Damien

Heroes of the Storm Falstad

Sign in to follow this  

28 posts in this topic

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

Share this post


Link to post
Share on other sites

It seems the most common Falstad builds now are auto-attack based.

 

1) Seasoned Marksman or Power Throw

4) Vampiric Assault after the nerf of Gathering Power

7) Secret Weapon

10) Hinterland Blast

13) Giant Killer

16) Hammer Time

20) Nexus Frenzy

Share this post


Link to post
Share on other sites

It seems the most common Falstad builds now are auto-attack based.

 

1) Seasoned Marksman or Power Throw

4) Vampiric Assault after the nerf of Gathering Power

7) Secret Weapon

10) Hinterland Blast

13) Giant Killer

16) Hammer Time

20) Nexus Frenzy

Falstad's waning popularity (both quick match, hero league, and tournament-wise) makes it pretty difficult to set a precedent for a better build. I'll certainly update it when we get to see more competitive play out of him.

Share this post


Link to post
Share on other sites

If there is enough dmg in team comp but a lack of / want for CC then this build is awesome:

http://www.heroesfire.com/hots/talent-calculator/falstad#klHA

 

So nice to dash in and push away half the team while the ones close by gets pummeled down by your own team.

Useful for pushing away enemy team from objectives etc.

 

It took a while, but players have finally figured out that Gust could be powerful. Our guides are made to represent the meta, not what I personally believe - so I'm glad to be able to write about the ability's newfound niche. Will update soon.

Share this post


Link to post
Share on other sites

I would suggest that Gathering Storm(tier 1) to be optional or even recommended, specially for 2 lane maps and heavy burst builds. It is certainly easier to stack than Seasoned Marksman on those maps. Because let's not forget, it hits twice, so it is not that hard to add +25-50% to dmg of Hammerang. Also to state that, "later on, the occasions to use Hammerang are too few" is so wrong for any build, as it is main source of burst and CC.

 

 

Just pure math view, the raw dps growth of Gathering Storm is higher than from Marksman. From my exp it is average to gain 17-25 stacks of marksman and 90-150 stacks of storm. CD of Hammerang is 10sec, attack per/s is 1.43 = 7 attacks per 10sec.

 

- if we give marksman the biggest value (25) that is 7*25=175dmg or 175/10=17.5dps increase

- if we give storm the smallest value (90), Hammerang hits twice so it is 90*2=180dmg or 180/10=18dps increase

 

So even if we give marksman biggest expected value and to the storm smallest, storm wins, but only by a hair. Now comes the triumph: Hammerang can damage multiple targets, so when you are hitting more than one target (almost every-time), its pure dps increase is incomparable to the Seasoned Marksman.

Share this post


Link to post
Share on other sites

Regarding the Aerie Gusts talent: the guide mentions the potential power Flow Rider could grant so long as Tailwind is kept active, but notes the prohibitive 6 second waiting period if you get so much as grazed. Aerie Gusts has synergy that the guide doesn't mention by reducing this to a two seconds downtime, allowing you to get more uptime from Flow Rider even against minor annoyances such as bouncing damage or objective minions. Taking the above post into account, this synergy also results in more potential opportunities to rapidly gain Gathering Storm stacks with Flow Rider's cooldown reduction in spite of these incidental damage ticks.

 

Was this indirect buff overlooked, or merely unmentioned and still considered inferior to Hammer Time/Overdrive for an offensive talent pick?

Share this post


Link to post
Share on other sites

Just a quick note: The guide is updated with Mighty Gust as a viable talent choice for level 10, but the level 20 talent choice info still states Wind Tunnel as not being recommended since "Mighty Gust should never be taken". Would be nice if the info regarding Wind Tunnel could be updated since it's a very interesting talent. 

 

Also, it might be gimmicky, but the guide never mentions the potential to single-handedly steal a boss/merc camp from the enemy team using Fly and Mighty Gust (ideally with Wind Tunnel). Fly in as they kill it, Wind Tunnel the opposing team out and cap the camp. 

Share this post


Link to post
Share on other sites

With the update to the level 10 suggested (gust of wind now being a reccomended choice) the level 20 reccomendations need to be altered.

Share this post


Link to post
Share on other sites

Just a quick note: The guide is updated with Mighty Gust as a viable talent choice for level 10, but the level 20 talent choice info still states Wind Tunnel as not being recommended since "Mighty Gust should never be taken". Would be nice if the info regarding Wind Tunnel could be updated since it's a very interesting talent. 

 

Also, it might be gimmicky, but the guide never mentions the potential to single-handedly steal a boss/merc camp from the enemy team using Fly and Mighty Gust (ideally with Wind Tunnel). Fly in as they kill it, Wind Tunnel the opposing team out and cap the camp. 

