Damien

Heroes of the Storm Gazlowe

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

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Hey there!

 

Because of either talent order change or some other glitch level 16 talent displayed for Grav-O-Bomb build is now Hyperfocus Coils, the only talent of four not recommended at all in the detailed talent build section.

 

Also neither this nor other build in Quick Reference matches main choices taken in the detailed section. Not sure whether this is intended.

 

And a little question. Infernal shrines were not added to map specific advice, do you think taking turrets XL for more targets may have sense there instead of slowing? Or too much utility dropped anyway?

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Hey there!

 

Because of either talent order change or some other glitch level 16 talent displayed for Grav-O-Bomb build is now Hyperfocus Coils, the only talent of four not recommended at all in the detailed talent build section.

 

Also neither this nor other build in Quick Reference matches main choices taken in the detailed section. Not sure whether this is intended.

 

And a little question. Infernal shrines were not added to map specific advice, do you think taking turrets XL for more targets may have sense there instead of slowing? Or too much utility dropped anyway?

 

Hi,

Thank you for notifying me of this small mistake. The database has issues sometimes; I'll be right quick to get it fixed.

Regarding Infernal Shrines, the map went through so many changes and iterations that we have set to give it a bit of time before cementing our guides. I'll be getting mine done within the week.

Turret XL is definitely a good pick on Infernal Shrines, as would be Extra TNT. I'll be editing the guide to reflect these.

Thank you again, and with regards,

Oxy

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Personally, I find picking EZ-PZ at 13 and Hyperfocus at 16 turns the Laser into a mini-heroic that is incredibly useful in team-fights and pushes, especially for Robo-Goblin users.

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Usually I really like your talent guides but on Gazlowe I think you are overlooking something in the talent build. 

On Infernal Shrines, both teams should have reached level 4 right before the first shrine gets active. When picking up the talent Clockwerk Steam Fists (not recommended by your guide), you should be able to complete the quest during this first shrine very easily which gives you a permanent cooldown reduction of 3 seconds (from 15 to 12) for the rest of the game. 

On level 7, you give Rock-it! Turret XL not recommended as well, because it seldom hits several targets in team fight situations. On the shrines however, it makes you cut through the minions like a maniac. And since you'll be basic attacking the minions as well, you don't have to replace any turrets, ending the shrine with over 12 turrets and a group of angry opponents because as soon as they enter, Robo-Goblin will put them to half health before even reaching you. 

Same build also applies for Battlefield of Eternity although the quest takes slightly longer as the immortal will kill some turrets.

The 3 second cooldown reduction combined with Break It Down! at level 1 guarantees you to be able to set up a huge field of turrets during the siege, zoning any melee hero out of range of their forts and keeps. All a Gazlowe player has to do is pick up the Scrap, kill the outer walls for additional scrap and you'll have 4 second cooldown on your Turret charges that do significant AoE damage, melting tanks even faster than Giant Killer. 

This build almost guarantees you to be both top hero and siege damage and often giving you the most kills.

 

 

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On 7.9.2016 at 6:50 AM, Guest MadDictator said:

Usually I really like your talent guides but on Gazlowe I think you are overlooking something in the talent build. 

On Infernal Shrines, both teams should have reached level 4 right before the first shrine gets active. When picking up the talent Clockwerk Steam Fists (not recommended by your guide), you should be able to complete the quest during this first shrine very easily which gives you a permanent cooldown reduction of 3 seconds (from 15 to 12) for the rest of the game. 

On level 7, you give Rock-it! Turret XL not recommended as well, because it seldom hits several targets in team fight situations. On the shrines however, it makes you cut through the minions like a maniac. And since you'll be basic attacking the minions as well, you don't have to replace any turrets, ending the shrine with over 12 turrets and a group of angry opponents because as soon as they enter, Robo-Goblin will put them to half health before even reaching you. 

Same build also applies for Battlefield of Eternity although the quest takes slightly longer as the immortal will kill some turrets.

The 3 second cooldown reduction combined with Break It Down! at level 1 guarantees you to be able to set up a huge field of turrets during the siege, zoning any melee hero out of range of their forts and keeps. All a Gazlowe player has to do is pick up the Scrap, kill the outer walls for additional scrap and you'll have 4 second cooldown on your Turret charges that do significant AoE damage, melting tanks even faster than Giant Killer. 

This build almost guarantees you to be both top hero and siege damage and often giving you the most kills.

I'm not a big Gazlowe player, but does this build require your team to be ahead? Surely, in order for you to setup the shrines as you say, your team needs to have already won the inital fight at the shrine? Perhaps this is why it's not recommended, if this is the case.

