Great guide! I want to point out that a Zarya on the enemy team might make Swift Sweep a more useful choice. Without it, she usually has time to shield your Sacred Sweep target, negating damage and charging her own energy. Not building for sweeps at all could be another option, but the map might not make that viable.
I definitely wouldn't add the moniker of "Maximum" healing, when you're not utilizing Swift Sweep correctly. Keep in mind that it also provides energy. Any little bit counts as it were, so letting off more heals is important, especially if you reduce the amount of energy required to land ray's. This build is obviously more damage based, and that's fine...but I rather anyone reading this, take note, that if you pick a healer, your primary objective is to heal and provide off-dps, not vice versa.
Unfortunately your comment baffles me, and makes me wonder, if there is something wrong with the way I wrote my guide. Perhaps I made it somehow confusing. If so I apologize, and will try to clarify.
Quoted:
you're not utilizing Swift Sweep correctly.
I am sorry I don't understand what you mean by not using Swift Sweep correctly. I have not included Swift Sweep in any of my builds.
Quoted:
Keep in mind that it also provides energy.
The Sacred Sweep ability provides energy, when you do damage with it, not the Swift Sweep talent. All Swift Sweep does, is make your Sacred Sweep cast faster. So in truth both Increasing Clarity and Righteous Assault (that are at the same tier) add more damage to your Sacred Sweep ability, and therefor provide you with more healing energy. The only way Swift Sweep can generate more energy is, if you can't land your Sacred Sweep properly without it, and consistently miss with it. Swift Sweep is a learning talent, and so it is very useful, while you learn to play Auriel. However just like Kerrigan's Blade Torrent it brings no value once you learn to play the hero well, and so I have not put it in my builds.
Quoted:
Any little bit counts as it were, so letting off more heals is important, especially if you reduce the amount of energy required to land ray's.
I agree fully with you, but what do you mean "reduce the amount of energy required" ? Ray of Heaven heals for ALL of the energy you have stored. There is no minimum. :) I assume you refer to the Glimmer of Hope, as it is the only talent that lets you retain some of your stored energy. Unfortunately that talent forces you to hunt globes before every heal. Thus becoming unpractical and unreliable.
Quoted:
This build is obviously more damage based, and that's fine...
The way Blizzard is approaching heroes for months now, including with their reworks, is to give them different options for the same function at any tier. With Auriel that is damage/utility at level 1, 4 and 13, and improvements to healing energy generation, and use at level 7 and 16. Level 10 and 20 is heroics and high impact activated abilities. Therefor you can't have damage or healing oriented builds. Just a mixture of both, with different approaches based on the match you are playing. Blizzard's goal is to make every tier talent decision, based on the match you are currently playing, your team, your enemy team, and the talents they take. Which is great in my opinion.
Quoted:
... but I rather anyone reading this, take note, that if you pick a healer, your primary objective is to heal and provide off-dps, not vice versa.
In the general cases you are right. But in this one, you seem to misunderstand the hero.
First, the point of Auriel and her basic kit is, that she heals proportionally to the damage she and her team deals. That is the way her trait Bestow Hope works. If Auriel and her team can't consistently deal damage, her healing energy will be slow to fill, and her healing will be lacking. You can't play Auriel the way you would Li Li or Malfurion for example. What makes or brakes any Aurie player is the ability to hit your skill-shots on the right target, to debilitate them in and right moment, as well as frequently swapping your Bestow Hope in the middle of the fight, to the best target for filling your energy. Dealing damage with Auriel is proportional to healing with Auriel. If your damage numbers are high, so will be your healing. And vice versa. If your healing is high, your damage will be proportionally high. Well high for a support that is.
Second you forget that is is good to heal a lot, but it is better to negate the damage before it is dealt. The Detainment Strike ability is all about that. And so is the Blinding Flash talent. 3 out of my 4 builds rely heavily on negating damage. You will notice that I have used the level 1,4 and 13 talents (the damage/utility tiers) to focus on stunning/blinding enemies, depending on the map. Simply by blinding or stunning a hero such as Illidan, Kerrigan or Greymane you will provide more support to the team, than you could with a full energy Ray of Heaven. Stats are not everything. :) The possibility of follow-up kill on the effected enemy is a bonus. So is the extra damage you deal, which in turn provide you with extra healing energy.
