Ej_ wrote: totem is mathematically better iirc, saves more mana than the Q or Z talents at 4 Provided the enemy doesn't simply whack it down. | ||
Talaris
Switzerland747 Posts
Totem on maps when there are prolonged pokes (Inf Shrines, battlefield), especially with 2+ frontline - or where I have to do/help camps alot. It saves ~1 Chain heal every 30 seconds when hitting 2 ppl for full duration, so about 2,2 mana/sec over 30secs. More when 3-4 ppl (and does not need your CD of chainheal), less when it gets killed or your teammates actively try to avoid the zone (aka gold/plat ![]() Feral heart on larger maps where you travel alot or in comps where you can't safely put totem (like 3 melee and Chromie who should not need it), as it's ~2,5 mana/sec in the midgame, where you need it most. Up to 3.5 mana/s lategame (where you dont need that much mana reg anymore though), so it's the safest to "always use" talent. Theres also a Chainheal sustain build vs poison heavy opponents (lunara, malthael, zeebo) which is using tidal waves at 13, so I pick reduced mana cost at lvl 4. Boils down to about 80 mana saved every 30 seconds, so ~2,7/s, which is huge especially early to midgame. | ||
ThomasjServo
15244 Posts
Basically, I want to be at a spot where I can have fun and do well with Supports and Tanks. | ||
farvacola
United States18818 Posts
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