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Heroes of the Storm Tassadar

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Guest boris

i see this guide is made in stone age of hots and its fine but is anyone going to update this guide.

this guide is trapping new players to take wrong talents to support tassadar , if you got auto attack heavy team comb or just illidan on group its much more effective to get leeching plasma than 10 healt totem that can be killed

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2 hours ago, Guest boris said:

is anyone going to update this guide.

check out this sticky from the General discussion forum - all the guides are undergoing the slow painful process of being totally revamped and re-formatted.

 

Maybe it would be good for them to flag the old-format guides with a yellow "possibly out of date" banner, or something? IDK, but either way a new one will be up eventually.

 

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5 hours ago, Klovzz said:

Guys can we have the new guide for Tazzadar

Sadly, the authors are quite busy and are updating other guides. Don't worry though, Tassadar will definitely receive an update when the authors finish the guides that need update more desperately.
If Tassadar receives a rework or a major update, he will be given top priority and our authors will be trying to get his guide up as soon as possible. Until then, you can use this quick build recommended by Srey in his tier list.

That being said, we are very sorry for the delay and will be trying to get all the guides up as soon as possible. Thank you for your patience.

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23 minutes ago, positiv2 said:

Sadly, the authors are quite busy and are updating other guides. Don't worry though, Tassadar will definitely receive an update when the authors finish the guides that need update more desperately.
If Tassadar receives a rework or a major update, he will be given top priority and our authors will be trying to get his guide up as soon as possible. Until then, you can use this quick build recommended by Srey in his tier list.

That being said, we are very sorry for the delay and will be trying to get all the guides up as soon as possible. Thank you for your patience.

Its all good , its that he got rework around 3 days ago with Rexxar , they change almost completely.

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13 hours ago, Klovzz said:

Its all good , its that he got rework around 3 days ago with Rexxar , they change almost completely.

Oh, sorry, I must have missed it in the news, my bad. I asked again, and this time I was told that the guides are currently being worked on. The guides *should* be ready when the patch goes live, but since both guides are being remade into the new format, it might take a bit longer. 
I apologize once again. Thank you very much for pointing it out to me. 

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Guest New Guest

I'm surprised that there's not a stronger recommendation for the Mental Acuity and Adun's Wisdom combo.  My biggest issue with Tassadar with the rework is that the longer shield cooldown makes it difficult to keep multiple targets alive.  The extra range on level 7 is nice, but Tass' ability ranges already seem pretty large.

Psionic Projection seems like it's more suited to being a secondary support.  You can hang way back and throw out the psi storms at extra range, and even protect dive heroes without getting too exposed.  But there's plenty of maps that can have long long fights over objective points (Spider Queen and Infernal Shrines in particular) where you're going to want to spam out lots of shields, and the cooldown reduction seems more valuable.

 

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I'm not entirely sold on the Oracle talents just yet. The main issue I have with them is that you are basically forced to pick them together, as they're rather weak individually.

Will observe and try a bit more over the next few days. :) Thanks for your input! 

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Have you played around with Templar's Will at all?  I'm wondering how viable a basic attack comp is with the level 16 focused beam.  That extra 1% damage, while pairing that talent with mental acuity at level 7, seems like it would give Tassadar some surprising basic attack damage. 

Edited by FirstBlood

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I don't recommend Templar's Will and any other Basic Attack talents at all, since you would lose an insane amount of utility otherwise. 

Also. keep in mind that the 1% max hp damage from the Focused Beam talent would have close to 0 value against most Assassins, Supports, and Specialists due to their low HP pool. 

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Guest Henry

On Deep Shift's explanation of why it's not recommended, can't you cancel Tass' E now?

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On 1/31/2017 at 11:52 PM, Guest Henry said:

On Deep Shift's explanation of why it's not recommended, can't you cancel Tass' E now?

This is true, I'll see if we can get an update in for this :)

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Is Tass solo support still viable, now that permanent shields are gone?  It seems to have removed something necessary to play Tass as a solo support.  As it stands, if you've got a fight going on and an ally drops to 20% health, you can give the shields they need to withdraw, but they can't get healed back up and get back to work.

