There are threads like this in all of the forums, and with lots of people new to the game (and possibly genre), there could be lots of confusion. So if you have a simple question about the game that's not worth starting a new thread over, feel free to ask here! Interesting posts + Show Spoiler [NickHotS explains Murky (prebuff)] +
On March 18 2015 04:37 kingjames01 wrote: So, I have a question already.
Murky is a Free to Play Hero this week. I've already leveled him up for the gold so I have a bit of experience with his talent tree. I want to keep playing him throughout this week but fear that he doesn't have enough of an impact and will hold back my team.
For the experienced Murky players: What should I be thinking about, how should I build Murky, etc.
So I've played tons of Murky games, something to keep in mind is not only on how to build Murky, but how to build Murky on what map your playing on and what composition you're playing with.
Let's talk Heroics:
For Blackheart's Bay, Dragon Shire, Sky Temple, and Haunted Mines, I like picking Octograb. I find that a lot of the fights take place in the open. Also, due to the nature of these maps, pick opportunities are more common, greater increasing the strength of Octograb.
For Cursed Hollow and Garden of Terror, I like picking March of the Murlocs. In general on Cursed this map there is a lot more grouping for "power plays" like curses and Grave Golems. There are also tons of great egg spots that you can set up for tributes, etc. There is also a lot of narrow chokes like on Garden of Terror, where good March of the Murloc flanks can change the game.
As far as regular talents, one of the more common builds is:
http://www.heroesfire.com/hots/talent-calculator/murky#scB4 - For Octograb builds (Blood for Blood another option for more of a bursty setup, I think I'd recommend it over Rejuv Bubble now. Also a viable build for March, so if you like this stick with it! The go to Murky build.)
On April 01 2015 01:26 kingjames01 wrote: So I want to play a bunch of games with Gazlowe this week. Does anyone have any insight into when I can solo the various merc camps?
Should I wait for the 4 Turret Talent before I go for the boss?
You can solo any camp you want at 10. Bosses take a little longer and I would wait till 13 for the extra stat boosts to solo bosses. The mine golem is easy to solo at 10 also. If you get the reduced damage from non-hero enemies it will be a breeze to take on camps.
So if I want to go the Merc camp route, would it be correct to take:
- the extra bomb damage at Level 1 - reduced non-hero damage at Level 4 - ? at Level 7
For Killing Camps effectively: lvl 1- The extra bomb can be fun for team comps, but I get more benefit from "break it own" as the game goes later. Your mana problem will lessen as you gain lvls and having the cooldowns cycle quicker as just awesome especially if you spec Turret Storage at 16
lvl 4 - Superiority allows you take damage from everything. You can even tank damage as you setup turrets and clear lanes like crazy. This is a must have for a camp killer/lane pusher imo.
lvl7 - Rock-It! Turret XL allows 2 targets at once for turrets. This is great if you drop a ton of turrets in team battles, need to hold objective points, need to take down camps with multiple spaws (which is most of them). Mercany Lord would be a second option if you push well with the camps you claim. Mostly I'm roaming to much for this skill to be utiliized.
lvl 10- RoboGoblin, at this point go crazy, you can punch anything in the face now and win. Camps are a joke at this point.
lvl 13- at this point pick sprint if you need a utility skill. If not, any of the other 3 can be used based on your play style. I'd probably take the second bomb.
lvl 16- Get turret storage and just kite/spam turrets everywhere. If turrets aren't being used, scrap em for mana and cooldowns.
lvl 20-Mecha-lord. If someone wants to take on you and your ring of turrets and your allies, then let them meet their doom.
There several decisions to be made at the beginning of the game on how influential you need to be in team fights. As a Gazlowe fan I seen superiority and RoboGoblin as non-negotiable on the the majority of maps. I'd say maybe the newest spider map, which is harder to survive off killing camps quickly, is the only one where lvl 4 and lvl 10 talents should be different.
A newbie question you could ask could be something like:
When do I take Rain of Vengeance versus Strafe on Valla?
How long do new heroes cost 15k gold?
A question that you shouldn't be asking is:
What talent build should I take on hero X? Google a guide or utilize hotslogs to find the most popular build.
What hero should I purchase or learn This is a matter of opinion, but you can try out heroes with a button in the store or wait until the hero is on free rotation to try them out.
So if you have any questions that you've searched and been unable to find an answer for, feel free to ask and the community will do what they can to answer!
If you know of any guides you think should be added to the OP, any frequently asked questions you've seen a few times in this thread, or any recommendations for information to be added to the OP, feel free to PM me, as it'll help newbies and veterans alike.
Murky is a Free to Play Hero this week. I've already leveled him up for the gold so I have a bit of experience with his talent tree. I want to keep playing him throughout this week but fear that he doesn't have enough of an impact and will hold back my team.
For the experienced Murky players: What should I be thinking about, how should I build Murky, etc.
Although you've said that we shouldn't ask about builds, my question isn't really, "Can someone give me a build?" I'm more interested in the thought process behind playing a Murky well.
Q: On Sky Temple in the early game, what do you do if your hero comp is too weak to 2v2 on top or bottom temple? Is it worth sacrificing midlane experience in order to cap and hold a tower?
On March 18 2015 04:37 kingjames01 wrote: So, I have a question already.
Murky is a Free to Play Hero this week. I've already leveled him up for the gold so I have a bit of experience with his talent tree. I want to keep playing him throughout this week but fear that he doesn't have enough of an impact and will hold back my team.
For the experienced Murky players: What should I be thinking about, how should I build Murky, etc.
So I've played tons of Murky games, something to keep in mind is not only on how to build Murky, but how to build Murky on what map your playing on and what composition you're playing with.
Let's talk Heroics:
For Blackheart's Bay, Dragon Shire, Sky Temple, and Haunted Mines, I like picking Octograb. I find that a lot of the fights take place in the open. Also, due to the nature of these maps, pick opportunities are more common, greater increasing the strength of Octograb.
For Cursed Hollow and Garden of Terror, I like picking March of the Murlocs. In general on Cursed this map there is a lot more grouping for "power plays" like curses and Grave Golems. There are also tons of great egg spots that you can set up for tributes, etc. There is also a lot of narrow chokes like on Garden of Terror, where good March of the Murloc flanks can change the game.
As far as regular talents, one of the more common builds is:
http://www.heroesfire.com/hots/talent-calculator/murky#scB4 - For Octograb builds (Blood for Blood another option for more of a bursty setup, I think I'd recommend it over Rejuv Bubble now. Also a viable build for March, so if you like this stick with it! The go to Murky build.)
A lot of this is subject to change as Murky is supposed to be getting a buff soon. Hope this helps for Murky free week though ^^
On March 18 2015 05:03 BisuDagger wrote: Q: On Sky Temple in the early game, what do you do if your hero comp is too weak to 2v2 on top or bottom temple? Is it worth sacrificing midlane experience in order to cap and hold a tower?
In general if you're in the weaker situation you want to go for top temple only (it is considered the weaker of the two first temples) with 3-4 people, while one good wave clearer (such as Tassadar/Valla/Tychus with Melting Point) "double soaks" experience in bottom and middle lane. It is important not to commit all-in to any losing fights. If you don't get the upper hand in the first temples, you can help mitigate your losses or even potentially come out ahead (depending on what the enemy does) with said experience soaking/pushing as long as you don't give up any kills to the enemy.
How do the damage and hitpoints of the Dragon Knight scale with player levels?
How do the damage and hitpoints of the Garden Terror scale with player levels?
Is there a simple way to calculate the hitpoints of the Golem on the Lost Mines in relation to how many skulls you gather? Why does the Golem with 0 skulls still have HP? Does a 0 skull golem and a 100 skull golem still do the same damage?
On March 18 2015 12:24 Random_0 wrote: How do the damage and hitpoints of the Dragon Knight scale with player levels?
How do the damage and hitpoints of the Garden Terror scale with player levels?
Is there a simple way to calculate the hitpoints of the Golem on the Lost Mines in relation to how many skulls you gather? Why does the Golem with 0 skulls still have HP? Does a 0 skull golem and a 100 skull golem still do the same damage?
I'm pretty sure that all map mechanics (i.e. minion waves, mercs, bosses, Dragon Knight, and Terror) scale based on time. At certain time intervals they gain both damage and hitpoints.
I don't know of a simple way to calculate the Golem's strength on Haunted Mines. However a 100 skull golem has significantly more hitpoints and does more damage than a 0 skull golem. I think the golems base stats increase with time as previously mentioned and then are buffed based on the number of skulls your team gets.
What is the purpose of getting Regeneration Globes? Apart from regenerating mana and health I saw that Tyrael can use them to gain mana regeneration. I want someone to explain the role of the Regeneration Globes.
Regeneration Globes were created to make you go less to your base. They also "fix" the problem that since you don't need to really kill creeps to get the exp, a lot of people on the pre alpha phase were simply standing close to them but not killing them, which wasn't what the devs intended, so they created the globes to reward those who actively lanes. ( this is explained on one of the videos you can find on the first plage of the general heroes thread here).
Now, what you are talking about increasing the regen is thanks to a talent, Depending on the heroes you are you will have one talent to gather regen globes to boost your health regen, other talent to boost your mama regen if you are a healer, or none, depending on who you are playing as. That's all the regen globes do.
On March 18 2015 12:24 Random_0 wrote: How do the damage and hitpoints of the Dragon Knight scale with player levels?
How do the damage and hitpoints of the Garden Terror scale with player levels?
Is there a simple way to calculate the hitpoints of the Golem on the Lost Mines in relation to how many skulls you gather? Why does the Golem with 0 skulls still have HP? Does a 0 skull golem and a 100 skull golem still do the same damage?
I'm pretty sure that all map mechanics (i.e. minion waves, mercs, bosses, Dragon Knight, and Terror) scale based on time. At certain time intervals they gain both damage and hitpoints.
I don't know of a simple way to calculate the Golem's strength on Haunted Mines. However a 100 skull golem has significantly more hitpoints and does more damage than a 0 skull golem. I think the golems base stats increase with time as previously mentioned and then are buffed based on the number of skulls your team gets.
Confirmed, everything scales, including nexus health. I did some math that suggests linear scaling, I'm going to be sitting down with a bunch of replays in a little over a week to check though. (not tower/fort/gate health)
On March 18 2015 12:24 Random_0 wrote: How do the damage and hitpoints of the Dragon Knight scale with player levels?
How do the damage and hitpoints of the Garden Terror scale with player levels?
Is there a simple way to calculate the hitpoints of the Golem on the Lost Mines in relation to how many skulls you gather? Why does the Golem with 0 skulls still have HP? Does a 0 skull golem and a 100 skull golem still do the same damage?
I'm pretty sure that all map mechanics (i.e. minion waves, mercs, bosses, Dragon Knight, and Terror) scale based on time. At certain time intervals they gain both damage and hitpoints.
I don't know of a simple way to calculate the Golem's strength on Haunted Mines. However a 100 skull golem has significantly more hitpoints and does more damage than a 0 skull golem. I think the golems base stats increase with time as previously mentioned and then are buffed based on the number of skulls your team gets.
Thanks for this, but I was almost sure that the map mechanics scaled based on levels not on time.
And I thought that the Golem was just buffed on HP, not on damage. =(
How does abathurs hivemind talent work? It would be really good to have a detailed explanationt how the second one actually gets on another hero, how I can control who it goes on, and how and why it suddenly disappears. I fucking love this hero but apparently im too stupid to figure this out and it is really frustrating.
I had this post in the General Thread, but it's better here actually.
On March 21 2015 07:24 kingjames01 wrote: Would a General Mode ever work, where a sixth player was added to the game who does not control a Hero. The General's role would be to make calls and direct their individual teams around the map.
Has something like this ever been implemented? Would this even be enjoyable for the general viewer? I know I'd love watching it, but then again, I love everything about this game. haha
On March 19 2015 19:52 Crushinator wrote: How does abathurs hivemind talent work? It would be really good to have a detailed explanationt how the second one actually gets on another hero, how I can control who it goes on, and how and why it suddenly disappears. I fucking love this hero but apparently im too stupid to figure this out and it is really frustrating.
It disappears cus the person you casted symbiote on goes outside of range. If you read the talent itself, it says that you symbiote another person near the initial target, meaning that if your main-symbiote target walks out of range from your nearby ally the last-mentioned ally will lose his/her symbiote.
If you want to control who it goes on, you must control the person you are symbioting to begin with. Everything pretty much lies on that person's hand, because he/she will control "the range" of Hivemind.
And sorry if the explanation is sloppy, I'm experienced with Abathur, but at the same time i suck at him. fml
Was wondering something about Nova after playing in free week and probably going to unlock her. (she's just plain fun) I usually always went with Armor Piercing Rounds for the heavier first shot but I was wondering if One in the Chamber (50% more dmg on next AA after using ability) is actually better.
Usually when you engage you fire Crippling Shot from cloak and then Snipe. In between you get one auto attack due to the slow fire rate so one AA at 250% dmg.
But, if you use One in the Chamber, you get a 150% AA the first time (after Crippling Shot) and another at 150% after Snipe. This nets you 300% AA dmg and you retain the original fire rate rather than firing very slow shots. You could get an additional one with Decoy though I'd have to think on how you could squeeze that in. Another advantage is that One in the Chamber actually provides a little DPS boost, whereas Armor Piercing Rounds only slows your shots for higher damage.
Any thoughts on this or should I just stick with Armor Piercing Rounds?
EDIT: Just tried it out on the testmap, turns out you can't squeeze in an auto attack between Crippling Shot and Snipe fast enough to benefit from the 20% cloak dmg on Snipe after casting Crippling Shot. Normally you can squeeze in the combo fast enough so Snipe benefits from both Crippling Shot and the 20% cloak dmg, but if you squeeze an auto attack in there, the cloak buff expires before you can land Snipe. Oh well, back to Armor Piercing Rounds I guess.
Where could I find a comprehensive beginner's guide/ site/ video to Heroes? I've never played any MOBAs before, there isn't that much information on Liquipedia, and I have literally no idea where to start. Thanks
On March 18 2015 12:24 Random_0 wrote: How do the damage and hitpoints of the Dragon Knight scale with player levels?
How do the damage and hitpoints of the Garden Terror scale with player levels?
Is there a simple way to calculate the hitpoints of the Golem on the Lost Mines in relation to how many skulls you gather? Why does the Golem with 0 skulls still have HP? Does a 0 skull golem and a 100 skull golem still do the same damage?
I'm pretty sure that all map mechanics (i.e. minion waves, mercs, bosses, Dragon Knight, and Terror) scale based on time. At certain time intervals they gain both damage and hitpoints.
I don't know of a simple way to calculate the Golem's strength on Haunted Mines. However a 100 skull golem has significantly more hitpoints and does more damage than a 0 skull golem. I think the golems base stats increase with time as previously mentioned and then are buffed based on the number of skulls your team gets.
Confirmed, everything scales, including nexus health. I did some math that suggests linear scaling, I'm going to be sitting down with a bunch of replays in a little over a week to check though. (not tower/fort/gate health)
there has been some patch and correspondding patch notes where they showed how the core scales with level. but i've been searching for 30 mins and cant find it.
edit: found it but there seems to be a (hidden) shield buff to the core after these changes. so it seems like you have to test it anyways
As a very general template for the current meta a composition could consist of 2 supports, a warrior, and two assassins. An example might be Tassadar, Rehgar, ETC, Valla, Illidan. Obviously there's a lot of diversity in comps though so it can change drastically. In hero league comps are rarely structured much at all. Just play what you're best at
On March 23 2015 11:39 IMLyte wrote: What is the regular team composition in terms of role? (Ranged Assasin, Melee Warrior, Support etc.)
The only thing I would consider standard in a team composition is having at least one warrior and one support (typically a healer -- Uther, Rehgar, Brightwing, Malfurion, or Li Li), although a few non-healer 1-2 utility support comps exist. This is why I say one support and one warrior is always standard, because if the support is not a healer you're guaranteed to have either Tassadar or Tyrande.
After that, there is a lot of variation. Generally you need some ranged, at least 2. The last slot can be a third ranged, a melee assassin, a warrior, healer, or utility support (Tassadar/Tyrande).
Yeah, there no such thing as a regular team composition, as it can vary from map to map, the strategy you wan't to play, and the picks your opponent takes.
It changes pretty fast too in the pro games, a little while ago it was 2 warriors that dominated, then just 1, the double support, who knows what will dominate next
I want to get into hero league but I don't have the 10 required heroes yet. However I do have 42k gold so I have enough to buy my way in. Right now I have:
Malfurion Li Li Muradin Raynor Tychus Zagara
I'm thinking of buying Stitches, Arthas, Valla, Tassadar and 1 more damage dealer for a total of 30k gold. Would that be a solid starting roster? Would I hurt myself for not picking the "OP" heroes ( E.T.C. , Illidan, Lost Vikings and Reghar spring to mind)? What would a good option be for the final dps slot; so far I kinda like Zeratul, Nova, Fallstad, Jaina and Nazeebo. None of them really jump out at me as being more fun then the other with the exception being Nazeebo. But I'm worried that he's been nerfed to the point that he feels week to play atm. Would any of the other options fill out a role that I currently lack in my roster otherwise?
Kinda looking for some conformation/advice before making my final decision.
On March 27 2015 05:20 Gotuso wrote: I want to get into hero league but I don't have the 10 required heroes yet. However I do have 42k gold so I have enough to buy my way in. Right now I have:
Malfurion Li Li Muradin Raynor Tychus Zagara
I'm thinking of buying Stitches, Arthas, Valla, Tassadar and 1 more damage dealer for a total of 30k gold. Would that be a solid starting roster? Would I hurt myself for not picking the "OP" heroes ( E.T.C. , Illidan, Lost Vikings and Reghar spring to mind)? What would a good option be for the final dps slot; so far I kinda like Zeratul, Nova, Fallstad, Jaina and Nazeebo. None of them really jump out at me as being more fun then the other with the exception being Nazeebo. But I'm worried that he's been nerfed to the point that he feels week to play atm. Would any of the other options fill out a role that I currently lack in my roster otherwise?
Kinda looking for some conformation/advice before making my final decision.
Hello First and foremost, pick the hero you like. But be aware of the difference between QuickMatch and HeroLeague. Their is no more 4 assassin 1 specialist or other weird comp. As such, pick your selection according to what the Hero can provide.
Since you have only Muradin as a warrior, let's begin with those choices. Stitches is a good pick, but require team coordination, especially after the nerf, to get most of it. Arthas is good against dive-heavy comp with sindregosa, but nothing that ETC cant do with mosh pit. I would suggest ETC and Stitches
On the support side, Lili and malfurion are very similar in nature, which is pure healing. Tassadar give vision and wave-clearing, which can be good, but he is in the middle of the road on damage. Can be good in some comp, but your support are lacking stun. I would suggest Tyrande, Brightwing or Uther. Mostly Brightwing or Tyrande, since uther have changed quite a lot.
Finally, for the Assassin, you have Tychus, Zagara and Raynor. Valla is better in every way that raynor, i think, so i'll suggest that. but the rest is your choice, but i'll suggest Illidan if your team want to run double support, or Sgt Hammer if the map demand to control area.
On March 27 2015 05:20 Gotuso wrote: I want to get into hero league but I don't have the 10 required heroes yet. However I do have 42k gold so I have enough to buy my way in. Right now I have:
Malfurion Li Li Muradin Raynor Tychus Zagara
I'm thinking of buying Stitches, Arthas, Valla, Tassadar and 1 more damage dealer for a total of 30k gold. Would that be a solid starting roster? Would I hurt myself for not picking the "OP" heroes ( E.T.C. , Illidan, Lost Vikings and Reghar spring to mind)? What would a good option be for the final dps slot; so far I kinda like Zeratul, Nova, Fallstad, Jaina and Nazeebo. None of them really jump out at me as being more fun then the other with the exception being Nazeebo. But I'm worried that he's been nerfed to the point that he feels week to play atm. Would any of the other options fill out a role that I currently lack in my roster otherwise?
Kinda looking for some conformation/advice before making my final decision.
Hello First and foremost, pick the hero you like. But be aware of the difference between QuickMatch and HeroLeague. Their is no more 4 assassin 1 specialist or other weird comp. As such, pick your selection according to what the Hero can provide.
Since you have only Muradin as a warrior, let's begin with those choices. Stitches is a good pick, but require team coordination, especially after the nerf, to get most of it. Arthas is good against dive-heavy comp with sindregosa, but nothing that ETC cant do with mosh pit. I would suggest ETC and Stitches
On the support side, Lili and malfurion are very similar in nature, which is pure healing. Tassadar give vision and wave-clearing, which can be good, but he is in the middle of the road on damage. Can be good in some comp, but your support are lacking stun. I would suggest Tyrande, Brightwing or Uther. Mostly Brightwing or Tyrande, since uther have changed quite a lot.
Finally, for the Assassin, you have Tychus, Zagara and Raynor. Valla is better in every way that raynor, i think, so i'll suggest that. but the rest is your choice, but i'll suggest Illidan if your team want to run double support, or Sgt Hammer if the map demand to control area.
Yeah ETC and Stitches seem to be the go to chooses, but I'm not really in love with ETC. Hence why I was thinking Stitches + something I like. That would mean either Tyrael or Arthas.
I can try Tyrandre, she was on my shortlist to buy so I guess her stun makes sense.
I know Illidan is good, but he's not really my hero. Same with Sgt.Hammer, I tried her once or twice but felt kinda stale. What about Jaina, isn't she the hot stuff atm?
Regarding the Talent "Regeneration Master". I'm trying to main Tyrael, and I like to play him Tanky. I often pick this talent but am not sure if I'm getting the most out of it. Is there a general rule of thumb as to how many stacks I should be getting it up to make it viable? Maybe which maps its better with or which ones to avoid? I'm usually not sure to pick it or not. Thanks!
You have first pick in a solo q hero league game - what is the strongest first pick (i.e. the pick that allows the biggest freedom for your teammates, whilst at the same time removing strong picks from the opponent)?
On March 31 2015 06:46 Ghostcom wrote: You have first pick in a solo q hero league game - what is the strongest first pick (i.e. the pick that allows the biggest freedom for your teammates, whilst at the same time removing strong picks from the opponent)?
On March 31 2015 06:46 Ghostcom wrote: You have first pick in a solo q hero league game - what is the strongest first pick (i.e. the pick that allows the biggest freedom for your teammates, whilst at the same time removing strong picks from the opponent)?
Valla is the single best first pick imo, but ETC, Uther, Hammer and illidan are also good, although the later two demand more focused picks from your team.
I can't win with Abathur on Dragonshire. Does anyone have advice? I win almost every time on all other maps. I've never won with Abby on my team on that map either.
Well, maybe you can, but really, dragon shire need to have physical heroes to work. If a hero is out of position, you can lose a shrine very fast and the enemy captures the dragon in what appears to be in a second. Not all heroes should work on all maps, and if there is a bad map for abathur, it is dragon shire.
My advice to win in dragon shire with adbathur would be not playing abathur on that map, but maybe other people can enlighten you more.
On March 31 2015 11:58 [Phantom] wrote: You can't.
Well, maybe you can, but really, dragon shire need to have physical heroes to work. If a hero is out of position, you can lose a shrine very fast and the enemy captures the dragon in what appears to be in a second. Not all heroes should work on all maps, and if there is a bad map for abathur, it is dragon shire.
My advice to win in dragon shire with adbathur would be not playing abathur on that map, but maybe other people can enlighten you more.
Yeah, seems like bs to me. Pretty upsetting. If I get good map rolls in QM my wins sky rocket other wise lose streaks ftw.
On March 31 2015 06:46 Ghostcom wrote: You have first pick in a solo q hero league game - what is the strongest first pick (i.e. the pick that allows the biggest freedom for your teammates, whilst at the same time removing strong picks from the opponent)?
Valla is the single best first pick imo, but ETC, Uther, Hammer and illidan are also good, although the later two demand more focused picks from your team.
From the games I have watched since the last patch, Jaina seem to be a strong first pick too.
On April 01 2015 01:26 kingjames01 wrote: So I want to play a bunch of games with Gazlowe this week. Does anyone have any insight into when I can solo the various merc camps?
Should I wait for the 4 Turret Talent before I go for the boss?
You can solo any camp you want at 10. Bosses take a little longer and I would wait till 13 for the extra stat boosts to solo bosses. The mine golem is easy to solo at 10 also. If you get the reduced damage from non-hero enemies it will be a breeze to take on camps.
On April 01 2015 01:26 kingjames01 wrote: So I want to play a bunch of games with Gazlowe this week. Does anyone have any insight into when I can solo the various merc camps?
Should I wait for the 4 Turret Talent before I go for the boss?
You can solo any camp you want at 10. Bosses take a little longer and I would wait till 13 for the extra stat boosts to solo bosses. The mine golem is easy to solo at 10 also. If you get the reduced damage from non-hero enemies it will be a breeze to take on camps.
So if I want to go the Merc camp route, would it be correct to take:
- the extra bomb damage at Level 1 - reduced non-hero damage at Level 4 - ? at Level 7
Yeah Abathur sucks on Dragon. The worst part is the entire game revolves around lane control of all three lanes so very rarely can you position yourself forward and soak XP without getting bullied out of the lane.
On April 01 2015 01:26 kingjames01 wrote: So I want to play a bunch of games with Gazlowe this week. Does anyone have any insight into when I can solo the various merc camps?
Should I wait for the 4 Turret Talent before I go for the boss?
You can solo any camp you want at 10. Bosses take a little longer and I would wait till 13 for the extra stat boosts to solo bosses. The mine golem is easy to solo at 10 also. If you get the reduced damage from non-hero enemies it will be a breeze to take on camps.
So if I want to go the Merc camp route, would it be correct to take:
- the extra bomb damage at Level 1 - reduced non-hero damage at Level 4 - ? at Level 7
For Killing Camps effectively: lvl 1- The extra bomb can be fun for team comps, but I get more benefit from "break it own" as the game goes later. Your mana problem will lessen as you gain lvls and having the cooldowns cycle quicker as just awesome especially if you spec Turret Storage at 16
lvl 4 - Superiority allows you take damage from everything. You can even tank damage as you setup turrets and clear lanes like crazy. This is a must have for a camp killer/lane pusher imo.
lvl7 - Rock-It! Turret XL allows 2 targets at once for turrets. This is great if you drop a ton of turrets in team battles, need to hold objective points, need to take down camps with multiple spaws (which is most of them). Mercany Lord would be a second option if you push well with the camps you claim. Mostly I'm roaming to much for this skill to be utiliized.
lvl 10- RoboGoblin, at this point go crazy, you can punch anything in the face now and win. Camps are a joke at this point.
lvl 13- at this point pick sprint if you need a utility skill. If not, any of the other 3 can be used based on your play style. I'd probably take the second bomb.
lvl 16- Get turret storage and just kite/spam turrets everywhere. If turrets aren't being used, scrap em for mana and cooldowns.
lvl 20-Mecha-lord. If someone wants to take on you and your ring of turrets and your allies, then let them meet their doom.
There several decisions to be made at the beginning of the game on how influential you need to be in team fights. As a Gazlowe fan I seen superiority and RoboGoblin as non-negotiable on the the majority of maps. I'd say maybe the newest spider map, which is harder to survive off killing camps quickly, is the only one where lvl 4 and lvl 10 talents should be different.
What's the deal with the new beetle mount? The one with 6 legs, you cant purchase it with gold or money. Can anyone give some insight in to why this is the case when the other new mounts are available (but sadly only for money).
On April 01 2015 13:38 fruity. wrote: What's the deal with the new beetle mount? The one with 6 legs, you cant purchase it with gold or money. Can anyone give some insight in to why this is the case when the other new mounts are available (but sadly only for money).
On April 01 2015 13:38 fruity. wrote: What's the deal with the new beetle mount? The one with 6 legs, you cant purchase it with gold or money. Can anyone give some insight in to why this is the case when the other new mounts are available (but sadly only for money).
Which beetle mount?
Though it's actually vanished from the store sometime between my other post and this one. It used to say (in the store) 'unavailable for purchase'.
On April 03 2015 03:26 Big G wrote: B4B for sure... at level 7 I see a bit more variety though.
I've yet to play Valla post-patch, but I would like to try Repeating Arrow and Tumble for a few matches.
I've been liking Hot Pursuit at lvl 7. Not popular I know, but I like movement speed and to me MS build is about poking in and out, s why not add mobility?
I too would like to try a Hungering Arrow build on Valla, maybe next time I play her on Dragon Shire.
since grubby is (mostly) playing LotV and lucifron doesnt talk (and isnt streaming consistently like grubby), who is watchable in terms of skill/explanation?
Zuna is good when he streams, but he's pretty irregular. Other than that I just go with tournaments.
Later US time, Chu8 streams and he's pretty popular and tends to play with Keondra from Barrel Boyz, so at least the game play is good to watch (don't recall what his commenting is like).
the "live stream" section on the right side has hots streams. there are just none featured online atm. for tournaments click on "april" and set the filter to "others": you have to wade through all the CS:GO tourneys to find the HotS though. or you simply go to the ESL heroes homepage and take a look there.
Abathur can soak exps by being near enemies when they die. If the locusts get last hit you soak and if your toxic nests last hit you soak. The most reliable way to soak exps is through your symbiote
1) Does anyone feel there aren't many tournaments/streams going on for a game so close to release? What do you think of the potential as a large Esport? I guess I'm comparing to Dota2 BETA unfairly as the scene was already massive from DOTA.
2) Soaking: Is there any way of judging how close you need to be to enemy deaths to get the experiences though? If I sit behind the wall of my fort and theres a fight in the mid lane I assume too far, but what's it based on - vision range?
On May 07 2015 21:53 Solmyr wrote: Do you know any good Tyrael guide?
I've been thinking about doing a Tyrael guide for a while now, but the problems are that there isn't much to him at this point and that Blizzard has indicated that they are going to rework him. The talents to take are Purge Evil, Amplified Healing, Battle Momentum, Judgment, Imposing Will, Blood for Blood, and either Angel of Justice or Hardened Shield at 20.
On May 07 2015 23:33 Immersion_ wrote: 1) Does anyone feel there aren't many tournaments/streams going on for a game so close to release? What do you think of the potential as a large Esport? I guess I'm comparing to Dota2 BETA unfairly as the scene was already massive from DOTA.
2) Soaking: Is there any way of judging how close you need to be to enemy deaths to get the experiences though? If I sit behind the wall of my fort and theres a fight in the mid lane I assume too far, but what's it based on - vision range?
3) Is Anub'Arak viable at the moment in any role?
1) There are a fair number of tournaments, but there aren't many stream viewers. I'm guessing that is largely a function of the smallish player base. We'll see what happens when Open Beta or Release occurs.
2) You will see little "xp" popups when enemy minions die if you are soaking.
3) Not really. He doesn't do much damage. He's too squishy to be a main tank. He doesn't peel very well. You can use him as an offtank or use him in a dive comp in conjunction with Tyrael, but I wouldn't pick him otherwise.
On May 07 2015 23:33 Immersion_ wrote: 2) Soaking: Is there any way of judging how close you need to be to enemy deaths to get the experiences though? If I sit behind the wall of my fort and theres a fight in the mid lane I assume too far, but what's it based on - vision range?
You can personally check the soaking range in-game. Whenever you see 'xp' over dying enemy minions then you are in soaking range (assuming that you are the closest hero and minions were not killed by via ability or minion created by ability / passive).
But in 16 : 9 resolutions the soaking range is little less than half screen sideways. If you sit behind the wall and minions die mid lane (mid between both sides' walls), you will not get any xp unless the minion was killed by your ability or minion created by your ability. Some heroes that often miss xp are e.g. Abathur if he is not 'body soaking' close enough (Aba gets XP if hat is close enough or killing blow from locust/mine or Aba physically close enough) and Azmodan as he often ventures too far to throw his Globe of Annihilation (seems to happen especially to players picking Sieging Wrath - kills with the globe still reward xp). Often also cloaked heroes stay too far when they are alone in the lane (e.g. when filling in for another hero who went to refill mana).
On May 07 2015 23:33 Immersion_ wrote: 1) Does anyone feel there aren't many tournaments/streams going on for a game so close to release? What do you think of the potential as a large Esport? I guess I'm comparing to Dota2 BETA unfairly as the scene was already massive from DOTA.
2) Soaking: Is there any way of judging how close you need to be to enemy deaths to get the experiences though? If I sit behind the wall of my fort and theres a fight in the mid lane I assume too far, but what's it based on - vision range?
3) Is Anub'Arak viable at the moment in any role?
I know things have been answeared here but i feel some further things can be add to questions 1 and 3.
1) I think the potential for esports is huge. It may be true that it doesnt have the same amount in that regard compared to Dota, but i feel for a beta game its totally ok. Few games actually have as much going on at that time and as you say already Dota2 was probaly a special case. However Blizzard is obviously a gigantic company and they are serious about it so they will most likely succed. You could see that at the Heroes of the dorm tournement, which was broadcasted live on Espn. So they are really stepping up and a lot of further activity is planned. Additionally the game has a good esports potential. It's easier to understand for casual viewership than Lol/Dota and the fast paced games also add to that. It remains to be seen how much depth/skill cap it will have in the end, but i'm not too worried even tho it's hard to tell.
3) As mentioned previously Anub isn't in a great spot atm, however i wouldn't be too worried unless you're playing high level. However even in high level Anub starts to become a choice in a certain composition. That comp focuses on having 4 Blood for Blood talents choosen at level 16 and Anub is able to choose that talent in contrary to the other tanks. You can see the comp for example here: where khaldor explains it a bit. Afterwards in the games of the previous week you will find this/similar comp been used by several top teams of Eu and thus also Anub.
There exist these pictures of Johanna, but she doesn't appear to be on any playable roster in the game. Are these just teasers for now, or is there actually a way to play as her currently?
I'm really enjoying starting HOTS but I'm only level 16 and 14 more levels until Hero League is going to be annoying. I hate hate hate crappy QM teams where you get 3 assassins, Sgt. Hammer and a Sonya. What's the best way to approach these games? Lifesteal talents? Aggressive pushes with your extra damage? Just play support every game despite my quests?
On May 14 2015 04:15 schmitty9800 wrote: I'm really enjoying starting HOTS but I'm only level 16 and 14 more levels until Hero League is going to be annoying. I hate hate hate crappy QM teams where you get 3 assassins, Sgt. Hammer and a Sonya. What's the best way to approach these games? Lifesteal talents? Aggressive pushes with your extra damage? Just play support every game despite my quests?
Buy a stimpack to increase how fast you level up Honestly, I just played a little with every hero... I used QM as an opportunity for me to learn the basics and for me to figure out which heroes I love playing with. You'll never be able to correctly guess what hero type you "should have been" to fill in a missing niche in your team. I picked heroes based on my daily quests and I made sure I got everyone to level 5 for the bonus gold. It was more fun this way for me (picking whoever I wanted).
On May 14 2015 04:15 schmitty9800 wrote: I'm really enjoying starting HOTS but I'm only level 16 and 14 more levels until Hero League is going to be annoying. I hate hate hate crappy QM teams where you get 3 assassins, Sgt. Hammer and a Sonya. What's the best way to approach these games? Lifesteal talents? Aggressive pushes with your extra damage? Just play support every game despite my quests?
It may seem like much, bust trust me, it is neccessary that you go trough that experience, familiarize yourself with a variety of heroes, and you can have a good versatil rooster for hero league.
If you get 3 assasins, so exploit the fact that you will deal way more damage to the enenemy and surely burst them fast, and try to play very carefully on team fights trying to not be caught out of position. Idk what more advice I can give you with the limited information, but QM enables you o try and think outside the box to overcome the matchmaking
I can't think of the word used to describe a 1v1 fight between two famous typically older fighters like boxing or ufc or starcraft.... who are fighting not to move up in division or rank but just for money and fame..... it's like.... imagine bruce buffer's voice... Welcome to the 2015 __________ invitational/match/showmatch between famous fighter A and famous fighter B
what goes in the blank i cant think of it and its driving me nuts
what are you supposed to do with TLV when you don't split push? I've been having a blast multitasking and soaking all lanes with vikings, but I've lost every game since we lost all teamfights and camps... Should I just group them together when my team reaches lvl 10 first and force a team fight? Honestly I have no idea how to capitalize on the experience lead with them, I can't do shit vs other heroes .
My understanding is the whole idea behind the vikings is the ability of 1 player to soak all 3 lanes while the rest roam and gank. The idea is to be a few levels ahead for each teamfight, and already grouped up. Solid engagements (particularly after power spikes 9/10, 19/20, some talent-specific spikes) mean that you win objectives and take the game.
On May 20 2015 02:05 Ej_ wrote: what are you supposed to do with TLV when you don't split push? I've been having a blast multitasking and soaking all lanes with vikings, but I've lost every game since we lost all teamfights and camps... Should I just group them together when my team reaches lvl 10 first and force a team fight? Honestly I have no idea how to capitalize on the experience lead with them, I can't do shit vs other heroes .
It's really important for your team to communicate with you when they want to initiate a team fight, so that you have enough time to bring Vikings to help. (Similarly, you should be checking your team too.) I like to keep Olaf in the middle lane of any big maps, since he's the slowest and I want to make sure he can reach a fight/ objective in time if need be.
Do shield abilities such as Storm Shield, Protective shield etc. count in your healing score? Do they only count if the hero you cast it on takes damage?
I have a simple question but maybe a bit more high level than the thread is focused towards.
My supports I am extremely comfortable playing are Brightwing, Lili, Malfurion and Uther. However I struggle with selection of when to use them. In general I just play Brightwing unless he is selected by the other team and if that happens I generally fall back onto Uther or Lili. Generally I pick Lili against teams which lack burst and Uther against teams with a lockdown/burst/wombo focus. But I don't really know when to draw the Malfurion out into hero league. Does anyone have a tldr for when the four above heroes are solid fits into a composition as either a compliment or a counter play?
is there a high level streamer who plays lots of Vikings? I fell in love with the little guys and I'm doing great with them (70% winrate overall), but I'm never sure if I'm doing the right thing after the soak in 3 lanes phase is over. Would be great to see some good gameplay from a guy who knows what he is doing
Hi there, I have a question regarding purchasing items from the game's shop during beta.
As far as I remember, when the alpha (or beta?) were launched, there was something in the news post referring to a gift for players that bought something with real money during the alpha/beta as a reward for helping test the in game shop (a mount I believe).
My questions are, does this reward still applies if I only buy anything today (in open beta)? And anyone has any clue as to what the reward actually is?
On June 01 2015 00:12 KobraKay wrote: Hi there, I have a question regarding purchasing items from the game's shop during beta.
As far as I remember, when the alpha (or beta?) were launched, there was something in the news post referring to a gift for players that bought something with real money during the alpha/beta as a reward for helping test the in game shop (a mount I believe).
My questions are, does this reward still applies if I only buy anything today (in open beta)? And anyone has any clue as to what the reward actually is?
Thanks in advance
You get a wonder billie mount. Suppousedly, you could only get it until the closed beta, but someone told me they got it in the open beta. Can't confirm though, but if it is still available, it will be removed on release in two days.
On June 01 2015 00:12 KobraKay wrote: Hi there, I have a question regarding purchasing items from the game's shop during beta.
As far as I remember, when the alpha (or beta?) were launched, there was something in the news post referring to a gift for players that bought something with real money during the alpha/beta as a reward for helping test the in game shop (a mount I believe).
My questions are, does this reward still applies if I only buy anything today (in open beta)? And anyone has any clue as to what the reward actually is?
Thanks in advance
You get a wonder billie mount. Suppousedly, you could only get it until the closed beta, but someone told me they got it in the open beta. Can't confirm though, but if it is still available, it will be removed on release in two days.
Was hoping for something nice and not that rainbow pony T_T
On June 05 2015 08:27 Tritone wrote: Why does Brightwing counter Illidan?
Why is Sylvanas considered so good on Haunted Mines?
Brightwing can Polymorph him during his evasion which makes him lose a LOT of survivability.
A huge chunk of the damage the golems take is from the forts and towers. Sylvanas pushing with the Golem lets them live longer. The forts' attacks also slow attack speed of their targets, so if Sylvanas disables that then the Golems do more damage too.
On June 05 2015 10:01 zlefin wrote: Is Azmodan weak?
I didn't see a tier list on tl, so I'll just ask here.
While there are Tier lists out there, most ppl take them with a grain of salt. First, the meta hasn't settled; second, it changes depending on map types and third; good coordinated "B-Tier" heroes will win vs a mediocre "A-Tier" selection.
Azmodan needs alot of time to shine, a typical late game hero (lvl 20+) - on top of that he only does really well if he gets supported in early game (tanking, getting helped farming kills for a certain talent he got). If he does get supported and lands his dunks, he's pretty strong though, being able to soften up a whole team in teamfights late-game.
