Heroes of the Storm - Hero Discussion: Ragnaros


Hero Discussion: Ragnaros

Posted: 30 Aug 2018 02:10 AM PDT

Welcome to the Thursday Hero Discussion, where we feature a rotating hero discussion about popular assassins every Thursday.

Ragnaros The Firelord

  • HotS Birthday & Cost (Link): December 14, 2016 & 750 Gems / 10,000 Gold
  • Ragnaros Wiki Entries Wikia (Link) Gamepedia (Link) Liquipedia (Link) Nexus Compendium (Link)
  • Balance History (Link)
  • Pro Builds (Link)
  • Ragnaros Spotlights (Link)
  • Grandmaster Hero League Ragnaros w/Grubby Season 3 2018 (Link)
  • Road to Grandmaster w/Nubkeks Season 2 2018 (Link)
  • Two Quick Tips on Ragnaros w/NotParadox (Link)
  • Ragnaros tips and tricks w/Glaurung (Link)
  • Ragnaros Build Guide w/Lucker (Link)
  • Community Coaching Ragnaros w/Kala Gold (Link)

Ragnaros has had minor change and bug fixes in 2018 and is currently a tier 4 melee assassin in HGC Phase 2(Link) with a 3% popularity and a 50% win rate. Ragnaros's popularity on the HotS ladder based on Heroes.report (Link) and HotsLogs (Link) is around 8% with a win rate of about 52% over the past seven days.

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

Previous Hero Discussions (Link)
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submitted by /u/LDAP
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After placing Silver 5 this season, I have finally climbed to Silver 4 - here's what I've learnt

Posted: 30 Aug 2018 02:51 PM PDT

LoL legendary Korean support, MadLife, is streaming HotS right now!

Posted: 30 Aug 2018 07:49 AM PDT

Just wanted to give a heads up! Excited to see someone who has such a big name in League stream Heroes!

submitted by /u/JawneyPopo
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Funny how these things go (Selenityy hits Master)

Posted: 30 Aug 2018 11:35 AM PDT

https://www.twitch.tv/videos/303746558

About a year ago there was at least one post on here complaining that the streamer Selenityy was promoted by Blizzard, seeing as she was only Gold 2, and thus not worthy of such an honor. She also had some similar attacks in her own chat at the time.

She just hit Master after being on the launcher for more than a year. Most of her journey was on stream, talking to chat while climbing. That is pretty impressive, IMO, but mostly it was just interesting to see a slow and steady climb to the top league by becoming a better player and playing the game a lot. Climbing to persistence and learning new skills.

Her stream was already a good stream for some chill heroes watching, but now it really is a showcase of a good player becoming better over time, which is how most people will be able to climb HL.

Turns out, this was a good choice by Blizzard:). Bet those haters are still stuck in plat:P

submitted by /u/Skyweir
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My All Time Best Moment on Heroes of the Storm!

Posted: 30 Aug 2018 02:15 PM PDT

I don't think replacing players with bots and acting like its a normal game is a good solution to DCs.

Posted: 30 Aug 2018 11:52 AM PDT

Playing games with bots is something that always bothered me. But I had such a bad day yesterday that motivated me do create a post to talk about it.

I was returning from a trip and was motivated to play some QM matches. First match we were doing fine, but our Cassia disconnected. We kept trying as we had good momentum, pinging the bot and all that. But in the end we got destroyed anyway. Bot had 10 deaths and no damage.

Next game, Nova disconnects at the start of a match, after like 2 minutes. Somehow that match lasted 35 minutes. In BhB. Yeah, slow and painful loss. Bot spend the whole time doing just bot things like hearthing with full hp at random moments.

At that moment I should've went to sleep, but was still willing to have a decent match. So queued again. Someone leaves at the start again. Someone else some minutes after. Then I said "fuck it" and disconnect too. Not going to lose sleep time in a pointless struggle to win with 2 bots.

That was miserable.