 

I'll see to it, thanks for the comment.

 

With the update to the level 10 suggested (gust of wind now being a reccomended choice) the level 20 reccomendations need to be altered.

 

Good catch, thanks. I still wouldn't recommend Wind Tunnel over Epic Mount, however.

Share this post


Link to post
Share on other sites

The Q build (Gathering Storm on 1 and BOOMerang on 7) should now be mentioned in the talent build section? Since it's now heavily used and even preferred by pro players.

Share this post


Link to post
Share on other sites

The Q build (Gathering Storm on 1 and BOOMerang on 7) should now be mentioned in the talent build section? Since it's now heavily used and even preferred by pro players.

 

Yup, I run that build myself. I'm in the process of updating all of the older guides, and this update is coming soon™.

Share this post


Link to post
Share on other sites

Both of these builds are trash.  Epic mount for lvl 20?  Way to nerf your damage output.  Also, while Gust may have a 60 second CD vs Blast, it does zero damage which is the point of an assassin.

Share this post


Link to post
Share on other sites

JFYI: Gathering storm (L1) -> the bonus damage by hitting heroes with Hammerang has been decreased to 1,5 / hero (down from 2, as mentioned in your tooltip) =:o)

  • Like 1

Share this post


Link to post
Share on other sites

Both of these builds are terrible.  They may work for a pro level player, but for most average people in bronze/silver, they don't have the personal skillcap to make use of the talents from 10->  Their primary goal should be pure AA damage output.  13 should be giant killer, 16 is useful for chase or run away, but epic mount at 20 is still a joke, nexus frenzy is much more powerful in lower ranks.  It's so frustrating to be in games with players who come here and see these builds then look like a kid on the short bus throwing the game because they can't use them.

Share this post


Link to post
Share on other sites
On 8/13/2016 at 1:33 AM, Guest Tonamy76 said:

Both of these builds are terrible.  They may work for a pro level player, but for most average people in bronze/silver, they don't have the personal skillcap to make use of the talents from 10->  Their primary goal should be pure AA damage output.  13 should be giant killer, 16 is useful for chase or run away, but epic mount at 20 is still a joke, nexus frenzy is much more powerful in lower ranks.  It's so frustrating to be in games with players who come here and see these builds then look like a kid on the short bus throwing the game because they can't use them.

The idea of the guide is that it should help you reach that level where you can exploit such builds.

  • Like 1

Share this post


Link to post
Share on other sites

Mighty Gust is now the only recommended heroic, yet the strategies page still goes on and on about using Hinterlands Blast in team fights, without mentioning Mighty Gust at all.

Share this post


Link to post
Share on other sites

I started playing Falstad when I was very new to the game (though a long time veteran of other MOBAs, to be fair). First time I played him I took the ult upgrade for Hinterland Blast. Second time I took Epic Mount, and never looked back. The utility in Epic Mount far outshines every other talent at that level (unless you absolutely need the greater damage output Nexus Frenzy gives you). Even on really small maps the map presence and escape potential Epic Mount gives you is staggering. If you think this guide is bad because it recommends Epic Mount I'd say you don't understand how to take full advantage of the talent. It certainly is less useful if you're not jumping everywhere around the map to soak/take mercs/support team/push/pick off low health heroes fleeing combat/etc and casually avoiding ganks like no one's business.

It is odd, however, that Hinterland Blast is now listed as not recommended though. I find that it's my go-to, with Mighty Gust only being taken when my team lacks good cc, or if we're getting reamed by a dive heavy team. If I were making the guide I'd make Hinterland Blast recommended with Mighty Gust listed as situational, though even with Gust being the recommended ultimate I feel like Blast should at least be situational. It's very powerful and far easier to use, fitting into pretty much every team comp no problem, whereas I've seen inexperienced players hurt their team/help the enemy inadvertently with Gust. 

Edited by Mongrel

Share this post


Link to post
Share on other sites
On 8/29/2016 at 1:16 AM, Guest Waffles said:

Mighty Gust is now the only recommended heroic, yet the strategies page still goes on and on about using Hinterlands Blast in team fights, without mentioning Mighty Gust at all.

Good point. I'll see to it. Older guides need a bit of a brush up, to be fair.

