Tier one will heavily inform T3 and T7. If you're not taking warpaint, then Poisoned Spear and Ignore Pain are typically your strongest talents. If you're taking poisoned spear instead of follow through, then T5 Spell Shield is a strong option.
T1 - warpaint is very helpful and what i started with, but shot of fury can bring a surprising improvement for players able to manage aggression effectively.
T7 - team compositions, the state of the game and confidence level should dictate your final selection. all talents are viable.
http://www.heroesfire.com/hots/guide/sonya-may-patch-possibilities-r1-lv-10-4005
for more Sonya builds and information
Tassadar Top
The First 3 Tiers shouldn't be fixed decisions.
T1 go mana regen, if you don't need the threat of range, and the map has a lot of mana globes in reach (simple).
If you need to deal with threat of cloak, a gank style map(spiders) or enemy team comp, then go oracle cooldown without hesitation.
the mule is always useful on sky temple and cursed hollow, any map that you feel has chippy mechanics... so probably not vs the dragon or terror.
T5
Shrink Ray: If the enemy has a dps player who needs to be marginalized go with the skill of choice.
Spell Shield: If you are having problems and you don't know why, unless you took oracle CD then go with speed.
Distortion Beam: If your confidence is high and your are continually routing the enemy team, then take db to speed the process.
T7
Twilight archon: should be the go to talent for a moderate skill level in most situations.
Rewind: a lot of top players love this talent, so it would be beneficial to experiment with it.
I've seen some people make the force wall work on spiders and few other maps, but I wouldn't f#ck with it.
Tychus Top
Both heroic powers are accessible and are a matter of playstyle and team compositions
Tychus is very viable vs team comps that bank a lot on Illidan.
The Drill is also very useful for tribute and double boss situations.
The Thor is useful at Blackheart's turn in and it's wide open spaces. The thor can be the difference between who gets the pirate boss-golem thing.
In such situations he can be a top pick.
T2 - melting point is a good choice if you don't need to have an overwhelming presence in team fights
T5 relentless is also a viable ability in difficult match ups.
Tyrael Top
Where Tyrael has the advantage, is in his unpredictability; the ability to teleport gives you greater licence to manipulate and obstruct on sheer presence. Knowing how to exemplify that presence and knowing when/where to drop judgement is useful to almost any composition.
the build you see is the best build and can work with double tanks; the more difficult question is whether to take
T2 amplified healing or retribution. the rest of the talents in this build are good in any circumstance.
If you're a solo tank then you'll know by lv 20 if you need ignore pain; also double support with some stun and CC is highly recommended. ex. uther & tyrande
4 other builds.
http://www.heroesfire.com/hots/guide/tyrael-the-offensive-1813
Putting it all on multi shot and taking blood for blood is what gets the job done. Both heroic powers are accessible but the choice will be clear; if you're getting stunned like most good teams will try to do, then take rain of vengeance.
If you're against double or triple tanks/azmo then an autoshot build isn't out of the question. Hero killer is what your banking on.
Bolt of storms is always viable and is usually an easy decision, based on how many recent deaths you've taken. but frenzy works with any build and shouldn't be given up so easily.
hungering arrow refresh is also viable, based on how often the other team is forcing you to use your escape; how direct and open the team fights are (map dependent). hungering arrow bounce T2 can be a nice compliment if you constantly fighting 5v5s out of lane. (cursed hollow - battle eternity)
on maps where you need to focus bosses and golems, you can take manitcore T2 and searing arrows (haunted mines)
Jaina - (out of date) Top
T1 - seems like a contentious tier, but the choice is very easy once you understand the in game application. the extra opportunity to harass, finish and slow incoming targets on average far outweighs the extra 10% slow. Unless your enemy composition is gunna be broken up by that extra 10% slow, take the utility. If your not good with spacing and angles, she is not the character for you; so it should fall inline with your skill set.
T2 - envenom is the skill most sponsored players will promote, but even if your a rank 1-7 player you'll probably still have more to gain from the versatility that Arcane Intellect offers. you can comfortably clear 2 lanes with a positive return on your mana use; you can extend engagements, be indecisive, and improvise when your entire team isn't responding with perfect awareness. The choice of ice floes also plays into the ability to keep up a constant barrage; earning you more mana and casts, along with icey veins you can further mana gains and wipe out hard camps.
T3 - frost bitten is what most sponsored players will promote. But Ice Floes is the skill that will tie together this build for -you-. while sponsored teams might not have players in the extra radius, even some of the best teams on ranked will.. and with the staple northern exposure pick, you'll easily be reimbursed for the 10% chill damage you're giving up. Plus you have the opportunity to wipe a board clean, or help an ally dps make that all important pick off.
T4 - don't avoid learning Ring of frost, even if you're dying more than you like, you need to embrace the fact that you were meant to be a glass cannon. It's what makes you the biggest threat in a team fight; with some practice, northern exposure ring of frost and icy veins can take you very far.. . but in general you're gunna wanna spec for a little more survivabilty before lv 20. Water elemental is your best option for that; as it gives you the opportunity to gain back some offense at lv 20, and with icy veins/icey flows/nothern exposure all mimic-able its some serious offense.
*I'd still take Icy Viens over sprint, but that's a enemy team comp decision. Ring of frost and bolt of storms go very nicely together, but again that's a team comp and map decision.*
Just don't make the punk mistake of taking both Bolt of storms and Sprint. If have to do that, then you would've been better off playing a different DPS.
Sylvanas Top
the shadow dagger sustain/vuln build is a bugger to play against.. and it's probably the best new player friendly build. But with whatever hero i'm am playing, I like having the ability to do whatever it is that i'm doing, quickly.
T1 - thou the 200% minion & merc damage is temping, it'll only help you to LV 7. it'll become redundant when you gain access to the exploding minions talent. minions stay in groups, groups explode and clear everything around them. If Sylvanis is going to take a camp by herself, then its already a time investment. what makes her relevant to camps is that she negates damage.
Don't dismiss the range, it makes a difference when valla or tychus is trying to trade with you. And also when you're able to fire withering at two targets. But it requires you to be aware of the edge that you have; much more aggression is now possible, you just gotta earn it.
Sylvanas is one of the few characters that you will not be able to play the same every time.
T2 - Envenom is always an option - but it's a skill that can be easily wasted, so wait until your sure of a hard engagement and your target is down around 25-50% life.
even with exploding minions, the overflowing quiver talent is much less accessible then actual core mechanics of withering fire.. just hold down the button when you need to and keep yourself at 2-3 charges.. arrows come fast and fire easy. But if you don't need to be the finisher, and have an illidan or the kind of melee that is very aggressive / hangs around in the paint a lot... then paralysis is a good option.
T3 - if you dont plan on taking movement speed, dont take remorseless. If movement speed isn't enough to escape the stuns then take shade form T3.
T5 - splinter shot is the least situational option and will always help you against any composition under any circumstance. Plus it pairs very nicely with the extra range in team fights. If you didn't take the range at T1, then go for the extra movement speed instead... you'll need to play movement speed vs players who know how to anticipate your banshee and team fight posturing. Vs high burst (jaina) spell shield is a safe choice.
T6 - cold embrace can be strong, but this character more often than not needs sustain. you need to have 2 burst damage heroes with some CC to make it work.
If your teams only chance at winning is to push lanes, then you can go for a full hammer build (sledge hammer T2)
Battle momentum T3, spell shield T5 and any Lv 20 talents are viable (don't build for haymaker)
the only thing you ever want to rotate in is cleanse t3, Vs wombo(stun) comps.
Quick Comment () View Comments
You need to log in before commenting.