Perhaps after someone DC you should be able to leave the game as an option after some minutes? Or to forfeit instead? I would love 3 or 5 minutes, but would also happily take 10. I will even accept the leaver flag if people argue its necessary. Ill willing to spend gold too if I must. Just don't make me play full games with bots please.

submitted by /u/Bluebubles
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Mephisto + Stitches eternal global vision

Posted: 30 Aug 2018 11:13 AM PDT

  1. Get Mephisto on your team, along with Stitches (or maybe Garrosh)
  2. Hit level 10. Mephisto will learn Consume Souls, because he always does.
  3. When you can't see the enemy players, Mephisto presses R and the warrior moves him with 1.
  4. Now you see all 5 enemy heroes, and Consume Souls is on a short 10 second cooldown.
submitted by /u/Senshado
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Why is this game so much fun?

Posted: 30 Aug 2018 12:51 PM PDT

I just can't put it down. Been here for only a few weeks. Trying out something new after needing a break from LoL's toxicity. I'm not into Blizzard's games so I have no idea who all these characters are. Little by little I'm reading their wiki entries and watch some summaries on YouTube. Who would have thought that SmashBros as a MOBA could work so well? I'm surprised not more people play this game. And everyone is so chill, I have not met one toxic person in QM. A decent MOBA community? I didnt even know this existed.

submitted by /u/FriendlyNeat
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285 games later I went from silver to master and here's what I learned

Posted: 30 Aug 2018 12:49 AM PDT

https://i.imgur.com/YDvh0y4.jpg

I picked up hots a few months ago when fenix just came out and played with my friends for fun; however, I grew to like this game a lot and started playing HL. I never watched any streamers or pro guides and just played whatever I wanted. Here's what I learned:

  1. Meta picks aren't all that important, don't tell your teammates to pick genji just because he's open.

  2. Queue times are ridiculously long once you get to high plat/diamond. (I dodged 5 times this season due to forgetting I was in queue)

  3. Team comp isn't really all that important, it always comes down to team work and personal mechanics.

  4. People are a lot less toxic in voice chat.

  5. You meet the same teammates over and over once you get to diamond, so be nice!

  6. Don't trash someone in lobby just because they pick a hero you don't think is good.

  7. People throw games all the time so don't give up too early.

  8. Players with high win rates almost always have a small pool of heroes that they 1-trick.

submitted by /u/ayyyyyyyyyymd
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Grandmaster is currently Grindmaster. With the current personal rank adjustment, one of my friends managed to get Grandmaster with a negative win rate.

Posted: 30 Aug 2018 12:04 PM PDT

https://imgur.com/a/gPJBAlS

It's ridiculous that you can reach Grandmaster just by spamming games endlessly, even when your win rate is below 50%. Personal rank adjustment is way too high.

submitted by /u/lemindhawk
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Gen.G Rich plays nano-boosted Medivh in HL

Posted: 30 Aug 2018 04:46 PM PDT

Math of the Storm: Maps Part 1

Posted: 30 Aug 2018 06:31 AM PDT

What new healing mechanics would warrant a new healer?

Posted: 30 Aug 2018 02:43 PM PDT

I often see people clamoring for "more supports", but in this game support pretty much means healer, and I think we've pretty much covered all the potential healing mechanics already.

We have :

  • Point-and-click instant one-player heals (Alex, Uther)
  • Point-and-click multi-player heals (Rehgar)
  • Point-and-click heals over time (Stukov, Malfurion)
  • Click to heal someone that needs it the most (Li Li)
  • Activated healing bursts (Stukov)
  • Skillshot heal multiple units (Uther)
  • Skillshot heals the first hero hit (Ana)
  • Heal everyone around you on activation (Kharazim)
  • Heal everyone in a location on activation (Auriel)
  • Heal everyone in a location after a delay (Alex)
  • Heal that procs on your own attacks (Kharazim)
  • Heal that procs on enemies' attacks / lifesteal (Tassadar)
  • Heal that procs with your own general damage (Whitemane)
  • Channel to heal over time / healing beam (Morales, Whitemane)
  • Passively heal in short bursts (BW)
  • Passively heal continuously (Lucio)
  • Objects left on the ground to passively heal (Lucio, Rehgar, Kharazim)
  • Objects left on the ground to heal when picked up (Deckard)
  • Heal up the damage dealt by enemies during set time (Medivh)

