Jump to content
FORUMS
Sign in to follow this  
Damien

Heroes of the Storm Valla

Recommended Posts

Guest Thale

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

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
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. 

Share this post


Link to post
Share on other sites
 

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.

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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.

  • Like 1

Share this post


Link to post
Share on other sites
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!

Share this post


Link to post
Share on other sites
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

  • Like 1

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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.

  • Like 1

Share this post


Link to post
Share on other sites
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 :(

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

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
  • Like 2

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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. 

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Mastery Rings are a new feature that was added to the game in the latest balance update. They are the successor to legacy Mastery Skins that existed back then. When you reach level 15 and 25 with a certain Hero, you will be able to purchase these augmented rings for 5,000 Gold each.
      Blizzard (Source)
      We’re adding a new feature to Heroes of the Storm that will allow you to charge into battle with an extra bit of flair: introducing Mastery Rings!
      Reaching level 15 with a hero you own will unlock the ability to use gold to purchase a Mastery Ring for that hero, which will be displayed in game as an extra adornment of your hero’s regular selection circle. Additionally, when you reach level 25 with that hero you can then purchase an even more distinct Mastery Ring with gold.
      FAQ
      Q: Can I get Mastery Rings for more than one hero?
      A: You can get Mastery Rings for as many heroes as you like, given than you’ve reached at least level 15 with those heroes.
      Q: Do I purchase these rings for each Hero separately?
      A: Yes. These rings signify experience playing individual heroes and let other players know that you know how to play your chosen hero, so Mastery Rings are hero-specific.
      Q: When will Mastery Rings become available?
      A: Mastery Rings are live now!
    • By Stan
      The in-game Collection has been updated with new Heroes available for purchase at a reduced Gem cost.
      The Scarlet Heist Event dynamic bundles are still up for sale, but there are no other skins available for purchase with Shards.
      Click here to check out this week's Free-to-Play Hero rotation and the latest balance patch.

      Hero Sales
      Heroes Old Price New Price Jaina 500 Gems 250 Gems Lt Morales 625 Gems 312 Gems Varian 750 Gems 375 Gems
    • By Stan
      The latest balance patch comes with new augmented Hero Rings, purchasable for 5,000 gold each, which are equivalent to the old Mastery Skins, Hero updates, and more.
      Patch Highlights
      General
      After completing the Scarlet Heist Questline, a set of 3 new dailies will become available. To show off your individual Heroes mastery, Blizzard has implemented augmented Hero Rings for any Hero over the levels of 15 (Level 1) and 25 (Level 2) which can be purchased for 5,000 gold each. Hero Changes
      Diablo's base health has been increased and the Mana cost of Apocalypse has been reduced. Artanis' Purifier Beam speed has been increased. Some of Rexxar's talents (Easy Prey, Flare, Hunter-Gatherer) have been nerfed. Varian's Twin Blades have been nerfed and his Taunt has been buffed to incentivize Varian players to try tanking for their teams more often. Ana has been slightly buffed and they removed the awkwardness of the way Vampiric Rounds asked players to constantly target swap after 5 Shrike stacks. Deckard Cain's potions now display their impact location before they land and the radius of Fortitude of the Faithful has increased. Li Li's Hindering Winds and Surging Winds talents swapped positions. Lt. Morales has a new Medi-Drone talent which gives her limited multi-target healing. Malfurion's Entangling Roots & Innervate have been buffed. Whitemane has some new baseline mechanics. Clemency and Inquisition now remove 1 stack of Desperation, Zeal can be activated to increase Spell Power by 25% and reduce Armor by 25 for 5 seconds on a 60 second cooldown. Saintly Greatstaff has a new functionality, and Whitemane has a new talent at level 20 which can be used to grant a target ally a permanent Zeal. Qhira's Finishing Touch has been buffed to help equalize the level 1 talent tier. Junkrat's base health and regeneration have been increased and we have some follow-up changes to even out his talents (see below for details). Li Ming received survivability buffs (Health + regen). Astral Presence was removed and the functionality implemented into Force Armor. Blizzard (Source)
      Heroes of the Storm has just been updated with Hero balance changes and bug fixes! Read on for details.
      General
      The Scarlet Heist: Daily Quests Mobsters are back! After completing the Scarlet Heist quest line, a set of three new daily special event quests will be available. Using a Special Event dialog, you can choose one of those three quests and complete it for a Scarlet Heist Chest reward, once a day, until the event ends on December 3rd, 2019, PST. New Feature: Hero Mastery Rings A lot of you may remember the old 'Mastery Skins' and we are excited to bring back another way for players to show off their mastery of individual Heroes. With today's patch, players will be able to spend 5,000 gold to purchase augmented Hero Rings for any Hero over the levels of 15 (Level 1) and 25 (Level 2). These Mastery Rings are permanent when purchased and will be placed over the top of the normal Hero Ring, becoming visible to all players while in a match. We are extremely excited to know what you think about these and appreciate hearing any feedback you have on them! Heroes
      Tank

