Damien

Heroes of the Storm Greymane

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

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Unfettered assault is a defensive talent and a guaranteed get out of jail free card as opposed to on the prowl

Not really, movement speed is always strong either defensive and offensive, keeping up the attack speed to get the movement speed is not that hard and you get more benefit

 

The fact that you are using that as an escape mechanism instead of the damage it provides, then pretty much you are wasting time, and 1 sec is A LOT in a moba, a lot of things can happen so its really subpar

 

It reminds me the evasive fire on sylv,

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Unfettered assault is a defensive talent and a guaranteed get out of jail free card as opposed to on the prowl

Not really, movement speed is always strong either defensive and offensive, keeping up the attack speed to get the movement speed is not that hard and you get more benefit

 

The fact that you are using that as an escape mechanism instead of the damage it provides, then pretty much you are wasting time, and 1 sec is A LOT in a moba, a lot of things can happen so its really subpar

 

It reminds me the evasive fire on sylv,

 

 

You are incorrect. The cast time of the skill is faster than the 30% you can get from on the prowl as it is available IMMEDIATELY after casting Darkflight, possibly making it the one real escape talent available to Greymane at his most vunerable time (don't say anything about Eyes in the Dark, if you're not taking thick skin you are very confused) . As a matter of fact, the increased range gives the ability the same range as his Darkflight. With 10 stacks of Wizened Duelist your auto attack significantly outperforms Razor Claw in damage, so by this point it has already become more of a positioning tool rather than for damage. I also didn't say that I use it EXCLUSIVELY as an escape mechanism, it is equally good at clawing PAST heroes you're chasing down, thus securing your kills. Relying on anything for inner beast even with Wolfheart is too risky considering his lack of sustain, especially with stacks to protect

 

Oh and by the way, evasive fire on sylv is embarrassing. If you're not paralysis/overwhelming stop playing the character shes not for you

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Unfettered assault is a defensive talent and a guaranteed get out of jail free card as opposed to on the prowl

Not really, movement speed is always strong either defensive and offensive, keeping up the attack speed to get the movement speed is not that hard and you get more benefit

 

The fact that you are using that as an escape mechanism instead of the damage it provides, then pretty much you are wasting time, and 1 sec is A LOT in a moba, a lot of things can happen so its really subpar

 

It reminds me the evasive fire on sylv,

 

 

You are incorrect. The cast time of the skill is faster than the 30% you can get from on the prowl as it is available IMMEDIATELY after casting Darkflight, possibly making it the one real escape talent available to Greymane at his most vunerable time (don't say anything about Eyes in the Dark, if you're not taking thick skin you are very confused) . As a matter of fact, the increased range gives the ability the same range as his Darkflight. With 10 stacks of Wizened Duelist your auto attack significantly outperforms Razor Claw in damage, so by this point it has already become more of a positioning tool rather than for damage. I also didn't say that I use it EXCLUSIVELY as an escape mechanism, it is equally good at clawing PAST heroes you're chasing down, thus securing your kills. Relying on anything for inner beast even with Wolfheart is too risky considering his lack of sustain, especially with stacks to protect

 

Oh and by the way, evasive fire on sylv is embarrassing. If you're not paralysis/overwhelming stop playing the character shes not for you

 

First the reason i said the escape mechanism is because im not you, i dont know how you play it, in that regard im in fault too because i said it reminds me the evasive fire but i didnt said i play it and that it is the way to go bla bla, so dont put the a-hole note "dont play it".

 

Second, is a matter of preference, i like more a passive than to depend on a cooldown, probably the reason why this is suggested instead of a range ability

 

This guys arent that bad in the game to just put this and said it without testing, i think everyone is at least rank 1 and is not that easy to get there

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Great guide, thank you.  While this is probably rarely an issue in competitive play, I find that Marked for the Kill is a viable ult in PUGs against very tanky teams when you don't have a strong front line.  I typically use it as the turning point to a kite engagement to melt down some of the beefier warriors en route to a counter-push.

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Great guide, thank you.  While this is probably rarely an issue in competitive play, I find that Marked for the Kill is a viable ult in PUGs against very tanky teams when you don't have a strong front line.  I typically use it as the turning point to a kite engagement to melt down some of the beefier warriors en route to a counter-push.

