Been using him since PTR, He can Merc at Level 7 all camps at 10, but you waste poison nova. Best Specialist imo, but what do I know with 3500+ games in....
Thanks for the feedback @hadoblado. I was just testing out Raised Mages earlier. I did win the match with that talent although not to the best effect. I'll continue to play around with it. I'll add a section or just update the buddy system that will describe some combos for Xul with some other heroes.
Raised mage at level 20 currently has the highest win rate of any talent of Xul's (possibly in the game) at 71.9% (according to hotslogs). You may want to reevaluate or at least explain why it's the only talent you would never recommend. 50% slow is no joke, and it's basically a local perma slow for 15 seconds on cast and every time you get a takedown, on top of dealing out 200dmg/sec. In it's full duration it does 3000 dmg, as much as poison nova if it hits all five heroes. Not that you'll ever land it that way, but for pushing and disrupting, they can't be ignored.
I'd also like to see some combos. For example, landing bone prison means you can bone armor straight away, and save your scythe, strikes, and nova for when they're rooted. This is for maximum burst damage. It's kinda obvious, but when people look up a guide they're looking for a quick intro.
I think the buddy up section is a good idea, and of critical importance to complex and adaptable character like Xul. Worth expanding on, since success will be tied to how well you can synergise with and negate allied/enemies characters, more so than most other heroes.
1 Point i want to say: Lv 20 Talent: "Raised Mage" -> its very good against 2 melee assassins, that 50% slow does much work (at least for me so far)
and if my team has good sustain, its a good talent choise as well :)
All of the Bone Armor talents are subjective. It depends on what the enemy team comp is. I'd say Shade is better if there's strong basic attack damage dealer heroes that justifies getting Shade.
From what I got out of it Skeletal Mages is basically the same as before getting Raised Mages expect for the increase in slow and you only get more mages from a takedown. Since the mages don't move it's not likely it'd help push. At level 20 however I wouldn't worry about trying to push that much since most forts or keeps would be down by now.
From what I got out of it Skeletal Mages is basically the same as before getting Raised Mages expect for the increase in slow and you only get more mages from a takedown. Since the mages don't move it's not likely it'd help push. At level 20 however I wouldn't worry about trying to push that much since most forts or keeps would be down by now.
From what I got out of it Skeletal Mages is basically the same as before getting Raised Mages expect for the increase in slow and you only get more mages from a takedown. Since the mages don't move it's not likely it'd help push. At level 20 however I wouldn't worry about trying to push that much since most forts or keeps would be down by now.
From what I got out of it Skeletal Mages is basically the same as before getting Raised Mages expect for the increase in slow and you only get more mages from a takedown. Since the mages don't move it's not likely it'd help push. At level 20 however I wouldn't worry about trying to push that much since most forts or keeps would be down by now.
From what I got out of it. Skeletal Mages is basically the same as before taking Raised Mage but with an increase of slow and only raises more mages from takedowns which I don't think helps with pushing. Besides at about level 20 pushing is the least of your concerns.
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I'd also like to see some combos. For example, landing bone prison means you can bone armor straight away, and save your scythe, strikes, and nova for when they're rooted. This is for maximum burst damage. It's kinda obvious, but when people look up a guide they're looking for a quick intro.
I think the buddy up section is a good idea, and of critical importance to complex and adaptable character like Xul. Worth expanding on, since success will be tied to how well you can synergise with and negate allied/enemies characters, more so than most other heroes.
Expect to have to update this once he's nerfed ;)
1 Point i want to say: Lv 20 Talent: "Raised Mage" -> its very good against 2 melee assassins, that 50% slow does much work (at least for me so far)
and if my team has good sustain, its a good talent choise as well :)