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HOTS guide collections - Page 4

Forum Index > Heroes of the Storm
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karazax
Profile Joined May 2010
United States3737 Posts
November 13 2016 02:17 GMT
#61
More Ability Timing Tricks
  • Face Melt cancels the channeling of Storm, Earth, Fire
  • Punisher Stomp Waving with Sylv
  • Li-Ming can Teleport to cancel basicattacks and some abilities tracking her, be they from towers, forts, mercs like ravens, heroes like Falstad, minions, you name it. This is very helpful in allowing her to solo siege camps and drain tower ammo, in particular.
  • Lunara can Leaping Strike to cancel Bone Prison
  • Illidan Powerslide Dive – time the Dive such that ETC is Powersliding during your Dive
  • Mounting Teleport - Z right after
  • Blink Sundering – this restarts the Sundering from the location of your Bolt
  • Death Chain Bombing – One of the ways I learned to master Kael'thas on my journey to ~1000 games was to cast Living Bomb on nearly dead enemies who are near their teammates; that way, the Chain Bomb spreads immediately, effectively giving you a [2 for 1 in this case] and you maximize value out of Sun King's Fury's spreading bonus damage. As an additional tip, it is actually part of the play to keep walking through the Blizzard at the end because that makes fleeing enemies more likely to try and turn around to finish you (although you have to be calculated or else maybe they will) – effectively leading to more chaotic fire spreading.
karazax
Profile Joined May 2010
United States3737 Posts
November 18 2016 15:15 GMT
#62
Heroes of the Storm In Depth Laning guide
karazax
Profile Joined May 2010
United States3737 Posts
November 23 2016 06:17 GMT
#63
Why Hotslog win rates can be deceiving
karazax
Profile Joined May 2010
United States3737 Posts
November 30 2016 01:52 GMT
#64


karazax
Profile Joined May 2010
United States3737 Posts
December 21 2016 07:05 GMT
#65
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2016-12-22 16:16:45
December 22 2016 16:13 GMT
#66
Playing Ranged DPS: Attack or ignore the Tank? by Srey

How to play Dragonshire by Srey
karazax
Profile Joined May 2010
United States3737 Posts
January 03 2017 19:55 GMT
#67
karazax
Profile Joined May 2010
United States3737 Posts
January 04 2017 18:53 GMT
#68
Using location hotkeys to increase map awareness:
karazax
Profile Joined May 2010
United States3737 Posts
January 09 2017 13:32 GMT
#69
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2017-01-11 19:11:01
January 09 2017 23:15 GMT
#70
Heroes of the Storm Laning Guide by aeshar:

I've noticed that I've recently spend some time to explain in depth how laning works in HotS compare to other moba, and I think it could be useful if I put all those advices on the same place.

Disclaimer: sorry, I'm not a native English speaker, feel free to report my mistakes.
What is the Laning Phase?
So first of all, what is the laning phase. It's the early game. The whole goal is to be the first to hit 10 to get heroic (ultimate ability). Having heroic will allow you to have a favorable fight while your opponent are still level 9 (so group up when you hit 10 before them and engage, you have the advantage, or stay safe if your team is late, they will want to engage you). You will get 10 faster, by getting more XP, and by denying XP to your opponents. The generic way to do it is to always have at least 1 hero at XP range on every lane for every minions. Some Asian pro-players sometime prefer to group up to push as 4-5 even at level 8 to get XP from structure, but it's not a common strategy, I will not expend more on it.

One of the core design of HotS is that their is no money and XP is shared. Furthermore, you don't need to last hit, only being in XP range (about the same than vision range, even mounted) to get the shared XP. I will not say it's better compare to standard moba (it's a personal opinion) but it change completely the dynamic of the game. Because of that rotation are extremely important in heroes.

The implications are in fact really important. You can run a 1/3/1 or 2/2/1 or even 4/0/1 (the 4 man roaming between 2 lanes to get the XP on both) distribution of heroes (in 3 lanes map) because no-one will be spoiled (in term of XP or gold). You can have 1 heroes in each lane, and 2 waiting in bush to gank someone, or doing mercenaries.

Furthermore, the one who stay alone on his lane will change during a game. Past level 10 it's better to group up as 5, whereas before 10 (the laning phase) you should be more spread. If you are a hero with a global, before level 10 it's better to be with someone to be ready to switch lanes if someone else need help. After level 10, it's better if the hero with a global stay alone to be ready to group at anytime with the 4 other!