In terms of ressources, we have: use normal mana/cooldown to heal (Uther, Rehgar, Kharazim, Ana), use a different ressource that works similarely to mana (Morales), use no ressource at all to heal (BW, Lucio), heals that proc after set combos (Kharazim's 3 hits), deal damage to heal (Whitemane, Auriel), your allies deal damage so you can heal (Auriel), use your own health to heal (Alex), etc...

Pretty much the only things missing I can think of are:

  • Similar to Viyana from Dawngate (RIP) : gather "healing ressources" over time, up to a cap, that heal enemies autonomously when they're under a certain cap, or choose to "forfeit" them to do damage.
  • Again, part of Viyana's kit : send a skillshot that automatically heals allies if it hits an enemy.
  • A very literal health transfer, either from the healer to the ally, an ally to another, or an enemy to an ally.

...and I fail to see (with my very limited knowledge of Starcraft) any character that would thematically fit with these abilities.

What do you guys think are potential mechanics that could warrant a new healer? Do you mind seeing a new healer that's a mix of mechanics that already exist?

submitted by /u/lindathelibrarian
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Let's rework the game's only Blizzard Classic trio: The Lost Vikings

Posted: 30 Aug 2018 07:37 PM PDT

While I've gotten fairly good at using TLV, they have several major issues that hold them back:

  • Too many "must take" talents that cause all other options to feel extremely weak
  • Poor teamfight capabilities, and against some heroes (Li-Ming, Kael'thas, Kel'thuzad) the Vikings can even be a liability
  • Lack of benefits for bringing the Vikings together

To this end, I want to give them a big overhaul, one that does the following:

  • Drastically improve TLV's viability in team fights if they're forced into them, though they should still be under-par compared to most other heroes
  • Make fewer talents that only affect one Viking
  • Remove certain talents and instead make them baseline and/or quest-related
  • Preserve the trademark 3-heroes-in-1 gameplay

Now, this is going to be a WIP for the moment, but I'll post here what I come up with.


#1: Change 'Spin To Win!' and 'Jump!' to be baseline quest rewards instead of talent choices

One major problem with 'Spin To Win!' and 'Jump!' is that they're so mandatory that you simply can't go for any other talent choices at their respective tiers. Jump!, in particular, gives the Vikings one of their only means of surviving ganks or burst attacks, while Spin To Win! is such a crucial pushing talent that no one ever wants to go with the other choices.

To that end, I feel they are best off being baseline quest rewards instead of talent choices. Removing them as talents means that players can actually have choices at levels 7 and 13. There may be a few other talents that could be made baseline as well, but these two are the most necessary.

As for said baseline quest, I would tie Spin To Win! and Jump! to the Viking Hoard trait in the following fashion:

After collecting 20 Regen Globes, unlock Spin To Win!

After collecting 40 Regen Globes, unlock Jump!

Alternatively, if collecting Regen Globes would be too difficult on some maps, it could work this way instead:

After dealing X1 Siege Damage, unlock Spin To Win!

After dealing X2 Siege Damage, unlock Jump!

Or it could be a combination of the two (thanks u/skyman724) to help diversify things.

This lets them unlock these abilities by doing their job at split-pushing and taking mercenary camps.

#1A: Make 'Viking Bribery', 'Mercenary Lord', and 'Impatience is a Virtue' baseline, but reduce their power.