I get the argument.  Permanent shields basically increase the max healthpool of heroes (mitigating the weaknesses of low healthpool heroes), it means Tass doesn't have to be discerning with his shields, but it removes the advantage of having a healer around during the laning phase-if you drop low in health, you have to hearth, even if you still have mana.  As a solo support he'll also lose poke battles-which you sometimes get forced into (towers of doom, BOE often have these) since he can only shield single targets.

Maybe it's not a problem that he's not a solo support, but it does irk me that his damage builds end up being more viable than his support build.

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4 hours ago, FirstBlood said:

Is Tass solo support still viable, now that permanent shields are gone?  It seems to have removed something necessary to play Tass as a solo support.  As it stands, if you've got a fight going on and an ally drops to 20% health, you can give the shields they need to withdraw, but they can't get healed back up and get back to work.

I get the argument.  Permanent shields basically increase the max healthpool of heroes (mitigating the weaknesses of low healthpool heroes), it means Tass doesn't have to be discerning with his shields, but it removes the advantage of having a healer around during the laning phase-if you drop low in health, you have to hearth, even if you still have mana.  As a solo support he'll also lose poke battles-which you sometimes get forced into (towers of doom, BOE often have these) since he can only shield single targets.

Maybe it's not a problem that he's not a solo support, but it does irk me that his damage builds end up being more viable than his support build.

I think that with the changes to Plasma Shield having innate leech, Tassadar can really shit as a solo Support if you have a lot of basic attack oriented Heroes. And with Blizzard reinforcing his concept as a Support/Assassin it makes sense to tone down his Shields a bit, though I still think they're fantastic as they are now, even if you go with the damage builds; the shielded ally just have to be a bit more careful now instead of going commando. So rather than just spamming Plasma Shields mindlessly, you have to actually be more tactical when using it.

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2 hours ago, Guest Axolot said:

It seems there's a problem with the ability guide in the level 13 part https://www.icy-veins.com/heroes/tassadar-talents#level-13.

The problem being In the Adun's Wisdom discussion :

Hope i helped with your Guide

Thanks for pointing this out! I passed this onto Kendric, and the contradiction should be rectified soon.

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Guest anon

The lvl 20 talent Force Barrier has gained a huge buff in CD reduction.

Making it a 3 sec CD with 2 sec duration, making it far more flexible and almost impossible to run away from a chasing group.

Likewise while trying to run away. 

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12 hours ago, Guest anon said:

The lvl 20 talent Force Barrier has gained a huge buff in CD reduction.

Making it a 3 sec CD with 2 sec duration, making it far more flexible and almost impossible to run away from a chasing group.

Likewise while trying to run away. 

Force WallForce Wall does that well even without Force BarrierForce Barrier (how often do you need a second wall?), which is why we do not recommend the talent.

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Guest umbra

o7

I think I've noticed an error, in 7.1. Discussion: Adun's WisdomAdun's Wisdom is not a useful talent, especially if you combine it with Mental AcuityMental Acuity at Level 7.

 

Great guide BTW

 

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5 hours ago, Guest umbra said:

o7

I think I've noticed an error, in 7.1. Discussion: Adun's WisdomAdun's Wisdom is not a useful talent, especially if you combine it with Mental AcuityMental Acuity at Level 7.

 

Great guide BTW

Yes, this and outdated descriptions of Plasma Shield are currently the issues in this guide. Kendric said he will be fixing this today, so the issue should be rectified by tomorrow. Sorry for the inconvenience!

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The level 4 talent Khala's LightKhala's Light gives a 15 armor increase, but the description talks about a 25 armor increase.

The level 20 talent Force BarrierForce Barrier talks about an increased duration, when the talent actually gives a reduced cooldown.

Edited by TwixTrix

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4 hours ago, TwixTrix said:

The level 4 talent Khala's LightKhala's Light gives a 15 armor increase, but the description talks about a 25 armor increase.

The level 20 talent Force BarrierForce Barrier talks about an increased duration, when the talent actually gives a reduced cooldown.

Thanks! Tassadar guide should be updated soon, together with other Kendric's guides.

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      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. 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.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
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