So, basically: if your team has no clue what he does (aka Solo queue with newbies just starting out) or if your team does not want to support you (aka solo queues with "I just want to casual" players) , he's weak. If you got a partner who's willing to play with you or encounter good players helping you out, he's strong. (aka "I'd rate him Tier 2, but sucky for beginners solo-queueng")
generally it is better to snipe first to surely take the lvl 1 talent bonus. also people tend to start evasive action after they got sniped so later pin shot = longer time to hit them when they run away. if you talent the increased dmg it surely is better to pinn shot first.
edit: typo: later pin shot makes you able to hit ppl longer. one last argument: if you miss snipe, you don't waster mana on pin shot. [on the other hand it is easier to hit slowed ppl.]
In hero league, suppose I'm in a party with 2 other players and then the 3 of us are randomly joined by 2 other non-partied players to create our team. Does our opposing team necessarily have this same format (a party of 3 + 2 strangers)? Is there any sort of necessary consistency between opposing teams in terms of party proportions? Or might we be playing 5 complete strangers (or a party of 5 friends)?
And what about in quick match? (The only QM matching I'm aware of is the number of healers on each team... I've been in QM matches where both teams get zero or one or even two healers, but both sides seem to consistently match the quantity- even if not the quality- of healers.)
On June 10 2015 14:55 DarkPlasmaBall wrote: In hero league, suppose I'm in a party with 2 other players and then the 3 of us are randomly joined by 2 other non-partied players to create our team. Does our opposing team necessarily have this same format (a party of 3 + 2 strangers)? Is there any sort of necessary consistency between opposing teams in terms of party proportions? Or might we be playing 5 complete strangers (or a party of 5 friends)?
And what about in quick match? (The only QM matching I'm aware of is the number of healers on each team... I've been in QM matches where both teams get zero or one or even two healers, but both sides seem to consistently match the quantity- even if not the quality- of healers.)
I believe the system will try to match you against the same amount of premade people first, then if it can't find anyone just drops that from its search perimeters.
It only shows the solo queue and 5-stack experience but you can sort of get an idea how the system works.
IIRC this was published before Team League, so it's referring to both QM and HL (and this was definitely before they mentioned wanting to put 5-stack HL parties into the TL queue).
I suppose the introduction of Team League might have skewed things in the Hero League match maker since then by shrinking the 5-stack population of HL enough that the chart might have changed, but that's just speculation.
Are there any skins/ mounts that are for a limited time only? I prefer to use my gold to unlock heroes first, but I don't want to miss out on any offered skins that may disappear after x weeks/ months.
Also, do the price of skins ever go down, or is that just the price of heroes?
IIRC they said they would be back when they removed the Winterveil Skins (and reindeer mount). I assumed they were just going to make it available as a seasonal thing, so I was surprised to see them back on release.
There have been a few hero skins that went down from like 9.99 to 7.49, but it was less than 5 of them I want to say, and it was months ago so they were probably adjusting prices in beta.
I just bought Nova yesterday and have some questions.
Let's say I am playing a Nova and want to gank somebody. At the moment here's what I do (not taking heroics into account):
put down a clone a couple seconds early to get the victim to run in the direction I want and/or waste abilities, then snipe, auto attack, pinning shot, move, auto attack
But I've read that the best rotation is pinning shot, snipe, autoattack. Can someone explain more about this?
I think pinning shoot is recommended first because of the slow applied, so you are more likely to hit your snipe and the fact that at 16 it can give an extra 25% damage. Also, I think most people take anti-armor shells at 7, so I don't think you have time for 2 auto attacks.
On June 11 2015 09:56 Tritone wrote: I just bought Nova yesterday and have some questions.
Let's say I am playing a Nova and want to gank somebody. At the moment here's what I do (not taking heroics into account):
put down a clone a couple seconds early to get the victim to run in the direction I want and/or waste abilities, then snipe, auto attack, pinning shot, move, auto attack
But I've read that the best rotation is pinning shot, snipe, autoattack. Can someone explain more about this?
Thanks!
I asked the exact same question on the previous page, and this was the response I got
On June 08 2015 23:23 Hryul wrote: depends on your level and your lvl 16 talent.
generally it is better to snipe first to surely take the lvl 1 talent bonus. also people tend to start evasive action after they got sniped so later pin shot = longer time to hit them when they run away. if you talent the increased dmg it surely is better to pinn shot first.
edit: typo: later pin shot makes you able to hit ppl longer. one last argument: if you miss snipe, you don't waster mana on pin shot. [on the other hand it is easier to hit slowed ppl.]
On June 11 2015 10:05 rdvark5000 wrote: I think pinning shoot is recommended first because of the slow applied, so you are more likely to hit your snipe and the fact that at 16 it can give an extra 25% damage. Also, I think most people take anti-armor shells at 7, so I don't think you have time for 2 auto attacks.
That's debatable... they aren't actively trying to escape you if you snipe first, whereas if you pinning shot to set up for a snipe, then they're trying to juke/ dodge/ stun you.
Higher levels players start to stutter step *all* the time just in case you're lurking around the corner. Add to the fact that higher level players are more likely to see the screen blur and you may as well practice landing that skill shot when revealed IMO.
It's a real thin one, but it travels fast, so it's not the hardest skillshot to land in the game.
You really should get in the habit of feeling the tempo of your hero and moving after every hit. Even if a Nova isn't in the game it helps you when you are forced to stutter step in engagements. And the best way to avoid Nova ganking you is to simply hug the nuts of your creeps or make it so the only possible position she can shoot you from is from behind you. Then you just kill her or your team mate will kill her. I will usually always take a 1:1 trade if things are relatively equal in the game and the person I'm trading against has Gathering Power.
If you Polymorph (Brightwing's W) an Illidan right after he uses Evasion, does he lose the evasion buff or does it continue for the full duration while he is polymorphed?
If you play Illidan and want to use Evasion in team fights, how do you not die in 1 second against any good team? I always get focused and die immediately, even if I get the HP buff from 3 or more opponents. When I just run away I can't take advantage of my heroic...
On June 13 2015 05:22 Sewi wrote: If you play Illidan and want to use Evasion in team fights, how do you not die in 1 second against any good team? I always get focused and die immediately, even if I get the HP buff from 3 or more opponents. When I just run away I can't take advantage of my heroic...
Are you getting the Sixth Sense talent at lvl 13? That makes a huge difference.
On June 13 2015 05:22 Sewi wrote: If you play Illidan and want to use Evasion in team fights, how do you not die in 1 second against any good team? I always get focused and die immediately, even if I get the HP buff from 3 or more opponents. When I just run away I can't take advantage of my heroic...
Are you getting the Sixth Sense talent at lvl 13? That makes a huge difference.
Yes, I do. The problem is that every time I do my heroic metamorphosis, the whole enemy team focus me. I use first aid and evasion and still I feel like I die in a second.
On June 13 2015 07:44 [Phantom] wrote: Illidan is team dependant, heroes like abathur-tassadar-uther are very good with him.
Watch out for those stuns, and don't jump first, wait for your tank to engage or jump but do it if youknow you can escape.
Stone skin and first aid are also must picks.
This seems to be so true. I recently played against a combo of Illidan, Abathur and Tassadar and man did he rage through our team :D I usually pick first aid but take blood for blood over stoneskin. Maybe I should try the combination of First aid + Evasion + Stoneskin. And I should not pick Illidan if I don't know and can't communicate with or healer.
Thanks to everyone who helped me with my Nova questions a week or so ago. I got her up to level 10 with about a 60% overall win rate and I had an absolute blast.
My next project is Azmodan.
Is Taste for Blood viable in pubs where nobody is helping you farm? I never get anywhere near the 500 bonus damage limit. Good games, I'm up to around 170 by the end of the game. Bad games, maybe 120. I have to devote a lot of time post-level 10 to team fights, mercs and objectives, which stops me from farming to my demonic heart's content.
Does anyone play Azmodan successfully with non-Taste for Blood builds?
On June 17 2015 14:01 Tritone wrote: Thanks to everyone who helped me with my Nova questions a week or so ago. I got her up to level 10 with about a 60% overall win rate and I had an absolute blast.
My next project is Azmodan.
Is Taste for Blood viable in pubs where nobody is helping you farm? I never get anywhere near the 500 bonus damage limit. Good games, I'm up to around 170 by the end of the game. Bad games, maybe 120. I have to devote a lot of time post-level 10 to team fights, mercs and objectives, which stops me from farming to my demonic heart's content.
Does anyone play Azmodan successfully with non-Taste for Blood builds?
Thanks in advance.
Taste for blood is viable for sure, assuming you're doing the correct dunk build It's the go to talent when you're going for level 7 Infernal globe and level 10 black hole, at the level 10 point blackhole dunk can clear all the non sword minions and after clearing a couple of lanes like that you should be able to clear any wave.
On June 12 2015 23:24 YouGotNothin wrote: If you Polymorph (Brightwing's W) an Illidan right after he uses Evasion, does he lose the evasion buff or does it continue for the full duration while he is polymorphed?
On June 13 2015 05:22 Sewi wrote: If you play Illidan and want to use Evasion in team fights, how do you not die in 1 second against any good team? I always get focused and die immediately, even if I get the HP buff from 3 or more opponents. When I just run away I can't take advantage of my heroic...
Are you getting the Sixth Sense talent at lvl 13? That makes a huge difference.
Yes, I do. The problem is that every time I do my heroic metamorphosis, the whole enemy team focus me. I use first aid and evasion and still I feel like I die in a second.
In my experience, if there is a team fight, you need to walk into the fight, and use your abilities to disengage, rather than to engage. Your ultimate can be used as an escape. Also, engaging as Illidan is best when the enemy team has already started using their abilities on your team mates, so you need to watch for your window to jump in.
I have a questions about mounts. I see people on Raynor have a special color cyber wolf mount. Is like greenish. I have also seen a white cyber wolf but i dont remember on who. How do you get these mounts as they dont seem to match the ones in the shop. I know the wolf with the horn is from the WoW lvl 100, but these wolf mounts idk and people who have them won't tell me.
On June 20 2015 07:37 zeratul_jf wrote: I have a questions about mounts. I see people on Raynor have a special color cyber wolf mount. Is like greenish. I have also seen a white cyber wolf but i dont remember on who. How do you get these mounts as they dont seem to match the ones in the shop. I know the wolf with the horn is from the WoW lvl 100, but these wolf mounts idk and people who have them won't tell me.
Recolors on the Golden Wolf. (which you get with certain bundles?)
Just started playing (my first moba), so have a few newb questions:
1. How do you ask assistance for specific thing, I see people announcing 'X wants your assistance to Kill/Capture', but when I go and use G and Ask assistance, it only says 'X wants assistance'.
2. What's with those giant torpedos in late game, is this meant to speed late game and prevent stalemates?
3. Is the game too much p2w? From what I can see, you can buy new powerful heroes, you can buy xp gains - both of which could help someone be better at the game. Daily deals are the best . 50% off! And I'm thinking, cool, I can buy sonya for 2k gold, but oh wait, it's only discount on RMT.
4. Why is the death penalty in late game so long?:/ You can basically die in 1 seconds if you get ganked and then it's 60seconds of staring at the screen. You then become impatient, rush into the game, and get 1-ko by few stun skills, and then it's another 60s of pondering your existence.
Other than that, seems like a nice game. Manage to get 6k coins and bought Sonya, so if she proves to be fun I'll continue playing, if not then Mobas are probably not for me. Oh yeah, played a couple of player teams vs AI quickmatches, constantly got called idiot, retard, noob etc.
1. Using Alt key allows you to ping on the map. When you ping on a merc camp, fort, objective, enemy, ally, etc it will show the appropriate msg. In addition, you can click and hold while the alt key is down, and a small directional menu will pop up with the options: Danger, Assist Me, On My Way, Defend. I find the smart ping system SUPER handy.
2. Not sure what the giant torpedoes are, but you could be referring to SGT Hammers Heroic Ability. If so that is just a unique ability tied to one hero. However, many maps DO have objectives that speed along the endgame.
3. I don't think the game is remotely p2w. There are MANY characters that are solid and competitive, and at a medium or low level, every single character can be effective.
4. I assume the late-game death penalty is to speed up the end-game. Also, ideally you wouldn't be in a situation to get ganked too often late game Stick with your team!
There are plenty of cancerous players, especially when you are a new player making mistakes. However, there are also plenty of patient players, especially if you mention that you're just starting out. Gold piles up pretty quick during your first few weeks of playing as well. Playing 12-20 games a week I had around 10 characters purchased after about a month of playing?
EDIT: Also, each character to that you get to lvl 5 grants 500 gold, so LVLing the weekly free characters up to 5 allows you to build up gold quickly.
Thanks for the reply! Yeah, the 2 is probably a heroic ability, it's a missile that is launched from enemies camp and travels all over the map to our base camp, and you can see it on the minimap.
I'm trying to practice a bit with my hero and get the hang of which skills to pick on level up, but my AI team just gets destroyed over and over again. Not very fun so far:/
On June 21 2015 18:13 Odoakar wrote: Why are AI matches in this game so freaking hard?
I'm trying to practice a bit with my hero and get the hang of which skills to pick on level up, but my AI team just gets destroyed over and over again. Not very fun so far:/
They are not supposed to be o.O are they YOLO pushing or something? I usually play coop so if you want I can play a few coops with you until you get the hang of it.
On June 21 2015 18:13 Odoakar wrote: Why are AI matches in this game so freaking hard?
I'm trying to practice a bit with my hero and get the hang of which skills to pick on level up, but my AI team just gets destroyed over and over again. Not very fun so far:/
Do you play practice mode or coop mode with KI? tldr would be the simple answer, sorry ^^; .
If you play coop mode with KI (there is a checkbox in the lower left when Coop mode is selected), then your KI won't group like the enemy KI, so you are getting run over past level 10. If the enemy KI groups in coop you will have to ping all 4 bots and not die, since then your AI will go their way and the opponent will just 5 push further. Anyway the extreme KI starts a push at some point and won't defend. So basically they start a basetrade until one side reaches a keep/core then they tp to defend. Only pinging them will change this. Some objectives also make the AI derp a little so they don't cover all lanes anymore and get super behind in exp. Usually on the player side, since you often win the first objectives and all bots will just go to the nearest lane. Can fix this by pingin one and bringing it to another lane and release control there.
KI will push with the creep waves, so killing the creep wave will even make 5 bots run away against 1 person not easy to clear waves though.
tldr - need to ping all 4 bots in coop the moment they go into basetrade mode (one side pushes top the other bot until one side reaches core)
As for practice, bots there usually react to what you do. If you merc at a bad timing, they might lose alot of soak. Otherwise practice KI is focusing creeps over heroes, so a match with those bots takes hours if you would let them do a 5v5. If you want your bots to not mess up kill bots in one lane a few times so they lose soak, then your bots will usually push all 3 lanes without issues. And don't do mercs if their lanes are pushed rather close to their towers.
Thanks for the replies, the game's become much better since I started practicing with other players against AI.
I still can't figure out the ping system, though. Even when I click on the objective (camp, enemy player..) I still get that default radial menu with four options and 'asks assistance' message. Other players always call for something specific. For example:
What am I doing wrong? Am I misclicking objects and getting the default ping options?
You can use "G" to ping the map, If you ping on certains thing the message change. Ping on yourself and you'll ask for assistance Ping on an ennemy heroes and you'll call for a kill Ping on an objectig and you'll get a message telling you want to do an objectif, kill a fort and those kind of thing
It is a question of: 1) not holding down alt long enough for the wheel to come up 2) Precision - make sure you ping the actual garden terror/enemy/the middle of the camp.
If you find it hard to make work, consider pinging the minimap.
does skill-gating exist in the competitive custom lobbies for draft games? Will I have to level all the heroes up to lv5 to have full access to skills in custom lobby draft mode? And I'm assuming I can only draft heroes that are free this week since I never bought any, correct?
On June 23 2015 00:50 crms wrote: does skill-gating exist in the competitive custom lobbies for draft games? Will I have to level all the heroes up to lv5 to have full access to skills in custom lobby draft mode? And I'm assuming I can only draft heroes that are free this week since I never bought any, correct?
Nope. There is no skill gating after lvl 30, and you can only access Hero League at lvl 30. So the two never overlap.
Also, you CANNOT use the weekly free to play heroes (unless you have bought them) in Hero League. You need to have 10 heroes purchased to play hero league, and you can only use your purchased heroes in Hero League.
On June 23 2015 00:50 crms wrote: does skill-gating exist in the competitive custom lobbies for draft games? Will I have to level all the heroes up to lv5 to have full access to skills in custom lobby draft mode? And I'm assuming I can only draft heroes that are free this week since I never bought any, correct?
Nope. There is no skill gating after lvl 30, and you can only access Hero League at lvl 30. So the two never overlap.
Also, you CANNOT use the weekly free to play heroes (unless you have bought them) in Hero League. You need to have 10 heroes purchased to play hero league, and you can only use your purchased heroes in Hero League.
I might be daft, but I'm not talking about the online ranked play. I'm talking about custom lobbies to play Draft mode for 3rd party tournaments. Is this feature also locked out unless you're lv30?
On June 23 2015 00:50 crms wrote: does skill-gating exist in the competitive custom lobbies for draft games? Will I have to level all the heroes up to lv5 to have full access to skills in custom lobby draft mode? And I'm assuming I can only draft heroes that are free this week since I never bought any, correct?
Nope. There is no skill gating after lvl 30, and you can only access Hero League at lvl 30. So the two never overlap.
Also, you CANNOT use the weekly free to play heroes (unless you have bought them) in Hero League. You need to have 10 heroes purchased to play hero league, and you can only use your purchased heroes in Hero League.
I might be daft, but I'm not talking about the online ranked play. I'm talking about custom lobbies to play Draft mode for 3rd party tournaments. Is this feature also locked out unless you're lv30?
Sorry, completely misread your post! So my answer is... I have no idea! :D
On June 22 2015 20:34 Odoakar wrote: Thanks for the replies, the game's become much better since I started practicing with other players against AI.
I still can't figure out the ping system, though. Even when I click on the objective (camp, enemy player..) I still get that default radial menu with four options and 'asks assistance' message. Other players always call for something specific. For example:
What am I doing wrong? Am I misclicking objects and getting the default ping options?
This is partly my fault for the poor explanation earlier.
When you want the radial menu you click and hold the mouse button until the menu comes up. When you just want a ping like "Zagara wants to kill the garden terror", you do a quick ping on the terror = Hold Alt then do 1 click onto the target(don't hold). That should get you the ping you want.
You can also do the quick ping onto the minimap icon, and if you are close enough it will come up with the specific msg as well.
What is the opinion on Abathur on Sky Temple? I don't see him ran there a whole ton and I'm not sure why it feels like a nearly perfect map for him. Is the fact that it is fairly rotation heavy a problem for him?
-edit-
Lol right as I post this TL takes him in Storm Craft
Seems to be random, except when you are in a party, then the party leader will pick first than the rest of the party (that still doesn't guarantee he will be the first pick of your team though, just of your party).
On June 22 2015 20:34 Odoakar wrote: Thanks for the replies, the game's become much better since I started practicing with other players against AI.
I still can't figure out the ping system, though. Even when I click on the objective (camp, enemy player..) I still get that default radial menu with four options and 'asks assistance' message. Other players always call for something specific. For example:
What am I doing wrong? Am I misclicking objects and getting the default ping options?
This is partly my fault for the poor explanation earlier.
When you want the radial menu you click and hold the mouse button until the menu comes up. When you just want a ping like "Zagara wants to kill the garden terror", you do a quick ping on the terror = Hold Alt then do 1 click onto the target(don't hold). That should get you the ping you want.
You can also do the quick ping onto the minimap icon, and if you are close enough it will come up with the specific msg as well.
Managed to figure it out on my own but thanks nonetheless! The game is awesome, haven't had this much fun for quite some time. Playing with siege tank or zerg queen brings me to my best sc2 days. Main is ofcourse Sonya, diablo barbs were always my favorites.
How do you consistently win in HL while playing solo or duoQ? Most of the games are incredibly one-sided, either for or against me and i have no idea what to do except looking for ppl to play with to avoid the random teammates
On June 25 2015 16:07 Vladoks wrote: How do you consistently win in HL while playing solo or duoQ? Most of the games are incredibly one-sided, either for or against me and i have no idea what to do except looking for ppl to play with to avoid the random teammates
I've gone from rank 35 soloq/duo to rank 11 in like 80-100 games since I started focusing on playing damage. For reference I play mostly kerrigan.
Short and sweet answer is that if you are higher skilled than those on your team/the other team, you will have the most influence on the game as a big dps.Maybe this sounds dumb, but all else being equal, I believe that the highest skilled person of the ten people in the game will have the most influence on the outcome of the game if they play damage (as opposed to a warrior or support role -- specialist is negotiable).
If you are good at roaming with zeratul or kerrigan or someone like that, you can often communicate that you would like to roam and secure an early advantage. This doesn't mean you win, but I've found that compared to the things you can pull off as a tank or a support (there are exceptions) you have more influence.
Another example is a damage hero that can set up an engage. If you can set up a clutch maw or know JUST when to jump in as illidan or can snag a hero from seemingly nowhere as Kerrigan, if your team is worth a damn, they will jump all over that shit.
Also for reference, I started out losing a lot of games in hero league because I like playing support/tank and would pick those. I am above average at those roles, but not great at them. I believe the same is true of damage, the only difference is, turning in an above average performance as a dps carries you further up the ladder then the other roles in my experience.
Hmm thats a good point, I almost only play support because no one else seems to pick them. So maybe be more egoistic and take dmg more often, I'll try it, thanks
Are there skins/mounts that are for limited time only and will not be available in the future? Or will all skins/mounts be available for purchase no matter how long it's been out for?
Just started the game yesterday and wanted to see if I missed any special event skins or anything.
On June 25 2015 23:19 EntertainMe wrote: Are there skins/mounts that are for limited time only and will not be available in the future? Or will all skins/mounts be available for purchase no matter how long it's been out for?
Just started the game yesterday and wanted to see if I missed any special event skins or anything.
Yes. One example of a skin that hasn't been available for months are the Jaina and Rehgar Winter Veil skins. An example of (I believe) a currently unavailable seasonal skin is Harlequin Nazeebo, which was for Mardi Gras.
On June 25 2015 16:07 Vladoks wrote: How do you consistently win in HL while playing solo or duoQ? Most of the games are incredibly one-sided, either for or against me and i have no idea what to do except looking for ppl to play with to avoid the random teammates
I've gone from rank 35 soloq/duo to rank 11 in like 80-100 games since I started focusing on playing damage. For reference I play mostly kerrigan.
Short and sweet answer is that if you are higher skilled than those on your team/the other team, you will have the most influence on the game as a big dps.Maybe this sounds dumb, but all else being equal, I believe that the highest skilled person of the ten people in the game will have the most influence on the outcome of the game if they play damage (as opposed to a warrior or support role -- specialist is negotiable).
If you are good at roaming with zeratul or kerrigan or someone like that, you can often communicate that you would like to roam and secure an early advantage. This doesn't mean you win, but I've found that compared to the things you can pull off as a tank or a support (there are exceptions) you have more influence.
Another example is a damage hero that can set up an engage. If you can set up a clutch maw or know JUST when to jump in as illidan or can snag a hero from seemingly nowhere as Kerrigan, if your team is worth a damn, they will jump all over that shit.
Also for reference, I started out losing a lot of games in hero league because I like playing support/tank and would pick those. I am above average at those roles, but not great at them. I believe the same is true of damage, the only difference is, turning in an above average performance as a dps carries you further up the ladder then the other roles in my experience.
This is so true. After playing couple of matches in HL as a healer, I feel so useless. I mean even people I met in QM were better. Sometimes I even assumed it's a bot playing instead of a human... I'll just do myself a favor and start playing DPS.
On June 25 2015 16:07 Vladoks wrote: How do you consistently win in HL while playing solo or duoQ? Most of the games are incredibly one-sided, either for or against me and i have no idea what to do except looking for ppl to play with to avoid the random teammates
I've gone from rank 35 soloq/duo to rank 11 in like 80-100 games since I started focusing on playing damage. For reference I play mostly kerrigan.
Short and sweet answer is that if you are higher skilled than those on your team/the other team, you will have the most influence on the game as a big dps.Maybe this sounds dumb, but all else being equal, I believe that the highest skilled person of the ten people in the game will have the most influence on the outcome of the game if they play damage (as opposed to a warrior or support role -- specialist is negotiable).
If you are good at roaming with zeratul or kerrigan or someone like that, you can often communicate that you would like to roam and secure an early advantage. This doesn't mean you win, but I've found that compared to the things you can pull off as a tank or a support (there are exceptions) you have more influence.
Another example is a damage hero that can set up an engage. If you can set up a clutch maw or know JUST when to jump in as illidan or can snag a hero from seemingly nowhere as Kerrigan, if your team is worth a damn, they will jump all over that shit.
Also for reference, I started out losing a lot of games in hero league because I like playing support/tank and would pick those. I am above average at those roles, but not great at them. I believe the same is true of damage, the only difference is, turning in an above average performance as a dps carries you further up the ladder then the other roles in my experience.
This is so true. After playing couple of matches in HL as a healer, I feel so useless. I mean even people I met in QM were better. Sometimes I even assumed it's a bot playing instead of a human... I'll just do myself a favor and start playing DPS.
One of the best ways rather than hero choice is to calmly offer suggestions in chat such as "stick together" or "take this camp" or "Kael'thas, stick to the back of the fight". If you are positive in chat when losing and then you win a couple of fights it can often turn games on their heads completely. Even if you lose people often get on board with the team work and effort.
On June 25 2015 23:19 EntertainMe wrote: Are there skins/mounts that are for limited time only and will not be available in the future? Or will all skins/mounts be available for purchase no matter how long it's been out for?
Just started the game yesterday and wanted to see if I missed any special event skins or anything.
Yes. One example of a skin that hasn't been available for months are the Jaina and Rehgar Winter Veil skins. An example of (I believe) a currently unavailable seasonal skin is Harlequin Nazeebo, which was for Mardi Gras.
There are a exclusives though. Like the Wonder Billie was only available during alpha / beta. I believe that's the only mount that was limited time only.
There are other mounts / skins that are seasonal / rotate in and out of the shop. IIRC the flying carpet is temporarily unavailable, but will be back.
On June 25 2015 23:19 EntertainMe wrote: Are there skins/mounts that are for limited time only and will not be available in the future? Or will all skins/mounts be available for purchase no matter how long it's been out for?
Just started the game yesterday and wanted to see if I missed any special event skins or anything.
Yes. One example of a skin that hasn't been available for months are the Jaina and Rehgar Winter Veil skins. An example of (I believe) a currently unavailable seasonal skin is Harlequin Nazeebo, which was for Mardi Gras.
There are a exclusives though. Like the Wonder Billie was only available during alpha / beta. I believe that's the only mount that was limited time only.
There are other mounts / skins that are seasonal / rotate in and out of the shop. IIRC the flying carpet is temporarily unavailable, but will be back.
That horse mount for Blizzcon tickets is probably one of those cases too. The flying carpet is available right now. The golden cyber wolf is also not available anymore.
I thought the Golden Cyber Wolf replaced the Rainbow Pony in the Nexus Bundle? Kind of awkward though sine a lot of alpha players got the Nexus Bundle, then would have had no need for the Founder's Pack so were effectively shut out from getting it...
Likewise, I wonder if they'll always have the Starter Pack available (and if not, will the Golden Tiger get moved to something else?)
1. Yes, damage auras (like Arthas') will reveal cloaked enemies.
I'm pretty sure some heroes came down in price from 10k during the beta. Who knows if that will continue though. Is there any reason they aren't all the same price?
Damage auras like Burning Rage do not reveal cloaked enemies as far I know since they are targetted but Arthas' aura will decloak. They will always keep the enemy heroes from recloaking of course.
There are separate MMRs I think but I doubt they're linked.
I'm guessing currently, no since the 5 man teams likely still play Hero League anyway. Blizzard is changing it so that 5 man teams playing HL go to TL instead.
Anub'Arak was 10k at one point and is now 4k, not sure about the others. The only steady reduction I've seen is new heroes going from 15k to 10k two weeks after their introduction.
It would be really weird if Burning Rage didn't reveal on contact since both Lighting Shield and Frozen Tempest do (pretty sure Immolation does too, but usually you'll hit them with Sweeping Strikes anyways).
On June 27 2015 21:50 Immersion_ wrote: Is there a QM MMR and is it linked to your Hero League MMR?
They both have separate hidden MMR.
Source: I played ~1000 games of quickmatch before doing my first hero league games, and I can assure you that the change in the quality of games was more than huge.
(As in, going from being matched with experienced players whose matchcount was in the high hundreds, down to new players with matchcount in barely tens)
2. How to get that beam of light above your character? Space just centers the camera to my character.
3. I saw in one video player using some shortcut that opened a menu sort of like G, just with staff like 'Thank you', 'Well done',.... Can't find it anywhere in the shortcut, has this been removed from the game?
On June 30 2015 02:31 Odoakar wrote: 1. What is the recommended Quick Cast setting?
2. How to get that beam of light above your character? Space just centers the camera to my character.
3. I saw in one video player using some shortcut that opened a menu sort of like G, just with staff like 'Thank you', 'Well done',.... Can't find it anywhere in the shortcut, has this been removed from the game?
1) Not sure what other people use, but currently I am using cast on release. I wish you could set it differently for different characters or even different abilities on the same character.
Some heroes benefit from quick cast and other are hindered by it. It is more a preference and case-by-case basis. *In general* heroes with a self combo (Kerrigan being the poster child) benefit from quick cast. Some heroes where you want to line up a skill shot often times it is best to turn off quick cast.
Just the targeted minion. I'm not sure if English is your native tongue but the apostrophe+s on a noun indicates it is possessive. So it increases that minion's damage.
Alright. Well I was just curious to why that talent is considered the best one (from the builds I've seen) if it only buffs one minion... I really thought it was a typo cause I've seen other typos on talent descriptions.
1 - Where is GM Marshal? Was really invested in heroes and haven't seen him in awhile (and the free week rotation list thread is still with an older post in the OP instead of the current list :p)
2 - In simple terms, why is Thral considered so bad? He can run into and out of trouble, he has a very useful stun and his q is not that baaaad. Ok he lacks some power in fights but I find him very useful in surprising and chasing heroes to finish them off. Is there a reason why he gets so much hate and so little to none playing time?
I think Thrall is just overshadowed by other melee assassins. Is there ever a time where you'd rather have Thrall than Illidan or Zeratul? Not really. Kerrigan is often better too. There's just not enough room on a team for another melee when the other options are better.
Both Thrall and Kerrigan are in sad place now with weaker Envenom and Blood for Blood. The Butcher pretty much outshines Thrall in every way and Kerrigan only has her combo still going for her. Both heroes need quite a rework.
There are many times where I would rather have Thrall over Illidan, especially now that Illidan is nowhere near as tanky as he was. In my experience Thrall is the tankiest melee assassin, especially if you pick block at tier 1. Not only that, Thrall scales well as the game goes on. Kerrigan, on the other hand, does not tend to scale as well relative to other heroes imo. She is very powerful early and while she gains in power as the game goes on, she doesn't gain as much power as other heroes, and unless she gets your team a substantial lead early, I would rather have Thrall.
I'm biased when it comes to Kerrigan, but my response to "all Kerrigan has is her combo" is all Kerrigan needs is her combo.
On July 01 2015 23:37 MotherFox wrote: What are the stats(hp, specifically) on lane minions? I can't seem to find this information on online resources like heroesfire.
The Values for the minions and the exp they give are the same for everymap except Tomb of the spider queen for some reason. I don't know the values of the new map either but probably the same as this.
About Thrall...What he need is to go back to his intended form after they released it. They made it pretty imba at release, then they wanted to nerf him a little but they overnerfed him by mistake and simply said "we'lll see how it goes". Then next patch they didn't rever that nerf, they just gave him a little more health regen, but increased his mana cost and stuff and thats why he is not very good right now imo.
Any way to see your current buffs? I read it was in the game before, but they removed it. Right now I pop my iron skin and count to 4s, which is kinda shitty.
On July 01 2015 07:42 Freezard wrote: Alright. Well I was just curious to why that talent is considered the best one (from the builds I've seen) if it only buffs one minion... I really thought it was a typo cause I've seen other typos on talent descriptions.
And which minion should I target?
The talent is Azmodan's hero-specific version of Promote. For a while Promote was really popular as a way to really push a lane and bully opposing heroes out of it, but the latter use has been nerfed pretty heavily. So I don't know if Promote style is going to continue being Azmodan's go-to build.
In the past what you did was select a minion about to die to heal it to full and supercharge it. Now I suppose you pick whatever has full hp since Promote / Bound Minion no longer heals.
On July 01 2015 22:10 Garsecg wrote: In defense of Thrall....
There are many times where I would rather have Thrall over Illidan, especially now that Illidan is nowhere near as tanky as he was. In my experience Thrall is the tankiest melee assassin, especially if you pick block at tier 1. Not only that, Thrall scales well as the game goes on. Kerrigan, on the other hand, does not tend to scale as well relative to other heroes imo. She is very powerful early and while she gains in power as the game goes on, she doesn't gain as much power as other heroes, and unless she gets your team a substantial lead early, I would rather have Thrall.
I'm biased when it comes to Kerrigan, but my response to "all Kerrigan has is her combo" is all Kerrigan needs is her combo.
What tankiness did Illidan lose? I thought he lost damage on meta and unstoppable on Q. BTW I think both are going to be pretty big deals, the main advantage Illidan had over Thrall was that Illidan was just about impossible to kite with unstoppable on Q *and* W. He lost it on W quite a while ago (minus the bug that got fixed this patch), and is losing it on Q this patch so now you can kite / peel Illidan much easier.
Add on the big damage nerf to Meta and Illidan's dive potential is a lot less scary.
On July 02 2015 06:06 Wuster wrote: Oh right, I forgot about the radius nerf. Ya, that's going to be huge too.
Might even see a shift in Meta being used defensively rather than offensively huh?
Hasn't it always been used part defensively, part offensively? Dive in --> get targeted --> use ult when at 30% HP or so --> BOOM second life and ready to prey on the now low HP enemies.
I'd argue that your way is still offensively, since you're using the heal to reset / stick around a fight longer, but the semantics don't matter that much I guess.
What I meant by defensively, was using Meta to jump over terrain or flee from a fight, which was definitely considered the non-ideal way to use Meta pre-nerf.
@Phantom do you really think Illidan disappears after the Envenom nerf to Kerrigan / Thrall (although, does Thrall really use Envenom?). Does Butcher just replace them all? Or are you thinking we're going to move to full ranged damage/specialist comps?
Edit: Just realized this is simple questions not general... if this is getting too off-topic I'll stop.
On July 01 2015 07:42 Freezard wrote: Alright. Well I was just curious to why that talent is considered the best one (from the builds I've seen) if it only buffs one minion... I really thought it was a typo cause I've seen other typos on talent descriptions.
And which minion should I target?
The talent is Azmodan's hero-specific version of Promote. For a while Promote was really popular as a way to really push a lane and bully opposing heroes out of it, but the latter use has been nerfed pretty heavily. So I don't know if Promote style is going to continue being Azmodan's go-to build.
In the past what you did was select a minion about to die to heal it to full and supercharge it. Now I suppose you pick whatever has full hp since Promote / Bound Minion no longer heals.
On July 01 2015 22:10 Garsecg wrote: In defense of Thrall....
There are many times where I would rather have Thrall over Illidan, especially now that Illidan is nowhere near as tanky as he was. In my experience Thrall is the tankiest melee assassin, especially if you pick block at tier 1. Not only that, Thrall scales well as the game goes on. Kerrigan, on the other hand, does not tend to scale as well relative to other heroes imo. She is very powerful early and while she gains in power as the game goes on, she doesn't gain as much power as other heroes, and unless she gets your team a substantial lead early, I would rather have Thrall.
I'm biased when it comes to Kerrigan, but my response to "all Kerrigan has is her combo" is all Kerrigan needs is her combo.
What tankiness did Illidan lose? I thought he lost damage on meta and unstoppable on Q. BTW I think both are going to be pretty big deals, the main advantage Illidan had over Thrall was that Illidan was just about impossible to kite with unstoppable on Q *and* W. He lost it on W quite a while ago (minus the bug that got fixed this patch), and is losing it on Q this patch so now you can kite / peel Illidan much easier.
Add on the big damage nerf to Meta and Illidan's dive potential is a lot less scary.
The big thing regarding him losing tankinesss is how first aid functions in relation to metamorphosis. As Phantom pointed out, by indirectly losing hp through a missed metamorphosis, first aid (and stoneskin if you take it but I never do) become less effective. There is a very large difference between hitting 3-4 heroes and popping first aid and only hitting one or two and popping first aid.
On July 02 2015 18:21 Ovid wrote: What heroes do you think are best at carrying bad teams?
Vikings are certainly good for leveling/ soaking and possibly keeping up with your opponents if your allies keep dying (for the first 10 or so levels, anyway). They won't carry you to victory, but at least they might be able to even the playing field.
I think Blizzard did a good job of making this a true team game, in that you're not going to see many solo carries.
On July 02 2015 18:21 Ovid wrote: What heroes do you think are best at carrying bad teams?
I think Zeratul is the best by far as he is probably one of the few heroes in the game where you can win the game even if your allies are slighty worse than the enemy team.
The reason being that you can have an impact during all parts of the game and he isn't very team/composition-realiant (as long as the enemy team has a squishy you will find your self useful).
Especially during the laning-phase you will (once you get the hang of it) have a very easy time getting succesful ganks off when roaming. Most people that aren't rank 1 have no idea how to proper positioning them selves during the laning phase when facing a roaming Zeratul. Once I get a hang of learning how to gank with him, I was consistently able to go like 15-0 during the first 10 mins games (this ofc isn't realistic when you start to face higher skilled opponents, but if your an experienced Zeratul player at mid-to-low MMR, definitely doable).
Just remember to be careful about blinking forward (because you can get counterganked which leaves you no room to escape). Instead rely on cloak (in the early game) to get into combat range.
Late game you obviously have a huge gamechanging ultimate in VP. It took me hundreds of games to figure out how to use it consistently well so you will likely fail in the beginning. However, remember this: Avoid placing VPs that blocks the natural paths of your allies. For that reason I will generally avoid VPing enemy melee heroes.
Instead use them to neutralize targets that otherwise would deal a significant amount of damage/utility/heal during a teamfight. If you can, consider attacking the enemy team from behind as that makes it easier to place good VPs (and burst down a squishy).
My only issue with Zeratul (not that I disagree, he's a great carry) is for his early game roam you require your team mates in lane to help gank. He can't kill a mostly-full HP hero just by himself. He can set the kill up fairly easily but it still needs at least one team mate to recognize what is going on and help out. While you can ping the enemy to kill him I've found lower MMR players are notorious at choreographing Zeratul ganks. Like they'll be playing back and then all of a sudden out of the blue they'll just rush through the creeps because you've pinged the hero. It makes it a very obvious backing situation for the enemy.
On July 03 2015 00:01 Tenks wrote: My only issue with Zeratul (not that I disagree, he's a great carry) is for his early game roam you require your team mates in lane to help gank. He can't kill a mostly-full HP hero just by himself. He can set the kill up fairly easily but it still needs at least one team mate to recognize what is going on and help out. While you can ping the enemy to kill him I've found lower MMR players are notorious at choreographing Zeratul ganks. Like they'll be playing back and then all of a sudden out of the blue they'll just rush through the creeps because you've pinged the hero. It makes it a very obvious backing situation for the enemy.
What happens if you go right next to the enemy hero while cloaked? Wouldn't that ring a bell? If this is at very low MMR, I expect that you can do this consistently without the enemy being capable of detecting you. It's also important to remember tha during the first couple of mins in a game your main goal shouldn't be to only get kills. But rather to reduce the HP (while not losing a whole lot your self) of enemy heroes so they are forced to use wells and/or come with reduced HPs objectives.
This also sets you up for better future roams. And ofc I will also recommend that you camp squishies more heavily than tanks (as you occationally can take down a squishy on your self if it isn't at 100% hp).
I actually found most issues when my teammates overestimates the sustained damage you brings to the table, and think you commit to a fight when you just want to go in-and-out.
That was ofc more problematic when he was AP-focussed. With the new AA-Zeratul you are a bit better in sustained fights which imo makes him better than if he ever was during the double bomb/gathering power era.
