Heroes of the Storm - Hero Discussion: Varian


Hero Discussion: Varian

Posted: 17 Jul 2018 04:04 AM PDT

Welcome to the Tuesday Hero Discussion, where we feature a rotating hero discussion about popular Warriors, Supports, and Specialist every Tuesday. This Tuesday we are going to focus on a Warrior.

Varian High King of the Alliance

HotS Birthday & Cost (Link): November 15, 2016 & 750 Gems / 10,000 Gold

Varian Wiki Entries Wikia (Link) Gamepedia (Link) Liquipedia (Link)

Balance History (Link)

List of Pro Builds (Link)

Hero Spotlight (Link)

Varian Grandmaster HL Match w/Grubby Season 2 (Link)

Varian Rework HL Match w/Nubkeks (Link)

Varian first impressions patch 31 w/Cattalpillar (Link)

Varian OP Tank Guide w/NotParadox (Link)

Varian has gotten a number of balance changes in Season 2 and is currently top of the tier 4 Warriors in HGC Phase 2 (Link) with a 14% popularity and a 38% win rate. Varian's popularity on the HotS ladder based on Heroes.report (Link) and HotsLogs (Link) is around 47% with a win rate of about 51% over the past seven days.

  • Varian is classified as Medium difficulty to play, do you agree?
  • What strengths and weaknesses do you think pros consider when choosing Varian in HGC 2018 matches, and do those considerations apply to ranked and unranked matches?
  • When do you prioritize drafting Varian and on what maps?
  • What heroes do you draft to counter a Varian pick?
  • Are there any particular hero synergies to complement a Varian pick?
  • Is Varian an early, mid or late-game hero, and where are the significant power spikes"
  • Is there a particular build you would recommend to someone wanting to learn the basics of Varian?
  • Is there a high skill cap build you favor to optimize Varian's performance and create flashy plays?
  • Do you have any tips or tricks for positioning Varian in team fights and on rotations?
  • Which of Varian's heroics do you favor?
  • Do you use the "On Release" keybind feature for any of Varian's abilities, if so which ones?
  • Do you think Varian is balanced; if not, what abilities or talents should be reworked?

Previous Hero Discussions (Link)
The sidebar for /r/Heroesofthestorm is updated to include the Hero Discussions wiki.

Please Upload Your Replays to HotsAPI.net & HotsLogs.com
Uploading your replays to these sites provides better data for the HotS community to analyze and learn from. Stats of the Storm (Link) is a utility that works for both PC and Mac that allows you to view replay stats locally on your computer and automate uploading replays to both HotsAPI and HotsLogs.

submitted by /u/LDAP
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HGC Open Division - Cup 3 - Day 2

Posted: 17 Jul 2018 08:00 AM PDT

Stream

English (EU: Grubby and Tetcher; NA: Kala and SolidJake)

Find language streams on: Master League | Heroes on Twitch

Europe

The first semifinal will start at 18:00 CEST / 1 hour after this post.

  • ePunks Black (Lauber, Roskmeg, Cas, SonicLeBeast, GranPkt) - SFD-Gaming (Butter, bLaDe, Enabler, Kupschi, Meneldor)
  • TimeToShine (kelthaz, GURU, Rzuf, Earth, Gugus) - Tranquility (FatalError, Dizzy, DrunkPenguin, Vacilisco, AlterEgo)

North America

The first semifinal will start at 18:00 PDT / 21:00 EDT / 10 hours after this post.

  • wrong orc (Nessper, TalkingTrees, ZaneHyde, Nintorii, Zergling) - Omae Wa Mou Shindeiru (ThanhLong, SainGermain, haeun, MetaSlave, TitansKing)
  • Freebirds (HaoNguyen, Diesel, Fancypants, Darkchimaera, Batterry) - TLR (Faatz, FreePX, LegacY, PlusUltra, Lowenergy)
submitted by /u/HeroesEsportsThreads
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༼ つ ◕_◕ ༽つ SUMMON NEW HERO TEASER ༼ つ ◕_◕ ༽つ

Posted: 17 Jul 2018 09:41 AM PDT

༼ つ ◕_◕ ༽つ SUMMON NEW HERO TEASER ༼ つ ◕_◕ ༽つ

༼ つ ◕_◕ ༽つ SUMMON NEW HERO TEASER ༼ つ ◕_◕ ༽つ

༼ つ ◕_◕ ༽つ SUMMON NEW HERO TEASER ༼ つ ◕_◕ ༽つ

༼ つ ◕_◕ ༽つ SUMMON NEW HERO TEASER ༼ つ ◕_◕ ༽つ

submitted by /u/INeedToPoop22
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Trikslyr Casts Chaotic Team Fight!

