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Heroes of the Storm Tassadar

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This thread is for comments our Tassadar build guide for Heroes of the Storm.

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I like this guide, but I've got one question: Should I go for Conjurer's Pursuit or Psi-Infusion in Blackheart's Bay, Dragon Shire and Haunted Mines? I was just wondering because the preferred level 1 talent choice wasn't mentioned on those maps :D I guess Conjurer's Pursuit is the right choice in Haunted Mines, due the games rarely lasting over 20 minutes.

Regardless, every writer has made a great first impression for me atleast, so I can safely use the builds and strategies of Icy Veins :D

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Hi Supajee, 

 

First of all, thank you for your kind words! On Dragon Shire and Blackheart's Bay I would recommend you to go for Conjurer's Pursuit. Haunted Mines games will normally be over quite quickly, so Psi-Infusion would be my favourite talent here. 

 

I do not know on what competitive level you play but whether you choose Conjurer's Pursuit or Psi-Infusion will usually not cause you to win or lose a game just because of that decision. :) I hope that response could help you out a bit. 

 

Regards,

 

Kendric

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i have a question, why the second heroic ability, force wall, had not been mentioned? Although it can be way more useful than archon.biggrin.png btw the guide is full and includes many details. Thanks for itbiggrin.png

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Hey Dizzy! 

 

We did not include Force Wall because it is an extremely situational ability. It has its uses, no doubt, however, we do not recommend taking it in competitive play (Hero League, Team League). 

 

Thank you for the positive feedback, I hope you're going to have a lot of great games with Tassadar! 

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Tassadar is such a an underrated hero. I read many times "don't pick Tassadar" or more vulgar sentences. He is not easy to play and doesn't do any thing in a spectacular way. I mean he has decent siege dmg (clearing minion waves), decent hero dmg (when enemies are close to each other Archon just rocks) and his shield is underrated as well cause many people only appreciate healing. Well used Oracle in a smart team can allow stealing bosses, camps, avoiding traps and many other things, most people just don't give enough credit to Oracle. His sustain is just lamazing due to dimensional shift and shield + supporting talents. Very versatile and good (but not great) in almost all aspects of a battle.

 

... and this awesome and epic voice... FROM ORDER COMES JUSTICE!

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I agree with you on almost all points. As I have been playing tassadar for about 9 lvls now. I guess it is more of a perspective of play style really with him. Since he is a support character I find myself picking rewind over twighlight a lot at 20. I find a well timed rewind can be more effective in team fights as that is what will be happening late stage. Tass is already a target on the field if you know anything about him and how he can change the outcome of fights. With archon your damage will be higher and you have a longer shield and range. With a well timed rewind I can shield two teammates or main target twice, place 4 psi storms and if I get in trouble I have 2x phase shift plus archon if needed, add healing ward in the mix I can not only sustain longer than anyone. I can keep my team members guarded longer or with 4 psi storms split a team up or cover retreat. I find this to be a bigger benefit than increasing my stats as Tass is not a dmg dealer or tank he is a support. Btw you can 4x psi storm siege buildings and I usually come out in top 3 in hero dmg and siege dmg. You have a great build though and thanks for the tips.

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I am not a big fan of Rewind, but the way your defend your choice makes sense (especially the double Dimension Shift sounds really interesting!). And as long as it works for you, who am I to tell you how to play? smile.png

 

Thank you for the input, Zagbok and keep rocklng! 

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I agree with you on almost all points. As I have been playing tassadar for about 9 lvls now. I guess it is more of a perspective of play style really with him. Since he is a support character I find myself picking rewind over twighlight a lot at 20. I find a well timed rewind can be more effective in team fights as that is what will be happening late stage. Tass is already a target on the field if you know anything about him and how he can change the outcome of fights. With archon your damage will be higher and you have a longer shield and range. With a well timed rewind I can shield two teammates or main target twice, place 4 psi storms and if I get in trouble I have 2x phase shift plus archon if needed, add healing ward in the mix I can not only sustain longer than anyone. I can keep my team members guarded longer or with 4 psi storms split a team up or cover retreat. I find this to be a bigger benefit than increasing my stats as Tass is not a dmg dealer or tank he is a support. Btw you can 4x psi storm siege buildings and I usually come out in top 3 in hero dmg and siege dmg. You have a great build though and thanks for the tips.

 

I am not a big fan of Rewind, but the way your defend your choice makes sense (especially the double Dimension Shift sounds really interesting!). And as long as it works for you, who am I to tell you how to play? smile.png

 

Thank you for the input, Zagbok and keep rocklng! 

