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Damien

Heroes of the Storm Falstad

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It seems the most common Falstad builds now are auto-attack based.

 

1) Seasoned Marksman or Power Throw

4) Vampiric Assault after the nerf of Gathering Power

7) Secret Weapon

10) Hinterland Blast

13) Giant Killer

16) Hammer Time

20) Nexus Frenzy

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It seems the most common Falstad builds now are auto-attack based.

 

1) Seasoned Marksman or Power Throw

4) Vampiric Assault after the nerf of Gathering Power

7) Secret Weapon

10) Hinterland Blast

13) Giant Killer

16) Hammer Time

20) Nexus Frenzy

Falstad's waning popularity (both quick match, hero league, and tournament-wise) makes it pretty difficult to set a precedent for a better build. I'll certainly update it when we get to see more competitive play out of him.

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If there is enough dmg in team comp but a lack of / want for CC then this build is awesome:

http://www.heroesfire.com/hots/talent-calculator/falstad#klHA

 

So nice to dash in and push away half the team while the ones close by gets pummeled down by your own team.

Useful for pushing away enemy team from objectives etc.

 

It took a while, but players have finally figured out that Gust could be powerful. Our guides are made to represent the meta, not what I personally believe - so I'm glad to be able to write about the ability's newfound niche. Will update soon.

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I would suggest that Gathering Storm(tier 1) to be optional or even recommended, specially for 2 lane maps and heavy burst builds. It is certainly easier to stack than Seasoned Marksman on those maps. Because let's not forget, it hits twice, so it is not that hard to add +25-50% to dmg of Hammerang. Also to state that, "later on, the occasions to use Hammerang are too few" is so wrong for any build, as it is main source of burst and CC.

 

 

Just pure math view, the raw dps growth of Gathering Storm is higher than from Marksman. From my exp it is average to gain 17-25 stacks of marksman and 90-150 stacks of storm. CD of Hammerang is 10sec, attack per/s is 1.43 = 7 attacks per 10sec.

 

- if we give marksman the biggest value (25) that is 7*25=175dmg or 175/10=17.5dps increase

- if we give storm the smallest value (90), Hammerang hits twice so it is 90*2=180dmg or 180/10=18dps increase

 

So even if we give marksman biggest expected value and to the storm smallest, storm wins, but only by a hair. Now comes the triumph: Hammerang can damage multiple targets, so when you are hitting more than one target (almost every-time), its pure dps increase is incomparable to the Seasoned Marksman.

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Regarding the Aerie Gusts talent: the guide mentions the potential power Flow Rider could grant so long as Tailwind is kept active, but notes the prohibitive 6 second waiting period if you get so much as grazed. Aerie Gusts has synergy that the guide doesn't mention by reducing this to a two seconds downtime, allowing you to get more uptime from Flow Rider even against minor annoyances such as bouncing damage or objective minions. Taking the above post into account, this synergy also results in more potential opportunities to rapidly gain Gathering Storm stacks with Flow Rider's cooldown reduction in spite of these incidental damage ticks.

 

Was this indirect buff overlooked, or merely unmentioned and still considered inferior to Hammer Time/Overdrive for an offensive talent pick?

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Just a quick note: The guide is updated with Mighty Gust as a viable talent choice for level 10, but the level 20 talent choice info still states Wind Tunnel as not being recommended since "Mighty Gust should never be taken". Would be nice if the info regarding Wind Tunnel could be updated since it's a very interesting talent. 

 

Also, it might be gimmicky, but the guide never mentions the potential to single-handedly steal a boss/merc camp from the enemy team using Fly and Mighty Gust (ideally with Wind Tunnel). Fly in as they kill it, Wind Tunnel the opposing team out and cap the camp. 

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With the update to the level 10 suggested (gust of wind now being a reccomended choice) the level 20 reccomendations need to be altered.

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Just a quick note: The guide is updated with Mighty Gust as a viable talent choice for level 10, but the level 20 talent choice info still states Wind Tunnel as not being recommended since "Mighty Gust should never be taken". Would be nice if the info regarding Wind Tunnel could be updated since it's a very interesting talent. 

 

Also, it might be gimmicky, but the guide never mentions the potential to single-handedly steal a boss/merc camp from the enemy team using Fly and Mighty Gust (ideally with Wind Tunnel). Fly in as they kill it, Wind Tunnel the opposing team out and cap the camp. 

 

I'll see to it, thanks for the comment.