On 8/30/2016 at 0:29 PM, Mongrel said:

I started playing Falstad when I was very new to the game (though a long time veteran of other MOBAs, to be fair). First time I played him I took the ult upgrade for Hinterland Blast. Second time I took Epic Mount, and never looked back. The utility in Epic Mount far outshines every other talent at that level (unless you absolutely need the greater damage output Nexus Frenzy gives you). Even on really small maps the map presence and escape potential Epic Mount gives you is staggering. If you think this guide is bad because it recommends Epic Mount I'd say you don't understand how to take full advantage of the talent. It certainly is less useful if you're not jumping everywhere around the map to soak/take mercs/support team/push/pick off low health heroes fleeing combat/etc and casually avoiding ganks like no one's business.

It is odd, however, that Hinterland Blast is now listed as not recommended though. I find that it's my go-to, with Mighty Gust only being taken when my team lacks good cc, or if we're getting reamed by a dive heavy team. If I were making the guide I'd make Hinterland Blast recommended with Mighty Gust listed as situational, though even with Gust being the recommended ultimate I feel like Blast should at least be situational. It's very powerful and far easier to use, fitting into pretty much every team comp no problem, whereas I've seen inexperienced players hurt their team/help the enemy inadvertently with Gust. 

Epic mount is epic, as the name implies.

Regarding Gust, I feel like it belongs in any comp. Being able to disengage at will (or force engages, if you fly behind opponents) is simply that valuable. Falstad is currently considered the best hero in the game by all 3 regions, and it is because of Gust entirely. I can't recommend anything else.

  • Like 1

Share this post


Link to post
Share on other sites

There are some interesting variations popping up with how pros build Falstad. Namely how Seasoned Marksman is sometimes taken in the Mage build (or how BOOMerang is taken in AA build, depends on how you look at it).

Pros seem to be taking BOOMerang consistently, even in AA builds (Seasoned Marksman + Hammer Gains + Giant Killer later). Falstad can potentially spend a lot of time solo laning, and BOOMerang dramatically improves his wave clear. With BOOMerang, he also has decent single target burst, which is where Secret Weapon really shines.

Pros seem to like this build (Seasoned Marksman on 1, Hammer Gains / Static Shield on 4, BOOMerang on 7, Giant Killer / Flow Rider on 13), especially in China and Korea.

Also I've never seen them take Updraft on 4. Never.

Share this post


Link to post
Share on other sites
On 2/6/2017 at 5:37 AM, Guest dyd said:

Also I've never seen them take Updraft on 4. Never.

I would imagine that it's because Updraft basically is a risk-reward talent. You can fully commit and dive to secure a kill with a burst-oriented build, but you then rely on either your teams competency or more commonly the enemy team's incompetency to retreat. 

It also lets you setup for bigger Gust setups, maybe catching an extra enemy for a second easy pick. Just my two cents!

Share this post


Link to post
Share on other sites

Isnt't Hinterland Blast at least a situationally good talent, for when you need more damage. I feel like the 25 second cooldown reduction for each enemy hit is huge, that means that it has 95 seconds cooldown if you hit one target, if you hit 3 or 4 which is somewhat doable, you put it on 45 and 20 seconds CD respectively which is insanely low for an ultimate of these proportions.

Share this post


Link to post
Share on other sites
10 hours ago, Fransoa said:

Isnt't Hinterland Blast at least a situationally good talent, for when you need more damage. I feel like the 25 second cooldown reduction for each enemy hit is huge, that means that it has 95 seconds cooldown if you hit one target, if you hit 3 or 4 which is somewhat doable, you put it on 45 and 20 seconds CD respectively which is insanely low for an ultimate of these proportions.