I want to kiss BOTH OF YOU, first Zagbok thats right the part of the playstyle, its for example people complaining that players dont pick the improvements on Wraith walk (Leoric) and well its all abuot playstyle, maybe some are not that aggressive, others maybe hyper aggressive and those talents works for them bacause of that

 

And kendric im a fan dude, really nice person

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Hey guys with the new tass changes would you think a shield build be viable????? just wondering, well most curiosity because blizz wants him to be more "Support" in the way of bw for example, they change tyrande ultimate to heal now so maybe tass is getting that way


 

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Hey Kroshak. 

 

In fact, I changed the status to some of Tassadar's Shield talents (Leeching Plasma, Evasive Shielding) from Not Recommended to Situational. They can be pretty good now, if your team composition and the map you're playing on allows it! 

 

Edit: I'll also take a closer look to Tassadar's Force Wall this week. I think it could now have become a solid alternative due to the latest nerf to Archon.

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Hey Kroshak. 

 

In fact, I changed the status to some of Tassadar's Shield talents (Leeching Plasma, Evasive Shielding) from Not Recommended to Situational. They can be pretty good now, if your team composition and the map you're playing on allows it! 

 

Edit: I'll also take a closer look to Tassadar's Force Wall this week. I think it could now have become a solid alternative due to the latest nerf to Archon.

 

One thing, the part of the static charge is changed to the talent that increase dimensional shift duration, but in the reasons why it still shows the static charge one reason,

 

The force wall pretty much reminds me of Gandalf, is the ultimate "you shall not pass", good in some maps where there are a lot of choke points or where there is only 2 paths to an objective, (bottom temple of Sky temple map), also it does needs xp from the player because it can really disupt team fights by denying divers the support from their team, but can also screw up your own team

 

You can use that ultimate to perform the shotgun build of tyrael but thats way to predictable in my opinion

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Hi, great guide!  Couple questions about level 4 specifically.  Static Charge has a big "X" through it, but it's the first thing listed under "Recommended"; conversely, "Deep Shift" has a checkmark but is "not recommended."  Were these switched by accident?  I assume the text is the actual opinion.  Thank you!

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Okay, should be fixed for real now. Sorry for the confusion. 

 

Still shows the old Quick Reference. Do we have to wait for some time to show up properly?

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Khala's Embrace is recommended for the second build in the Quick reference, but it is called "one of the most useless talents in Tassadar's repertoire" on the talent build page.

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To be honest I expected a better guide, gotta criticize some of the choices:

 

LvL 1: Psi-Infusion 95% of the times if not always, you don't have to chase mana regen globes and till lvl 20 or so it is more efficient and it actually lets you use your Psionic Storm on cooldown, it's basically free, the game has to last very long to make the other talent efficient, besides, people who look for guides don't play on the highest level and can't use the talents at their best. In my case 100% Psi-Infusion

 

LvL 4: Leeching Plasma 80% of the times, it is really useful for melees or any other chars who just jump in and do damage and need the extra heal. Actually, you can make this talent useful in all situations, not only it (the talent) is mobile, unlike Healing Ward, but it is also binded to your ability on a short cooldown, and if nothing else, it doesn't give you one extra button to click (for those people who are lazy to click many buttons, that's okay). In my case 100% Leeching Plasma

 

LvL 7: This is a bit hard and not so important I think, never won or lost a game cause of this tier of talents, but I've had cases where Deep Shift saved my life couple of times. Khala's Embrace isn't bad, but the shield that it gives is not that big, also, most of the times 60-100% of your shield already gets taken off, so what's the real use of this talent..?! So it all comes down to either Deep Shift or Static Charge, go for the one that you feel more comfortable with.

 

LvL 10: Force Wall, this doesn't need discussing, this is the talent you should go for in every cases. The fact that it splits, traps, saves lives is just... it carries the game alone, it is one of the best abilities in the game. If you don't make a good use of this talent then just... don't bother to get it, or play Tassadar at all, this is what wins games.

 

LvL 13: Prescience in most cases. The exception is to go for Shrink Ray if enemy has a bursty char, such as butcher, or a char with Stim active on him/her. If you can't time the Shrink Ray and don't know when or how to use it then go for Prescience, it will save your life in quite a few situations, it's like a 2nd chance if you get too greedy to go back. Distortion Beam can secure many kills, but Tassadar is a ranged support who doesn't go close to targets and casts spells from range, you don't wanna chase anyone, even with this talent.

 

LvL 16: I like this talent tier. In here you either have to go Dimensional Warp or Second Strike. but for me it's Second Strike most of the times, I like beeing offensive, besides, when your Dimensional Shift gets activated you are pretty much out of combat and won't go back, it's like emergency escape for you. You think the heal is good 'cause you feel safe with the healing and more hp, but the damage that you can put out with Second Strike will win games and secure many kills. I got so used of Second Strike that I always go for it, I can play better with it.