On the map conflict of eternity, if our team is at level 9.5 and the other team is 10+ and the objective is coming up, is it feasible to lane until we hit 10, then charge into the center? I got majorly raged for suggesting this, and now I'm doubting myself.
On July 03 2015 00:17 MotherFox wrote: On the map conflict of eternity, if our team is at level 9.5 and the other team is 10+ and the objective is coming up, is it feasible to lane until we hit 10, then charge into the center? I got majorly raged for suggesting this, and now I'm doubting myself.
The objective lasts long enough that you should be able to soak up that half level before you the immortals are done fighting.
It's also not a gamebreaking objective, pretty easy to defend if you have to give up on contesting it too.
Speaking of Immortals, do you guys find it better to defend your Immortal or rush down theirs? Seems splitting the team in half is the best way to lose (also Stiches is fun on this map).
On July 03 2015 00:17 MotherFox wrote: On the map conflict of eternity, if our team is at level 9.5 and the other team is 10+ and the objective is coming up, is it feasible to lane until we hit 10, then charge into the center? I got majorly raged for suggesting this, and now I'm doubting myself.
The objective lasts long enough that you should be able to soak up that half level before you the immortals are done fighting.
It's also not a gamebreaking objective, pretty easy to defend if you have to give up on contesting it too.
Speaking of Immortals, do you guys find it better to defend your Immortal or rush down theirs? Seems splitting the team in half is the best way to lose (also Stiches is fun on this map).
It occurred to me this morning that you might be able to fight under your own immortal while one good pushing teammate took theirs. If they fight 4v5, you have the stuns from your immortal to make up for the lost teammate.
Fighting under an enemy immortal is really tough. I supported as brightwing during a match last night and it was extremely tricky to keep the team supported, land polymorphs, AND avoid stuns from the boss. Tricky stiches play is how we eventually won it.
I got most of the 2k/4k heroes now to enter hero league, and im saving up for my next one, no. 11. I had decent success as Anub and Valla. Which should be my next one to help my teams in the drafts? A 7k or a 10k one? Seeing BW, Sylvanas, Diablo, Gazlowe and Johanna as top prospects
Johanna is a great tank (no experience playing her though) BW is a great support (haven't tried her since patch though) Sylvanas is first pick material on some maps (although her best map is currently out of rotation).
I wouldn't go for Gazlowe unless you really like him, you'll get grief for picking him and he's not that great anyways. But I do have a friend that really makes Gazlowe work, so if you really like him go for it.
No opinion on Diablo, he was pretty good after they buffed his damage, I didn't particularly like him after they reworked him (and losing unstoppable on his charge hurts too).
What do you guys think of the best way to "practice" if you are solo queuing? It seems like you can get obsessed with rounding off a team properly so you end up playing 5 different heroes in 5 different matches, which is fine, but you don't get as much of a rhythm so maybe better to stick to one of each role per session?
On July 03 2015 20:45 Immersion_ wrote: What do you guys think of the best way to "practice" if you are solo queuing? It seems like you can get obsessed with rounding off a team properly so you end up playing 5 different heroes in 5 different matches, which is fine, but you don't get as much of a rhythm so maybe better to stick to one of each role per session?
If you're concerned about that, then just play QM instead of HL
Yeah, I you wan't to get better with a hero, I suggest you just play quickmatch. Depending on the hero and your luck in the draft placement you might consistently pick a hero in HL, but I don't think that reliable enough. You can get reasonably good with a hero in quickmatch if you focus on improving your play and it will help you get better agaisnt different types of heroes/compositions.
On July 04 2015 02:09 [Phantom] wrote: Yeah, I you wan't to get better with a hero, I suggest you just play quickmatch. Depending on the hero and your luck in the draft placement you might consistently pick a hero in HL, but I don't think that reliable enough. You can get reasonably good with a hero in quickmatch if you focus on improving your play and it will help you get better agaisnt different types of heroes/compositions.
So it's possible to get reasonable standard QM games then? currently my hero league mmr is far higher I would say, but if it's worth trying,,,
From my experience HL is as much as a shitshow as QM.
But from my experience, QM games are farily standard, you get weird team comps once in a while, and the ocassional clueless noob, but I don't focus in that. When I want to improve with a hero I just try to play my best and try to see how he fares agaisn't certain heroes/comps/ and teamfights situations. Can I 1vs1 this hero? How about this one? How should I aproach teamfights? and then just practice and practice and focus on playing as best as I can and identifying what I cannot do with a hero so I stop doing it, and kinda don't care if I win, and if I lose tryng to see if I ould have done something better to reduce the chances of our team losing.
I think it's the best way to improve with a hero, since with QM you can constantly practice with the hero you want to practice, agaisn't very different situations, whereas in HL you are more restricted, so even if the lvl of play is better, less games with a hero means less practice.
On July 04 2015 05:03 [Phantom] wrote: From my experience HL is as much as a shitshow as QM.
But from my experience, QM games are farily standard, you get weird team comps once in a while, and the ocassional clueless noob, but I don't focus in that. When I want to improve with a hero I just try to play my best and try to see how he fares agaisn't certain heroes/comps/ and teamfights situations. Can I 1vs1 this hero? How about this one? How should I aproach teamfights? and then just practice and practice and focus on playing as best as I can and identifying what I cannot do with a hero so I stop doing it, and kinda don't care if I win, and if I lose tryng to see if I ould have done something better to reduce the chances of our team losing.
I think it's the best way to improve with a hero, since with QM you can constantly practice with the hero you want to practice, agaisn't very different situations, whereas in HL you are more restricted, so even if the lvl of play is better, less games with a hero means less practice.
Interesting answer, thanks, maybe I'll focus on it more.
On July 04 2015 07:25 Odoakar wrote: Are there any popular chat groups? Team liquid one seems empty, and I get some General german groups as 1., which is kinda wierd.
/join reddit
Probably the most active channel i've seen. A lot of people find mates for HL/QM pretty much no mattter what rank/mmr they are. Also a good place for discussions ^^
Is there anywhere for Heroes that's the equivalent of the Team Liquid sidebar for upcoming events for SC2?
I've found the gosugamers one but not everything (by far) is listed there. The Heroes liquipedia has "ongoing/upcoming tournaments" but not to a level of detail where you can see how many minutes/hours away it is, and click the streams....
I've been using the twitch.tv directory to see what's live now, but obviously that doesn't show what's about to start, and doesn't show things like Titan Arena at all because they're on mlg.tv.
The TeamLiquid channel is not empty, is just that people rarely talk for some reason, I've been seeing more activity recently which is super nice, its a team game, lets make some teams :D
About Paradice question...I don't know of any, but basically you can find a tournament every weekend. Of course, as it is something TL is known for in the sc2 community, doing it here is something we're interested in and we post some events there already, we'll try to have the calendar and sidebar as updated as posible.
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.
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.
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.
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 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.
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.
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)
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.
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.
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)
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.
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.
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.
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?
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.
On July 09 2015 23:47 Tenks wrote: 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?
Aside form MotherFox's deep analysis consider the play style differences. W build is for poking, you dart in and spray the enemy team and try to find another angle to get free hits off. Vault is 99% for escape only. This is also a pretty good build for kiting.
Q build is for dueling and to a lesser extent burst (though it feels more like a dot with how slow the arrow circles around). You run in and unload on a target. Vault can be used offensively or to reposition/reset Hungering Arrow quite often (the advantage of having two charges in this build).
The removal of Battle Momentum means both usually take Searing Attacks at 7, so the play styles have some overlap with respect to stutter stepping autos for burst when it's time to kill (something old W build didn't do).
I feel Valla needs the single target focus of Q build to keep up with the newer glass cannon rDPS, plus the recent dive heavy meta made it hard to play to W builds strengths anyways.
The removal of Battle Momentum means both usually take Searing Attacks at 7, so the play styles have some overlap with respect to stutter stepping autos for burst when it's time to kill (something old W build didn't do). .
Do you opt for searing attacks over repeating arrow when doing a q-centric build, or is that more of a general dps kind of thing?
The removal of Battle Momentum means both usually take Searing Attacks at 7, so the play styles have some overlap with respect to stutter stepping autos for burst when it's time to kill (something old W build didn't do). .
Do you opt for searing attacks over repeating arrow when doing a q-centric build, or is that more of a general dps kind of thing?
Oh you're right, I was confusing right click with Q build. Q build wants Repeating Arrow at 7. I'm on vacation so posting from memory =p.
I played Q last night but since I have so many games of W under my belt using vault so much and generally offensively made me feel so exposed. I feel if I'm going to play her aggressively like that there are better heroes suited to that playstyle.
On July 11 2015 03:14 Tenks wrote: I played Q last night but since I have so many games of W under my belt using vault so much and generally offensively made me feel so exposed. I feel if I'm going to play her aggressively like that there are better heroes suited to that playstyle.
If I am chasing a lone hero and know that the rest of the enemy team is somewhere else, I will use vault to chase. Otherwise I tend to vault from side-to-side during team fights, or I will Q/vault away/run forward Q/vault away/run forward Q/walk away.
In general, it seems that getting in for a quick spike in damage and then vacating the premises is a good idea. Staying in auto-attack range while your main damage dealing ability is on cooldown is an unnecessary risk during a team fight IMO. [Though looking at my stats, I am 50/50 with valla currently, so maybe I'm not the best source of advice on her]
Can someone outline the murky bubble build for me talents and what it's good for, I'm a murky player but only do pufferfish really.
Grubby was showing off a Tassadar build last week with storm/archon and two oracle talents for high move speed and increased duration, any thoughts on its viability?
Tyrande and Tassadar feel really awkward in hero league as if I pick them we still need a healer and we are short on damage, can they offer enough utility to make up for this or are they niche picks at the moment?
On July 14 2015 21:28 Immersion_ wrote: Can someone outline the murky bubble build for me talents and what it's good for, I'm a murky player but only do pufferfish really.
Grubby was showing off a Tassadar build last week with storm/archon and two oracle talents for high move speed and increased duration, any thoughts on its viability?
Tyrande and Tassadar feel really awkward in hero league as if I pick them we still need a healer and we are short on damage, can they offer enough utility to make up for this or are they niche picks at the moment?
Murky - I can't go deep into this but pufferfish builds are great for lane clearing and high single area burst damage. Bubble talent builds will allow you to engage enemies and disengage much more frequently. You are able to contribute to the team fights more often if the bubble is on a lower/faster cooldown.
Tassadar - The high templar has amazing dps. Archon + double storms is quite awesome. You just have to take early and mid game in strides. Pop your trait often and use your shield on your tanks. That's what a good support should be doing until your dps abilities are kicking in.
Tassadar has many viable builds. I'd suggest playing around with them first hand to understand the kind of situations they excel. He can either become a pretty competent DPS support or go full support and also be viable. He's an incredibly rounded hero and one of the best designed.
Don't forget the E build for going nigh-immortal. You give up a lot of damage of course, but it's a great build for sticking on objectives and just outlasting people (*cough* midlane Dragon Shire *cough*).
Let's say I'm a noob playing ranged DPS/assassin like Valla or Kael'Thas - what do I do in a team fight when a tanky guy like Diablo or Butcher dives at me? Focusing him seems to be a big waste but it's hard to ignore when they are unloading their combos onto you.
On March 18 2015 12:24 Random_0 wrote: How do the damage and hitpoints of the Dragon Knight scale with player levels?
How do the damage and hitpoints of the Garden Terror scale with player levels?
Is there a simple way to calculate the hitpoints of the Golem on the Lost Mines in relation to how many skulls you gather? Why does the Golem with 0 skulls still have HP? Does a 0 skull golem and a 100 skull golem still do the same damage?
I'm pretty sure that all map mechanics (i.e. minion waves, mercs, bosses, Dragon Knight, and Terror) scale based on time. At certain time intervals they gain both damage and hitpoints.
I don't know of a simple way to calculate the Golem's strength on Haunted Mines. However a 100 skull golem has significantly more hitpoints and does more damage than a 0 skull golem. I think the golems base stats increase with time as previously mentioned and then are buffed based on the number of skulls your team gets.
Confirmed, everything scales, including nexus health. I did some math that suggests linear scaling, I'm going to be sitting down with a bunch of replays in a little over a week to check though. (not tower/fort/gate health)
there has been some patch and correspondding patch notes where they showed how the core scales with level. but i've been searching for 30 mins and cant find it.
edit: found it but there seems to be a (hidden) shield buff to the core after these changes. so it seems like you have to test it anyways
Golems and heroes scale better than structures and minions, as time goes on it becomes easier and easier to take down structures and clear minion waves. Don't know the numbers, just talking from experience, hope its relevant.
On July 16 2015 09:19 calgar wrote: Let's say I'm a noob playing ranged DPS/assassin like Valla or Kael'Thas - what do I do in a team fight when a tanky guy like Diablo or Butcher dives at me? Focusing him seems to be a big waste but it's hard to ignore when they are unloading their combos onto you.
As valla you can of course make sure to have your vault off cooldown to escape with it, but against a roaming (or laning) butcher or diablo positioning is the critical element. They want to take you out, you are (likely) the main DPS and they are good at getting you into a position you do not want to be in. Play conservative if you don't know where they are, be sure to check your minimap constantly.
In teamfights the same applies. Be sure to stay back in the team as much as possible, and don't go deep. If both of them are coming for you even after you try to evade and the rest of the team is in between you, hopefully the rest of the team has the common sense to burst them down and make it a 2 for 1. Yes, your overall dps will be lower by hanging back more (maybe go for a 'w' build), but you can't dps if you're dead. As Kael, of course save your tornado always for the butcher after he charged in. If the butcher is stunned in the middle of your team not dealing damage while your team unloads on him, there is actually a decent change you survive. You will probably have gone for the flamethrower build anyway, so you should be able to keep a good position in the backline.
It's also worth noting that the first step is to identify if it's the Butcher (melee assassin, very squishy) or Diablo (warrior - tank) that's coming for you.
Aside from the fact that unloading on the Butcher is a very good thing, it's also to know because Butcher's charge is unstoppable, while Diablo's is not. So if you are Kael and you see Diablo rushing at you, you can Gravity Lapse him and move to safety. If it's Butcher you have to wait until after he hits you and preferably after he brands you (if you can survive that long).
But as said above, positioning is critical not to end up in a combo-able position, but it's just as critical to know what they can do and how fast you can kill them (if Butcher can't heal via Brand, he's going to die very fast).
Keep careful track of when the Butcher uses his abilities too. They have rather large cooldowns, and if you just play it out patiently you may be able to engage safely after just a little bit of delay.
Also, of course, keep a careful eye on the Butcher's mana. A full bar implies he is off cooldowns, so you need to walk carefully.
As far as diablo, keep an eye out for situations where his dive/backflip thing are useful. If diablo always just used those first thing in combat you would frequently get away--- he often has to wait for an optimal moment to charge in and flip you over into his waiting team. By keeping an eye out for his opportune timings, you can avoid them and survive before he starts diving at you.
I finally got around to trying out muradin the other night. Tried his Q build and W build, with far better results on the W build.
For the Q build, it was on battlefield of eternity and I was just playfully trying to see how much I could stack up damage on the +5/hit portion. I missed three of the shots over the course of the game and had to go back to base a few times, but it seemed to stay at about twice the normal damage of the hammer. Damage to structures was OK, but it still wasn't enough to solo structures, the 400% bonus damage didn't seem super significant.
Overall it felt very weak compared to the W build. I didn't have as much control over battles, and the extra damage did not seem to be adequate enough to give up that control. Am I missing some strategy or specific purpose to this build? (Maybe I should have been roaming for merc camps more?)
Couple of simple/potentially stupid questions 1. As valla against a single target should I use my w or does my auto attacks do more damage? 2. As Jaina what can I do against heroes such as illadin and nova when they seem to be focusing me and using invisibility/mobility to pounce on me?
On July 22 2015 18:48 Godzgift wrote: Couple of simple/potentially stupid questions 1. As valla against a single target should I use my w or does my auto attacks do more damage?
You should time your w and other abilities in between your auto attacks so they supplement rather than replace them. Also be sure to learn how to stutter step/kite
On July 22 2015 18:48 Godzgift wrote: 2. As Jaina what can I do against heroes such as illadin and nova when they seem to be focusing me and using invisibility/mobility to pounce on me?
There is a good Jaina guide here You need to master her combo to maximize your damage.
Depends on the level you are both at, but Jaina has limited mobility so positioning is key. Don't over extend. If it's early game and they are giving you problems, you are going to avoid pushing your lane too far where you can't retreat back to your towers if you don't have team support and you should lane with at least one other person. If you are at full health Nova can't kill you in one rotation without hitting with her ultimates which can be avoided. Of course she will do enough dmg to make you retreat if you don't get a heal. Don't roam or lane while injured if she is giving you problems or you will have no chance to respond. Learn how to spot the shimmer of her cloak when she moves invisible and how to tell which nova is the decoy. Ideally play some nova when she is free to play to get a feel for her strengths and weaknesses. If you don't see Nova on the mini map and she isn't dead, then assume she is hunting you. She has no wave clear or merc hunting abilities. Learn to predict which side of the lane she is likely to come from and shade the other side which means you will have a better chance of spotting her cloaked before she attacks. If you catch nova while she is cloaked she will usually die.
During team fights it's partially going to be up to your team to keep other dps off of you and/or keep you healed. Again positioning is key so you are always behind your tanks. Occasionally you will hide in bushes to flank and cast your combo, but you need to move back to safety as soon as you cast, and with practice you can do the whole combo almost instantly. Iceblock is also a nice talent for team fights at 13 and bolt of the storm for escapes at 20.
Because Jaina does almost all her damage from her abilities, evasion doesn't help Illidan until he gets Sixth Sense at level 13. Frostbite's slow makes it hard to stick on you. If you land the combo and Illidan doesn't have any defensive cool downs or heals he will probably die.
A lot of survivability counts on team mates to help protect you and if you are playing with equally inexperienced team mates then that won't always happen. With quick matches you sometimes won't have a tank or healer, and if you do they may not know what they are doing. Just stick with team mates as best you can, stay in the back in between casts and if you are injured and not fighting over an objective or in a position where you are likely to be healed then you should probably retreat and heal and coming back rather than continue to fight. Lots of new players will have a great team fight win, then keep pushing while out of mana and below half health with no chance of ending the game before the enemy respawns. Know when to retreat, use V to ping the map and tell your team mates if possible and if they ignore you, don't die with them if it isn't a game over if you don't win it fight.
This video also has some good tips on positioning: + Show Spoiler +
Even though this video is about Kael'Thas who has more range than Jaina, many of the concepts do apply as another caster who has high dmg and low mobility. The main difference positioning wise being that Jaina does sometimes flank thru bushes and has to get closer to land her abilities. You still want to stay behind your tank or out of sight before you cast and make sure you have a reasonable retreat path to safety after you cast.
The key to stopping Illidan as Jaina is Numbing Blast. Stay with your team at all times and if he jumps you just freeze him in place and unload some damage while retreating a little bit (not completely away from your team though) and if you also have Improved Ice Block he'll never be able to kill you unless your whole team just dies. It will make going after you pointless and ideally he'll switch targets for you to concentrate on damage.
On July 23 2015 06:20 HewTheTitan wrote: I'm not sure where to look for event replay packs. Can anybody direct me?
You won't be able to get replay packs for this game yet. Right now every time Blizzard releases a patch or hotfix all replays break and are unusable, which is basically every few days. You'll have to watch VODs for events.
Frost Armor at 7 can also be really effective against both Nova, Zeratul and Illidan. You lose some damage, but you do no damage when your dead. Frost Armor Chills enemies who attack you, and blocks an attack every 8 seconds, reducing it by 75% dmg which can really help with that initial burst.
Does anyone ever get random keyboard errors? Every now and then I'll enter a game and find that none of my hotkeys work - yesterday q and w were always cast on my hero while e was pinging.
I could hit enter to start typing a message (with a random player defaulted), but when I tried to hit enter to send it... it would just cycle me to another player.
I had to go to keyboard and hit 'restore defaults' to get things to work again, but was wondering if anyone has encountered this and had a more permanent solution.
When using Illidan, to maximise single target DPS assuming we are both standing still for the sake of argument, do I use my Q and W or just auto? I think I use pretty standard build except often take immolation at LVL 4 rather than the dive talent, does this make any difference to the answer?
BTW, Immolation is standard at lvl 4, not Dive augment. Dive is just for chasing, not for dps. It can also be used for escape (walls and minions) in certain situations.
That said, I haven't played Illidan since the unstoppable changes so maybe his build/playstyle has changed to adapt.
Thanks guys, some guy was flaming me for Qing too much in a hero league match...advice is good and doesn't need to be given condescendingly. I'm not an expert for all heroes...yet!
Hi, I recently sarted playing The Lost Vikings in Hero League enyoing them a lot. Still can't find the answer to one question bothering me... If you want to soak XP from a lane (with Eric) and have the two remaining Vikings on one lane or object together, is there a way to controll 1 and 2 at once? Like binding controll groups in Starcraft or something? I actually think I would be better controlling the Vikings by selecting them with my Mouse and bind them to Numbers as needed in different situations.
Maybe it's just my Starcraft background and I have to get used to it. Or is there a way to change this in the settings?
Is there an easy way to do testing in-game to validate damage-over-time? For instance, Zagara's grooved spines damage over time increase per level is listed on heroesfire, but not liquipedia. When I've tried to test for damage-over-time effects in try mode in the past, it's been difficult to gauge since numbers don't appear during that damage.
Looking at the 10 level span it looks like a pattern of 10 + 2.5X, but it doesn't seem to be consistently rounded. At levels 1, 5, and 9 it looks rounded down, but at levels 3 and 7 it is rounded up?
12.5+2.5 is not correct, though, since at level 1 that would be 15.
In general, stats provided on websites is not great for this kind of thing. I've been trying to independently update liquipedia using try mode, but many instances of scaling don't seem to be linear in nature.
Those websites take the data from the blizz files where it says 10+2.5. But since there is no lvl0 12.5+2.5 is simpler. The rounding on .5 values seems to be the less common 'round to even' rule instead of the commonly used round up rule.
Hi there! Currently I want to learn Chen as apparently his Q is getting fixed in the forthcoming patch (never looked at him before as this ability reportedly was broken).
Regarding "Fortifying Brew": When do I only drink so much that my brew is regenerated and when do stand there, completely drinking up, which I've seen from the rare Chen player from time to time? Of course if I just quickly want to regenerate only some to chase a fleeing enemy, I only drink for a short time.
BTW: I think Blizzard should change one of the more useless talents to something that allows you to move (slowly) while drinking. I think he'll get somewhat less prone to CC this way.
Sylvanas used to be a contested 1st pick but was recently nerfed some so she fell in favor. I think Nazeebo got buffed some at the same time also. She also suffers some from a lack of versatility. She does 1 thing extremely well, but she only does 1 thing really. Zagara has the vision control plus decent damage plus maw's ability to split a team fight or be used as a disengage gives her lots of options within a game. At least that's what I think is going on.
On August 17 2015 00:55 KrytosSR wrote: Sylvanas used to be a contested 1st pick but was recently nerfed some so she fell in favor. I think Nazeebo got buffed some at the same time also. She also suffers some from a lack of versatility. She does 1 thing extremely well, but she only does 1 thing really. Zagara has the vision control plus decent damage plus maw's ability to split a team fight or be used as a disengage gives her lots of options within a game. At least that's what I think is going on.
Wasn't the nerf only to envenom? Which just increased the time the damage was dealt? She's still incredibly good, and can easily top siege + hero damage and xp contribution.
I think you are right it was just a nerf to envenom, but its the mindset of "Hero got nerfed, find a new/better one" that coupled with a Nazeebo buff at around the same time. I agree that she is still a really good hero. Maybe the pros found a good counter to her? Keep in mind that I'm only Rank 22, so I'm not an authority on what the pros think, but I'm betting there's a good bit of this psychological game going on.
Sylvanas got nerfs to Wailing Arrow a while back, and then Envenom and Blood for Blood more recently. It was those nerfs that put her behind Zagara and Nazeebo for the pro meta (and Zag/Naz buffs). Her pushing power isn't as important in pro games as team fights are, and too much of Sylvanas's power relied on Envenom/Blood For Blood burst with Wailing Arrow on the healer. Both Zagara and Nazeebo offer safer ways of dealing sustained poke, and Zagara has vision. Sylvanas is still picked sometimes (and is banworthy on Haunted Mines if that map is ever played) but is just outshined by the other 2 main specialists.
Envenom, B4B and her Ult nerfed. So all her burst got removed and well cleanse and unstoppable ults. And she does crappy damage. Zagara and Nazebo killed the tower tanked its damage with summons before Sylvana accomplished anything. She needs some form of single target hero damage again. Even on Haunted Mines, you just take Arthas for shutting down the defense. Sylvie might come back a lil with the cleanse nerf and the new Map.
On August 17 2015 04:42 FeyFey wrote: Envenom, B4B and her Ult nerfed. So all her burst got removed and well cleanse and unstoppable ults. And she does crappy damage. Zagara and Nazebo killed the tower tanked its damage with summons before Sylvana accomplished anything. She needs some form of single target hero damage again. Even on Haunted Mines, you just take Arthas for shutting down the defense. Sylvie might come back a lil with the cleanse nerf and the new Map.
Fo real? She can do huge damage. Naz and Zag can equal it but they pay with much less mobility, and their summons can be dodged. Mines is her map to carry on (as Fuzion did earlier today). You don't even need to take B4B with her anyway, instead going for vulnerable to her W. And Wailing Arrow's importance was always silence over damage.
I dunno. I feel like she's a lot better than is given credit.
When does the Eternal Conflict end? Just trying to figure out how many games I'll need to play per day/ week, starting now, to get to the 50 Goblins quest.
depends on also the time you play. As the Goblin will only spawn if one needs to kill it Imo. So QM in the afternoon and it might be 50 games. But since something like this should be casually achievable I would say we got 2 month. 1 Month atleast. So for everyone playing 5 games a day its a piece of cake.
I've only been playing for about a month, I have access to hero league but am sticking to games with less riding on them for the sake of others until I own more than the bare minimum of heroes. But why does anyone pick raynor?
I assume because I am playing PUGs there is a certain amount of he's cheap and he is who you run in the tutorial, but he just seems super clunky by comparison and has no escape. Even Hyperion seems poor by comparison to some alts, good clean up sometimes I suppose.
I suspect they pick him either because they take it as a personal challenge to play him well or he is their only non-picked assassin left. He is good against tank heavy comps I think--- with a strong autoattack build and giant killer, he is quite the tankbuster---- though tank heavy comps have not been in vogue for a while.
Personally I vastly prefer taking valla/nazeebo/zeratul/jaina/kael/tychus/zagara over raynor, which means I never pick him in hero league.
Of course, all this may change with the new patch. Puttin on a clinic at level 7 is quite good, though he still lacks engage/retreat/AoE damage/burst damage options that I typically prefer in my damage dealers.
Fair enough, I just never really got the appeal from my personal experience. I know from some of the streams I've watched you get a bit of the tongue in cheek when he is picked.
Though I did see one where the first chat of the game was, useless hero go to bot.
On August 20 2015 04:25 Ghostcom wrote: Raynor played right can be a tremendous issue to deal with. Sadly, he is very seldom played right.
Someone should put together a good raynor guide, because every raynor I meet on HL is convinced of this, but none of them have shown an ability to deliver better than the other assassins they could have picked.
I don't think there's much wrong with Raynor until you get to very high levels maybe. Unless you get shut down fast you will do ridiculous amounts of damage. He's good fun to play because pulling off good stutter step consistently is pretty challenging and you need to remember you have two attack speed modes.
It also makes it harder for the enemy tank to poke or dive your backline as once giant killer is up he melts tanks if you've gone AA build.
I've played with some of those mythical good Raynor's, I don't know exactly how they do it either, but I think there are two important points.
* Raynor's range is huge, in a team fight if you are sound positionally you will get a lot of damage off safely, which means you have a very high time-on-target. * Raynor is a very tricky hero to get into a rhythm. You have Inspire messing up your auto-attack rhythm, but you also have Stim messing up your HP rhythm (you know, the prediction of how fast you're going to lose HP so you know if you are going to win / lose a fight).
It's all pretty unique and and makes it hard to jump into Raynor from other heroes.
I hear Khaldor asking for the draft link on stream a fair bit, so I assume that this is a pretty client to determine the expected teams for each side. Does it actually tie into the game client?
since the patch I've experienced a lot of lag on NA. I tried specifying a central server, but that didn't seem to help. It does seem that the lag spikes happen right before engages, though--- so maybe something to do with people in fogs of war near me.
On August 27 2015 04:03 MotherFox wrote: since the patch I've experienced a lot of lag on NA. I tried specifying a central server, but that didn't seem to help. It does seem that the lag spikes happen right before engages, though--- so maybe something to do with people in fogs of war near me.
Blizzard commented on the HOTS subreddit saying they were looking into it, happened to me yesterday. Got dropped and when I restarted the client 4 times, came back into a bot v bot game, only to get kicked and the game just vanish from my match history.
On August 27 2015 03:53 [Phantom] wrote: They use a third party webpage to manage the drafts.
Which funnily enough is one of the complains I have put in a blog I'm releasing one of these days
I thought it odd, but I suppose the honor system works for the competitive scene, strange that they didn't make some variation for the custom games you could enable.
Makes me curious if they ever would impliment the tournament system they say is coming back for LotV.
1. Whats the experience range (AOE) that you can be from a dying creep to earn EXP? 2. How much EXP does each of the corresponding Merc camps give your team? (Bruiser, Siege, Boss) 3. When the camp pushes to your enemy and they kill them, does their team gain the same amount of EXP as your team for killing them?
On August 27 2015 08:37 Frazzlehoon wrote: I have a couple questions regarding experience:
1. Whats the experience range (AOE) that you can be from a dying creep to earn EXP? 2. How much EXP does each of the corresponding Merc camps give your team? (Bruiser, Siege, Boss) 3. When the camp pushes to your enemy and they kill them, does their team gain the same amount of EXP as your team for killing them?
The experience range is the same as your vision range.
Capping a Giants camp will always give 150xp Capping a Knights camp will always give 450xp Capping a Golem camp will always give 565xp Whichever team got the first hit on the merc camp will get experience for the cap if they are within exp range. If the team that first hit the camp is not within range when it is capped, the exp goes to whatever team capped it.
In addition to the exp for capping a camp, exp is also rewarded for killing the individual mercs, which scales according to this chart:
This experience is the same whether the mercs are neutral or hostile. These values are very small. For perspective, a single minion is worth more than a single siege giant at any level.
So yes, the opposing team does get some exp for killing your mercenaries, but the amount they get is negligible compared to the amount you get when you cap the camp.
On August 27 2015 11:09 A_Scarecrow wrote: what are tank class weaknesses as far as counters? ive versed a few that took forever to die while playing a melee sin hero
The whole point of a tank is that they take forever to die, their primary job is to absorb damage so the squishier heroes on their team don't die. That said, one possible way to eliminate tanks more quickly is by using abilities/taking talents that deal damage based on a percentage of the target's health rather than on a static number.
For example, Leoric's (W), the hand grabby life leach tether thing, deals damage (assuming you stay within range for the entire duration of the spell) equal to 25% of the target's total health. So against a 400 health murky, you're only going to be doing 100 damage, but against a 8000 health Johanna, that'll come to 2000 damage, which is a TON. Attacks like this are really good at taking out a tank's health quickly.
Another great example of a % total health damage effect is the talent Giant Killer, which adds 1.5% of the target's total hp in damage to your auto attack. A number of heroes can take this talent or a variation of it, and it can work wonders to melt a tank more quickly than would otherwise be possible.
On August 27 2015 11:09 A_Scarecrow wrote: what are tank class weaknesses as far as counters? ive versed a few that took forever to die while playing a melee sin hero
The whole point of a tank is that they take forever to die, their primary job is to absorb damage so the squishier heroes on their team don't die. That said, one possible way to eliminate tanks more quickly is by using abilities/taking talents that deal damage based on a percentage of the target's health rather than on a static number.
For example, Leoric's (W), the hand grabby life leach tether thing, deals damage (assuming you stay within range for the entire duration of the spell) equal to 25% of the target's total health. So against a 400 health murky, you're only going to be doing 100 damage, but against a 8000 health Johanna, that'll come to 2000 damage, which is a TON. Attacks like this are really good at taking out a tank's health quickly.
Another great example of a % total health damage effect is the talent Giant Killer, which adds 1.5% of the target's total hp in damage to your auto attack. A number of heroes can take this talent or a variation of it, and it can work wonders to melt a tank more quickly than would otherwise be possible.
thanks for the answer i havnt played mobas since dota 1 when i was competing in some clan wars with friends and i that was barely 1 month of game play(nearly 10 years ago now). im a full sc2 player but i need something less stressful to play as a break from sc2, been playing this for 3-4 days and still sorting stuff out like mechanics and comps. its been fun and so far havnt lost all that much but i want to learn more so i can help my teams out more and understand what counters what.
On August 27 2015 11:09 A_Scarecrow wrote: what are tank class weaknesses as far as counters? ive versed a few that took forever to die while playing a melee sin hero
The whole point of a tank is that they take forever to die, their primary job is to absorb damage so the squishier heroes on their team don't die. That said, one possible way to eliminate tanks more quickly is by using abilities/taking talents that deal damage based on a percentage of the target's health rather than on a static number.
For example, Leoric's (W), the hand grabby life leach tether thing, deals damage (assuming you stay within range for the entire duration of the spell) equal to 25% of the target's total health. So against a 400 health murky, you're only going to be doing 100 damage, but against a 8000 health Johanna, that'll come to 2000 damage, which is a TON. Attacks like this are really good at taking out a tank's health quickly.
Another great example of a % total health damage effect is the talent Giant Killer, which adds 1.5% of the target's total hp in damage to your auto attack. A number of heroes can take this talent or a variation of it, and it can work wonders to melt a tank more quickly than would otherwise be possible.
thanks for the answer i havnt played mobas since dota 1 when i was competing in some clan wars with friends and i that was barely 1 month of game play(nearly 10 years ago now). im a full sc2 player but i need something less stressful to play as a break from sc2, been playing this for 3-4 days and still sorting stuff out like mechanics and comps. its been fun and so far havnt lost all that much but i want to learn more so i can help my teams out more and understand what counters what.
Makes perfect sense to me, and thats awesome that you're thinking about it like this after just a couple days. I came from SC2 too, much for the same reason.
If it helps you, the way I learned the game was to get every hero to level 5 off of free rotations before I made many purchases or did much ranked. If you do that you'll have a handle on every hero in the game and you'll be in good shape to start to dig into the subtler strategies and synergies that can make a team really good.
I agree, always level up free heroes to level 5, you'll earn gold AND hero knowledge. And prioritize your quests while doing it, you should have 3 quests active at the end of the day, or you won't receive new ones. Also, buy the cheaper heroes first. They're all solid picks and you'll need 10 heroes to play in ranked so buying all the cheapest helps. At 2000 you have: Warriors: ETC and Muradin great solid and easy to play. Assassins: Raynor, same remarks. And Valla, insane DPS with good escapes (and an auto aiming lvl 10 ulti) so not that hard to play. Healers: Lili, ultra easy to play, and Malfurion, harder but way more interesting (powerful too).
About specialists, they start at 4000 with Gazlowe, not the greatest imo but quite fun to play. At 7000 you have the powerhouse Zagara. I cannot recommend her enough.
Also, heroes's prices drop frequently, I bought Brightwing 2 weeks ago at 10000 and he's now at 7000. So, buying the cheapest ones first helps preventing this kind of loss. I'd have gladly waited 2 weeks and kept my 3000 gold had I knew. Oh, and new heroes are released at 15000 but drop at 10000 automatically after 15 days.
Brightwing was the first to drop in quite a while, so not sure I would say prices drop frequently. Also, for specialists, look at Hammer at 7k - she is a beast in this patch.
im not fussed about difficulty tbh ive tried some of the easier 1s and found them boring more complicated the better atm i bought illidan and hes my favourite and i rarely die on him but ill buy some cheap 1s too i suppose.
On August 27 2015 20:33 A_Scarecrow wrote: im fussed about difficulty tbh ive tried some of the easier 1s and found them boring more complicated the better atm i bought illidan and hes my favourite and i rarely die on him but ill buy some cheap 1s too i suppose.
Don't get too caught up in the classification given by the game itself. Some characters are listed as easy, but are in fact pretty difficult to play properly. Just try the free rotation ones and play what feels right
Tyrande is probably one of the harder to play well - that doesn't make her particularly difficult. The difficulty in these types of games comes from the decisionmaking and teamwork, and not from mechanically controlling your hero (although plays can obviously be made).
Zeratul is a monster, and his void prison is one of the hardest ults to utilize well in the game (it's enough to land though).
On August 27 2015 20:33 A_Scarecrow wrote: im fussed about difficulty tbh ive tried some of the easier 1s and found them boring more complicated the better atm i bought illidan and hes my favourite and i rarely die on him but ill buy some cheap 1s too i suppose.
I forgot you said you're very good at SC2. It makes Heroes an easy game for sure, so yeah I guess you have at least 150 APM, good map awareness and good decision making so Illidan is very interesting for sure.
On August 27 2015 20:33 A_Scarecrow wrote: im fussed about difficulty tbh ive tried some of the easier 1s and found them boring more complicated the better atm i bought illidan and hes my favourite and i rarely die on him but ill buy some cheap 1s too i suppose.
Best cheap hero imo is Valla. 2k gold and she is super fun, and with the right build puts out a tonnnnnnn of damage.
On August 27 2015 20:33 A_Scarecrow wrote: im fussed about difficulty tbh ive tried some of the easier 1s and found them boring more complicated the better atm i bought illidan and hes my favourite and i rarely die on him but ill buy some cheap 1s too i suppose.
I forgot you said you're very good at SC2. It makes Heroes an easy game for sure, so yeah I guess you have at least 150 APM, good map awareness and good decision making so Illidan is very interesting for sure.
im masters to gm in sc2 if thats any help. thanks to everyone that helped me out good to see a community for this game . ill test them all out like u said guys hammer feels quite strong with the right comp and on shrine map can do devastating damage.
IMO, I'd actually say that SC2 mechanics don't transfer over that well to HotS. Hero arenas are a lot more about strategic movement, positioning, and spell usage rather than speed, efficiency, and multitasking.
However obviously, playing SC at such a high level means that you definitely understand how to pick up quickly and there are many things that do help like stutter stepping, quick reactions, shimmer detection! There's a lot of new things to learn as it is a team game, and all 5 players on a team are crucial for victory!
So I am kinda noob and play on and off (level 20). What is the general consensus of dragon shire map? I think its one of my least enjoyable map. Objectives are so far apart and feels like its too stale-matey and such a stand off. It also feels like it heavily relies on team to take shrine/deny shrine and requires a pick off. Also I get team mates who seem to just waste the dragon (solo pushing 1v5 or something stupid).
I love Dragonshire, because if you have a hero that needs to farm, top lane is epic. And if you want to gank, you have mid and bot. So the map offers something for everyone. And even if you lose the objective you can still prevent it from doing to much damage. Though early in the game the damage is rather predictable. I also enjoy that the objectives are so spread out as it means alot more organisation then clumping up as 5. It is preferance though. The map needs alot of decision making, so it is probably not the most well liked map.
I have really grown to like Dragon Shire. I started out on Dragon Shire with a 30% winrate of 10 games. I was abysmally bad on that map, until I actually learned it and what decisions yielded the best results. I really like how the map forces multiple rotations (especially early game) for the objective and not just "go here as 5 and fight". I agree that people in QM tend to overestimate the DK, especially the first one, which often results in it being wasted. But then again, there are no maps which are played perfectly in unorganized play.
On August 28 2015 17:11 an00bis wrote: So I am kinda noob and play on and off (level 20). What is the general consensus of dragon shire map? I think its one of my least enjoyable map. Objectives are so far apart and feels like its too stale-matey and such a stand off. It also feels like it heavily relies on team to take shrine/deny shrine and requires a pick off. Also I get team mates who seem to just waste the dragon (solo pushing 1v5 or something stupid).
The map becomes fun when people learn to rotate. When you get a bad teams matchup it becomes a laning map and its damn boring (imo). I love playing Dragon Shire with Zeratul or Kerrigan.
On August 28 2015 17:11 an00bis wrote: So I am kinda noob and play on and off (level 20). What is the general consensus of dragon shire map? I think its one of my least enjoyable map. Objectives are so far apart and feels like its too stale-matey and such a stand off. It also feels like it heavily relies on team to take shrine/deny shrine and requires a pick off. Also I get team mates who seem to just waste the dragon (solo pushing 1v5 or something stupid).