 

I've had a friend make similar claim. However, that's a pretty narrow use for a Heroic, especially when there are other sources of vulnerability around. Good insight.

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On 10/17/2016 at 10:04 PM, GalloViking said:

They won't be lost anymore if they have a guide.

They must've found their way now, because I can see them there on the guides page! Hype!

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Hey guys! This might belong somewhere else, but I'm just wondering if anyone has good tip/tricks for beginning on Greymane or maybe a good gameplay video. I've tried him before and find I have a hard time keeping Inner BeastInner Beast going in team fights because neither team was really going in hard. Also, I'm not to sure how much damage his burst can do, it might be nice to see a really good Greymane player just to get a feel for what he can and can't pull off. Thanks!

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1 hour ago, Niteshadow said:

Thanks!

I think one of the most important things to remember in the situation you describe is how the reset can actually work. If a team fight is occuring, make sure that you're not pushing in with Worgen form and then finding yourself stranded and getting kited. Play smart and make sure that, when there are those moments of down time in which nobody is pushing in after an initial conflict begins, use your surroundings to reset. Anything that you can grab, whether it might be a minion, structure, enemy hero or whatever, can be a potential reset for you.

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44 minutes ago, Blainie said:

Play smart and make sure that, when there are those moments of down time in which nobody is pushing in after an initial conflict begins, use your surroundings to reset.

Alright, I'll try to be a bit more cautious with how I utilize Worgen from now on. Just as an example, I might be at an alter for ToD and both teams are backing up, but a good bit of poking was going on. I popped my Inner BeastInner Beast, expecting to keep it alive (in human form) with all the poking happening, but both teams are backing up, and I'm too far from a lane to reset off a minion or structure and going in against the enemy would be unwise as my team wouldn't follow. I think the solution here is to wait until a big team fight happens, but still it would be nice to keep it alive during a skirmish to get that extra bit of damage.

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19 minutes ago, Niteshadow said:

I think the solution here is to wait until a big team fight happens, but still it would be nice to keep it alive during a skirmish to get that extra bit of damage.

Pretty much this. This is the key difference between a decent Greymane and an excellent one. Timing is everything and if you can read a fight properly to know when you can or can't push in, you'll be devastating in team fights. It's fair to say that this is MUCH easier if you are playing in a group where you can communicate over voice, but using pings to your advantage can sometimes be enough of a push to force people in from your team.

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The discussion of Cursed Bullet should be updated at level 10 https://www.icy-veins.com/heroes/greymane-talents#level-10

Quote

This is not to say, however, that Cursed Bullet should not be used against any other target; 35% damage is nothing to scoff at for any Hero.

The amount is now 40% not 35. Just a small tweak and it will be fix.

Everything else is all good, thanks for the guide :D

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2 hours ago, Guest Axolot said:

The discussion of Cursed Bullet should be updated at level 10 https://www.icy-veins.com/heroes/greymane-talents#level-10

The amount is now 40% not 35. Just a small tweak and it will be fix.

Everything else is all good, thanks for the guide :D

Thanks for pointing this out! I passed his onto Oxygen, and it should be changed soonTM.

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In the description for the cocktail party build it is said that you weaken the enemy with the cocktail and then you use Go for the throat . However the image for the heroic is Cursed Bullet(first page). I don't know if the image is wrong or the description is.

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7 hours ago, Guest XeaKon said:

In the description for the cocktail party build it is said that you weaken the enemy with the cocktail and then you use Go for the throat . However the image for the heroic is Cursed Bullet(first page). I don't know if the image is wrong or the description is.

Thanks for pointing this issue out! This must have been missed when updating the Greymane guide 2 days ago. It will be fixed shortly. In the meantime, sorry for the inconvenience.

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The box for the inner beast skill says that its cooldown is 999 seconds, which I am pretty sure is incorrect.

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16 hours ago, Guest JRainbowfist said:

The box for the inner beast skill says that its cooldown is 999 seconds, which I am pretty sure is incorrect.

Thanks for pointing that out. We'll get it fixed as soon as possible. 

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Why isn't there an Inner Beast build? something like this for example. Offers much better waveclear and sustained damage. Not pretending I know everything about GM, but was just curious why the Cock-Tail party build was the only one.

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1 hour ago, Fliits said:

Why isn't there an Inner Beast build? something like this for example. Offers much better waveclear and sustained damage. Not pretending I know everything about GM, but was just curious why the Cock-Tail party build was the only one.

