Versions & Edits Top
Version 2.0 -
You'd think the new patch destroyed our hopes and dreams for combat medic Uther...BUT DONT COUNT HIM OUT, AS HE IS NOW COMBAT MEDIC JESUS!!!
-Added Sylvanas to threats
-Changed Talents
-Added new strategies
Version 1.9 - The new patch has absolutely changed Uther, so give me some time to tweak the guide and see if a combat oriented Uther is still viable.
Version 1.5 - No buffs or nerfs on Uther really. I just added some quick tips in the threats on how to deal with every hero in the game.
Version 1.6 - Added a new section with an explanation on your mindset and how often to use stuns/hammers.
HEY! Thanks for dropping by and checking out this guide. My name is MusicJazz, and I'm an avid MOBA player. I've played League of Legends, SMITE, and DOTA 2 since Beta and Heroes since Alpha. I can't say I have any pro team experience since I don't have friends that are at that level, but I can say that I don't suck. If that is enough for credentials, then onto the guide.
Combat Medic Uther Top
Uther is a boss. He's a great healer and the only true combat medic. With the right talents, Uther can be more than just another healer. Your goal as Combat Medic Uther (CMU for short) is to be a
MAN and fight in the front lines.
"But MusicJazz, Uther is a healer. He should stay in the back, heal, and dish out CC when he can"
NO!
This is a manly guide for manly men (and manly women)! If you want to make this a viable build, your view on medics has to change with Uther. You'll BE in the front lines. You'll BE dishing out damage. And most importantly, you'll still BE a healer. If all that sounds good to you, onto the Pro's and Con's:
Pro's
-Manly as hell. Look at that beard. Amplify this with Lumberjack Uther skin.
-Great CC
-Great Healing potential
-Has a great passive
-Great damage
-Great sustain and health
Con's
-None
-JK
-No escapes or mobility
-Easy to kite
-Is team dependent
Skills Top
Ultimate Skills Top
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Make an allied Hero Invulnerable and increase their Movement Speed by 20% for 3 seconds.
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Deal 75 damage and stun nearby enemies for 1.5 seconds.
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Skills Explained Top
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This passive is quite alright. Basically when you die, you are able to use Flash of Light which is basically like a heal loaded up onto a machine gun and set on auto-fire. You'll be healing loads when you die, but this also allows you to have a second coming - AKA BECOME JESUS! (see SWEET *** TALENTS)
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Amazing heal. Not only does it heal a lot for single target, but it also does a lot of damage too! (see SWEET *** TALENTS section)
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Fantastic ability. Not only can you hurt enemies, but you can also heal allies as well. You get double benefits for your destructive goals! This wont be our main skill though... our main skill is..!!!
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DO YOU HEAR THAT? That's the sound of JUSTICE slamming straight into your enemies SKULL! Aint it sweet? This baby is the main focus of this build. To be in the front lines as a combat medic means to deal damage and help allies. What better way to help allies than by dealing damage with a hammer and STUNNING the enemy for a second? "But MusicJazz, it's just a secon-"
NO
That second is enough to save a friendly hero! That second is enough for your Zagara to cast Devouring Maw. That second is your life! Cherish it, use it, be it.
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It's pretty cool I guess. It allows you to make a friendly (and yourself with a talent) invulnerable (AKA God) and increase your movement speed. This is good and all, but for the first phases of the game, it only helps one hero. YOU WANT TO HELP THE WHOLE TEAM! THIS IS A TEAM GAME, DAMN IT! YOU NEED SOMETHING BETTER AND MORE REASONS TO KEEP SPEWING MY BIASED VIEWS!
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SWEET BABY JESUS! Now THAT is a good skill. It deals DAMAGE. It stuns ANYTHING AROUND YOU. It STUNS for 1.5!!!!! seconds. I WILL not emphasize the extra .5 ...you all know my stance on the single second from Hammer of Justice.
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SWEET ASS TALENTS Top
Fist of Justice - LEVEL 1 - NO MORE 40% DAMAGE ON HAMMER ;_; ...BUT! WE GET TO KEEP OUR CONSISTENT HAMMERS EARLY! Every time you attack will lower Hammer of Justice's cool down, SO GET WHACKING! There's no reason to sit around and wait for it to cool down. MAKE IT COOL DOWN AND SLAP SOME FIENDS!
Hammer of the Lightbringer - LEVEL 4 - To play Combat Medic Uther as of the current patch, you'll need this baby. Every time you hit someone/something you get some mana back. Tag this along with Fist of Justice and you're practically given absolutely no reason to go in and go HAM.
Burden of Guilt - LEVEL 7 - Your hammer not only STUNS, but it also SLOWS! It's an added 2 seconds of CC. HOLY LORD NOTHING should be escaping you with this. NOTHING!
Divine Storm - LEVEL 10 - MUST I REPEAT MYSELF?
Holy Shock - LEVEL 13 - Aw yeah! We get this baby earlier in levels as of this patch! This basically uses the healing amount from your Q, halves it, and makes it into damage. It also reduces the cool down if you use it on enemies. IT'S DEVASTATING! Be careful though, you want to gague your mana use as you're going crazy with this. You DO NOT want to be out of mana in a team fight, and you DO NOT want to be without a heal when your ream mates need it the most. Use it when your opponents don't stand a chance, WHICH SHOULD BE ALWAYS, DAMN IT!!!