It's probably way too situational. In order to have bigger advantage from it than from Mighty GustMighty Gust, you would need to play against a team full of immobile heroes, your team would have to have a stun/root with a long duration, and you would need to have a lot of luck. The ability itself isn't bad, it's just that Mighty GustMighty Gust is much better.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By positiv2
      This thread is for comments about our Divinity Conquest Guide.
    • By Stan
      Tyrael and Sgt. Hammer will be on sale next week along with the 360-Day Boost through November 27!
      If you haven't bought the Boost yet you still have one week to do so. Mounts available next week include Big Top Ringmaster’s Pride and Platinum Tyrael’s Charger.
      Blizzard (Source)
      Every Tuesday, we place a number of Heroes on sale, and swap a fresh set of cosmetics into the featured item rotation. Check out this week’s items and then head in-game to pick up anything that catches your eye.
      Heroic Deals: November 20 – November 27, 2018
      Our next set of Heroic Deals started on Tuesday, November 13! Check out the list of upcoming featured items and Hero discounts below.
      Upcoming Hero Sales
      Tyrael— Sale Price: 250 gems Sgt. Hammer — Sale Price: 312 Gems The following skins and mounts will be added to the featured item rotation and will become purchasable with gems until this round of Heroic Deals comes to an end:
      Upcoming Featured Skins
      Demonic Tyrael War World Sgt. Hammer Balespider Gul’dan Violet Flying Monkey Brightwing Twilight Archangel Diablo Ghost Illidan Upcoming Featured Mounts
      Big Top Ringmaster’s Pride Platinum Tyrael’s Charger
    • By Stan
      The first ever PvP brawl returns to the Nexus. It's time to Escape from Braxis!
      A preset roster will be available for this brawl. If a Hero dies, they can be resurrected by Allies, but when all players die, the mission is failed. Everybody starts at level 10 and has access to their full talents with a few exceptions. Complete 3 matches of Escape from Braxis to receive a Loot Chest. Blizzard (Source)
      Things aren’t looking great, soldier. You’re stranded on Braxis and the UED is overrun. The Omegaswarm has surrounded you on all sides, and your only shot at survival is to press through the onslaught, make it to the extraction point, and get off this forsaken rock. Will you fall victim to the Swarm, or can you work together and Escape from Braxis?
      Rules:
      At the beginning of the Brawl, your team will have the following roster of Heroes to choose from: Warrior: Artanis, Arthas, Johanna, Muradin, Sonya, Tyrael, Varian, Zarya Support: Brightwing, Kharazim, Li Li, Lt. Morales, Lucio, Malfurion, Rehgar, Uther Specialist: Azmodan, Gazlowe, Sgt. Hammer, Nazeebo, Xul Assassin: Cassia, Falstad, Greymane, Gul'dan, Illidan, Jaina, Kael'thas, Kel'Thuzad, Ragnaros, Raynor, Thrall, Valla Player Death: When a Hero dies, they can be resurrected by Allies after a short channel time. If all players die, the mission is failed. Players start at Level 10 and have access to their full talents with a few exceptions (i.e. Bribe) Enemy zerg Heroes will spawn periodically throughout the brawl and will drop new active items exclusive to Escape from Braxis. Push through the onslaught and survive to Escape from Braxis and win the Brawl! Rewards
      Complete three matches of Escape from Braxis to earn a Loot Chest!
    • By Damien
      This thread is for comments about the episode 29 of our podcast.
    • By Stan
      The latest patch is now live with Orphea, visual updates to Dragon Shire, and new Hero bundles!
      Highlights
      Orphea received additional tweaks today in the live version of the patch. The new Hero is available to all BlizzCon attendees and Virtual Ticket holders free of charge. Don't forget to check out our Orphea build guide (will be up soon). Alextrasza’s Life-Binder (R) and Rehgar’s Ancestral Healing (R) abilities are no longer cancelled under any conditions other than enemy abilities that remove the target from play. Stimpacks are now called Boosts and the 360 Day Boost is available at a 33% reduced price for the next two weeks along with new Hero Bundles. Blizzard released a new digital comic about Orphea yesterday. Blizzard (Source)
      Our newest patch, featuring Orphea, is now live! Read on for a detailed breakdown of what’s new in the Nexus. 
      NOTE: Orange text indicates a change between the PTR and Live notes.
      General
      Boost What was once called a Stimpack is now a Boost, and in addition to buffing your own experience and Gold gains at the end of a match, all players will receive 5% bump in experience for each player in their match who had an active Boost. That mean players can receive up to a 45% XP bonus if all 10 players in game have a Boost active! In addition to stacking Boost XP buffs, you’ll now be able to retroactively Boost your Gold and XP gains at the end of a match by applying a Boost from the Score Screen. Design
      Channeled Healing Abilities Alextrasza’s Life-Binder (R) and Rehgar’s Ancestral Healing (R) abilities are no longer cancelled under any conditions other than enemy abilities that remove the target from play (Devouring Maw, Gorge, Cocoon.) Spell Power Modifiers The following abilities and talents have been updated to have any percentage-based spell power modifiers stack additively when calculating damage: (This is the default behavior for all other abilities and talents unless otherwise stated in the tooltip) Zul’jin’s Buzzsaw (R) talent Hanzo’s Dragonstrike (R) center damage effect Gul’dan’s Rampant Hellfire (Q) talent The following abilities have had their tooltips updated to reflect that percentage-based spell power modifiers will stack multiplicatively when calculating damage: Kael’thas’ Phoenix (R) ability Nazeebo’s Vile Infection (Passive) talent Li Li’s Lightning Serpent (W) talent Li-Ming’s Arcane Orbit (W) talent Battlegrounds
      Experience gains from Mercenary Camp captures have been unified. All Mercenary Camps now grant all Experience on capture. Dragon Shire: Dragon Shire has received updated Battleground art (including an updated Dragon Knight) New Hero: Orphea (Assassin)
      Rejecting the dark power her father had begun to consort with, Orphea tried to run away from the Raven Lord's influence. But after witnessing King's Crest fall to his machinations, she was convinced she needed to stand and fight. She now vows to protect the innocent – as a Hero of the Nexus.
      Trait
      Overflowing Chaos (Trait) Hitting an enemy Hero with a Basic Ability grants 1 Chaos. Chaos can stack up to 3 times. While Orphea has Chaos, her Basic Attacks against Heroes consumes all Chaos, dealing 50% increased damage per stack, and healing for 100% of the damage dealt. Basic Abilities
      Shadow Waltz (Q) After 0.5 seconds, deal 150 damage to enemies in a line. Hitting a Hero with Shadow Waltz sets its cooldown to 2 seconds and causes Orphea to dash a short distance upon moving. Chomp (W) After 0.6 seconds, deal 285 damage to nearby enemies in front of Orphea. Dread (E) Release a wave of dread that deals 85 damage to enemies hit. Dread erupts 0.75 seconds after reaching the end of its path, dealing 175 damage and Slowing enemies in the area by 25% for 2 seconds. Heroic Abilities
      Eternal Feast (R) After 1.5 seconds, deal 210 damage in an area. Eternal Feast repeats every 1 second as long as it hits an enemy Hero. Crushing Jaws (R) After 1.25 seconds, pulls enemies in an area towards the center, dealing 275 damage and Stunning them for 0.75 seconds. User Interface
      Additional space for Heroes has been added to the Hero select screen. Battlegrounds with mechanics that add additional (default hotkey: F) buttons (Warhead Junction, Snow Brawl, etc.) have had the appearances of their panels unified. A new “Bundles” page has been added to the Collection tab. Heroes
      Assassin

