GM#362 scarymousie#11318
Apologize for the untidiness but I felt like sharing my 2cents.
I main Jaina. A lot of people laugh. Well... I got this far and often times half ***ing it. Jaina is dangerous. What turns the game is burst. When people suddenly realize half their HP is gone (and that's just Jaina, let alone the rest of the team who would cleanup), they panick. When YOUR team realizes the enemy is vulnerable, they make moves.
She's a burst assasin. Play her as one. Combo blizzard, cone, bolt. Save the blizzard if it's not worth it but when you see enemy committing to an engagement. Do your ****, then get out.
She can 1v1... Pretty much anyone to be honest, except maybe Illidan. Because she can kite and run and cast, run and cast, run and cast. You should never be too deep anyway. No need to show yourself on the map unnecessarily. Use bolt often for bushses and use those bushes yourself to get a good combo, especially on squishies and especially when you have a teammate to gank.
Bolt is underrated. The pierce and range allow you to poke enemies, catch enemies for yourself or others, check bushes safely, pierce building and hit heroes. Pierce minions and hit heroes. It's not always about damage, it may just be the slow you need for your teammate to catch up, or to dismount them when you see them rotating.
Not to mention, if you use your spells correctly, 2s cd is ridiculous. At Level 10 with frostbite it's about 400-500 damage alone. Plus a slow.
Everyone says she's squishy and lacks defense. Well... yes and no. Her defense is her slow and juking others. If you keep your distance, have good map awareness, you're good to go honestly. Even if you die, you would have taken down more of the enemy with you (kind of like a tank). It's worth sacrficing to have your team come out alive and still applying pressure. And this is me talking playing carelessly.
1v1, she can pretty much survive anyone and often times win. That is because she is able to burst and move away from autoattack or enemy skills and still cast hers due to the permaslow she applies.
Talent Explanation.
Frostbolt was always something that was pretty good pior to the Auriel patch. However, with the changes made to her (ability damage increase, autoattack damage decrease, blizzard more waves but less damage), it seems like the only viable talent path deals with frostbolt.
Level 1 - Either range or mana regeneration. I've played with both, and while mana regeneration is nice and if you play it right, you NEVER have to go home (hearth). However, I feel that the range is just too good. It's worth taking the time to hearth (you'd probably need to heal anyway) in exchange for the extra kills and pierces. In other words, there's no point having extra mana if those extra mana isn't scoring your team pushes and kills. It could, but that means you're more likely just pushing with creep or team.
Either one is good, I tend to go range and play smart. 1 blizzard can clear a minion wave essentially even at level one. You can dual lane almost if not just as good as xul.
30% slow - Can you really tell the difference between 25% and 30% slow?
4s to 6 s - read above. If 4 seconds isn't long enough for you, you've got issues.
Level 4 - Frostbolt pierce. I've tried chill armour. It's only 50% reduction every 10s I believe? It's not bad vs zera and even better vs greymane but during those moments, it;'s just 1 attack. Granted, it's more damage since your first ability now has frostbite damage. Trust me, after you've done this, you won't go back.
Level 7 - Frostbolt CD. Turns you into a duelist, saves mana, lowers CD. Allows you to merc easily. At level 7, you can cap siege mercs and be about 75% hp. With the new update with more HP and mana per globes, you can easily stay on the battlefield after this not to mention you can easily tap the fountain.
Level 10 - Ring of Frost. This is THE ultimate. However, only if you can land it. Even if you don't, it;'s a bigass CC for the teamfight and a prefrostbite bonus to you. Against vs mobile enemies (liming, zera, etc), you might be better of with water elemental, but really, this is the ultimate. It hurts, it roots for a long time, it slows in a large *** area.
Level 13 - Icy veins. This turns her into a beast. Long CD? No longer. Mana problems? No longer. The shield is nice. But a tad unreliable since it builds on your ability casts. Her job is to ambush, stay back, flank, cause chaos and confusion, havoc, suddenly, before or after your team engages. Her CC is annoying to squishies, to melee tanks. All the while causing heavy sudden damage. It is poke but more importantly sudden changes in battle and HP that really turns the tide IMO. It gives enemy and your teammates a stronger sense of direction and target. Tank are known to lead by CC. Jaina leads by heavily damaging and CCing multiple enemies.
Level 16 - Increased vulnerability by 25% or go for the root. Most of the time I go increased damage. If you solo, it greatly increases your damage by yourself. If her normal combo prior to icy veins wasn't dangerous enough, add icy veins and this, and the enemy team just crumbles. Tanks melt.
Root is more so if the enemy has very mobile and hard to kill heroes e.g. liming, zeratul. and you need to plant them down. If you're going for the defensive purpose, that's not a bad idea too, but remember, her defense is her slow CC (which should be enough) and her damage (which tops almost anyone tbh). Off topic, so many times, I face novas or zeratul and they think they can 1v1. Nova get juked. Zera gets blasted before he can get melee range and at most 1 or 2 hits. BIG HINT: always side step.
Level 20 - ice block. This saves your ***, gives time for your abilities to cool. Enough said. Go water mimic if you went water elemental tho. Hide in bushes, ambush, cast your ****, gg.
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