I was playing Greymane 2 days ago, trying different builds, but they all felt inferior to the Cocktail build. I asked Oxygen about his opinion and he said pretty much the same. The build you linked is fine, but it will not perform as well as the Cocktail build. 

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I think the guild needs some updates now that the nerf on Greymane has landed.

Regarding talents choice, I've seen  ViciousnessViciousness becoming the norm for level 1 talent. It even made its way into KSV Rich's guide. Could you put some further insight on this talent because I think we haven't done it enough justice yet :P.

On level 4 I also saw some picking Thick SkinThick Skin (which this guide doesn't recommend) against Melee-heavy comp or 2-tank lineups.

Also, Wizened DuelistWizened Duelist comment has not been updated yet after its rework.

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I think Greymane's talent build needs some clean-up now.

With the nerf to the max splash radius of Gilnean CocktailGilnean Cocktail, cocktail build is no longer preferred. Incendiary ElixirIncendiary Elixir takes much longer to complete, and that's the fatal flaw. I think this build should either be completely removed or moved to a secondary position.

In the latest patch Gilnean CocktailGilnean Cocktail got a slight buff in CD, and that sort of pushed ViciousnessViciousness to standard -- which was gaining pace in the meta already even before the patch. Blizzard also combined CDR into Unfettered AssaultUnfettered Assault, and I saw Fan of Tempo Storm pick it in HGC. With the previous nerf to Razor SwipeRazor Swipe this CDR feels even more valuable, but as it competes with On the ProwlOn the Prowl so whether Unfettered AssaultUnfettered Assault will become meta remains to be seen. Speaking of which, it seems pros overwhelmingly prefer On the ProwlOn the Prowl over Running WildRunning Wild, but I guess On the ProwlOn the Prowl requires more skill to use fully? So I dunno whether this should be recommended over Running WildRunning Wild for HL.