The map becomes fun when people learn to rotate. When you get a bad teams matchup it becomes a laning map and its damn boring (imo). I love playing Dragon Shire with Zeratul or Kerrigan.
I think Dragon Shire is probably the best map to start taking the training wheels off on, but the more I play the less interesting I find it. It isn't a bad map, I would just prefer to play others.
The only map I don't care for outright is Gardens.
It's one of my favorites map right with the Spiders one. If you're a roamer (Nova, Zera, maybe Illidan too) you're going to move and kill a lot. If you're a very mobile character like Brightwing or Falstad you'll feel like you're busy all the time and it's very fun to play. If you're going for less mobile heroes, the key is to be very patient. Take a little advantage mid maybe, or just hold that shrine and pile up kills... The first dragon is not important at all, unless he happens just before level 10 or late game. Be patient and look at your map very often. Ask yourself all the time "Where could you be more useful than I am now?"
On August 28 2015 22:48 Leolio wrote: It's one of my favorites map right with the Spiders one. If you're a roamer (Nova, Zera, maybe Illidan too) you're going to move and kill a lot. If you're a very mobile character like Brightwing or Falstad you'll feel like you're busy all the time and it's very fun to play. If you're going for less mobile heroes, the key is to be very patient. Take a little advantage mid maybe, or just hold that shrine and pile up kills... The first dragon is not important at all, unless he happens just before level 10 or late game. Be patient and look at your map very often. Ask yourself all the time "Where could you be more useful than I am now?"
Is it just me and the lack of massive amounts of games on that map, or does it feel like bottom gets abandoned much more quickly than on other maps?
I am not great, and neither are the people I am playing with but that is the feeling I get.
Dragon Shire is awesome, the objective is important, but not downright gamebreaking like on most of the other maps, rotating is important, map vision is important. More mobility-focused and less deathball-focused than other maps. The maps I really don't like are the new ones from The Eternal Conflict, the objectives there seem very dull and their layout is pretty boring as well. I like the different camps though.
On August 30 2015 13:44 MotherFox wrote: Does anyone know of a resource where I could access some really good quality high-level replays of azmodans doing dunk builds on various maps?
Until the Liquipedia really gets on its feet, heroes fire has been my main resource for builds of varying quality. Replays, I would hazard to guess Khaldor's youtube channel?
Hi here, just started HOTS few days ago with friends and i'm looking for improvements, i read so far most of the guides/builds over TL (very nice write btw guyz, ty).
I'm looking for some "advanced" videos that focus on Valla auto atk build if that exist ?
On August 30 2015 13:44 MotherFox wrote: Does anyone know of a resource where I could access some really good quality high-level replays of azmodans doing dunk builds on various maps?
Until the Liquipedia really gets on its feet, heroes fire has been my main resource for builds of varying quality. Replays, I would hazard to guess Khaldor's youtube channel?
I'd like replay files, so I can follow along in an actual game and see anything and everything that happens...
But I'll check out Khaldor's youtube channel all the same!
On August 30 2015 13:44 MotherFox wrote: Does anyone know of a resource where I could access some really good quality high-level replays of azmodans doing dunk builds on various maps?
Until the Liquipedia really gets on its feet, heroes fire has been my main resource for builds of varying quality. Replays, I would hazard to guess Khaldor's youtube channel?
I'd like replay files, so I can follow along in an actual game and see anything and everything that happens...
But I'll check out Khaldor's youtube channel all the same!
Unfortunately due to the fact that replays break and are unusable after every patch or hotfix no one really posts replays anywhere since they are worthless after a few days. I don't recall ever seeing a pro replay file being released.
You can see their accumulated Hero Levels by right-clicking their name IN CHAT and viewing their profile; however, I don't think there is a way for you to see what level they are with a given hero.
You can go to their hero collections and see what lvl the hero is.
However that also depends of what are you refering with "ingame". Do you mean inside the game? Or inside, like a match when they are your team mate on sky temple? Cause if it's the second, there is no way.
On August 31 2015 10:49 [Phantom] wrote: You can go to their hero collections and see what lvl the hero is.
However that also depends of what are you refering with "ingame". Do you mean inside the game? Or inside, like a match when they are your team mate on sky temple? Cause if it's the second, there is no way.
It is the second, just as like an explanation as to why they are feeding, or what have you.
On September 12 2015 06:57 ThomasjServo wrote: Why do people take down the middle gate on battlefield of eternity, seems like a waste of time and damage
I know when you have a Nova or Zeratul it can be a great idea to give them easy access to their base. Besides that if you take down the healing fountain just inside that gives your team a huge advantage during Immortal fights.
On September 12 2015 06:57 ThomasjServo wrote: Why do people take down the middle gate on battlefield of eternity, seems like a waste of time and damage
I know when you have a Nova or Zeratul it can be a great idea to give them easy access to their base. Besides that if you take down the healing fountain just inside that gives your team a huge advantage during Immortal fights.
Hmm I can see it for the cloaked characters now, I saw it done by a Rexxar last night, which I thought was strange.
Is there a liquid channel on Bnet for HOTS? I know a lot of people on here loath the solo queue, and maybe playing with some people from TL would help the problem?
On September 17 2015 23:34 ThomasjServo wrote: Is there a liquid channel on Bnet for HOTS? I know a lot of people on here loath the solo queue, and maybe playing with some people from TL would help the problem?
Yep, just "teamliquid" ^^. It's a little dead most of the time, but occasionally people will be in there looking for games.
On September 12 2015 06:57 ThomasjServo wrote: Why do people take down the middle gate on battlefield of eternity, seems like a waste of time and damage
I know when you have a Nova or Zeratul it can be a great idea to give them easy access to their base. Besides that if you take down the healing fountain just inside that gives your team a huge advantage during Immortal fights.
Hmm I can see it for the cloaked characters now, I saw it done by a Rexxar last night, which I thought was strange.
The biggest thing is actually the well there. If you can get over the wall and kill the well, it makes it significantly harder to tap during immortal fights.
On September 17 2015 23:34 ThomasjServo wrote: Is there a liquid channel on Bnet for HOTS? I know a lot of people on here loath the solo queue, and maybe playing with some people from TL would help the problem?
The TL HotS writing crew plays together fairly often. Just hit up one of us.
On September 17 2015 23:34 ThomasjServo wrote: Is there a liquid channel on Bnet for HOTS? I know a lot of people on here loath the solo queue, and maybe playing with some people from TL would help the problem?
The TL HotS writing crew plays together fairly often. Just hit up one of us.
On September 17 2015 23:34 ThomasjServo wrote: Is there a liquid channel on Bnet for HOTS? I know a lot of people on here loath the solo queue, and maybe playing with some people from TL would help the problem?
Yep, just "teamliquid" ^^. It's a little dead most of the time, but occasionally people will be in there looking for games.
I wouldn't call it dead, since there's usually quite a bit of people, it's just that most seems to be anti social
On September 17 2015 23:34 ThomasjServo wrote: Is there a liquid channel on Bnet for HOTS? I know a lot of people on here loath the solo queue, and maybe playing with some people from TL would help the problem?
Yep, just "teamliquid" ^^. It's a little dead most of the time, but occasionally people will be in there looking for games.
I wouldn't call it dead, since there's usually quite a bit of people, it's just that most seems to be anti social
The SC2 social system taught them well. XD. I rememebr being in the TL chat and you could almost hear crickets chirping.
Do the replays, in anyway, contain the chat log of the opposing team?
My team won a QM game where we were down nearly 5 levels, with literally only our core left. vs virtually all of the forts up. And we came back to win in hilarious fashion.
Would love to see the salt at the end game in their chat.
On September 19 2015 04:53 Cyanocyst wrote: Do the replays, in anyway, contain the chat log of the opposing team?
My team won a QM game where we were down nearly 5 levels, with literally only our core left. vs virtually all of the forts up. And we came back to win in hilarious fashion.
Would love to see the salt at the end game in their chat.
No, you can't see their chat through any means besides getting one of their replays.
I'm trying to figure out some more advanced mechanics:
Does anyone have a detailed description of how HotS tower aggro and creep aggro works? Both target priority and aggro manipulation if it exists (As in Dota)
On September 24 2015 07:39 Frazzlehoon wrote: I'm trying to figure out some more advanced mechanics:
Does anyone have a detailed description of how HotS tower aggro and creep aggro works? Both target priority and aggro manipulation if it exists (As in Dota)
Im afraid that, as far as I know, there is not much you can do about that. The way "NPC" aggro works in heroes is that minions and towers will only hit you if they don't have anything else to hit. On Lol and dota if you hit a hero in the range of the tower it will hit you, but here it will still atack minions first until all of them are gone. When there are only heroes it will atack the closest.
On September 24 2015 07:39 Frazzlehoon wrote: I'm trying to figure out some more advanced mechanics:
Does anyone have a detailed description of how HotS tower aggro and creep aggro works? Both target priority and aggro manipulation if it exists (As in Dota)
Im afraid that, as far as I know, there is not much you can do about that. The way "NPC" aggro works in heroes is that minions and towers will only hit you if they don't have anything else to hit. On Lol and dota if you hit a hero in the range of the tower it will hit you, but here it will still atack minions first until all of them are gone. When there are only heroes it will atack the closest.
Hmm yea. I've noticed that even if you right click standing in enemy creeps that have a target already, they don't change aggro onto you. In Dota there's a lot of manipulation that you can do to obtain and remove aggro (also even rules to right click next to creep waves without triggering aggro) which leads to some really useful advanced mechanics.
Right now, my theory for creep aggro is just that they follow these rules:
1. Attack nearest target until death 2. Repeat unless interrupted. (Does Roots/Stuns change targeting?)
I'd still really like to get some more information on towers if possible. If there is a way to change the tower aggro, I think there are a lot of useful things you can do while tower diving.
Do towers only target the closest target, then only switch once that unit is dead?
Creeps do switch targets, it's most noticeable on catapults it siege giants swapping from the core to a newly spawned minion wave.
That's really all it seems to be: a set priority with proximity being the tie breaker.
Buildings will target merc and map minions before enemy creeps and last of all heroes. I would assume creeps / mercs follow the same rules with a limited leash range.
Strange technical issue - loading up a game, gets to fully loaded, and doesn't start the match - I'm sitting there for ages.
My friend (who is in the same situation) quits the game, and we get into the match - but I have "You were dropped" message, Game starts, everyone goes off, I can't do anything, can't get back into the game no matter what, guy is pinging me because I'm 'afk' and I can't respond or anything. So I have to ctrl alt del and kill the process in the vain hope it won't count as a loss/make me a "leaver" in the eyes of the system.
Any idea what could cause this/what can be done to prevent?
Edit - seems like a global/server issue. When I restarted I was forced to rejoin the game right as we were losing... so thanks for that, Blizz.
Who is the most OP currently? I'm level 25 and have 11k gold. I have been told the butcher is best. I know it's a hard q to answer and some will say specific champs to specific maps or team comps etc. I am just asking the general OP champ that everyone goes " ya pretty strong ".
I've played Thrall and he's strong as fuck too. I'm diamond league so I can learn mechanics fast. Anyone have opinions on what's currently OP as fuck? Thanks.
Edit: I typically play assassin or support. Khaz is pretty fkn awesome and I've considered buying him. Zeratul seems like a strong pick that can work in lots of comp/maps and always be strong.
Zeratul. Other OP heroes are Johanna and Leoric, specially Leoric. The three are getting nerfed next patch but zeratul will always be good. Butcher is not OP, he needs a very particular team to work, but he does hit like a truck.
On September 28 2015 09:14 EarthwormJim wrote: Who is the most OP currently? I'm level 25 and have 11k gold. I have been told the butcher is best. I know it's a hard q to answer and some will say specific champs to specific maps or team comps etc. I am just asking the general OP champ that everyone goes " ya pretty strong ".
I've played Thrall and he's strong as fuck too. I'm diamond league so I can learn mechanics fast. Anyone have opinions on what's currently OP as fuck? Thanks.
Edit: I typically play assassin or support. Khaz is pretty fkn awesome and I've considered buying him. Zeratul seems like a strong pick that can work in lots of comp/maps and always be strong.
Keep in mind the game is patched often. Right now, as in before the next patch soon, i think Leoric, Zeratul and Uther. Maybe Jaina and Kaelthas but i see them not as "OP" but just a bit ahead of a sea of good damage dealers. While Uther is great in general (good cc, healing) what makes him too strong is divine shield. Zera combines great burst with mobility but its void prison that gives him the "OP" status. Leoric is too complete. He got everything you want in a warrior plus the best push/wave clear and maybe damage from all tanks. His trait is an extra.
Thrall and Butcher have some great potential (all melee assassins do), but the counter play is too effective, just kill them. They are one trick ponies.
@EarthwormJim What is your preferred role? Ranged Assassin definitely Kael and Jaina are the strongest Melee Assassin top tier is still zeratul, even after the patch hits Supp is Uther top pick Warrior still Mura and Joh for tankiness and disrupt, Leo is the most annoying for the enemy team ^^ Spec, prolly Zagara and Naz, but they are "just" good and not OP or sth
On September 28 2015 09:14 EarthwormJim wrote: Who is the most OP currently? I'm level 25 and have 11k gold. I have been told the butcher is best. I know it's a hard q to answer and some will say specific champs to specific maps or team comps etc. I am just asking the general OP champ that everyone goes " ya pretty strong ".
I've played Thrall and he's strong as fuck too. I'm diamond league so I can learn mechanics fast. Anyone have opinions on what's currently OP as fuck? Thanks.
Edit: I typically play assassin or support. Khaz is pretty fkn awesome and I've considered buying him. Zeratul seems like a strong pick that can work in lots of comp/maps and always be strong.
I tend to think that the most effective hero is the hero that fits you most. I lose more often when i play heroes that i don't like. For example Tassadar is my favourite supporter and he is quiet good for me thought he is in the bottom of rankings. I like Sylvanas and win with her more often than lose. I like Tyrael and think that he is very strong (at least very balanced). Nova can be good if you play her well. Everybody says that Zeratul is good and i like him. But i use Void Prison poorly and i never choose Wormhole because it doesn't fit me well. I think Falstad is very good and underrated but i played him so little. Raynor is very strong now but his gameplay is very boring for me (same for Nazibo, Leoric).
So don't choose a hero just because it's strong. Anubarak was top1 for several weeks/months and i bought him but after a patch he is in the middle of rankings now.
Is there a way to see specific stats in a replay? For example Azmodan stack counts and so on? Because to me, the replay mode looks really useless right now without such functions.
On September 29 2015 01:15 Swisslink wrote: Is there a way to see specific stats in a replay? For example Azmodan stack counts and so on? Because to me, the replay mode looks really useless right now without such functions.
If you press the number keys from 1-0 you can select the diferent heroes as if you were playing them and you can see the stacks that way. The you can just click on other heroes to change to them or press another number. Press E (assuming you're playing in english) to return to the "everyone" view.
On September 28 2015 09:14 EarthwormJim wrote: Who is the most OP currently? I'm level 25 and have 11k gold. I have been told the butcher is best. I know it's a hard q to answer and some will say specific champs to specific maps or team comps etc. I am just asking the general OP champ that everyone goes " ya pretty strong ".
I've played Thrall and he's strong as fuck too. I'm diamond league so I can learn mechanics fast. Anyone have opinions on what's currently OP as fuck? Thanks.
Edit: I typically play assassin or support. Khaz is pretty fkn awesome and I've considered buying him. Zeratul seems like a strong pick that can work in lots of comp/maps and always be strong.
I tend to think that the most effective hero is the hero that fits you most. I lose more often when i play heroes that i don't like. For example Tassadar is quiet good thought he is in the bottom of rankings. I like Sylvanas and win with her more often than lose. I like Tyrael and think that he is very strong (at least very balanced). Nova can be good if you play her well. Everybody says that Zeratul is good and i like him. But i use Void Prison poorly and i never choose Wormhole because it doesn't fit me well. I think Falstad is very good and underrated but i played him so little. Raynor is very strong now but his gameplay is very boring for me.
So don't choose a hero just because it's strong. Anubarak was top1 for several weeks/months and i bought him but after a patch he is in the middle of rankings now.
I played Tyrael as my main tank for ages in hero league and he had my best win rate for some time. He never was a top pick in competitive play during that time. Right now, if it was fun for me, i could play Valla no matter what and be fine, i suspect my Valla is always a superior pick to my Kael'thas and i am not bad (for my standards) with him.
So yeah, maybe some hero fits you or you have more experience, this might be more important than OPness.
Another important thing is taking maps and team compositions into account. Some heroes work in pretty much any situation while others have some very specific requirements.
Is QM and AI Matchmaking pure random? I was playing my daily yesterday against AI, and I was the only level 40 in each game save for one where there was a murky player who had made level 40. Everyone else was around the 20 if not lower mark.
It was AI, so w/e neither here nor there, but it seems like these games are either ten minutes because everyone knows how to play against the AI, or they drag on a fair while because you have someone building a damage malfurion. I was just curious if there is any rhyme or reason to how Blizz shakes out these teams of if it is just, you're a group of five and have a good time.
On September 29 2015 03:15 Superbanana wrote: I played Tyrael as my main tank for ages in hero league and he had my best win rate for some time. He never was a top pick in competitive play during that time.
That's the most important part I feel. Play the hero you have fun with, the one you're strong with. When you'll play vs Grubby you'll care about the meta. One other things is "find something you love to do as that hero". It can be "be the bait king with Lili", "solo kill other heroes with Murky", "be a monster mana giver Malfurion", "play zombie lasso with Nazeebo"... it doesn't even have to be the "metagame". I have to find one thing I really like to do about a specific hero. I have 4 or 5 favorites that have an extra something gameplay wise.
On September 30 2015 21:46 ThomasjServo wrote: Is QM and AI Matchmaking pure random? I was playing my daily yesterday against AI, and I was the only level 40 in each game save for one where there was a murky player who had made level 40. Everyone else was around the 20 if not lower mark.
It was AI, so w/e neither here nor there, but it seems like these games are either ten minutes because everyone knows how to play against the AI, or they drag on a fair while because you have someone building a damage malfurion. I was just curious if there is any rhyme or reason to how Blizz shakes out these teams of if it is just, you're a group of five and have a good time.
It's possible for people with few games tho have a high MMR. For instance, my "smurf" account currently is rated 3k MMR Diamond on hotslogs, but only has 26 games played.
Of course, it also takes about 6 minutes to queue up matches with it.
On September 30 2015 21:46 ThomasjServo wrote: Is QM and AI Matchmaking pure random? I was playing my daily yesterday against AI, and I was the only level 40 in each game save for one where there was a murky player who had made level 40. Everyone else was around the 20 if not lower mark.
It was AI, so w/e neither here nor there, but it seems like these games are either ten minutes because everyone knows how to play against the AI, or they drag on a fair while because you have someone building a damage malfurion. I was just curious if there is any rhyme or reason to how Blizz shakes out these teams of if it is just, you're a group of five and have a good time.
It's possible for people with few games tho have a high MMR. For instance, my "smurf" account currently is rated 3k MMR Diamond on hotslogs, but only has 26 games played.
Of course, it also takes about 6 minutes to queue up matches with it.
True, I don't think that was the case for this lot. It just seems like if I am grinding stuff against ai to get a feel for a hero or what have you, we'll end it in 12 minutes or it is a bit of a struggle to get everyone working together. The night I posted that it was particularily bad.
given his place at 7th highest winrate on hotslogs: when do you draft murky with confidence in hero league? The best I can figure from his win rates vs other heroes is that there seems to be a pattern that he does well vs melee assassins?
I seem to recall a good Murky can 1v1 every melee assassin in the late game (pufferfish -> octograb is op if they don't get cleansed/shielded). And given that melee assassins like to overextend... it's a pretty good set up to giving your team a big advantage.
On October 09 2015 06:24 MotherFox wrote: given his place at 7th highest winrate on hotslogs: when do you draft murky with confidence in hero league? The best I can figure from his win rates vs other heroes is that there seems to be a pattern that he does well vs melee assassins?
Murky is a pretty big fuck you draft now that HL is restricted to 1-2 players, because they won't always have the co-ordination to bully him. On big maps with objectives that require you to leave lanes (Cursed Hollow, Garden of Terror and Sky Temple to be precise) he can really do some work.
It's easy for melee assassins (mostly Illidans) to think they can leap on him for an easy kill, but at later levels he can wreck them - and guess what, a melee assassin dying against Murky is far more damaging for their team than what them killing Murky a bunch of times will gain their team.
On October 09 2015 06:24 MotherFox wrote: given his place at 7th highest winrate on hotslogs: when do you draft murky with confidence in hero league? The best I can figure from his win rates vs other heroes is that there seems to be a pattern that he does well vs melee assassins?
Murky is a pretty big fuck you draft now that HL is restricted to 1-2 players, because they won't always have the co-ordination to bully him. On big maps with objectives that require you to leave lanes (Cursed Hollow, Garden of Terror and Sky Temple to be precise) he can really do some work.
It's easy for melee assassins (mostly Illidans) to think they can leap on him for an easy kill, but at later levels he can wreck them - and guess what, a melee assassin dying against Murky is far more damaging for their team than what them killing Murky a bunch of times will gain their team.
Yeah, the weird thing about playing against Murky is that you need to just group harder. It's a bit counterintuitive, but after level 10, you just need to roam around as a full group and make really aggressive decisions to force the other team to fight 4v5 as much as possible. Trying to go over to Murky and clear a wave as a single hero is simply an incorrect decision; stick with your team!
Sidenote: yes, Murky WRECKS melee assassins, so never attempt to engage Murky unless you have a support with Cleanse nearby for Octograb (and if you're the support stay clear the fuck away from Murky).
On October 09 2015 06:24 MotherFox wrote: given his place at 7th highest winrate on hotslogs: when do you draft murky with confidence in hero league? The best I can figure from his win rates vs other heroes is that there seems to be a pattern that he does well vs melee assassins?
Murky is a pretty big fuck you draft now that HL is restricted to 1-2 players, because they won't always have the co-ordination to bully him. On big maps with objectives that require you to leave lanes (Cursed Hollow, Garden of Terror and Sky Temple to be precise) he can really do some work.
It's easy for melee assassins (mostly Illidans) to think they can leap on him for an easy kill, but at later levels he can wreck them - and guess what, a melee assassin dying against Murky is far more damaging for their team than what them killing Murky a bunch of times will gain their team.
Yeah, the weird thing about playing against Murky is that you need to just group harder. It's a bit counterintuitive, but after level 10, you just need to roam around as a full group and make really aggressive decisions to force the other team to fight 4v5 as much as possible. Trying to go over to Murky and clear a wave as a single hero is simply an incorrect decision; stick with your team!
Sidenote: yes, Murky WRECKS melee assassins, so never attempt to engage Murky unless you have a support with Cleanse nearby for Octograb (and if you're the support stay clear the fuck away from Murky).
It's probably the level I play at (sub-2000 HL), but it seems very few folks grab cleanse other than uthers. rehgar, malf, and kharazim have to really sacrifice a lot of healing to take the skill, and lili doesn't even have the option for a long time. Maybe I should make a short list of characters to draft who can abuse this...
Also, almost no one takes uther. (And when I draft him, I semi-frequently get told not to because he's "so bad")
On October 09 2015 06:24 MotherFox wrote: given his place at 7th highest winrate on hotslogs: when do you draft murky with confidence in hero league? The best I can figure from his win rates vs other heroes is that there seems to be a pattern that he does well vs melee assassins?
Murky is a pretty big fuck you draft now that HL is restricted to 1-2 players, because they won't always have the co-ordination to bully him. On big maps with objectives that require you to leave lanes (Cursed Hollow, Garden of Terror and Sky Temple to be precise) he can really do some work.
It's easy for melee assassins (mostly Illidans) to think they can leap on him for an easy kill, but at later levels he can wreck them - and guess what, a melee assassin dying against Murky is far more damaging for their team than what them killing Murky a bunch of times will gain their team.
Yeah, the weird thing about playing against Murky is that you need to just group harder. It's a bit counterintuitive, but after level 10, you just need to roam around as a full group and make really aggressive decisions to force the other team to fight 4v5 as much as possible. Trying to go over to Murky and clear a wave as a single hero is simply an incorrect decision; stick with your team!
Sidenote: yes, Murky WRECKS melee assassins, so never attempt to engage Murky unless you have a support with Cleanse nearby for Octograb (and if you're the support stay clear the fuck away from Murky).
It's probably the level I play at (sub-2000 HL), but it seems very few folks grab cleanse other than uthers. rehgar, malf, and kharazim have to really sacrifice a lot of healing to take the skill, and lili doesn't even have the option for a long time. Maybe I should make a short list of characters to draft who can abuse this...
Also, almost no one takes uther. (And when I draft him, I semi-frequently get told not to because he's "so bad")
It's strange. In the pro meta, there is little doubt that Uther is the best support. But he is very hard to play to a top level - sitting with 3 active buttons is pretty hard work.
It's often simply that people don't know his full potential, most likely because they have played him a couple times and didn't put out huge healing numbers with him. They don't often see past the traditionally lower numbers Uther gets - they don't understand the rest of his utility.
And often, at lower levels, heroes like Lili can 'get away' with being picked because teams aren't co-ordinated enough to stun/silence her. I've had a lot of criticism when playing Sylvanas for example for waiting with wailing arrow until I could use it on a Lili or Nazeebo with Ravenous, for example. Most people at low levels throw every single cooldown into the fight the moment it starts. At lower levels, this is fine to do anyway, because it is unlikely you will play against a team that will punish you (or do the opposite).
I distinctly remember a game where I played Anub'arak and focused on burrow charging Lili every time she used her jugs in order to cancel it. My team was shocked at how effective it made our fights due to their lack of heals. It's simply this kind of realisation that a lot of players are lacking.
I rarely feel as actively a part of team fights as when I play uther. I am not sure if I am more effective with him or not, though--- I frequently get lowest hero and seige, and I steadily feel more and more that comparing my healing numbers to the other team's healer is not good, since level differences and your team taking unnecessary damage can really inflate those numbers.
But still, I enjoy him for the same reason I enjoyed pre-nerf brightwing. Having 8 abilities on different cooldowns and deciding when to use each one is very fun, since it feels more like I am managing a character. This does make me think that uther will get a major rework in the near future, though: a lot of his utility is similar in feel to the utility pre-nerf brightwing had.
On October 09 2015 06:24 MotherFox wrote: given his place at 7th highest winrate on hotslogs: when do you draft murky with confidence in hero league? The best I can figure from his win rates vs other heroes is that there seems to be a pattern that he does well vs melee assassins?
Murky is a pretty big fuck you draft now that HL is restricted to 1-2 players, because they won't always have the co-ordination to bully him. On big maps with objectives that require you to leave lanes (Cursed Hollow, Garden of Terror and Sky Temple to be precise) he can really do some work.
It's easy for melee assassins (mostly Illidans) to think they can leap on him for an easy kill, but at later levels he can wreck them - and guess what, a melee assassin dying against Murky is far more damaging for their team than what them killing Murky a bunch of times will gain their team.
Yeah, the weird thing about playing against Murky is that you need to just group harder. It's a bit counterintuitive, but after level 10, you just need to roam around as a full group and make really aggressive decisions to force the other team to fight 4v5 as much as possible. Trying to go over to Murky and clear a wave as a single hero is simply an incorrect decision; stick with your team!
Sidenote: yes, Murky WRECKS melee assassins, so never attempt to engage Murky unless you have a support with Cleanse nearby for Octograb (and if you're the support stay clear the fuck away from Murky).
It's probably the level I play at (sub-2000 HL), but it seems very few folks grab cleanse other than uthers. rehgar, malf, and kharazim have to really sacrifice a lot of healing to take the skill, and lili doesn't even have the option for a long time. Maybe I should make a short list of characters to draft who can abuse this...
Also, almost no one takes uther. (And when I draft him, I semi-frequently get told not to because he's "so bad")
It's strange. In the pro meta, there is little doubt that Uther is the best support. But he is very hard to play to a top level - sitting with 3 active buttons is pretty hard work.
It's often simply that people don't know his full potential, most likely because they have played him a couple times and didn't put out huge healing numbers with him. They don't often see past the traditionally lower numbers Uther gets - they don't understand the rest of his utility.
And often, at lower levels, heroes like Lili can 'get away' with being picked because teams aren't co-ordinated enough to stun/silence her. I've had a lot of criticism when playing Sylvanas for example for waiting with wailing arrow until I could use it on a Lili or Nazeebo with Ravenous, for example. Most people at low levels throw every single cooldown into the fight the moment it starts. At lower levels, this is fine to do anyway, because it is unlikely you will play against a team that will punish you (or do the opposite).
I distinctly remember a game where I played Anub'arak and focused on burrow charging Lili every time she used her jugs in order to cancel it. My team was shocked at how effective it made our fights due to their lack of heals. It's simply this kind of realisation that a lot of players are lacking.
I think melee healers are hard to play in general. Whenever I play Rehgar I can pump out healing numbers, but I can't do any damage and am only half a player in a team fight. I know Rehgar's bite and lightning shield can contribute in meaningful ways to a team fight, I'm just not good at applying it to those situations.
Uther's the same way, plus whenever I see bad Uthers, they're always using with Holy Radiance on creep waves instead of saving it for actually healing. Worse still they'll use it for damage during a team fight! Plus he has the button overload issue lol.
Lili is a nice easy mode healer. She actually carries a higher winrate the higher league you break down on hotslog, but clearly is not a pro-level healer. Not really sure where the breakdown for her starting to suck occurs - tracking a Lili with hot feet active to stun isn't necessarily the easiest thing to do either.
Sometimes it feels like using holy radiance for damage is the right thing to do. I'll use it on creep waves to get to health globes faster, if I don't think I'll need it for healing soon.
I've also secured many kills using it as a way to get that last little bit of damage in. Uther has issues catching up with people.
Totally, what I said about Rehgar's damage contribution being non-trivial goes for Uther too. It's a balancing act to learn when to dps and when to hold back for mana/potential healing.
It's a little more intricate than newbie dps learning not to blow all skills pushing straight to gate and getting ganked because they pushed too far from safety with no-mana. But same concept imo.
On October 10 2015 02:06 MotherFox wrote: I rarely feel as actively a part of team fights as when I play uther. I am not sure if I am more effective with him or not, though--- I frequently get lowest hero and seige, and I steadily feel more and more that comparing my healing numbers to the other team's healer is not good, since level differences and your team taking unnecessary damage can really inflate those numbers.
But still, I enjoy him for the same reason I enjoyed pre-nerf brightwing. Having 8 abilities on different cooldowns and deciding when to use each one is very fun, since it feels more like I am managing a character. This does make me think that uther will get a major rework in the near future, though: a lot of his utility is similar in feel to the utility pre-nerf brightwing had.
Uther should never top any numbers. His damage on everything is what you would expect from a support (aside from Alpha-status Tassadar ^^), which is weak, so don't expect any big numbers there. As for healing, all of Uther's healing is bursty and designed to save people at clutch times, which means that his healing numbers are really low in comparison to other healers. In terms of pure statistics on the score screen, Uther is pretty mediocre. But landing a clutch Divine Shield or getting a double stun on Illidan to lock him down or using Shrink Ray on a Butcher just as he's about to annihilate a teammate, etc., all of these things are what make Uther incredible at what he does, which is making plays :D.
As for using Holy Radiance aggressively, definitely go for it, especially during the laning phase. It's not a huge amount of damage, but it helps a lot to thin out creeps for a Kael'Thas or Leoric or someone to finish off, and pros do this a lot. Like you said though, make sure you're not using it when you might need to heal allies, which might be a bit more often in lower leagues and horrible soloQs lol.
There doesn't seem to be a good source of information on this, so I'll ask here:
In heroes, there are many abilities which are channeled. Some of those abilities can be interrupted with stuns, some can be interrupted with forced movement abilities, and others can only be canceled with stasis(?) abilities.
Let me define the terms I'm using, since I'm not sure if they are actual game terms:
Stun abilities: Muradin's hammer throw, anub's spikes, johanna's condemn, etc. Basically, any ability that explicitly says it stuns in the tooltip. Forced movement: Falstad's gust, tychus's grenade, medic's grenade, etc. Basically, any ability which forcibly moves the target but DOESN'T say it stuns. Stasis abilities: abilities that remove a character from the battlefield. Stitches' gorge, zagara's maw. Silence abilities: abilities that apply the "silence" modifier, which AFAIK just stop all active channels and prevent the using of abilities. (but not things like an abathur hat, which seems to be immune to all status abilities other than stasis)
So, the "simple question" is how to tell which abilities cancel which types of channels?
* Channels where the channeler can move clearly only get cancelled by stasis and hard stun. (eg lili's thousand cups, valla's strafe) * Channels where the channeler can NOT move get canceled by forced movement abilities. (eg nazeebo's ravenous, etc's mosh pit) * Some channels can not be interrupted by hard stun or forced movement. [Malfurion's ult]. Are there any others? Is there game logic behind this, or is it just a long list of exceptions?
Are valla, nazeebo, etc, and lili the only heroes with ults which can be cancelled? (oh wait, there's triple tap on nova--- any others?!)
Followup questions:
* Does silence cancel malfurion's tranquility? * Does polymorph behave the same as silence for all purposes of breaking channels, or is it more similar to stasis abilties? * Couldn't this have been made easier to comprehend?!?!?!!?!?
On October 14 2015 04:07 MotherFox wrote: There doesn't seem to be a good source of information on this, so I'll ask here:
In heroes, there are many abilities which are channeled. Some of those abilities can be interrupted with stuns, some can be interrupted with forced movement abilities, and others can only be canceled with stasis(?) abilities.
Stun abilities: Muradin's hammer throw, anub's spikes, johanna's condemn, etc. Basically, any ability that explicitly says it stuns in the tooltip. Forced movement: Falstad's gust, tychus's grenade, medic's grenade, etc. Basically, any ability which forcibly moves the target but DOESN'T say it stuns. Stasis abilities: abilities that remove a character from the battlefield. Stitches' gorge, zagara's maw.
So, the "simple question" is how to tell which abilities cancel which types of channels?
* Channels where the channeler can move clearly only get cancelled by stasis and hard stun. (eg lili's thousand cups, valla's strafe) * Channels where the channeler can NOT move get canceled by forced movement abilities. (eg nazeebo's ravenous, etc's mosh pit) * Some channels can not be interrupted by hard stun or forced movement. [Malfurion's ult]. Are there any others? Is there game logic behind this, or is it just a long list of exceptions?
Are valla, nazeebo, etc, and lili the only heroes with ults which can be cancelled? (oh wait, there's triple tap on nova--- any others?!)
Followup questions:
* Does silence cancel malfurion's tranquility? * Does polymorph behave the same as silence for all purposes of breaking channels, or is it more similar to stasis abilties? * Couldn't this have been made easier to comprehend?!?!?!!?!?
The general rule is that if the channeled ability allows for movement while channeling, only hard CC (stuns, polymorphs, and silences) will stop it, knockbacks won't. If the channeled ability is stationary (like Ravenous Spirit), any CC besides roots will stop it (so knockbacks work).
Tranquility is odd since it technically isn't channeled, it basically applies an aura around Malfurion so you can't interrupt it.
Followup questions: Nothing stops Tranquility except VP and Maw I believe. Polymorph should stop all channels (not actually sure about its interaction with Tranq though).
I've heard Malfurion's Tranquility and Leoric's Drain Hope referred to as "aura's". Once they're up they're staying up.
It's a little weird and afaik it's unique to them. Diablo's Lightning Breath used to work like this too (ie polymorph him and it's a squirrel breathing fire at you now), but they gave him unstoppable during it so no more weirdness.
Not really sure how Silence plays with those abilities, pretty sure polymorph does nothing to stop them as well.
Edit: Remove from play effects / stasis do interrupt these abilities - that would be Maw, VP, Gorge, Web Blast. Presumably Divine Palm will stop them too, but I've never seen that interaction.
ok, so let's call malf's tranquility an "aura". Is it really functionally the same as leoric's drain hope? Are there any other effects like this in the game? (maybe falstad's lightning strike? I don't think that's cancelled on stuns..)
I guess question #1 for artanis will be if his position swap ability can cancel channels similar to knockback effects...
On October 14 2015 04:43 MotherFox wrote: ok, so let's call malf's tranquility an "aura". Is it really functionally the same as leoric's drain hope? Are there any other effects like this in the game? (maybe falstad's lightning strike? I don't think that's cancelled on stuns..)
I guess question #1 for artanis will be if his position swap ability can cancel channels similar to knockback effects...
Pretty sure when you stun Falstad while he is "loading up" his blast, it's cancelled, same as Nova
What about Kerrigans's "aura"? Same as Malf i'd say, you have to remove her from the battlefield
Artanis: I haven't read anything that states there is any CC involved... interesting question My guess is, it behaves like knockback, canceling Nazeebo and stuff, but doesn't interrup Lili
On October 14 2015 04:43 MotherFox wrote: ok, so let's call malf's tranquility an "aura". Is it really functionally the same as leoric's drain hope? Are there any other effects like this in the game? (maybe falstad's lightning strike? I don't think that's cancelled on stuns..)
I guess question #1 for artanis will be if his position swap ability can cancel channels similar to knockback effects...
It's all pretty complicated, but I'll do my best to shed some light. There are 3 types of "channeled" spells:
1) Channeled spells that allow the hero to move. This includes Strafe and 1000 Jugs and for some reason Mosh Pit. Displacement effects will not cancel the spell, but stuns will.
2) Channeled spells that require the hero to stand still. Ravenous Spirit and Pyroblast are the biggies on this one, but basically all spells that have a short channeling time like Sindragosa, Stage Dive, Shock and Awe, The Hunt, etc. can be interrupted in the same way. Either displacement spells or stuns will cancel these.
3) Like you say, "Aura" type effects. During these types of spells, heroes can typically move around and cast other spells. I'm pretty sure Medic heal also fits into this category, but I don't know for sure. In any case, they cannot be interrupted.
Artanis's position swap ability will be a displacement spell, most likely, meaning it will disrupt a large chunk of heroics, but not the aura-like ones or the channeled spells that allow people to move around already. Unless, of course, it's buggy and stuns anyway.
Mosh Pit is a stationary channel, any displacement will cancel it. This is true even if you take Party Bus (can powerslide during Mosh Pit).
Shock and Awe was the old name for Hinterlands Blast. Blizzard changed it during Falstad's rework (ie - nerf), which caused him to disappear for a long time so no one bothered to learn the new name =p.
On October 15 2015 03:17 MotherFox wrote: the medic's grenade disrupts ETC's mosh pit. (Or when I do this, I'm simply knocking him away from the stunned characters?
edit-> shock and awe? do you mean hinterlands blast?
Myb, yeah that's the old name. Hinterland Blast used to be the name of the level 20 talent -_-.
I was doing some grinding in AI games for daily quests, anyone notice more reasonable compositions being put together? Not necessarily the best but I've not had a single game (knock on wood) with multiple healers and there has been a reasonable amount of warriors (1/2) in each game.
I'm hoping it isn't me seeing what I want to see and I haven't played any QM tonight, so I'm hoping to increase my sample size.
On October 15 2015 10:53 Larkin wrote: If you powerslide with ETC into an ETC that is using Mosh Pit, do you cancel the Mosh Pit... or get stunned? Can powerslide be interrupted?
These are the questions that decide games
I know that if two butchers charge each other only one of them gets stunned. #mindblown
Well Mosh Pit applies it's stun repeatedly about every half second, so I think if you time it right you could Powerslide into it to interrupt it, but it would be tough (nearly impossible imo).
On October 15 2015 09:07 ThomasjServo wrote: I was doing some grinding in AI games for daily quests, anyone notice more reasonable compositions being put together? Not necessarily the best but I've not had a single game (knock on wood) with multiple healers and there has been a reasonable amount of warriors (1/2) in each game.
I'm hoping it isn't me seeing what I want to see and I haven't played any QM tonight, so I'm hoping to increase my sample size.
EDIT, I jinxed myself
Nope, didn't notice at all. I still have many healers sometime, or no healer and 3 warriors ... Not that it matters vs beginner AI. My only goal is to end it ASAP (5 to 8 mins).
Nope, didn't notice at all. I still have many healers sometime, or no healer and 3 warriors ... Not that it matters vs beginner AI. My only goal is to end it ASAP (5 to 8 mins).
A question that i meant to ask a long time ago: Why play AI games? Is this really fun? Or is it just to grind quest gold, but then to what end? Grinding isn't fun, is it? Why even play then?
Nope, didn't notice at all. I still have many healers sometime, or no healer and 3 warriors ... Not that it matters vs beginner AI. My only goal is to end it ASAP (5 to 8 mins).
A question that i meant to ask a long time ago: Why play AI games? Is this really fun? Or is it just to grind quest gold, but then to what end? Grinding isn't fun, is it? Why even play then?
