![]() Each player is silenced for 2.5 seconds so on 4 heroes that's 10 seconds of silence total. You can shut down a Genji or Illidan that has already dove in or aim it at the backline to negate their mages' damage. A well placed Arrow silences 3-4 members of the enemy team. Since it is a two wave map, Possession will not have value, and Barbed Shot can only hit one zerg at a time. Unstable Poison doesn't affect heroes OR structures so it is very difficult to get value from it although I have seen a good argument for it on Braxxis Holdout because if a minion wave is in the middle of the zerg, Unstable Poison rips through the zerg wave. If the enemy team has a lot of great waveclear to start with, I wouldn't take possession regardless of the map. It takes practise to remember to be using it every time that it is up. On all the other maps I have started taking Possession because it creates a minion wave that the enemy team has a much harder time dealing with. It burns boss monsters mercs, and large waves incredibly fast. Barbed Shot has a lot of synergy with Overflowing Quiver at level 1 and Windrunner at 13. There is also an argument to be made for it on Warhead Junction, Haunted Mines, and Infernal Shrines. This includes Cursed Hollow, Tomb of the Spider Queen, and Battlefield Of Eternity (for immortal burn). I use Barbed Shot on maps with higher threat boss monsters. This tier is more complicated to explain. Also, since it spreads quickly, try to use it when the enemies are either near each other or the minion wave. They tend to be more irresponsible than with Kael'thas' chain bomb. Most people underestimate Dagger damage and spread range. If you ensure you ALWAYS use it on a hero instead of minions you will get a lot of free damage before fights start, and will be able to continue pumping out fast daggers throughout the fight as well. I ONLY ever take Lost Soul because I find dagger to be her main source of poke damage. The reason why it is strong on Mines is because sappers do a LOT of damage to structures with this talent and you can take the forts down before the first golem if you play the camps as they spawn and escort them in. The only time you'll take something different is if you are on a map like Haunted Mines or if you're planning on pushing lanes a lot with camps on a map like Infernal Shrines, in which case you will take Mercenary Queen. It has the most value across the most matches. Overflowing Quiver is what you're going to want 90% of the time as it just gives a bit extra waveclear. I find that the level 1 talents don't have a ton of influence on the game.
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