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Heroes of the Storm Arthas

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Guest Kroshak

Good old Arfas, being extremely dangerous with sindragosa in a combo team, with a gazlowe and a KT its really scary to face those 3 togheter

 

Goodguide, keep the hard work

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Guest Duskblade

Hi,

I build a slightly "hybrid" Arthas which I find extremely potent as a tanky bruiser - and is not yet listed here. So, here we go :

1 - Frostmourne quest (mainly for the mana regen it provides, although the damage increase is fairly nice to burst a target down)

4 - Biting cold (frozen tempest damage) : allows for a strong teamfight presence - as sizeable as a dehaka's Dark swarm, except it's nearly permanent AoE damage and slow.

7 - Immortal Coil : makes you deceptively tanky, and is a strong single target ability. As a tank, with these talents only you have one of the strongest possible single target burst available in the game. Combine AA with biting cold, Frostmourne Hungers and Death coil and you take a huge chunk of life out of any hero (especially more fragile assassins) while restoring some of your health back.

10 - Sindragosa's Breath. I find this ult to be the best amongst the 2 available for the sheer lot of opportunities it offers to your team. First, it's a very reliable engage tool - or disengage one if you want to cover your allies' retreat, but this is situational. Then, its very long range allows for chases accross the map. Once again, you might not be the one who finishes off ennemy heroes, but the 60% base slow is huge. Also, it usually scares the ennemy team a LOT. The slow makes their positionning very hard, and since you can cast it from very far away, the ennemy team will probably be caught off guard.

13 - Trail of winter (don't remember the exact talent name, the one that allows you to root everyone on a straight line). Now this, to my mind, is the best talent available at this tier because it has soooo many uses. As Arthas, you must think of yourself as a bulky peeler who will frighten ennemy assassins and cover for yours. This talent makes you able to reliably land your howling blast thanks to the increase in range, while also making you able to root both their front and backlane. This is very important because then your assassins can easily go for those pesky backlane heroes (hello Valla/Morales !) who are the only threat to Arthas or his teammates, while your ennemy bruisers will be completely shut down. Although in some rare situations I guess the attack speed reduction might be better (if you have to peel vs an Illidan for example), I definitely think this talent is the best one.

16 - Remorseless winter. This allows your frozen tempest to root, meaning any target that you locked with your howling blast will quite possibly be rooted again very quickly, while any warrior/support that would come to the rescue of said target will be rooted if they stay in your vicinity. Needless to say, this can completely shut down ennemy squishies, and while they will probably use their mobility tools to escape you, that will leave the field completely open to your team. Since you have good self-sustain, you can take a good lot of punishment while pushing your way through, staying into the fray for the 3 secs it takes for remorseless winter to proc, and seeing your ennemies panic as they get rooted while you calmly walk away, casting death coil to keep you alive. Chances are, many of their team will try to slow you advance, or throw their stuns at you - leaving the way completely open for your assassins. And if they don't, well they'd better be ready to pay for it, because your damage is far from neglectible.

20 - 2 choices here, although I often favor Absolute Zero, Anti-Magic Shell is also a viable option. Both are pretty self-explanatory, and while Absolute Zero allows for exceptionnal engages (for real though. The AoE root followed by a slow on a very large area is a game-changer) Anti-Magic Shell should be taken against teams that can burst you like crazy.

Best synergy so far : Jaina. Jaina is exceptionnal with this build, as both heroes complete each other.

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18 hours ago, Guest Gumbi said:

Hey, I think Arthas is one of the best Illadin counters, not other way around.

Can you explain more why you think so? I'm not doubting you, it's just helpful to have more information.

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On September 11, 2016 at 8:32 AM, Guest Gumbi said:

Hey, I think Arthas is one of the best Illadin counters, not other way around.

I'd guess if you take the attack speed slow at level 13 and the root effect on your E, he can become a problem for Illidan. As you can tell, I don't even know talent or ability names here so don't trust me too much on this one.

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Guest David

I have to completely disagree on Arthas getting countered by Artanis, who is entirely reliant on his AA. If Artanis already used his E, he no longer has a means to escape Arthas. With Rune Tap, you will win in sustain and completely wreck Artanis.

 

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Arthas' level 16 is vexing me now.  If I'm going Howling Blast build, I'm always stumped on Arthas at 16.  You recommend Remorseless Winter, but the effect feels too intermittent to get much value, even though it's a pretty long root.  But there's no synergy at all in the other 2 talents.  It doesn't feel helpful to take Embrace Death unless I'm doing a death coil build.

It feels very sub-par for a level 16 talent tier overall.  That is, unless you're taking the Frostmourne build, where that trait does line up nicely.

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On 3/24/2017 at 1:49 PM, Guest David said:

I have to completely disagree on Arthas getting countered by Artanis, who is entirely reliant on his AA. If Artanis already used his E, he no longer has a means to escape Arthas. With Rune Tap, you will win in sustain and completely wreck Artanis.

 

The issue is, you have to outdamage the shields of Artanis. Artanis is arguably one of the strongest 1v1 characters in the game - he is a true bruiser. In a 1v1, I really think Artanis will outshield the damage while still out-damaging the healing of Arthas.

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On 3/27/2017 at 0:53 AM, Guest Oldest said:

I think this build https://www.icy-veins.com/heroes/talent-calculator/arthas#24.0!3121233 its very good too.I have be used for a time, and the slow + tanker works verys well with the group

It looks like a solid build, but as you say, I think the key point here is "group". I think it will line up very well when your group works together.

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On 3/28/2017 at 9:30 AM, FirstBlood said:

It feels very sub-par for a level 16 talent tier overall.  That is, unless you're taking the Frostmourne build, where that trait does line up nicely.

This is the unfortunate reality - the level 16 talents aren't the most amazing. They are fine, but they're not game changing.

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Guest hey

Hello, I'm a little confused by the talent builds page. The first build recommends frost presence, but the detailed discussion of level 1 talents says it's not a good idea to pick in general.

Is it dependent on team composition?

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19 hours ago, Guest hey said:

Hello, I'm a little confused by the talent builds page. The first build recommends frost presence, but the detailed discussion of level 1 talents says it's not a good idea to pick in general.

Is it dependent on team composition?

The description is sadly out of date. I'll let Kendric know and he will hopefully update is very soon. In general, you want to look at the icons, rather than descriptions if they contradict each other. Before March 14's update, the talent wasn't worth taking as much as it it now, with the quest rewards added. 
Sorry for this inconvenience. I'll make sure to get the contradiction rectified. Thanks for pointing it out!

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Guest Coravor

this is a tricky build, well for me lol I have an easier time playing Leoric than Arthas...but I love Arthas this definitely helped me though!

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@onqunThe build seems fine, but if you feel like the Icy TalonsIcy Talons + Rune TapRune Tap talent combo isn't impactful enough, picking Frozen WastesFrozen Wastes and Icebound FortitudeIcebound Fortitude/Immortal CoilImmortal Coil instead should help you with that.

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Guest Kendick

Arthas has a very strong Death Coil build, which allows him to heal himself and deal significant damage, while tanking and slowing enemy heroes. Any Arthas guide is simply incomplete without this build.

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      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. 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. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. 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. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. 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. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. 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. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. 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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