About this guide Top
Hi everyone!
My name is GFRay and i've been playing HotS for some time now. I mostly play assassins, but my first support that i played was the Mighty
Tassadar and he became my favorite hero immidiately. He was also the first hero i got to lvl 10.
What i really like about Tassadar is that he's very diverse in his abilities and in his gameplay. Throughout playing the games i've come up with 2 generic builds (DPS and Heal) and 2 specific build (Stealth and Haunted Mines) which i think are good.
Please note that these are my personal preferences and by no means the "best builds" for
Tassadar.
Full DPS Tass Top
This is my to-go build when i have a "real" healer in my team, so that i can diss out the damage to the enemies.
I must admit that I used the build from Crs Grim as a starting point, but made a minor adjustment at talent lvl 4. If you want to read about his build:
http://www.heroesfire.com/hots/guide/team-curse-crs-grim-tassadar-dps-guide-49
Some thoughts about this build:
At lvl 1 I don't pick
Conjurer's Pursuit, but
Overload because i think the increased area of the
Psionic Storm will be really good in the late game. It also synergizes with the talents picked at lvl 7 and 16. Also you won't have mana problems in the late game. If you really ability aggressive in the early game, then pick up
Conjurer's Pursuit for more mana regen.
At lvl 4 the usual pick is
Healing Ward but since this is a DPS build and the latest nerf on the Kael Thas patch for
Healing Ward, i've been experimenting with
Promote. This is really good when you are on maps like Cursed Hollow, Sky Temple, Garden of Terror or Tomb of the Spider Queen. Make sure you get mercenary camps before a tribute, temple, terror or spiders spawn and promote them so they can do more damage. The enemy team will be focused on objectives so your mercs can really lay on the siege damage.
Full Healer Tass Top
This is a build I don't use much, because I'll get paired with another support quite often. When i'm the only support on the team and the enemy team has a lot of damage, i go for this build.
Some thoughts about this build:
At lvl 4 I go for
Healing Ward because it will benefit the entire team. Even though the nerf that came with the Kael Thas patch, it still is really good when you can place it properly.
Another talent you can pick here is
Leeching Plasma when your team is running a
Illidan/
Abathur combo. This means you will focus everything on
Illidan and the extra healing from
Leeching Plasma can be really awesome. It won't happen much though, because a true
Illidan focused team has a
Rehgar or
Brightwing instead of a
Tassadar.
At lvl 10 I pick
Force Wall because of it's utilty. It can be an amazing tool to block the enemy team when your entire team is retreating and being chased. The other way around you can use it to block off narrow corridors to secure a kill on a fleeing enemy.
Counter Stealth Tass Top
This is a build i use a lot when it's free-to-play
Nova and/or
Zeratul week. I came up with it during a game at the Spider map where I was literally hunted all the time by a
Nova and a
Zeratul. It is the DPS build with two different talent picks at lvl 4 and 13.
Some thoughts about this build:
At lvl 4 I pick Mental Acuity. The reason is simple: your
Oracle is on a 30 second CD and this talent cuts that in half! To be able to reveal an enemy
Nova and/or
Zeratul more often will win you teamfights and games.
At lvl 13 I pick
Spell Shield. Again the reasoning is simple: when you reach lvl 13 in the game the enemy
Nova and/or
Zeratul will have caught up with the fact that you are actively trying to reveal them, so they will probably focus you hard first. Since
Nova has the highest single target burst in the game after lvl 16 and
Zeratul will be bursting hard too if he picks
Rewind at lvl 20, you will need
Spell Shield to at least have a chance of surviving those damage bursts.
Haunted Mines Tass Top
This is a build i exclusively use on the Haunted Mines map, because of the utility it can give you. When played correctly you can reduce damage to your stuctures to a minimal.
Some thoughts about this build:
At lvl 1 I pick
Conjurer's Pursuit because it's vital you will have enough mana when the golem pushes! Since Haunted Mines doesn't last long (mostly 20 mins tops!), i go HAM when i see a health globe! Just get it and use your E to get out of trouble.
At lvl 4 I pick
Reinforce Structure because the shield on the structure the enemy golem is wrecking will be 100% stronger and lasts 100% longer. This will save you towers and forts!!
At lvl 7 I pick
Calldown: MULE to repair structures after the golem is killed. The MULE works for 40 seconds and repairs any structures that are damaged within it's vicinity. I've had games in which the MULE repaired all of the damage the enemy golem did, so you've basicly cancelled it out.
At lvl 20 you can go with the
Twilight Archon if you need the extra damage, but I mostly choose
Rewind to have an extra shield for another structure or teammate. Can also be used to have two Dimensional Shift's in a row to escape.
Final word Top
I hope you have enjoyed reading this guide to
Tassadar!!
Feel free to comment and give me feedback about it!
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