 

With the update to the level 10 suggested (gust of wind now being a reccomended choice) the level 20 reccomendations need to be altered.

 

Good catch, thanks. I still wouldn't recommend Wind Tunnel over Epic Mount, however.

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The Q build (Gathering Storm on 1 and BOOMerang on 7) should now be mentioned in the talent build section? Since it's now heavily used and even preferred by pro players.

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The Q build (Gathering Storm on 1 and BOOMerang on 7) should now be mentioned in the talent build section? Since it's now heavily used and even preferred by pro players.

 

Yup, I run that build myself. I'm in the process of updating all of the older guides, and this update is coming soon™.

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Falstad got a major rework, needs updated

It should be up in a few hours smile.png

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Both of these builds are trash.  Epic mount for lvl 20?  Way to nerf your damage output.  Also, while Gust may have a 60 second CD vs Blast, it does zero damage which is the point of an assassin.

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JFYI: Gathering storm (L1) -> the bonus damage by hitting heroes with Hammerang has been decreased to 1,5 / hero (down from 2, as mentioned in your tooltip) =:o)

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Both of these builds are terrible.  They may work for a pro level player, but for most average people in bronze/silver, they don't have the personal skillcap to make use of the talents from 10->  Their primary goal should be pure AA damage output.  13 should be giant killer, 16 is useful for chase or run away, but epic mount at 20 is still a joke, nexus frenzy is much more powerful in lower ranks.  It's so frustrating to be in games with players who come here and see these builds then look like a kid on the short bus throwing the game because they can't use them.

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On 8/13/2016 at 1:33 AM, Guest Tonamy76 said:

Both of these builds are terrible.  They may work for a pro level player, but for most average people in bronze/silver, they don't have the personal skillcap to make use of the talents from 10->  Their primary goal should be pure AA damage output.  13 should be giant killer, 16 is useful for chase or run away, but epic mount at 20 is still a joke, nexus frenzy is much more powerful in lower ranks.  It's so frustrating to be in games with players who come here and see these builds then look like a kid on the short bus throwing the game because they can't use them.

The idea of the guide is that it should help you reach that level where you can exploit such builds.

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Mighty Gust is now the only recommended heroic, yet the strategies page still goes on and on about using Hinterlands Blast in team fights, without mentioning Mighty Gust at all.

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I started playing Falstad when I was very new to the game (though a long time veteran of other MOBAs, to be fair). First time I played him I took the ult upgrade for Hinterland Blast. Second time I took Epic Mount, and never looked back. The utility in Epic Mount far outshines every other talent at that level (unless you absolutely need the greater damage output Nexus Frenzy gives you). Even on really small maps the map presence and escape potential Epic Mount gives you is staggering. If you think this guide is bad because it recommends Epic Mount I'd say you don't understand how to take full advantage of the talent. It certainly is less useful if you're not jumping everywhere around the map to soak/take mercs/support team/push/pick off low health heroes fleeing combat/etc and casually avoiding ganks like no one's business.

It is odd, however, that Hinterland Blast is now listed as not recommended though. I find that it's my go-to, with Mighty Gust only being taken when my team lacks good cc, or if we're getting reamed by a dive heavy team. If I were making the guide I'd make Hinterland Blast recommended with Mighty Gust listed as situational, though even with Gust being the recommended ultimate I feel like Blast should at least be situational. It's very powerful and far easier to use, fitting into pretty much every team comp no problem, whereas I've seen inexperienced players hurt their team/help the enemy inadvertently with Gust. 

Edited by Mongrel

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On 8/29/2016 at 1:16 AM, Guest Waffles said:

Mighty Gust is now the only recommended heroic, yet the strategies page still goes on and on about using Hinterlands Blast in team fights, without mentioning Mighty Gust at all.

Good point. I'll see to it. Older guides need a bit of a brush up, to be fair.

On 8/30/2016 at 0:29 PM, Mongrel said:

I started playing Falstad when I was very new to the game (though a long time veteran of other MOBAs, to be fair). First time I played him I took the ult upgrade for Hinterland Blast. Second time I took Epic Mount, and never looked back. The utility in Epic Mount far outshines every other talent at that level (unless you absolutely need the greater damage output Nexus Frenzy gives you). Even on really small maps the map presence and escape potential Epic Mount gives you is staggering. If you think this guide is bad because it recommends Epic Mount I'd say you don't understand how to take full advantage of the talent. It certainly is less useful if you're not jumping everywhere around the map to soak/take mercs/support team/push/pick off low health heroes fleeing combat/etc and casually avoiding ganks like no one's business.

