Damien

Heroes of the Storm Rehgar

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

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It lists Rewind as a Not Recommended talent, even though it has a green check mark (and what sounds like a recommended description).

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It lists Rewind as a Not Recommended talent, even though it has a green check mark (and what sounds like a recommended description).

Its in not recommended maybe for the second build, for the first one it is, unless you need something more equal in terms of healing, like you need to provide everyone with the same amount instead of "half" the amount that healing chain provides, maybe a burst AOE happens and you need more the storm shield ( that can let you catch up on healing your allies) than another healing chain that could be potentially insignificant compared with the incoming damage

 

Thats why this are GUIDES, and you need to switch talents for every match because you never know what you are going to face or with who you are

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It lists Rewind as a Not Recommended talent, even though it has a green check mark (and what sounds like a recommended description).

Its in not recommended maybe for the second build, for the first one it is, unless you need something more equal in terms of healing, like you need to provide everyone with the same amount instead of "half" the amount that healing chain provides, maybe a burst AOE happens and you need more the storm shield ( that can let you catch up on healing your allies) than another healing chain that could be potentially insignificant compared with the incoming damage

 

Thats why this are GUIDES, and you need to switch talents for every match because you never know what you are going to face or with who you are

 

 

I uh, I don't disagree with anything that you said there. I'm just noting that rewind, according to the changelog, is listed as having been moved from not recommended to recommended (which is reflected by the check mark), and yet it is under the "not recommended" heading.

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It lists Rewind as a Not Recommended talent, even though it has a green check mark (and what sounds like a recommended description).

Its in not recommended maybe for the second build, for the first one it is, unless you need something more equal in terms of healing, like you need to provide everyone with the same amount instead of "half" the amount that healing chain provides, maybe a burst AOE happens and you need more the storm shield ( that can let you catch up on healing your allies) than another healing chain that could be potentially insignificant compared with the incoming damage

 

Thats why this are GUIDES, and you need to switch talents for every match because you never know what you are going to face or with who you are

 

 

I uh, I don't disagree with anything that you said there. I'm just noting that rewind, according to the changelog, is listed as having been moved from not recommended to recommended (which is reflected by the check mark), and yet it is under the "not recommended" heading.

 

 

Thank you for pointing that out! It is now fixed! :)

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couldn't bloodlust be viable on battlefield of eternity, so your team can dps down the enemy's immortal quicker? especially if say, you are in a qm with another support for heals?

 

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That's too much of a niche pick in my opinion. We generally write our guides to be competitive and viable in Hero and Team League. :) 

 

But yes, Bloodlust can be viable, however, it is generally inferior to Ancestral Healing. 

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you need to do a little bit fixing in the guide

 

as in the hints for taking camps you say take the healing totem but in the main talent tree , you dont recommend picking healing totem talent .

 

and on other case you said reghar is a good pusher and can soak xp - but when concluded you say he doesnt need to play as a lonewolf - when he is able to keep a lane and let the other team mate force havoc on other lanes, by his dynamics he fits to that part as he can use totem - lightining shield on totem and z to escape and keep the enemy hero a little busy even after he escapes .

 

and the fact that he can soak a lot of xp (with totem or by himself) and can clear enemy camps - as the other team (in early game) dont go into full team fights and keep it on skrimish level (which reghar can join pretty fast coz of his mount dynamic).

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Hey Jake,

 

Thanks for highlighting these points. In accordance with the next Rehgar change, which is going to take place next week, I am going to rework and fix a couple of things! 

 

- Ken

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I am a little bit confused. In the Talent Section it says don't pick Stormcaller talent, but in Quick Reference it is picked?

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They list using ancestral healing on yourself (Alt+R) as a defense to getting locked down (I think against Tyrael) but they removed the ability to use it on yourself last patch, any other ideas?

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Thank you for pointing that out, will remove that passage. 

 

As a rule of thumb, I can only suggest playing a lot more defensively. Don't dive, don't chase for kills. Always keep in mind that you are going to be a priority target for the enemy team. :)

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Rehgar is probably my favorite support in the game. I use a slightly different talent build from the one(s) you've listed here, I was just wondering if you (or someone in thread) could clarify a couple points for me? I have lots of experience with mobas in general (was playing DotA since it was a Warcraft 3 mod, then HoN and DotA 2 before finally switching to HotS), but I am by no means a pro at HotS (been playing only about a year or two, never even touched ranked yet). 