Much like 'Spin to Win!' and 'Jump!', these other three talents are far too essential to the Vikings for any other talents to be considered, even on sub-optimal maps. For instance, Mercenary Lord may not be as impactful on maps with few Mercenary camps (i.e. Tomb of the Spider Queen), but the Vikings will still tend to take it because it grants 50 armor against Minions, which is incredibly powerful for pushing. And compared to the other options at its tier, 'Impatience is a Virtue' completely outclasses all the other level 16 options even if the Vikings don't take 'Spin to Win!' or 'Jump!' because it helps the cooldowns of 'Go Go Go!' and the Vikings' Heroic abilities.

Much like the above primary point, I recommend that 'Viking Bribery', 'Mercenary Lord', and 'Impatience is a Virtue' should be made baseline to the Vikings, but either far less powerful or tied to baseline quests.

Viking Bribery should be available to the Vikings from the start, but should require 50 stacks per charge instead of 40.

Mercenary Lord should no longer provide a damage boost to nearby allied Mercenaries, but should still give the Vikings at least 25 armor against Minions and Mercenaries as a baseline.

Impatience is a Virtue can be reworked in one of two ways:

  1. Available immediately, but only reduces cooldowns by 0.1 seconds per basic attack.
  2. Requires completing a baseline quest, but retains the power it has on live.

#2: Add a new talent that allows the Vikings to utilize a Spirit Link effect.

One of the biggest issues with playing TLV is that any individual Viking is easily sniped. This makes it hard for them to get into teamfights since enemy heroes with takedown bonuses (such as Li-Ming) could use their easy deaths to snowball a fight.

To remedy this, I would add the following talent:

Share The Pain

Toggle: Whenever a Viking takes damage, 50% of the damage is redistributed between all other nearby Vikings.

(So if Baleog gets hit and both Olaf and Erik are nearby, Baleog takes 50% while Olaf and Erik both take 25% of the total damage. But if Erik were in another lane, Baleog and Olaf would both take 50% of the total damage and Erik would take none.)

This would make it harder to kill an individual Viking as long as they're together, but allows the TLV player to cancel the link in certain situations. Reducing their weakness to being picked off would allow them to have a fighting chance in teamfights, though at an increased risk of a total wipeout.

#3: Modify existing talents to have improved bonuses if the Vikings are all together.

When the Vikings are all together, they don't end up becoming all too strong. Their talents don't provide an incentive to bring the Vikings together in one place (except for Longboat Raid!). By changing certain talents to become stronger if the Vikings are together, it again helps them in teamfight situations.

Here are some examples of changed talents:

Hunka' Burning Olaf

Olaf deals X damage every second to nearby enemies. This damage is increased by 50% for each nearby Viking.

Baleog the Fierce

Baleog's Basic Attacks increase his Attack Speed by 8% and the Attack Speed of all other nearby Vikings by 4%, stacking up to 5 times. After 3 seconds of not attacking, these stacks will rapidly decay.

Erik the Swift

Permanently increases Erik's base Movement Speed by 10%, and as long as Erik is moving he heals X Health per second. Also increases Olaf's and Baleog's base Movement Speed by 10% if they are near Erik.

Changes like these would allow the Vikings to really put their teamwork to practice.


Keep in mind that this is all a WIP. Any constructive suggestions would be appreciated, but no shaming, flaming, etc.

submitted by /u/darkdill
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Zuljin, stacking monster

Posted: 30 Aug 2018 05:21 AM PDT

We need to talk about that Twin Blades post from the other day...

Posted: 30 Aug 2018 08:29 PM PDT

Ever since that post was made, I've been seeing double the amount of twin blades in my games. And they are almost always toxic ragers.

For example, just going off of the last 3 games (in the past hour), I had:

One guy was dying 1v1 early vs Tracer, took twin blades at 4, kept feeding Tracer all game. He was killing minions all game (Towers of Doom) because he didn't understand why he kept getting wrecked in teamfights. When he did show up to the rare fight, he would YOLO in before I (the tank) engaged and just got blown up. He tried soloing a few forts, ignored pings, and got ganked too.

