A couple of things you may not be aware of. All damage and range bonus stack additively. The bonus from artillery shells makes 120% to 130%, so it increases output but about 8% not 10%.
Similary range stacks the same way. you have 190% basic range in siege mode. With maelstrom you have 210% and with graduating range you have 310%. Massively long ofc, but neither the damage nor the range talents synergise with each other. Rather they have diminishing returns. So it is best to find a golden mean.
I solo Q with this build a lot and absolutely love it.
To the other more popular guides on this site I say that they don't realize how unique Hammer is. With proper map awareness, you can setup to be a major headache for the enemy. The +range and bonus range damage is just insane. I cannot tell you how many times enemies think they can run away to just get lit up by this build.
Also the barricade is highly underrated. It knocks Illidan and warriors off of you so well, the amount of survival it provides in that manner alone is invaluable. On top of this, you can smash enemies into other walls, blocking their escape path. I can tell they are completely confused as to why they cannot continue straight because no one seems to take this talent. It's awesome.
Personally, I only use the mines to scout bushes in a lane or to cover a blind spot. I'll also throw them down when I'm running away with the thrusters to deter chasers. In general though, I tend to not use them to conserve mana. Once I have napalm, I want to fire that off every 6 seconds for sure! Once talented again, it's range is INSANE even without sieging.
Other tips:
Sieging costs mana. Don't constantly siege and un-siege. Siege once you know you can sit there for at least a few seconds.
Siege away from an objective so that your max range is barely covering where an objective or team fight's main action will take place.
Graduating range means when you are deep in a lane, you can siege up a safe distance and wait a few seconds before you can reach their fort/nexus/core. This increases your survivability like the moving siege-mode talent would but gives you much better map presence.
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Similary range stacks the same way. you have 190% basic range in siege mode. With maelstrom you have 210% and with graduating range you have 310%. Massively long ofc, but neither the damage nor the range talents synergise with each other. Rather they have diminishing returns. So it is best to find a golden mean.
To the other more popular guides on this site I say that they don't realize how unique Hammer is. With proper map awareness, you can setup to be a major headache for the enemy. The +range and bonus range damage is just insane. I cannot tell you how many times enemies think they can run away to just get lit up by this build.
Also the barricade is highly underrated. It knocks Illidan and warriors off of you so well, the amount of survival it provides in that manner alone is invaluable. On top of this, you can smash enemies into other walls, blocking their escape path. I can tell they are completely confused as to why they cannot continue straight because no one seems to take this talent. It's awesome.
Personally, I only use the mines to scout bushes in a lane or to cover a blind spot. I'll also throw them down when I'm running away with the thrusters to deter chasers. In general though, I tend to not use them to conserve mana. Once I have napalm, I want to fire that off every 6 seconds for sure! Once talented again, it's range is INSANE even without sieging.
Other tips:
Sieging costs mana. Don't constantly siege and un-siege. Siege once you know you can sit there for at least a few seconds.
Siege away from an objective so that your max range is barely covering where an objective or team fight's main action will take place.
Graduating range means when you are deep in a lane, you can siege up a safe distance and wait a few seconds before you can reach their fort/nexus/core. This increases your survivability like the moving siege-mode talent would but gives you much better map presence.