In this playthrough I am showing users how to build Raynor in a way that is effective for taking down tanks and focusing down assassins as quickly as possible, while simultaneously helping Jimmy live up to his "ranged assassin" title.
If you feel as though I am posting erroneous information or that I have made a flawed post to this guide, please feel free to comment. At this moment I want to find a way to share my replay from this game, but I can't find a reliable website that will allow us to share such replays. Please PM me if you know of such a website.
Pros:
* Adds CC and potential for stacked CC as game goes on * Produces the ability to take mercenary camps quickly and effectively. * Amazing burst damage potential. * Lane pushing potential increased * Extremely effective in the absence of a healer.
Cons:
* No sustain (heal), makes it easier for assassins to deal with you. * Limited AOE damage. * Contributes little to helping team as a whole (zero upgrades to W)
raiders recruitment. Confident aim (Q) Hamstring Shot (Q) - adds a 20% slow Raynor's Raiders (R) - calls down two banshees. Double Barreled (Q) - Penetrating round gains two charges. Bullseye (Q) - First enemy hit by penetrating round is stunned for 1 second and takes an additional 50% damage. Nexus Frenzy - increases attack range by 20% and attack speed by 20%.*
* At this point it is entirely situational whether or not you take the additional upgrade to Rayner's Raiders that keeps the banshees cloaked and doing extra damage. My team was ahead by two points, so I thought I would rather have the passive attack range and speed as opposed to what seemed to be unnecessary buffs to my already strong abilities.
Right now I do have my playthrough uploading, it is presently processing and should be ready in about 30 minutes from this post.
I must admit that although I had heard about you, I had never seen any content of yours, however, i must say you are indeed pretty good in your commentating.
Now, about the build itself, sound pretty interesting. I haven't played Raynor in a while, and I still don't think he is very viable on the top competitive play because of all the resons Oxy talked about in his article, however, i think he still has its place.
The only part of your build I would change is instead of taking Raiders Recruitment I would take the increased healing of adrenaline rush.
I think Raynor still has some things to explore, for exacmple, the last time I played Raynor I used a super AA build, and between Seasoned Marksman, Raynor's Raiders, Giagant killer/steel resolve, excecutioner/Berserker, and nexus frenzy, and well of course inspire (his w), i ended up doing like 600 basic damage per hit at lvl 20 + the banshees, incredible damage.
I also see some potential to remove some of its weakness if you take the talent that makes you able to activate adrenaline rush whenever you want and the talent that makes him remove all stuns/root, whatever, whenever adrenaline rush is used.
Raynor "Q build" :D you can do this or go AA Raynor as posted above.
You can go give me more (extra heal on E) if you think sustain is more important than mercs. Also nice to skip Hamstring shot on level 7 for the move speed buff on W. Slow is not super amazing and there is some anti synergy with the 1 sec stun.
Both ultimates are good.
But i think its interesting to explore if "mixed" builds are good on Raynor, maybe his builds are super flexible. They look flexible, but i never explored it enough. Activated rush and Relentless Leader are very strong but never seens to fit in.
His talent tree implies he is supposed to be played as a long ranged dps that has a lot of sustain later in the game (long ranged illidan xD). But can it work? Despite his great sustain talents, theoretically he avoids damage staying in the back line. It feels like if you go for sustain you cannot do enough damage, so people build him almost full dps =/
I really like the concept of a ranged dps used when your back line is not safe, but is it working? And maybe its just my impression that he was designed this way?
About the Hyperion, it seems to be the better ultimate if you're looking to siege rather than play the assassin. The pre-installed Yamato Cannon that used to be the level 20 talent does a ton of building damage if there are valid targets in its path, 1740 per shot by level 20 according to Heroes Fire, so throwing down the ultimate while assaulting forts and towers can really soften up the structures while providing some AoE cover.