10/24/2014 -- Will start going in Depth with Hero lane matchups and Teamfight positioning next time i get the chance to edit. Working on an Azmodan Guide soon. (tm)
Hey everyone; Im
Vital. Im a pro player formally apart of Wildfire and Justus Pro for heroes of the storm. Some of you may already know me and some maybe not. I hope this guide helps you to become the best Wd you can be.
Nazeebo has been a favorite hero of mine since my arrival in the Heroes of the storm Alpha and honestly he has a Wide variety of builds that can be used at a high level.
Picking your build is probably the hardest thing to do as
Nazeebo Cause each Tier ability makes the witch doctor play a considerable amount differently
Early Game Level 1-9
Tier One
Pick a lane most accessible to exp soak. This Is only needed in the case you picked
Death Ritual. Consider
If you want to invest into late game survivability.
Communicate With team to be in the lane most accessible with Merc camps with a pick of
Bribe
Blood Ritual Is best vs early game bully ganks such as
Kerrigan and
Arthas
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Probably Nazeebo's worst talent. There is no reason for Nazeebo to attack a structure when the only time he should be pushed up that far is with a full team or known positions on the enemy team |
death Ritual is the most commonly picked T1 talent do to its ability to near 1k health and 500mana by late game |
Tier Two
By level 4 you start really describing your play style,
Gathering Power Means you will be aggressive to be apart of ganks to improve your damage stacks to either impact team fights, adjust for a tier choice later in game, and/or to allow merc capture with minimal help.
Envenom will allow you to start being able to 1v1 other heroes; giving a finishing burst after combos as the game continues
The only time youll want
Spider Cluster is if you make a mass spider build or jumping spider to allow an easier chase or a chance to get away by not letting someone mount. Rarely taken but more common then
Promote This ability Hardly pushes lanes with an enemy hero in lane and is only effective with
Demolitionist and undisturbed. Really, those two talents only mean bot-stomp-er.
Tier Three
How well do you position? Take a look at the minimap? have you figured out how the enemy plays? What Comp is your team running? Level 7 is a good time to look around what builds are being made throughout all heroes.
When I pick
Clairvoyance its to scout whats around me, reveal oncoming ganks for team and to give time to set up for team fights.
Gidbinn is my most picked talent in this tier to the much extension on DoT that later stacks with
Specialized Toxin
Mercenary Lord Is probably nezeebo Hardest build for his hit isnt built to kill mercs do his DoT nature; but it is possible with
Bribe and becomes easier to complete camps as the game extends..
The last two talents
Fresh Corpses and
Calldown: MULE are very situational, aviod
unless you think the extra 50% damage will make a clear fast enough early game without help. Majority of the time you will need another ally to clear a camp and why its important to have merc lord.
is for split push comps and aggressive enemies (anti-merc control)
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Merc Lord Should be Taken over Fresh corpses; Heroesfire has not added it to his tree. |
MidGame Level 10-15
Tier Four Heroic Abilities
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this Ability is the finisher. It ends team fights and is especially useful after a global stun followed by
Zombie Wall and a click of [R]. The biggest weakness of this ability is the fact you have to channel its use. Making you vulnerable to CC and also making talent-apocolypse its hardest counter. Because of this you need to constantly think about positioning and if you want to use the ability from a distance but without your basic abilities (otherside of a treeline) Or after abilities have been used at the end of a fight. Always try and gain positional advatages
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Use this Only if every member of the enemy team has an interrupt that can easily get to you. If you are being a troll and going split push Nazeboo Or if you are still really uncomfortable getting mercs solo. This Ability takes so much away from the potential damage of Wd I would only consider in a team with no Warrior
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Tier Five Utility
Sprint and
Rewind will be your most picked talent in the level 13 talent pick
Sprint will allow nezeebo to get in the best position for a team fight or a fast getaway in sketchy positions.
Rewind gives nezeebo the needed damage to finish midgame 1v1 fights, and to really pack that punch vs multitude of supports before a Ultimate is used. zombiewall is also nice to use back to back to have one for engage and one to retreat.
Ice Block Is a situational Ability to be used vs pick comps and stitches compositions. Takes some time to get used to to see an ult and react before an enemy interrupt hits
Toads of Hugeness is a talent that holds no ground versus the need that
Sprint or
Rewind provide.
Dead Rush is useful if you are soloing mercs often and followed the Master of minion build in this guide. Unfortunately unless it becomes slightly more powerful id still prefer
Rewind in a camp based build.
Late Game Level 16-20
Tier Six
Leaping Spiders and
Infested Toads both do the same thing. they provide some extra damage, dont allow mounts to be used for a short time, and are not very noticeable in a fight; this one comes down to preference if you pick either talent.
Specialized Toxin and
Stoneskin are the only abilities I consider In this tier 9 times out of 10, for one
Stoneskin can be useful if you go all greed and plan on a more powerful ultimate in the next tier. It also synergies with
Death Ritual with more then enough farm by now to be noticeable.
Specialized Toxin is another nice bonus to damage with your aa being mostly a DoT; and do to a lot of weight time between combos and abilities you will still be able to hit them decently. Problem being is finding the opportunities to aa and opponent.
End Game Level 20 and 20+
Tier Seven
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If you got
Gargantuan you might as well get this Ultimate. Good Luck split pushing. Maybe you will get a stomp when you need it. Really hope you dont need it to clear merc camps by now.
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Consider this over
Bolt of the Storm if you have
Stoneskin or
Sprint as a replacement. Remember to place yourself as far as you can from a fight, out of sight, so you can channel you ultimate hopefully for the whole duration. This ult, due to its added speed and duration, allows for a cast at an ever safe distance especially after cc has been set
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Allows for more time to set up, escape, and position for fights and skirmishes across the map. after using
Rewind in the initial fight I will use
Bolt of the Storm to retreat further before casting my ultimate.
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Well at least its better then
Humongoid this is a good choice with merc nazeebo when falling behind on map and merc control. is also nice to have for late game lane clear and still hold an ability to be at team fights. this can also be considered with
Leaping Spiders for escaping. Nazeebo is one of the heroes known for falling behind in fights; letting the team push far away from him;
Swift Storm (Deprecated) will also allow him to stay in that chase period.
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