Each build has a specific playstyle, with the Hard builds relying more on situations and timing than the others to succeed. The easy builds are more reliable in more situations while the Hard builds offer some situational benefits in a few instances if timed properly.
Devotee offers the best out of combat healing, and can be spammed quite a bit in later levels to abuse stacks for extra healing in a more traditional support role, throwing out attacks as they become available without too much risk or thought. Going this route for a number of games is a good way to learn about the stacking costs of mana and keeping zeal on multiple heroes at once.
Crusader adds further out of combat healing and in later levels allows for a safer way of gathering zeal in a short amount of time, but has the longest cooldowns for sustained healing. It can also be interrupted, leaving talent choice benefits to go unused. The slow is there though, so if you can maintain use of Inquisition, then you can help peel and secure kills. The additional root when combined with Searing Lash is a noticeable impact as well.
Fanatic offers the best sustained healing, but only if you can land hits. This is far more reliant on heroes to target in the first place, so must be chosen for maps that involve heavy team fighting or a more stationary, slower or larger hero like Sgt Hammer, Azmodan or Stitches. Otherwise you will require multiple hero targets to take advantage of the talents effectively.
Hard builds are for after using the easy builds. Their impact is not always going to be of benefit and must be chosen carefully and situationally by players who have experienced the three builds of Whitemane already. Each of the Hard builds offers less automatic self-healing as well for more utility or zeal damage.
Feel free to add your thoughts. I usually don't play support too much. Not that Whitemane is of that mold since she does Assassin damage. Any tips are welcome and thoughts on comparing her to other healers' stats. So far it looks like she can match them while still matching assassins. Should probably expect that nerfed like every other new hero aside from Azmodan (who got buffed) gets a week or so after release. :p
At level 1, Martyrdom gains 30% standard while in OR out of combat and Pity the Frail is ONLY useable in combat with heroes, and only for 25% of the damage dealt, which means it can be shielded, interrupted, reduced, slowed, etc. Clemency is linked to level 16/20's must pick benefits to be worth it for other talent choices but does offer more out of combat healing. And Righteous Flame is for heavier Searing Lash based Zeal damage. So choose level one for the situation that your playstyle finds you most in.
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For level 4, Unwavering Faith is definitely more reliable. It's the reason going Desperate Plea build feels so strong. You can just keep using it, keep it on your teammates longer for zeal, and use it more for burst healing for the stacks talent bonuses.
High Inquisitor feels like it's for when you run out of mana after burst healing.
Indulgence is just a nice reliable way to regain or maintain mana every 5 seconds, either once or twice in small or large numbers. But, it relies on Hero targets where Unwavering Faith does not. So if you can stay in the fight through ranged poke, then it should keep mana up just fine. But if your team likes to dive against a more mobile team then grabbing this will end badly.
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Level 7 you choose between maintained self-Zeal, burst damage for more Team-Zeal, and a 1 second cleanse. That last once doesn't really match with the theme. But all of them are good. First one keeps you alive more and lets you focus on healing teammates more, while second increases your healing and damage for a short amount of time with a risk to self, and the third has a clear but very short purpose of possibly saving a teammate in certain situations.
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Level 10 has two very easy to understand talents. One is team defense that just reacts to bad situations, while another is team offense that requires a little more pre-setup and better coordination by teammates.
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Level 13 will typically lean to Harsh Discipline unless going for a Desperate Plea build which can use Self-Righteous for more self-heals or go Guiding Light for additional team mobility. Combines with Intercession to break control and then get them out of there with follow up of Guiding Light.
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Level 16, basically enhances your level 1 talent choices and to choose otherwise is just harmful to your playstyle.
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Level 20, has a Clemency talent auto pick, then two heroic enhancers, and a final single target burst damage team focus fire talent.
All of the level 20s are very clear on what they should be used for which situation.
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