I have had multiple mirror matches where the enemy Auriel had the same build as me, yet she had less than half my healing. Simply because she was using passive approach to fights, not dealing damage herself and not changing her trait target constantly to the teammate, that give her most energy.
Auriel's basic kit makes her perfect as solo support to dive, stun-lock or blow-up compositions. As long as your team is in full aggression mode, a good Auriel player can keep the team alive easily, and make plays - blinding enemy divers, stunning heroes to secure kills, etc. With her trait she can even out-heal double support in some cases. However being part of double tank, or double support comps, that are so meta right now, often make for a sad Auriel. She can't help her team, if they are in defensive posture. No amount of different builds or number crunching can change that.
I am sorry, If for some reason I have confused you with my guide. I have the feeling, that you have missed the point of most things in it, as well as how the hero works. My apologies for that. I will try to be more clear in the future changes i do.
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Unfortunately your comment baffles me, and makes me wonder, if there is something wrong with the way I wrote my guide. Perhaps I made it somehow confusing. If so I apologize, and will try to clarify.
I am sorry I don't understand what you mean by not using Swift Sweep correctly. I have not included Swift Sweep in any of my builds.
The Sacred Sweep ability provides energy, when you do damage with it, not the Swift Sweep talent. All Swift Sweep does, is make your Sacred Sweep cast faster. So in truth both Increasing Clarity and Righteous Assault (that are at the same tier) add more damage to your Sacred Sweep ability, and therefor provide you with more healing energy. The only way Swift Sweep can generate more energy is, if you can't land your Sacred Sweep properly without it, and consistently miss with it. Swift Sweep is a learning talent, and so it is very useful, while you learn to play Auriel. However just like Kerrigan's Blade Torrent it brings no value once you learn to play the hero well, and so I have not put it in my builds.
I agree fully with you, but what do you mean "reduce the amount of energy required" ? Ray of Heaven heals for ALL of the energy you have stored. There is no minimum. :) I assume you refer to the Glimmer of Hope, as it is the only talent that lets you retain some of your stored energy. Unfortunately that talent forces you to hunt globes before every heal. Thus becoming unpractical and unreliable.
In the general cases you are right. But in this one, you seem to misunderstand the hero.
First, the point of Auriel and her basic kit is, that she heals proportionally to the damage she and her team deals. That is the way her trait Bestow Hope works. If Auriel and her team can't consistently deal damage, her healing energy will be slow to fill, and her healing will be lacking. You can't play Auriel the way you would Li Li or Malfurion for example. What makes or brakes any Aurie player is the ability to hit your skill-shots on the right target, to debilitate them in and right moment, as well as frequently swapping your Bestow Hope in the middle of the fight, to the best target for filling your energy. Dealing damage with Auriel is proportional to healing with Auriel. If your damage numbers are high, so will be your healing. And vice versa. If your healing is high, your damage will be proportionally high. Well high for a support that is.
Second you forget that is is good to heal a lot, but it is better to negate the damage before it is dealt. The Detainment Strike ability is all about that. And so is the Blinding Flash talent. 3 out of my 4 builds rely heavily on negating damage. You will notice that I have used the level 1,4 and 13 talents (the damage/utility tiers) to focus on stunning/blinding enemies, depending on the map. Simply by blinding or stunning a hero such as Illidan, Kerrigan or Greymane you will provide more support to the team, than you could with a full energy Ray of Heaven. Stats are not everything. :) The possibility of follow-up kill on the effected enemy is a bonus. So is the extra damage you deal, which in turn provide you with extra healing energy.
I have had multiple mirror matches where the enemy Auriel had the same build as me, yet she had less than half my healing. Simply because she was using passive approach to fights, not dealing damage herself and not changing her trait target constantly to the teammate, that give her most energy.
Auriel's basic kit makes her perfect as solo support to dive, stun-lock or blow-up compositions. As long as your team is in full aggression mode, a good Auriel player can keep the team alive easily, and make plays - blinding enemy divers, stunning heroes to secure kills, etc. With her trait she can even out-heal double support in some cases. However being part of double tank, or double support comps, that are so meta right now, often make for a sad Auriel. She can't help her team, if they are in defensive posture. No amount of different builds or number crunching can change that.
I am sorry, If for some reason I have confused you with my guide. I have the feeling, that you have missed the point of most things in it, as well as how the hero works. My apologies for that. I will try to be more clear in the future changes i do.
Good luck and see you in the Nexus :)