Damien

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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      General Fixed a number of typo and tooltip errors across several aspects of the game. A.I. General: After casting Hearthstone, A.I. Heroes will now wait in the Hall of Storms to restore most of their Health and Mana before leaving. D.Va: Fixed an issue that prevented A.I. D.Va from casting Boosters. Deckard: Learning Bottomless Flask no longer causes Allied A.I. Heroes to remain near a Healing Potion’s location indefinitely. Sgt. Hammer: A.I. Sgt. Hammer will no longer become stuck in a Vent behind the opposing bottom-lane Fort on Battlefield of Eternity. The Butcher: Fixed an issue in which A.I. Butcher would repeatedly cast and then cancel Ruthless Onslaught. The Butcher: Fixed an issue that prevented A.I. Butcher from casting Butcher’s Brand. Heroes, Abilities, and Talents
      Artanis: The Target Purified Talent no longer causes Purifier Beam to acquire Invulnerable targets after its initial target dies. Chromie: Time Traps revealed by Abilities like Tassadar’s Oracle can now be correctly auto-acquired as Basic Attack targets. Fenix: The Talent tooltips for Singularity Charge and Mobile Offense now correctly append to the Ability tooltip for Weapon Mode: Phase Bomb. Garrosh: Casting Into the Fray on Abathur now correctly interrupts Symbiote Channeling. Genji: A damage over time preview now correctly appears in Genji’s Health bar when affected by Lunara’s Nature’s Toxin. Johanna: Can no longer escape Zagara’s Devouring Maw early if Iron Skin expires while inside the Maw. Junkrat: Can now move himself while he is Unstoppable by detonating a nearby Concussion Mine. Malfurion: Reduced Healing applied by Strangling Vines now correctly lasts for its full 3 second duration, even if Entangling Roots expires or its Root effect is removed. Medivh: Dying while attempting to redirect Ley Line Seal after learning Medivh Cheats! no longer causes its targeting indicator to visually persist on the terrain. Nova: Fixed an issue that could cause Holo Decoys to stop attacking nearby targets. Nova: Fixed an issue in which Holo Decoys would not Basic Attack enemy Heroes if Nova did not have enough Mana to cast any of her Abilities. Nova: Armor reductions granted by Anti-Armor Shells and Crippling Shot now stack correctly when applied to the same target. Sonya: Battle Rage no longer grants bonus damage versus Monsters. Tassadar: Plasma Shield Healing done after completing the Khaydarin Resonance quest is now correctly tracked on the in-game stats screen (TAB). Tassadar: The Talent tooltip for Khala’s Light now correctly states that only Heroes will gain Armor when Plasma Shield expires or breaks. This was only a tooltip correction; functionality has not been changed. Thrall: Invulnerable Heroes who are within bounce range after casting Chain Lightning on a nearby target will no longer grant Crash Lightning quest progress. The Lost Vikings: Casting Spin to Win! no longer causes offscreen Vikings to play false “under attack” voice lines. Zul’jin: Using Guillotine with the Buzzsaw Talent to kill Nova’s Holo Decoys or Samuro’s Mirror Images no longer grants Healing. Sound
      Lt. Morales: Replaced incorrect voice processing for voice lines used by the base Lt. Morales and First Lt. Morales skins. Volskaya Foundry: Achieving victory will now correctly cause Overwatch-themed music to play. User Interface
      Loadouts: The Hero’s name at the top of the Loadout pane will now update correctly when switching among Heroes during Hero Select. Collection: Fenix now correctly appears when using the terms “Protoss” and “Dragoon” to filter the Hero roster.  
      Head to the official Heroes of the Storm forums to discuss this post with other players.
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.
    • By Stan

      The free Hero rotation has been updated for the week of May 22.
      Free-to-Play Hero Rotation: May 22, 2018
      Malfurion Valla Gazlowe Johanna Thrall Dehaka Blaze Lt. Morales Li-Ming Gul'dan Tyrande (Slot unlocked at Player Level 5) Sylvanas (Slot unlocked at Player Level 10) Junkrat (Slot unlocked at Player Level 15) Chen (Slot unlocked at Player Level 20) (Source)
    • By Oxygen
        
      Our nineteenth Heroes of the Storm Meta Tier list for the month of May is here!
      We present our nineteenth Heroes of the Storm Meta Tier List for the month of May 2018.
      Welcome to Icy Veins's Meta Tier List for the May 9 patch. The goal of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame). Although tier listings are generally the product of balance, many factors come into play when discussing the relative perceived strengths of heroes, including player regions, maps, play style, skill level, and, of course, personal perception. As such, any tier list—including this very one—should never be interpreted as gospel, but rather, as a guide to better grasp what to expect with regards to typical drafting experiences. One useful application of such lists is to allow you know which heroes to look out for in terms of practice and counterplay, ultimately improving your knowledge of the game.
      Using the list
      As stated above, tier lists are easy to mistake for gospel. As new strategies are discovered and experimented with, so changes the perception of the relative strengths of each hero. Tier lists still prove to be useful as a snapshot of player expectations in terms of drafting. Although it is generally considered preferable to focus on high tier heroes (Prime and Core tiers), it is important to note that Heroes of the Storm's wild character and map designs make it so that any given hero's tier position is prone to fluctuate depending on the situation at hand.
      One classic example of such is that of Kerrigan on the Infernal Shrines map. Although we currently judge her to be a mid-tier hero, her drafting priority shoots up to first-pick or first-ban material on this specific map due to the nature of its objective. Certain heroes also synergise so well with each other that the sole fact of having the opportunity of drafting them together is generally enough to increase their potential. Tassadar and Tracer, for instance, are generally nightmarish to deal with for many. There are too many examples of these interactions to reasonably produce here, but we invite you to consult our guides to know exactly where and when each hero shines. The guides have been linked in the lists below for your convenience - just click any of the hero names to access them.
      A ↑ next to a hero's name means its tier list position has increased since the previous month whereas a ↓ means just the opposite. Additionally, a + or - sign indicates short-to-medium term predictions (which is to say, about a month) for tier increase(s) or decrease(s), respectively. These are often updated after significant balance patches and/or when clear trends are emerging.
      If you're newer to the game, also consider visiting our glossary for a comprehensive list of discrete Heroes of the Storm terms.
      Current ranked mode map rotation
       