Benediction - LEVEL 16 - SWEET MOTHER OF GOD! Activate this to reduce the mana cost of abilities and the cool down by 10 seconds! That's literally a perfect opportunity for a chain stun with Hammer of Justice, or 2 heals with your Q. The opportunities are absolutely endless! USE IT! It's on a low CD and you can prime it up before hopping into battle. It's effect wont wear off until you use an ability, but the cool down wont start ticking till you use the ability.
Redemption - LEVEL 20 - Redemption quite literally transforms you into Jesus. You do holy favors, die, heal while dead, and then come back from the dead where your spirit was. Sound familiar? Yes. You're Jesus. You practically become unkillable at this point (despite dying the fact that you'll have to die to use this), so whenever you get targeted, you'll be just fine. We take this over Divine Hurricane since despite its range nerf, you should still have no problem getting in there and at least stunning a few people.
Short Summary on How to Play CMU Top
To keep this short of a TL;DR situation, here's the summary:
Early game you're weak. Your heals are strong, but your damage capabilities are limited. Stay with your laning partner/minions and absorb that exp. You are capable of going aggressive as long as you have a friendly that'll assist. That's where Hammer of Justice comes in. Stun and poke. The mana cost and cooldown is so low that you may as well abuse it as much as you can.
Mid to late game you just become something to be reckoned with. You'll be disrupting enemies left and right, healing allies with W and Q and initiating with Hammer of Justice and Divine Storm. You'll be able to 1 v 1 almost every assassin and every specialist. The only exceptions I see are possibly Zeratul and Gazlowe at level 20 since both are capable of out DPSing you with burst. Otherwise, you'll be able to stun lock with Benediction, and damage and heal yourself to victory in any 1 v 1 situation if it comes to it. You'll just be a huge pain in the *** in any other situation.
MIND SET! + Hammers + JESUS Top
What mind set should you have with CMU? In my opinion, you should be the complete opposite of conservative. You should be going absolutely nuts. However, there is a catch. Yes this build focuses on hammer usage and damage, and yes I say to go in all the time. This mind set only works if you're smart with managing the resources you are given to you and have a deep understanding of how much mana you have, how much mana skills cost, as well as making those decisions on weather to heal allies or damage the enemies in those crazy team fights. When you feel like you've mastered those aspects, everything should be clear to you. But some pointers to those finding the enlightenment of manliness:
-Use Hammers WHENEVER you have a chance to do serious damage to an enemy. Early game that'll be when you have a team mate to bring the pain. Middle to late game, that'll be always.
-Your Hammer is your lowest mana cost AND your lowest cool down. USE IT TO ENGAGE. ALWAYS.
-Don't forget about Benediction! It's ability to let you stun lock an enemy is absolutely KEY! I've done crazy things like land 2 hammers and then a divine storm to kill high priority targets. It's an absolute must to make sure you use it in any fight! NO EXCUSE!
-Your W should be the only thing to be used carefully. It is a great asset in team fights and should be used to do a mixed bag of damage dealing and healing at the same time. Positioning is key.
-Be aware of your mana. If you go in with full mana, GO ABSOLUTELY CRAZY! Once you start dropping below 1/3, start acting more conservative, especially if you feel like a team fight is dragging on.
-Divine Storm. Try to use it on 2 people at minimum. This is mid game. If the game drags on into late game because both teams are real good, DO NOT be afraid to use Divine Storm on a single person. The punishment of the enemy team losing one character for a whole 50+ seconds is much more than losing the benefit of stunning multiple people. The skill is also on practically a 60 second cool down. It'll be up by every team fight, so being conservative with it isn't an option.
-If you die, HEAL ALLIES OR MINIONS! Don't just stand there cold fish! You're still useful, and once you hit 20, you'll come back from the dead to be back in action ready to kick some ***!!
Important Heroes You Should Be Stunning! Top
Here I'll mention who you should be stunning FIRST as they are high priority targets:
Valla - Always interrupt this chick. I don't remember if her ult can be interrupted, but at least stop her movement.
E.T.C. - This guy will stun your entire team. If he manages to not stun you while ult him, HAMMER HIM! It'll interrupt him.
Nazeebo - His ravenous spirit is crazy. Its really good in team fights and deals LOADS of damage. Get to him and stun him, before it's too late...even if it means death. Remember, you're never truly dead ;)
lili - if she's using her 1000 jugs ult, stun her out of it. It heals for a lot, and in a team fight, she desperately needs it to keep up with you.
Stitches - only stun him if he's trying to swallow up and take away an ally. The shorter distance he can travel, the better
Sylvanas - she is crazy mobile, and amazingly good in good hands. Put her out of her miserable curse!
Tychus - STUN TO KILL
Jaina - STUN TO KILL
Closing Remarks Top
If you've stuck around this far, you're a boss. Play this build for fun, tell me what you think, add some comments down below, and give me some feedback. This is my first ever guide for anything ever, so hopefully it was as entertaining to read as it was to write. Add me in game if you want to play ( MusicJazz ). If you like this guide, feel free to vote on it so others can bask in its glory. If this does well enough, I'll consider doing another unusual guide for other characters as well.
THANKS!
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