Damien

Heroes of the Storm Tychus

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

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For the level 10 and 13 talents, Drakken Laser Drill and Relentless are apparently "situational" picks (as seen on the icons) but are listed under the "recommended" section in the explanations. It looks like it's because they're being discussed simultaneously with the recommended picks, but wouldn't separating them into their own sections be clearer and more consistent? smile.png

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For the level 10 and 13 talents, Drakken Laser Drill and Relentless are apparently "situational" picks (as seen on the icons) but are listed under the "recommended" section in the explanations. It looks like it's because they're being discussed simultaneously with the recommended picks, but wouldn't separating them into their own sections be clearer and more consistent? smile.png

This is a remnant from our old way of writing guides, we'll have to update! Thanks for pointing it out.

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Tengo a Tychus a nivel 9, quisiera saber por qué no es competitivo, porque hace mucho daño, espero una respuesta

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You can activate Minigun "passively" sometimes I feel like it then does not trigger in hero fights?! how does this work? Only hit button infight?

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6 hours ago, Guest Jehras said:

You can activate Minigun "passively" sometimes I feel like it then does not trigger in hero fights?! how does this work? Only hit button infight?

When you press "D" MinigunMinigun activates. It does not activate passively. The only passive portion of the trait is Tychus' attack speed.

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You should move dragonshrine to one of his better maps. His trait with the stacking ability allows him to get easily 15 seconds of extra minigun time by level 20 since hitting the dragonknight counts as hero hits.

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22 hours ago, Guest Sam said:

His trait with the stacking ability allows him to get easily 15 seconds of extra minigun time by level 20 since hitting the dragonknight counts as hero hits.

This is true; I thought a lot about adding this as one of his better maps for this exact reason. However, if the enemy team has the Dragon that often, you have likely lost the game. Additionally, the extra MinigunMinigun duration from In the RhythmIn the Rhythm doesn't matter too much when you get punted away after activating it. Tychus is great while defending against the Dragonknight, but not all that special for obtaining one (which is usually the win condition for Dragon Shire). He is by no means poor for the map though; I do think he has a slight edge.

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Guys the guide that you have for tychus A.T build could be improve by a lot for example , the lvl4 set of talents , why would you prefer to increase 0.5 of D In the RhythmIn the Rhythm, when you have  The Bigger They Are...The Bigger They Are... taking 4% of their total hp out, any tank who initiate would be force to retreat as soon as he joins the fight with that talent.

Lvl 7 talents, you went for the increase of the range on the grenade 50% QuarterbackQuarterback which is a totally viable talent to go with, but why would you do that when your homework in this build is punish the tanks and stay alive as long as you can, making Relentless SoldierRelentless Soldier,  the most viable option for this A.T role , remember that tychus is well focused once he starts making pressure on the enemy composition.

The rest of the talents are pretty good , they are situational Titan GrenadeTitan Grenade   definitely rocks but always keep in mind using any of the other 2 talents depending on the need.

Check this out and I'm not trying to be a disrespectful but to improved the website because I enjoy it a lot.

Edited by Klovzz

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I think the choice between "In the Rhythm" and "The Bigger They Are..." is very map and team-comp dependent. On bigger, longer maps where you are likely to spend a lot of time stacking it up, ITR just completely shines as you often end up with double, triple, or more uptime on your trait. The bigger they are is insane against lower level tanks, but a lot of tanks have good ways to stay relevant at "low" health - a few even thrive there (artanis, dual wield varian, or johanna with "indestructible" come to mind). missing out on ITR also makes your trait much more susceptible to being countered by blinds, evasion effects, stuns, etc. since the fixed 3 second duration will generally barely outlast these effects.

 

Relentless soldier is a great talent and I pick it in probably half or more of my tychus games. I don't think it will ever be higher that situational though simply because it relies on the enemy team for effect. A lot of teams don't have excess stuns or roots, or won't want to focus tychus first, and in those cases this talent will just sit there doing nothing, whereas quarterback is always in play, especially with titan grenade at 16 (which is a must if you're taking The Bigger They Are...). That said, you are right that when it's needed, this talent is an absolute game changer and can get you out of some really tight jams (or buy your team the time it needs while you're being focused)

Edited by Voltorocks

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Tychus is always focused, always. He is way to dangerous to be ignored, every hero in the game is relevant at low health however a tank at low health is not half relevant as when they are full health.

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On 12/26/2016 at 11:39 AM, Klovzz said:

Guys the guide that you have for tychus A.T build could be improve by a lot for example , the lvl4 set of talents , why would you prefer to increase 0.5 of D In the RhythmIn the Rhythm, when you have  The Bigger They Are...The Bigger They Are... taking 4% of their total hp out, any tank who initiate would be force to retreat as soon as he joins the fight with that talent.

Lvl 7 talents, you went for the increase of the range on the grenade 50% QuarterbackQuarterback which is a totally viable talent to go with, but why would you do that when your homework in this build is punish the tanks and stay alive as long as you can, making Relentless SoldierRelentless Soldier,  the most viable option for this A.T role , remember that tychus is well focused once he starts making pressure on the enemy composition.

The rest of the talents are pretty good , they are situational Titan GrenadeTitan Grenade   definitely rocks but always keep in mind using any of the other 2 talents depending on the need.

Check this out and I'm not trying to be a disrespectful but to improved the website because I enjoy it a lot.

All of the Talents you are suggesting are listed as situational; they are very good in some games. The Talents page goes into greater detail than the main page does, and will shed light on when to take those options over the recommended ones.

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16 hours ago, Straften said:

All of the Talents you are suggesting are listed as situational; they are very good in some games. The Talents page goes into greater detail than the main page does, and will shed light on when to take those options over the recommended ones.

Thanks Straften

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On 1/9/2017 at 4:17 PM, Klovzz said:

Thanks Straften

Thanks for your comment :) It's always nice to see people challenge the guides with their own ideas, it just turns out in this situation that it was accounted for. Thanks anyway!

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On 1/16/2017 at 3:39 PM, Klovzz said:

Nothing to thanks Blainie , Its my pleasure. If you ever need somebody for HoTs to work on the site , let me know.

Just saw this, but thanks for the offer! At the moment, we've got a pretty talented team that work together well, but if we're ever on the lookout, we'll make sure to announce it :)

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One small thing:

In the abilities page you mention that Overkill can be interrupted by knock-backs. This is not true anymore.

Following a 2015 change, semi-channeled abilities are not interrupted by knock-backs anymore, as the implicit stun is removed. This means that simple knock backs such as E.T.C.'s Face Melt and Lucio‘s Sound Wave cannot interrupt Overkill anymore.

Abilities such as Falstad's Mighty Gust do interrupt it because it is now explicitly stated that targets are stunned during the knock back.

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19 hours ago, Guest aoe said:

One small thing:

In the abilities page you mention that Overkill can be interrupted by knock-backs. This is not true anymore.

Following a 2015 change, semi-channeled abilities are not interrupted by knock-backs anymore, as the implicit stun is removed. This means that simple knock backs such as E.T.C.'s Face Melt and Lucio‘s Sound Wave cannot interrupt Overkill anymore.

Abilities such as Falstad's Mighty Gust do interrupt it because it is now explicitly stated that targets are stunned during the knock back.

Thanks for pointing this out! An update should come today or tomorrow, depending on your timezone.

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