It is odd, however, that Hinterland Blast is now listed as not recommended though. I find that it's my go-to, with Mighty Gust only being taken when my team lacks good cc, or if we're getting reamed by a dive heavy team. If I were making the guide I'd make Hinterland Blast recommended with Mighty Gust listed as situational, though even with Gust being the recommended ultimate I feel like Blast should at least be situational. It's very powerful and far easier to use, fitting into pretty much every team comp no problem, whereas I've seen inexperienced players hurt their team/help the enemy inadvertently with Gust. 

Epic mount is epic, as the name implies.

Regarding Gust, I feel like it belongs in any comp. Being able to disengage at will (or force engages, if you fly behind opponents) is simply that valuable. Falstad is currently considered the best hero in the game by all 3 regions, and it is because of Gust entirely. I can't recommend anything else.

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      Diablo: Fixed a visual issue affecting Diablo's tail during certain animations. Li-Ming: Fixed a minor animation issue affecting Li-Ming’s ball that could occur after exiting Archon form. Muradin: Fixed an issue causing Magni Muradin’s leg plates to appear to clip into his thighs. Try Mode: Grassy terrain will no longer appear inside of the allied Storm Portal. Battlegrounds
      Braxis Holdout: The Archangel will no longer leave its leash range to attack a nearby Murky Egg. Haunted Mines: The Neutral Grave Golem will no longer chase an invulnerable Hero beyond its normal leash range. Structures: Fixed an issue in which the Core could continue to reveal enemy Stealth Heroes in a small radius outside its intended reveal range. Heroes, Abilities, and Talents
      Fixed an issue in which certain debuffs could still be applied to Invulnerable Heroes, including: Greymane: Marked for the Kill Li-Ming: Charged Blast Thrall: Rolling Thunder Zul’jin: Grievous Throw Scouting Drone: Will now properly reveal Creep Tumors and Toxic Nests. Alarak: Telekinesis will now correctly interrupt a Hero who is channeling to launch a Nuke on Warhead Junction. Alarak: The targeting reticle for Deadly Charge will no longer persist on the terrain if Alarak is killed while channeling. Anub'arak: Burrow Charge will now correctly allow Anub'arak to escape Zarya's Graviton Surge. Arthas: Army of the Dead will no longer fail to summon Ghouls if it is cast in the same moment that Arthas is targeted by Auriel’s Crystal Aegis. Auriel: A.I. Auriel can no longer cast Resurrect on Murky after he has already revived at his Egg. Brightwing: Polymorph will now properly interrupt an enemy Hero who is channeling on the Dragon Knight. Brightwing: The Critterize Talent’s negative effects will now be correctly removed if the target is Cleansed. Brightwing: The negative effects of Critterize will no longer persist beyond Polymorph’s duration. Diablo: Shadow Charge will now be properly interrupted if it would cause him to enter E.T.C.’s Mosh Pit. Gazlowe: Gazlowe’s Nuke Ability icon on Warhead Junction will no longer be visually replaced with a lock icon after casting Rock-It! Turret while carrying a warhead. Greymane: The tooltip for the Block buff granted by the Thick Skin Talent now correctly states that it reduces the next incoming Basic Attack by 50%, rather than 75%. Kael'Thas: The Burned Flesh Talent will now correctly deal damage equal to 8% of targets’ maximum Health, rather than 5%. Kael'thas: Fixed an issue in which Sun King's Fury could deal bonus damage to targets who were already affected by Living Bomb. Kharazim: Air Ally will now properly reveal Creep Tumors and Toxic Nests. Kharazim: Fixed an issue that could prevent Kharazim from automatically acquiring a new target after activating Deadly Reach outside of his attack range. Li-Ming: Casting Disintegrate a moment before Li-Ming would be hit by Abilities like Falstad’s Gust of Wind will no longer cause a short delay before she is pushed. Medivh: The second Portal granted by the Portal Mastery Talent can no longer be self-cast. Nova: The Holo Decoy’s Pinning Shot will no longer reset Nova’s Covert Ops Talent stacks. Raynor: Killing Samuro’s Mirror Images after learning A Card To Play will no longer reduce Raynor’s Heroic Ability cooldowns. Rehgar: Fixed several issues affecting Rehgar’s pathing while attempting to attack in Ghost Wolf form. Rehgar: Becoming Rooted while attacking an enemy from maximum lunge range in Ghost Wolf form will no longer cause Rehgar to continue the lunge when the Root effect expires. Rehgar: Fixed an issue causing Rehgar to become stuck in an attack animation when attempting to attack a moving Medivac Dropship while in wolf form. Rehgar: Fixed an issue causing Rehgar to exit wolf form if he deals damage with a Ragnaros Blast Wave. Rexxar: Fixed an issue with using the Hold Position (Hotkey: H) command causing Misha to move in an unintended way. Tracer: Fixed an issue prevent Tracer from attacking a revealed stealth Hero. Tracer: Fixed an issue preventing Tracer from changing directions immediately when using Quick Cast Blink (Q) while holding Right-Click to move. Uther: Benediction can no longer reduce the cooldown of two abilities if used in rapid succession. Valla: Fixed some inconsistencies with abilities that would reveal Valla at the edges of Fog of War or from Brush. Varian: Can no longer be selected through Autoselect – Support. Zagara: Fixed an issue causing the Creep Tumor tooltip to display an incorrect value. Zarya: Fixed an issue preventing the “Drop and give me Twenty” quest indicator from disappearing after the quest was completed. Zeratul: Fixed an issue preventing Zeratul from using Wormhole after casting a Blink gained from the Rewind talent. Sound
      Mounts: When ridden by a Hero in Stealth, mechanical Mounts will no longer play sound effects that are audible to nearby enemy Heroes. Quest Talents: Kharazim’s Insight will now properly play its quest completion sound effect. Tassadar: Distortion Beam will now correctly play sound effects when attacking enemy Walls, Gates, and Towers. User Interface
      Profile: Fixed a visual issue that could cause Hero Kills to double after switching from an individual Hero’s stat page in the Hero Collection to the Profile’s Statistics tab, and back again. (Source)
       
