WHO IS THIS GUY? Top
Waddup. I'm SHIFT, and I like pickles.
I will be putting together a couple of very quick guides with some build ideas and rationale for discussion. These are mostly a resource for my viewers on Twitch who ask about builds and want to kind of get in my mind while I'm playing heroes. I will reference my pre-set builds in the talents and abilities section, these initial builds are not to be taken literally or followed 100% of the time for every single game. Please read the rest of my rationale as I give it below.
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BRIEF OVERVIEW AND PLAYSTYLE Top
Raynor is a ranged assassin that specializes in putting out damage from the backline. Always be sure to keep a big body in front of you in team engagements, and be sure to be mindful of any bad situations you may find yourself in while chasing or pursuing a smaller fight (2v2 or such) as Raynor's escape ability is NOT very high. While escaping be sure to make good use of blind spots while your
Adrenaline Rush is about to pop, as well as utilizing your
Penetrating Round to push enemies out of their line of sight of you.
Your goal in fights is to get out as much Auto Attack damage as possible while either initiating or finishing off specific heroes with your burst. Be sure to always use
Inspire before engaging a single target as that will greatly increase your advantage in more intimate and personal 1v1 situations.
Penetrating Round should be used to either help kite backwards, or to finish off escaping heroes that are out of your range.
TALENTS AND ABILITIES Top
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(Q) Penetrating Round
Your burst, push back, and kiting all in one skill. A linear skill shot that does burst damage and knocks back enemies. Great for finishing off escaping enemies out of your auto attack range, or for pushing back that pesky face diver giving you some separation to escape or re-engage from a more friendly distance. | |
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(W) Inspire
With the proper upgrades this ability can be a huge factor in team fights as there are both buffs for your teammates and debuffs to the enemy team. Not my personal preference when it comes to my playstyle, I typically look at this ability for what it does for Raynor himself. Gains a considerable buff for both damage and attack speed, this ability is key for your takedown ability. Make sure to pop it right as you are trying to get out the most Auto Attack damage possible! | |
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(E) Adrenaline Rush
This is the ultimate saving grace of Raynor, and what makes him listed as a "easy" hero in the game in my opinion. Automatically activates when you drop below 30% of your health, it is key to make sure that you step away from the burst heavy enemies right before this pops so that it helps you stay alive to its fullest potential. If you find yourself dying a lot, even with this ability, be sure to pick up some talents like
Give Me More! against super burst heavy teams. | |
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(Trait) Lead From The Front
Not to be taken literally, you should never be leading from the front. Ever. However, most new Raynor player forget that this essentially RESETS all of your COOLDOWNS! Allowing you to put out more burst and damage instantly! | |
Seasoned Marksman - Is my normal go-to ability Level 1. On very rare occasions will I take anything else as I normally find myself playing to be the primary DPS player on my team and this is the best ability to get the most damage.
Advanced Optics - Is my normal go-to ability Level 4 just due to the fact that you will instantly out range every other assassin in the game and it can be extremely utilized in harassing enemies in lane. It also is great to give you that extra separation in team fights and it allows you to kite extremely well when paired up with a well timed
Inspire.
ALTERNATIVES
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Quick Fingers - This is surprisingly a very undervalued trait, and one that I've learned can be extremely valuable when paired up with Raynor's Raiders. This is a completely viable option if you want to get a bit more in the face of the enemy and you find your team getting into a lot of team fight situations. On maps like
Cursed Hollow,
Sky Temple,
Blackheart's Bay, and
Dragon Shire where objectives rely mostly on team fights, having the ability to have Raynor's Raiders up almost immediately is huge for prolonged fights. See my "In Your Face" Build. |
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Focused Attack - I really find no value in this ability seeing as you want more consistent auto attack value. If you are planning on using this for the damage, it is not as worthwhile as
Advanced Optics. |
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Vampiric Assault - Going along with the rationale for
Focused Attack, it just isn't as worthwhile as the extra range. Your team comp should have a healer in it, and usually they will be laning with you, so having
Vampiric Assault is essentially useless. Especially with you already having the talent of
Adrenaline Rush, it's just an overkill of heal. | |
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Searing Attacks - This is where you get a LARGE percentage of your damage. 50% extra damage on your auto attacks? Paired with a well timed
Inspire? Yes please. MAKE SURE TO ACTIVATE
Inspire BEFORE GOING HAM-BONE WITH THIS TALENT TO MAXIMIZE DAMAGE DONE!
Both of these Heroic Abilites are viable options, it really just comes down to what you are feeling and what your team needs more of.
Hyperion allows for great zoning and really discourages enemies from grouping up. It flows really well with capture based maps like
Cursed Hollow and
Sky Temple. I would definitely suggest
Hyperion if you find yourself pushing a lot or if your team has a lot of single target focus as it is. Nothing wrong with making sure there is a good source of AOE damage in fights!
Raynor's Raiders is great for a number of things, the first being the obvious single target focus which can be extremely frustrating to play against. Raider's also give a bit of a vision bonus too and can be useful when chasing down enemies through brush or around walls. Be mindful though! These banshees can be focused and killed! Make sure to not overextend with these bad boys as it can be a terrible trap.
Giant Killer - This coupled with
Searing Attacks and
Inspire makes for a devastating combo against any warrior or beefy enemy hero. Granted, this bonus does apply against every hero, but the % exponentially makes it difficult for warriors and healers to stay in the fights for long.
This level really is a toss up and depends a lot on what your team does or does not have a lot of.
Bullseye - Is my typical choice simply because of the extra burst damage and the extra little stun when you are chasing down a close kill in a team fight. Not to mention that it can be used as an interruption on a number of channeled ults.
ALTERNATIVES
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Berserk - Love the extra attack and movement speed after Inspire has worn off. This is great as a follow-up in team fights or chasing down that last kill on a hero that may have
Sprint |
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Executioner - See, this ability is GREAT when you have a team that has a lot of CC, but rather pointless if you can't capitalize on stuns or slows that people generate. This really comes down to how skilled of a player you are and how well you synergize with your team. I usually will find myself taking this when I have a
Tyrael,
Arthas, or
Uther that I can coordinate with on comms. Massive damage can be done with this ability, definitely not something to overlook. |
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Cluster Round - Really only good for a couple of situations, like lane pushing, or when coupled with a cluster ult like
Devouring Maw from
Zagara, Grav-o-Bomb from
Gazlowe or Void Prism from
Zeratul. Overall, there are better options in my opinion, but it's not a terrible ability. | |
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This level really is a toss up and depends a lot on what you are feeling based on how team fights are going.
Battle Hyperion (Deprecated) /
Dusk Wings - The follow-up for each Heroic Ability, both have tons of utility in them.
Battle Hyperion (Deprecated) can absolutely WRECK structures and I would recommend it if your team is having a hard time closing fights around Keeps or the enemy Core.
Dusk Wings is great as it is essentially just constant damage from both banshees with the extra missile per shot. Especially if you are taking
Quick Fingers I strongly recommend it.
Fury of the Storm /
Bolt of the Storm - If you don't want the super charged ults, you are picking between these two; and 9/10 times you should be picking
Bolt of the Storm with a hero like
Raynor who has no true escape before this option. However, if you find yourself getting good opportunities to put in auto attack damage with
Inspire,
Searing Attacks, and
Berserk,
Fury of the Storm can help bolster the damage you are putting out shot by shot. I would only recommend it though if you are feeling VERY COMFORTABLE with your support heals and team CC. Getting killed this late in the game isn't worth the possible extra damage more often than not.
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