Another guy took it against a Muradin, and only attacked the Muradin in teamfights, and got absolutely wrecked by the attack speed slows.

The third guy took it against Arthas, and also only attacked Arthas every teamfight, and got absolutely clobbered.

I PM'd them after each game, asked if they took Twin Blades because of the reddit post, all 3 said yes.

To the OP of that post, this is why everyone memes about and hates Twin Blades. Because people take it in piss poor situations or just otherwise suck at the macro game.

On a side note, maybe we should start making posts about how easy it is to win games when you tank or support. 😂

submitted by /u/nxqv
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[Bug] Abathur Monstrosity attack damage is wrong

Posted: 30 Aug 2018 10:48 AM PDT

I'm not talking about the buff bar tool tip displaying Abathur's attack damage as 0. That's its own annoying issue. [[Evolve Monstrosity]] states that every nearby minion killed increases the monstrosity's attack damage by 5%. It appears that each minion killed only increases monstrosity's damage by 2.5%. For example, at level 20, with no stacks the monstrosity does 160 damage, then once it gains one stack it deals 164 damage. 5% of 160 is 8, 160 + 8 = 168, so it should actually be dealing 168. At 40 stacks the monstrosity is only dealing 320 damage instead of 480. This bug makes monstrosity a trash pick.

Unless my maths is wrong but I'm pretty sure it isn't.

submitted by /u/Romb1
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Team Dignitas’ HGC Preview: Phase 2 - Week 7

Posted: 30 Aug 2018 11:44 AM PDT

Is this game really easy to learn?

Posted: 30 Aug 2018 10:08 AM PDT

I've been telling my friends to play this game together. It's like an insurance salesman. One of my friend said : "This game is too hard." It's because of difficulties of the MOBA genre. - the various heroes, skills, talents, the interaction of skills, and so on. But It's not all.

"I don't know what to do in the various battlefields." he added. I don't want to speak ill of the diversity of the battlefield. But we should look back and see if this game was really kind to beginners.

Of course, there's help for the battlefield at the loading page, but that's not enough. This is not simply a suggestion to add help for the battlefield.

We need to fundamentally review whether this game is easy to learn. I think it should be easy to learn even for older people who are not familiar with the video games. I know. I know. It's a really difficult task. But I believe Blizzard developers are the best in the world and they can do this. They can design beginners to act and learn game rules naturally as they progress from tutorials. (I'm also thinking about tools that beginners can easily learn this game and the MOBA genre. When I'm done organizing my ideas, I'll share them here or through official forums.)

This game is really cool and I have been into it for 3 years. And I really hope my friend will be into this game. To do this, lower the entry barrier.

Let's think again. 'Easy to learn, Hard to master' - Is this principle from Blizzard DOTA still valid?

submitted by /u/6igbear
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What is the HOTS-meta, but also an Italian brand founded in 1973?

Posted: 30 Aug 2018 10:02 AM PDT

Cydaea: Tank/Healer Multiclass Diablo support concept.

Posted: 30 Aug 2018 10:43 AM PDT

Cydaea, Maiden of Lust and Consort to Azmodan (The Lord of the Court himself), would make an excellent pick for a Tanky Support type character to round out an all demon team for Diablo. Naturally, this is an ability concept for her.

Cydaea excels at shutting down sustain based builds. With the average tankyness of the Diablo demon characters being quite high, this makes her an ideal fit for them. Her healing numbers are lower to make her less effective against burst. Her cooldowns are deliberately low, and she has an element of comboing to her abilities.

Statline: 2400 Base HP. 500 Base Mana. Melee. 1.0 Attack speed. 95 Damage. Fat model

Trait: Toxic Allure. Damage dealt by Cydaea's attacks and abilities, as well as auto attacks dealt to Cydaea reduces the damage and spellpower (Healing drops too) of her victims. Caps at 75%, with 1% done per damage instance.

