great build and great guide but only one question. why not bullet spray instead of leeching rounds? it's not rly that effective and with bullet spray you can even use it on minions during fight to get benefit of health pack trait. Also great push to carry pugs.
Can you add some more reasoning for not choosing other talents?
For instance: the lvl 4 talent might not be neccessary if you have a Reghar on your team who will refill your health pool with his Healing Wave.
Hi,
First thanks for the time to write this guide. :)
I started playing Tracer recently (currently level 9), and she is quickly becoming one of my favorite heroes. I agree with many of your talent choices being a must - Slipstream at level 1, Spatial Echo at level 7. Both level 13 talents - Leeching Rounds for big maps/no healer comps and Bullet Spray when lots of wave - clear is needed, have their place.
However I feel like the builds you have shown are kind of noob-friendly. That is great in my opinion, because they let people, get familiar with the hero, when they start playing. Yet with experimentation and some skill, I get way better results using Untouchable at level 7 and Locked and Loaded at level 16. It takes just a little extra effort, but adds +30% and +40% to your damage. So at level 16 instead of 51 damage per attack, you do 92 damage per attack. Or that is 485 DPS with Sleight of Hand, compared to 736 DPS whit Untouchable and Locked and Loaded. At level 20 that is 861 DPS instead of 568 DPS. I have played a number of mirror matches with those talents, against builds similar to yours, and every time I just melt the other Tracer, before she can take 1/3 of my health. Also I was able to hold my own and trade with heroes such as Sylvanas, Valla, Raynor.
I find Is That a Health Pack?! talent useful in some situations. Big maps with long fights, while we have no healer in the team. Or an enemy composition with lots of ranged busts damage-dealers and CC. But realistically with her health pool Tracer gets full health from 1 or max 2 healer spells. And if you have no healer in the team, you are better off just going to base or sipping the fountain, because couple of extra globe heals, will do nothing to keep you alive.
Sleight of Hand is also nice, but kind of unnecessary. The way to maximize your damage with Tracer, is to empty your entire magazine on someone, and in the time it takes to reload, you Blink close and use your Melee, at this point you have finished reloading and can continue shooting. This play-flow lets you do continuous damage using the reload time to sneak in your Melee attack. If you use Melee at the middle of a magazine, you will stop shooting for a second, so its like you are reloading, while you are not. Before level 16 that technique gives you nice continues damage, and will increase your damage significantly over time. So anyone playing Tracer will do better, if they learn it. Sleight of Hand shortens the reload, so using Melee between magazines, is no longer relevant, and the reload too, but if you practice the play-flow you won't notice any significant increase in damage after you take Sleight of Hand. Locked and Loaded gives much more burst, so you just melt any target. And with Tracer's health pool you want to do damage fast and get out, not do damage over long period of time, exposing yourself to the enemy.
Speaking of Tracer's play-flow. If you take Get Stuffed! at level 20, it's still hard to get full potential out of the cool-down reduction to Melee, without loosing DPS. Still the combination with Bullet Spray at level 16, gives you much needed extra wave-clear, and I strongly recommend it on Tomb of the Spider Queen, but most of the time Total Recall is just so much better. And if you take Bullet Spray it's worth considering Pulse Strike at level 1. Versus multiple melee heroes, or just teams that tend to clump together, you can recharge Pulse Bomb with Melee and some AAs. Hitting multiple heroes dose not stack, but its much easier to land it, whit the increase to range.
As for the heroic upgrades at level 10 - to each their own. They all have merits. I often find myself holding on to a Pulse Bomb, because I just didn't need it in fights. I treat the heroic similarly to Nova's Precision Strike, and so I prefer the extended range and slow of Sticky Bomb, just to disrupt the entire enemy team, which is something Tracer struggles with.
Anyway those are just some thought that come to mind, and I wanted to share. In fact you inspired me to write a guide on Tracer myself. :) Again thanks for taking the time to write the guide. Good job.
