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Heroes of the Storm Kharazim

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1 hour ago, Leadblast said:

Any Bosses? I find I cannot solo Bosses that use a stun ability like the ones in Sky Temple or the golems in Cursed Hollow. Their stun ability disrupts the infinite Deadly Reach combo and you can't keep pummeling them relentlessly. This also keeps you from spamming Breath of Heaven to keep yourself healed.

I think it's possible to solo Bosses that don't stun, namely:

- Warhead Junction

- Braxis Holdout's Archangel

- Towers of Doom's Headless Horseman

You can if you time well the Deadly Reach re-activation; just requires a bit of practice and timing. In fact, it becomes slightly easier if you pick Blazing FistsBlazing Fists instead, since it gives you slightly more CD reduction per second. 

Funny because, in my opinion, bosses that can stun are actually easier to solo than those that don't.

Also, if you're on level 20, you can also pick Storm ShieldStorm Shield instead to make it even easier.

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8 hours ago, Valhalen said:

You can if you time well the Deadly Reach re-activation; just requires a bit of practice and timing. In fact, it becomes slightly easier if you pick Blazing FistsBlazing Fists instead, since it gives you slightly more CD reduction per second. 

Funny because, in my opinion, bosses that can stun are actually easier to solo than those that don't.

Also, if you're on level 20, you can also pick Storm ShieldStorm Shield instead to make it even easier.

Well I tried it again, and could solo one of the Cursed Hollow golems, but only after I had learned the Echo of Heaven talent.

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6 hours ago, Leadblast said:

Well I tried it again, and could solo one of the Cursed Hollow golems, but only after I had learned the Echo of Heaven talent.

Yes, Echo of Heaven is fantastic! I love it. I hope the Icy Veins team add the Insight build to the list.

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I love this guide and it has helped me play at least sort of good with Kharazim.  But I do have a question; it only shows the damage build and healing build on the page, and on the talents page it says that InsightInsight is not very good. Yet when I was playing in an unranked match, I asked if a damage build was a good build for me to do and someone that a mana build would also be  good. So I'm confused, is InsightInsight a good talent or bad? Also it says that you should take the damage build even if you are the only healer, so when should you take the support build? Sorry if these are stupid questions, I'm very new to the game.

Edited by Hitchadaphilo

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10 minutes ago, Hitchadaphilo said:

I love this guide and it has helped me play at least sort of good with Kharazim.  But I do have a question; it only shows the damage build and healing build on the page, and on the talents page it says that InsightInsight is not very good. Yet when I was playing in an unranked match, I asked if a damage build was a good build for me to do and someone that a mana build would also be  good. So I'm confused, is InsightInsight a good talent or bad? Also it says that you should take the damage build even if you are the only healer, so when should you take the support build? Sorry if these are stupid questions, I'm very new to the game.

Insight is, in my opinion, the best Trait if you're going solo Support as Kharazim. Because of how it works, this trait is best when paired with Deadly ReachDeadly Reach-related talents, as the cooldown reduction granted by Insight once the quest is completed synergizes greatly with Deadly Reach. If you read above, you'll see the discussion about it and how it even allows Kharazim to solo Boss camps at level 13 or 16 (depends on the boss).

The build has its flaws, though, as you need to expend an early portion of the match working on completing the Insight quest to get the full value from it. If you're good enough, you can complete it in roughly 6 to 8 minutes, though; just punch everything and use Deadly Reach on cooldown. Also, if your team features no hard crowd control (stuns), you lose a lot of value as the bread and butter of this build (actually, any Kharazim build) is to punch stuff repeatedly (but this build is more reliant on punching than the others in order to lower cooldowns).

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Would this be an okay build for a solo support? I'm not so sure about my choices on 4 and 16 though. Any thoughts? Also one more thing, you mentioned punching everything, but I'm not quite sure what to punch. I can't Radiant DashRadiant Dash to most heroes because I'll die in seconds, should I solo lanes and just punch minions?

Edited by Hitchadaphilo

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My responses are from the perspective of having Insight as the base talent.

 

Don't go for Blazing Fists. You'll have more than enough cooldown reduction when Insight is completed. Radiant Dash or Heavenly Zeal are two better choices, since they help with you chasing and punching. At the moment, the movement speed bonus is 25% per 3rd attack. Increasing it 30% on demand helps a lot without continuous chasing and punching, and thus cooldown reduction and mana regeneration. Blinding Speed does it in a bursty fashion and has synergy with other Radiant Dash talents, but it's not as good as Heavenly Zeal for Insight on its own.

Seven-Sided Strike is also a powerful choice, especially against divers and to shut down isolated heroes. If you're team is losing badly, Divine Palm may be redundant, since the opposing team may just surround the target during its stasis.

