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Damien

Heroes of the Storm E.T.C.

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Guest Guest

I'm having trouble winning with this hero, at no fault to the guide. What makes him such a popular pick in the HotS scene?

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Guest Xebenatros

A number of changes were made on E.T.C., he feels like he has more AoE potential now but that is just my opinion, please update the guide quick as now the information for E.T.C. before Kael'thas was released is now horridly out of date, excellent guide though

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Guest Kroshak

A number of changes were made on E.T.C., he feels like he has more AoE potential now but that is just my opinion, please update the guide quick as now the information for E.T.C. before Kael'thas was released is now horridly out of date, excellent guide though

 

yeah but the control and utility is better in my opinion, i dont like the hotslogs build thats being around, not trying to be disrespectful or anything, tbh i like this one better, something i dont understand in the popular build rght now is why pick up the increased range on the q and the pick up tour bus, its hard to catch people and youre adding something that will make them escape its weird to me, its just my opinion

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yeah but the control and utility is better in my opinion, i dont like the hotslogs build thats being around, not trying to be disrespectful or anything, tbh i like this one better, something i dont understand in the popular build rght now is why pick up the increased range on the q and the pick up tour bus, its hard to catch people and youre adding something that will make them escape its weird to me, its just my opinion

 

The extended Q range exchanges survivability for a bit of initiation potential. You have pretty much underlined the reasons why I avoid picking it myself.

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Guest Kroshak

The extended Q range exchanges survivability for a bit of initiation potential. You have pretty much underlined the reasons why I avoid picking it myself.

 

yeah the extended q should only  be picked if the enemy team back line is squishy and you want to be really bad to them, like saying the quote from spiderman when he enters the cage "youre going nowhere i got you for 3 minutes",  so you can punish the back line, this is better with a 2 tank strategy, usually tyrael or anub at youre side so they have more thing to worry about that just you but the problem is that, like youve said, youre toooooooooo wayyyyyyy predictable in ETC with whatever ultimate you pick, but damn i love getting a mosh pit and i bet a lot of people like that too. even better with the new sounds =P

 

Something i might add its that i dont agree with people saying he was nerfed, i think he is still a good warrior, they just removed the absurd early damage, and cmon if you like rock this one will left you with a really good taste in youre mouth

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yeah the extended q should only  be picked if the enemy team back line is squishy and you want to be really bad to them, like saying the quote from spiderman when he enters the cage "youre going nowhere i got you for 3 minutes",  so you can punish the back line, this is better with a 2 tank strategy, usually tyrael or anub at youre side so they have more thing to worry about that just you but the problem is that, like youve said, youre toooooooooo wayyyyyyy predictable in ETC with whatever ultimate you pick, but damn i love getting a mosh pit and i bet a lot of people like that too. even better with the new sounds =P

 

Something i might add its that i dont agree with people saying he was nerfed, i think he is still a good warrior, they just removed the absurd early damage, and cmon if you like rock this one will left you with a really good taste in youre mouth

Indeed. Having two tanks allows you to build more aggressively, since in theory, damage will be split between E.T.C. and the other tank.

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The level 1 talents don't match up between the icons and explanations. (Which is weird, because I'm pretty sure they did before.)

 

Icons: Prog Rock recommended, Pwn Shop Guitar situational

Explanations: Block recommended, Prog Rock / Rolling Like a Stone situational

Edited by Matenshi

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should phoenix be added to talents mosh pit synergizes with?

 

I'll be doing a big pass over older heroes to include newer ones shortly. It definitely should.

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Guest Sviscisvuota

Face melt description needs update: Face Melt can reliably interrupt STATIONARY channeled abilities, such as Ravenous Spirit or Triple Tap (remove Jug and Overkill).

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Face melt description needs update: Face Melt can reliably interrupt STATIONARY channeled abilities, such as Ravenous Spirit or Triple Tap (remove Jug and Overkill).

 

That is correct, the "daze" changes still haven't been implemented in the older guides. I'm planning to do a big pass over said older guides over the course of the next month to fix mistakes like these.

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Guest RzfX

Quick question. Why are non-recommended talents listed on ETC's Common Talent Path for levels 4 and 7? Won't that lead to some misunderstandings?

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1 hour ago, Guest RzfX said:

Quick question. Why are non-recommended talents listed on ETC's Common Talent Path for levels 4 and 7? Won't that lead to some misunderstandings?

This has most likely been missed in updates! Will get it fixed, thanks :)

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6 minutes ago, rozmex said:

Your content will need to be approved by a moderator is this real? cant even say that this guide is horrible from horrible player? xD

We take feedback seriously. Instead of saying "omg this suxx" how about you told us which part of the guide you think is inaccurate or outdated and why? Post such as this get us nowhere.

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On 10/22/2016 at 11:32 PM, Guest RzfX said:

Quick question. Why are non-recommended talents listed on ETC's Common Talent Path for levels 4 and 7? Won't that lead to some misunderstandings?

Sometimes mistakes slip up in there, especially after patches. I'll fix it.
 

