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On May 18 2015 22:07 xDaunt wrote: I definitely think a case can be made that Rehgar would be a good pick for my pop quiz. He is the superior healer, and he does have Blood for Blood. If Uther was unavailable, Rehgar would be the clear second choice. I still do not think that he is the best pick. Uther simply provides more utility -- particularly because this comp has an Illidan. I've had a bunch of games where an Uther+Illidan combo straight up carried the game by themselves. As for Brightwing, she would not be a good pick. She doesn't provide enough burst healing to support a dive comp. Depending upon enemy team comp, you might be able to get away with it, but it just isn't a good idea.
EDIT: And as for the tip about the Boss, I purposefully decided not to expand on when to take the boss. Boss timing is really dependent upon the map. Different considerations apply to taking a boss on Cursed Hollow than on Tomb of the Spider Queen. And there are also special considerations depending upon which heroes you have on your team. A very different calculation applies when you have a Robo-goblin Gazlowe on your team. I felt it would be better not to go too far down that rabbit hole in this article.
shield dust + Protective shield + gust of healing + Double blink heal + Poly on the main DD into iceblock is a shit ton of burst heal. And ontop of that you shouldn´t forget that Bw usually offers more total heal over the course of a game so your team is less likely to enter a TF on low Hp then had they picked uther.
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On May 19 2015 12:39 kagamin wrote:Show nested quote +On May 18 2015 20:12 Sponkz wrote: "Pop quiz time. You are the fifth pick on your team. Your teammates have already picked Tyrael, Jaina, Falstad, and Illidan. You clearly should be picking be a support. Who should you pick?"
You pick Li Li, cus broken cloud serpents. I own at these pop quizzes yo 2gud 1337 keke!
Not anymore T_T
It was fun while it lasted <3
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This guide was great. I actually am enjoying the team comp discussion a lot, too. The chance to pick multiple people's minds on what works and what doesn't is really valuable to me, as I typically only learn stuff like this through seeing what doesn't work at all in person, which is of course not ideal.
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Brightwing is the best healer atm, thanks to promote xD.
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Great guide, I should know a lot of these concepts coming from playing LoL for 4+ years, but HotS really mixes things up and it is nice to learn them again in the reference frame of HotS.
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Northern Ireland174 Posts
Blizzard should make you read this before your first HeroLeague game! And a test at the end graded pass or fail.
Thanks for the write up it is a good read.
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If it makes you all feel better, I played a game with a bunch of Rank 1's last night where my team completely threw the game in a five-minute period by continuously breaking my rules regarding stupid deaths.
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On May 19 2015 23:54 xDaunt wrote: If it makes you all feel better, I played a game with a bunch of Rank 1's last night where my team completely threw the game in a five-minute period by continuously breaking my rules regarding stupid deaths. i knew it! you just got carried to your rank! by ppl like me!
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On May 18 2015 15:49 Random_0 wrote: What is Uther's triple stun combo? You can Hammer of Justice someone and then Divine Storm then, but what's the third stun?
Uther's triple stun combo starts with Hammer of Justice, then Divine Storm (ultimate), and then Hammer of Justice again. Benediction at 16 lets you back to back Hammer of Justice.
The level 1 talent Fists of Justice will help to reduce the cooldown on your Hammer of Justice and the level 7 talent Burden of Guilt will add a slow effect to your Hammer of Justice which can also help you in successfully landing multiple stuns pre-level 16.
Edit: to correct lack of Benediction as key aspect of triple stun.
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Outstanding guide! I certainly feel like I have a better understanding of HotS now. I'll be politely suggesting this read often.
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On May 20 2015 01:08 Twistedsis wrote:Show nested quote +On May 18 2015 15:49 Random_0 wrote: What is Uther's triple stun combo? You can Hammer of Justice someone and then Divine Storm then, but what's the third stun? Uther's triple stun combo starts with Hammer of Justice, then Divine Storm (ultimate), and then Hammer of Justice again. The level 1 talent Fists of Justice will help to reduce the cooldown on your Hammer of Justice and the level 7 talent Burden of Guilt will add a slow effect to your Hammer of Justice which can also help you in successfully landing the triple stun. The triple stun combo uses benediction at 16. You want the mana regen talent at level 1.
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On May 20 2015 01:31 xDaunt wrote:Show nested quote +On May 20 2015 01:08 Twistedsis wrote:On May 18 2015 15:49 Random_0 wrote: What is Uther's triple stun combo? You can Hammer of Justice someone and then Divine Storm then, but what's the third stun? Uther's triple stun combo starts with Hammer of Justice, then Divine Storm (ultimate), and then Hammer of Justice again. The level 1 talent Fists of Justice will help to reduce the cooldown on your Hammer of Justice and the level 7 talent Burden of Guilt will add a slow effect to your Hammer of Justice which can also help you in successfully landing the triple stun. The triple stun combo uses benediction at 16. You want the mana regen talent at level 1.
Yes, sorry. I was going to edit my post as I absently left this key part out, but you've covered it. Benediction gives you back to back Hammer of Justice Stuns.
But I still like Fists of Justice at 1. I have little probs sustaining mana with Hammer of the Lightbringer at 4.
