About Inimicalgg Top
Hi guys, inimicalgg here! I am a shoutcaster for Heroes of the Storm, currently casting Storm League in English for Afreeca.tv. I have 600+ games logged in at the time of writing this guide and am not slowing down :D
I have a very liberal stance on Heroes of the Storm talent builds so you'll find some weird things I may suggest from time to time (Like
Ring of Frost , everyone hates it but it's so good!). Basically I think most talents are fairly viable and are really up to your play-style but some builds are really really good ( Standard Uther)
You can find me at:
Livestream:
Afreeca.tv/inimicalgg (this is also where the Storm League VODs will be)
twitch.tv/inimicalgg
Twitter: @inimicalgg
Youtube:
youtube.com/inimicalgg
Theorycraft Top
Alright so right off the bat you're thinking, "You give up conjurers', protective shield, and clense, YOU CRAY", and you're partially right. However, there isn't one way to play Heroes of the Storm, and there isn't one way to play a certain Hero.
In the case of
Uther, he is a melee healer but his kit is different than
Rehgar's. While
Rehgar's can be played without directly engaging an opponent,
Uther needs to be incredibly close to an opponent for
Hammer of Justice to hit, which means, putting yourself in danger in certain instances.
While there is little reason to stray from the standard
Uther build but just as a Tank
Uther build exists so too should an Aggro
Uther build. Of course
Uther is the best full healer to be aggressive in the front line. Malfuiron and
Brightwing are both ranged, and
Rehgar tends to stay out of the line of fire in order to hit as many people as possible with his chain healing.
Ultimately, this build is dependent more on your team's ability to capitalize on stunned opponents, and your tank's (or double tank!) ability to frontline and stun.
Uther gives you another stun for your team's composition, and in the case of this build, the hammers and the mana just keep coming.
Cons of the build Top
No
Protective Shield - People love
Protective Shield, and rightfully so, it's pretty great.
No
Conjurer's Pursuit - This is standard for Uther so sad to see it go, but we're prioritizing stuns. If your opponent is stunned repeatedly, they can't do damage. This means less healing and less mana drain.
No
Cleanse - You can still take cleanse with this build at talent level 7 if you want, but the slow on
Hammer of Justice allows you or your teammates the option of stunning your opponent(s) a second time
Positioning is incredibly crucial - This is not a build for people who easily get taken down as
Uther or melee assassins, while you are putting yourself more in harm's way, you're also still getting your heals off. If your positioning isn't good enough you will be punished repeatedly.
Pros of the build Top
Ganking -
Uther can become a rotating stun machine immediately at level 1. Giving
Uther this kind of freedom puts him on a similar level to other ganking heroes. Once the stun goes down on a Hero in lane, your laning teammate(s) can help you capitalize on taking someone down. If your team plays a super aggro style, this is the build for you.
Stuns are cast roughly every 3-5 seconds. Once you stun a hero you can use a basic attack on a nearby minion or the hero you just stunned. Basically two basic attacks + the inherent cooldown allows for multiple
Hammer of Justice casts in a single teamfight. What this means is, once an
Anub'arak or
E.T.C. hit their initiating stuns, a Hammer of justice can keep the pain train coming.
Depth at Level 13 - While Uther can generally take
Spell Shield or
Shrink Ray (Both are still viable in this build), Aggro Uther actually makes use of
Blessed Champion. Since you will be looking to hit as many basic attacks as possible, it doesn't hurt to have an aura heal pop every time you cast
Holy Light either.
Depth at Level 16 - In the current meta
Benediction is super popular. However, with Aggro
Uther you could theorhetically pick
Imposing Presence here to contribute to attack speed slow.
Great for SoloQ - Sometimes you can shield your teammates in soloQ for days and they still manage to die on you, so the reverse approach is this build! Stunning your opponents into oblivion so they can't capitalize on the mistakes of your teammates during engagements.
Note on Heroic Abilities Top
While I have
Divine Storm selected in the build, as we're prioritizing stuns, you could easily take
Divine Shield here given you WILL be in the front line and may need to shield yourself or one of your allies who are next to you in battle.
Choose your Heroic as you would choose your Level 13 talent here. Both are highly situational and are dependent on what has transpired as the match as developed.
Concluding thoughts Top
Essentially this build is more for SoloQ as it might not work in competitive high-level play, tho in theory it could. The best situation to take this build is if you are playing with a team who lacks CC and needs some extra stuns. This situation already occurs in games, especially in Hero League, it's the same reason you might take
Divine Storm over
Divine Shield. And tho this seems like an incredibly wonky build, it definitely has its place.
Quick Comment () View Comments
You need to log in before commenting.