 

LvL 20: The only choice here, the Storm Shield, a good use of this ability helps your team so much that it can win the whole team fight for your team, this talent is so good compared to the other ones in this tier is that you don't even have to consider picking another talent.

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That is your personal opinion. You do not give any reason why we should take your word for granted. Who are you? Are you a pro player? Are you a developer? What makes you an expert to rightfully claim the "one true" way of playing Tassadar?

 

By limiting Tassadar, one of the most flexible Heroes in the game, to a single talent each tier, you ignore what Heroes of the Storm is all about: adjusting your talents to the current flow of the game. Blizzard has rigorously tried to make several talent builds viable, depending on what role your team needs. As such, it is irresponsible and foolish to say things like (I quote) "You should go for Force Wall in every case" or "Leeching Plasma 80% of the time". You even recommend questionable talents like Deep Shift, which is a rare sight in the highest tiers of competitive play. 

 

Also, some of the advice you give is just straight-up nonsense. To say that Psi-Infusion at Level 1 is clearly better than Conjurer's Pursuit will make every pro player out there giggle. I have cast professional tournaments like DreamHack Winter, in which Tassadar was one of the most contested picks, and in almost every case Conjurer's Pursuit was picked. 

 

That's another thing you entirely neglect in your post. Not every player has the same skill level. A beginner will have a hard time using Force Wall efficiently, for instance, and as such should go for Archon. Also, Hero League and Quick Matches sometimes require different (i.e."safer") builds compared to Team League simply due to the lack of communication. 

 

I'm absolutely open for constructive criticism, but I'm afraid to say that I cannot take your post seriously. 

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      Zeratul: Zeratul’s mask will no longer stretch and bend oddly during Hero Select or in the Collection on low graphic settings. Battlegrounds
      Blackheart’s Bay: Fixed an issue that could allow Medivh and Falstad to enter and stand in certain areas inside the enemy Hall of Storms. Haunted Mines: The right-side team’s top Keep can no longer hit enemy Heroes who path into the Gate. Try Mode: The You Want Axe? Talent will now correctly grant bonus Basic Attack range after using the Complete Quest button. Try Mode: Garrosh will no longer continue to benefit from the Warbreaker Talent after clicking Reset Talents. Try Mode: Toggling off Minion spawns will no longer cause AI Heroes to wait at their Fort Gates indefinitely. Heroes, Abilities, and Talents
      Alarak: Rite of Rak’shir will no longer be placed on a dead target if it was cast just as that target took fatal damage. Auriel: Fixed an issue causing the Energized Cord talent to grant slightly too much Hope with Auriel's Basic Attacks. Diablo: Fixed an issue that could prevent Diablo from traveling with his Shadow Charge target if another Hero stood between Diablo and his target. D.Va: Using Boosters to smash destructible barrels on Blackheart’s Bay will no longer place the Ability on full cooldown. D.Va: Fixed an issue that could cause D.Va to inconsistently activate Healing Wells while using Boosters. D.Va: Dying while casting Call Mech will no longer create an untargetable Mech that persists until D.Va respawns. D.Va: Mech deaths that occur while no enemy Heroes are nearby will now correctly grant XP and update D.Va’s death count on the in-game score screen. D.Va: A Nuke’s area of effect indicator will no longer disappear if D.Va finishes channeling Nuke in the same moment that her Mech is destroyed. Garrosh: Wrecking Ball will no longer end Rehgar’s Ghost Wolf. Garrosh: Using Body Check with the Brute Force Talent on a Boss no longer causes the Healing debuff icon to appear next its Health bar. Garrosh: Bloodthirst will no longer cause Garrosh to automatically retarget his Basic Attacks to the closest enemy. Garrosh: Into the Fray will no longer place targeting indicators on attacking Hydralisks on Braxis Holdout. Genji: Fixed an issue that could prevent Fort attacks from Slowing Genji if he has Dodge charges remaining, and there is another Genji on the opposing team. Genji: Fixed an issue that could cause Dodge to behave inconsistently against Sylvanas’ and Lunara’s Basic Attacks. Genji: Dragon Blade will no longer benefit from cooldown reduction abilities such as Innervate and Nano-boost. Illidan: Abilities that can interrupt Dive, like Li-Ming’s Wave of Force, will no longer cause Illidan to become briefly unresponsive. Jaina: Fixed an issue that prevented Jaina from casting Water Elemental if unpathable terrain existed between Jaina and the desired casting location. Jaina: Fixed a typo in the Icy Veins tooltip which incorrectly stated that the Talent provided a 300% cooldown recharge rate , rather than 200%. This only affected the tooltip, and the Talent's functionality has not changed. Johanna: Abilities that block pathing, such as Sonya’s Arreat Crater and Tassadar’s Force Wall, will no longer block Johanna’s movement during Falling Sword. Leoric: Fixed an issue that could prevent the Mithril Mace Talent from granting bonus Attack Speed for Minion and Hero kills. Leoric: Percentage damage dealt by the Spectral Leech Talent will now properly count as Ability damage rather than Basic Attack damage. Probius: Floating Combat Text will now indicate the amount of Shields granted to Probius by a Pylon after learning Shield Battery, rather than displaying zero for each tick. Stukov: Abilities that move Heroes, like Alarak’s Telekinesis and Stiches’ Hook, no longer remove Weighted Pustule from the affected Hero. Sylvanas: Withering Fire can no longer target destructible barrels on Blackheart’s Bay. The Lost Vikings: Can no longer clip into Gates on Braxis Holdout during the pre-game countdown. The Lost Vikings: Casting Longboat Raid immediately after one of the Vikings is killed will no longer prevent the player from using Mortar during the Heroic Ability’s duration. Tychus: The That’s the Stuff! Talent’s Heal indicator will no longer disappear if Tychus stops attacking before Minigun expires. Tyrande: Sentinel can no longer leave the starting zone during the pre-game countdown. Valla: Enemy Heroes who were broken out of Stealth by Hungering Arrow can now correctly be hit by subsequent Hungering Arrow strikes. Valla: Caltrops dropped by the Vault Talent will no longer display Health bars, and are no longer selectable. Zagara: Creep Tumors no longer exhibit a short delay before granting vision of the area affected by Creep. Sound 
      Li-Ming: Templar Li-Ming will now correctly play death sounds when killed. Valeera: Enemy Heroes will no longer hear when Valeera primes her activated Talents, like Crippling Poison, when she is Stealthed. User Interface
      Hotkeys: The Dragon Knight and Garden Terror will now correctly follow Force Move commands.
    • By Stan