Regardless, I'd like to hear the opinion of @Oxygen on this.

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On 9/7/2016 at 0:50 AM, Guest MadDictator said:

Usually I really like your talent guides but on Gazlowe I think you are overlooking something in the talent build. 

On Infernal Shrines, both teams should have reached level 4 right before the first shrine gets active. When picking up the talent Clockwerk Steam Fists (not recommended by your guide), you should be able to complete the quest during this first shrine very easily which gives you a permanent cooldown reduction of 3 seconds (from 15 to 12) for the rest of the game. 

On level 7, you give Rock-it! Turret XL not recommended as well, because it seldom hits several targets in team fight situations. On the shrines however, it makes you cut through the minions like a maniac. And since you'll be basic attacking the minions as well, you don't have to replace any turrets, ending the shrine with over 12 turrets and a group of angry opponents because as soon as they enter, Robo-Goblin will put them to half health before even reaching you. 

Same build also applies for Battlefield of Eternity although the quest takes slightly longer as the immortal will kill some turrets.

The 3 second cooldown reduction combined with Break It Down! at level 1 guarantees you to be able to set up a huge field of turrets during the siege, zoning any melee hero out of range of their forts and keeps. All a Gazlowe player has to do is pick up the Scrap, kill the outer walls for additional scrap and you'll have 4 second cooldown on your Turret charges that do significant AoE damage, melting tanks even faster than Giant Killer. 

This build almost guarantees you to be both top hero and siege damage and often giving you the most kills.

See, I generally really appreciate this kind of thinking, genuinely. I think that Blainie pretty much said it right, however. Steamfists work well when you're under little to no pressure, which generally won't be the case on IS. Even worse, aggressive turrets (the best kind!) for clearing out Skeletons are prone to be AoE'd down. It might work against really defensive team comps, i.e. double healer.

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Thanks for taking my suggestion into consideration! I only play Gold level hero league so I'm sure in higher regions they'll counter it harder, but I continued to pick Gazlowe on infernal shrines, telling team in draft to pick heroes that can zone them away from the turrets. I just make sure I'm first at the shrine to put initial turrets down, then AA some minions in lane to increase the duration of the turrets and then come back in to place 2-3 more.

I do kinda agree with you on the level 7 choice tho. The Rockit Turret XL does clear the minions at the shrine a lot faster, but overall the slow of Engine Gunk is of more benefit throughout the game. I have played a ton of games with Gazlowe to see the effect of the different talent combinations and right now I feel that taking the additional mana restoration from scrap at 1, the clockwork at 4 and slow at 7 is the most balanced combination.

The clockwork is not recommended because Gaz shouldn't be auto attacking often, which is absolutely true. However, when clearing some mercs, not salvaging the turrets, hitting a couple minions in lane, the quest should be completed at max 5 minutes. The 3 sec cooldown reduction is worth it imho.

An additional way of using it is on f.e. the beacon on braxit holdout, just surround the beacon with turrets, hit the minions in lane and keep fortifying the beacon further. Same goes for bosses on Cursed Hollow. Place turrets, get to lane to hit some minions, place more turrets, do this 3 times and as soon as you move for boss you got it in like 20 seconds. On Dragon Shire, I often manage to flood top lane with turrets, then move to soak mid (turrets kill minions top for xp) allowing 4 teammates to move to bot shrine. As soon as the fight breaks out to take the DK, there are at least 6 turrets going.

I start to love gazlowe more and more :)

 

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On 10/4/2016 at 5:44 PM, Guest LloydsGamble said:

Just a quick heads up - you mention good spots for Hammer's Siege mode on your Infernal Shrines write up.

Passed that on to the writers, thanks :)

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On 9/30/2016 at 11:53 AM, Guest MadDictator said:

Thanks for taking my suggestion into consideration!

We always do our best to do so! We make sure to read every comment we get :)

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On 04/10/2016 at 0:44 PM, Guest LloydsGamble said:

Just a quick heads up - you mention good spots for Hammer's Siege mode on your Infernal Shrines write up.

Caught me copying another guide's layout like a noob. Good one.

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I hate to say this, but this guide is very outdated at best, just plain incorrect at worst. 

The top build for Gazlowe is the turret build which uses several talents that you've designated bad but which are fine and, in fact, have great synergy together. At level 1, Regeneration Master is an acceptable though not ideal choice -- probably because the turret build seeks survivability. But main talent you've got quite wrong is is Clockwerk Steam Fists. Clockwerk Steam Fists is perfectly viable and is critical to the turret build and certainly should not be "Not Recommended." (If you're wondering, all you need to do is whack some minions or even a hero a few times -- or a structure -- to get value from the talent.) 