No judgement, just curiousity
I don't always have the mental energy or wherewithal to put up with QM or HL BS after I leave the office. AI games are a stress free way to get through my daily quests if I can't put my best foot forward in a regular game.
So for me it is low stress, and low energy stuff. I'll do them while I'm gaining my footing with a hero I just bought as well just to get a better feel for how certain skills work.
I do it only to grind. I wait for quests to pile up in my smurf account and then I play 2 or 3 games in a row, wishing I have quests that can be done 2 or 3 at once. On my main account I almost never do it, but if I see I'm about to waste a quest (3 active quests, end of the day already) I go vs AI and do it quickly. I only want to pay money on skins for my favorite heroes, I won't pay anything else.
Most times I do it while checking emails at work windowed mode in case someone comes to my computer. But if I see I'm with good players I try to be more active and we end the game in 5 or 6 minutes. I hate playing vs AI but beginner helps me farm quickly and don't hurt my productivity too much.
Nope, didn't notice at all. I still have many healers sometime, or no healer and 3 warriors ... Not that it matters vs beginner AI. My only goal is to end it ASAP (5 to 8 mins).
A question that i meant to ask a long time ago: Why play AI games? Is this really fun? Or is it just to grind quest gold, but then to what end? Grinding isn't fun, is it? Why even play then?
No judgement, just curiousity
I often do dailies on my brother's account in addition to my own because he doesn't get to play regularly. It's a good way to get them done fast if I am short on time. Also if I want to try out a hero I have never played before in a more relaxed environment where I can experiment without potentially costing my team the game I will do an AI game.
I finally finished my ranking matches, and since this was after the patch I could see that I was regularly put with high teens, low 20's players. Cool, I was barely rank 25 pre-wipe.
Finish placement, end up r28. Ok, conservative system, I read their blog post, I get it.
But then I keep playing and I'm still matched with r18-r20 and getting 300 points / win. So what's the point of being conservative for placement if my match making and awarded points are all calculated based on a higher rank? Shouldn't they be putting me against mid 20's players to be on the conservative side? I mean we're talking about a 10 rank difference in my first game, I'm sure the other team was salivating over that (plus my team was probably going "here we go, gg wp match maker" the first time I messed up lol).
Not that I'm complaining, 2 games put me at r23 so it looks like I'll stabilize really quickly.
On October 16 2015 01:14 Wuster wrote: So, let's talk HL placement.
I finally finished my ranking matches, and since this was after the patch I could see that I was regularly put with high teens, low 20's players. Cool, I was barely rank 25 pre-wipe.
Finish placement, end up r28. Ok, conservative system, I read their blog post, I get it.
But then I keep playing and I'm still matched with r18-r20 and getting 300 points / win. So what's the point of being conservative for placement if my match making and awarded points are all calculated based on a higher rank? Shouldn't they be putting me against mid 20's players to be on the conservative side? I mean we're talking about a 10 rank difference in my first game, I'm sure the other team was salivating over that (plus my team was probably going "here we go, gg wp match maker" the first time I messed up lol).
Not that I'm complaining, 2 games put me at r23 so it looks like I'll stabilize really quickly.
I think blizzard just has the system place you lower than your true rank just to have people continue to play HL after placements, knowing they can get higher. Also they probably want people to rank up more for a sense of accomplishment.
On October 16 2015 03:41 Tenks wrote: All lanes are being soaked. No objectives are up. You are Sonya. When do you start soloing merc camps?
Level 10, you can do Sieges earlier than that but you will lose quite a bit of health and probably will need to get back to base. Get one other hero and do it since level 3-4, you will have 1 hero per lane for soaking anyway. You can also help clear the wave on one lane and then gank together the other lanes.
If you are getting Mercenary Lord + War Paint you can clear the camps at any time and you can solo the boss at level 10 easily.
On October 16 2015 03:41 Tenks wrote: All lanes are being soaked. No objectives are up. You are Sonya. When do you start soloing merc camps?
Bear in mind when you do them, though. There isn't much point getting a camp onto a lane that has enemy heroes on it - they'll just clear them out. If you can get a camp right as a map objective comes up, it will be far more effectiive - your knights on Sky Temple, for example, around the 4 minute - 4 30 mark, just before the bottom temple pops.
I currently have above a 50% winrate on all maps for the last 30 days of heroleague EXCEPT in dragon shire and tomb of the spiderqueen. On tomb I have a 100% winrate with zeratul, so I think I'm going to start preferring him.
My problem is that on dragonshire I currently have no single hero with over a 50% winrate. I watched a single replay of a game last night and it felt like it was very symbolic of my frustration with the map: there was a pitched fight for dragon for a very long time. Around level 13/14 there was a chain of events: I died, a teammate died, and my friend on voicechat had to back for health all within a 30-40 second window. This resulted in the enemy team getting a dragon knight. We eventually recovered and came back and won the game--- but it made me think that maybe I need to focus more on heroes with sustain on this map?
Is there a good guide to dragonshire from a solo/duo-queue perspective? This used to be my highest winrate map when we could queue with 3/4 people teams on voicechat. Our go-to strategy was to fight for shrines until 10, and at 10 to shift to bottom and push really hard before the enemy could react. This always had good results, but I can't get uncoordinated teams to behave like this.
Without coordination the map feels like herding cats. Cats that are dying slowly over time until a dragon can come eat them.
People don't rotate as much as they should and cannot communicate well when the team is trying to get DK (take both shrines and space on mid) or just preventing it (just hold any shrine or space on mid). So you have people split on top and bot, both trying way too hard to get shrine and it becomes an endless fighting and ganking, often with team members split.
Depending on the hero i got i focus on one of these plans (early-mid game). I will rotate constantly and try to get picks on overextended people or i will be a strong lane presence to be a fortress on one shrine.
For the first plan Kerrigan and Zeratul really shine, for the second, Zagara and Leoric (there are others for each plan, just mentioning some examples).
Does Mischa count as a hero or a summon? Simply wondering because of Nova's 20 talent Fast Reload. Also I don't feel like the Triple Tap interrupt cooldown is consistent. I've had it locked on Jaina and been interrupted by Improved Ice Block, one time it set it to 5 seconds but other times it has set it to full cooldown. Is it based on if any shot was fired from Triple Tap or not?
Once a single shot from Triple Tap is fired the ability goes on full cooldown, even if the next shots are cancelled. Mischa counts as a hero for as far as I know and she counts for 0.25 hero deaths when killed.
So I am ranked 31 currently, I have around 400 games played, I'm not a great player by any means and I'm not saying I deserve a better rank as I still make a lot of mistakes in game BUT there is something about hero league at my level that I find infuriating and that is some people's choice of heroes during draft. I rarely pre-pick, I try to fill-in the roles missing, as a result I'm often playing warriors or supports, but I don't mind too much since I prefer to give my team the better chance to win rather than playing my favorite hero.
My question is simple: Around what rank people stop making utterly stupid and selfish heroes pick during the draft? When your team has picked Illidan, Jaina and Sylvanas, the 5th pick (in that case me) is asking you if you wanna tank or heal since we obviously need both, you say nothing and insta-pick Nova, what the hell is wrong with these people? If they always wanna play the same hero every game, fine by me, why not quick-match? Please tell me it gets better before rank 1 :D
On October 17 2015 23:58 Freezard wrote: Does Mischa count as a hero or a summon? Simply wondering because of Nova's 20 talent Fast Reload. Also I don't feel like the Triple Tap interrupt cooldown is consistent. I've had it locked on Jaina and been interrupted by Improved Ice Block, one time it set it to 5 seconds but other times it has set it to full cooldown. Is it based on if any shot was fired from Triple Tap or not?
Misha counts as a "hero" in that it is 25% xp and 0.25 takedowns etc and counts towards stacks like Gathering Power.
On October 18 2015 03:04 fastr wrote:
My question is simple: Around what rank people stop making utterly stupid and selfish heroes pick during the draft? When your team has picked Illidan, Jaina and Sylvanas, the 5th pick (in that case me) is asking you if you wanna tank or heal since we obviously need both, you say nothing and insta-pick Nova, what the hell is wrong with these people? If they always wanna play the same hero every game, fine by me, why not quick-match? Please tell me it gets better before rank 1 :D
Having played ~50 games at rank 10-1 - no, it doesn't get better. People want to play the hero they are best at/like most, regardless of the situation. There are people who will disconnect if they don't get the draft they want. There are no support drafts or drafts where Tass/Tyrande are the only support (though Tyrande can kinda get away with this now...). There are people who see 2 assassins and a specialist and draft Thrall and Raynor because those were their prepicks. If there is a game without Leoric or Kael'thas, something horribly wrong has happened.
Just the way it is, I'm afraid. Generally speaking I'm being cynical and it does get better in that drafts are more balanced and people realise that warriors and supports are both fun and necessary in compositions. But practically everyone plays assassins from the start and as a result feels more comfortable with them.
I would say it gets a bit better but yeah there are always those guys that pick whatever they feel like even at rank 1. But at least people don't pick mediocre heroes like Nova often at higher ranks, I've only seen her once in all of my ranked games.
So another question, not really from me but from a friend. Is there any cap to attack speed and how does it stack?
On October 18 2015 04:05 Freezard wrote: But at least people don't pick mediocre heroes like Nova often at higher ranks, I've only seen her once in all of my ranked games.
Nova is not a mediocre hero at all. Don't take my word for it even though I'm level 20 Nova (but only rank 5) and I usually dominate games when I can play her on a good map. Just go check Hostlogs, filter master and see... She's 53% W/R, and she's been around 55% the last week. If she's mediocre, then Valla is mediocre, Karazhim, Morales, Johanna and a lot of others. She's more than good enough to play at rank 1. I don't know if she's viable with pros of course.
About Dragon Shire, it's by far my highest W/R map (thank you Nova) with 70% victories in HL. My advice is to take a hero with very high mobility/roam potential. Nova is a monster on this map, so is Zeratul of course. My main healer is Brightwing, again she does wonders on this map but you won't play heroes of the storm, you'll play "I look at the map the whole game those graphics sucks". I guess Falstad is very good here too but I don't play him. You can probably add illidan with the hunt but it's not the best ulti for illidan. Look at the map a lot. Be proactive with pings: they have top shrine, you're about to lose bot shrine, then ping dragon statue 2 or 3 times. Same goes if you're about to secure the second temple, again ping mid to tell them to grab it. Don't sacrifice yourself for it early game. 1st Dragon is often wasted if it comes early. You're more usefull alive. Patience is rewarded, especially with Nova/Zera. If you can push a lane while holding your temple, you're winning.
Dragon Shire: I often go about it the Zagara way: If everyone in your team is running around like a headless chicken, i just try to hold a shrine while pushing my lane to the core. You should still watch the minimap very closely because his has mostly 3 consequences: 1. Your team will have a lead 2. The enemy team is coming to gank you for sure, and very often! 3. A big teamfight will breakout somewhere
Solution: 1. Hopefully you can utlilize your lead to a bigger lead and win (when you are ahead, get more ahead - Artosis) 2. You need to know when to retreat. You are not helping when you are constantly dead. let your minions do some work 3. Run to the teamfight immediately. Even better, predict when it's gonna happen and be there ahead of time. You will get a lot of insults your way if you keep pushing. also you prolly lose the game
I had some games with not a single dragon taken and a lot with first dragon at 16+ minute mark
How do you message someone from the other team after a game? I haven't seen any option to do this. I didn't know it was possible until a salty Kael'thas messaged me yesterday.
On October 20 2015 00:32 DifuntO wrote: How do you message someone from the other team after a game? I haven't seen any option to do this. I didn't know it was possible until a salty Kael'thas messaged me yesterday.
You can do it from the score screen I believe, clicking on the options drop down next to their name.
On October 20 2015 00:32 DifuntO wrote: How do you message someone from the other team after a game? I haven't seen any option to do this. I didn't know it was possible until a salty Kael'thas messaged me yesterday.
I think you can look at their profile, and from there choose to whisper them.
On October 20 2015 00:48 Volandum wrote: Nova's One in the Chamber talent: does this work for her clones after you gain Holo Decoy?
I think you mean Lethal Decoy? As far as I know the talent for Nova herself will trigger on the use of any ability. Whether her clones do the same, I think you can probably try this out on the test map with the dummy and check the numbers. Keep in mind though that it's only 40% more damage on 25% of a regular auto-attack. (that isn't augmented with Armor Piercing Shells)
One In the Chamber is actually +80% compared with Anti-Armor's +150% and Follow Through's +40%.
Lethal Decoy with no bonuses does 473 damage, 502 with crippling shot, 510 with ambush snipe, 516 with taser and crippling shot and 539 with Ambush Snipe and Crippling Shot. Now I won't take any of those talents. Lethal Decoy with just Anti-Armor shells does 588 damage, very impressive. Lethal Decoy with just One in the Chamber does 565 damage. So both apply, and AAS is the better option for Lethal Decoy because you get the full 5 seconds of dps out of it.
An Ambush Snipe + AAS + Crippling shot does 668 damage at level 20, and Ambush Snipe + AAS + Double Fake does up to 1250 damage, most of it front-loaded, and all without decloaking. Sometimes the second clone from Double Fake misses its Snipe though.
On October 20 2015 07:46 Volandum wrote: An Ambush Snipe + AAS + Crippling shot does 668 damage at level 20, and Ambush Snipe + AAS + Double Fake does up to 1250 damage, most of it front-loaded, and all without decloaking. Sometimes the second clone from Double Fake misses its Snipe though.
That's very interesting maths for sure! I always go with crippling shot + bolt because it's the way I play her but at higher levels people go for double fake + rewind. It's just so much damage, and with 5 Novas melting your face, you don't really want to try and figure out who's the real one. If you play it well you holodecoy + (cloaked) snipe + W + Q, then rewind + snipe (you may have time to still have the ambush snipe bonus) + decoy + Q + W in any order. I don't think it's possible to get the ambush snipe bonus though. It can really hurt even if it's riskier. You're Nova, you chose when you engage so you know beforehand if you will kill him or not.
Crippling shot helps versus bosses or high HP heroes, it's really a good talent but I should stop going for it on maps with no bosses and not double tank opponents.
On October 21 2015 13:35 Superbanana wrote: What is best?
war paint - f.a. - follow through
shot of fury - f.a. - ferocious healing
Neither. I go War Paint -> FA-> Ferocious Healing,
Oh, I have a question! Does Echo of Heaven stack with Circle of Life on Kharazim? In other words, if I hit all 4 members of my team for 140% heal, does the echo heal for 70% the base amount or 50% the base heal?
On October 21 2015 13:35 Superbanana wrote: What is best?
war paint - f.a. - follow through
shot of fury - f.a. - ferocious healing
ok, let me fix the question, which one is better?
As John said, neither. It depends on the map and enemy team. On level 4 F.A. is obviously the best choice, but on level 1 War Paint, Block and Shot of Fury are all viable depending on situation. On level 7 I take Ferocious Healing most of the time, but from time to time I use Poisoned Spear against Illidan, Zeratul etc. I am not a fan of Follow Through but I haven't played enough with it yet, I am pretty sure that it is good just didn't test it as much as I could.
On October 21 2015 18:06 SC2John wrote: Oh, I have a question! Does Echo of Heaven stack with Circle of Life on Kharazim? In other words, if I hit all 4 members of my team for 140% heal, does the echo heal for 70% the base amount or 50% the base heal?
Have also been wondering this so I just tested it, and Circle of Life only applies to the first heal.
So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
It's as if LOL was made by Nintendo. It's newbie friendly, the mechanics are very good and easy to learn (yup, hard to master of course).The game is a bit more fast paced and you don't have to play 50 minutes per game, 25 minutes is generally well enough. There are people arguing that the game is too easy. I wonder why they're not pros already since it's so easy. ;-) No tips on Arthas from me, I don't play him sorry.
Been starting to play Jaina and having fun, the only thing I'm wondering about is at lvl 16 with Northern Exposure vs Numbing Blast.
Northern Exposure adds 25% vulnerability whereas Numbing Blast roots for 1 second if the target is already Chilled. I've been going Northern Exposure since the vulnerability also applies for all my teammates' damage and I usually go Frost Bolt -> Cone of Cold - > Blizzard so Blizzard gets the full bonus.
However, I've been seeing that most Jainas seem to go for Numbing Blast instead. Given that the target has to be already Chilled for that to work, I'm a bit curious as to why it is the preferred talent. Usually you don't want to waste your Blizzard just to Chill targets so you'll be using Frost Bolt for that and that only hits 1 target so you'll be rooting a single target for 1 second. Is the root that good compared to taking 25% more damage on all targets hit by Cone of Cold?
I'm guessing it is picked so that you're ensured both Blizzard waves hit but in a teamfight where CC and slows are everywhere, wouldn't the vulnerability be the better option?
On October 22 2015 14:36 Ethelis wrote: So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
Kind of what Leolio said. The mechanical requirements are a bit lower compared to games like LoL or Dota 2, but the decision making is pretty hectic. In League, the laning phase usually drags out quite a bit, travel times are fairly slow, and objectives are spread out by several minutes. In Heroes, good players will be thinking 30-60 seconds ahead and exactly where they'll be, down to the exact second; there's a lot more to juggle, and snap decisions are worth a lot more in Heroes.
Arthas is a solid hero. For me, it's Sindragosa all the way. The rest of your build looks solid. He's considered an "off-tank" because he's only really mildly tanky and more valued for his CC/slows and his damage from Frostmourne. If you're into tanks, I recommend getting Johanna when you can; she's easy to pick up and one of the most effective tanks in the game.
On October 22 2015 23:36 Thezzy wrote: Been starting to play Jaina and having fun, the only thing I'm wondering about is at lvl 16 with Northern Exposure vs Numbing Blast.
Northern Exposure adds 25% vulnerability whereas Numbing Blast roots for 1 second if the target is already Chilled. I've been going Northern Exposure since the vulnerability also applies for all my teammates' damage and I usually go Frost Bolt -> Cone of Cold - > Blizzard so Blizzard gets the full bonus.
However, I've been seeing that most Jainas seem to go for Numbing Blast instead. Given that the target has to be already Chilled for that to work, I'm a bit curious as to why it is the preferred talent. Usually you don't want to waste your Blizzard just to Chill targets so you'll be using Frost Bolt for that and that only hits 1 target so you'll be rooting a single target for 1 second. Is the root that good compared to taking 25% more damage on all targets hit by Cone of Cold?
I'm guessing it is picked so that you're ensured both Blizzard waves hit but in a teamfight where CC and slows are everywhere, wouldn't the vulnerability be the better option?
I overwhelmingly play with Numbing Blast, so much so that I can't even speak on how good Northern Exposure is or how to use it.
For one, Numbing Blast is absolutely a lifesaver vs those assassins that love to dive you like Illidan or Zeratul, especially if you took Frost Armor or Ice Block. That means you don't need any damaging spells to chill them, you can just open with Cone, and then dump everything else into them while they're rooted. If they're not chilled yet, I do the rotation you mentioned.
It is true that Northern Exposure increases damage of both you and your teammates, but Numbing Blast does too, in the sense that they cannot dodge your other spells, and it keeps them in position for your teammates' spells and abilities too. If you're in a particularly mobile fight, either advancing or retreating, being able to lock down an enemy like that often translates into a kill, either immediately or by allowing other CC like Malf root, Uther stun, or Tyrande stun to more easily follow up.
I have a question about Malfurion talents - Is Rampant Growth worth taking now? And what in the world do I get at level 1? I often have problems with mana on Malf, but Harmony seems counterproductive - a Moonfire+discounted Regrowth is still more expensive than just a Regrowth. I usually go with Shan'do's Clarity instead. In general, Malf is the support I feel least confident with: his healing is slow, and particularly weak in the early game, he runs out of mana easily, and I whiff more roots than I ought to...
On October 22 2015 14:36 Ethelis wrote: So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
Kind of what Leolio said. The mechanical requirements are a bit lower compared to games like LoL or Dota 2, but the decision making is pretty hectic. In League, the laning phase usually drags out quite a bit, travel times are fairly slow, and objectives are spread out by several minutes. In Heroes, good players will be thinking 30-60 seconds ahead and exactly where they'll be, down to the exact second; there's a lot more to juggle, and snap decisions are worth a lot more in Heroes.
Arthas is a solid hero. For me, it's Sindragosa all the way. The rest of your build looks solid. He's considered an "off-tank" because he's only really mildly tanky and more valued for his CC/slows and his damage from Frostmourne. If you're into tanks, I recommend getting Johanna when you can; she's easy to pick up and one of the most effective tanks in the game.
I found Muradin very easy to learn too (especially since I played Human in WC3) and he's dirt cheap.
Arthas has two viable heroics, Sindragosa is great for controlling a team fight and for maps where the map object is push minions (Mines, Tomb, to a lesser extend Dragon Shire). If you have to tank then Army is great too. It'll eat skill shots and give you a 1 sec heal.
On October 22 2015 14:36 Ethelis wrote: So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
There is a pretty good guide for Arthas here. You can also look for some Team DK replays with ScSc playing Arthas as he is arguably the best pro player with him. Here are some of his older highlight plays:
There is also a guide by [Phantom] you can check out.
Wow ok, thanks for all the feedback guys. Yeah it seems to play off how I thought it did more or less. Currently i'm just looking for fun heroes as i'm currently not that into it but i'll keep trying new ones and see if I find something great for me.
On October 22 2015 14:36 Ethelis wrote: So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
Kind of what Leolio said. The mechanical requirements are a bit lower compared to games like LoL or Dota 2, but the decision making is pretty hectic. In League, the laning phase usually drags out quite a bit, travel times are fairly slow, and objectives are spread out by several minutes. In Heroes, good players will be thinking 30-60 seconds ahead and exactly where they'll be, down to the exact second; there's a lot more to juggle, and snap decisions are worth a lot more in Heroes.
Arthas is a solid hero. For me, it's Sindragosa all the way. The rest of your build looks solid. He's considered an "off-tank" because he's only really mildly tanky and more valued for his CC/slows and his damage from Frostmourne. If you're into tanks, I recommend getting Johanna when you can; she's easy to pick up and one of the most effective tanks in the game.
Yeah I have minimal problems planning ahead in League, I guess it'll just be getting used to the flow of objectives and merc spawn timers. Is there any good resource out there that lays out were each Hero ranks more or less in terms of damage or tankiness and stuff like that? Obviously raw utility is more subjective and team comp oriented so i'll have to learn that the hard way by just playing.
On October 22 2015 14:36 Ethelis wrote:While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
I think it's a good idea to always spec for tank when you're the only warrior in your team. So the build you're going is the tanky route (Relentless at 13 or Spell Shield if they don't have much cc, Stoneskin at 16). Then there's the bruiser build that goes with Sindragosa and non-defensive talents, but playing Arthas as a bruiser is difficult, kind of like Anub'arak is, so going the tanky route is safer if you're still learning the game. Although I should say that even playing Arthas as a tank is difficult compared to a lot of other tanks, and as mentioned he's not a pure tank so there are better options for that.
On October 23 2015 00:01 jubil wrote: I have a question about Malfurion talents - Is Rampant Growth worth taking now? And what in the world do I get at level 1? I often have problems with mana on Malf, but Harmony seems counterproductive - a Moonfire+discounted Regrowth is still more expensive than just a Regrowth. I usually go with Shan'do's Clarity instead. In general, Malf is the support I feel least confident with: his healing is slow, and particularly weak in the early game, he runs out of mana easily, and I whiff more roots than I ought to...
I think all his level 1 talents are viable, it's mostly based on your team, if they got great wave clear, if you're playing with heroes that uses a lot of mana and such. I usually go for Moonburn, it's great on three lane maps and maps with a lot of mercs. But if you're playing on another map then go for one of the other ones. Tips for not running out of mana early game is to not use Entangling Roots unless your team is going for a co-ordinated kill. Constantly use Moonfire and keep out of range of enemies so you're not taking damage, means you can focus on healing other people instead of yourself and not lose much mana.
On October 23 2015 02:48 Ethelis wrote: Wow ok, thanks for all the feedback guys. Yeah it seems to play off how I thought it did more or less. Currently i'm just looking for fun heroes as i'm currently not that into it but i'll keep trying new ones and see if I find something great for me.
On October 22 2015 14:36 Ethelis wrote: So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
Kind of what Leolio said. The mechanical requirements are a bit lower compared to games like LoL or Dota 2, but the decision making is pretty hectic. In League, the laning phase usually drags out quite a bit, travel times are fairly slow, and objectives are spread out by several minutes. In Heroes, good players will be thinking 30-60 seconds ahead and exactly where they'll be, down to the exact second; there's a lot more to juggle, and snap decisions are worth a lot more in Heroes.
Arthas is a solid hero. For me, it's Sindragosa all the way. The rest of your build looks solid. He's considered an "off-tank" because he's only really mildly tanky and more valued for his CC/slows and his damage from Frostmourne. If you're into tanks, I recommend getting Johanna when you can; she's easy to pick up and one of the most effective tanks in the game.
Yeah I have minimal problems planning ahead in League, I guess it'll just be getting used to the flow of objectives and merc spawn timers. Is there any good resource out there that lays out were each Hero ranks more or less in terms of damage or tankiness and stuff like that? Obviously raw utility is more subjective and team comp oriented so i'll have to learn that the hard way by just playing.
There are a number of "tier" lists out there by rank 1 and pro players, but balance patches are changing that on a regular basis, and what is most popular in NA or europe doesn't always match up with Korea and China.
Raynor, Valla, Muradin and Malfurion are great pick ups at 2,000 gold. Sonya and Tassadar are currently two of the most popular 4k heroes.
Uther is generally considered the best healer right now. Johanna and Leoric are 2 of the most popular warriors. Jaina, Kael'thas, and Zeratul are some of the most popular 10k gold assassins. Abathur gives a completely unique play experience. Ideally you get a chance to try some of the heroes you are interested in when they are free to play, or check out some replays for that hero. What hero is fun is subjective from player to player.
On October 23 2015 02:48 Ethelis wrote: Wow ok, thanks for all the feedback guys. Yeah it seems to play off how I thought it did more or less. Currently i'm just looking for fun heroes as i'm currently not that into it but i'll keep trying new ones and see if I find something great for me.
On October 22 2015 14:36 Ethelis wrote: So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
Kind of what Leolio said. The mechanical requirements are a bit lower compared to games like LoL or Dota 2, but the decision making is pretty hectic. In League, the laning phase usually drags out quite a bit, travel times are fairly slow, and objectives are spread out by several minutes. In Heroes, good players will be thinking 30-60 seconds ahead and exactly where they'll be, down to the exact second; there's a lot more to juggle, and snap decisions are worth a lot more in Heroes.
Arthas is a solid hero. For me, it's Sindragosa all the way. The rest of your build looks solid. He's considered an "off-tank" because he's only really mildly tanky and more valued for his CC/slows and his damage from Frostmourne. If you're into tanks, I recommend getting Johanna when you can; she's easy to pick up and one of the most effective tanks in the game.
Yeah I have minimal problems planning ahead in League, I guess it'll just be getting used to the flow of objectives and merc spawn timers. Is there any good resource out there that lays out were each Hero ranks more or less in terms of damage or tankiness and stuff like that? Obviously raw utility is more subjective and team comp oriented so i'll have to learn that the hard way by just playing.
I don't always agree with these, but they're updated regularly and fairly accurate. Ofc, in anything other than the tip top pro play, pretty much anyone is viable, so I don't get caught up on that stuff.
On October 23 2015 02:48 Ethelis wrote: Wow ok, thanks for all the feedback guys. Yeah it seems to play off how I thought it did more or less. Currently i'm just looking for fun heroes as i'm currently not that into it but i'll keep trying new ones and see if I find something great for me.
On October 22 2015 23:54 SC2John wrote:
On October 22 2015 14:36 Ethelis wrote: So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
Kind of what Leolio said. The mechanical requirements are a bit lower compared to games like LoL or Dota 2, but the decision making is pretty hectic. In League, the laning phase usually drags out quite a bit, travel times are fairly slow, and objectives are spread out by several minutes. In Heroes, good players will be thinking 30-60 seconds ahead and exactly where they'll be, down to the exact second; there's a lot more to juggle, and snap decisions are worth a lot more in Heroes.
Arthas is a solid hero. For me, it's Sindragosa all the way. The rest of your build looks solid. He's considered an "off-tank" because he's only really mildly tanky and more valued for his CC/slows and his damage from Frostmourne. If you're into tanks, I recommend getting Johanna when you can; she's easy to pick up and one of the most effective tanks in the game.
Yeah I have minimal problems planning ahead in League, I guess it'll just be getting used to the flow of objectives and merc spawn timers. Is there any good resource out there that lays out were each Hero ranks more or less in terms of damage or tankiness and stuff like that? Obviously raw utility is more subjective and team comp oriented so i'll have to learn that the hard way by just playing.
I don't always agree with these, but they're updated regularly and fairly accurate. Ofc, in anything other than the tip top pro play, pretty much anyone is viable, so I don't get caught up on that stuff.
I hate starting a new game and getting into tier lists because there's a lot of subjectivity to them; I would rather start learning without many biases. I meant something along the lines of a spreadsheet i guess where like you can sort by base health (or any stat) and then by hp/lvl and so on to get an idea on who's a giant meatshield or who does the most dps on paper (so I have a vague idea on whether to focus Kael'thas over Raynor [don't know if it's right or not]).
On October 23 2015 02:48 Ethelis wrote: Wow ok, thanks for all the feedback guys. Yeah it seems to play off how I thought it did more or less. Currently i'm just looking for fun heroes as i'm currently not that into it but i'll keep trying new ones and see if I find something great for me.
On October 22 2015 23:54 SC2John wrote:
On October 22 2015 14:36 Ethelis wrote: So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
Kind of what Leolio said. The mechanical requirements are a bit lower compared to games like LoL or Dota 2, but the decision making is pretty hectic. In League, the laning phase usually drags out quite a bit, travel times are fairly slow, and objectives are spread out by several minutes. In Heroes, good players will be thinking 30-60 seconds ahead and exactly where they'll be, down to the exact second; there's a lot more to juggle, and snap decisions are worth a lot more in Heroes.
Arthas is a solid hero. For me, it's Sindragosa all the way. The rest of your build looks solid. He's considered an "off-tank" because he's only really mildly tanky and more valued for his CC/slows and his damage from Frostmourne. If you're into tanks, I recommend getting Johanna when you can; she's easy to pick up and one of the most effective tanks in the game.
Yeah I have minimal problems planning ahead in League, I guess it'll just be getting used to the flow of objectives and merc spawn timers. Is there any good resource out there that lays out were each Hero ranks more or less in terms of damage or tankiness and stuff like that? Obviously raw utility is more subjective and team comp oriented so i'll have to learn that the hard way by just playing.
I don't always agree with these, but they're updated regularly and fairly accurate. Ofc, in anything other than the tip top pro play, pretty much anyone is viable, so I don't get caught up on that stuff.
I hate starting a new game and getting into tier lists because there's a lot of subjectivity to them; I would rather start learning without many biases. I meant something along the lines of a spreadsheet i guess where like you can sort by base health (or any stat) and then by hp/lvl and so on to get an idea on who's a giant meatshield or who does the most dps on paper (so I have a vague idea on whether to focus Kael'thas over Raynor [don't know if it's right or not]).
On October 23 2015 02:48 Ethelis wrote: Wow ok, thanks for all the feedback guys. Yeah it seems to play off how I thought it did more or less. Currently i'm just looking for fun heroes as i'm currently not that into it but i'll keep trying new ones and see if I find something great for me.
On October 22 2015 23:54 SC2John wrote:
On October 22 2015 14:36 Ethelis wrote: So some of my friends really like playing HOTS and i kinda wanna learn the game a little. I personally don't like it much atm but there may still be hope. How does it compare to LoL in terms of team compositions and in the macro aspect overall? I see some heroes with "jungling" talents, is that a thing here? From what I can tell it's a lot of forced teamfighting from objectives with merc camps as a pushing tool to setup a good slow push before the objective spawns or whatever.
While i'm here, any tips on Arthas? (He's the only hero I own atm, i've played a few free ones already). I currently take:
1. Block or Regen mastery occasionally. 4. Destruction 7. Rune Tap 10. Army of the Dead (not sure which to take here honestly) 13. Relentless or Biting Cold (seems like Relentless vs heavy CC, hard for me to judge since idk the heroes well) 16. Frostmourne or Stoneskin (Stoneskin if i need tankiness) 20. Hardened Shield
Kind of what Leolio said. The mechanical requirements are a bit lower compared to games like LoL or Dota 2, but the decision making is pretty hectic. In League, the laning phase usually drags out quite a bit, travel times are fairly slow, and objectives are spread out by several minutes. In Heroes, good players will be thinking 30-60 seconds ahead and exactly where they'll be, down to the exact second; there's a lot more to juggle, and snap decisions are worth a lot more in Heroes.
Arthas is a solid hero. For me, it's Sindragosa all the way. The rest of your build looks solid. He's considered an "off-tank" because he's only really mildly tanky and more valued for his CC/slows and his damage from Frostmourne. If you're into tanks, I recommend getting Johanna when you can; she's easy to pick up and one of the most effective tanks in the game.
Yeah I have minimal problems planning ahead in League, I guess it'll just be getting used to the flow of objectives and merc spawn timers. Is there any good resource out there that lays out were each Hero ranks more or less in terms of damage or tankiness and stuff like that? Obviously raw utility is more subjective and team comp oriented so i'll have to learn that the hard way by just playing.
I don't always agree with these, but they're updated regularly and fairly accurate. Ofc, in anything other than the tip top pro play, pretty much anyone is viable, so I don't get caught up on that stuff.
I hate starting a new game and getting into tier lists because there's a lot of subjectivity to them; I would rather start learning without many biases. I meant something along the lines of a spreadsheet i guess where like you can sort by base health (or any stat) and then by hp/lvl and so on to get an idea on who's a giant meatshield or who does the most dps on paper (so I have a vague idea on whether to focus Kael'thas over Raynor [don't know if it's right or not]).
On October 24 2015 02:19 Tenks wrote: Is it possible to outrange triple tap? Like what if Falstad Z's away to the other side of the map after the lock-on has been performed?
You can outrun it if you make it to your fountain or behind your buildings, but I don't think range cancels its cast like with Pyroblast.
On March 23 2015 04:28 DarkPlasmaBall wrote: Where could I find a comprehensive beginner's guide/ site/ video to Heroes? I've never played any MOBAs before, there isn't that much information on Liquipedia, and I have literally no idea where to start. Thanks
You can use it everytime: https://www.hotslogs.com/ Enjoy your statistics nerd or just dominate someone with most effective build ;D
What is your preferred Murky build and best tips? I bought him last night and fooled around in game, and frankly he is one of the most fun heroes I've gotten lately especially after the Artanis release proved to be a bust. I've been going:
1. Block 4. Living the Dream (I read some stuff about envenom Murky which seemed tempting for 1v1) 7. Slime Advantage (Sometimes Compressed Air, but SA seems to be better guaranteed damage) 10. Octograb (I messed around with march in AI games, maybe change depending on map. Shrines or Temple.) 13. Continuous Slime (Sometimes Wrath of COd) 16. Slimy Pufferfish (Just what I've been going with, again I've seen builds with Blood for blood that seem interesting) 20. Not gotten to 20 in a game with Murky yet.
I want to mess around some with the 1v1 envenom+blood for blood tonight, but thought I'd seek some Murk advice on TL.
personally I always go full puffer-- which is the larger radius, slimey, extra damage on slime build.
a german rank 1 streamer I like watching during work sometimes claims that the best build is block/living the dream/slime advantage/octograb/bubble machien/rejuv bubble/shark. Haven't tested it myself, but it sounds like a dueling build.
I almost always play murky as my first game of the day and when I'm tired or otherwise handicapped. Never played him in HL because people react very negatively to him and I don't think thats worth it for me.
The build you listed is in fact my favorite build (with rewind or 'a shark too' if I'm lazy).
At the beginning I just wanted to taunt people and push all day with the bubble build. But that became boring after a while because its mostly pve. I tried the b4b envenom build for a while and yes you will get kills with it but to me it felt like I was not contributing much in teamfights. So now I play your build almost all the time. Clears camps and waves super fast. Very relaxed, forgiving and easy playstyle(unless you take rewind). Probably not the best for all maps comps(esp. HL) but 100% the best for me in QM.
On October 31 2015 02:08 Garbels wrote: I almost always play murky as my first game of the day and when I'm tired or otherwise handicapped. Never played him in HL because people react very negatively to him and I don't think thats worth it for me.
The build you listed is in fact my favorite build (with rewind or 'a shark too' if I'm lazy).
At the beginning I just wanted to taunt people and push all day with the bubble build. But that became boring after a while because its mostly pve. I tried the b4b envenom build for a while and yes you will get kills with it but to me it felt like I was not contributing much in teamfights. So now I play your build almost all the time. Clears camps and waves super fast. Very relaxed, forgiving and easy playstyle(unless you take rewind). Probably not the best for all maps comps(esp. HL) but 100% the best for me in QM.
Yeah, I'm hesitant to really go for it in HL drafting Murky, not something I want to do to other people just because I think Murky is fun to mess around in.
On October 31 2015 01:49 MotherFox wrote: personally I always go full puffer-- which is the larger radius, slimey, extra damage on slime build.
a german rank 1 streamer I like watching during work sometimes claims that the best build is block/living the dream/slime advantage/octograb/bubble machien/rejuv bubble/shark. Haven't tested it myself, but it sounds like a dueling build.
The bubble talents seem interesting, and are definitely where I've explored least. I'll have to give it a go in Quick Match today.
I wouldn't mind doing puffer against the right comp, but I feel like you need the right amount of distraction to not have it blown up. I may just be misreading the purpose of it though and thinking fighting heroes rather than clearing.
On October 31 2015 02:17 ThomasjServo wrote: I wouldn't mind doing puffer against the right comp, but I feel like you need the right amount of distraction to not have it blown up. I may just be misreading the purpose of it though and thinking fighting heroes rather than clearing.
Fast auto attackers are good at taking down the pufferfish, but you have to be VERY fast as a melee attacker to do this. Even then, in the middle of teamfights of 3-5 people, the fish is more of a zoning tool than damage. Teams without coordination don't have time to target it down, so they will avoid it instead. That knowledge can be useful as you navigate the fight.
Also, of course, octograb is an insane teamfight tool. Especially if the other team took lili, since there is no counter to it then.
On October 31 2015 02:17 ThomasjServo wrote: I wouldn't mind doing puffer against the right comp, but I feel like you need the right amount of distraction to not have it blown up. I may just be misreading the purpose of it though and thinking fighting heroes rather than clearing.
Fast auto attackers are good at taking down the pufferfish, but you have to be VERY fast as a melee attacker to do this. Even then, in the middle of teamfights of 3-5 people, the fish is more of a zoning tool than damage. Teams without coordination don't have time to target it down, so they will avoid it instead. That knowledge can be useful as you navigate the fight.
Also, of course, octograb is an insane teamfight tool. Especially if the other team took lili, since there is no counter to it then.
Noted, it will be a fun, albeit muted night of QM tonight. I don't care to take any guff from people with a chip on their shoulder about murky.
I see that so many heroes/builds are used in pre-Blizzcon matches. Is the hotslogs are so common that you can't say it's the strongest hero or build really?
On October 31 2015 05:54 Jenia6109 wrote: I see that so many heroes/builds are used in pre-Blizzcon matches. Is the hotslogs are so common that you can't say it's the strongest hero or build really?
Usually, especially if you look under Master League for HL and QM. The only exception to this I've found recently is Tassadar builds, where pro players are taking Mental Acuity at level 4, Static Charge at level 7, and Rewind at level 20, despite relatively low percentages in Hotslogs. Mental Acuity and Static Charge aren't the lowest numbers, but Rewind definitely is.
I feel like Rewind is absolutely the way to go. Double shields, 4 storms... hell ye Stormshield is good, too but i feel like there is rarely a case where everyone needs to be shielded at the same time and one or two are enough.
said he'll talk more about it at blizcon. I know previously bliz has said hard resets are bad for matchmaking for a time, so they don't want to do it. This sounds like it'll be some kind of rolling system that negates older games.
Was thinking about making a new account for some time now... Wouldn't mind the leveling... but all the heroes
On another note, heard you're having some casual TL fun over on NA EU TL is pretty quiet. Mabye if some more ppl would like to hang out in the TL Channel we could do some QMs or sth
Personally match-making has gotten a lot better. Earlier in the summer I found Hero League absolutely unplayable for me, not sure why. So I stuck with QM. But then again once HL fixed itself, QM has turned into really garbage games. But what can you do sometimes? I ended up the 1 with a team of 4 auto-selectors who were clearly messing around.
