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On January 27 2016 04:08 Valiver wrote: Alright I think the for the wombo build lvl 1 should change to Extra TNT and the level 7 talents could swap (seem interchangeable based on enemy team, with Engine Gunk being in general the better talent). Reduce, Reuse, Recycle is interesting at 4, and might be good for the turret build. Extra TNT is not good imo. Most teamfights happens away from the minion lane, bombs are used to zone rather then stun and Gazlowe dont need the extra dmg to clear a wave.
Reduce, Reuse, Recycle is by far the best talent. It ensures his ult is always up for teamfights and grants enough mana to spam before lvl 10. Mercenary Lord: I would only take in case i plan to PVM mecrs all day and push. Clockwerk Steam Fists: best for maps where objectives takes a while to complete (Sky Temple, Battlefield of Eternity)
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On February 19 2016 23:35 Hellonslaught wrote:Show nested quote +On January 27 2016 04:08 Valiver wrote: Alright I think the for the wombo build lvl 1 should change to Extra TNT and the level 7 talents could swap (seem interchangeable based on enemy team, with Engine Gunk being in general the better talent). Reduce, Reuse, Recycle is interesting at 4, and might be good for the turret build. Extra TNT is not good imo. Most teamfights happens away from the minion lane, bombs are used to zone rather then stun and Gazlowe dont need the extra dmg to clear a wave. Reduce, Reuse, Recycle is by far the best talent. It ensures his ult is always up for teamfights and grants enough mana to spam before lvl 10. Mercenary Lord: I would only take in case i plan to PVM mecrs all day and push. Clockwerk Steam Fists: best for maps where objectives takes a while to complete (Sky Temple, Battlefield of Eternity)
Lol, this really makes me wanna play Gazlowe now... I'm gonna get so much hate :D
But honestly, just give him a ranged basic attack (maybe 4? for comparison, normal ranged is 5,5, Raynor is 6,5) and Gaz would be fine IMO. Guess he would even become a beast lvl 20+ with Robo-Goblin -> Mecha-Lord Basic Attack damage at 20 = 208 With Mecha-Lord = 520 DPS at 20 = 260 With Mecha-Lord = 650
Thats a shitton of Damage
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Caldeum1977 Posts
Rehgar/Nova and whoever else recently had changes have all been updated. I still want to add a Dimensional Shift build on Tassadar, a Void Prison build on Zeratul, and a caster build on Falstad, but next up is adding the newer heroes. This takes a little bit longer since I've got to prep all the images too, but it's in the works now.
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greymane's images on broken on his build.
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Caldeum1977 Posts
On February 21 2016 07:26 MotherFox wrote: greymane's images on broken on his build. It's not there yet, still constructing the newest heroes. Just finished the abilities for them.
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Caldeum1977 Posts
Okay Cho, Gall, Lunara, Greymane, and Li-Ming are all finished now, let the disagreeing begin
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Thank you for the effort, it's appreciated man :D
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United States4883 Posts
Power Surge is taken almost universally on Cho at 7 now. Also, Rollback is numerically just better than Runed Gauntlet at 4 after the scaling changes (my fault there). Also, I think that Mirrorball is still the best 16 talent for Li-Ming's Magic Missiles build -- it nearly doubles the chances that Seeker will proc.
Otherwise, I more or less agree with everything here! :D
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On February 20 2016 00:13 Harris1st wrote: Lol, this really makes me wanna play Gazlowe now... I'm gonna get so much hate :D
But honestly, just give him a ranged basic attack (maybe 4? for comparison, normal ranged is 5,5, Raynor is 6,5) and Gaz would be fine IMO. Guess he would even become a beast lvl 20+ with Robo-Goblin -> Mecha-Lord Basic Attack damage at 20 = 208 With Mecha-Lord = 520 DPS at 20 = 260 With Mecha-Lord = 650
Thats a shitton of Damage Robo-Goblin does a lot of dmg BUT most games are already over once you reach lvl 20 and some even ends before it. So you will be an useless Gaz to your team til there which takes too long to be useful imo.
Gazlowe vs Mercenaries all day long strategy works in maps like Blackheart's Bay, but be aware your team will always be fighting 4v5 and they gonna hate you for it, even if you win the game by yourself with this strategy, doesn't feels like a win at all and be ready to eat a lot of rage.
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The talent build guide for Lost Vikings is mostly out of date, pretty much every build calls for Viking Bribery now regardless of what Heroic ability they're building for.
Standard build that works on basically every map looks like this.
1. Viking Bribery 4.. Erik the Swift or Mercenary Lord 7. Spin to Win 10. Play Again 13. Jump 16. Large and in Charge 20. Fury of the Storm
You COULD run Impatience is a Virtue in place of Large and in Charge but I don't really recommend it, the Stun on Olaf is simply too good of team utility to give up for slightly more damage and survivability.
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zeratul should not have double bombs on 16. (text is wrong)
edit: monk has wrong icon on level 4 and 13 talent for punch build too
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Caldeum1977 Posts
On February 24 2016 14:18 MotherFox wrote:zeratul should not have double bombs on 16.  (text is wrong) edit: monk has wrong icon on level 4 and 13 talent for punch build too Fixed these thanks. And I'll take a look at Cho and TLV soon.
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Tyrande standard build is kinda weird. The heroic has the icon of shadowstalk, its tile says Starfall and the text is something else. Good job on the guide btw, very useful for a newcomer like myself!
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Caldeum1977 Posts
On February 24 2016 21:00 Merany wrote:Tyrande standard build is kinda weird. The heroic has the icon of shadowstalk, its tile says Starfall and the text is something else. Good job on the guide btw, very useful for a newcomer like myself!  Lol that one was a special kind of mess up, thanks for pointing it out.
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On Lunara I think it's worth mentioning nature's culling at level 7. The skill has the highest winrate on hotslogs with a not-insignificant pickrate(10%). It also enables you to...
- Melt enemy structures with very few hits.
- One cast of thornwood vine + your w will 100% a minion wave, allowing you to walk away after only two key presses.
- Kill an enemy core in only a few moments, especially with invigorating spores at level 16.
I also started trying out Forest's Wrath at 20 after seeing pros take it. WOW-- the extra range is very strong. This skill now dominates pickrates and winrates on hotslogs as well.
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THANK YOU valiver for updating this
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What's the idea with the Tyrael build? edit: nvm found a tutorial video + Show Spoiler +
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Speaking of Tyreal, his explanatory text is a little out of date since it is talking about the possibility of taking holy ground over blood for blood. (but holy ground is now standard)
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Caldeum1977 Posts
On March 01 2016 16:03 MotherFox wrote: Speaking of Tyreal, his explanatory text is a little out of date since it is talking about the possibility of taking holy ground over blood for blood. (but holy ground is now standard) Fixed.
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Gall commentary:
I think the dreadorb build is not at great at "Sieging", in that it is a much shorter range build. You are sacrificing the long range nature of your W to have more concentrated damage at close range, and in doing so you're also neglecting the 20% increase in range to cho's bowling ball.
Also, as such--- twisting nether might be better for the up-close-and-personal gall. If you expect the enemy team to be jumping on you, lots of concentrated damage nearby in the form of twisting nether and double back is really good.
This kind of logic also brings up the question of why his level 7 talents are situated the way they are, but maybe I'm missing something.
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