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      Abilities
      Healing Dart (Q) Heal reduced from 205 to 195 Shrike (Trait/D) New Active - Aim Down Sights No longer grants Sight or Attack Range Cooldown from 3 to 4 seconds Self-slow increased from 20 to 25% New functionality: While active, Sleep and Healing Dart ranges are increased by 25% and pierce one target Eye of Horus (R) Heal reduced from 285 to 225 Damage reduced from 166 to 135 Added functionality: Shots now pierce all targets (but still impact and cease on structures) Talents
      Level 1 Piercing Darts (E) Removed Grenade Calibration (W) Removed Contact Healing (W) Moved from Level 16 New Talent – Slumber Shells (E) If an enemy is affected by Sleep Dart, Ana gains 25% movement speed New Talent – Vampiric Rounds (Trait) Quest: Each time you stack max Doses on a target Hero, increase Shrikes self-heal by 1.5% Level 4 Air Strike (Active) Removed Aim Down Sights (D/Trait) Removed (New Trait Addition) Debilitating Dart (Active) Moved from Level 7 New Talent – Biotic Enhancements (W) Increase the bonus healing duration of Biotic Grenade by 50% and reduce its cooldown by 4 seconds Level 7 Temporary Blindness (E) Removed New Talent – Anti-Healer (W) Biotic Grenades area is increased by 100% and the duration of the Healing debuff is increased by 25% New Talent – Night Terrors (E) When a Slept target wakes up, they are dealt 8% of their maximum Health in damage. If they are woken up early, reduce the cooldown of Sleep Dart by 7 seconds Level 16 New Talent - Active Reload (Active) Activate to gain 3 charges of Healing Dart (60 second CD) Level 20 Ballistic Advantage (R) Removed Dynamic Shooting (Passive) Removed Somnolent Doses (Trait) Removed Custom Optics (Trait) Removed New Talent – Dead-Eye (R) The healing and damage of Eye of Horus is increased by 4% for every Hero hit. This resets after all shots have been fired. New Talent - Armored Stance (D/Trait) Increase Shrike’s damage by 50%. Gain 25 Armor while Aim Down Sights is active. New Talent – Dynamic Optics (D/Trait) While Aim Down Sights is active, increase the range of your Basic Attacks by 4. Each attack increases your Attack Speed by 10% for 3 seconds (up to 50%)
      Rehgar
      Abilities
      Ancestral Healing (R) Rehgar can now self-cast Ancestral Healing
      Whitemane
      Talents
      Level 4 High Inquisitor (W) Mana return per stack reduced from 75 to 50 Collection
      New Bundles
      The following new bundles are only available for a limited time! Join the Resistance Bundle Viper Returns Bundle Firestorm Blaze Skin Pack Deckard Pain Skin Pack Delta Hanzo Skin Pack New Skins
      Firestorm Blaze Red Hot Firestorm Blaze Atomic Firestorm Blaze Deckard Pain Infiltrator Deckard Pain Desert Ops Deckard Pain Delta Hanzo Blackout Delta Hanzo Veteran Delta Hanzo Badlands Imperator Stukov Badlands Sidewinder Ana Badlands Deathfang Genji Cryo Imperator Stukov Cryo Sidewinder Ana Cryo Deathfang Genji Paramour Pajamathur Abathur New Mounts
      D.E.R.P.A. Commando D.E.R.P.A. Desert D.E.R.P.A. Badlands Viper Dominator Flirty Cloud New Portraits, Sprays, and Emojis
      Several new emoji packs and portraits have also been added to the game. Bug Fixes
      General
      Fixed an issue causing Shields applied to non-Heroes to be applies towards Healing Score. Super Cleanse effects (Abolish Magic) will no longer remove delayed damaging effects (Consume Souls, Last Rites) Fixed an issue causing Time Stop and Stasis effects to remove Armor Vulnerability effects. Fixed an issue that could cause a player’s ready state to become locked if Ready and Cancel were pressed in rapid succession. Fixed an issue that could occasionally prevent players from pressing the ready button when using the Call of the Nexus Quick Match system. Heroes, Abilities, and Talents
      Ana: Fixed an issue allowing cooldowns to tick down during Time Stop if the Hero is affected by Nano Boost. Cassia: Fixed an issue causing Lightning Fury to be invisible if it pierced a Hero at melee range. Cassia: Fixed an issue causing Fend to immediately cancel if cast immediately after Lightning Fury. Chromie: Slowing Sands will no longer slow Battleground vehicles (Dragon Knight, Triglav Protector). Deckard: Fortitude of the Faithful’s range indicator now matches the actual range of the ability. Deckard: Fixed an issue with how Potion of Revival benefits from spell power. (should now heal for more) Kerrigan: Fixed an issue preventing Sharpened Blades from granting kill credit against Heroes with post-death effects. Li Li: Fixed an issue that caused healing from Cloud Serpent to temporarily fail if the Blessing of Yu’lon talent was chosen while a Cloud Serpent was active. Maiev: Fan of Knives will now refund the correct amount of Mana. Maiev: Fixed an issue with Blade Dance’s visual effects blocking command inputs. Muradin: Fixed an issue preventing Thunder Burn from creating the secondary thunder clap if it lands the killing blow on the affected Hero. Nova: Fixed an issue causing Holo Decoy’s Snipe projectile to be destroyed mid-flight if the Decoy died. Nova: Triple Tap will now immediately cancel if the target becomes invalid immediately after starting the Triple Tap cast. Ragnaros: Fixed an issue allowing Ragnaros to immediately complete the Catching Fire quest if it was chosen during Molten Core. Rexxar: Fixed an issue preventing Rexxar from controlling Misha while silenced. Stitches: Fixed a number of issues caused by using Helping Hand on an allied Hero using a Channeled ability that grants Unstoppable. Stitches: Fixed an issue that could prevent Stitches’ Hook from landing at point blank range. Tyrande: The Shooting Star talent will no longer attempt to target Sand Tornadoes created by the Boss. User Interface
      Fixed an issue preventing critical healing effects from showing the Crit UI indicator. Adding and Removing favorite emojis will no longer cause the chat panel and emoji picker to close.
    • By Stan
      This week's Hero rotation includes Orphea, Probius, and Imperius.
      Free-to-Play Hero Rotation: February 12, 2019
      Raynor Muradin Sonya Nazeebo Uther Jaina Whitemane Tyrande Fenix Gul’dan Stitches (Slot unlocked at Player Level 5) Orphea (Slot unlocked at Player Level 10) Probius (Slot unlocked at Player Level 15) Imperius (Slot unlocked at Player Level 20) (Source)