At level 4 ARK Reaktor, on the other hand, is hard to get value from and probably shouldn't be the top choice unless you're VERY good at landing a 2.5 second delay skill shot. And at level 7, Rock It! Turret XL seems like an acceptable niche talent if you're looking for AoE damage / waveclear. And finally we hit the heroics at level. BOTH heroics are viable. The changes to Robo-Goblin have made it a solid pick even for team fights, not just split-pushing.

The rest of the tiers I have no qualms with your assessments. 

(If you do not believe me, check hotslogs.) 

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6 hours ago, Guest WanYao said:

I hate to say this, but this guide is very outdated at best, just plain incorrect at worst. 

Will tag @Oxygen in this. I'm sure he can help out with discussing this, since I just don't play enough Gazlowe to know right from wrong in this case!

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It's a shame oxygen didn't respond. As a Gazlowe player (1500+ games, ranked in Diamond) I am curious to hear his logic behind the talent choices. As it stands, I agree with WanYao. On some maps such as Braxis Holdout or Infernal Shrines, Clockwork Steamfists is an incredible talent. Plus knocking 20% off the cooldown on your most important ability helps regardless of the map.

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On 1/15/2017 at 3:58 AM, Guest Fallout said:

As a Gazlowe player (1500+ games, ranked in Diamond) I am curious to hear his logic behind the talent choices. 

As far as I am aware, the guide is still in the "old" format, so it hasn't received the overhaul that the other guides have yet - just to say, we are actively working on this, but it takes a lot of time since the guides are basically being completely rewritten! - I can only apologise that it is outdated/incorrect and it should be getting updated in the near future! 

Sorry once again!

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8 hours ago, KingRider said:

Lazor Build is horrible ...

Would you care to elaborate?

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I'd like to point out that firein' mah lazor is "not recommended" tho it's the lvl 20 tallents shown in the lazor build

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14 hours ago, 50m8r4 said:

I'd like to point out that firein' mah lazor is "not recommended" tho it's the lvl 20 tallents shown in the lazor build

Thanks for pointing this out. We'll make some changes to the Gazlowe guide soon.

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FYI: ATM " EZ-PZ Dimensional Ripper" (L13) doesn't freeze structures anymore. :(((

I didn't find any info ref. this change in patch notes back 'til April so I dunno if it is a bug or intended. I've asked in b-net forum for an official info and keep you informed as soon as I get an answer.

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1 hour ago, Emergenza said:

FYI: ATM " EZ-PZ Dimensional Ripper" (L13) doesn't freeze structures anymore. :(((

I didn't find any info ref. this change in patch notes back 'til April so I dunno if it is a bug or intended. I've asked in b-net forum for an official info and keep you informed as soon as I get an answer.

I was unable to find it in any patch notes mentioning this change to Gazlowe's EZ-PZ Dimensional RipperEZ-PZ Dimensional Ripper (quite the opposite actually, in 2015-01-13 patch notes), which makes me believe that it is a bug. 

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Hey guys, Gazlowe is my favorite hero to play and just wanted to start a conversation around a couple of talents. 

Firstly, hyperfocus coils turns an ability I find practically worthless except in very specific  circumstances to a basic ability that can be used in most situations. The change seems so drastic to me that I find it hard to not pick it, considering if I don't I feel like I'm essentially throwing away one of my only 3 basic abilities. I'm curious what people think about the effectiveness of the lazor without the talent, because I feel like he shouldn't need the talent at all: meaning it, or a lesser version should just be incorporated into the basic ability.

 

My second thought is on Reduce, Reuse, Recycle. I have played around with his other talents quite a bit and find this one particularly effective lately. I still use others of course, but Using it I can lay down five or six turrets easily while pushing, making ganking me much harder while split pushing. I bullied Asmodan out of lane. Even many map objectives tend to be next to a lane. An example of this is infernal shrines. The top and bottom shrines are accessible only from the lane itself, and even though the turrets aren't as focused on the objective, they can have a severe impact on team fights as we all know. I guess I'm just looking to get feedback on whether it's ever viable. As in do you see it being used sometimes in high level play and if not a more detailed response as to why. I've been forcing myself to choose different talents that you guys suggest, I just find with this I feel more effective in certain maps.

Sorry about the long text.

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5 hours ago, Warper said:

a lesser version should just be incorporated into the basic ability.

Do you mean that they should buff the ability itself?

