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Heroes of the Storm Cassia

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So what is generally the safest/most successful option for quick match? We all know how important it is to wreck opponents in those wacky QM games ;-P

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Guest Icipher

Valkyre is far better than Ball lighting. Pretty useful to repostion enemy heroes or to catch fleeing ones. Well played it is always a sure kill.

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8 hours ago, Guest Icipher said:

Valkyre is far better than Ball lighting. Pretty useful to repostion enemy heroes or to catch fleeing ones. Well played it is always a sure kill.

The meantime between casting the spell and the spell taking effect can sometimes be too long if your opponent has quick reflexes and is able to keep their cool-headedness. In lower leagues where players aren't that good, or when you face a team full of channel abilities, Valkyrie can be quite useful, but since you also get advantage of people not splitting with Ball Lightning in the former case, and the latter case is very rare, you want to go for Ball Lightning, as it gives you much higher damage output.

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19 hours ago, FriskyBear said:

What tier is Cassia in? Will she be competitive in ranked?

I haven't seen her that much yet to be able to fit her into a tier with precision, and a lot of players still need to get used to her, but she seems to be underperforming quite a bit. I would put her into one of the lower tiers, probably tier 5 out of 6. 

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22 hours ago, FriskyBear said:

What tier is Cassia in? Will she be competitive in ranked?

According to our tier list descriptions, she belongs in Niche tier. She can be very useful in (and against) the correct comps. However, she is not first pick material at this time.

On 4/8/2017 at 4:59 AM, Skyewalker said:

So what is generally the safest/most successful option for quick match? We all know how important it is to wreck opponents in those wacky QM games ;-P

It will really depend on what team compositions look like, as well as the map you get. If you are playing on a map that has two lanes and you are in the 4 player lane, Charged Strikes will get a lot of value. If your team needs poke, Lightning Fury is a good bet. If the enemy team lacks interrupts and you can get in close, the Fend Build can perform very well. If you aren't sure, I would recommend the Charged Strikes build. It is fairly useful in most situations. Be sure to try them all! This way, you can get a feel for what each of them can and cannot accomplish.

 

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18 hours ago, Straften said:

 

It will really depend on what team compositions look like, as well as the map you get. If you are playing on a map that has two lanes and you are in the 4 player lane, Charged Strikes will get a lot of value. If your team needs poke, Lightning Fury is a good bet. If the enemy team lacks interrupts and you can get in close, the Fend Build can perform very well. If you aren't sure, I would recommend the Charged Strikes build. It is fairly useful in most situations. Be sure to try them all! This way, you can get a feel for what each of them can and cannot accomplish.

Thanks!

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What is really taking me a long time to get used to is Cassia's basic attack range. A lot of times I end up overextending a bit because I'm already used to the "default" long range.

I really like the Lightning Fury build, it feels so much like the Javazon build in D2. I think the Charged Strikes build tends to perform better overall, but Lightning Fury build is definitely useful when the enemy team doesn't have many Auto Attackers, so you keep poking around.

But as said in the guide, she is really a niche Assassin, and will underperform if there are no additional sources for blinds in the team, sadly, specially given the limited number of heroes that can blind (Li Li, Johanna are the only ones that can inflict blind by default, where the rest require specific talents, such as Artanis' Supressing Pulse and Auriel's Blinding Flash). Let's hope Blizzard adds more Heroes that can blind in the future.

She is still one of the most amusing Assassins to play, though.

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Cassia was my last purchase for the currently complete set. Played with her a bit more and after a guy I played with gave me some suggestions, I agree that the Fend build is the best with his slight modification of Thrunderstroke at level 1. Fend is opportunistic but also nihilistic, while Thrunderstroke offers much needed poke to create those openings. Ball lightning is definitely the better choice. Especially when you get a map location that creates a small walled in stretch where fleeing or attacking enemies simply cannot separate. Cast your ball and then stay away and poke until they're down to lower in health then wipe them all with fend. Pretty fun to play. Not sure why encouraging basic attack at such a short range is a suggestion to be honest. She has enough problems surviving just using Fend. Fend, don't Feed! :p

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Charged strikes does not apply to structures anymore, so is all this guide useless, now? I see it mentioned everywhere like it's all that makes her good.

Edited by SpiderZeal

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18 hours ago, SpiderZeal said:

Charged strikes does not apply to structures anymore, so is all this guide useless, now? I see it mentioned everywhere like it's all that makes her good.

Lightning Fury is the first recommended build; it does not include Charged Strikes. However, there were some obsolete mentions of Charged Strikes in her list of Strengths and in the discussion about maps. I will remove those; thank you so much for the feedback! 

More updates to come soon.

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Guest Zujola

Build not complete. It is out of date. Please reupdate. ?

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Guest Razhag

Just a small thing. The guide says autoattack + Lightning Fury will reset/cancel our Avoidance. That's not true.

You should autoattack first and cancel animation with Q, then move a bit and auto attack again. This gives you 2 very fast auto attacks, as you cancel the animation of both autos (the auto after Q flies out with no animation). And Avoidance will not be cancelled if this is done correctly.

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Guest Grounding Rod

In lightning fury build Grounding Rod should be considered as a situational alternative to surge of light. You sacrifice that dmg, yes, but that slow combined with Power Strike simply wrecks certain team compositions by making it easier for your teammates. If enemy has certain heroes who rely on hitting and running away or a tank like Garrosh or a healer like Li Li it certainly is worth considering to take it.

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Guest Fend Cassia simp

So I think it's worthwhile saying that, while it doesn't appear here, Cassia's fend build is very much viable depending on the situation. It sits in an odd spot of having the highest winrate in the most populated brackets for ranked*, but a far lower pickrate. Don't get me wrong, this guide's builds are more consistent, both in their number of games played, and with damage in game - but they lack options for making impact through plays that will decide the outcome of the game. Basic attack, and poke build Cassia damage the enemies; but Fend Cassia kills the enemies.

If you can go fend, you should go fend.

If they can't punish or knock you out of a protected fend, then there's no reason to give them the option to disengage by going a different build. There are so few heroes that can finish kills without relying on teammates to set you up; there are so few assassins who can self sustain as well as fend Cassia. She is a quintessential soloq powerhouse when she takes advantage of fend; rather than just being another one in the roster of "top dmg/3 kills/lose game" copes.

*50.6% wr for Silver, Gold, Plat over 16.2% pr; versus the 49% and 47% wr's of this guide's builds. Even more so ! - If you look at brackets individually, fend's winrate goes from almost even at plat, then higher at gold, and even higher at silver. Yeah the players are worse, but so is the reliability that allies will synergise to impair escapes long enough for Cassia to matter.
Bonus: It's also the highest wr, lowest pr in Diamond.

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      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      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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    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Balance Update Bug Fixes Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy Rework: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes Rework: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      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
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath Rework: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      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. 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. 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. 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. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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