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Damien

Heroes of the Storm Greymane

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Nice guide.

 

One question though: Where is the Lost Vikings Guide????

 

Its not here or i finally just went blind

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Unfettered assault is a defensive talent and a guaranteed get out of jail free card as opposed to on the prowl

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Unfettered assault is a defensive talent and a guaranteed get out of jail free card as opposed to on the prowl

Not really, movement speed is always strong either defensive and offensive, keeping up the attack speed to get the movement speed is not that hard and you get more benefit

 

The fact that you are using that as an escape mechanism instead of the damage it provides, then pretty much you are wasting time, and 1 sec is A LOT in a moba, a lot of things can happen so its really subpar

 

It reminds me the evasive fire on sylv,

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Unfettered assault is a defensive talent and a guaranteed get out of jail free card as opposed to on the prowl

Not really, movement speed is always strong either defensive and offensive, keeping up the attack speed to get the movement speed is not that hard and you get more benefit

 

The fact that you are using that as an escape mechanism instead of the damage it provides, then pretty much you are wasting time, and 1 sec is A LOT in a moba, a lot of things can happen so its really subpar

 

It reminds me the evasive fire on sylv,

 

 

You are incorrect. The cast time of the skill is faster than the 30% you can get from on the prowl as it is available IMMEDIATELY after casting Darkflight, possibly making it the one real escape talent available to Greymane at his most vunerable time (don't say anything about Eyes in the Dark, if you're not taking thick skin you are very confused) . As a matter of fact, the increased range gives the ability the same range as his Darkflight. With 10 stacks of Wizened Duelist your auto attack significantly outperforms Razor Claw in damage, so by this point it has already become more of a positioning tool rather than for damage. I also didn't say that I use it EXCLUSIVELY as an escape mechanism, it is equally good at clawing PAST heroes you're chasing down, thus securing your kills. Relying on anything for inner beast even with Wolfheart is too risky considering his lack of sustain, especially with stacks to protect

 

Oh and by the way, evasive fire on sylv is embarrassing. If you're not paralysis/overwhelming stop playing the character shes not for you

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Unfettered assault is a defensive talent and a guaranteed get out of jail free card as opposed to on the prowl

Not really, movement speed is always strong either defensive and offensive, keeping up the attack speed to get the movement speed is not that hard and you get more benefit

 

The fact that you are using that as an escape mechanism instead of the damage it provides, then pretty much you are wasting time, and 1 sec is A LOT in a moba, a lot of things can happen so its really subpar

 

It reminds me the evasive fire on sylv,

 

 

You are incorrect. The cast time of the skill is faster than the 30% you can get from on the prowl as it is available IMMEDIATELY after casting Darkflight, possibly making it the one real escape talent available to Greymane at his most vunerable time (don't say anything about Eyes in the Dark, if you're not taking thick skin you are very confused) . As a matter of fact, the increased range gives the ability the same range as his Darkflight. With 10 stacks of Wizened Duelist your auto attack significantly outperforms Razor Claw in damage, so by this point it has already become more of a positioning tool rather than for damage. I also didn't say that I use it EXCLUSIVELY as an escape mechanism, it is equally good at clawing PAST heroes you're chasing down, thus securing your kills. Relying on anything for inner beast even with Wolfheart is too risky considering his lack of sustain, especially with stacks to protect

 

Oh and by the way, evasive fire on sylv is embarrassing. If you're not paralysis/overwhelming stop playing the character shes not for you

 

First the reason i said the escape mechanism is because im not you, i dont know how you play it, in that regard im in fault too because i said it reminds me the evasive fire but i didnt said i play it and that it is the way to go bla bla, so dont put the a-hole note "dont play it".

 

Second, is a matter of preference, i like more a passive than to depend on a cooldown, probably the reason why this is suggested instead of a range ability

 

This guys arent that bad in the game to just put this and said it without testing, i think everyone is at least rank 1 and is not that easy to get there

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Unfettered Assault was buffed, and it's pretty good now. As is the alternative.

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Great guide, thank you.  While this is probably rarely an issue in competitive play, I find that Marked for the Kill is a viable ult in PUGs against very tanky teams when you don't have a strong front line.  I typically use it as the turning point to a kite engagement to melt down some of the beefier warriors en route to a counter-push.

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Great guide, thank you.  While this is probably rarely an issue in competitive play, I find that Marked for the Kill is a viable ult in PUGs against very tanky teams when you don't have a strong front line.  I typically use it as the turning point to a kite engagement to melt down some of the beefier warriors en route to a counter-push.

 

I've had a friend make similar claim. However, that's a pretty narrow use for a Heroic, especially when there are other sources of vulnerability around. Good insight.

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On 25/01/2016 at 5:58 AM, Guest Kroshak said:

One question though: Where is the Lost Vikings Guide????

They won't be lost anymore if they have a guide.

1 person likes this

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On 10/17/2016 at 10:04 PM, GalloViking said:

They won't be lost anymore if they have a guide.

They must've found their way now, because I can see them there on the guides page! Hype!

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Hey guys! This might belong somewhere else, but I'm just wondering if anyone has good tip/tricks for beginning on Greymane or maybe a good gameplay video. I've tried him before and find I have a hard time keeping Inner BeastInner Beast going in team fights because neither team was really going in hard. Also, I'm not to sure how much damage his burst can do, it might be nice to see a really good Greymane player just to get a feel for what he can and can't pull off. Thanks!

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1 hour ago, Niteshadow said:

Thanks!

I think one of the most important things to remember in the situation you describe is how the reset can actually work. If a team fight is occuring, make sure that you're not pushing in with Worgen form and then finding yourself stranded and getting kited. Play smart and make sure that, when there are those moments of down time in which nobody is pushing in after an initial conflict begins, use your surroundings to reset. Anything that you can grab, whether it might be a minion, structure, enemy hero or whatever, can be a potential reset for you.

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44 minutes ago, Blainie said:

Play smart and make sure that, when there are those moments of down time in which nobody is pushing in after an initial conflict begins, use your surroundings to reset.

Alright, I'll try to be a bit more cautious with how I utilize Worgen from now on. Just as an example, I might be at an alter for ToD and both teams are backing up, but a good bit of poking was going on. I popped my Inner BeastInner Beast, expecting to keep it alive (in human form) with all the poking happening, but both teams are backing up, and I'm too far from a lane to reset off a minion or structure and going in against the enemy would be unwise as my team wouldn't follow. I think the solution here is to wait until a big team fight happens, but still it would be nice to keep it alive during a skirmish to get that extra bit of damage.

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19 minutes ago, Niteshadow said:

I think the solution here is to wait until a big team fight happens, but still it would be nice to keep it alive during a skirmish to get that extra bit of damage.

Pretty much this. This is the key difference between a decent Greymane and an excellent one. Timing is everything and if you can read a fight properly to know when you can or can't push in, you'll be devastating in team fights. It's fair to say that this is MUCH easier if you are playing in a group where you can communicate over voice, but using pings to your advantage can sometimes be enough of a push to force people in from your team.

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      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)