      Diablo
      Base
      Health increased from 2670 to 2825. Black Soulstone [Trait] Bonus Health reduced from 0.4% to 0.3% per Soul. Talents
      Level 10 Apocalypse [R1] Mana cost reduced from 100 to 50. Bruiser

      Artanis
      Talents
      Level 10 Purifier Beam [R2] Movement Speed increased from 3 to 3.2.
      Rexxar
      Base
      Mend Pet [E] Mana cost increased from 55 to 60. Talents
      Level 1 Easy Prey [Passive] Damage bonus against Mercenaries and Minions reduced from 200% to 150%. Flare [Active] Cast range increased from 15 to 25. Level 4 Hunter-Gatherer [Passive] Bonus Healing Regeneration reduced from 1.25 to 1 per second per Regeneration Globe. Maximum stacks increased from 20 to 25.
      Varian
      Talents
      Level 1 Overpower [W] Bonus damage increased from 30% to 40%. Level 4 Taunt [R1] Health and Health Regeneration bonuses increased from 30% to 40%. Twin Blades of Fury [R3] Base Attack Damage reduction increased from 20% to 25%. Level 7 Lionheart [Q] Healing bonus increased from 50% to 75%. Level 16 Banner of Stormwind [Active] Cooldown reduced from 45 to 25 seconds. Banner of Dalaran [Active] Cooldown reduced from 45 to 25 seconds. Level 20 Glory to the Alliance [Passive] Banner cooldown reduction changed from 20 seconds to 50%. Healer

      Ana
      Base
      Shrike [Trait] Healing from Shrike damage from 50 to 60%. Talents
      Level 1 Vampiric Rounds [Trait] Bonus Shrike Heal from stacking 5 Doses from 1.5% to .75%. Added second reward: Increase Shrike’s Heal by .25% for every Basic Attack against Heroes that have 5 Doses. Slumber Shells [E] Additional functionality: Reduce the cooldown of Sleep Dart by 4 seconds. Level 7 Night Terrors [E] No longer reduces Sleep Dart cooldown. Modified functionality: Gain 25% Movement for 2 seconds for every Hero hit by Sleeping Dart. When a Hero wakes, they take 10% of their maximum Health in damage.
      Deckard
      Base
      Healing Potion [Q] Now displays its impending AoE to allies while the missile is in flight. Fortitude of the Faithful [Trait] Radius increased from 5.5 to 6.5. Talents
      Level 1/4/7 Gems [Active/W] Added functionality: Increases the damage of the unleashing Horadric Cube by 100%. Level 4 Ruby [Active/W] Cooldown reduced from 30 to 20 seconds. Trigger radius of Lesser Healing Potions increased from .5 to 1 (matching base potions). Level 20 Perfect Gems [Active/W] Now reduces the cooldown of all Gem talents to 5 seconds, instead of a flat 25 second reduction.
      Li Li
      Talents
      Level 4 Hindering Winds [W] Moved to level 13. Slow duration increased from 1.5 to 2 seconds. Level 13 Surging Winds [W] Moved to level 4. Cooldown reduction reduced from 3 to 2 seconds.
      Lt. Morales
      Talents
      Level 7 Vanadium Plating [W] New Functionality: Increases the duration of Safeguard by 1 second. While the target is Stunned or Rooted, Safeguard’s armor value is increased to 50. Prolonged Safeguard [W] Removed. New Talent - Medi-Drone [W] Allies with Safeguard receive 50% of the healing done by Healing Beam on other targets.
      Malfurion
      Base
      Entangling Roots [E] Cooldown reduced from 14 to 12 seconds. Mana cost reduced from 75 to 65. Innervate [Trait] Cooldown reduced from 30 to 25 seconds.
      Whitemane
      Base
      Basic Attack Damage increased from 55 to 62. Clemency [Active] Mana cost removed. Additional functionality: Removes 1 stack of Desperation. Inquisition [W] Additional functionality: Removes 1 stack of Desperation. Zeal [Trait] Added functionality: Activate to increase your Spell Power by 25% and reduce your Armor by 25 for 5 seconds. 60 second cooldown. Talents
      Level 10 Scarlet Aegis [R1] Cooldown reduced from 90 to 70 seconds. Level 13 Saintly Greatstaff [Trait] New functionality: Hitting an enemy with Searing Lash marks them for 3 seconds. Basic Attacks against a marked target deal an additional 75 damage and consume the mark. Level 20 New Talent – Guiding Light [Active] Activate to grant target ally a permanent Zeal. Only one target can have this at a time. Melee Assassin