As for the second talent you mention, Reduce, Reuse, RecycleReduce, Reuse, Recycle, it fulfils a similar purpose as ARK ReaktorARK Reaktor, though without having reduced cooldown for Xplodium ChargeXplodium Charge, and being less reliable due to its RNG element. Additionally, heroes with powerful zoning may be able to prevent collecting scrap from minions without taking damage. However, as Gazlowe is not a hero one usually plays to win, but rather to have fun, it is important to find the talents that you like and prefer yourself. 

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Buffing the base ability yes. Because without hyperfocus coils it seems impractical to use it unless you are really early and waiting.

 

ARK Reactor doesn't reduce the cooldown of Explodium Charge. But yea, I see your point. Thanks!

edit: wow, I definitely read that part wrong. That makes ARK Reactor seem much better XD

Edited by Warper
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      Basic Attack damage reduced from 97 to 88 Abilities
      “It’s Hammer Time!” Baseline Quest added !Quest: Hit 25 enemy Heroes with Storm Bolt. Enemy Heroes who die within 2.5 seconds of being hit by Storm Bolt grant 3 stacks. !Reward: Once you gained 25 stacks, Basic Attacks will reduce the cooldown of Storm Bolt by 1 second, and Storm Bolt will pierce the first target hit, hitting an additional target Stormbolt (Q) Mana cost decreased from 60 to 50 Avatar (R) Mana cost decreased from 100 to 80 Haymaker (R) Mana cost decreased from 80 to 60 Talents
      Level 1 Perfect Storm (Q) No longer reduces the Mana cost of Storm Bolt Level 4 Crowd Control (W) Removed Sledgehammer (Q) Damage bonus reduced from 400 to 300% Reverberation (W) Attack and Movement Speed slow duration increased from .5 to 1 seconds Thunder Burn (W) Adjusted functionality: Now requires hitting an enemy Hero to create a second Thunder Clap Second Thunder Clap now also applies a 25% Attack Speed slow for 2.5 seconds. Level 7 Piercing Bolt (Q) Removed Iron-Forged Momentum (Passive) Removed Landing Momentum (E) Removed Heavy Impact (E) Moved from Level 16 Give ‘em the Axe! (Passive) Moved from Level 16 Bonus damage reduced from 60 to 50% Skullcracker (Passive) No longer grants bonus Attack Speed Added functionality: Every 3rd Basic Attack against an enemy now deals 60% bonus damage in addition to the stun Level 13 Burning Rage (Passive) Removed Spell Shield (Passive) Removed (New Talent) Bronzebeard Rage (Passive) Passively deal damage to nearby enemies. Auto-attacking an enemy Hero who is stunned, rooted, or slowed increases the damage by 100% for 3 seconds Level 16 Dwarf Launch (E) Bonus range decreased from 50 to 40% Bonus impact radius removed Added functionality: Hitting an enemy Hero now reduces the cooldown of Dwarf Toss by 3 seconds Stoneform (D) Healing reduced from 40 to 30% of Muradin’s Maximum Health Level 20 Unstoppable Force (R) New functionality: While Avatar is active you gain 20 Armor and Basic Attacks reduce the cooldown of Thunder Clap and Dwarf Toss by .5 seconds Grand Slam (R) No longer reduces the Mana cost of Haymaker Added functionality: If an enemy Hero dies within 3 seconds of being hit by Haymaker, gain an additional charge of Haymaker LEVEL (TIER) MURADIN TALENTS 1 (1) Block (Passive) (!) Perfect Storm (Q) Third Wind (Trait)   4 (2) Sledgehammer (Q) Reverberation (W) Thunder Burn (W)   7 (3) Heavy Impact (E) Give 'em the Axe! (Passive) Skullcracker (Passive)   10 (4) Avatar Haymaker — — 13 (5) Healing Static (W) Thunder Strike (W) Bronzebeard Rage (Passive)   16 (6) Dwarf Launch (E) Imposing Presence (Active) Stoneform (D)   20 (7) Unstoppable Force (R) Grand Slam (R) Hardened Shield (Active) Rewind (Active) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent.  
      Collection
      Note: Seasonal Items from previous Hallow’s End events have also been temporarily re-added to the game. You can find more information in our Hallow’s End blog.
      New Bundles
      Junkrat Heroic Bundle Fallen Junkrat Skin Pack Hallow's End 2017 Bundle Hallow's End Classic Bundle New Skins