Posted: 17 Jul 2018 10:46 AM PDT

Can we get a Naruto run mount for genji?

Posted: 17 Jul 2018 04:35 PM PDT

I like to theme my music to what hero I play, and this would really help me get into the right mood

submitted by /u/Klungo_
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Winterlord Ragnaros (Skin Concept, Fan Art)

Posted: 17 Jul 2018 03:14 PM PDT

Don't want to talk for long, I am a hobby artist who decided to make a Norse themed skin concept for everyone's favorite Firelord. Looking for some constructive feedback to help me improve my art. Suggestions or inspiration for other skins is also very welcome.

I created a total of 5 skin variations, customized all abilities, made 2 Sprays and Portraits as well as a Making Of. All that stuff can be found here.

A more detailed breakdown of the skin and abilities can be found in the forum post.

(Please don't go too hard on me, this is my first post here and Reddit is a platform I avoided for a long time as my experience with it in the past wasn't the greatest. However I got repeatedly told to post the art here as this place may help me gather the feedback I need for future Hots related art projects I am doing. I agree with that so I decided to swallow my fear and come back.)

Hope you guys like it.

- Cuddlewood

submitted by /u/KazeBlack
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Toxicity down in Overwatch following the implement of commendations and Look for Group features

Posted: 17 Jul 2018 02:43 AM PDT

Dehaka essence collected from Hero Stalker's Dark Swarm hits do not contribute to Primal Rage AA damage

Posted: 17 Jul 2018 12:52 PM PDT

My friend discovered this today in Try Mode. I've replicated it in Try Mode and a Custom Game. If Dehaka takes [[Hero Stalker]] and collects essence by hitting enemy Heroes with [[Dark Swarm]], that essence does not contribute to the bonus AA damage of [[Primal Rage]]. Minion essence, Takedown essence, and Hero Stalker's bonus Takedown essence all correctly contribute to Primal Rage.

submitted by /u/hermitpurplerain
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As of the time of this post, an ANZ Master player has been in queue for HL for almost 22 hours.

Posted: 17 Jul 2018 07:48 PM PDT

Visible here (for the stream): https://www.twitch.tv/spazzo965

or here (for the clip of the current moment, if he somehow manages to find a game): https://clips.twitch.tv/CautiousStylishWebRaccAttack

The new changes to the HL sorting system are unfeasible for high-level players in minor regions who actually want to play the video game. Many high-end players are resorting to creating smurf accounts and playing on those, until they too get overbloated. Please, this is an appeal to Blizzard to implement either an opt-in setting for these new matchmaking rules, or separate rules for the ANZ region and other smaller ones.

submitted by /u/TomatoPhalanges
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TIL: Cassia is the only hero in the game who's lvl 20 ult upgrade don't share the same icon as her lvl 10

Posted: 17 Jul 2018 11:22 AM PDT

All the other heroes use the same icon, but Cassia's lvl 20 icons are recolor of the lvl 10

submitted by /u/CeasR_
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So i Just noticed you can hover Hearthstone cards in twitch (which gives the a detailed description of the card), Could we get this for the HGC for viewing Talents / Abilitys & Quests?

Posted: 17 Jul 2018 05:01 PM PDT

I don't watch Hearthstone very often, but just happened to check out a streamer i like who was playing and noticed you could hover the Cards & hide their deck, my immediate thought was "this would be really cool for the HGC" It would be great for displaying the descriptions on Ability's / talents and perhaps even display Quests on particular talents, it could even be used for more knowledge like explaining map objectives etc when hovered.

submitted by /u/Maskimus
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Types of Tanks and which one to pick

Posted: 17 Jul 2018 09:22 AM PDT

I posted a different perspective on Assassins last week that I received mostly positive feedback on and I wanted to do a similar breakdown for the tank population that goes beyond just "Tank" and "Bruiser." There are a couple different archetypes within the tank classification that I wanted to provide some of my own thoughts on. Note that these are my own perspectives, and some of you will probably disagree with my classifications and that's okay.