    • By Damien
      This thread is for comments about our Wizard Manald Channeling Build.
    • By Stan
      A new in-development video previews Valeera's abilities, several new skins and three mounts!
      Blizzard has released a new in-development video on the Heroes of the Storm YouTube channel. Earlier today, they teased with Thistle Tea on Twitter. Maybe Valeera will use Energy as a resource and Sinister Strike will generate combo points. Eviscerate would deal damage based on the number of combo points she has.
      Valeera Abilities
      She seems to be a faithful copy of WoW's assassination rogue. Here are her abilities based on WoW tooltips to give you a better idea of her kit.
      [D] -  Vanish (Trait)
      [Q] - Sinister Strike
      [W] - Blade Flurry
      [E] - Eviscerate
      [R1] - Smoke Bomb
      R2 - Cloak of Shadows
      Valeera also comes with a "Demon Hunter" skin that will be part of a bundle. The skin has themed abilities.
      New Skins
      Master Valeera Demon Hunter Valeera Lunar Li-Ming Monkey King Samuro New Mounts
      Felsaber

      Nimbus Cloud

      Lunar Rooster

      Screenshots were taken from the in-development video below.
       
    • By Stan
      Blizzard announced on Twitter that Valeera arrives on Public Test Realm tomorrow. 
      Zul'jin got released without testing, but Valeera is hitting PTR soon and she will probably go live the week after. We'll be adding her abilities and talents once they become available. Remember, if you purchase a Hero on PTR, it will automatically unlock for the region of your choice when the patch goes live.
      Placeholder for tweet 82102422531821158
    • By Stan
      The Free-to-Play Hero rotation has been updated for the week of January 10. Don't forget that this week's sale includes new bundles for the Chromie & Kharazim skins!
      Update: Blizzard decided to change the rotation for last week and it is as follows
      Free-to-Play Hero Rotation: January 10 - 17, 2017
      Li Li E.T.C. Leoric Tychus Thrall Gazlowe Kharazim (Slot unlocked at Player Level 5) Jaina (Slot unlocked at Player Level 7) Anub'arak (Slot unlocked at Player Level 12) Abathur (Slot unlocked at Player Level 15) The rotation that was initially for the week of January 10 is instead the rotation for this week. (Edited Jan 16)
      Free-to-Play Hero Rotation: January 17 - 24, 2017
      Raynor Muradin Johanna Falstad Uther Nazeebo Tyrande (Slot unlocked at Player Level 5) Rexxar (Slot unlocked at Player Level 7) Sgt. Hammer (Slot unlocked at Player Level 12) Ragnaros (Slot unlocked at Player Level 15) (Source)