But either way, MMR decay would be nice, especially since meta and new heroes change up your ability to compete.
What are bonus points? I have over 400 games in HL and have never seen it before. Now the last win I got 103 match points and 116 bonus points. Not complaining though
On November 23 2015 02:05 dpurple wrote: What are bonus points? I have over 400 games in HL and have never seen it before. Now the last win I got 103 match points and 116 bonus points. Not complaining though
Basically if the system feels like you should be a higher rank than where you are it gives bonus (skill) points for a win to try to get you there faster.
On December 03 2015 04:47 MotherFox wrote: When...
* the map is cursed hollow * your team is level 8 and has 0 tributes * the other team is level 10 and has 2 tributes * a tribute has just spawned
What do you do?
Let them take the tribute, follow their movement so you play as safe as possible, soak as much as you can.
It is the first curse, they will get level 11 for sure while you will probably be level 9, but it still isn't gamebreaking, they won't win the game in the next few minutes or so. Play defensively to the level 10, they will probably be level 12 by then but at least you will be on the same talent. Try to surprise them then, do an ambush or destroy a fort if they are on the opposite side of the map. If you manage to do a successful ambush and kill 1-3 heroes you might catch them with the level or be really close.
Don't do stupid shit, don't try to fight at any cost without reason, don't try to do the boss when you don't know where they are or to steal the mercs.
On December 03 2015 04:47 MotherFox wrote: When...
* the map is cursed hollow * your team is level 8 and has 0 tributes * the other team is level 10 and has 2 tributes * a tribute has just spawned
What do you do?
What is, try and fight for tribute then chide my teammates for being bad at the game?
I'll take QM Quandaries for $400, Alex.
You feel my pain.
In one game last night I felt like a broken record:
* "We have 8 and they have 10, don't engage--- soak to 10." --- Team engages 4v5 and loses. * "We have 11 and they have 13, don't engage-- soak to 13." --- Team engages 3v5, loses. * "We have 15 and they have 16, I guess you guys will do whatever you want and nothing I do matters."
Maybe this is a question for xDaunt specifically, since he likes to run shadow assault on zeratul
I've noticed a few zeratuls going shadow assault recently. This skill gives a 20% attack speed buff for 6 seconds as well as a teleportation ability. However, when thinking about the skill (and reflecting on how it's gone in my real-life play), the following comes across:
* Zeratul's attack speed is 1.11111... So, in 6 seconds he normally gets in 6 * 1.111 = 6.66 attacks. With a 20% increased attack speed over 6 seconds, he gets 6.66 * 1.2 = 7.99 attacks--- just one extra attack.
* the teleportation ability seems almost trivial since zeratul already has a lot of ability to stick to targets: one ability slows and the other teleports. It's a really rare situation that I feel like I can't stay in the fight to get basic attacks in with him.
So what am I missing about this ability? It seems like it gives extremely marginal benefits, especially when compared to void prison--- is it all about the level 20 upgrade that gives life steal?
On December 14 2015 04:26 MotherFox wrote: Maybe this is a question for xDaunt specifically, since he likes to run shadow assault on zeratul
I've noticed a few zeratuls going shadow assault recently. This skill gives a 20% attack speed buff for 6 seconds as well as a teleportation ability. However, when thinking about the skill (and reflecting on how it's gone in my real-life play), the following comes across:
* Zeratul's attack speed is 1.11111... So, in 6 seconds he normally gets in 6 * 1.111 = 6.66 attacks. With a 20% increased attack speed over 6 seconds, he gets 6.66 * 1.2 = 7.99 attacks--- just one extra attack.
* the teleportation ability seems almost trivial since zeratul already has a lot of ability to stick to targets: one ability slows and the other teleports. It's a really rare situation that I feel like I can't stay in the fight to get basic attacks in with him.
So what am I missing about this ability? It seems like it gives extremely marginal benefits, especially when compared to void prison--- is it all about the level 20 upgrade that gives life steal?
What you're really looking for is getting that third AA in to proc master warp blade. Sticking to your target and having the attack speed burst makes that happen much sooner than it otherwise would. Just guestimating, I'd say that you end up killing targets somewhere in the range of 30-40% faster all things considered -- without having to burn your blink for offensive purposes.
I certainly wouldn't say that Shadow Assault is a good ability. It is situationally mediocre at best. They should cut its cooldown significantly -- probably in half.
On December 09 2015 05:25 MotherFox wrote: do skeletons on infernal shrines give xp?
if so, how does it relate to minion waves?
They do give xp, yes, like the plants, undead, shrine guardians, etc. I would assume it's around the same amount of xp as a minion, but I'm not sure of the exact number.
I tried to Google it but couldn't find the answer. When you use Tour Bus (which I never did for some reason - stupid me) do you make all the people on your slide's path dance or only the people on the "landing spot" of Tour bus ?
I try to only play ETC on HL these days and I always get Storm Shield because I know this talent well. But it seems Tour Bus can be very very powerful.
Where are the good replay sites for heroes? I'm struggling to find anything besides gosugamers. Also, I heard they break every hotfix, so I can only look at very recent ones?
I suck at support but I can at least play BW and Tyrande well. However I noticed with Morales's boost in popularity that you need to be able to dive to get her. So I need a "dive" healer. Any half decent player will focus BW or Tyrande if she follows Diablo (why the hell is everybody picking Diablo BTW?) / Tyrael / Illidan or so.
I guess the obvious answer is friggin' baldy Kharazim. But since I suck with him, any other ? Is Uther good in this role ?
On December 29 2015 01:19 Leolio wrote: I suck at support but I can at least play BW and Tyrande well. However I noticed with Morales's boost in popularity that you need to be able to dive to get her. So I need a "dive" healer. Any half decent player will focus BW or Tyrande if she follows Diablo (why the hell is everybody picking Diablo BTW?) / Tyrael / Illidan or so.
I guess the obvious answer is friggin' baldy Kharazim. But since I suck with him, any other ? Is Uther good in this role ?
1. Diablo is actually really good. In my opinion, he's surpassed Leoric/Johanna to take a place in top 3 tanks (ETC/Diablo/Muradin). 2. If you have a dive assassin/bruiser like Kerrigan, Sonya, Illidan, Tyrael, or Butcher, Uther is your go-to healer. He has the huge heals and Dshield. If you do it right, someone like Kerrigan will activate ult, dive deep, and then you Dshield her before she takes substantial damage - she soaks up a ton of cooldowns and damage, and then your team just wins the fight. Brightwing can also work, but you have be a lot more careful against AoE stuff since you'll be in the middle of the fray (same for Kharazim).
I suggest just having Uther as your staple support pick because he's never really bad in any composition.
On December 27 2015 16:56 HewTheTitan wrote: Where are the good replay sites for heroes? I'm struggling to find anything besides gosugamers. Also, I heard they break every hotfix, so I can only look at very recent ones?
Hotslogs is the only other site I would suggest. And yes, they still haven't figured out how to make replays work consistently in spite of working with the client since 2010.
Diablo is pretty good right now, second highest win % on hotslogs iirc. Decent tankiness, decent damage, and most importantly, a lot of kill potential. Getting the Tyrande/Dibblez combo working (tricky to pull off, especially in soloQ) bears some serious fruit.
And yeah, a lot of people misuse Uther's Divine Shield in that they see it as a save to keep a hero alive as they disengage - this is effectively wasting it, although it does of course serve this purpose very well. A shielded hero at the end of a fight will simply not be targeted by the other team who can afford to put out damage on other heroes, especially since a couple are probably already dead at this point. So what if your Illidan survives with 50 HP? If he's having to run away, the fight has probably already been lost.
Instead, pop divine shield on your Kerrigan etc as they start fighting properly (not the second they engage, but just after the fight begins properly). The immediate reaction of any player when they see a Kerrigan with maelstrom leaping at you and using her abilities is to unload all their CC and damage abilities at her ASAP. A well timed Divine shield completely negates all of that damage and puts the other team on cooldown.
So not only are the abilities/resources etc wasted, it is valuable time in which the rest of your team is smashing all kinds of damage onto the other team for free. Which helps the fact that Uther doesn't really deal all that much damage himself (and you should be putting your stun and your other heals/shields/cleanse etc to use in the meanwhile).
Having a hero like Kerrigan or Butcher all up in your shit with DS on them is a nightmare to deal with - all you can do is run away or try to ignore them (which is hard since they are still damaging you while you cannot damage them) and at the same time you're being hit by their ranged dps, AND having to deal with a tank disrupting you as well.
I guess the problem with Diablo is that it's the go-to warrior of people who have no idea how to play warrior but know he is "meta". Got one the other day who died 17 times in HL. We won but it's a tiny bit too much, even if trading yourself can be ok with Diablo.
Ok for the not-baldy-bearded-one, he was on my radar TBH but 5 more hotkeys is a tiny bit too much to handle. About Divine Shield I remember reading about it from CarlTheLlama, it's very interesting as most people use it as a Divine Palm thingy (I thought it was like that too). Guess I'll have to train with Uther ASAP.
Harris1st > Good idea but I used to play only high mobility/high rythm heroes (BW, Nova, Murky, Illidan, Falstad...) so I just cannot play Morales or Malfurion, they don't fit with my personnality at all and I suck with them.
Thanks guys for your advices. I'll go train with Uther. :-)
On December 29 2015 17:59 Leolio wrote: I guess the problem with Diablo is that it's the go-to warrior of people who have no idea how to play warrior but know he is "meta". Got one the other day who died 17 times in HL. We won but it's a tiny bit too much, even if trading yourself can be ok with Diablo.
Ok for the not-baldy-bearded-one, he was on my radar TBH but 5 more hotkeys is a tiny bit too much to handle. About Divine Shield I remember reading about it from CarlTheLlama, it's very interesting as most people use it as a Divine Palm thingy (I thought it was like that too). Guess I'll have to train with Uther ASAP.
Harris1st > Good idea but I used to play only high mobility/high rythm heroes (BW, Nova, Murky, Illidan, Falstad...) so I just cannot play Morales or Malfurion, they don't fit with my personnality at all and I suck with them.
Thanks guys for your advices. I'll go train with Uther. :-)
Try out the Holy Radiance build...basically W talents on 4 and 7. It's really good on maps like Cursed Hollow, Towers of Doom, Infernal Shrines, and it feels like you have so much more healing because your W will connect with like the ENTIRE team. Less buttons to deal with, but equally effective.
Sidenote: Thank you, Larkin, that was very well put. I was trying to find the words, but blahhhhh haha.
I found it a good challenge (if somewhat difficult at first) to go for full utility Uther. Protective Shield on 4, Cleanse on 7, Shrink Ray on 13 and Benediction on 16. Yes, it's a lot of buttons and it isn't an easy way to play Uther but damn can you save an ally from certain death with that. Feels so good when you managed to keep everyone alive in a teamfight with just a scrap of health.
At the same time, bad Uthers are so so cringe worthy, going for horrible talents and just not healing much of anything. I wouldn't recommend Uther for newcomers unless they're being guided. Malfurion or Li Li would be much better for newcomers trying to play healer.
As for Divine Shield usage, for me it depends on what I get in QM/HL. It doesn't take long to recognize if you've got a player in the team that likes to yolo into the enemy team or if you've actually got a decent melee assassin. Unless the latter is the case, I usually find it better to use Divine Shield on someone that's in the middle of the fight getting nuked but before they start to run away so that it still negates a lot of damage. Of course, sometimes you just have to use it to save that Kael'Thas trying to go ham on his own.
I think I'll be starting (I'll play a lot today) with John's advice, and when I feel confident I'll start implementing more keys. Not to mention the Shield and Cleanse are the 2 most "difficult" to use. I also think I'll go for Thezzy's advice in QM, training with lots of keys. I understand almost noone goes for storm shield (though I love it with BW / ETC / Tyrande), so that's 1 less key.
Both ways will be interesting in short term and long term results.
On January 17 2016 07:40 ThomasjServo wrote: When can vikings safely take a hard camp level wise?
Need more information to answer completely. If you take Mercenary Lord, basically anytime after level 4.
Otherwise, it's a question of how many Vikings you send and which ones and whether or not you have Bribe, etc. Usually I send Olaf/Baelog with 2 stacks of Bribe (~level 7+) to do Knight camps and bribe the knights (not the wizard). It's easier to do on Diablo maps because you only need one Bribe stack for the Shaman; in fact, it's easier to do a hard camp than an easy camp as Vikings on those map. It's typically not great to send all 3 Vikings to one camp if you can help it.
On January 17 2016 07:40 ThomasjServo wrote: When can vikings safely take a hard camp level wise?
Need more information to answer completely. If you take Mercenary Lord, basically anytime after level 4.
Otherwise, it's a question of how many Vikings you send and which ones and whether or not you have Bribe, etc. Usually I send Olaf/Baelog with 2 stacks of Bribe (~level 7+) to do Knight camps and bribe the knights (not the wizard). It's easier to do on Diablo maps because you only need one Bribe stack for the Shaman; in fact, it's easier to do a hard camp than an easy camp as Vikings on those map. It's typically not great to send all 3 Vikings to one camp if you can help it.
It was a poorly phrased way to put it, I've been shying away from merc lord, but I see its use a bit more clearly now. Pain Don't Hurt because I find myself watching Baelog more than Eric or Olaf for whatever reason.
Do you know how many minions equals one stack of Viking Bribery? I also saw that you used to be able to assign 5 as a hot key for control group that isn't all 3 but it was bugged out or patched out if I read correctly? Is that the case or am I mistaken.
On January 17 2016 12:37 farvacola wrote: What are opinions on Greymane?
I think he has potential but would need to be super babysat. Tyrael maybe with Sanctification could be cool, Medic is interesting, but he is on the cusp of too fragile imo.
Can you tell as Tassadar when your Prescience(?) cooldown is off. If it IS off cooldown, presumably if you are on low HP but not quite low enough to activate it, and take lethal damage from one source, you can die without it activating?
At the bottom left (below your mana bar) you can see if Prescience is on cooldown, though it won't show a timer. And as far as I know, say you are at 20% and Nova snipes you, you'll go down to 15% health and then Prescience activates.
On January 17 2016 07:40 ThomasjServo wrote: When can vikings safely take a hard camp level wise?
Need more information to answer completely. If you take Mercenary Lord, basically anytime after level 4.
Otherwise, it's a question of how many Vikings you send and which ones and whether or not you have Bribe, etc. Usually I send Olaf/Baelog with 2 stacks of Bribe (~level 7+) to do Knight camps and bribe the knights (not the wizard). It's easier to do on Diablo maps because you only need one Bribe stack for the Shaman; in fact, it's easier to do a hard camp than an easy camp as Vikings on those map. It's typically not great to send all 3 Vikings to one camp if you can help it.
Do you know how many minions equals one stack of Viking Bribery?
One stack = 40 minions. If you are split 1-1-1 this is actually only 2 waves per lane. Customarily I like to use Erik to steal their siege camp (if it is not a Diablo map) as soon as I have the first 2 stacks.
On January 17 2016 07:40 ThomasjServo wrote: When can vikings safely take a hard camp level wise?
Need more information to answer completely. If you take Mercenary Lord, basically anytime after level 4.
Otherwise, it's a question of how many Vikings you send and which ones and whether or not you have Bribe, etc. Usually I send Olaf/Baelog with 2 stacks of Bribe (~level 7+) to do Knight camps and bribe the knights (not the wizard). It's easier to do on Diablo maps because you only need one Bribe stack for the Shaman; in fact, it's easier to do a hard camp than an easy camp as Vikings on those map. It's typically not great to send all 3 Vikings to one camp if you can help it.
Do you know how many minions equals one stack of Viking Bribery?
One stack = 40 minions. If you are split 1-1-1 this is actually only 2 waves per lane. Customarily I like to use Erik to steal their siege camp (if it is not a Diablo map) as soon as I have the first 2 stacks.
What if it is a diablo map, which combination do you use? I assume that is because the hard camps rely on the one sorcerer?
On January 17 2016 07:40 ThomasjServo wrote: When can vikings safely take a hard camp level wise?
Need more information to answer completely. If you take Mercenary Lord, basically anytime after level 4.
Otherwise, it's a question of how many Vikings you send and which ones and whether or not you have Bribe, etc. Usually I send Olaf/Baelog with 2 stacks of Bribe (~level 7+) to do Knight camps and bribe the knights (not the wizard). It's easier to do on Diablo maps because you only need one Bribe stack for the Shaman; in fact, it's easier to do a hard camp than an easy camp as Vikings on those map. It's typically not great to send all 3 Vikings to one camp if you can help it.
It was a poorly phrased way to put it, I've been shying away from merc lord, but I see its use a bit more clearly now. Pain Don't Hurt because I find myself watching Baelog more than Eric or Olaf for whatever reason.
Do you know how many minions equals one stack of Viking Bribery? I also saw that you used to be able to assign 5 as a hot key for control group that isn't all 3 but it was bugged out or patched out if I read correctly? Is that the case or am I mistaken.
It used to be that you could make control groups for Vikings, but I believe that has been patched out (not confirmed though). It's 40 minions for a stack of Viking Bribery, up from the usual 20, which is why split soaking in 2-3 lanes is so important if you take that talent. Merc Lord is AMAZING on Sky Temple, fyi. Get it every time and Erik can solo a temple like a BAWS.
On January 17 2016 07:40 ThomasjServo wrote: When can vikings safely take a hard camp level wise?
Need more information to answer completely. If you take Mercenary Lord, basically anytime after level 4.
Otherwise, it's a question of how many Vikings you send and which ones and whether or not you have Bribe, etc. Usually I send Olaf/Baelog with 2 stacks of Bribe (~level 7+) to do Knight camps and bribe the knights (not the wizard). It's easier to do on Diablo maps because you only need one Bribe stack for the Shaman; in fact, it's easier to do a hard camp than an easy camp as Vikings on those map. It's typically not great to send all 3 Vikings to one camp if you can help it.
Do you know how many minions equals one stack of Viking Bribery?
One stack = 40 minions. If you are split 1-1-1 this is actually only 2 waves per lane. Customarily I like to use Erik to steal their siege camp (if it is not a Diablo map) as soon as I have the first 2 stacks.
What if it is a diablo map, which combination do you use? I assume that is because the hard camps rely on the one sorcerer?
Like I said, use Olaf/Baelog or Olaf/Erik. It's possible you could go Baelog/Erik if you take Pain Don't Hurt, but whatever you do, you need someone who can tank the camp without having to back or tap if possible. On Diablo maps, you can't do the ninja steal because of the way camps work, but you can still use Bribe effectively on your own camps with minimal risk.
You can kiiiiinda steal the brusier camp on Infernal Shrines, but you just have to kill 1 of the dogs after bribing the shaman and the other dog. If you have good map awareness and the other team doesn't react, you can do it.
But stealing that camp only denies it to the enemy - unless you happened to get a punisher and kill the fort next to it, the shaman walks in range of the tower and gets killed quickly, so it doesn't do any real damage.
Don't wait, next time they may have Fals, Illidan, Nova or Zera and you'll have trouble too. TLV are easy to hunt down, there'll always be someone here to counter you. QM is there for experimenting, so go experimenting. :-)
* goes to a mirror and tries to convince himself to go QM as TLV *
On January 18 2016 20:22 Leolio wrote: Don't wait, next time they may have Fals, Illidan, Nova or Zera and you'll have trouble too. TLV are easy to hunt down, there'll always be someone here to counter you. QM is there for experimenting, so go experimenting. :-)
* goes to a mirror and tries to convince himself to go QM as TLV *
If you're good about it and smart, you can win in QM. It sucks when you get them on bad maps, but otherwise, there's still a lot of room for outplays on Vikings.
I know I should just nut up about it XD. I'm kind of in Leolio's camp, I'll run them the next time my buddy and I get online to play which should be tonight
So, about engages. Initiating a fight is the thing I struggle most with when I play characters that can initiate a fight, but also when I play one that actually can't and my tanks seem not to want to go in first.
Characters like ETC, Muradin, Thrall, Diablo are great initiators for a fight. I have a couple of quick questions: - What do you initiate on. Backline, tanks, objective? How do you open up? Flanks? - What to do when you are an assassin and your tank is a sissy and always backs too early, causing your team to feed kills and lose objectives for no reason. Any initiating an Assassin can force?
I think the focus in team fights is a composition by composition basis inb4 you hear the trope of, "focus morales," whenever she pops up in a game.
I spend most QM and HL games as Muradin, when I can't get him I go for Johanna or Falstad, but I think the emphasis on the most general of curves is focus on the squish. Keep it about picking away the lowest hanging fruit and creating small advantages in time (death timer) and space where if they engage without that one member you are at the advantage.
You can always try to coordinate an adjustment in focus if someone is giving you tons of trouble
If I am the assassin, I think that roaming with the tank and trying to give them a bit of confidence in what they are doing can bolster them to jump, slide, condemn into the team fight.
The only assassin off hand that I like for starting a fight is KT, and that is only because of phoenix. Dropping that down is an unmissable, get ready mofos kind of signal imo.
This was probably way too broad a question though, nevermind. Trial & Error, Practice makes Perfect, I suppose.
On January 19 2016 00:36 ThomasjServo wrote: The only assassin off hand that I like for starting a fight is KT, and that is only because of phoenix. Dropping that down is an unmissable, get ready mofos kind of signal imo.
I like Sundering for that as well, to be fair If I giant burning bird is saying get ready mofo's, what does the literal Earth cleaving beneath your feet say?
I did forget about sundering. I feel like sundering functions interestingly as a way to restart a team fight in a favorable way. At least in pro games, and that isn't the best QM metric.
It seems like good thralls are super patient, and if things don't start ideally, they'll use sundering as a reset button
On January 19 2016 00:52 ThomasjServo wrote: I did forget about sundering. I feel like sundering functions interestingly as a way to restart a team fight in a favorable way. At least in pro games, and that isn't the best QM metric.
It seems like good thralls are super patient, and if things don't start ideally, they'll use sundering as a reset button
Sundering seems like a cool ultimate because it is extremely versatile.
You can engage when a target is out of position and split teams (Enemy KT throwing out the Phoenix 'safely'- get rekt). You can disrupt channeled spells (Ravenous, Mosh). You can re-engage when the enemy chases poorly (Tyrande trying to get a stun on a lagging teammate - get rekt). You can disengage when shit goes wrong (The displacement, stun and "OH FUCK" effect buys you time). You can finish off a fleeing target with Q and R for some decent long-range Burst.
It's just a very cool and versatile spell. And the animation/effects are sick as fuck. Too bad lv 20 upgrade for Sundering isn't so good :p
One of the better ults, that is for sure, I think Earthquake is potentially underrated though. 70% slow is insane and I know I was in a game with a Thrall on the other team who took it and the first two team fights I had to go, wtf, whose ult is this because I had never seen it used before.
It is similar to the Blind for Artanis, it is just obnoxious and a decent way to set up picks/collapse on a team if they stay in the spell.
About the engage discussion IMO it depend on the teams, and it's only very generic guidelines:
Who has the best front line ?
If we have a better one do we want to dive them? Can our healer follow somehow ? How can they counter our dive ? If we don't want to dive / cannot dive will they dive us ? Who do we want to protect and how ?
The last 20 or so HL games I mostly played Diablo&Thrall duo queue so all I care about is if we can dive them or not.
So staying in line with my TLV questions besides Nova Zeratul, which heroes should I look out for and which ones should I be really happy about being on the other team.
On January 19 2016 04:27 ThomasjServo wrote: So staying in line with my TLV questions besides Nova Zeratul, which heroes should I look out for and which ones should I be really happy about being on the other team.
Zeratul/Nova/Falstad are the ones that TLV aren't a safe pick against. Raynor can be a nuisance cuz of SM. In general these 4 have easy time farming stacks on Vikings. Falstad especially fucks you over, because of his global presence and every Q being an almost guaranteed kill. Anything else should be a field day for a Viking last pick on a map where they comfortably farm (IF, GoT, ST).
On January 19 2016 04:27 ThomasjServo wrote: So staying in line with my TLV questions besides Nova Zeratul, which heroes should I look out for and which ones should I be really happy about being on the other team.
Zeratul/Nova/Falstad are the ones that TLV aren't a safe pick against. Raynor can be a nuisance cuz of SM. In general these 4 have easy time farming stacks on Vikings. Anything else should be a field day for a Viking last pick on a map where they comfortably farm (IF, GoT, ST)
Basically anything with seasoned marksman or Gathering power. Gotcha.
I'd add that QM Illidan will hurt you a lot too. In QM Illidan go for The Hunt more as it's much more viable than in HL (and much more fun), so if there're TLV around, it's easy kills almost guaranteed as you cannot outrun Illidan.
Feel happy to see anything without lane presence, or Abathur - he's only a threat if he goes for the full locust build - anything that will give you uncontested soak/push. Push is ideal, soak is a necessity. Maps like Garden of Terror, Sky Temple, Infernal Shrines where you essentially have to leave lane to go to an objective in the jungle is the dream since they either send a full hero to contest your 1/3 of a hero, or they lose a shit ton of xp.
On January 20 2016 01:15 Larkin wrote: Feel happy to see anything without lane presence, or Abathur - he's only a threat if he goes for the full locust build - anything that will give you uncontested soak/push. Push is ideal, soak is a necessity. Maps like Garden of Terror, Sky Temple, Infernal Shrines where you essentially have to leave lane to go to an objective in the jungle is the dream since they either send a full hero to contest your 1/3 of a hero, or they lose a shit ton of xp.
For some reason the idea of Eric poking an opposing abathur with a slingshot makes me laugh
On January 19 2016 01:10 ThomasjServo wrote: One of the better ults, that is for sure, I think Earthquake is potentially underrated though. 70% slow is insane and I know I was in a game with a Thrall on the other team who took it and the first two team fights I had to go, wtf, whose ult is this because I had never seen it used before.
It is similar to the Blind for Artanis, it is just obnoxious and a decent way to set up picks/collapse on a team if they stay in the spell.
Earthquake is a great pick if you're facing a melee-heavy team and need some extra peel for your ranged damage. The storm talent buff for Earthquake basically makes you unkillable against bruiser comps.
On January 20 2016 03:38 Larkin wrote: Ya Earthquake is for sure underrated. In the same way Sundering can wreck as an engage, Earthquake can wreck as a disengage prevention.
The real issue is finding those situations where earthquake doesn't just do what sunder would have anyway. While Earthquake can just wreck enemy teams with heavy melee comps, frequently I find myself wondering if I could have just sundered to get them all separated from my team & stunned (and therefore dead in a few seconds) anyway.
Not in combo with Leoric's entomb. People always want to engage fights with that and it sucks. IMO it's not a good ulti as the other one can turn a fight around.
For me, playing against it, I always get punished for sticking around too long as a squishy. Team fight will have gone reasonably well then just a hair too long before I get lightning breath turned on me and boom I'm dead. I dunno, Apocalypse is just so much more useful all round.
Is there a good map for Murky to take bribe on? I played in a Murk on Murk game where he went Bribe level one and I was curious as to your preferences.
I generally copy an iDream build when he ran Murk against DK I think it was which opens with Safety Bubble.
What's the fastest game ever played? I've gotten sub- 4 minutes a few times in Versus A.I., but these were with 4 other random people and heroes... surely with sylvanas and hammer working together it'd be damn fast?
On January 26 2016 12:20 DarkPlasmaBall wrote: What's the fastest game ever played? I've gotten sub- 4 minutes a few times in Versus A.I., but these were with 4 other random people and heroes... surely with sylvanas and hammer working together it'd be damn fast?
On January 26 2016 02:07 ThomasjServo wrote: Is there a good map for Murky to take bribe on? I played in a Murk on Murk game where he went Bribe level one and I was curious as to your preferences.
I generally copy an iDream build when he ran Murk against DK I think it was which opens with Safety Bubble.
I usually take either Bribe or Block, depending on the map.
I got with the Bubble Build from there on out though I've never seen the +20move be very useful. Block gives a ton more sustain (lal) and Bribe is good on maps like Sky Temple where you can get a very easy splitpush at a very inconvenient time.
Sky temple would be good too, I like Bubble on level one mainly because I can chase with the bubble and be super aggressive. The slight increase to survivability from block just seems kind of moot the longer the game goes on, but that is my though process on those level one talents. Assault Egg is right out, and that left Bribe and Bubble.
On January 26 2016 15:21 Ej_ wrote: My fastest HL was 8:08 I think
QM (5-stack):
I actually don't remember what happened in that game. Probably all opponents disconnecting or so, but it is still technically the shortest QM game I've ever played.
After that it's 9 minutes for next shortest QM and 9:45 for shortest HL.
On January 27 2016 20:58 Harris1st wrote: Holy Shit
That Zukhov guy must play with his forehead or sth Never seen a MMR below 1000
He's 45 or so. I had been playing Planetside 2 with him for 4 years before we both quit and looked for other games. He's not very good at Heroes, but, well, there are worse players.
Hey guys, so I've been trying to round out my roster of supports (already pretty confident with Uther, Rehgar, Lili, Malf, Morales, and to a lesser extent Tyrande) so I bought Kharazim and have been playing him in QM. It's a pretty different and interesting playstyle; my question is, if I want to take him to HL, what kinds of picks or comps should I be looking for on our team or the enemy before I draft him? (~rank 1-2; 2.8k mmr) Also, I haven't tried a damage build on him, is that any good, and if so, when?
Also really interested in hearing people's opinions of the new Nova, as she's my go-to QM hero when I get sick of being forced to pick supports in HL
I always thought the rule of thumb with the damage level 1 talent was kind of an only if you have double support kind of thing. I saw it with a Tyrande/Monk team on Khaldor's stream just today actually though.
Map mechanics question for Battlefield of Eternity:
Is there a ruleset that determines where the allied/enemy immortal spawns? Further, after the halfway point, can you determine where it re-positions to?
On February 02 2016 04:54 Frazzlehoon wrote: Map mechanics question for Battlefield of Eternity:
Is there a ruleset that determines where the allied/enemy immortal spawns? Further, after the halfway point, can you determine where it re-positions to?
Random initial spawn afaik.
If they spawn top and bottom, then after the halftime show they will have always reposition to the enemy side (heaven immortal on right side, hell immortal on left side).
On January 31 2016 07:48 ThomasjServo wrote: I always thought the rule of thumb with the damage level 1 talent was kind of an only if you have double support kind of thing. I saw it with a Tyrande/Monk team on Khaldor's stream just today actually though.
To be honest, I will go Transcendence 90% of the time regardless. I don't think the extra damage justifies the huge loss of self sustain (not to mention additional heals). With Iron Fists you can wreck pretty much anyone 1v1 around level 16 or so, but the tradeoff is being much weaker in the initial stages.
My go-to build with Kharazim regardless of another support or not is this:
Transcendence Protective Shield (Overtake) Way of the Hundred Fists (Echo of Heaven) Seven Sided Strike Fists of Fury (Quicksilver, Relentless) Blinding Speed Transgression (Storm Shield)
I find that the utility gained from being able to jump into their backline and deal a considerable amount of damage alongside the huge potential single target burst from SSS far outweighs the extra healing at 7, 16 and 10. Frankly I think there are seldom few occasions where Divine Palm is worth it - and at high level most teams have good discipline to not proc it anyway.
I put some alternate options in there too since it is composition (both yours and theirs) dependent. But that's what I've had most success with.
On February 02 2016 20:21 Ghostcom wrote: Wait, doesnt the globes actually give regen to the DK? I could have sworn it at least used to do.
There was a patch a few month back that changed it so that regen globes affected the character inside. I'm 90% sure that patch also removed the effect of regen globes on the DK itself.
Zagara, baneling use. What's the value of possible hero damage vs. certain structure damage? Or rephrased, I tend to save my banelings to use vs minions, ideally heroes, but see pros on stream use them against buildings, often almost on cooldown.
On February 03 2016 00:31 Aiobhill wrote: Zagara, baneling use. What's the value of possible hero damage vs. certain structure damage? Or rephrased, I tend to save my banelings to use vs minions, ideally heroes, but see pros on stream use them against buildings, often almost on cooldown.
I can think of one reason:
Towers shot at Banelings without killing them, meaning every 4 Banes a towers uses 2 shots without doing anything.
Main reasons pros don't use them against heroes is the cast time roots you in place for like 2 seconds which gives pros a gimme for landing skill shots on Zag.
Let me copy paste my post from then, I still think that way:
Think Dota meets Smash Bros, but in a good way. Everything is accessible, full of polish, the game is fast paced and fun, you can feel the Blizzard touch. It may be simpler than Dota and League of Legends, but again if the game is "too easy" for the people already playing these, they'll climb to an insane MMR and still face very competitive players.
On February 05 2016 23:52 JamesGoblin wrote: I heard that HotS is better introduction to the genre than DotA or LoL, any advices?
- It is much easier to get into Hots compared to the other 2 - I think the "skill ceiling" is the same even if it's mechanical "easier" than Dota/ LoL, strategy and decisionmaking play a bigger role. - Games are paced faster. Typical games need about 20min which is half of the other 2. Interesting for those who don't have much time on their hands
On February 05 2016 23:52 JamesGoblin wrote: I heard that HotS is better introduction to the genre than DotA or LoL, any advices?
I would certainly agree with that; I think HotS has a higher skill floor than those two. For one, the talent system is more forgiving than having to lasthit minions, choose which items to buy, and pick which of your skills to level at all. Also, the game gives you nice pointers for where and when you should teamfight with prominent and timed map objectives. The laning phase, which I think is a big part of the extra complexity of those games is really minimized and simplified here, which also makes games much shorter. Basically, it seems to me that it's easier for a noob to be a downright liability to their team in DotA and LoL. Here, at the early level all you have to do to not really drag the team down is show up for objective teamfights and not feed too much.
There was a link around here showing your stats by hero giving you "who you should play" and "who you should avoid playing", (not hotslog) but I cannot find it now. Does anyone have it?
On March 01 2016 22:34 AbouSV wrote: There was a link around here showing your stats by hero giving you "who you should play" and "who you should avoid playing", (not hotslog) but I cannot find it now. Does anyone have it?
Though it is just pulling your over all stats from Hotslogs to make it's recommendations. Which means:
If you aren't uploading all your games it will be incomplete in it's analysis.
It doesn't reflect how you are playing currently. If you started out sucking on a hero, and now you are great it's comparing the current average win rates with your life time win rates. Or if you played a hero a lot when they were bad, and now they are buffed and you haven't played them enough your win rate will be lower than average on that hero. Also if you had a great win rate with a hero and then they were nerfed and you stopped playing them it will say you are awesome with a hero and should play them more.
For example I had a 69.2% win rate with Tyrande when she was clearly over powered, but haven't played her since she was nerfed so it says I have a 22% better than the current average of 47.2% with her, when clearly if I played her now I would not maintain that performance level.
I wasn't much for its insight, more than its funny presentation of the numbers anyway. I knew it was a bit rigged, but not exactly how, thanks for the additional info.
Am I the only one really confused by angel Diablo Apocalypse ? The AOE circles appear in blue, which is supposed to be your ally effect color, and are hard to see. I really feel this skin gives an unfair advantage. My friend is Diablo main so I'll ask him to buy it (too bad you can't gift skins).
On March 05 2016 05:43 Cyanocyst wrote: Does anyone feel like, if they were playing with 4 other telepathic clones of themselves they could give any pro team a good match?
What are the advantages to Chen's non Keg Ult? I've played it only in AI, because Keg seems that much more obnoxious, which seems like exactly what chen is good at.
On March 05 2016 12:59 Wuster wrote: Second life bar mainly. It's still obnoxious in a different way, but it's more for survivability.
Hmmm, I can see it. I find myself needing to remind myself that I need to drink basically constantly. Any opportunity to drink I should probably take it.
I also think enough to share is better than Relentless, but with the whole mechanic to him surviving being about stopping him from drinking I get the appeal of Relentless.
I feel like Chen is sleeper strong right now, not just against Zagara. I think that flying kick into barrel is just so good for creating 4 v 5 situations that it is crazy.
On March 08 2016 10:02 .Aar wrote: Why is the icon for Calldown: MULE taken from the icon for Calldown: Extra Supplies, and not, you know, Calldown: MULE?
Seems like a bug to me, but yesterday I had a mute guy on my team (like almost everyday BTW), and for the first time ever I saw the orange muted guy bubble IN DRAFT. Next game, had a mute guy on the team, no bubble in draft. I'm 100% sure it was the first and last time I ever saw it in draft. Same for my friend. We play on EU. Am I the only one with this issue ?
On March 11 2016 19:53 Leolio wrote: Seems like a bug to me, but yesterday I had a mute guy on my team (like almost everyday BTW), and for the first time ever I saw the orange muted guy bubble IN DRAFT. Next game, had a mute guy on the team, no bubble in draft. I'm 100% sure it was the first and last time I ever saw it in draft. Same for my friend. We play on EU. Am I the only one with this issue ?
I saw it in draft too. Not just once. I don't think its a bug.
Can you not appear as offline in blizzard games anymore? I wanted to do my dailies and go make dinner without gettign PMs from friend to do QM or HL and for the life of me I couldn't figure out how to play while appearing offline
On March 12 2016 04:08 ThomasjServo wrote: Can you not appear as offline in blizzard games anymore? I wanted to do my dailies and go make dinner without gettign PMs from friend to do QM or HL and for the life of me I couldn't figure out how to play while appearing offline
On March 12 2016 04:08 ThomasjServo wrote: Can you not appear as offline in blizzard games anymore? I wanted to do my dailies and go make dinner without gettign PMs from friend to do QM or HL and for the life of me I couldn't figure out how to play while appearing offline
There is nowhere you can hide.
We want LAN, and the ability to play without showing online.
On March 28 2016 03:19 Slydie wrote: Should I get Lunara, Greymane or Diablo next?
Each of those are pretty strong right now and aren't getting nerfed, so it really depends on your play style and what roles you lack if any. Lunara is great at being a pest and doing tons of backloaded, underestimated damage safely (doesn't have to fight to do damage at long range), Greymane chunks people hard and is good for erasing squishies (but commits to fights most of the time), and Diablo is a good CC gankbot frontliner. Unless you just don't have a tank or ranged character or a bruiser, you can't pick a wrong one with those choices.
I'm also torn on heroes. I've 28k in the bank. I was saving to buy Thrall, Lunara, Greymane and Li Ming (which I realise are all assassins but I own 25+ heroes already and I enjoyed playing them a lot + they are all pretty strong for HL and I need more pick diversity).
But the piggy bank is back and I want it.
Life is hard.
Either way, I found myself doing obscene damage with Greymane when I play him (apart from games where diving is literally suicide due to no support) so I think I'll get him. But I also wrecked with Li Ming in free week so... but I want the piggy... life... help...
On March 28 2016 03:19 Slydie wrote: Should I get Lunara, Greymane or Diablo next?
Each of those are pretty strong right now and aren't getting nerfed, so it really depends on your play style and what roles you lack if any. Lunara is great at being a pest and doing tons of backloaded, underestimated damage safely (doesn't have to fight to do damage at long range), Greymane chunks people hard and is good for erasing squishies (but commits to fights most of the time), and Diablo is a good CC gankbot frontliner. Unless you just don't have a tank or ranged character or a bruiser, you can't pick a wrong one with those choices.
I think I'd put Diablo a tier below the other because of the fact that he cannot combo off the charge anymore (thanks Obama!)
On March 28 2016 03:19 Slydie wrote: Should I get Lunara, Greymane or Diablo next?
Each of those are pretty strong right now and aren't getting nerfed, so it really depends on your play style and what roles you lack if any. Lunara is great at being a pest and doing tons of backloaded, underestimated damage safely (doesn't have to fight to do damage at long range), Greymane chunks people hard and is good for erasing squishies (but commits to fights most of the time), and Diablo is a good CC gankbot frontliner. Unless you just don't have a tank or ranged character or a bruiser, you can't pick a wrong one with those choices.
I think I'd put Diablo a tier below the other because of the fact that he cannot combo off the charge anymore (thanks Obama!)
I agree in general, but he's also cheaper than 10k which the other 2 are.
I still don't see a world where Artanis isn't just the poor man's Sonya right now, my other thought is that these changes need to come with a bigger re-work. They seem objectively better than what is on 4 and 7 now. That would also give Artanis, intermittently though, the earliest form of relentless in the game right?
On March 29 2016 01:42 ThomasjServo wrote: I still don't see a world where Artanis isn't just the poor man's Sonya right now, my other thought is that these changes need to come with a bigger re-work. They seem objectively better than what is on 4 and 7 now. That would also give Artanis, intermittently though, the earliest form of relentless in the game right?
