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Heroes of the Storm Valla

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Guest Cyanide

Hey great guide! Very good talent breakdown and whole-sale Valla goodness.

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Guest Thale

Please re-check section 7.2. I think there is no movement speed reduction in "Blood for Blood".

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Guest David

I am sorry but I am confused regarding Executioner talent.

You say that slow is a "rare" thing in HOTS but you just selected a talent that gives 40% slow during 2 seconds using Vallas W.

How is this "rare"??

 

Really confused about that reasoning it sounds like you are contradicting yourself.

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Guest Guest_Spectre7

I was wondering about the viability of a build I've been running with Valla as of late and it seems to perform rather well. I run a build based on siphoning arrow and am using it as a strong single target spec which seems to do rather well at burning down pretty much all heroes. I take siphoning arrow and vampiric assault for some self sustainability, then repeating arrow, strafe, frost shot for the slow, tumble and the vengeance/nexus frenzy depending on how the other team is playing. If the other team seems to push to far ahead in team fights I go with vengeance  for the insane burst if not i just stick with nexus frenzy. I've noticed that when combing siphoning arrow with the double strafe and the instant cooldown you can gank low health targets very well, especially when consistently changing lanes. 

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I am sorry but I am confused regarding Executioner talent.

You say that slow is a "rare" thing in HOTS but you just selected a talent that gives 40% slow during 2 seconds using Vallas W.

How is this "rare"??

 

Really confused about that reasoning it sounds like you are contradicting yourself.

 

The reasoning behind the choices is that two seconds of slow only lets you land two attacks, which isn't much of a damage increase when compared to the trade-off. Executioner can be extremely strong under the right circumstances, however, I write guides with consistency in mind - not potential. If you have someone like Arthas on your team that can more or less permanently slow opponents, then Exec becomes outstanding. I can't really think of any other reliable examples, however.

 

Another point that is worth noting is that Executioner does not affect abilities. Certain particularly volatile team fights end in the duration that it takes for a Strafe channel to be complete, essentially voiding the talent's usefulness. A counter-argument could certainly be made for Rain of Vengeance. Anyhow, I always welcome viewers to experiment with talents, as only very few of them are actually objectively "wrong". Thank you for your feedback.

 

I was wondering about the viability of a build I've been running with Valla as of late and it seems to perform rather well. I run a build based on siphoning arrow and am using it as a strong single target spec which seems to do rather well at burning down pretty much all heroes. I take siphoning arrow and vampiric assault for some self sustainability, then repeating arrow, strafe, frost shot for the slow, tumble and the vengeance/nexus frenzy depending on how the other team is playing. If the other team seems to push to far ahead in team fights I go with vengeance  for the insane burst if not i just stick with nexus frenzy. I've noticed that when combing siphoning arrow with the double strafe and the instant cooldown you can gank low health targets very well, especially when consistently changing lanes. 

 

Hungering Arrow-related builds have made a bit of a comeback as of lately. I personally run such a build specifically against assassin-heavy compositions, where I know I may not be able to consistently attack, and where the sustain will be necessary. 

I find the build suffers heavily in terms of Mana management, and in general damage-dealing purposes, such as for taking out mercenaries. It can also be a tad dangerous to use Tumble offensively for the reset, though that's always to your personal discretion. Hungering Arrow is also notoriously bad while laning, due to its inability to be used through minions.

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Guest Midori

Really great guide, helped me alot.
But I found something interesting: Tempered by discipline actually can be of use, as discipline stacks are withering before hatred stacks, so basically hatred stacks are much easier to maintain.
I like that, its probably not worth it most of the time, but something to consider.

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Really great guide, helped me alot.

But I found something interesting: Tempered by discipline actually can be of use, as discipline stacks are withering before hatred stacks, so basically hatred stacks are much easier to maintain.

I like that, its probably not worth it most of the time, but something to consider.

 

Hi,

 

That is a very interesting comment, and something I had not considered myself. You do point out - rightly again - that it isn't that useful. Well played.

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1 hour ago, Craggles said:

Needs an update.

Could you perhaps let us know what you feel needs updating especially? I'm not doubting whether or not something does need an update, but it can often help our guide writers to get through reviews and updates much faster when people give feedback, rather than just a simple "needs an update".

Thanks for your comment.

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Guest H3R03
2 hours ago, Blainie said:

Could you perhaps let us know what you feel needs updating especially? I'm not doubting whether or not something does need an update, but it can often help our guide writers to get through reviews and updates much faster when people give feedback, rather than just a simple "needs an update".

Thanks for your comment.

Well, valla got an entire rework. All talents have entirely changed. I have been checking the website for the past days as well to see your recommendations :)

keep up the good work!