Let's start with the basics - who/what are the tanks and who/what are the bruisers. Note that these don't necessarily have to be binary, and are more a scale or control versus damage.


Bruisers

A bruiser is typically a front-line damage hero that sacrifices crowd control and disruption for damage output. They generally sit somewhere in the middle of tank and melee assassins, offering less damage than your assassins but with more survivability. They are typically paired with a Tank in order to create a solid front that is durable and protects more vulnerable targets

Examples: Leoric, Dehaka, Chen, D.Va, Rexxar, Sonya, Zarya, Artanis, Tyrael*


Tanks

A tank is a high health, front-line presence that generally does relatively low damage (compared to their assassin and bruiser counterparts) in exchange for control. Their roles are to protect their assassins and supports, and to help initiate and secure kills. They all have some sort of crowd control, whether that is soft crowd control (slows, displacement) or hard crowd control (stuns, roots) and also usually some sort of self sustain through either armor, healing, or shielding.

Examples: Anub'Arak, Arthas, Blaze*, Diablo, ETC, Garrosh, Johanna, Muradin, Stitches, Varian, Yrel

*Note that some would Categorize Blaze on the "Bruiser" side of things or Tyrael as a "Tank" and I don't feel they are out of place there.

Types of Tanks

Looking at our tanks, I generally categorize them into one of three roles with their own play-style and composition preferences, though the styles are not necessarily mutually exclusive.


Initiation Tank

Also known as "Dive" tanks, these tanks play very aggressive and look to knock the enemy team off balance by taking advantage of positioning and opportunities to create fights by being the first into the fight.

  • Initiation Tanks: Anub'Arak, Diablo, Varian
  • Playstyle: Aggressive
  • Team Composition Requirements: These tanks require a team that can take advantage when they initiate a fight. This often means some type of burst damage and/or high kill potential. Generally if your team lacks kill potential, your initiation tank will have to retreat or be killed because they sacrifice their own positioning for crowd control. You should not pick an Initiation tank if you lack burst damage or have a team that is heavily reliant on auto attackers.
  • When to Pick: Pick these guys when the enemy team has low health, low escape target(s) that are prone to pressure such as mages (Kael'Thas, Jaina, Chrome, etc.). Varian and Diablo are especially effective against high mobility targets such as Genji or Tracer due to their engage ability being targeted.
  • Countering: The initiation tanks are all vulnerable after they initiate, which makes them easy to punish if your team can mitigate the disruption. Cleanse is a great way to do this, as is having escapes or emergency buttons. Don't be afraid to punish the tank for being out of position; the last thing you want is an Initiation tank who has no fear due to lack of potential repercussions or inability to punish.
  • Note: Blaze has potential to initiate very well, however his initiation skill requires line of sight and is a slow-moving skillshot that displaces him. This makes it hard to hit your desired target unlike the other types of Initiation tanks.

Pick Tank

These tanks rely on displacing the enemy target into your team (whereas Initiation tanks rely on initiating into the enemy) and forcing them to be defensive or killing them. These tanks rely on a more patient playstyle from your team due to the fact that it can take time to set up the right opportunity, and they generally lack the crowd control necessary to have large impact on the fight outside of their setup skills; specifically they have difficulty reliably protecting their allies.

  • Pick Tanks: Garrosh, Stitches
  • Playstyle: Conservative
  • Team Composition Requirements: Ideally your team has some type of supplemental crowd control to follow up on the opportunities you create; stuns or roots will help guarantee that when you get a good target that they will die and give your team an advantage. In the absence of crowd control, burst damage can also help ensure that the target does not simply walk away or worse they survive and the enemy team takes advantage and counter engages taking advantage of the lack of fight control.
  • When to Pick: These tanks are good on small maps such as Braxxis or Tomb. They are also solid on maps that have area team fighting where you can take advantage of predictable positioning and your team being present to follow-up. They are not good on maps where your team is spread out such as Garden of Terror, Dragon Shire, or Warhead Junction. They are also good against most compositions that lack emergency buttons.
  • Countering: The primary goal here is to either avoid opportunities for Pick setup with good positioning, or have the means to save the target either with escape tools or counter-engage. If the target survives, there's generally an opportunity as these tanks lack fight control, and the enemy team will typically use their high value cooldowns on the pick attempt. Also your team needs to group effectively as targets are vulnerable when rotating or alone.

