Your level 7 talent choice shows searing attacks not overdrive, yet on the text you say overdrive, which is definitely the right talent. Searing arrows is nice earlier on, but overdrive dominates the endgame in my experience.
Also I strongly recommend experimenting with lead from the front instead of increased range. I find it tremendously useful. The reason is that every kill effectively resets activated rush. It completely changes the way you use activated rush. You can now pop it immediately after popping inspire/stun/banshes and reuse it 10s later. Even in a 5v5 death ball match no one is going to burst you down to low health through your first activated rush in 10s and by then someone on the other team will have died and you can heal again.
As an added bonus Banshes expire with a 77s left on CD and with each kill taking off 20s, 3 kills means they can be resummoned again 17seconds later. 4 kills means they can be resummoned instantly.
Basically this talent does practically nothing until you get activated rush and your ultimate, but when you do it really shines, since it literally doubles banshee and activated rush uptime. This talent effectively means you will never lack a heal and you will have banshees practically on demand, which in term helps you get more kills and die less. The tradeoff is that you have a talent that does nothing until essentially level 13. However this talent totally makes Raynor a killing machine.
This ties in nicely with the end game, which is dominated by large scale team fights, where 20% range does almost nothing but the cooldown reduction is at its most powerful.
I would say range and searing are the exact opposite of overdrive and quick fingers. They are strong early game talents that work best on 1v1 or 2v2, while overdrive and quick fingers are extremely powerful later on and shine the most on larger scale teamfights.
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Also I strongly recommend experimenting with lead from the front instead of increased range. I find it tremendously useful. The reason is that every kill effectively resets activated rush. It completely changes the way you use activated rush. You can now pop it immediately after popping inspire/stun/banshes and reuse it 10s later. Even in a 5v5 death ball match no one is going to burst you down to low health through your first activated rush in 10s and by then someone on the other team will have died and you can heal again.
As an added bonus Banshes expire with a 77s left on CD and with each kill taking off 20s, 3 kills means they can be resummoned again 17seconds later. 4 kills means they can be resummoned instantly.
Basically this talent does practically nothing until you get activated rush and your ultimate, but when you do it really shines, since it literally doubles banshee and activated rush uptime. This talent effectively means you will never lack a heal and you will have banshees practically on demand, which in term helps you get more kills and die less. The tradeoff is that you have a talent that does nothing until essentially level 13. However this talent totally makes Raynor a killing machine.
This ties in nicely with the end game, which is dominated by large scale team fights, where 20% range does almost nothing but the cooldown reduction is at its most powerful.
I would say range and searing are the exact opposite of overdrive and quick fingers. They are strong early game talents that work best on 1v1 or 2v2, while overdrive and quick fingers are extremely powerful later on and shine the most on larger scale teamfights.