So I think you have understood that it's important to get the xp from the minions wave, but how do we actually do that?
Solo laner Overview
If you are the solo laner, your goal is to get XP. Nothing more. To get the XP, you have to stay alive, with enough life to not have to B. It's stupid to say it, but in fact it's really important. A good solo laner is a hero with great sustain and great poke. Thrall is a really good example because of his trait and his chain lighting. If you play thrall (and it's the same think for all solo laner), if you have vision on all enemy on the minimap, you can be a bit more aggressive if you don't take damage that you cannot heal yourself. If you are against zagara, you can poke her with your chain lighting while staying at max distance. Don't try to AA, you will lose some HP, and trading HP expose your more to gank. Wait that the minions die by themself, to clear the wave when they will come nearer your tower. Don't take risks. Remember, if you die you have fail your job. If you need to tap the healing well, you have use your joker and it will not be available for the next objective. If you need to back you may lose one wave of XP. Because of that trading HP is often bad. EDIT: I forgot to mention that nearly all map have a safer lane, and it's where the solo laner should be! EDIT: By stalling your wave, waiting to hit the enemy minions under your tower, your encourage your enemy to overextend and this can help your ganker to kill your opponent.
4/0/1 Group laning
If you are in a 4/0/1 distribution and you are in the 4 man, your goal is to clear the wave as fast as possible. The best map for that is Tomb of the spider queen. Since your goal is to clear the wave as fast as possible, don't stop to fight unless you kill one of the opponent really fast. At the beginning of the game, 1 kill give approximately the same amount of XP than 1 wave of minions while being much riskier. Often people group at the middle at the start because it's were the first wave will come first. The goal is not to get a kill, but to clear the wave faster than your opponent so your 4 man will have some advance.
1/1/1 +2 Roaming Comp
If you are in a 1/1/1 + 2 roamer comp, and you are the roamer, your goal is to inspire fear to the enemy! If you are nova, the enemy solo lanner should not be allowed to soak XP while constantly risking his life. If you do your job correctly, your solo laner should feel safe, while you dictate how the enemies need to rotate!

General Tips
  • Being extra-safe: If you don't need to push and you fear to be ganked stay on your mount behind your minions wave (near your gate) or inside bushes without attacking. You will still get the XP, even if it take ages for the wave to die, but you will drastically reduce your change of being caught by a gank. Better to be safe than sorry!
  • Dual laning: When you have nearly clear the lane (~2 minions have ~15% life), start channeling your mount. Your minions will finish the job while you go away giving you ~2-3s of advance!
  • Pushing and draining tower ammo: Kill first the archer then the mage. They have more DPS (especially the archer) and less life than the melee minions.
  • Building big minions wave: Kill archer and mage, but keep the enemy melee minion alive. Since they have a lot of life, this will slow your wave, so your next wave will catch up with the previous one.
  • Denying XP while enemies are away from your lane: attack first the archers but don't last hit them (put them at ~10% life), so they will kill you melee minions. If your melees are killed without an enemy at XP range, you've done your job! By pre-hitting the archers, it will be really fast to clear the wave if you need to leave.
  • Denying XP while one enemy try to be in your lane (especially against 1 viking as illidan): to do that you need to be sure you know where all enemy are at all time. If you die for that it's not useful. Obviously, you also need to have an extremely favorable matchup like illidan vs eric or baelog. The idea is really simple: you position yourself between the enemy minions and the enemy tower. Then as explain previously, you attack the enemy archers without killing them. Obviously it's really risky, but the idea is that you will force your opponent to stay outside of XP range while your minions dies.
  • Denying XP while enemies are really far away from your lane: see above how to push and drain tower ammunition. If your minions dies because of enemy towers, it's the same thing than if they die because of your minions. In both case if your enemies are not there to soak XP, you will deny it!
  • Don't loose XP: Don't let a minion wave dying on your tower, especially if it's a big wave. Be smart on your rotation, don't chase too much, otherwise, your enemy will be able to deny your XP
  • Laning while being in a winning matchup: it is important to start understanding your matchups in order to know which lanes you should win. For example, say you are Thrall and laning vs. a Valla. You should position yourself (assuming you can see other enemies on the mini-map) in an aggressive position and continually chain lightning Valla (and without being in your minions to not risk to be hit by her multi-shot). This may allow you to deny experience to the enemy team because to get into exp range Valla has to risk being caught by your wolves root and potentially dying. If the enemy team doesn't have a great solo laner, you should punish them for it and not just passively get XP in your lane.

I hope all that wall of text will help you! See you in the nexus.

Seperate Guide:
How to become a mechanically and strategically better player - (Not just meta picks and filling)
karazax
Profile Joined May 2010
United States3737 Posts
January 14 2017 06:00 GMT
#71
Ability Timing Tricks #3- Illidan
karazax
Profile Joined May 2010
United States3737 Posts
January 15 2017 19:55 GMT
#72
Rich's Gazlowe build
karazax
Profile Joined May 2010
United States3737 Posts
January 17 2017 14:46 GMT
#73
Chu8 coaching and replay analysis video
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2017-03-06 16:29:47
January 30 2017 23:57 GMT
#74


and
Mini-map awareness reminder tool
and
Some tips on improving- Change in Mentality video guide by Chu8
karazax
Profile Joined May 2010
United States3737 Posts
February 02 2017 02:50 GMT
#75
Hero League Tassadar Guide by HORSEPANTS
karazax
Profile Joined May 2010
United States3737 Posts
February 12 2017 03:42 GMT
#76
karazax
Profile Joined May 2010
United States3737 Posts
February 20 2017 15:44 GMT
#77
karazax
Profile Joined May 2010
United States3737 Posts
March 01 2017 04:58 GMT
#78
Parry/Collosal Smash Varian guide by Horsepants
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2017-03-06 18:31:53
March 06 2017 16:25 GMT
#79
Map Timings and Mechanics

4 Pillars to winning for new players

Dig Zaelia's Tracer Video Guide

karazax
Profile Joined May 2010
United States3737 Posts
March 21 2017 14:09 GMT
#80
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