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Mage Falstad guide by Naventic Fan

Forum Index > Heroes of the Storm
Post a Reply
karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2016-08-11 02:47:56
July 12 2016 11:15 GMT
#1
Fan made another video guide, this time for Falstad:

Build overview:
    [1] - Gathering Storm
    [4] - Your choice (Fan likes Static shield for 1v1 potential)
    [7] - BOOMerang
    [10] - Gust (or bust)
    [13] - Flow Rider
    [16] - Aerie Gusts
    [20] - Epic Mount


MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2016-07-12 17:04:46
July 12 2016 17:00 GMT
#2
I'm a little torn on this one, as I want to think of Falstad as having a very fluid talent tree right now. However, I play Falstad a lot and agree with this build for the most part--- the synergy between the 1/7 talents and the level 13 talent is incredibly strong. I think the level 13 talent needs to be rethought, as doubling damage from other talents is tidally locking his tree at the moment.

On 4/16 I prefer the barrel roll talents---- the extended range on 4 gives you great gust opportunities and the extra shields are nothing to sneeze at. At 16 comes the 60% movement speed boost after doing an extended barrel roll, and this extreme mobility gives you a very surprising amount of force projection as well: if anyone within your vision is low health, they will die and there is little they can do to stop it.

On 20 it's hard to say no to wind tunnel, as it makes gust possibly the best ult in the game IMO. (then again, epic mount is really fantastic.) If it were not for wind tunnel I would probably takes fan's 4 and 16 choices, since I use the barrel roll talents as a patchwork epic mount of sorts.
Don't Panic
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
July 13 2016 00:42 GMT
#3
I like hammer gains at 4 for the sustain/healing up in lane/vs camps etc. Saves having to go back and use flight in the early game when you could need it.

Incidentally, you know BOOMerang's damage isn't affected by Gathering Storm's stacks, right? So it's not full synergy.

I quite like the barrel roll talent at 16 if I'm against heroes like Thrall/Greymane and they're getting on me quite easily. Gives a lot of escape potential. I can't see taking Wind Tunnel at any point other than when going for a core all in.
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
July 13 2016 01:57 GMT
#4
the synergy is 13 with the two skills at 1 and 7, not 1 and 7 together.
Don't Panic
Ej_
Profile Blog Joined January 2013
47656 Posts
July 13 2016 08:22 GMT
#5
the actual synergy is between the level 13 and 16 talents and if you are playing the mage build you shouldn't ever do any other build than the one that Fan goes over (excep tfor flex level 4 with hammer gains being standard because of lane sustain)
"Technically the dictionary has zero authority on the meaning or words" - Rodya
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2016-07-13 21:35:33
July 13 2016 21:35 GMT
#6
On July 13 2016 17:22 Ej_ wrote:
the actual synergy is between the level 13 and 16 talents and if you are playing the mage build you shouldn't ever do any other build than the one that Fan goes over (excep tfor flex level 4 with hammer gains being standard because of lane sustain)


Level 16 doesn't get you more damage, so I was not considering it a synergy. It's really more of an ease of use thing. However, level 13 does give you more uses of your Q, so it clearly has a multiplicative effect on the damage from your 1 and 7.
Don't Panic
Ej_
Profile Blog Joined January 2013
47656 Posts
July 13 2016 22:01 GMT
#7
On July 14 2016 06:35 MotherFox wrote:
Show nested quote +
On July 13 2016 17:22 Ej_ wrote:
the actual synergy is between the level 13 and 16 talents and if you are playing the mage build you shouldn't ever do any other build than the one that Fan goes over (excep tfor flex level 4 with hammer gains being standard because of lane sustain)


Level 16 doesn't get you more damage, so I was not considering it a synergy. It's really more of an ease of use thing. However, level 13 does give you more uses of your Q, so it clearly has a multiplicative effect on the damage from your 1 and 7.

it does give you more damage, unless you actually sit dead last in the teamfight on your Falstad and don't get hit in the first place
"Technically the dictionary has zero authority on the meaning or words" - Rodya
dyDrawer
Profile Joined September 2012
Canada438 Posts
July 13 2016 23:21 GMT
#8
Aerial Gust is a core talent in this build I feel. Aerial Gust dramatically increases the uptime of Tailwind, which translates to more damage (cuz of Flow Rider).
Dear, Rain, PartinG, Trap - "Glory to the Firstborn"
karazax
Profile Joined May 2010
United States3737 Posts
August 11 2016 02:47 GMT
#9
Added game play example
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