      Junkrat Drowned Junkrat Rusted Junkrat Convict Junkrat Clowning Junkrat Fallen Junkrat Devilish Fallen Junkrat Hellish Fallen Junkrat Orcish Fallen Junkrat Warped Fallen Junkrat Cassia Whirlpool Pirate Queen Cassia Velvet Pirate Queen Cassia Genji Iron Dragon Genji First Dragon Genji Greymane Dr. Wolf and Stein Greymane Hazardous Dr. Wolf and Stein Greymane Mysterious Dr. Wolf and Stein Greymane StormPunk Dr. Wolf and Stein Greymane Inferno Dr. Wolf and Stein Greymane Zarya Crimson High Gravity Zarya Valeera Vampire Slayer V Rogue Vampire Slayer V Phantom Vampire Slayer V Midnight Vampire Slayer V Coldheart Vampire Slayer V Brightwing Bewitching Brightwing Spirited Bewitching Brightwing Wild Bewitching Brightwing Crimson Bewitching Brightwing Dusk Bewitching Brightwing Gazlowe Paper Bag Gazlowe Waste Bag Gazlowe Bag of Bolts Gazlowe Deep Bag Gazlowe Awkward Paper Bag Gazlower Murky Garden Shambler Murky Lilac Shambler Murky Tulip Shambler Murky Orchid Shambler Murky Hibiscus Shambler Murky Chromie Creepie Chromie Dottie Creepie Chromie Haunted Creepie Chromie Innocent Creepie Chromie Monster Creepie Chromie Cho’gall Pump’kin Cho’gall Fel Pump’kin Cho’gall Twilight Pump’kin Cho’gall Burning Pump’kin Cho’gall Magic Pump’kin Cho’gall Mounts
      Phantom Stallion Picnic Phantom Stallion Grim Phantom Stallion Jack-o’-Phantom Stallion Secret Phantom Stallion Spectral Stallion Bug Fixes
      General
      Fixed a number of typo and tooltip errors across several aspects of the game. AI
      AI Heroes controlling the Garden Terror will no longer become unresponsive. Art
      D.Va: The keychain attached to D.Va’s Light Gun will now correctly appear during Hero Select. Leoric: Fixed an issue preventing Leoric’s Basic Attack cleave animation from playing when using certain skins. Tyrande: The area of effect indicator for Eagle Eye Tyrande’s Lunar Flare should now be more visually apparent when cast on Sky Temple while using Low graphic settings. Zeratul: Zeratul’s face mask will no longer appear to stretch in the Collection while using Low graphic settings. Heroes, Abilities, and Talents
      Brightwing: The channel for Phase Shift will now properly cancel if the allied target dies. Brightwing: The channel for Phase Shift will now properly cancel if Brightwing is Rooted. Garrosh: Casting Body Check with the Brute Force Talent on a Boss will no longer cause a Healing debuff icon to appear next to its Health bar. Garrosh: Fixed an issue causing Body Check to receive less bonus damage than intended after casting Double Up to reach 50 Armor. Jaina: Fixed an issue that prevented Summon Water Elemental from being cast on the opposite side of unpathable terrain in areas that are within range and visible to the player. Johanna: Fixed an issue causing the Shield Glare to lower the cooldown of the Blinded by the Light talent by an incorrect amount. Kel’Thuzad: Shadow Fissure can now be cast on the minimap. Kel’Thuzad: Shadow Fissure can now be cast between map levels on the Haunted Mines battleground.  Leoric: Fixed an issue causing enemy Heroes affected by Leoric’s Entomb ability to lose allied vision after Leoric had chosen the Buried Alive talent. Lunara: Fixed an issue preventing Lunara from Leaping over several different friendly units after choosing the Boundless Stride talent.  Rehgar: Fixed an issue that drastically reduced the attack range of Feral Lunge. Stukov: Abilities that move Heroes, like Alarak’s Telekinesis and Stiches’ Hook, no longer remove Weighted Pustule from the affected Hero. Valla: Caltrops will no longer display Health bars or selection rings when clicked. User Interface
      Right clicking a player in your friends list and choosing the Whisper option will once again open the chat input field.  Score Screen: Counters for Chromie’s Sand Blast and The Butcher’s Fresh Meat quests will now continue to increment on the in-game score screen after reaching their soft caps. Score Screen: The counter for Lt. Morales’ Clear! Talent will no longer disappear from the in-game score screen while she is inside a Medivac.
    • By Stan

      Our guide section has been updated with the latest Overwatch Assassin - Junkrat!
      Junkrat's going live later today. In the meantime, you can check out our new build guide!
      Check out our Junkrat Build Guide for recommended talent builds and gameplay tips, or create your own build using the talent calculator. If you'd like to share your feedback, feel free to post here. More information about the latest Hero can be found in our Junkrat overview.