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Heroes of the Storm Artanis

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Guest SH3R4TA5

new change to Templar´s zeal, it feels realy good vs double tank and can retain risk vs back line with the swap in any moment while reseting shields (Must use the dash to reset and dodge cc so is hard to use), that change the picks in this page or the talent is still lacking?

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I have been testing a few builds and there are many many variations now that actually work well.

Builds I'm Playing around with: https://www.heroesfire.com/hots/guide/updated-artanis-prism-shield-dash-and-titan-builds-16586

 

Prism Purifier - The Purifier beam's lvl 20 is actually useable now. Because the slows make it so much easier to hit with, kills are now also much easier, as is your ability to reduce the cooldown on the prism while using basic attacks to slow. This maintains a slowing affect that allows for your Purifier Beams to bounce after a kill.

1 - Reactive Parry

4 - Psionic Synergy

7 - Warp Sickness

10 - Purifier Beam

13 - Graviton Vortex

16 - Blades of a Templar

20 - Target Purified

 

Shield Parry - The Shield is much easier to keep up since you can take the attack speed Prism with the attack speed with ability use cooldown. The Spell Armour lingers once the shield goes down, which is more than enough time to reset your shield. This combination gives you a 50% ability armour for most of your time fighting. While your physical armour gets 2 charges a piece from Reactive Parry. Add that to your shield uptime and mobility and it's a good amount of protection.  And if CC might be an issue, than you can grab Psionic Synergy for further armour. All that armour adds up to protection when shield is down. Specifically, up to 65 TOTAL armour coverage at certain times. Plasma Burn gives additional waveclear and merc/monster damage without the need for Amateur Opponent sacrificing armour, which further helps vs those same things coincidentally.

1 - Reactive Parry

4 - Shield Battery

7 - Chrono Surge

10 - Suppression Pulse

13 - Phase Bulwark

16 - Force of Will

20 - Plasma Burn

 

Blade Reaper - Blade Dash received a massive buff. You can keep it up 100% of the time in a fight now between Twin Blade uses. It's pretty funny when you go one on one with a Rexxar or Samuro. When you grab it with Force of Will, your Shield is up just as constantly, which creates a looping affect that just sends you all over the place. Throw in Zealot Charge for added leaping and it's really something to see. Might have to use Reactive Parry to further shield you during Dash. Though the Dash damage with Amateur Opponent makes doing camps incredibly quick and easy, while also adding some good siege and monster damage. Towers just dissapear in a single push. You can hit both towers and wall and minion wave with a single Dash. Twice.

1 - Amateur Opponent

4 - Shield Battery

7 - Solarite Reaper

10 - Supression Pulse

13 - Templar's Zeal

16 - Force of Will

20 - Zealot Charge

 

Zealous Titan - Using Zealot Charge to allow for a % enhanced Triple Strike to attack a target, followed by a Prism that swaps you to body block enough to get a few more atk speed boosted shots in before pursuing with a double strike from Dash, then getting out of there. The added armour combines with your shield and pulse to protect you from the immediately backlash a bit, but expect lots of hearths.

1 - Reactive Parry

4 - Psionic Synergy

7 - Chrono Surge

10 - Supression Pulse

13 - Triple Strike

16 - Titan Killer

20 - Zealot Charge

 

So much variety in him now that doesn't suck. Quite happy with this surprise update.

Blade Reaper is probably my favourite at the moment. Just so fun moving around that much.

Edited by Morcalivan

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Psionic synergy mouseover tip is still pointing on the previous talent (with the increased cooldown reduction on blade dash ).

 

in fact every mouseover tips don't show the updated talents.

Edited by LeGoret

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Siege Mode

Amateur Opponent - 150% non-hero damage bonus from Twin Blades.

Follow Through - Constant use of abilities means this is a useful 'delay' of 1 attack between them. Also buffs damage on Prism use with no hero nearby.

Triple Strike - More non-hero damage.

Blades of a Templar - Not hero specific. Attack speed buff not reliant on hitting a hero with Prism.

Plasma Burn - High shield uptime does constant extra damage to all targets in melee range.

Actually works well. ?

No one expects an entirely Siege kitted Artanis.

Not as good at Waveclearing as a Dash build, but close due to Follow Through not cooldown enhanced by hitting heroes.

Edited by Morcalivan

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Guest Rasamith

Hey, I have about 400 games with Artanis, and while I don't fully grasp the intricacies of macro play at all stages, I do know the hero inside and out, having even put multiple things to rigorous test in try mode for the sake of seeing the numbers for myself, as well as bringing them into games.

What I'm seeing is a fairly mediocre increase in camp clearing potential, as a trade off for across the board dmg increases, and potential constant 50% spell armor at lvls 1 and 13 respectively.

I consider triple strike at 13 a self nerf in mobility in exchange for a "glorious" two extra auto attacks every 20 seconds.

This is taken in place of constant spell armor when you're helping with a teamfight, or trying to hold your own in lane, or body blocking nova triple tap, Chromie Q, Li ming shots, etc..

That's not even mentioning the other level 13 talents, the blade dash resets (combined with shield cd reduction at 16) makes you nigh unkillable and effectively nullifies two of your major counters, lili and arthas, turning you into an unexpected constant supply of moderate aoe burst and unfathomable shield resets..

I don't know, maybe if the entirety of the game was a "attack the single boss type monster until it dies" I could get on board with AO and Triple Strike, but considering most game objectives and mid-late game teamfights aren't really needing that, my question is, is it worth it to trade so much for 2 extra auto attacks every 20 seconds and a little more damage to single non hero targets?

If I was to pick someone who could solo camps, Artanis wouldn't be my first pick. He can do them but even with AO, he's pretty slow compared to others. Now a tanky bruiser who can win nearly every solo lane and bring a crazy amount of damage to teamfights, he's my first pick every time... but not with a build that effectively would only give him 2 extra auto attacks every 20 seconds in exchange for 1 less dash... Which is the only thing these, his two most powerful base talent picks, would bring to any engagement.

 

I don't know, and apologize if this comes off as a rant, but I'm hoping you can explain the rationale of taking these two talents in a grander scheme than I'm seeing them?

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      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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