Everyone is on the little guy 'till... by Whiskeyjack

Everyone is on the little guy 'till...

By: Whiskeyjack
Last Updated: Mar 16, 2017
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cyberious | March 17, 2017 1:23pm
So I think it is situational but I tend to go with this build but first is Gather Materials, which when dealing with clockers which we now have several is paramount to survival. Even with this I end up toping off the DPS, I think if you are going to Rift Shock at 7 when going with Warp Resonance at level 1.
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Whiskeyjack | March 17, 2017 9:55pm
yeah, depens a lot, I mean if you are playing QM Gather Minerals will help a tad, after you manage to get 70 minerals, but the 100 damage to the rift explotion are felt later down the game. I agree with the Wark Resonance you boost the damage, but to be honest I rather have the chance in Team Fights of having 2 cannons that serve as a great distraction or finishers (yes it has happened quite a few times).

Thanks again for your comment :D
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Cyberspark | March 16, 2017 4:38pm
I totally agree with most of your picks. Warp Resonance and Turbo Charged are basically mandatory for survival and any decent amount of damage, though I have considered Echo Pulse for the flexibility of activating poorly placed Warp Rifts.

I find it a little odd that you recommend Tower Defense for lvl 7 Talent considering just how weak his cannon appears to be. Especially considering how eager people are to try to kill it or shut it down (and easy it is to do so). Often I find it more as a distraction than anything else, and not worth the damage bonus of Rift Shock, especially paired with things like Shoot 'Em Up at 20.

The one credit I would give Tower Defense, is that it does make it much easier to take merc camps, but in those situations I'd be more inclined to use the shielded pylons to front the damage, using the cannon more as a protected damage assist.

I also think that Shield Battery is kinda flexible. It depends on the rest of your team, but particularly in combination with mana-hungry heroes like Lt. Morales or Li-Ming the Power Overflowing could be a better option for team fights considering the lack of build-up required before having an effect.

Lastly I'm personally more inclined to pick Gravity Well for 16, if someone is stupid enough to walk through it (or you force them to do so) it's gets almost as strong as his Null Gate in area denial for escaping and for picking up kills.
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Whiskeyjack | March 17, 2017 9:52pm
Hi Cyber, thanks for your comment, I use Tower defense at 7 precisely because of that, is a distraction, and more often than not I have found myself having 2 cannons down :D. I think what you say is true, Tier 1 Echo Pulse could work (i think cause I haven't tried it yet) with Tier 3 Particle Accelerator, however, as you mention more often than not people try to avoid the rift so a "grace" pass with Quantum entanglement slows them for additional 3.5 secs which, in my experience is better than the Gravity Well effect, but again make a lot of sense since you get the Null Gate denial.

One other thing that comes to mind, just to clarify TD does not work on mercs so I am not sure what you mean by making it ez to take mercs with it.

for Tier 5 talent, as you correctly point out is flexible, for my playstyle (which is a bit aggressive) I find Shield Battery a solid choice, since basically you are getting 30 shields per sec while you are within the are of the pylon, which is a nice mitigation in case you have a burster like nova or li ming, I have escaped death so many times thanks to it.

In any case, thank you again, I will try to spin things around with this info and get back to you :D
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