      Qhira
      Talents
      Level 1 Finishing Touch [Passive] Modified functionality: Gain 15% Basic Attack damage. When you Basic Attack a Hero below 50% Health, gain an additional 15% Basic Attack damage and 35% Attack Speed for 3 seconds. Ranged Assassin

      Junkrat
      Base
      Vitals Health increased from 1350 to 1425. Health Regeneration increased from 2.813 to 2.969. Talents
      Level 4 BOOM POW [W] Cooldown reduction increased from 8 to 9 seconds. Level 7 Big As [E] Armor reduction increased from 10 to 15. Level 10 Rocket Ride [R2] Damage increased from 815 to 890.
      Li-Ming
      Base
      Vitals Health from 1232 to 1270. Health regen from 2.57 to 2.65 Talents
      Level 1 Astral Presence [Passive] Removed. Force Armor [Q] Additional functionality: Mana regeneration is increased by 100% while below 35% maximum Mana. Level 4 Triumvirate [W] Additional functionality: Max range Arcane Orbs also refund 40 Mana. Bug Fixes
      General
      Many abilities that were incorrectly incrementing Healing or Self Healing scores have been fixed. Protected now contributes to Healing or Self Healing Score. A.I. should no longer become stuck in a logic loop while attempting to capture Merc camps that have enemy structures nearby. User Interface
      Fixed additional issues that caused Gem purchase dialog show blank screen. Fixed typos in Boost tooltips. Fixed an issue where player names are cut off when they have a Boost active. MAC
      Fixed an issue that would cause mouse hover outlines for some objects to render solid black. Fixed an issue that would cause area of effect circles to render with an incorrect color. The latest balance update has hit the Nexus and here are the patch notes.
    • By Stan
      This week's Hero rotation includes Ana, Brightwing, Kael'thas, Zul'jin, and more.
      Free-to-Play Hero Rotation: October 15, 2019
      Player level remains unknown because Blizzard stopped updating the official forum post.
      Ana Artanis Azmodan Brightwing Cho Chromie ETC Gall Kael'thas Li Li Rexxar The Butcher Zagara Zul'jin (Source)
    • By Stan
      This week's brawl is Industrial District! The single-lane Overwatch-themed map comes with standard play and shuffle pick. Destroy the enemy core to earn a Scarlet Heist Loot Chest.
      Blizzard (Source)
      This week’s Heroes Brawl is Industrial District! Slide around and slug it out in the heart of Volskaya in this Overwatch-themed, single-lane Battleground featuring lots of conveyor belts and tons of action.
      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of the Industrial District Brawl to earn a Scarlet Heist Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
×
×
  • Create New...