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Guest no1
2 hours ago, Blainie said:

Could you perhaps let us know what you feel needs updating especially? I'm not doubting whether or not something does need an update, but it can often help our guide writers to get through reviews and updates much faster when people give feedback, rather than just a simple "needs an update".

Thanks for your comment.

A lot of things changed with the latest patch: http://us.battle.net/heroes/en/blog/20243513/heroes-of-the-storm-patch-notes-september-13-2016-9-13-2016#Valla

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For something like a full rework, it most likely takes more time to prepare and implement due to the amount of work and testing involved. Rest assured it will come soon.

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On 9/16/2016 at 8:09 AM, Blainie said:

For something like a full rework, it most likely takes more time to prepare and implement due to the amount of work and testing involved. Rest assured it will come soon.

Pretty sure the guide was already updated by the time he posted, so I'm a bit confused.

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4 hours ago, Oxygen said:

Pretty sure the guide was already updated by the time he posted, so I'm a bit confused.

I'm confused now too. They said it needed a rework, I don't play Valla and now everything is bad :(

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I think for Q build at lv 10 and 20 the strafe talents works better with that build playstyle as you don't use much auto hits. I use only that build when i play Valla and strafe complements it in the way to fill the time you need to wait before recast your QEQ combo to burst down opponents and in a while provide the healing you need while Q is in cd since your auto hits are not much useful and are usually dangerous to use against targets you should stay away from as much as possible like Valeera.

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4 hours ago, Hanz39 said:

I think for Q build at lv 10 and 20 the strafe talents works better with that build playstyle as you don't use much auto hits. I use only that build when i play Valla and strafe complements it in the way to fill the time you need to wait before recast your QEQ combo to burst down opponents and in a while provide the healing you need while Q is in cd since your auto hits are not much useful and are usually dangerous to use against targets you should stay away from as much as possible like Valeera.

You will still be relying on your auto attack, so picking these talents is still good. The Heroic ability is up to personal preference at the moment, so you can pick the one you prefer. If you prefer StrafeStrafe, I recommend picking it, because picking the Heroic on Valla you can play better with improves your performance.

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https://www.icy-veins.com/heroes/talent-calculator/valla#25.0!3312214

I like to go this build for a normal game.

My only concern is to keep Hatred at max stacks, trying to maximize the Punishment damage or to use manticore means you have to play unnaturally.

Manticore's 3rd hit damage is about 120% of a normal basic attack when you have 10 stacks of hatred against a tank so its not too much.

Edited by Fransoa
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Question: In theory, could caltrops work better than monster hunter at level 1? In theory, the massive vault cooldown reduction would allow for many more procs of repeating arrow, overall creating a much higher dps. What do you guys think?

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On 6/1/2017 at 1:37 AM, Niteshadow said:

Question: In theory, could caltrops work better than monster hunter at level 1? In theory, the massive vault cooldown reduction would allow for many more procs of repeating arrow, overall creating a much higher dps. What do you guys think?

Probably wayy too late for an answer but:

I believe so yeah. The cool down (once the quest is done) you could use last shots on minions to reset the cooldown and provided you get the hungering arrow out before reusing vault and if your aim is good under that pressure; you could probably pull off some amazing plays. Though there are too many "ifs" that one of the guide guys would say "no in general" it's worth investing in if you have a camp hunter already just for the vault escape if nothing else. Plus you get caltrops xD

 

Edit: my bad; I mixed up the talent at level 7 with this one :O The blue text is irrelevant and wrong
To also say; the guide guys would probably say no since they don't recommend the talent anyway but its not a horrible one; just one you need to practice.

Edited by MurkyFelix

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On 1. 6. 2017 at 2:37 AM, Niteshadow said:

Question: In theory, could caltrops work better than monster hunter at level 1? In theory, the massive vault cooldown reduction would allow for many more procs of repeating arrow, overall creating a much higher dps. What do you guys think?

Sorry, I must have missed your question. 
In PvP absolutely, but you should be using Hatred build if killing heroes is your focus.
As for mercs, lane, and objectives. at level 10, you should be getting around 239 DPS with Monster HunterMonster Hunter and Repeating ArrowRepeating Arrow with Hungering ArrowHungering Arrow -> VaultVault -> Hungering ArrowHungering Arrow -> wait 10 seconds and repeat. With finished CaltropsCaltrops quest and Repeating ArrowRepeating Arrow, you should be getting 149 DPS, opening with Hungering ArrowHungering Arrow, and continuing with VaultVault -> Hungering ArrowHungering Arrow every 5 seconds. It is possible that I forgot something or miscalculated, so if I did, please do let me know. 