Fists of Fury is definitely the go-to talent, but all the other options on the tier are viable, especially Sixth Sense and Spell Shield.

If you talented for Blinding Speed, The Way of the Hundred Fists is better option. Just don't expect to do anything damage (~400 damage at level 20 with Insight). It's a good way to get fast heals and minor backline harass. Otherwise, go for Echo of Heaven. This talent increases Kharazim's healing by 50%, allowing you to sustain a team two to three times over in a fight. It's the strongest healing talent in the game. Cleansing Touch is only viable if you are playing as a double support and Dash of Light only works in compositions where you have to Dash to someone to heal, which is just silly for a hero that works bests near his allies.

Storm Shield is definitely the best talent. Never take epiphany if you're going for Insight; the value is just too little and redundant. Peaceful Repose is a mediocre talent. It's effective against higher level teams where the possible Divine Palm is enough of a threat to stop them from focusing a hero, but it's mind games and doesn't bring much to the table. Transgression is also decent choice if you can capitalize on isolated targets and divers. Just know that you can't save allies during SSS's extended duration, but this shouldn't happen too often.

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6 hours ago, Trensicourt said:

Seven-Sided Strike is also a powerful choice, especially against divers and to shut down isolated heroes. If you're team is losing badly, Divine Palm may be redundant, since the opposing team may just surround the target during its stasis.

Seven-Sided StrikeSeven-Sided Strike is only truly powerful if your team has very strong crowd control. Divine Palm is a life-saving and team fight changer if you use it at the right time. And if you're the solo healer, you need that extra healing power.

10 hours ago, Hitchadaphilo said:

Would this be an okay build for a solo support? I'm not so sure about my choices on 4 and 16 though. Any thoughts? Also one more thing, you mentioned punching everything, but I'm not quite sure what to punch. I can't Radiant DashRadiant Dash to most heroes because I'll die in seconds, should I solo lanes and just punch minions?

At level 4 you should take in account the enemy team composition in order to pick your Mystic Ally; Earth AllyEarth Ally is great against Basic Attack oriented teams, while Air AllyAir Ally is very useful against teams featuring Stealth Heroes. On other cases, go with Spirit AllySpirit Ally.

At level 7 Blazing FistsBlazing Fists is fine, especially if you're trying to solo bosses, but Blinding SpeedBlinding Speed or Heavenly ZealHeavenly Zeal works fine as well. Heavenly Zeal has more value in team fights because it allows your team to more effectively engage/disengage.

Much like Trensicourt mentioned, at level 13 Fists of FuryFists of Fury is the most synergic talent with InsightInsight, but take in mind the opposing team composition. If they feature heavy crowd control, take Sixth SenseSixth Sense; if they have multiple burst-heavy "mages" (Li-Ming, Jaina, Kel'Thuzad, etc.), than Spell ShieldSpell Shield is a viable option.

At level 16 I wouldn't recommend Way of the Hundred FistsWay of the Hundred Fists as it is not that useful for that build; it is mainly used for the Iron Fists Build. The best option would be Echo of HeavenEcho of Heaven as it has fantastic synergy with the cooldown reduction granted by Insight, meaning you can keep the bursts of healing more often. Alternatively, Cleansing TouchCleansing Touch is arguably the best CleanseCleanse-related ability in the game, as it can hold multiple charges and has low cooldown; a great pick against crowd control oriented teams.

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Guest Tarantula

Nowhere near enough credit is given to an insight build here imo. I have very good winrates with Khar on the basis that I treat him often like Sylvanas, his pushing ability for any support is unparalleled in a snowball effect when you have 100/100 stacks of insight with deadly reach duration increased at 13 (although this is optional). Tie that in with double W heals talented and he can keep his entire team pushing a fort or a keep even without a minion wave needed. Spirit ally too and you've got some serious sustain.

 

Just my two cents, I don't use other Khar builds.

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7 hours ago, Guest Tarantula said:

Nowhere near enough credit is given to an insight build here imo. I have very good winrates with Khar on the basis that I treat him often like Sylvanas, his pushing ability for any support is unparalleled in a snowball effect when you have 100/100 stacks of insight with deadly reach duration increased at 13 (although this is optional). Tie that in with double W heals talented and he can keep his entire team pushing a fort or a keep even without a minion wave needed. Spirit ally too and you've got some serious sustain.

Just my two cents, I don't use other Khar builds.

I agree. The Insight build is my personal favorite, and I think it is much stronger than the Transcendence build if you need to go Healing build. He can even solo Boss Mercenaries with it! Pretty insane.