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On May 20 2015 01:42 Twistedsis wrote:Show nested quote +On May 20 2015 01:31 xDaunt wrote:On May 20 2015 01:08 Twistedsis wrote:On May 18 2015 15:49 Random_0 wrote: What is Uther's triple stun combo? You can Hammer of Justice someone and then Divine Storm then, but what's the third stun? Uther's triple stun combo starts with Hammer of Justice, then Divine Storm (ultimate), and then Hammer of Justice again. The level 1 talent Fists of Justice will help to reduce the cooldown on your Hammer of Justice and the level 7 talent Burden of Guilt will add a slow effect to your Hammer of Justice which can also help you in successfully landing the triple stun. The triple stun combo uses benediction at 16. You want the mana regen talent at level 1. Yes, sorry. I was going to edit my post as I absently left this key part out, but you've covered it. Benediction gives you back to back Hammer of Justice Stuns. But I still like Fists of Justice at 1. I have little probs sustaining mana with Hammer of the Lightbringer at 4. but you want prot. shield at 4
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On May 20 2015 02:27 Hryul wrote:Show nested quote +On May 20 2015 01:42 Twistedsis wrote:On May 20 2015 01:31 xDaunt wrote:On May 20 2015 01:08 Twistedsis wrote:On May 18 2015 15:49 Random_0 wrote: What is Uther's triple stun combo? You can Hammer of Justice someone and then Divine Storm then, but what's the third stun? Uther's triple stun combo starts with Hammer of Justice, then Divine Storm (ultimate), and then Hammer of Justice again. The level 1 talent Fists of Justice will help to reduce the cooldown on your Hammer of Justice and the level 7 talent Burden of Guilt will add a slow effect to your Hammer of Justice which can also help you in successfully landing the triple stun. The triple stun combo uses benediction at 16. You want the mana regen talent at level 1. Yes, sorry. I was going to edit my post as I absently left this key part out, but you've covered it. Benediction gives you back to back Hammer of Justice Stuns. But I still like Fists of Justice at 1. I have little probs sustaining mana with Hammer of the Lightbringer at 4. but you want prot. shield at 4 ^^ This. Uther's sustained healing is a little suspect, so you really need the shield at 4.
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I'll try a bunch of quick matches using Conjurer's Pursuit and Protective Shield tonight. I'm going to need some practice with this less aggressive and more healing friendly play style. Thanks for the advice Hryul and xDaunt.
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I'll be playing HotS a lot this summer, and this guide is perfectly structured for where I'm at in the game right now. Thanks for this
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On May 20 2015 04:57 Twistedsis wrote: I'll try a bunch of quick matches using Conjurer's Pursuit and Protective Shield tonight. I'm going to need some practice with this less aggressive and more healing friendly play style. Thanks for the advice Hryul and xDaunt. one thing ahead: i'm just r15 and nowhere near the skill of xDaunt, but I'll write a bit about my playstyle.
for lower levels I actually found Uther to be underwhelming and I prefer Li Li or Malf. The reason is that low lvl players tend to have worse focus fire and spread their damage more. this leads to longer fights and more equally distributed damage among the players. here uther's burst heal doesn't shine so much because it can happen that you heal player A (at half health) and people change target to player B who also had half health. most likely my Q is on CD and the W (and prot shield) are weaker than Q. On the other side, Li Li and Malf (and BW, but she is delicate for other reasons) distribute their healing more equally. Malf also helps people with shit mana management. (vallas are the usual suspects here)
On higher levels this changes: people tend to focus one guy, usually the melee assassin (if there is one [diving]), so you have to keep this one guy onto whom they dump all their damage alive. This also reflects on my playstyle and why I don't like "on attack" based abilites: I usually don't attack because I know as soon as I enter the frontlines, everyone will come after me. So I stay between the melees and the ranged and try (a) heal the frontliners and (b) intercept diving enemys on my ranged DDs with hammer. The exception is when the team is really good coordinated and i run in to stun the designated target. I realize that this may not be the optimal way, but I rather cast a divine shield on illidan than on me.
If I want to be more aggressive I like Rehgar more, mainly b/c of feral lunge for chasing and the immediate "mount" for escape.
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I thought an advance guide will be more detailed.... like for example for certain maps how many seconds it takes for a merc camp to arrive uninterrupted to an enemy keep, and how many seconds it takes if XXX waves block them.
Also, like how much can XXX camp siege a base and how long will it take assuming there is no interruptions. Kinda expected more for a teamliquid article since i saw the amazing detailed numbers for SC2 strategies
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Mexico2170 Posts
This is an advanced Hero League guide, not an advanced general gameplay one. The reason those topics are mentioned is because they are something very very important, and it is crucial for a Hero League player to have a general idea of it, but it is not meant to be super detailed on those topics, because that would be out of the scope of what this guide intends to cover.
That being said we have been working on a couple of guides for some time that will cover the general gameplay. However, even though they are long and cover things at detail, at the moment we aren't planning on talking about seconds. We had that discussion a couple of months ago and concluded that knowing the exact number isn't of much value for the players. Is it really necessary to say that the golem takes x number of seconds to get to a fort, instead of simply saying that, for example, on cursed hollow unless you are right beside the boss it is simply better to push yourself because the golem would mostly make you miss your tribute instead of actually helping you. Is knowing the exact number of seconds necessary?
We are open to hearing your reasoning about it though, as we want to make our guides as useful and advanced as we can.
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