Anchor Tank

These tanks serve as an anchor point for their team, and a general front-line presence that can soak damage and serve as a reference point for your team to orient. Generally these tanks have strong area presence, can protect their teammates well, and are durable but lack tools to engage heavily on their own. Their damage and disruption is high enough that they cannot be ignore, especially if they can get into the enemy team.

  • Anchor Tanks: Arthas, Johanna
  • Playstyle: Balanced
  • Team Composition Requirements: These tanks usually fit well into most teams; they are a solid presence that a team can reliably build around. A solid composition will account for their lack of engage tools by having heroes with solid crowd control or ability to pressure enemy back-line heroes and secure kills.
  • When to Pick: Because of their strong front-line presence, these heroes are great against enemy front-line and melee. They can disrupt enough to mitigate a good amount of damage output from enemy heroes. If the enemy team relies on front-line for damage output (such as Thrall or Kerrigan) these tanks are a good way to mitigate that. In addition, Johanna has blinds which can be very valuable against both melee and ranged auto-attackers.
  • Countering: These tanks are vulnerable to poke damage and back-line assassins. By themselves, they will be unable to create pressure and will take a good amount of damage when engaging. Long range heroes can take advantage of this by being aggressive with positioning to maximize damage. Heroes with ranged percentage damage such as Tychus, Raynor, or Fenix are also very effective (Johanna's blind mitigates this a little bit).

Jack of All Trades

These tanks have the most complete kits with minimal weaknesses, and are generally strong in every composition. They have solid crowd control, survivability, decent wave clear, have initiation abilities, and can be disruptive enough that they cannot be ignored. The flip side to this is that they don't excel at countering anything from the enemy team. They can do decently well at targeting backline, decently well at mobile assassins like Genji and Tracer, and decently well at initiating but don't do anything of these things as well as the more specialized tanks.

  • Jack of All Trades Tanks: ETC, Muradin, Blaze, Yrel

  • Playstyle: Balanced

  • Team Composition Requirements: These tanks can reliably fit in every team and have no major weaknesses to be accounted for. They are relatively easy to play, and have no glaring counters.

  • When to Pick: Solid picks when you aren't looking to specifically counter the enemy team, or when being picked high in the draft order (you do not know what you need to counter yet). Generally speaking, if you're unsure which type of tank to pick these are a good bet. Blaze and Yrel are great solo laners and excel at holding points such as on Braxxis or Dragon Shire, though your team will need an alternative front-line to use them in this way.

  • Countering: As mentioned, no real hard counters. Opportunities do present once they've used their escape tools, particularly on ETC when he uses his slide as an engage. It can be fairly easy to punish an over-aggressive ETC, however good ETC players will exercise discretion when initiation and only use it when they have someone out of position, or they know that they can escape safely from danger. You'll have to observe the enemy tendencies to effectively counter, such as the aforementioned aggressive ETC, or a Muradin who plays aggressive and leaves his back-line vulnerable.


Summary:

Hopefully this was helpful, feel free to comment on points you agree with or disagree with. My goal isn't to create a perfect list, but more to help players who want to know more about the strengths and weaknesses of various tanks.

submitted by /u/jesus_the_fish
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July 10th, 2018 Patch - 7 Days Later

Posted: 17 Jul 2018 01:48 PM PDT

Midgame Moves: What You Should Know About the “Throw Pit”

Posted: 17 Jul 2018 10:52 AM PDT

Raynors Raider gets stuck in Haunted Mines

Posted: 17 Jul 2018 07:25 PM PDT

the little dumb fuck gets stuck down there all the fucking time and starts flying into the top wall

submitted by /u/Daemoneyes__
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Azmodan's beam doesn't trigger trait effects if the target dies. Is this intended?

Posted: 17 Jul 2018 06:38 AM PDT

To elaborate, there are some talents for [[All Shall Burn]] which reward Azmodan for staying in range for the whole channel duration - for example [[Cydea's kiss]] which heals him, and [[Hell rift]] which buffs his summons and also summons a demon. Quite good in combination to get some powerful pushes going, and I've found it quite useful in teamfights to get some sustained damage going.