On 12/25/2016 at 9:12 PM, rozmex said:

Your content will need to be approved by a moderator is this real? cant even say that this guide is horrible from horrible player? xD

You certainly make me miss being 12 years old.

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Guest Dan

Hi! First of all, I believe "face melt" should be be "pinball wizard" in the lvl 7 not recommended section. Ok, so I have general question about the guides on this site. What type of players are they for? I ask this because I've always believed there to be at least two metas in hots. The noob meta... I'm talking: playing with the masses, silver league, rage flaming, nova hating nubs like myself... and the pro meta: Precise, calculated to exhaustion, king of the nerds, raw finger tipped, MVP black lvl players. I assumed that the guides on this site lean toward the latter as most guides tend to do. We all like to theorycraft like the pros and pretend that it matters when combined with terrible execution, sluggish reactions, and numbskull plays. The point I'm going to make is this. I see pros taking many skills that are not recommended on this site on a regular basis. For instance I don't think I've seen a single pro etc player take speed metal. I mean I'm sure it's happened but they tend to take crowd surfer or occasionally load speakers. I know that things work in the noob meta that dont in the pros and vise versa... but this regular discrepancy between pro play and recommended talents on this site is what leads me to question the validity of some of the opinions here or at the very least the explanations. Now, I've thought that maybe this site is geared towards a third meta... the semi-pro meta. Talkin, diamond league, stary eyed dreamers who are convinced that if they just didnt have to go to that pesky school their parents are always talking about that they could be pros. So... maybe some talents are viable in the noob meta, underpreform in the semi-pro meta, and then pwn everything when Koreans play them? Or something? Since such a small percentage of people are actually in that semi-pro meta I wonder why that would be the standard for guides... but then again I suppose it's what we all aspire to be. Most decent noobs can actually attain that lvl of play at times. Just thinking it all through. I like the site... but I also like guitar hero/ hammer on combination sometimes so it is very possible that the entire site should be "not recomended". teeheejkjklulzgg

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On 1/6/2017 at 0:15 PM, Guest Dan said:

What type of players are they for?

Look at it this way: if someone is in Bronze, they most likely want to improve, maybe move up to Silver. They'll come to the site, see the recommended talent build and just use that. That will be their cookie cutter and they'll stick to that.

Let's say they have now hit Gold and are starting to realise that their cookie cutter build just doesn't work anymore. It's not what they need and so they start to experiment with other talents, but it just doesn't quite work. Instead, they come back to the site and this time they go to the detailed ability descriptions. This is where they will find situational talents, discussions and descriptions. This is where they can learn what to pick and when, so they start to use one or two talents differently and start performing well again.

They progress further and are now in Diamond, they know what their talents do and they know what to pick and when. A new talent releases and they make their own judgement, but they just aren't quite sure if they are right. They come here, check the description and see what a pro player thinks about it. They check out the performance of it in pro games, etc. and then make their own, now educated, decision about when to use it. 

Then there comes the people that we don't really cater for as much. I'd be very surprised if a top 100 Grand Master who mains ETC came to this guide to check what talents we recommend. Instead, they might come check it out on an off-day out of pure interest, they might discuss what is going on a bit with the writer directly and then suggest a change or so.

Hopefully this explains what we aim to do and how we cater for different people.

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Guest aoe

One small thing:

In your abilities description, it says Face Melt can be used to interrupted channeled abilities like Jug of 1,000 Cups and Overkill. That is not strictly correct.

Simple knock back can interrupt "true" channeled abilities like Mosh Pit or Ravenous Spirit, but it cannot interrupt semi-channeled abilities where the user can freely move, such as Strafe, Jug of 1,000 Cups, Overkill and Whirlwind.

Face Melt only has a knock back (like Frag Grenade or Penetrating Rounds), therefore it does not interrupt either Overkill or Jug of 1,000 Cups. Other "knock back" abilities, such as Mighty Gust and Hook, interrupt semi-channeled abilities, becuz there's an explicit stun applied.

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2 hours ago, Guest aoe said:

One small thing:

In your abilities description, it says Face Melt can be used to interrupted channeled abilities like Jug of 1,000 Cups and Overkill. That is not strictly correct.

Simple knock back can interrupt "true" channeled abilities like Mosh Pit or Ravenous Spirit, but it cannot interrupt semi-channeled abilities where the user can freely move, such as Strafe, Jug of 1,000 Cups, Overkill and Whirlwind.

Face Melt only has a knock back (like Frag Grenade or Penetrating Rounds), therefore it does not interrupt either Overkill or Jug of 1,000 Cups. Other "knock back" abilities, such as Mighty Gust and Hook, interrupt semi-channeled abilities, becuz there's an explicit stun applied.

Yes, Face MeltFace Melt provides "daze" rather than stun, which means it can stop only static channeled abilities (and Jug of 1,000 CupsJug of 1,000 Cups is obviously not one of them). Thank you for pointing this out, we will be fixing this shortly!

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      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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