      The free Hero rotation has been updated for the week of September 26.
      Free-to-Play Hero Rotation: September 26, 2017
      The following Heroes are on rotation this week:
      Raynor Muradin Sonya Nazeebo Uther Jaina Tychus Brightwing Ragnaros Tyrande Gul'dan (Slot unlocked at Player Level 5) Sgt. Hammer (Slot unlocked at Player Level 10) D.Va (Slot unlocked at Player Level 15) Rexxar (Slot unlocked at Player Level 20) (Source)
    • By Stan

      It's time for a new Heroes Brawl and this week it's Silver City - a single-lane battleground straight out of the High Heavens. Shuffle pick and standard play with no talent restrictions apply. The first team to destroy the enemy Core wins. Play two games to earn a Loot Chest.
      Update #2: The issue has been fixed.
      Update: There seems to be a bug with this week's brawl and credit toward earning a Loot Chest is tagged as completed from last week. Relogging does not solve the issue and playing a brawl does not count toward the credit or fix the problem either.
      Blizzard (Source)
      This week’s Heroes Brawl is Silver City! Battle against the enemy team on this single-lane Battleground featuring a familiar design straight out of the High Heavens, Mercenary Camps ready to be swayed to your team’s favor, and tons of action. Queue up, choose your hero, and try your best to send the enemy team to the Burning Hells!
      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 two matches of the Silver City Brawl to earn a Loot Chest! Find out more about the new 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.
    • By Stan

      Weekly sales have been updated for the week of September 26. Get Cassia, Zeratul and other skins & mounts at a reduced price.
      Blizzard (Source)
      Weekly Collection Update: Sept 26 – Oct 3, 2017
      Next week's Collection Update will begin on Tuesday, September 26! Check out the new list of featured items and Hero discounts below.  Upcoming Hero Sales
      Cassia — Sale Price: 375 Gems Zeratul — Sale Price: 375 Gems The following Skins and Mounts will enter the Featured Item Rotation, and will be unlockable using Gems until next week's Collection Update:
      Upcoming Featured Skins
      Pirate Queen Cassia Golden Unraveler Zeratul Azure Grimskull Nazeebo Techno Super Sonya Lurkablo Amber Ghost Tracer Pajamathur Abathur Storm Wolf Rehgar Upcoming Featured Mounts
      Marshal's Outrider Verdant Magic Carpet Weekly Sale Bundle
      If you’d rather pick up everything at once, we’re also going to add a new Weekly Sale Bundle to the Featured tab in your Collection. This limited-time bundle contains all of the items above at a discounted Gem price, but will only be available until next week’s Collection Update takes place.