Tychus gains it at level 7 next Patch, and Sonya has one on 10. I think it'd be fine. Could be reworded to *for 4s after proccing* or whatever
On March 29 2016 01:42 ThomasjServo wrote: I still don't see a world where Artanis isn't just the poor man's Sonya right now, my other thought is that these changes need to come with a bigger re-work. They seem objectively better than what is on 4 and 7 now. That would also give Artanis, intermittently though, the earliest form of relentless in the game right?
At level 10 Artanis gets an insane ultimate. Sonya gets the rest of her damage.
I honestly think Blizzard is trying to shift Artanis from 'bruiser' to the premiere tank in sustained fights.
He can reset his shields for a very long time, making him able to stay in the frontline longer than most tanks, once he gets 2 proccs off. He can use his E as one of the best defensive peel abilities in the game, and his R gives an extreme advantage to and against sustain damage comps.
Essentially there is only one tank currently with a high amount of health and self-heal, which is Muradin. But he has to weave out of the fight to allows his trait to refuel him, whilst Artanis can keep whacking.
On March 29 2016 02:08 SC2Toastie wrote: I honestly think Blizzard is trying to shift Artanis from 'bruiser' to the premiere tank in sustained fights.
He can reset his shields for a very long time, making him able to stay in the frontline longer than most tanks, once he gets 2 proccs off. He can use his E as one of the best defensive peel abilities in the game, and his R gives an extreme advantage to and against sustain damage comps.
Essentially there is only one tank currently with a high amount of health and self-heal, which is Muradin. But he has to weave out of the fight to allows his trait to refuel him, whilst Artanis can keep whacking.
I dunno, feels to me and looks this way with Dehaka that blizzard is leaning away from full tanks. The last tank that is a popular/viable solo tank in the west was Johanna wasn't it?
I dunno, its a hard thing to talk about though because you get into those semantics of tank/offtank like I love Chen, and KR will play with a solo chen or tyrael but you would never see that just about any other server.
On March 29 2016 01:42 ThomasjServo wrote: I still don't see a world where Artanis isn't just the poor man's Sonya right now, my other thought is that these changes need to come with a bigger re-work. They seem objectively better than what is on 4 and 7 now. That would also give Artanis, intermittently though, the earliest form of relentless in the game right?
At level 10 Artanis gets an insane ultimate. Sonya gets the rest of her damage.
Hahaha, can't argue that, WotB is one of the most underwhelming ults in terms of how it looks in game in the whole game imo.
The two things I don't really get with Artanis, but that could just be me:
1. How is he supposed to stick to a target before Zealot Charge? The prism is nice but it swaps, so Artanis still has to walk over to the target. More of a team/gank setup ability than a gap closer.
2. His damage isn't that high. All his damage comes from Twin Blades and the triple blade talent adds a second to the cooldown. So even if he manages to properly stick to a target, his damage isn't that scary or bursty. He also has no way other than Zealot Charge to chase after a hero that used their escape ability.
I like the idea of Artanis where you have a dive-hard hero that survives by whacking his enemies but I still struggle to see how it is supposed to work. One stun and he's dead. One blind and he's dead. Anything that slows him or speeds up his target and he can't stick to the target unless he has Zealot Charge. He seems so super easy to counter and his damage isn't that spectacular. Is Purifier Beam (or Suppression Pulse if you're up against Illidan) really that good?
Also, out of all the recently added heroes over the past months, Artanis is the only one I have never seen in a serious pro game yet. At all. This includes games played on the most recent patch.
I've seen Artanis once verse a comp that included Lunara, Greymane OR Kharazim and Falstad IIRC. He lost.
Blizzard hasn't really released a lot of warriors capable of solo tanking in a long while, that's true. Both Leo and JoJo can do it. However, what warriors have been released since then? Cho(Gall), who is in a class of his own, and Rexxar, who probably was never supposed to solo tank in the first place. Last there is Artanis, who was shoved in somewhat of a lategame bruiser role, but competed with Sonya who is more effective before lv 16.
Dehaka is next in line, and people think he can do it solo with proper support.
I think Artanis is ment to be able to solo tank, but only in certain situations. He's strong against auto attackers, he'll be able to specc into damage (TS/ZC) or shields. He needs help with engaging, which is where his team comes in. Heroes like Lunara or Jaina can provide slows, for example.
Artanis appears to be in an awkward spot where Blizzard wants him played differently than the players do. A couple of small changes can put him in a perfect spot, that's for sure.
But shouldn't a solo tank be the one to engage and initiate? Isn't that the job of the tank? At best he can swap someone making them somewhat vulnerable (the range isn't that long) and likely putting Artanis in the middle of the enemy team. He feels much squishier since everything about him surviving revolves around his shield. If you stun Johanna or Muradin, their tankiness isn't really affected unless they are completely bursted down during the stun. Artanis stunned will have a much harder team getting his shield off enough for him to survive.
Yep, he has issues forcing the engage. However, teammates can potentially do that. He will not be as flexible as Mura/JoJo, but he should have his place with proper support. Bruisers like Thrall, or assassins like Valla and Jaina can slow, allowing the team to get in the fight. His E is better saved for defensive peels, IMO.
MVP_Black won, its hard to say they won because of Artanis, or just because they are so good they could win with anything. The broadcast is in Korean and didn't show stats often so it's hard to get a statistical performance guide. But regardless it is a Pro game with Artanis and a tourney finals game at that with lots of money at stake, so not complete troll pick. He was also regularly hatted by Abathur. MVP_Black is just a beast of a team and will be clear favorites to win Spring World's this weekend. Teams were: TNL
Li-Ming
Reghar
Sonya
Leoric
Falstad
MVP
Greymane
Uther
Abathur
Thrall
Artanis
Map was Battlefield of Eternity and Sign's build was
MVP_Black won, its hard to say they won because of Artanis, or just because they are so good they could win with anything. The broadcast is in Korean and didn't show stats often so it's hard to get a statistical performance guide. But regardless it is a Pro game with Artanis and a tourney finals game at that with lots of money at stake, so not complete troll pick. MVP_Black is just a beast of a team and will be clear favorites to win Spring World's this weekend.
Artanis appears to be in an awkward spot where Blizzard wants him played differently than the players do. A couple of small changes can put him in a perfect spot, that's for sure.
I am not sure that bliz changing him so he matches player's expectations is necessarily a good thing. I've been thinking a lot lately about how my expectations for roles is being challenged again and again by new bliz releases, and overall I think that more role diversity is a good thing. If two heroes fit the same exact sub-role too closely, balance ends up being a major problem--- and if they are balanced, the difference between them might be a bit too nuanced.
MVP_Black won, its hard to say they won because of Artanis, or just because they are so good they could win with anything. The broadcast is in Korean and didn't show stats often so it's hard to get a statistical performance guide. But regardless it is a Pro game with Artanis and a tourney finals game at that with lots of money at stake, so not complete troll pick. He was also regularly hatted by Abathur. MVP_Black is just a beast of a team and will be clear favorites to win Spring World's this weekend. Teams were: TNL
Li-Ming
Reghar
Sonya
Leoric
Falstad
MVP
Greymane
Uther
Abathur
Thrall
Artanis
Map was Battlefield of Eternity and Sign's build was
Amateur Opponent (presumably for DPSing immortal)
Chronosurge
Follow Through
Purifier Beam
Graviton Vortex
Zealot Charge
Game ended before 20
Thanks
No problem, I added few more details to the spoiler including Sign's build, the map they played and the heroes for both teams.
MVP_Black won, its hard to say they won because of Artanis, or just because they are so good they could win with anything. The broadcast is in Korean and didn't show stats often so it's hard to get a statistical performance guide. But regardless it is a Pro game with Artanis and a tourney finals game at that with lots of money at stake, so not complete troll pick. He was also regularly hatted by Abathur. MVP_Black is just a beast of a team and will be clear favorites to win Spring World's this weekend. Teams were: TNL
Li-Ming
Reghar
Sonya
Leoric
Falstad
MVP
Greymane
Uther
Abathur
Thrall
Artanis
Map was Battlefield of Eternity and Sign's build was
Amateur Opponent (presumably for DPSing immortal)
Chronosurge
Follow Through
Purifier Beam
Graviton Vortex
Zealot Charge
Game ended before 20
Thanks
No problem, I added few more details to the spoiler including Sign's build, the map they played and the heroes for both teams.
In hotslogs, why do Cho and Gall have a different number of games played? I just don't see how that can be. It's odd that they also have different winrates.
On March 29 2016 06:42 zlefin wrote: In hotslogs, why do Cho and Gall have a different number of games played? I just don't see how that can be. It's odd that they also have different winrates.
Because hotslogs only shows heroes lvl 5 and up by default, so one of the two was below level 5.
Artanis appears to be in an awkward spot where Blizzard wants him played differently than the players do. A couple of small changes can put him in a perfect spot, that's for sure.
I am not sure that bliz changing him so he matches player's expectations is necessarily a good thing. I've been thinking a lot lately about how my expectations for roles is being challenged again and again by new bliz releases, and overall I think that more role diversity is a good thing. If two heroes fit the same exact sub-role too closely, balance ends up being a major problem--- and if they are balanced, the difference between them might be a bit too nuanced.
When Artanis was announced my dream for him was competition for Sonya in the bruiser role. But you do have a point. If one is a more effective bruiser (ie - Sonya) then the other just gets buried unless there's some sort of soft-countering possible (which would just have the potential to bury the other one and would be stupid with 2 choices). So that could be why Artanis is getting pushed back towards the more traditional tank role.
A question about Illidan. At level 13 you can get elusive strike. Every time your swipe damages a hero, you reduce your E cooldown. Does it combo with Immolation ? I mean, since you damage every second, during 4 seconds, you'll have your E up a lot. Like, all the time, am I wrong ?
On April 12 2016 21:14 Leolio wrote: A question about Illidan. At level 13 you can get elusive strike. Every time your swipe damages a hero, you reduce your E cooldown. Does it combo with Immolation ? I mean, since you damage every second, during 4 seconds, you'll have your E up a lot. Like, all the time, am I wrong ?
If you mean does the damage from Immolation lower the CD of Evasion no it won't.
How exactly does Blood for Blood work. I used to always think it was simply a 20 percent heal to your own health pool. Which in most cases sounds rather underwhelming for a 16 talent, on a 60 second cool down.
Though reading it over again it says "activate to deal 10 percent dmg of heroes max health pool, and heal for twice that amount"
Which the word amount got me curious. Does that mean a say ChoGall has 10,000 health, so Blood for blood deals 1000 dmg, then heal the hero for 2000 health. Cause a 2000 health heal on a low health pool hero is significant. Though a 20 percent heal is fairly blah imo.
On April 13 2016 02:02 Cyanocyst wrote: How exactly does Blood for Blood work. I used to always think it was simply a 20 percent heal to your own health pool. Which in most cases sounds rather underwhelming for a 16 talent, on a 60 second cool down.
Though reading it over again it says "activate to deal 10 percent dmg of heroes max health pool, and heal for twice that amount"
Which the word amount got me curious. Does that mean a say ChoGall has 10,000 health, so Blood for blood deals 1000 dmg, then heal the hero for 2000 health. Cause a 2000 health heal on a low health pool hero is significant. Though a 20 percent heal is fairly blah imo.
I'm not following what you mean so I'll just go off of your example. It deals 10% of your target's health as damage to them, and heals you for double that. So If a Cho'gall has 10000 health it will deal 1k dmg but also heal you for 2k. On a hero like Valla or Sylvanas it heals for a huge portion of your health if you target a tank with it. Most people use it for burst on a squishy and end up doing a small amount of damage/healing, but I take it in different circumstances. I take it when I need survivability and then use it as a burst heal on myself by targeting their highest health hero.
Blood for Blood is great on squishy heroes like Valla, since they can use it to help burst down a tank and heal themselves in the process. Against a Muradin with Avatar you can end up doing quite a bit of damage (it's always 10%) and heal yourself for atleast half your health bar or more. A no brainer pick if the enemy team has a Cho'Gall.
It can be used as a finisher as well if needed, since it instantly deals the 10% damage at range. So if you have it off cooldown and an enemy hero is very low but on the verge of escaping, you can kill them with it.
I asked in a different thread, might as well ask here: Why do people like Sky Temple so much? I understand it's a big map with a lot of team fight opportunities, but that's the issue imo. It's too big and if you're playing safe then team fights only happen during obj which makes the game take even longer... I like playing quick solid games on much smaller maps.
On the Valla topic, I always go for Attack Speed and B4B.
I like Sky Temple because almost any strategy and hero is playable on it, it doesn't favor any specific comps, is big enough to discourage fucking Cho'Gall (fuck that guy fuck him really). You can also do a lot on the map just by doing correct things yourself (like the first camp rotation after 1st temple spawn or finishing off monsters for XP), shot calling is rather easy there. Early game leads also help immensely on Sky Temple, but comebacks don't feel impossible. Objective is very strong, but plays out pretty simply, doesn't require some hidden game knowledge to make the most out of it I think it's just the most neutral map, there isn't any part of it that feels particularly annoying. It's just a damn good map. Like Overgrowth of HotS.
On April 13 2016 02:26 ShoCkeyy wrote: I asked in a different thread, might as well ask here: Why do people like Sky Temple so much? I understand it's a big map with a lot of team fight opportunities, but that's the issue imo. It's too big and if you're playing safe then team fights only happen during obj which makes the game take even longer... I like playing quick solid games on much smaller maps.
On the Valla topic, I always go for Attack Speed and B4B.
Not sure Skytemple and Gardens could go away and I wouldn't shed a tear.
I think pro teams generally like sky temple because they feel the better team will win most of the time, and top pro teams assume they are the better team. It's very hard to ignore the objective, or avoid team fights all together and win with some cheese strategy, where some other maps are more susceptible to that. I don't know that we have any significant info on what the average hero league or quick match player thinks about the various maps.
The best info I've seen on the maps is from http://i.imgur.com/XX2Za9O.jpg About 60% down the graphic it has favorite map, and Sky Temple is 6th at 9.1%, so middle of the pack. This was from January and doesn't list LEAST favorite map as well to balance it out, but that's the only info I've seen on popularity of maps.
Hmmm, thanks for a lot of the answers. Especially the link - I was asking because that is one map I can never escape. I think I play on that map at a 2:1 than any other map.
On April 13 2016 05:19 NKB wrote: Is there any point to Illidan's talent, unending hatred? It just appears to be a much much worse seasoned marksman. Any way that this can be useful?
He has much higher attack speed though. The boosts apply more often, putting it on par with SM. Regular SM on that attack speed would be ridiculous.
On April 13 2016 05:19 NKB wrote: Is there any point to Illidan's talent, unending hatred? It just appears to be a much much worse seasoned marksman. Any way that this can be useful?
He has much higher attack speed though. The boosts apply more often, putting it on par with SM. Regular SM on that attack speed would be ridiculous.
Cheers for the reply. I had never thought of it that way, I just saw it as a worse seasoned marksman
On April 12 2016 21:14 Leolio wrote: A question about Illidan. At level 13 you can get elusive strike. Every time your swipe damages a hero, you reduce your E cooldown. Does it combo with Immolation ? I mean, since you damage every second, during 4 seconds, you'll have your E up a lot. Like, all the time, am I wrong ?
If you mean does the damage from Immolation lower the CD of Evasion no it won't.
Yes, I meant that. Thanks for the reply. 1 more reason to not play Illidan. ^^
On April 13 2016 05:19 NKB wrote: Is there any point to Illidan's talent, unending hatred? It just appears to be a much much worse seasoned marksman. Any way that this can be useful?
He has much higher attack speed though. The boosts apply more often, putting it on par with SM. Regular SM on that attack speed would be ridiculous.
Cheers for the reply. I had never thought of it that way, I just saw it as a worse seasoned marksman
I like Unending Hatred on maps with lots of waveclear like Tomb. I dislike Battered Assault because i rather dance around the edges of enemys so i rarely hit 2+ heroes and still have time to basic attack them Immolation is ok but doesn't give you healing like basic attack damage does and Unending Hatred will mostly overtake it in damage at some point
It's extremely likely that the Asmodunk skin will stay permanently in the shop. And if it doesn't, it'll come back for sure, like the Christmas skins, or even the Lunar Calendar skins that you can expect to show up in january 2017.
I'd be surprised they invest time & money on skins that never come back in the shop.
Looking at hotslogs, it says Falstads worst map is Sky temple, by a significant margin (it's at 46.6%, while most o fhis others are in the 48-51 range). Why is his win rate poorer on that map? I'd have thought his mobility would be a big help there.
On April 28 2016 10:20 zlefin wrote: Looking at hotslogs, it says Falstads worst map is Sky temple, by a significant margin (it's at 46.6%, while most o fhis others are in the 48-51 range). Why is his win rate poorer on that map? I'd have thought his mobility would be a big help there.
It might be because people seem to frequently be taking gathering storm/spell talents on sky temple. His mobility gives an advantage because he can cross soak and still show up to teamfights, but cross soaking doesn't give him opportunities to build gathering storm stacks.
So it might be because people are just using the mage falstad build without thinking about how the map changes what you need to be doing.
I just had the most frustrating HL game ever. We were winning hard, I'm Tyrande, and then I start to taunt. And every 30 secs or 1 min, I'd taunt. Not me typing /taunt, but Tyrande would trigger the taunt animation, preventing me to play. Happened probably 20 or more times.
So, we end up losing 100% because of this. Anyone knows what happened ? (I played with Nova right before that -same Mac, same mouse, same keyboard- and I didn't have the problem)
Does the game identifies the player actually playing? I'm rank 1 and recently played on my brother's account, rank 33, while visiting him. I won a game : +70 pts. He played after me, lose : -140 pts. Very strange numbers no?
On April 29 2016 20:20 Leolio wrote:
Are you sure you don't have an arm or cat pushing the 1 or 2 key? They put taunt/dance on those keys.
Thanks for the reply. Yes I'm sure nothing's on my keyboard, and it only happended during 1 game, before and after it worked. It's on key 1 and 2 ? I'll check that anyway, maybe my keyboard has issues, but I think it's a bug. MAC (especially my old OS) + Europe = go fuck yourself in Blizzard language.
edit: I think it's coming from the USB port of my iMac, or of the Keyboard's "firmware", or both. I'm using an AZERTY PC mechanical keyboard on a MAC, and it sometimes kinda disconnects so it must be this. So I lost this game because of hardware issues, and the fact that they put taunt and dance on hotkeys, which was really unnecessary.
So, new question : can one actually knows that he has been reported by another player ? Some kind of notification? Or you just don't know until you are silenced ? I am curious to know if I have ever been reported by someone.
On May 13 2016 21:24 SChlafmann wrote: No one answered to my 29th april question
So, new question : can one actually knows that he has been reported by another player ? Some kind of notification? Or you just don't know until you are silenced ? I am curious to know if I have ever been reported by someone.
I don't think that information is available to players.
Tychus gets hit by Xul's Poison Nova, but then dashes and activates his "Shrug it Off" level 1 talent. Or lunara poisons a medic, but the medic casts safeguard on herself. (OR, medic is poisoned and the damage drops her below 50%. Does safeguard activate per her level 1 talent?)
I am thinking about this at work and am planning on trying this out this afternoon so we'll see what happens.
I'm thinking that with all the heroes that can get on top of Chromie before she gets to do her stuff, the best way to play her is around the Time Trap/the buddy system
Use her Time trap as a sort of pivot point in the lane so that any enemies coming toward you in lane or greedily pursuing are just locked down and use this as a point to launch your spell rotation and work with your buddy in lane to secure the kill or force a retreat.
Never be in lane without a time trap in front of you, and abuse that range.
What do you all make of the build below for Chromie?
Level 1 is a bit of a cop out, I'm sure good Chromie players will/can get all 25 stacks of the other talents sooner, but this talent should come online much more quickly and gives boots to AP/Mana Sustain
Level 3 I think can vary map by map, but I like the auto attack to round out W, Q, auto rotation.
Level 6: What else would you get?
Level 9: Take what you please, I think both are alright, but I appreciate the low cool down and zoning of sands. Good for creating favorable team fight situations.
Level 12: Safety talent of your choice, I think range is a greedier style.
Level 15: Sands rounds out total AP gained to 15% after your Q in the mid-late game.
Level 19: Anamoly, more time traps, delays and pick opportunity.
If my math is right/understanding of Ability Power, with the two passive AP boosts your Q should hit for just shy of 1k at 19 and your W should be in the same neighborhood.
Hey, I'm new in this game and MOBA's in general, how many heroes and which class you suggest picking up? I seem to gravitate towards playing support healing heroes, my best with what I've played seems Malfurion.
On May 22 2016 18:29 ApocAlypsE007 wrote: Hey, I'm new in this game and MOBA's in general, how many heroes and which class you suggest picking up? I seem to gravitate towards playing support healing heroes, my best with what I've played seems Malfurion.
Malfurion is a good hero to begin with, becaus you can just build into full heal and spam your Q, There's really no better way to learn than just playing the free week heroes, unless you have a lot of money to burn to buy new ones. I think the quintessential heroes for a beginner are: -Muradin and Johanna as tanks -Raynor and Zagara as range DPS -Li-Li and Malfurion as healers
These 6 (or 1 in each category) should give you a decent idea how each role plays, but a beginner should focus mostly on understanding the game tempo: -don't miss XP soak -don't be late to objectives -don't die (this is one is the most important I think, if you have no reason to fight or no way to win, then just don't fight)
Thank you very much for the answer. I will focus on the heroes you suggested, I'm kind of obsessive towards not dying but occasionally I walk into ambushes or get stunned and gunned down in big team fights when they slaughter our entire team.
Thank you very much for the answer. I will focus on the heroes you suggested, I'm kind of obsessive towards not dying but occasionally I walk into ambushes or get stunned and gunned down in big team fights when they slaughter our entire team.
Of the 6 heroes mentioned, 5 can poke on long range! This is very useful to remember when walking near a bush you expect enemies to be. Muradin: Storm Bolt (Q) + Escape with Dwarf Toss (E) Johanna: Shield Glare (E) + Escape with Iron Skin (D) Raynor: Penetrating Round (Q) Zagara: Baneling Barrage (Q), Infested Drop (E), Creep Tumor (D) Malfurion: Moonfire (W)
Never facecheck a bush if you have one of these spells to use. most characters in the game have some sort of skillshot that can check bushes.
I asked Thrall, winning a lane with Chen is as easy as D............. WED................WED................*walk to globe*WED................WED...................WED...............WE *walk to globe..........
On May 26 2016 22:46 SC2Toastie wrote: I asked Thrall, winning a lane with Chen is as easy as D............. WED................WED................*walk to globe*WED................WED...................WED...............WE *walk to globe..........
Sorta.
Got the broad strokes for sure, I dunno, I'm a piss poor thrall.
On May 26 2016 22:20 SC2Toastie wrote: How do you beat/compete (with) Zagara in lane?
I can't seem to so much verse her other than hang around, throw Q, wait for her to screw up and chunk her with WE, but she is still draining ammo...
How? How? TEACH ME MASTERS!
(noobthrall here)
Dude, you're Thrall, you eat EVERYONE in lane (Raynor is the only one I have trouble handling). You want to deplete her mana. You need the 1st CL talent to keep your mana and for survivability (check xdaunt build). It's ok if her waves get to the towers once or twice in the beginning. Keep your E for hydralisk or for a good roots if hydralisk is in CD. If she hydralisks your face, you either back, or E the hydralisk (the best way IMO). Dont focus other summons. Spam your CL on her. As long as you have mana, you can heal yourself. Don't stay in the middle of your minions she has 2 AOE spells. Your roots make her fear you if you don't waste it.
Unless you make an error on the hydralisk (or she's VERY good) you cannot lose the lane. Important to note, when she has no more mana she usually keeps it for hydralisk so don't get greedy, keep your E unless she's rooted and almost dead. At level 7 (follow through) you're a god in lane.
And then you'll murder her in fights since she gave no advantage to her team in lane. :-)
My issue with this is the Zagara usually uses the Hydralisk, and while I E it down, she is AA'ing me.
Is the proper way to play this somewhat close to this:
I Q Zagara, hit 2 AAs on the CL'd minions, walk around out of range.
When she Ws me, I E, kill the Hydra, walk away, go back to Q'ing the wave.
After 3/4 of these 'skirmishes', Zag will run out of mana and my Q can now slowly 'push' the lane towards her towers. Meanwhile, I save my E for the Hydralisk.
Past level 7, I can actually (nearly) kill her with a proper WEQ rotation and now the lane is mine.
Is this it?
Cus indeed, my biggest issue is with the Hydra DPS.
To me, yes you do it right. You may be too agressive ? Maybe she doesn't fear your root enough ? (she should)
Your goal is to let her waste mana, and to kill the minions. If you can do that, the rest is bonus (getting a kill, winning the lane and such). Always balance risk / reward, you musn't always be at melee range from the wave if she's high mana lots of CDs.
I don't usually try to hit the CLed minions if it means getting hit too much. Or you can just CL the minions to be sure you'll hit the good ones without focusing on Zag, it's less greedy. I do both, but if I see she starts losing health I CL her mostly.
Globally you poke the minions, you hit and run and let her waste her mana while you try to not lose too much health because if you do you'll have trouble poking in again.
A good Zagara will indeed focus you when you E the hydra (very few at my level r1 to 5, 2500 MMR). But your E will heal you, so if you can follow this with a good root on Zag (and the minions between you and her for heal) at the moment the hydra dies you may be able to hit her a little especially after level 7. It also depends if the wave and the summons hit you or not.
Are there any popular NA channels for team league? Very rarely is someone in the teamliquid channel, and there doesn't seem to be an easy way to access people who want to do team league. I could try General chats I guess?
Or I guess to generalize, which NA channels are popular?
Any good resources for improving your game other than just practice? Thinking more thoeretical/gameplay vods etc. I watch the odd tournament match and Grubby s stream every now and then but took a break from the game and have hit a brick wall that's collapsed and is slowly crushing me and my mmr since returning.
I'm a little cautious re the guides on heroes fire and icy veins for builds and not sure how up to date the one here is.
Finally, what's Jainas dps 'rotation' to maximise damage?
Finally, what's Jainas dps 'rotation' to maximise damage?
This is basic math though... Like, you can play in try mode for 2 minutes and you would know this.
Anyways, with vulnerable on E, its E[QWR]. Without, it's either Q[WER] or W[QER], assuming you got ROF as the ult. The rotation doesn't matter, only the first hit to trigger Chilled.
So, I've played one game since Xul came out and all of a sudden feel like grinding to r10 for the preseason rewards (iirc I was around 17).
Which of my heroes are still in the meta? Played a lot, win decently group - Valla, Illidan, Muradin, Stiches Play a lot, mediocre at group - Sonya, Tassadar, Kharazim Bad at, but willing to learn group - Malf, Anub, Arthas Other owned lvl 5 heroes - ETC, Tyrael, Tychus, Raynor, Lili, Diablo
You lack mages IMO. The 2 high impact supports are Tyrande and Rehgar (especially Rehg). And I think you may have too much "secondary roles" (secondary support and warrior).
Your play a lot group is still in the meta. Valla can be underwhelming, many heroes do her work better and safer than her (lunara, raynor, tracer). But a good Valla always works (I think now it's frost shot + executioner + searing arrows). Illidan is very good but still hard as hell to make work, Stitches is good, Muradin is still good (build changed, a bit less powerful as a tank, a bit more dps though).
Sonya still good as secondary tank, Tassadar very good as secondary support, Kharazim still good. Malf is OK, Arthas is good as secondary tank, Anub' is very good at secondary tank.
ETC good, Tyrael still hard to play in the meta (secondary tank), Tychus not good, Raynor good, Lili OK, Diablo good.
This is a decent overview of the current hero league meta. Different people will value certain heroes more or less, but it gives you a starting spot for general hero strength if you are in doubt.
Most of the guides in my Guide Collection should be up to date. I will check to see what needs to be removed when I get some more time, but most of my free time has been spent on Overwatch lately.
Leolio and karazax thanks for the run downs. I got some research to do now it looks like.
I actually liked/played Jaina a lot during her free weeks. I meant to buy her when she dropped in price, maybe I'll get around to it now.
But, first I think I'll brush up on my Anub, Muradin and Valla play. Then I guess I should pick a support to get good at to round out drafting and see where that takes me.
First game in almost half a year, I end up team lead: I banned Xul and hoped for the best. We went up against an Illidan / Morales comp and despite having Rexxar / Muradin (me) we failed to chase off Morales and lost pretty hard. Minus 106 points.
Second game, entire team was r16 except me at r17. Went pretty well, despite getting forced into a healer (I went Monk). Died more than I should have, but I landed 2 palms (baiting an overextension into kill both times), 1 useless palm and 0 whiffs! Plus 90 points.
If I play at gold - plat level, or random QM, I usually wreck people. If I play him at diamond level I usually lose, and lose hard. I'm stuck and I really don't see what I can do. I cannot do QM / unranked to improve because these are usually one sided games, and Illidan is too strong there. Cannot play ranked because I may make my team lose just because of this pick.
I'm looking for advices to make that last step and be able to play him competitively. Someone has a good ressource or good advices for me ?
I don't play a lot of Li Ming, But did this weekend because she was free.
Does anyone like going Seeker and Fireflys as their build. Really like that one seemed to give really consistent dmg, even over mirror ball.
I know the pros love their calamity, maybe its cause i'm a noob with her, but calamity seems to risk your positioning.
( I think the main reason i like that build is the sound when your seeker bonus goes off is so satisfying, and Fireflys gives it really good accuracy.)
On June 28 2016 11:49 Cyanocyst wrote: I don't play a lot of Li Ming, But did this weekend because she was free.
Does anyone like going Seeker and Fireflys as their build. Really like that one seemed to give really consistent dmg, even over mirror ball.
I know the pros love their calamity, maybe its cause i'm a noob with her, but calamity seems to risk your positioning.
( I think the main reason i like that build is the sound when your seeker bonus goes off is so satisfying, and Fireflys gives it really good accuracy.)
On June 28 2016 11:49 Cyanocyst wrote: I don't play a lot of Li Ming, But did this weekend because she was free.
Does anyone like going Seeker and Fireflys as their build. Really like that one seemed to give really consistent dmg, even over mirror ball.
I know the pros love their calamity, maybe its cause i'm a noob with her, but calamity seems to risk your positioning.
( I think the main reason i like that build is the sound when your seeker bonus goes off is so satisfying, and Fireflys gives it really good accuracy.)
On June 30 2016 09:40 zlefin wrote: If you win all 10 placement matches in ranked, what league do you end up in?
Roughly the same as you'd be with 10 losses. All the people I know who were ranks 1-5 ended Diamond 3 regardless of win/losses. A low MMR friend of mine (like 1500 MMR, but is a bit better than that) won 8 and still got in silver.
I guess it helps the system estimating if they have to give you bonus points. But don't get your hopes high about a great placement if you weren't rank 1-5.
might be a stupid question, but my unranked play is locked... says 9/14 heros at level 1 (Cho'gall not included)
What is this? and how do I get rid of it? I have way more than 9 heros past level 1 so I have no idea what it means. Is there a specific 14 heros that need it?
You don't get rid of it. You need 14 level 5 heroes playable at any time to go into HL, free rotation included. The message probably says "at level 5". ;-)
Let's say you have all heroes unlocked and none level 5, you can't go to HL. Let's say you have 25 level 5 heroes but only 9 of these playable (free rotation + unlocked heroes) you cannot go into HL.
Because, let's say you're the last guy in draft. The other players used 4 bans on heroes you have, and picked the 5 others. You're stuck with no hero to play, which is impossible.
I'd also recommend you get 4 playable supports and 4 playable warriors before even entering HL.
On July 04 2016 23:51 Leolio wrote: You don't get rid of it. You need 14 level 5 heroes playable at any time to go into HL, free rotation included. The message probably says "at level 5". ;-)
Let's say you have all heroes unlocked and none level 5, you can't go to HL. Let's say you have 25 level 5 heroes but only 9 of these playable (free rotation + unlocked heroes) you cannot go into HL.
Because, let's say you're the last guy in draft. The other players used 4 bans on heroes you have, and picked the 5 others. You're stuck with no hero to play, which is impossible.
I'd also recommend you get 4 playable supports and 4 playable warriors before even entering HL.
It actually says level 1.
Its says what your saying for ranked games as level 5. But for Unranked it says level 1 exactly as I have shown it.
I think it might be because i dont have any heros unlocked beyond the free rotation or something.
I checked by logging in another region (you lose all your progress) and you're right it's indeed level 1 for unranked.
You need 14 playable heroes at level 1 (level 5 for HL). When you're on QM hero select screen, count 14 level 1 ungreyed heroes. You probably don't have these (Cho Gall doesn't count). Again, going with 9 heroes in draft would hurt you and your team.
Do you guys remember when Estar, and Edward Gaming from China had a hard time trying to get visa's to come here to play at Blizzcon?
I was wondering, does the US allow some countries citizens to come more easily, based on their country of origin? For instance in SC2 or Heroes it never seems like the South Korean teams or even Europe players never have visa issues to come here.
But politically SK and USA get along much better than the US and China
Wondering cause my friend from originally from China is constantly having trouble with visa status here.
Anyway please don't do any research on my behalf, just wanted to see if anyone had any in sight on this matter. And wondered if it was a coincidence that Estar and Edward Gaming had similar troubles.
There's a Visa Waiver program between the US and their closest allies. So Western Europe, Canada, Japan, SK, Australia, NZ, being the main ones. It means you can come to the US for 90 days without applying for a visa.
Not sure if that's only for tourist visas though (you'd need a business visa for eSports events). But coming from one of those countries will make getting a business visa easier too.
I just tried doing Versus A.I. with human allies (to quickly run through some Daily Quests), so put the opposing team on A.I. Beginner and searched for a game. Within 15 seconds the game had started, and this ended up being the team:
Not only was the opposing team not all Beginner A.I., but 3/5 of my team were A.I. also!? What the heck. Obviously left that game, but what gives? Since when does something like this happen? And the game started within 15 seconds, so it's not like the queue time became so ridiculous that I was eventually paired with computers just to play something.
On August 10 2016 11:36 ThomasjServo wrote: Can anyone get Hotslogs to work with an adblocker on? I disabled for Hotslogs and it still is being a dick about it.
Same here, can't view anything except the upload replay page and the overall hero statistics.
On August 10 2016 11:36 ThomasjServo wrote: Can anyone get Hotslogs to work with an adblocker on? I disabled for Hotslogs and it still is being a dick about it.
Same here, can't view anything except the upload replay page and the overall hero statistics.
I don't get the opting for a nuclear option, I had to dust off IE to get to see a build for a hero I hadn't played for a bit which is whatever.
I do see the site normally. Did they ban addblock users ?
We all use their site, adds bring them money, I see nothing wrong with bearing with adds to support the most useful tool for HotS. As a general rule, services like addblock hurt the free Internet.
DarkPlasmaBall > you had Sylvanas + 3 AI players. Push top lane with all of them and boss after keep = 5-6 minutes game (way less with humans). But yeah, that sucks, would piss me off too TBH.
edit: didn't want to sound like a lecturing dick too much, so I edited a bunch of my post. ^^
On August 10 2016 17:19 Leolio wrote: I do see the site normally. Did they ban addblock users ?
We all use their site, adds bring them money, I see nothing wrong with bearing with adds to support the most useful tool for HotS. As a general rule, services like addblock hurt the free Internet.
DarkPlasmaBall > you had Sylvanas + 3 AI players. Push top lane with all of them and boss after keep = 5-6 minutes game (way less with humans). But yeah, that sucks, would piss me off too TBH.
edit: didn't want to sound like a lecturing dick too much, so I edited a bunch of my post. ^^
I get it, but they went relatively nuclear. Most sites will say please consider whitelisting us instead of a middle finger. I'm being indignant about it.
On August 10 2016 17:19 Leolio wrote: I do see the site normally. Did they ban addblock users ?
We all use their site, adds bring them money, I see nothing wrong with bearing with adds to support the most useful tool for HotS. As a general rule, services like addblock hurt the free Internet.
DarkPlasmaBall > you had Sylvanas + 3 AI players. Push top lane with all of them and boss after keep = 5-6 minutes game (way less with humans). But yeah, that sucks, would piss me off too TBH.
edit: didn't want to sound like a lecturing dick too much, so I edited a bunch of my post. ^^
I get it, but they went relatively nuclear. Most sites will say please consider whitelisting us instead of a middle finger. I'm being indignant about it.
Of course, but I'm sure the site operator is indignant too =p. Since he's been doing this out of pocket for about 2 years now (and from my experience the ad revenue actually won't cover his server / hosting costs).
On August 10 2016 17:19 Leolio wrote: I do see the site normally. Did they ban addblock users ?
We all use their site, adds bring them money, I see nothing wrong with bearing with adds to support the most useful tool for HotS. As a general rule, services like addblock hurt the free Internet.
DarkPlasmaBall > you had Sylvanas + 3 AI players. Push top lane with all of them and boss after keep = 5-6 minutes game (way less with humans). But yeah, that sucks, would piss me off too TBH.
edit: didn't want to sound like a lecturing dick too much, so I edited a bunch of my post. ^^
I get it, but they went relatively nuclear. Most sites will say please consider whitelisting us instead of a middle finger. I'm being indignant about it.
They did ask for quite a long time, every time you visited for about a month or more now it had a pop up asking you to whitelist them. Only maybe 10% did so they decided to block it for everyone who didn't white list. Or you can pay $10 a year to get rid of all ads.
I white listed them and it worked fine for me after.
On August 10 2016 05:15 DarkPlasmaBall wrote: I just tried doing Versus A.I. with human allies (to quickly run through some Daily Quests), so put the opposing team on A.I. Beginner and searched for a game. Within 15 seconds the game had started, and this ended up being the team:
Not only was the opposing team not all Beginner A.I., but 3/5 of my team were A.I. also!? What the heck. Obviously left that game, but what gives? Since when does something like this happen? And the game started within 15 seconds, so it's not like the queue time became so ridiculous that I was eventually paired with computers just to play something.
Sounds like you had the AI allied team mates option checked. I don't know why it some times mixes higher level AI in when set to beginner level.
On August 10 2016 05:15 DarkPlasmaBall wrote: I just tried doing Versus A.I. with human allies (to quickly run through some Daily Quests), so put the opposing team on A.I. Beginner and searched for a game. Within 15 seconds the game had started, and this ended up being the team:
Not only was the opposing team not all Beginner A.I., but 3/5 of my team were A.I. also!? What the heck. Obviously left that game, but what gives? Since when does something like this happen? And the game started within 15 seconds, so it's not like the queue time became so ridiculous that I was eventually paired with computers just to play something.
Sounds like you had the AI allied team mates option checked. I don't know why it some times mixes higher level AI in when set to beginner level.
Maybe the other guy had adept selected? Not sure if working as intended
On August 10 2016 05:15 DarkPlasmaBall wrote: I just tried doing Versus A.I. with human allies (to quickly run through some Daily Quests), so put the opposing team on A.I. Beginner and searched for a game. Within 15 seconds the game had started, and this ended up being the team:
Not only was the opposing team not all Beginner A.I., but 3/5 of my team were A.I. also!? What the heck. Obviously left that game, but what gives? Since when does something like this happen? And the game started within 15 seconds, so it's not like the queue time became so ridiculous that I was eventually paired with computers just to play something.
Sounds like you had the AI allied team mates option checked. I don't know why it some times mixes higher level AI in when set to beginner level.
I definitely didn't, and it happened twice more yesterday too :/
I can confirm long wait times for AI games (long = like 40 secs of wait where before it was less than 5 secs). So maybe people leave, or maybe Blizzard puts AI players to fill ?
I'm trying to play a wider hero pool, focusing on assassin carries that are not Nova for reasons listed in the QQ thread. I'm trying Sylvanas as I hate when my team takes her most of the time. ^^ I already played 5 or 6 QMs with her so I'll use her in HL from now.
I'm just wondering a few things as I want to play an aggressive Sylvanas: - what is DPS Sylvanas, most of her talents are minion oriented (which is normal) and the "dagger" talents are very unsuccessful on hotslogs or not recommended by guides - is using "haunted wave" at level 13 ("windrunner") to refresh "Q arrows" a good thing ? I've done it in fights where I was extra safe, seemed to work well, but the "Q arrows" DPS is very low. Used it to chase, fun times. And on merc camps when I knew I was safe. Is it good to use it like that ?
edit: Obviously Larkin I'd be happy to have a few advices from you and you're main Sylv master, but everyone's welcome.
On maps with lots of camps, merc lord on 1 if you think you can solo splitpush is fine. Or big maps like cursed hollow where it takes longer for the enemy to rotate to deal with merc. (I love to push hard with the 2 min siege camp if tribute is spawning in opposite lane, and just ask team to delay)
L16 vuln on dagger is also alright.