I would like to point out something that I have noticed with Tracer's talents for when you do your breakdown. Her Ricochet talent at lvl 13 will reveal Stealth characters quite reliably (Prioritizes Heroes even when stealthed in range). Very useful since she has no real skillshots other than her Heroic to be able to reveal them. My friend was on Nova and found this out the hard way. May help with your issues with Zeratul some.
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For instance: the lvl 4 talent might not be neccessary if you have a Reghar on your team who will refill your health pool with his Healing Wave.
First thanks for the time to write this guide. :)
I started playing Tracer recently (currently level 9), and she is quickly becoming one of my favorite heroes. I agree with many of your talent choices being a must - Slipstream at level 1, Spatial Echo at level 7. Both level 13 talents - Leeching Rounds for big maps/no healer comps and Bullet Spray when lots of wave - clear is needed, have their place.
However I feel like the builds you have shown are kind of noob-friendly. That is great in my opinion, because they let people, get familiar with the hero, when they start playing. Yet with experimentation and some skill, I get way better results using Untouchable at level 7 and Locked and Loaded at level 16. It takes just a little extra effort, but adds +30% and +40% to your damage. So at level 16 instead of 51 damage per attack, you do 92 damage per attack. Or that is 485 DPS with Sleight of Hand, compared to 736 DPS whit Untouchable and Locked and Loaded. At level 20 that is 861 DPS instead of 568 DPS. I have played a number of mirror matches with those talents, against builds similar to yours, and every time I just melt the other Tracer, before she can take 1/3 of my health. Also I was able to hold my own and trade with heroes such as Sylvanas, Valla, Raynor.
I find Is That a Health Pack?! talent useful in some situations. Big maps with long fights, while we have no healer in the team. Or an enemy composition with lots of ranged busts damage-dealers and CC. But realistically with her health pool Tracer gets full health from 1 or max 2 healer spells. And if you have no healer in the team, you are better off just going to base or sipping the fountain, because couple of extra globe heals, will do nothing to keep you alive.
Sleight of Hand is also nice, but kind of unnecessary. The way to maximize your damage with Tracer, is to empty your entire magazine on someone, and in the time it takes to reload, you Blink close and use your Melee, at this point you have finished reloading and can continue shooting. This play-flow lets you do continuous damage using the reload time to sneak in your Melee attack. If you use Melee at the middle of a magazine, you will stop shooting for a second, so its like you are reloading, while you are not. Before level 16 that technique gives you nice continues damage, and will increase your damage significantly over time. So anyone playing Tracer will do better, if they learn it. Sleight of Hand shortens the reload, so using Melee between magazines, is no longer relevant, and the reload too, but if you practice the play-flow you won't notice any significant increase in damage after you take Sleight of Hand. Locked and Loaded gives much more burst, so you just melt any target. And with Tracer's health pool you want to do damage fast and get out, not do damage over long period of time, exposing yourself to the enemy.
Speaking of Tracer's play-flow. If you take Get Stuffed! at level 20, it's still hard to get full potential out of the cool-down reduction to Melee, without loosing DPS. Still the combination with Bullet Spray at level 16, gives you much needed extra wave-clear, and I strongly recommend it on Tomb of the Spider Queen, but most of the time Total Recall is just so much better. And if you take Bullet Spray it's worth considering Pulse Strike at level 1. Versus multiple melee heroes, or just teams that tend to clump together, you can recharge Pulse Bomb with Melee and some AAs. Hitting multiple heroes dose not stack, but its much easier to land it, whit the increase to range.
As for the heroic upgrades at level 10 - to each their own. They all have merits. I often find myself holding on to a Pulse Bomb, because I just didn't need it in fights. I treat the heroic similarly to Nova's Precision Strike, and so I prefer the extended range and slow of Sticky Bomb, just to disrupt the entire enemy team, which is something Tracer struggles with.
Anyway those are just some thought that come to mind, and I wanted to share. In fact you inspired me to write a guide on Tracer myself. :) Again thanks for taking the time to write the guide. Good job.
See you in the Nexus :)