First, why is picking Wolf Run at level 1 bad, exactly? In your description you say that it doesn't provide any bonus to teamfights, utility, or supporting ability, which is mostly true, but I've found the additional mobility the talent provides to be truly significant in other situations. For one thing, when I play Rehgar I try to constantly rotate around the map to where I'm needed (which based on your discussion of strategy is the way you agree he should be played). Doesn't the bonus movespeed help in that? It seems to me that lets him do something he's supposed to be doing better, and especially considering it's a level 1 talent it adds up over the course of the game. It also helps with your "drop a totem, shift to wolf form, and run" disengage (though I suppose that's a fairly valid tactic without the talent as well, especially if you take the totem talent level 1). 
I'm by no means suggesting that it's hands down the best level one talent (since the others you recommend are also very powerful), but shouldn't it at least be listed as situational (for big maps where mobility is more important, or versus melee assassins/bruisers that aren't quite as sticky as, say, Illidin or Greymane)? If not, why?

Second, the level sixteen talent choice. I've been picking Hunger of the Wolf, though I agree with you that its impact isn't really that big, so I'll probably change what I get in the future. My question is, assuming you pick Wolf Run at level 1, which of the other two talents would you say is the better pick in general? Your description of the talent choice at that level seems to be "pick whichever one was already improved by your level 1 talent choice." Certainly it would depend on your team comp as well as that of your opponent's, but in a void which would you say is generally the better pick?

Anyway, really cool guide, thanks for it! =D

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Hey everyone! 

I'm happy to tell you that I just finished updating the Rehgar guide (It's been a while, I admit) into our new format. 

The update should go live within the next 24h or so - looking forward to see your feedback on it! 

- Kendric

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Wow, I was so salty on an allied rehgar that took bloodlust instead of ancestral healing then I saw that you can't use it on yourself, that is such a nerf, when did they even change that it's horrible. 

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I respectfully disagree with level 7 talent recommendation. Farsight allows to run deadly ganks on rotating enemies (since they don't usually rotate as 5 man), while also protecting your teammates from ganks and baits. It works even in QM and lower leagues - people will anyway react to seeing 3 enemy heroes nearby 

In quite frequent cases it can outcast even Cleanse just by this token, especially if enemy team lacks CC. It might not be recommended but it definitely deserves a situational status

 

Also wanted to say thanks for the guides, they are close to must have when you start a new hero

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4 hours ago, Guest FlakeKing said:

I respectfully disagree with level 7 talent recommendation. Farsight allows to run deadly ganks on rotating enemies (since they don't usually rotate as 5 man), while also protecting your teammates from ganks and baits. It works even in QM and lower leagues - people will anyway react to seeing 3 enemy heroes nearby 

In quite frequent cases it can outcast even Cleanse just by this token, especially if enemy team lacks CC. It might not be recommended but it definitely deserves a situational status

 

Also wanted to say thanks for the guides, they are close to must have when you start a new hero

FarsightFarsight is strong indeed, but is simply not as strong as CleanseCleanse (against CC) and Blood and ThunderBlood and Thunder (other cases). If it fits your playstyle, sure, go ahead and pick it, but the value loss is significant.

When ganking, you will usually not need the vision. Most of the time, ganks are aimed at a lane where you already have a hero and you are only supporting them. Besides, as a support, your ganks are not as powerful as those of assassins, which lowers the value of FarsightFarsight even further.

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8 hours ago, positiv2 said:

FarsightFarsight is strong indeed, but is simply not as strong as CleanseCleanse (against CC) and Blood and ThunderBlood and Thunder (other cases). If it fits your playstyle, sure, go ahead and pick it, but the value loss is significant.

When ganking, you will usually not need the vision. Most of the time, ganks are aimed at a lane where you already have a hero and you are only supporting them. Besides, as a support, your ganks are not as powerful as those of assassins, which lowers the value of FarsightFarsight even further.

Farsight is also the talent that can save a teammate who is the whole map away from you (think GoT or WHJ here), something cleanse is not capable of. The global range of it can make macro saves even though it lacks micro value that Cleanse provides.

I agree that particular choice heavily depends on both teams composition, map, players' mood and other unpredictable factors.

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