Tyrael - Standard and Damage build by IngEyn

Tyrael - Standard and Damage build

By: IngEyn
Last Updated: Jul 7, 2016
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Tsunamiatunzen1 | July 23, 2016 2:40am
This might seem like a guide in of itself so I'm sorry if I steal some of your thunder. I'm just not as dedicated to making a guide myself right now lol.
First off I would like to point out the merit of the new and improved 'Even in Death' talent since I haven't seen anyone besides myself run it. I know, I know, a death talent isn't really going to be used much if you're good and health to keep you from dying is a very good idea. But bear with me here.
The recent buff to his trait's damage and the movement of Even in Death to the first level make Tyrael a psychological nightmare to take down. If you begin to retreat and the enemy manages to kill you or trap you, you can make that squishy mage pay dearly for their mistake and land your trait 90% of the time instead of hoping they make a dumb move. The 25% increase to his trait's damage often catches people by surprise and takes a nice healthy chunk off of anyone and leaves them nice and weak for your teammates to finish off if you made an unlucky/unwise dive. I personally see it as a second ultimate and a deterrant for a low health character to finish you off in otherwise hopeless situations. Do you want to purposefully die? Not really. But you can make your death a much more punishing experience for your enemy than it normally would be.
This talent goes well with a bruiser/chaser build. With his recent shield buff, he can tank rather nicely provided he takes vigorous strike.
In summary, my two bruiser builds that I would suggest you look at are:

1. (Even in Death) 25% extra damage and easy to land trait plus possibly forcing enemy to take survival talents instead of standard damage talents.

4. (Vigorous Strike) You're going to be hitting pretty fast and this gives surprisingly good mileage no matter which bruiser you go for.

7. (Searing Attacks)/(Reciprocate). Really depends on the two teams for this one. For Searing==> Your team: AA Buff? Have heroes with good wave clear? Enemy team: Few or no Block talents picked? Non-pushing/easily manageable summons? If you said yes to all of these then you'll want to use Searing if you can remember to activate it. Otherwise go with Reciprocate to tack on some extra damage. NOTE: If you activate your shield with the Reciprocate talent after you die (your skills reset during the trait) and you manage to land a Q right on top of them and then teleport on them, the damage from the shield and the trait's explosion stack. At level 20, you will deal close to 2k damage. Let's just say that even Diablo is going to be limping from that one.

10. (Judgement). Useful in almost all situations. Sanctification is still worth considering if you have a lot of melee characters brawling around you.

13. (Angelic Might)/(Burning Rage). Angelic Might if you chose Searing Attacks earlier. Think of it as a Focused Attack that you can activate. Burning rage is good for waveclear and for chasing since you don't have to stop and attack your target for it to work.

16. (Holy Ground). Land your Q on the opposite side of your opponent after casting Judgement on them to make an easy target for you and your allies to pick off. Alternatively, use it to ensure an escape by making a temporary wall. Use your imagination with this skill. (Ex.: Pushing Nazeebo inside his own zombie wall. Yes, I've done it and it was hilarious)

20. (Angel of Justice). The increased Range and 40 second CD makes this a spammable Ultimate that you can use in the combo listed at Talent 16. Single out a high priority target and let Justice fall on the poor soul who dares to challenge you.
NOTE: I realize Nexus Blades are nice and the Hardened Shields are always strong choices. However, I feel that Tyrael's Ultimate provides the hard lockdown needed to take out slippery/high priority targets.
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