However if you pick these traits and then your target dies in the middle of channeling All Shall Burn, none of these rewards are applied. The game treats it as if the target walked out of range or otherwise cancelled the ability, leaving it on cooldown without any bonuses.

I can understand the death of a targeted minion not counting as a complete cast - it could make for some interesting plays in lane but I imagine this kind of exploitation of mechanics is something the devs try to avoid. But beaming an enemy hero to death should be rewarded, no?

It doesn't feel fair or intuitive to lose out on your bonuses just because the guy you were beaming got nuked too quickly mid-teamfight. Do I really have to tell my allies "let me finish lazor before kill" to make these talents worthwhile?

submitted by /u/Jawzper
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Our wedding cake had some HotS flavor to it. The wife was quite happy!

Posted: 17 Jul 2018 05:49 PM PDT

Me and the wife are big blizz, anime and video game nerds. We figured a bit of HotS featured on the cake was nice.

https://imgur.com/a/13IkZRZ

submitted by /u/HitaroAmatsu
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Please allow us to attach hotkey profiles to specific heroes

Posted: 17 Jul 2018 09:16 AM PDT

why do i have to manually switch my hotkey profile everytime i feel like playing samuro or vikings or insert micro hero?

why do we even have the option to make numerous hotkey profiles if we cant attach them to heroes so they automatically switch?

This is how I image it in my head: let us select ONE main profile that every hero uses by default, and a few secondary profiles that we attach to the heroes we want like how we can change quick cast per ability per hero.

If this option is already in the game and im somehow blind please let me know thanks.

submitted by /u/darkaris7
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Best combo I have been part of in a random HL game

Posted: 17 Jul 2018 02:44 PM PDT

"The Nexus Responds: New Ranked Season" - Perspectives on new season

Posted: 17 Jul 2018 01:15 PM PDT

Microstuttering since last update

Posted: 17 Jul 2018 06:45 PM PDT

Blizzard admits that Raynor/Azmodan patch broke anti-aliasing, but i saw one person in the comments also mentioning frame rate issues. Since this patch my game is stuttering like crazy even though fraps shows 100+ fps. Every couple of seconds i experience these annoying 0.2 seconds freezes so i think its frame time issue. I tried every solution i could find but nothing seems to be working. Anyone else have this problem?

submitted by /u/foxxxyman
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Blizzard, can you please not take a year to fix antialiasing? Something happened in the last patch and the game looks like butt now.

Posted: 17 Jul 2018 06:07 AM PDT

Antialising was never really good in this game, but ever since last patch, it's looks like it's just not working. Game looks like butt. In retrospect, butts are smooth. So not like butt.

Make it look like butt again.

submitted by /u/KeynesNeverSaidThat
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I've worked on what The Innkeeper from Hearthstone could look like in HotS. Here is what I came up with...

Posted: 17 Jul 2018 07:18 PM PDT

The Innkeeper

Ranged Assassin/Specialist (I wouldn't call him "multiclass" but you can certainly talent towards more summons and wave clear rather than outright hero damage). Mana-based Hero that uses Cards rather than basic abilities to combat in the Nexus. You'll need to be able to think quick on your feet, test your deckbuilding skills, and use your Cards in the best combos to master this Hero.

Trait - Shuffle Active: Shuffle three Cards into your basic ability slots. Cooldown: 4 seconds

Q/W/E - Hand As you use your trait, your basic abilities constantly change throughout the game. Using a Card discards it, rendering that slot empty and waiting to have a new Card shuffled in. You will never have multiple copies of the same Card in a given Hand.

UI note: Each card is boldly colored based on their class, for easier identification. Also, it puts cards in your hand one by one from Q to W to E, each cards flares up on your screen as it is coming in. Nothing too flashy to inhibit your vision, but just enough so you can easily discern what your new "hand" is going to be.

Balance note: Each "card" is meant to be slightly weaker than most abilities in HotS. This accomplishes two things. It allows the hero to shuffle more often without being overpowered, and also doesn't give too much variance on how good your hand can be in certain situations. He is still mana-based, so don't expect to be using every card in your hand with every shuffle.