      Gul'dan
      Talents Level 16 Rampant Hellfire (Q) Damage bonus increased from 8 to 10%
      Orphea
      Stats
      Maximum Base Health reduced from 1750 to 1662 Health Regen reduced from 4.09 to 3.46 Abilities
      Shadow Waltz (Q) Base cooldown increased from 5 to 6 seconds Mana cost increased from 25 to 40 Mana refund on hit increased from 25 to 40 Talents
      Level 7 Ravenous Hunger (W) Damage per Minion kill reduced from 3 to 2 Damage per Hero kill reduced from 60 to 40 Level 20 Eldritch Conduit (Trait) Spell Power per stack reduced from 5 to 3% Spell power max stack bonus reduced from 50 to 30%
      Collection
      NOTE: Many of the new items announced at BlizzCon 2018 will not be immediately available with this patch but will be added to the game in the coming weeks. New Bundles
      The following new bundles are only available for a limited time! Orphea Heroic Bundle The following bundles have been added to the collection: Welcome to the Nexus Bundle Heroic Reinforcement Bundle New Announcers
      Orphea Ka Neithis New Mount
      Raven Runner Haunted Raven Runner Bloodmoon Raven Runner New Skins
      Orphea Hallowed Orphea Verdant Orphea Slacker Orphea RCHS Slacker Orphea Spoiled Slacker Orphea New Portraits, Sprays, and Emojis
      Several new emoji packs, sprays, and portraits have also been added to the game.  Bug Fixes
      General
      Fixed an issue that caused some Shielding and Healing values to track improperly on the score/stats screen. Fixed an issue allowing some summoned units to grant vision of Heroes inside brush if placed at the edge of the brush. Fixed an issue causing new item counts to appear over the wrong category. Art
      Fixed an issue causing some spell effects associated with taunt animations to appear after the animation was canceled. Whitemane: Fixed an issue causing Witch Whitemane’s custom mount animation to cease playing after she died once in a match. User Interface
      Fixed a number of tooltip issues and inaccuracies across the game. Fixed an issue with the Boost button being one pixel lower than the adjacent end-of-match buttons. We gathered the team, pooled resources, and after a lot of squinting at our monitors and a brief search for a magnifying glass, we’ve located the issue and boosted up the boost button to be in line with its neighbors. Thanks for paying such close attention! Heroes, Abilities, and Talents
      Kerrigan: Fixed an issue that disabled Health and Mana regeneration during Chrysalis. Stukov: Fixed an issue preventing Lurking Arm from revealing damaged targets if they were at the edge of its area of effect. Tyrande: Fixed an issue preventing Elune's Chosen from healing allies if damage was dealt to Shielded/Protected targets. Heir of the Raven Court is ready to descend upon the Nexus! Check out the official patch notes and our Orphea build guide to learn more.