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On 3/8/2018 at 5:33 PM, Valhalen said:

I agree. The Insight build is my personal favorite, and I think it is much stronger than the Transcendence build if you need to go Healing build. He can even solo Boss Mercenaries with it! Pretty insane.

I agree as well. (I actually logged in to write about exactly this). While Iron fists does make Kharazim a great burst dealer of damage it Limits him to burst and only bursts. The healing trait i could never get to work reliably.
Insight is THE way to go. Sure burst damage will be lowerer but you'll get mana to do do it over and over again as well and heal yourself and allies. I cannot stress this enough. Blue build allows you to do half as much damage as brown, half as much healing as green and at the same time magically still be at full mana all the time. Hell, if you do it well enough you may never have to use a healing fountain or hearthstone at all! You just stay in the fight for the duration of the match. And you can solo bosses as well!

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Another thing, slightly less positive. The author of the guide compared Kharazim's offensive heroic to Tyrande's. The comparison is apt because much like Tyrande, Khara has two heroics which are very dependant on timing and placement, making them hard to use and overall less useful than other heroics. The offensive one enemies can simply walk out of if not used at the exact right moment and the revive only has a 3 second window of opportunity and there's SO much that can go wrong there.
It's a bit odd since most characters have one heroic like that - dependant on the right circumstances and another general use one.

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Guest Tier 1 talents

level 1 talent all garbage, insight is best for both healing & dd

insane sustain, never need to go back for mana

with level 7 E you are able to use breath of heaven every 3 seconds which is insane

once quest completed you can solo every mercs

level 16 you can solo bosses

best 1 vs 1 hero ingame (level 10 with seven sided & insight)

 

insight make kharazim much more versatile and unique hero

rest are just mana hungry and weak.

 

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Just plain wow.  Insight should be the go to talent at first lvl.  Transcendance is ok as far as healing goes but to render mana issues a non-issue (so you can dash or deadly reach whenever you wish!) can't be underestimated.

Iron Fist... it's ok, but the real dmg that puts kharazim anywhere is going to be way of a hundred fists.  After that it's dependant on whether you're wanting more hundred fist proccs from dashes (10sec cooldown and 3 charges) or you want longer deadly reach duration when it's active.  I personally find blazing fists a bit overkill once you have hundred fists and love the extra dash to gtfo.

 

 

edit:

naw.. transcendence is trash in my book.  a minor heal with less control, ok to add onto other things but a poor comparison thing when you look at something that is what... a 25-30% dmg boost (i'm not good at math but a double damage hit every 3rd hit should be somewhere about there right?) or total mana freedom if you can stay swinging on anything form a minion/merc/wall/ward/hero/pet/etc

Main build

What I tend to run now.  Insight and I spend the early game trying to fish for more hits typically in lane or diving on someone in an early fight trying to force a trade... or simply settling for letting someone back out of lane and lose out on wave xp.  Aiming to get insight done by about 4 minutes or lvl 6~.   

Earth spirit if I see more than 2 basic attack heroes or spirit as my main pick due to want for a spare healing option to support team between fights early on. 

Blazing Fist to try and work towards 100% uptime on Deadly reach when laning or on objectives it just plain makes it dumb easy to keep swinging at 4 attacks per second in most cases and in part makes blinding speed seem redundant or almost not needed (almost... 3 dashes is still great). 

Pick your ult based on how you feel your team is handling things, palm for when the enemy team favors bursting someone down quick or one hero has chosen an easy kill talent (i.e. triple tap, pyroblast, last rites, etc) Or be greedy and just go seven sided strike to have the self stasis and zoning tool cause no one in their right mind allows many seven sides strikes to land.  

lvl 13 is a toss up.  I favor speed boost on dash but might ignore if the enemy team is stacked for stuns

lvl 16 I favor echo of heaven because of my pick at 7 and HOPEFULLY having insight unlocked well before this point.  A breath of heaven should be going off on cooldown (if i'm swinging with E active that's prolly every 3~ seconds) and an echo soon after and these are all giving a nice solid aoe heal AND speed boost so me and the homies can GTFO in style OR push to hells gates because we're racing to the end. (the potential of this is dependent on if something like a keep or core still stands nearby to soak punches though).  Bonus benefit is being able to heal through any boss objective while punching like a madman but 16 is a bit late to call it a good thing.  Maybe sneak it when the enemy team is trying to hound your rexxar down because it's his job to solo boss while everyone is distracted.

lvl 20... Storm Shield.  I don't care about the other options cause Stormshield is exactly what Zim needs to get people into a safe position.  Dash in, pop breath and shield and watch the echo come in as well and get some licks in to get the next breath lined up.

 

Edited by yani9841

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