Q: Coagulating Toxin. Cydaea launches an orb of toxin at an area, forming a pool on the ground that heals allies over time and damages enemies over time, alongside an initial impact.

Has a small cooldown and lingers for an extended period, but impact is small compared to other healers. Pools stack up to 3 times, and stacking pools is the primary method of healing with Cydaea. The more toxins she spreads over the battlefield, the more powerful her healing and weakening becomes, effectively making her amazing at sustaining very durable characters who can last while everything stacks.

W: Acidic Spinnerets. Cydaea fires a blast of webbing after a short delay, delivering a stacking slow on hit. This ability has almost no cooldown (0.5s) and stacks get progressively worse. At 3 Stacks, the target is rooted, and at 5 stacks, they are stunned.

Cydaea's webs form her primary CC and are designed as a powerful followup to other forms of CC (such as diablo combos), while they are not as fast acting as q true tank, their delayed buildup allows her to possess powerful CC on par with a tank over the course of a long fight.

E: Spiderling Swarms. Spiders burst forth from any active toxin pools, swarming enemies inside of them. 3 spiderlings burst forth from each active pool. Spiderlings attack rapidly, quickly building trait stacks on targets.

Spiderlings are designed to reward stacking toxins and trapping enemies. An enemy trapped in 3 pools of toxins is being mauled by 9 spiders + pool ticks + webs + Cydaea herself, quickly weakening them until they no longer pose a threat.

R1: Webwalk. Cydaea leaves the battlefield and casts a shadow over the battlefield, spawning a pool of toxins every quarter second as she moves around the battlefield, before dropping back into the fray. Can be reactivated to end it early, pooling up to 3 toxin pools at her landing point. Lasts 2 seconds.

Webwalk is designed as the ultimate battlefield primer. Cydaea can easily enter it as a fight starts, spread her toxins all across the fight, and then drop back in. Or it can be used as an escape, or all manner of tactics. Also spiders. Lots and lots of spiders.

R2: Deadly Embrace. Cydaea grabs a target, stunning them. After a delay, if she is not CC'd out of this with a stun or silence, she injects her target with poison, totalling 150% of the character's health in damage over 20 seconds, and instantly setting the character to 75% power reduction.

Deadly Embrace is out and out doom to whoever is hit by it unless the fight ends in short order or they retreat and hearth. The very long duration makes it easy to safely hearth in time, but this can be very difficult in extended combat... which is exactly what Cydaea wants to enforce with her other abilities.


Cydaea, with this setup, would be an amazing long term sustain healer and attritional monster. With the high health of Diablo, Butcher, Azmodan, and Mephisto, they can survive long enough to benefit from her powers to their fullest, and Diablo/Mephisto/Butcher already are able to hold enemies in hers. Likewise, her debuffs make up for lower than average healing values, and allows her allies self-healing tools to really shine.

Her weakness is her very backloaded playstyle, taking time to ramp up, which makes her struggle at quick waveclearing (she has the damage, but it takes time to ramp up, and fat body/short ranged playstyle. Cydaea, in spite of her support status, is expected to get into, and stay in melee without Kharazim's mobility or ability to save himself. Her healing values are also sub-par, relying on debuffing to supplement it, in place of burst heals.


I don't really have any talent ideas, so I'd love to hear people's thoughts on that.

submitted by /u/AnemoneMeer
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HGC Highlights Week 6 | @GGSimplicity VS Team LFM & No Tomorrow

Posted: 30 Aug 2018 03:07 PM PDT

Focus Down Week 7: On the Horizon

Posted: 30 Aug 2018 03:42 PM PDT

Podcast: HeroesNews w/Jules Scott - Ep. 4, featuring Jin from No Tomorrow

Posted: 30 Aug 2018 07:54 AM PDT

Mopsio dibbles refuses to die.

Posted: 30 Aug 2018 01:03 AM PDT

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