      Prime Tier
      Warrior Assassin Support Specialist Diablo Genji Malfurion - E.T.C. Fenix  Stukov   Garrosh↑ Maiev-     Sonya Thrall     Prime tier heroes are considered to be extremely strong in all situations, and show no obvious weakness. They are very often banned or picked right away, as they generally dictate the pace of most matches.
       
      Core Tier
      Warrior Assassin Support Specialist Arthas Falstad Alexstrasza Abathur Blaze   Greymane Deckard (new) Azmodan Dehaka Hanzo↓ Li Li Nazeebo Johanna Jaina Lt. Morales Sylvanas- Muradin Junkrat Lúcio  Zagara Stitches Li-Ming Uther   Varian (Taunt) Malthael       Tracer     Core tier heroes are strong in a wide variety of situations and have few counter-picking possibility. They should form the core of your team, and be picked after Prime Tier heroes have been distributed.
       
      Viable Tier
      Warrior Assassin Support Specialist Anub'arak Alarak Auriel Gazlowe↑ Artanis Cassia Brightwing- Medivh+ D.Va Chromie Kharazim Murky Leoric Gul'dan Rehgar Xul Tyrael  Kael'thas Tyrande-   Zarya Kel'Thuzad+       Kerrigan       Lunara       Nova       Ragnaros       Samuro       The Butcher       Tychus+       Varian (Colossus Smash)↑       Valla       Zeratul       Zul'jin     Viable tier heroes are generally well-rounded that have either fallen out of favour, or, inversely, are on the rise in popularity, due to the current Prime tier contenders.
       
      Niche Tier
      Warrior Assassin Support Specialist Chen Cho'gall Ana Probius Cho'gall Illidan↓ Tassadar Sgt. Hammer Rexxar Raynor       Valeera       Varian (Twin Blades of Fury)     Niche tier heroes have niche application on certain maps or for certain team compositions. They may also picked to "round out" your team composition when your team composition is missing out on key components, such as a "jungler" (mercenary camps), a solo laner, or solid waveclear.
       
      Lost Vikings Tier
      The Lost Vikings The Lost Viking are deemed to be either considerably weaker than the majority of other Heroes, or much more challenging to play properly. Although they may situationally shine, this notoriously poorly designed trio is generally avoided by most players.
       
      Metagame assessment
      Tanky meta featuring a tonne of crowd control. Most fights come down to who gets caught out of position first. The natural counters to a tanky meta is typically a double support meta, but Blizzard's recent crusade against support heroes and general design trend embracing overspecialization (i.e. healers can't deal damage or have waveclear, with Deckard being the pinnacle of such) makes this unlikely to happen unless there are more radical changes inbound. In other words, I feel like we may be stuck with what we see.
      Deckard: Fits right in the current metagame with outstanding follow up to any initiation in the form of Scroll Of Sealing, high healing (though weak against displacement effects), great adaptive talents (notably, Emerald against any burst target and Kanai's Cube as a counter to burst) and armor to make him surprisingly difficult to kill. His biggest weakness might be lacking a Cleanse equivalent, though this is becoming more and more common.
      Garrosh: Doesn't do well against Diablo, but wreaks havoc against many other tanks. Particularly strong right now due to being more or less unburstable on top of bringing his super reliable cleansing effect in Indomitable. High high armor works well with sustain healers who basically populate the two highest tiers of healers, bar Uther.
      Hanzo: Excessive basic attack range allowed him to overshadow every other attack-based assassin bar Fenix. Reducing his range by about 15% puts him in right in range of a number of several movement abilities on top of giving him less breathing room against casters. This results in either reduced survivability or damage dealing potential, and in the inability to attack turrets without retaliation. His waveclear and evasiveness were also hit for good measure (through Explosive Arrows damage and Natural Agility range nerfs, respectively). He remains a fine hero, though nowhere near as oppressive, and nowhere near as safe for newer players. I don't expect him to do well in lower leagues.
      Illidan: A feast-or-famine design that feels outdated in terms of depth, overshadowed in the face of rampant mobility creep, and out of meta versus so much crowd control. This will remain the case as long as he is balanced so tightly around using Betrayer's Thirst.
    • By Stan

      Heroes of the Storm Highlights are back with episode 109 of WTF Moments.
      The latest episode starts off with a Hook & Wrecking Ball combo, executed six times in the same match. Poor Alexstrasza and Blaze! Next, we have an unlucky Fenix that gets tossed by the Dragon Knight straight into Gazlowe's Deth Lazor. Definitely check out the insane Genji gameplay at the end of the video (08:50)!
      Let us know your favorite moments in the comments below and don't forget to submit your replays here for a chance to be featured in an upcoming episode of the series.
      Previous Episodes
      WTF Moments Episode 108 WTF Moments Episode 106 & 107 WTF Moments Episode 105