Really nice to see you're still posting guides, OCM. Read through a lot of your stuff over at Heroes Nexus, before... whatever happened to the admin happened.
That said, I figured I'd state my reasoning to run the Meteor-based build.
Now, while I completely agree that the Q-based build is, generally, the strongest available against comps you're able to consistently connect with, the Meteor build is strong for maintaining consistent damage on targets you can't hold melee on, as well as keeping persistent damage and pressure on enemy disengages. More specifically, with the 1/4 talents, you've got much better kill potential and ranged poke against mages that otherwise would bully you out of lanes, as well as greatly reduce burst damage intake (I've found this to be most valuable against Chromie).
The 7 talent to buff Meteor's damage with each target struck is kind of questionable, imo, since the distance it can cover even with the level 1 quest finished just doesn't cut it without chokes. The others have solid places in reaching the goal that this build can provide, by giving you consistent pressure on enemies you can't easily engage on.
Again, I completely agree that, when you're not fighting a majority poke team, Q build's the best there is. I'm just giving some opinion on taking the Meteor build, coming from the perspective of a high Plat/low Diamond player.
I totally agree with your application of W build; my "salt" per se comes more from people assuming it as the inherent build.
Rag suffers terribly from good ranged-kite heroes, and the W build is a good way of managing that. I do believe that in the potent melee meta, Q build outperforms perhaps in more currently common situations, but like you said - more slippery targets and hard counters to Rag like Chromie, Lunara, Valla, and so on are vulnerable to the W build.
Yeah, I definitely understand the confusion/"hate" on why people consider it his most viable build. Solo queueing in QM, I've run into a lot of comps I've wound up running it against, but it's just another counter option. The synergy, as you state regarding the Empower Sulf build, is much more appropriate for Rag's kit and sustain.
It's also so, so very nice to watch 3+ targets with a DoT for 9% of their HP, while getting nearly 1/3 HP heal in cluster fights.
Mike! How are you? Good to see you again. I'm flattered you came all the way over to another website to talk **** you can't back up! Still plat trash? I thought so. Keep in touch! xoxo
Maybe I am playing the Hammer Build wrong, but I see my best results while playing the Meteor Build. Maybe this is a hidden grace of Ragnaros, two very different play-styles that work for different players.
I feel like (while not as drastically) he sits in a similar boat to Varian. You can build him so many different ways, people are bound to find success, you know what I mean? Personally, I'm a very aggressive, very "seize the opportunity" assassin player, so an aggressive build like the Q build works wonders for me.
I know people on the other hand like a long-time duo friend of mine who plays a much more "watch and wait, strike when ready", and I can agree that something like W build would benefit ranged poke exponentially. All I know is that when I put it the grindstone, I was let down by my lack of melee followup because I felt all my eggs were in a single basket.
I know exactly what you mean and I completely agree. I am usually more cautious and try to find ways to get an advantage so that is probably why I find more success in the Meteor Build.
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That said, I figured I'd state my reasoning to run the Meteor-based build.
Now, while I completely agree that the Q-based build is, generally, the strongest available against comps you're able to consistently connect with, the Meteor build is strong for maintaining consistent damage on targets you can't hold melee on, as well as keeping persistent damage and pressure on enemy disengages. More specifically, with the 1/4 talents, you've got much better kill potential and ranged poke against mages that otherwise would bully you out of lanes, as well as greatly reduce burst damage intake (I've found this to be most valuable against Chromie).
The 7 talent to buff Meteor's damage with each target struck is kind of questionable, imo, since the distance it can cover even with the level 1 quest finished just doesn't cut it without chokes. The others have solid places in reaching the goal that this build can provide, by giving you consistent pressure on enemies you can't easily engage on.
Again, I completely agree that, when you're not fighting a majority poke team, Q build's the best there is. I'm just giving some opinion on taking the Meteor build, coming from the perspective of a high Plat/low Diamond player.
I totally agree with your application of W build; my "salt" per se comes more from people assuming it as the inherent build.
Rag suffers terribly from good ranged-kite heroes, and the W build is a good way of managing that. I do believe that in the potent melee meta, Q build outperforms perhaps in more currently common situations, but like you said - more slippery targets and hard counters to Rag like Chromie, Lunara, Valla, and so on are vulnerable to the W build.
It's also so, so very nice to watch 3+ targets with a DoT for 9% of their HP, while getting nearly 1/3 HP heal in cluster fights.
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Mike! How are you? Good to see you again. I'm flattered you came all the way over to another website to talk **** you can't back up! Still plat trash? I thought so. Keep in touch! xoxo
I know people on the other hand like a long-time duo friend of mine who plays a much more "watch and wait, strike when ready", and I can agree that something like W build would benefit ranged poke exponentially. All I know is that when I put it the grindstone, I was let down by my lack of melee followup because I felt all my eggs were in a single basket.