The above build lets you solo camps, quick waveclear, do decent dps in teamfights.
Using haunted wave to reset your Q to dps is more than fine, you just have to learn when you can extend / chase with it without getting punished and when not.
Thanks for the advises and the build ! Lost my 1st HL game but we really played with a potato warrior and a potato healer ("oh they have a dive team ? I'll pick Morales then") so it doesn't count.
I've tried your build in QM, won, but didn't notice any critical AA after level 16 (it's the first time I use this talent). Is it supposed to trigger every time I use "Q" (if I manage to not spam it too fast) or any ability ? I had the highest DPS all game until level 16 - 20 where I would fall behind the assassins and so. Almost every game goes like that. Is it normal, or is there something I miss late game ?
I build her the same way as Cephiro mostly, but I always take Cold Embrace (2sec Vuln). IMO it's to good to pass up on. Sometimes i try to go with Mind Control, like if we don't have enough dive for morales or sth.
The damage depends on the Assassins tbh. If they attack the enemy tanks a lot they'll likely have more damage than you ^^ As Syl you'll mostly be 2nd highest damage just behind the mages and before your average melee bruiser
I think I understand how to play her now thanks. Won my 2nd HL game on her, and really felt good. Thanks to you 2. :-) I won with Mind Control because it's so much fun and allows for nice picks.
During todays' games, Wolf mentioned multiple times that Arthas counters Tyrael. Now, I can see how Arthas would win a 1v1, but what specific traits does Arthas have that make him very powerful against Tyrael in particular? Is it his E, that makes melee diving harder?
Any Tyrael fans play with Zealotry more than reciprocation? I've been QM'ing him a fair bit these last few days and often without healers, and even with the extra duration has proved pretty useful.
On September 07 2016 22:10 ThomasjServo wrote: Any Tyrael fans play with Zealotry more than reciprocation? I've been QM'ing him a fair bit these last few days and often without healers, and even with the extra duration has proved pretty useful.
On September 07 2016 22:10 ThomasjServo wrote: Any Tyrael fans play with Zealotry more than reciprocation? I've been QM'ing him a fair bit these last few days and often without healers, and even with the extra duration has proved pretty useful.
Another Tyrael question, do you generally prefer sanctification or judgement?
I took about a 5050 split depending on Melee's on my team, and it always seemed like we lacked the coordination to use the Sanc properly. Judgment and creating picks seemed like the more consistent, better option.
I always go Reciprocate. I consider the extra shielding to not be valuable most of the time, the damage and wave clear potential on the other hand, is pretty solid.
I'll go Sanctification if we have at least 2 other frontliners or there is potential for Boss contention in the game. I'll grab Judgement if my team didn't draft Dive, so I have a very reliable tool for peel, engage or finishing. Also, Judgement has one of the coolest animations/sounds in the game.
On September 09 2016 01:52 SC2Toastie wrote: For Tyrael.
I always go Reciprocate. I consider the extra shielding to not be valuable most of the time, the damage and wave clear potential on the other hand, is pretty solid.
I'll go Sanctification if we have at least 2 other frontliners or there is potential for Boss contention in the game. I'll grab Judgement if my team didn't draft Dive, so I have a very reliable tool for peel, engage or finishing. Also, Judgement has one of the coolest animations/sounds in the game.
Good points, I hadn't thoughht about boss potential or the wave clear. I was thinking the additional duration and uptime for Righteousness paired will with Imposing will and increased the utility of that in six levels.
I should consider that with the opposing team composition too for level 7.
Is there every really a time to go for the lvl 20 ult talent? I've never really seen it happen in a pro game so I was kinda curious if there is a correct comp or build which requires the lvl 20 ult talent.
Oh I was totally joking, Tyrael has a pretty decent amount of variety on level seven considering. Follow through is far and away the least appealing option.
On September 09 2016 01:52 SC2Toastie wrote: For Tyrael.
I always go Reciprocate. I consider the extra shielding to not be valuable most of the time, the damage and wave clear potential on the other hand, is pretty solid.
I'll go Sanctification if we have at least 2 other frontliners or there is potential for Boss contention in the game. I'll grab Judgement if my team didn't draft Dive, so I have a very reliable tool for peel, engage or finishing. Also, Judgement has one of the coolest animations/sounds in the game.
Good points, I hadn't thoughht about boss potential or the wave clear. I was thinking the additional duration and uptime for Righteousness paired will with Imposing will and increased the utility of that in six levels.
I should consider that with the opposing team composition too for level 7.
Note that Impossing Will only works as long as your shield is up - duration is far less relevant than the damage you'll take, and how much of a HP bonus does Righteousness really give you...
On September 09 2016 06:21 Swisslink wrote: Are there any ingame chat channels to find people for TL? I'm sick and tired of HL and finding people for TL seems ridiculously hard.
PM me in game if you want, we have a regular team league squad that plays Tuesday and Thursday on EU made up of people largely from TL. We are generally diamond/masters players, for those that don't get a spot they do unranked/QM with the others and we are close to having two teams sometimes. It's very chilled/good fun although we do try hard in the games.
On September 09 2016 01:52 SC2Toastie wrote: For Tyrael.
I always go Reciprocate. I consider the extra shielding to not be valuable most of the time, the damage and wave clear potential on the other hand, is pretty solid.
I'll go Sanctification if we have at least 2 other frontliners or there is potential for Boss contention in the game. I'll grab Judgement if my team didn't draft Dive, so I have a very reliable tool for peel, engage or finishing. Also, Judgement has one of the coolest animations/sounds in the game.
Good points, I hadn't thoughht about boss potential or the wave clear. I was thinking the additional duration and uptime for Righteousness paired will with Imposing will and increased the utility of that in six levels.
I should consider that with the opposing team composition too for level 7.
Note that Impossing Will only works as long as your shield is up - duration is far less relevant than the damage you'll take, and how much of a HP bonus does Righteousness really give you...
My logic was Zealotry keeps Righteousness up for 6 seconds which increases the odds that I get auto attacked by their damage, and allows my support function to be that much more permanent.
The lower cool down means every 8 seconds in a prolonged fight I can slow their damage again potentially.
That is at least how I rationalized it.
May not be the best, but in different situations I think it offers something.
On September 09 2016 06:21 Swisslink wrote: Are there any ingame chat channels to find people for TL? I'm sick and tired of HL and finding people for TL seems ridiculously hard.
PM me in game if you want, we have a regular team league squad that plays Tuesday and Thursday on EU made up of people largely from TL. We are generally diamond/masters players, for those that don't get a spot they do unranked/QM with the others and we are close to having two teams sometimes. It's very chilled/good fun although we do try hard in the games.
Hey I sent you a pm, I would like to join you guys!
On September 09 2016 06:21 Swisslink wrote: Are there any ingame chat channels to find people for TL? I'm sick and tired of HL and finding people for TL seems ridiculously hard.
PM me in game if you want, we have a regular team league squad that plays Tuesday and Thursday on EU made up of people largely from TL. We are generally diamond/masters players, for those that don't get a spot they do unranked/QM with the others and we are close to having two teams sometimes. It's very chilled/good fun although we do try hard in the games.
Hey I sent you a pm, I would like to join you guys!
On September 09 2016 06:21 Swisslink wrote: Are there any ingame chat channels to find people for TL? I'm sick and tired of HL and finding people for TL seems ridiculously hard.
PM me in game if you want, we have a regular team league squad that plays Tuesday and Thursday on EU made up of people largely from TL. We are generally diamond/masters players, for those that don't get a spot they do unranked/QM with the others and we are close to having two teams sometimes. It's very chilled/good fun although we do try hard in the games.
Hey I sent you a pm, I would like to join you guys!
Oh good, fresh meat
That made me chuckle thanks. Best introduction ever.
1. How often can I dodge a draft every day? I just figured that you don't necessarily get punished for dodging. 2. What happens if I dodge drafts more often than I am allowed to? (Leaver penalty or loss of ranked points?
This question may or may not have been answered but:
Why, regardless of if I choose quick match or ranked, do I only play Braxis, Immortal, Cursed Hollow, Dragon Knight? Just started playing again and out of 50+ games have not played any other one zzzz. I hate Dragon Knight as well ;(
On October 16 2016 23:23 MyTHicaL wrote: This question may or may not have been answered but:
Why, regardless of if I choose quick match or ranked, do I only play Braxis, Immortal, Cursed Hollow, Dragon Knight? Just started playing again and out of 50+ games have not played any other one zzzz. I hate Dragon Knight as well ;(
you also should be getting warhead junction, completing the current map rotation
On October 16 2016 23:23 MyTHicaL wrote: This question may or may not have been answered but:
Why, regardless of if I choose quick match or ranked, do I only play Braxis, Immortal, Cursed Hollow, Dragon Knight? Just started playing again and out of 50+ games have not played any other one zzzz. I hate Dragon Knight as well ;(
you also should be getting warhead junction, completing the current map rotation
Yeah forgot that one.. OK so it's a map rotation then is the answer xD. How often does the rotation change?
On October 24 2016 19:26 Aiobhill wrote: How to tank, when to engage when you are systemic 4 vs 5 due to mostly Abathur (to a lesser extent other split pushers or morons)?
Just stall. You gain a big lead every second you keep them there. Protect your squishies and only engage on overextended enemies. When aba is 10 you can engage with clone. A real splitpusher(not aba) left alone will win the game in about 5 minutes. So just buy some time.
On October 24 2016 19:26 Aiobhill wrote: How to tank, when to engage when you are systemic 4 vs 5 due to mostly Abathur (to a lesser extent other split pushers or morons)?
As others noted, you may need to remind your team that 4 vs 5 your team shouldn't be looking to fight or engage. Early objectives can force that confrontation to a point, but in that case your team should be looking to delay and harass the enemy, not look to secure kills or dive at all. As long as your team doesn't die, then the split pusher should get equal or greater value than an early objective. In fact your whole team may choose to skip the objective depending on the map early on. This should be kind of common sense for your team, but better to give a friendly reminder at the very start of the game before the gate even opens. Too late after one or more team mates suicides in the 4 vs 5 and the team starts getting on edge with one another.
Not a simple question but i guess i really need some help... According to hotslogs i have 3100 mmr. trying hard to climb. I need to reach GM!!! (There is a big bet) My main role is warrior. These are only season 2.
I also play other heroes too when i need to fill the gap. Anyway. I'm having real problem with maps.
I need to fix Braxis, BhB and Temple. Especially temple. %38 winrate is abysmal... I need a deep explanation. Help on BhB would be great too.
Looks like you don't play much ETC for a warrior main. Stage Dive can be great on large maps like BHB and Temple. You could try looking at the highest win rate heroes on hotslogs on each of the maps at masters/diamond and find the highest one you are good at.
As for how to play the maps, here is a general overview of BHB:
Even though this is old, most of it still is relevant in Dreadnought's how to play every map (that was released at the time):
Sky Temple: and an older text guide from Dreadnought
Also Crowd Control on Muradin on Braxis can clear zerg swarms really fast
Feeders, own off games, bad drafts, disconnects and good plays by the opponent...
So many ways to lose a game, and I have a very hard time making progress from my lousy Silver 4 ranking, being stuck at ~50% wr.
I usually pick Johanna or Muradin because they fit any comp as solo tank, and will not annoy my teammates. Weirdly, I generally do better queing alone than with similar rank friends! Would a better player breeze through these games, or is it simply difficult to get a high winrate at any rank? You are only 1/5 of the team...
So, for whatever reason I cannot login anymore. There's always the error that my "GAME CLIENT VERSION MISMATCHED WITH SELECTED REGION".
Already checked the official forums. They recommended deleting the Bnet cache. Nothing helped. Is there a general problem atm or am I the only one who can't play? And if so: Anyone ever had this issue and knows how to resolve it?
edit: oh well, first I tried for 15min to somehow get the patch started. Deleted cache multiple times, restarted the PC multiple times, used the "scan and repair"-thingy, did everything humanly possible and nothing worked. Then I stopped trying for about 5min and now the patch started. Whatever... xD
On November 23 2016 03:58 Swisslink wrote: So, for whatever reason I cannot login anymore. There's always the error that my "GAME CLIENT VERSION MISMATCHED WITH SELECTED REGION".
Already checked the official forums. They recommended deleting the Bnet cache. Nothing helped. Is there a general problem atm or am I the only one who can't play? And if so: Anyone ever had this issue and knows how to resolve it?
Are you sure you're patched up? I had this issue on Varian release day? Took a while for Bnet to sort itself via patch.
On November 23 2016 01:05 Slydie wrote: Feeders, own off games, bad drafts, disconnects and good plays by the opponent...
So many ways to lose a game, and I have a very hard time making progress from my lousy Silver 4 ranking, being stuck at ~50% wr.
I usually pick Johanna or Muradin because they fit any comp as solo tank, and will not annoy my teammates. Weirdly, I generally do better queing alone than with similar rank friends! Would a better player breeze through these games, or is it simply difficult to get a high winrate at any rank? You are only 1/5 of the team...
I hear you, I haven't played since Cho'gall, came back for Nexus Challenge and got 3 games with a friend who's still quite active.
First game we had 2 feeders (they were just bad I think).
Second game I was flamed the entire game for being out of position, not healing (I was iron-fist Kara, my friend was Auriel...), and told to uninstall the game when we won (we had a level lead the entire game btw). Oh the game named me MVP that match too lol
Third game we had a Leoric suicide over and over again on objective and when we asked him to stop he said 'lol I have most xp contribution'. Then he would get living bombed and wraith walk back into the team (yes I reported him after)
So ya, that and the 2+ min queue times reminds me why I stopped in the first place... but now that my mini-rant is out of the way:
What got me out of the low ranks initially was to just play Valla a lot.
If the team really, really sucks, even Mura / Jo are gonna get killed a lot and you won't save anyone anyways. So rDPS offers you more protection if you get paired with bad tanks/supports and lets you make plays to overcome the 1/5 of a team syndrome.
Once I got to more middle-tier ranks than trusting myself to tank started to work since that's my best role anyways (I'm a pretty bad support player, but I think same thing applies to them). If you do tank, you have to be really active on pinging; people generally will listen more to the tank/support I found. So that really helps the disorganization.
Not sure about the grouping issues, but I remember having that trouble and thinking it was weird too.
Is it possible to set fixed hotkeys for Alarak's Ultimates? Like when you choose Counterstrike first but want it to always be on "D" while the other Ult is always on "R" no matter the picking order. I scrolled through the "hotkey" options but didn't find anything...
can i have dota like mouse3 camera options? the mouse cursor disappears and doesn't move.. i never use edge pan for my camera. this makes the game really awful other than the fact that i cannot click on anything (creeps, heroes, buildings) to get any information about what I'm dealing with.
On November 27 2016 20:48 Sewi wrote: Is it possible to set fixed hotkeys for Alarak's Ultimates? Like when you choose Counterstrike first but want it to always be on "D" while the other Ult is always on "R" no matter the picking order. I scrolled through the "hotkey" options but didn't find anything...
Did you check the quick cast settings? I haven't tested it myself but I see that there are two options for both Deadly Charge and Counter Strike, so it looks like it should be possible.
On November 28 2016 08:00 Nyan wrote: can i have dota like mouse3 camera options? the mouse cursor disappears and doesn't move.. i never use edge pan for my camera. this makes the game really awful other than the fact that i cannot click on anything (creeps, heroes, buildings) to get any information about what I'm dealing with.
Do you mean drag scroll? I think this is middle mouse button by default, but maybe I'm not understanding what you're looking for.
So, Nexus Challenge has successfully got me hooked on the game again and I did my 10 HL placements.
First game I got yelled at for switching out of Mura when someone else locked Zarya (she's not solo-tank, got it).
Last game I got yelled at for locking Mura while the other guy was showing Leo (Leo's not a solo-tank right?). Of course, the yelling only started after we started losing teamfights post-10 (their damage outscaled ours I guess?). We were actually winning the early game pretty handily from what I could tell.
Anyways, TL; DR- question, is there a quick guide for when to solo or double warrior?
On December 24 2016 07:55 Wuster wrote: Anyways, TL; DR- question, is there a quick guide for when to solo or double warrior?
you almost always want 2 melees with 1 support and usually 2 melees with 2 supports (notable exceptions being Tracer/Greymane instead of melee with Tass+healer and Medivh instead of 2nd melee in some comps)
Good "main" tanks are: Johanna, ETC, Muradin, anything else usually needs a 2nd warrior and not a melee assassin (but again, double support helps the lesser warriors out a lot) Tyrael is also a solo tank, but only for dive comps (Illidan, Kerrigan, Greymane)
You want to go double tank vs: -Kerrigan -Zeratul (vs Zera you can sometimes even get away with 3 warriors)
You can take 2nd warrior in almost any comp in a place of a Thrall, you just have to keep in mind the heroes' synergy and their matchups in the game (eg. Arthas is almost never taken in competitive except for the rare cases of him being taken as a Sonya counter on IF, Dehaka is taken because of his global and solo lane, Chen fits as a solo laner and Jaina/Li-ming soft counter etc.) It's not really "can I go this many supports/DPS/tanks?" as much as "what does actually work the best with my and the best vs their team?".
Zarya isn't really a tank/warrior, you have to treat her as a range dps+shield support. She usually works the best with a tank and a melee on her team (for example: Kerrigan+Tyrael, or Illidan+ETC etc.)
Good "main" tanks are: Johanna, ETC, Muradin, anything else usually needs a 2nd warrior and not a melee assassin (but again, double support helps the lesser warriors out a lot) Tyrael is also a solo tank, but only for dive comps (Illidan, Kerrigan, Greymane)
wouldn't you consider Diablo a "main" tank nowadays?
On December 26 2016 14:42 Cyanocyst wrote: Did they change how Azmodan contributes exp? Doesn't feel like he benefits from xp generation on his trait minions at all anymore.
Used to be able to get over 100k Siege easy, just by being sure to spawn them in empty lanes.
I don't think they changed it recently, he only gets xp when his General of Hell lands the last hit on minions.
On December 24 2016 07:55 Wuster wrote: Anyways, TL; DR- question, is there a quick guide for when to solo or double warrior?
you almost always want 2 melees with 1 support and usually 2 melees with 2 supports (notable exceptions being Tracer/Greymane instead of melee with Tass+healer and Medivh instead of 2nd melee in some comps)
Good "main" tanks are: Johanna, ETC, Muradin, anything else usually needs a 2nd warrior and not a melee assassin (but again, double support helps the lesser warriors out a lot) Tyrael is also a solo tank, but only for dive comps (Illidan, Kerrigan, Greymane)
You want to go double tank vs: -Kerrigan -Zeratul (vs Zera you can sometimes even get away with 3 warriors)
You can take 2nd warrior in almost any comp in a place of a Thrall, you just have to keep in mind the heroes' synergy and their matchups in the game (eg. Arthas is almost never taken in competitive except for the rare cases of him being taken as a Sonya counter on IF, Dehaka is taken because of his global and solo lane, Chen fits as a solo laner and Jaina/Li-ming soft counter etc.) It's not really "can I go this many supports/DPS/tanks?" as much as "what does actually work the best with my and the best vs their team?".
Zarya isn't really a tank/warrior, you have to treat her as a range dps+shield support. She usually works the best with a tank and a melee on her team (for example: Kerrigan+Tyrael, or Illidan+ETC etc.)
Thanks for the write up! The meta has changed tons since I played it looks like. Surprised about double support, I actually haven't seen that yet in HL (fyi I placed Plat), maybe that's just a higher level thing or too much double tank (by me) crowded it out.
Looks like it might be time to learn some supports other than Lili (desperation pick).
Another question, now that I'm done with Nexus Challenge those heroes are all pretty good right? They seem viable so I'm going to practice those next I think.
On January 22 2017 09:00 BadBinky wrote: Is abathur good? What kind of team comps suit him? Which maps are good for him?
He is not considered good right now, though his winrate has never been superb. He excels on maps which are large and feature rotations: his ideal position is sitting out of sight near a lane of minions, soaking xp. He can then place mines up and down travel paths to slow enemy rotations.
the problem with abathur in HL is that there are many ways you can get completely hosed when fielding him. for instance,if you early pick him on cursed hollow and the enemy team picks up sylvanas there is a good chance it is just gg: sylv can crosspush during the first few objectives, denying abathur soak and potentially just taking out an entire fort. So the abathur team gives up structure, soak, and is still fighting almost 4v4 over the objective. The pitfalls are many for these comps, and generally you depend on teammates to behave a certain way when you draft abathur.
I've started playing again after a long, long break and I'm having fun for now. The only thing that annoys me is having 14 heroes over lvl5 to play ranked games :< since I'm very short on gold + the reconnect system is probably the most stupid thing I've ever encountered. From time to time I'll drop from HOTS, reconnect takes ages since I have to launch game again + wait in-game cause "server is XX:XX ahead"
Currently doing AI 5minute games to farm some free mount and that's it, lmao.
Edit : Nvm you can buy hero codes on ebay for 1-2$
On February 26 2017 15:24 739 wrote: I've started playing again after a long, long break and I'm having fun for now. The only thing that annoys me is having 14 heroes over lvl5 to play ranked games :< since I'm very short on gold + the reconnect system is probably the most stupid thing I've ever encountered. From time to time I'll drop from HOTS, reconnect takes ages since I have to launch game again + wait in-game cause "server is XX:XX ahead"
Currently doing AI 5minute games to farm some free mount and that's it, lmao.
Edit : Nvm you can buy hero codes on ebay for 1-2$
Gold is more plentiful now than it ever has been before, thanks largely to brawls giving 1k per week to anyone willing to put three games in. Daily quests take an average of 3.6 games per day to accomplish, assuming you don't let them gather up so you can achieve multiple at a time. If you do them individually and win 50% of the time, you'll get an average of 453 gold per day from them plus your gold from winning/losing. That means every week you get 3k(dailies+gold for winning/losing) + 1k(brawls) = 4k. Add on any additional gold you get from leveling heroes or playing extra games, and it's actually pretty easy work to be able to afford a 15k hero every three weeks.
On April 05 2017 19:31 BrentC wrote: Since I posted on this forum last, I have expanded my hero roster in HotS. Was curious if I am on the right track for a good setup for Hero League.
My question is similar to the one above. I just did my placement matches in Hero League (Gold 3 ;D) and wonder what staple heroes I should level up and learn next, having only a few so far.. My list at lvl 5+ for ranked:
Warrior: Anub, Arthas, Chen, Muradin, Diablo (I own Artanis, Johanna, Leoric, Rexxar, Sonya, Dehaka, Stitches, Varian and Zarya). Assassin: Illidan, Kerrigan, Thrall, Valla, Nova, Ragnaros, Raynor (I own Alarak, Jaina, Genji, Falstad, Samuro and Varian) Support: Malfurian (I own Kharazim and Li Li) Specialist: Azmodan
So its pretty clear that I havent played much, and that I chose the Bruiser pack :p Very low on supports and specialists. If there is 4-5 heroes that I should really add to my list for ranked play ASAP, which would they be?
On May 31 2017 22:10 shabby wrote: My question is similar to the one above. I just did my placement matches in Hero League (Gold 3 ;D) and wonder what staple heroes I should level up and learn next, having only a few so far.. My list at lvl 5+ for ranked:
Warrior: Anub, Arthas, Chen, Muradin, Diablo (I own Artanis, Johanna, Leoric, Rexxar, Sonya, Dehaka, Stitches, Varian and Zarya). Assassin: Illidan, Kerrigan, Thrall, Valla, Nova, Ragnaros, Raynor (I own Alarak, Jaina, Genji, Falstad, Samuro and Varian) Support: Malfurian (I own Kharazim and Li Li) Specialist: Azmodan
So its pretty clear that I havent played much, and that I chose the Bruiser pack :p Very low on supports and specialists. If there is 4-5 heroes that I should really add to my list for ranked play ASAP, which would they be?
Tank: I would replace chen with any of the other tanks in your account. I love chen, but he struggles right now. He can be ok when hes the solo laner on a map like braxxis but you're setting yourself up for an up hill fight.
Assassin: I'd personally trade out Nova and Illidan for Genji/Falstad. Illidan is kind of a loaded pick because if you don't know what you're doing, you're the squeaky wheel, and Nova can be good but typically is dead weight because she only can execute kills and sometimes not even that well.
Support: I'd add lucio, and Morales. Malf is good but you'll fight over him with the opposing team often.
Specialist: Nazeebo is popular for stall compositions, sylvanas's trait is amazing but she isn't so popular both are better than Azmodan.
On May 31 2017 22:10 shabby wrote: My question is similar to the one above. I just did my placement matches in Hero League (Gold 3 ;D) and wonder what staple heroes I should level up and learn next, having only a few so far.. My list at lvl 5+ for ranked:
Warrior: Anub, Arthas, Chen, Muradin, Diablo (I own Artanis, Johanna, Leoric, Rexxar, Sonya, Dehaka, Stitches, Varian and Zarya). Assassin: Illidan, Kerrigan, Thrall, Valla, Nova, Ragnaros, Raynor (I own Alarak, Jaina, Genji, Falstad, Samuro and Varian) Support: Malfurian (I own Kharazim and Li Li) Specialist: Azmodan
So its pretty clear that I havent played much, and that I chose the Bruiser pack :p Very low on supports and specialists. If there is 4-5 heroes that I should really add to my list for ranked play ASAP, which would they be?
Tank: I would replace chen with any of the other tanks in your account. I love chen, but he struggles right now. He can be ok when hes the solo laner on a map like braxxis but you're setting yourself up for an up hill fight.
Assassin: I'd personally trade out Nova and Illidan for Genji/Falstad. Illidan is kind of a loaded pick because if you don't know what you're doing, you're the squeaky wheel, and Nova can be good but typically is dead weight because she only can execute kills and sometimes not even that well.
Support: I'd add lucio, and Morales. Malf is good but you'll fight over him with the opposing team often.
Specialist: Nazeebo is popular for stall compositions, sylvanas's trait is amazing but she isn't so popular both are better than Azmodan.
Hope this still qualifies as a simple question. What tank would you recommend against a specialist/non-teamfight composition?
Played against Sylvanas, Vikings, Azmodan, Abathur and whatever assassin on Infernal Shrines; HL low gold if it matters.
Took Stitches as last pick and while we won every shrine, every teamfight and in the end the game, it was a grueling, super-unfun match, ~30 minutes of chasing around the map and playing whack-a-mole. Would Dehaka have been the better choice in hindsight, possibly even Falstad or a stealther to hunt Aba and the Vikings?
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.
I'm also curious as to what their team chat looked like (assuming you weren't in team draft). Whether it was like 'hello guys, let's try this, it will be fun!' or 'FU I spe or afk' all around.
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 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.
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.
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 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.
I recommend 2 auto-attackers, 2 mages, 2 supports (not tyrande/tassadar), and 2 tanks. That way you can fill all needed roles for a good draft regardless of what the opposition and your team drafts. Ideally you would want some bruisers in there as well (Sonya/artanis/thrall) but typically those spots are gladly filled by others or can be substituted either tanks or assassins.
i am more than good on tanks/bruisers. got jo/diablo/sonya/leoric/anub. also got muradin and etc, but i think the others i mentioned are better. need to practice leroic's heroics and ghost walk a bit though. warrior is my fav. role and the one where i think i am not shit tier in. maybe i should even focus on only a few here to get even gudder. 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
Playing assassins will definitely make you a much better tank as well. You become much more aware of the capabilities of the specific heroes and when it is good to engage when playing tanks (i.e. don't do it right after the Kael'thas on your team just missed his gravity lapse).
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.
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?
You should tie or win Sonya Vs Leo I think. Slam on CD. Ensure to ww for as much healing as possible. Don't bother running away during drain life unless you are already at the edge - just ww through it. Dodge the swing and you win in my experience.
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.
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.
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.
For me, there is no always-go-to-talent, depends on my role / maps /opponents
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.
Brightwing frustrates me to play as if only because I seem to play with people who don't react to polymorphed targets. Probably better with her/him/it than Uther though.
How does Anyone get into hero League? Even though I'm rank 800 or so in raw experience, A lot of that experience came from QM trying to grind up heroes.
Though having become annoyed with 5 assassin QM, and crap drafts in Unranked. Given i'm more ok with that in unranked cause thats kind of what its for is for practice. I thought i'd really give it a go with Hero League.
Though my experience playing the last few weeks, have just been frustrating. Theres always one derp Split push main, who takes a specialist. Sure if they were crafty and map aware even a split pusher could provide good value on a fair amount of maps. Though When these people insta highlight their specialist of choice that its is NEVER the case.
Another thing i see a lot is people not knowing which hero's would be mutually exclusive in a standard comp. So you get a frontline of Dehakka, and Sonya.
One game was completely thrown, due to last picking abathur when we had no healer in the comp.
Also I dislike that you don't get any credit for playing well on a loosing team. Makes me want to ladder on SC2 again, at least its 100 percent my fault....i get kind of irked with games before thrown before they are played.
Anyone have any tips for raising my MRR? I bet it could be quite fun if i could get my rank high enough to where people have a general understanding of Meta and Drafting. Where does that occur btw? Not the case in Gold 1.
What talent do people take at 4 for Artanis? I'm fairly certain it should be one of the shield talents, but I can't really decide which is the more appealing.
Simple Question: Is Chen still viable? I mean since his release pretty much every hero has an incredible amount of stun, silence and whatnot. I feel they have to redo him and give him unstoppable for the first 2 seconds of drinking or sth
On September 07 2017 19:28 Harris1st wrote: Simple Question: Is Chen still viable? I mean since his release pretty much every hero has an incredible amount of stun, silence and whatnot. I feel they have to redo him and give him unstoppable for the first 2 seconds of drinking or sth
He's a quasi-Illidan. Considerable lane bully that punishes no CC and weak backline. You definitely can play him in some setups.
On September 07 2017 19:28 Harris1st wrote: Simple Question: Is Chen still viable? I mean since his release pretty much every hero has an incredible amount of stun, silence and whatnot. I feel they have to redo him and give him unstoppable for the first 2 seconds of drinking or sth
He's a typical last-pick hero IMO. If you see the enemy has no direct counters, you can lock him and wreck the solo lane, and destroy their backlines in teamfights. He certainly has his place to shine.
On October 03 2017 12:09 iGrok wrote: Does anyone know what to do in this situation?
I've picked Sgt. Hammer in Quickmatch, and the opposing team has Chromie. She follows me to whatever lane I go to.
I managed to salvage a win thanks to some awesome teammates, but that matchup just feels so lopsided. How do I talent/act to not get blown up nonstop?
Never siege. Hammer does decent damage unsieged
Her autoattack dmg vs heroes is the same sieged or unsieged. Her unsieged range (6.5 IIRC) is more than long enough to trigger her trait. Lots of people don't seem to realise that.
On October 03 2017 12:09 iGrok wrote: Does anyone know what to do in this situation?
I've picked Sgt. Hammer in Quickmatch, and the opposing team has Chromie. She follows me to whatever lane I go to.
I managed to salvage a win thanks to some awesome teammates, but that matchup just feels so lopsided. How do I talent/act to not get blown up nonstop?
Never siege. Hammer does decent damage unsieged
Her autoattack dmg vs heroes is the same sieged or unsieged. Her unsieged range (6.5 IIRC) is more than long enough to trigger her trait. Lots of people don't seem to realise that.
I usually take Advanced Artillery, but I guess in this situation I should probably have taken Regeneration Master and never sieged. Thanks!
On October 03 2017 12:09 iGrok wrote: Does anyone know what to do in this situation?
I've picked Sgt. Hammer in Quickmatch, and the opposing team has Chromie. She follows me to whatever lane I go to.
I managed to salvage a win thanks to some awesome teammates, but that matchup just feels so lopsided. How do I talent/act to not get blown up nonstop?
Never siege. Hammer does decent damage unsieged
Her autoattack dmg vs heroes is the same sieged or unsieged. Her unsieged range (6.5 IIRC) is more than long enough to trigger her trait. Lots of people don't seem to realise that.
I usually take Advanced Artillery, but I guess in this situation I should probably have taken Regeneration Master and never sieged. Thanks!
No, advanced artillery is great IMO for poking purposes,(though there is an argument for regen master). But as I said, it still works fine if you fire auto attacks from near max range in unsieged mode. AA increases Hammer's trait from 30% dmg to 40% dmg for everything over a range of 4. Hammer's unsieged auto attack range is 6.5. So you don't need to siege to get use out of it.
Playing support, does Samuro warrant taking detection? Against the 'permanent' stealthers, I almost always take it; against him, I try to get away without. (Gold 5, i.e. I suck, the people on my team suck, the people on the other team suck.)
What kind of detection? The only supports I can think of specing into reveal talents are Kharazim and BW. It's almost always worth it on BW, but I'd argue that the block spirit is way too good, esp. vs a pure autoattack hero like Samuro.
I thought they had removed farsight with the last rework, whoops. Scouting drone is worth it vs any kind of gank hero on Malf, I wouldn't really take any other talent than Cleanse on 7 as Rehgar. Being able to remove CC is too good to pass on that hero.
I know that when an ally leaves the game or drops, I get alerted and his gamertag is replaced with the name of the hero he's playing... but if one of my opponents leaves the game or drops, am I alerted as well? Does the opponent's gamertag get replaced with the hero name too? Or is this information completely hidden, to try and make things less advantageous for the team who still has 5 players?
There used to be a glitch/technique where if you were playing Genji (or any other character with a dash), you could dash out of spawn and instantly remount if you timed it correctly. I haven't been able to do it recently, has it been patched?
Zera is still possible but it seems harder. No luck with Genji in try mode. I never use it in game so I didn't notice. Couldn't find anything in the patchnotes.
Random interesting thing I found: It's no secret that the AI is really, really bad in HotS- from suiciding to *not* following you when you specifically ping them, but I found out that if you can stretch the game long enough on Towers of Doom (to around level 23+), the enemies get stuck in a loop of killing forts and no longer activate altars, meaning that if you cycle around and kill the forts too, the game can be prolonged for a very, very long time. I used this realization to see if level 30 really was the maximum level- and it is- but you can still get a ton of experience (I ended up with half a million exp).
Played some pretty good games in the afternoon and some pretty shitty games in the evening. Is this a general rule now? Evening/night games are just clownfiestas? YOLO draft, toxic, ...
I'm probably misremembering something, but wasn't there a time when catapults in lanes were triggered by only killing a keep, not fort + keep? Yesterday, I killed a keep in a lane before killing the fort, and for some reason I had the expectation that catapults would spawn in that lane to apply earlier pressure, but no catapults spawned until after I killed the fort as well.
On February 23 2018 19:08 DarkPlasmaBall wrote: I'm probably misremembering something, but wasn't there a time when catapults in lanes were triggered by only killing a keep, not fort + keep? Yesterday, I killed a keep in a lane before killing the fort, and for some reason I had the expectation that catapults would spawn in that lane to apply earlier pressure, but no catapults spawned until after I killed the fort as well.
This has been the case for a long time. I think it was changed somewhere around release or shortly after
BoE, enemy team consists of double warrior, Stukov, Hammer, Gul'dan. They banned Alex and Rehgar. We had Mura, Artanis, Hanzo and a mage, Jaina I think. Deciding between Kara and Malf, I take Malf last pick and we get slaughtered. My healing sucked and people died left and right to Hammer.
What would have been the best support choice? I don't think Auriel, BW, Lucio vs Hammer or Uther vs Gul'dan are viable, I don't play Ana, so among Monk, Malf, Morales, LiLi?
On March 25 2018 07:43 Aiobhill wrote: BoE, enemy team consists of double warrior, Stukov, Hammer, Gul'dan. They banned Alex and Rehgar. We had Mura, Artanis, Hanzo and a mage, Jaina I think. Deciding between Kara and Malf, I take Malf last pick and we get slaughtered. My healing sucked and people died left and right to Hammer.
What would have been the best support choice? I don't think Auriel, BW, Lucio vs Hammer or Uther vs Gul'dan are viable, I don't play Ana, so among Monk, Malf, Morales, LiLi?
Maybe Lili for blinds on hammer? Can't really say. Would need to watch replay
I'm trying to figure out exactly how much damage buildings are supposed to do in each circumstance, and the numbers aren't adding up; so I'm missing something and I'm not sure what. looking at damage in game; it looks like heroes and the regular spawn units (i.e. the normal little guys that go down the lines) are both taking full damage from them. while gargantuans and aba's monstrosity seem to take 1/4 of that amount of damage. so i'm missing some detail that explains that extra halving of the damage. what is it?
How well can Zul'Jin's fully stacked Headhunter (+2% damage per first kill on enemy hero for a +10% total damage) scale up compared to Recklessness (+10% damage at < 75% HP and +20% damage at < 50%HP)?
On Heroes Hearth, I see that Headhunter is the most picked for a marksman build, but I mostly use Recklessness. Or is it just for the +1.1 range?
On January 04 2019 23:35 prout wrote: How well can Zul'Jin's fully stacked Headhunter (+2% damage per first kill on enemy hero for a +10% total damage) scale up compared to Recklessness (+10% damage at < 75% HP and +20% damage at < 50%HP)?
On Heroes Hearth, I see that Headhunter is the most picked for a marksman build, but I mostly use Recklessness. Or is it just for the +1.1 range?
Range is very strong, especially for a hero like Zul'Jin who has such shit mobility.
On August 09 2018 03:32 Valiver wrote: I imagine in quick match a duo-queue of genji/illidan would win 90% of their games for the next few days by just diving the enemy whitemane.
On August 09 2018 03:32 Valiver wrote: I imagine in quick match a duo-queue of genji/illidan would win 90% of their games for the next few days by just diving the enemy whitemane.
On April 22 2019 17:23 Moimoi wrote: First time to play Heroes of the Storm, how do I activate baby murky's calling of other murlocs? Thanks
It's one of the 2 heroic abilities you can unlock at level 10. It's called March of the Murlocs. Once you select it at level 10, you can press R (and aim and click) to use that spell.
On July 26 2019 16:42 Harris1st wrote: Started playing again.
Mecha Tyrael event is fun.
Anduin is super easy to play and probably a bit OP
Some reworks are strange. Can't play Chromie and Chen anymore for example.
Pity this game has gone down like this...
Most toxic people have moved on by now, leaving almost only good natured, fun loving people.
A friend started to play, so I played again with him for some fun. But it seems you have some cool and relaxed people (whatever the level) in quick match. But then I played a couple ranked alone... What a mistake, all three or four games were with people that had absolutely no clue how to play this game, were only going for kills and were extremely rude at all point :s
How active is the game these days? Is it something a newbie can get into easily? And if it’s not super intuitive, where are the good guides and resources at?
Feels like one of those games I always wanted to try and never got round to actually jumping into. No time like the present eh?
On August 24 2024 00:04 WombaT wrote: How active is the game these days? Is it something a newbie can get into easily? And if it’s not super intuitive, where are the good guides and resources at?
Feels like one of those games I always wanted to try and never got round to actually jumping into. No time like the present eh?
The game is plenty active, but you will have to choose your game modes a bit. There was a new patch very recently.
I'd say it is very noob friendly! Go play some Reynor, Li-Li and Muradin, and you should provide at least some value to your team from the getgo.
Yes, there are plenty of easily available guides, and Khaldor is still making Twitch and YouTube content about tournaments. If you want to be nice to your team, learn a bit about how the different maps function, and study which Heroes do well alone in a lane and not.
I really enjoy the teamwork aspect of this game! When everyone knows what to do and feeds of good plays from teammates, it can be magical.
On August 24 2024 00:04 WombaT wrote: How active is the game these days? Is it something a newbie can get into easily? And if it’s not super intuitive, where are the good guides and resources at?
Feels like one of those games I always wanted to try and never got round to actually jumping into. No time like the present eh?
The game is plenty active, but you will have to choose your game modes a bit. There was a new patch very recently.
I'd say it is very noob friendly! Go play some Reynor, Li-Li and Muradin, and you should provide at least some value to your team from the getgo.
Yes, there are plenty of easily available guides, and Khaldor is still making Twitch and YouTube content about tournaments. If you want to be nice to your team, learn a bit about how the different maps function, and study which Heroes do well alone in a lane and not.
I really enjoy the teamwork aspect of this game! When everyone knows what to do and feeds of good plays from teammates, it can be magical.
On February 03 2025 21:32 SerenityIsHere wrote: Hi everyone, i thought Hots is already dead, but there are tonns of players having fun in the game
Indeed, the EU server is very healthy, and there are over 1 million daily players.
Patches are coming out pretty regularly too. There is no new content, but with nearly 100 Heroes, it does not matter that much, as there is no way to learn them all well anyway.
Some have even argued that new content could just as well break the game as improve it...