CARDS

Naturalize Destroy targeted lane minion and drop a neutral regen globe in it's place.

Unleash the Hounds Summon a hound for each nearby enemy. They are very small and fragile but will attack their corresponding enemy that summoned them for a short period.

Fireball Fire a medium range fireball in the direction of your cursor damaging any enemy hit.

Equality In a small area reduce the armor of enemy minions or mercenaries by 30 for 5 seconds. Enemy Heroes in the radius have their armor reduced by 10 for 5 seconds. This effect does not stack.

Circle of Healing Any nearby minions or summoned minions are healed and granted 20 armor for 4 seconds. This effect does not stack.

Headcrack Deal damage to targeted enemy Hero. If you cast this after another Card from the same Hand, you can cast it twice.

Lightning Storm Deal moderate area of effect damage over time in a medium-sized area. Able to weaken a minion wave, but not outright kill it.

Soulfire Deal substantial damage in a small targeted radius after a very short delay and discard a random Card in your Hand. Then gain 15% Spell Power for 4 seconds, this effect does not stack.

Shield Block Gain 10 armor for 4 seconds and replace this with another card. This effect does not stack.

Ultimate 1 - Opening Packs! Active: In the area of your cursor, you cast 5 random cards that exist in your deck. Medium range, cooldown of 60 seconds.

Ultimate 2 - Innkeeper the Hollow Passive: Every time you Shuffle, your R key becomes a "Shadow Reflection" card that copies the last card you've played. Once used/discarded you cannot use it again until you Shuffle again.

TALENTS

Level 1

Deck Thinning - Choose one of your 9 Cards to remove from your deck for the rest of the game. You will never draw this Card.

Equality, Consecrate - Equality now deals damage as well, damage is 150% stronger versus Minions and Mercenaries.

Wild Growth - Quest: Gather regen globes to increase your mana regen (up to 30).

Level 4

Deck Thinning - Choose one of your 9 Cards to remove from your deck for the rest of the game. You will never draw this Card.

Totem First - Lightning Storm does additional damage in its center.

Always Huffer - When casting Unleash the Hounds near an enemy champion, spawn a Huffer instead to attack the nearest enemy champion. Huffer is stronger and lasts longer than Hounds.

Level 7

Deck Thinning - Choose one of your 9 Cards to remove from your deck for the rest of the game. You will never draw this Card.

Armorsmith - If you take damage while under the effect of Shield Block, gain an additional 10 armor for an additional 8 seconds.

Divine Spirit, Inner Fire - Circle of Healing also gives allied Minions, Mercenaries, and Summons additional damage for its duration.

Level 13

Deck Thinning - Choose one of your 9 Cards to remove from your deck for the rest of the game. You will never draw this Card.

Backstab - Headcrack does double damage if your target is above 80% health.

Flame Imp - Soulfire spawns a Flame Imp at it's location. The Flame Imp attacks the nearest enemy Hero or yourself depending on who is closer.

Level 17 When secrets are active you gain a little secret question symbol above your character. The secret replenishes after being triggered in 60 seconds. Enemies will not be able to see which talent you have chosen until the first time it triggers.

Secret: Iceblock - Upon taking damage which would normally kill you, prevent it, and gain the protected status for 2 seconds.

Secret: Vaporize - Upon taking a melee attack from an enemy Hero, prevent it, and deal a large amount of damage to them.

Secret: Spellbender - Upon being hit by any crowd control effect, prevent it, and summon a Spellbender which attacks the champion that sent it.

Level 20

Elise the Trailblazer - "Opening Packs!" opens 5 more random cards, increase the cooldown of "Opening Packs!" by 15 seconds.

You will learn to fear your shadow... - Every time you cast a "Shadow Reflection" you and your summons gain stealth for 1 second.

Greater Deck Thinning - Choose two of your 9 Cards to remove from your deck for the rest of the game. You will never draw these Cards.

submitted by /u/Tself
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Shopping in the Nexus can be a hassle. COMIC [OC]

Posted: 17 Jul 2018 09:13 AM PDT

Name a hero that would be totally unexpected to come to the Nexus

Posted: 17 Jul 2018 02:01 PM PDT

Mine would be Twin Emperors from Ahn'Qirai in Warcraft universe. Two person hero with two bodies that share healthpool, have high armor (Vek'lor to magic and Vekni'lash to physical) and can swap positions.