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I can actually think of one good use for Valla's Seething Hatred talent at level 16: if you take Gloom, you can rebuild your stacks much faster and then be able to use Gloom again really quickly. This should only be done if you're getting repeatedly bombarded with spells and need more Gloom activations.

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I think that seething hatred might be the choice  for a hungering arrow build after the spell power buff to it a few weeks back.  It gives you more burst which is exactly what the build focuses on.

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Under the Valla synergies--it looks like Tassadar is still there from when he used to be able to shield allies.

 

Also--I wonder if it would be valuable to list out what heroes this hero counters (for example: On Chromie's page, you could list that she counters Sgt. Hammer)

Edited by TheVillan

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      A new Heroes of the Storm patch is now available for playtesting until May 17. It comes with multiple Hero reworks (Anduin, Johanna, Raynor, Stitches, and Valla). Warhead Junction returns to Ranked Play, and more.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until May 17, PDT. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
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      Base
      Baleog Health reduced from 1180 to 1130. Health Regeneration reduced from 2.46 to 2.35. Basic Attack damage reduced from 78 to 75. Erik Health reduced from 840 to 804. Health Regeneration reduced from 1.75 to 1.67. Basic Attack damage reduced from 65 to 62. Olaf Health reduced from 1540 to 1482. Health Regeneration reduced from 3.21 to 3.08. Basic Attack damage reduced from 57 to 54. Talents
      Level 4 It's a Sabotage! [Passive] Damage over time duration reduced from 5 to 3 seconds. Damage per second increased from 50 to 75. Level 7 Norse Force! [Q] Base Shield increased from 130 to 140. Additional Shield for each Viking alive increased from 65 to 84. Level 10 Longboat Raid! [R2] Damage per second increased from 112 to 128. Level 16 Impatience Is a Virtue [Passive] Cooldown reduction increased from .25 seconds to .31 seconds. 64 KB Marathon [Z] Changed Functionality: Bonus Movement Speed no longer decays over its duration. Level 20 Ragnarok 'n' Roll! [R1] Additional Functionality: Reduce the cooldown of Longboat Raid by 30 seconds. Lucio
      Talents
      Level 1 Party Mix [W] New Functionality: Quest: Play Crossfade tracks to nearby allies. Reward: Every minute played increases Lucio’s Maximum Mana by 2%. After 8 Minutes of total play time, increase the range of Crossfade by 20%. Level 7 Boombox [Active] Cast range increased by 100% (5 to 10 grid). Health increased from 350 to 600. Additional Functionality: Allies affected by Boombox gain 5 Armor. Level 10 High Five [R2] Self-heal reduced from 125 to 80. Level 13 Slip [Z] Armor reduced from 20 to 15. Level 16 Up To Eleven [E] New Functionality: Increase the duration of Amp It Up by 1 second. While Amp It Up is active, enemy Heroes hit with Soundwave or Push-Off increase it’s duration by an additional .3 seconds. Level 20 Mixing Fire [R2] Damage dealt reduced from 225 to 160. Cost and cooldown reduction reduced from 50% to 30%. Uther
      Base
      Devotion [Trait] Adjusted Functionality: Uther’s Basic Abilities grant 25 Armor to allied Heroes, and 15 to Uther, for 2 seconds. Talents
      Level 16 Beacon of Light [Q] Self-healing bonus increased from 100% to 125%. Self-healing bonus at low Health increased from 200% to 250%. Tyr's Deliverance [W] Maximum stacks increased from 4 to 7. Level 20 Divine Protection [Trait] Additional Functionality: Sets Devotion Armor for both allied Heroes and Uther to 50. Azmodan
      Base
      Globe of Annihilation [Q] Level scaling increased from 2.5 to 4%. Talents
      Level 1 Greed [Q] Non-Heroic damage bonus reduced from 20 to 15%. Gluttony [Q] Annihilation earned from Hero hits increased from 3 to 4. Level 7 Master of Destruction [E] Annihilation earned from Hero hits reduced from 4 to 2. Level 10 Demonic Invasion [R1] Range decreased from 20 to 13.5. Demonic Grunt attack damage reduced from 42 to 39. Level 16 Hell Rift [E] Demon Warrior damage bonus reduced from 100 to 75%. Level 20 Siegebreaker [R1] Damage bonus reduced from 50 to 40%. Pride [Q] Damage bonus increased from 100 to 125. Falstad
      Base
      Lightning Rod [W] Lightning Rod verifies its targets is in range more frequently, from every second to every .25 seconds. Lightning Rod now uses a custom range indicator. Talents
      Level 1 Gathering Storm [Q] Hammerang damage bonus per stack increased from 0.2% to 0.4%. Dishonorable Discharge [W] Lightning Rod cooldown reduction reduced from 3 to 2 seconds. Lightning Rod damage bonus per stack decreased from 1% to .75%, maximum bonus remains 75%. Changed Functionality: Takedowns resetting Lightning Rod's cooldown now gained on quest completion. Level 13 Thunderstrikes [W] Damage bonus per stack increased from 20% to 25%. Changed Functionality: Thunderstrikes' damage bonus no longer affects other Lightning Rod bonuses. Junkrat