That would be AWESOME wouldn't it?

What would be your totally unexpected hero?

submitted by /u/johnnypasho
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Let's play: "What's the counter comp?"

Posted: 17 Jul 2018 12:09 PM PDT

So make a comment below of a 5 man team comp, and someone will comment a team comp that absolutely counters it and why. You can include map choice as well as that may play a role into how it's countered.

submitted by /u/UncleSlim
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New Hero Concept - Baine Bloodhoof

Posted: 17 Jul 2018 12:37 PM PDT

So guys, here is my first try on a new hero concept. All criticism is wellcome.

Baine Bloodhoof , The Tauren Chieftain

Role: Melee Support

Starting HP: 2100

Health Regen: 4.000

Starting Mana: 400

Attack Speed: 1.8

Attack Range: 1.00

Attack Damage: 130

High Chieftain Baine Bloodhoof is the son of the late tauren leader, Cairn Bloodhoof whom he looked up to as a role model. While Baine has formidable skill on the battlefield, his true talents lie in the arena of diplomacy. He is a strong force for moderation, calm wisdom, and unity within the Horde, especially in their dealings with the Alliance (https://wow.gamepedia.com/Baine_Bloodhoof).

He is a support hero in an attempt to shift the support role from a passive healer to an active role which helps the team control the battlefield and give them that extra thing which will help win a teamfight or capture an objective.

Passive (D): The Horns of Battle Cooldown: 30 seconds

Baine blows his great horn, inspiring all nearby ally units, granting them 10% attack speed, 10% attack damage and 10% movement speed for 3 seconds. Heroes gain half that amount.

(Q): Stoneform , Mana (80) Cooldown: 20 seconds

Baine gives a permanent shield to an allied hero, equal to 15% of Baine's maximum health. If the shield has persisted for at least 8 seconds to a specific hero, Baine can activate his ability again to grant the hero unstoppable for 1 second removing the shield. There can only be one shield active on a hero at any given time.

(W): War Stomp, Mana (50) Cooldown: 12 seconds

Baine smashes his great totem as he walks, knocking back every character caught in an arc in front of him. The shockwave creates another smaller arc facing backwards which knocks characters back a shorter distance. Baine is always caught in the second shockwave.

(E): Totemic Might, Mana (75) Cooldown: 16 seconds

(Passive): Every minion killed near you grants you 0.40 attack damage and Takedowns grant you 1 attack damage.

(Active): Place a great totem on the ground which taunts nearby enemy heroes for 0.1 seconds per bonus attack damage stacked. You lose all bonus attack damage granted by Totemic Might's passive ability. (Totem's health: 600 + 6% per level).

(R1): Healing Rain, Mana (90) Cooldown: 70 seconds

Place a totem on the ground which channels healing rain for 5 seconds in a large area around it, healing your allies for 100 health per second plus another 500 health for everyone that has stayed within healing rain's area for the whole duration. Totem can be interrupted by dealing 750 (+4% per level) damage to it.

(R2): Peace Brothers, Mana (100) Cooldown: 100 seconds

Baine utters a single soothing word, channeling for 0.75 seconds and makes every hero, in a large area around him, unable to attack any hero or enemy structure for 2 seconds and silences all heroes for 3 seconds.

Level 20 Talents

(R1)- Cleansing Rain: The first second of channeling, Healing Rain Cleanses all allied heroes caught within its area of effect.

(R2)- Diplomatic Immunity: When Peace Brothers' duration ends, allied heroes caught in its AoE are granted Invulnerable for 0.75 seconds.

(Passive)- Elite Tauren C: Everytime you blow your Horn of Battle a Tauren Honor Guard joins you with 1500 health points and an AoE attack. The Honor Guard gains the effects of your passive ability.

(E) Magatha's Totem: You no longer lose stacks upon activating Totemic Might. You gain 50 bonus attack damage immediately, but you also lose Totemic Might's passive ability.

(Active) The Earthmother watches over us: Grant any ally in melee range -including yourself- a shield equal to Baine Bloodhoof's current health for 3 seconds.

submitted by /u/Mandhrake
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