      Base
      Frag Launcher [Q] Damage increased from 118 to 124. Talents
      Level 1 Extra-Wound Timers [Q] Damage bonus increased from 80% to 120%. Level 7 Big As [E] Additional Functionality: Steel Trap only hits Heroes. Level 10 Rocket Ride [R2] Damage increased from 890 to 935. Tassadar
      Base
      Shock Ray [Q] Channel duration reduced from .75 to .6875 seconds. Talents
      Level 4 Induction [Q] Changed Functionality: Tassadar gains 10% increased Movement Speed. Casting Shock Ray increases this bonus to 30% for 3 seconds. Level 7 Beam Alignment [Q] Mana cost reduction increased from 10 to 15. Additional Functionality: While Resonance Beam is fully charged, Shock Ray’s Slow duration is increased to 4 seconds. Level 13 Shadow Walk [Active] Armor increased from 25 to 35. Return to Top
      Bug Fixes
      Battlegrounds
      Added Warhead Junction to Ranked Play. Removed Volskaya from Ranked Play. Heroes
      E.T.C. Crowd Surfer no longer causes spells queued after Powerslide to be cast without an animation. Rexxar Casting Misha, Charge! and Misha Focus! at the same time will no longer occasionally cancel the ability. Uther Tyr's Deliverance no longer increases Uther's Holy Light self Healing. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      There's a new type of talent coming to Heroes of the Storm, as Blizz_Daybringer revealed on r/heroesofthestorm today. Loan talents are ment to be "the opposite of quests", as they give a lot of power up-front and then become weaker and weaker, with the Johanna example we got losing one quarter of it's power with each death, so they will lose some effect when something negative happens. 
      Loan Talents (source)
      Good morning Heroes!
      There is some new content coming right around the corner and I wanted to take a quick minute to share something that will be entering the Nexus shortly - Loan Talents. Here is a sneak-peek at one of them:
      Divine Fortress
      Basic Attacks against enemy Heroes grant 15 Physical Armor for 3 seconds, stacking up to 60.
      Loan: Johanna gains 20% maximum Health. Lose 5% of this bonus every time she dies.
      The idea behind these was to give fairly substantial up-front power spikes that can either help carry you to victory or potentially lose potency over time - think of them as sort of 'reverse-quests'. Play smart and they can be extremely powerful over the course of the game, but know that by choosing it, you also put a pretty substantial target over your head... cough, Convection, cough.
      Anyways, the team is excited to see what you think about these and get them into your hands as soon as possible! Have a wonderful day and we will see you in the Nexus! ❤️
    • By Staff
      The Icy Veins Masters Clash Championship continues today at 6 PM Paris time. Check out the schedule of all upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      May 1 (Saturday)
      Match 1: Inting for Ruby vs. The Hardos at 6:00 PM Paris time Match 2: ArthasStroitHram vs. SoundLess at 8:00 PM Paris time. May 2 (Sunday)
      Match 1: Go Next vs. 30K at 6:00 PM Paris time. Match 2: The donuts vs. Chilly Mountain at 8:00 PM Paris time. Here is the exact schedule of all the matches for this weekend.

      Head over to the official site for more details about the event
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      The Icy Veins Masters Clash Championship continues tomorrow at 6 PM Paris time. Check out the schedule of upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      April 24 (Saturday)
      Match 1: The donuts vs. Inting for Ruby at 6:00 PM Paris time Match 2: SoundLess vs. SoundLess at 8:00 PM Paris time. April 25 (Sunday)
      Match 1: Go Next vs. ArthasStroitHram at 6:00 PM Paris time. Match 2: The Hardos vs. 30K at 8:00 PM Paris time. Here is the exact schedule of the upcoming matches for this weekend.

       
      Head over to the official site for more details.
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      Here are the results of the latest Masters Clash Championship matches from Saturday and Sunday
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR. 48% of all matches have been played.
      Match Results
      On  Saturday, The Hardos defeated SoundLess in the first match and ArthasStroitHram won against Inting for Ruby.
      On Sunday, Chilly Mountain defeated Go Next 3:2 and in the second match, 30K claimed victory against The donuts.

      When Will We See More Matches?
      The event continues on April 24 at 6:00 PM Paris time. You can find a full schedule of all upcoming matches here.
      Where to Watch
      You can watch the event in multiple languages. Links to localized streams can be found below.
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
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