Jump to content
FORUMS
positiv2

Heroes of the Storm Malthael

Recommended Posts

Guest Steel Hydra

Thanks for the quick posting of the guide! I recommend some proof reading of the guide though, Raper's Mark sounds a bit disturbing. 

  • Like 2

Share this post


Link to post
Share on other sites
Guest Guest

A build centered around Reaper's Mark also works very well, if you take Fear the Reaper for level one you get a pretty good escape (except from Naz's zombies, not sure if that is a bug or not), followed by Black Harvest that simply increases your base dmg (which works well enough on its own but also pairs really well with Memento Mori at Lvl 16), then take Mortality so if your target runs you can close the gap so you can get more basic attacks with Reaper's Mark on it. Either ult works well, but if you really want to stick to the Reaper's Mark theme go with Tormented Souls, if used nearby a lot of enemy heroes you can easily get a bunch of seconds for your Black Harvest quest (however, Last Rites can be a good way to finish off heroes and if you finish the quest you can use it every 15 seconds, which is also very good in itself). Lvl 13 you grab Ethereal Existence which gives Malthael some much needed armor because sometimes he does feel a little squishy, as stated you take Memento Mori at Lvl 16 to deal 5% of a hero's max health after second 4 it's applied to them, then either heroic talent is a good choice, Reaper of Souls which allows you to apply Reaper's Mark to more heroes the more you kill, or Angel of Death which allows Malthael to heal a large amount in team fights so he can last much longer. 

Share this post


Link to post
Share on other sites

I love the reference to Revelation On a Pale Horse makes, too bad it's not considered a good option :/ Indeed tho, Fear the Reaper helps a lot offensively and defensively (chase/escape) and comes in handy in more situations. OaPH can be useful on large maps however, like the author says.

Tried both builds and the Black Harvest-->Memento Mori direction seems better to me. Didn't notice huge difference in self-sustain with Soul Rip build unless when Tormented Souls is active. That's why I prefer Angel of Death level 20; burst heal is best heal and when vs burst and/or sustained damage, Soul Rip's (even enhanced) may not be enough.

Guide's pretty well done, thumbs up :)

Share this post


Link to post
Share on other sites
13 hours ago, Guest Steel Hydra said:

Thanks for the quick posting of the guide! I recommend some proof reading of the guide though, Raper's Mark sounds a bit disturbing. 

I cannot find "Raper's Mark" anywhere. Where did you find it?

Share this post


Link to post
Share on other sites
Guest Angel Of Death as ?

With the 20 talent Angel of Death, should it be a consideration for high health compositions, such as dual tanks, or groups that have relatively good hp heroes? 

It seems a way to be a healing cursed bullet out of greymane, and with the lower re-use count on ensuring kills with it as a finisher, helps you back into a fight without needing to worry about others, and keeps you soaking for your team, or just saves you from ambushers as well. 

Malthael folds to Burst damage relatively quickly, and this seems like a good option to also keep his weakness from being so glaring and denying kills from the enemy team. (And your team losing a player for 70-ish seconds)

Share this post


Link to post
Share on other sites
4 hours ago, Guest Angel Of Death as ? said:

With the 20 talent Angel of Death, should it be a consideration for high health compositions, such as dual tanks, or groups that have relatively good hp heroes? 

It seems a way to be a healing cursed bullet out of greymane, and with the lower re-use count on ensuring kills with it as a finisher, helps you back into a fight without needing to worry about others, and keeps you soaking for your team, or just saves you from ambushers as well. 

Malthael folds to Burst damage relatively quickly, and this seems like a good option to also keep his weakness from being so glaring and denying kills from the enemy team. (And your team losing a player for 70-ish seconds)

If the enemy is able to rush you down within 2 seconds, the talent is nearly useless. It can be used against sustain, but most of the times a healer should be able to keep you alive.

Against tanky team, you want Final Curtain in order to keep Reaper's Mark up at almost all times, which is especially useful against the aforementioned tanky compositions.

Share this post


Link to post
Share on other sites
Guest Killerquo

This is the build I go with for a sticky and annoying Malthael focused on his passive dealing damage. Experienced great games with Kharazim as lane buddy aswell. Totally destroying big objectives, and dealing heavy team fight damage.

https://www.icy-veins.com/heroes/talent-calculator/malthael#26.0!1311233

 

Also would like to note that I found the Braxis Holdout not as bad as the guide would say it to be. Every time there I deal heavy damage to enemy Zerg wave, and have no problem with mercenaries. As mentioned above, the boss here is being destroyed by Malthael.

Share this post


Link to post
Share on other sites
19 hours ago, Guest Killerquo said:

This is the build I go with for a sticky and annoying Malthael focused on his passive dealing damage. Experienced great games with Kharazim as lane buddy aswell. Totally destroying big objectives, and dealing heavy team fight damage.

https://www.icy-veins.com/heroes/talent-calculator/malthael#26.0!1311233

 

Also would like to note that I found the Braxis Holdout not as bad as the guide would say it to be. Every time there I deal heavy damage to enemy Zerg wave, and have no problem with mercenaries. As mentioned above, the boss here is being destroyed by Malthael.

Even if he's not bad on Braxis, it's still his worse map by a pretty large margin. If he can't win the top lane, he'll pretty much be useless, as he offers too little to be on the bottom lane, and doesn't have much potential for ganks.

Share this post


Link to post
Share on other sites
On 13/06/2017 at 7:25 PM, Guest Steel Hydra said:

Thanks for the quick posting of the guide! I recommend some proof reading of the guide though, Raper's Mark sounds a bit disturbing. 

Well, he is pretty much the Slim Shady.

Share this post


Link to post
Share on other sites

I have a question: does Reaper's Mark stack with other damage-over-time effects? Say, for example, Lunara's poison.

Or a better question: does damage-over-time effects stack with each other? For example Lunara's poison + Chen's Fire Breath + Sonya's Poison Tipped Spear.

This is something I've never stopped to think about.

Share this post


Link to post
Share on other sites
5 hours ago, Valhalen said:

I have a question: does Reaper's Mark stack with other damage-over-time effects? Say, for example, Lunara's poison.

Or a better question: does damage-over-time effects stack with each other? For example Lunara's poison + Chen's Fire Breath + Sonya's Poison Tipped Spear.

This is something I've never stopped to think about.

Played Lunara + Nazeebo combo yesterday, and it seems that different DoT effects stack.
Same DoT effects can stack as well, as can be seen with Gul'dan's CorruptionCorruption (which can stack three times with itself), but some DoT effects will not stack with themselves , like the Reaper's MarkReaper's Mark or Cho's Consuming BlazeConsuming Blaze, though these renew the DoT effect.

As for Reaper's MarkReaper's Mark, it seems that it does stack with other DoT effects, based on seeing a game with Xul and Malthael on the same team. 

I do have a question of my own - how does DoT work with effects that change max health. Does the damage stay the same when you pick Colossus SmashColossus Smash/TauntTaunt/Glass CannonGlass Cannon during the DoT duration, or does it change together with the max health? Does Reaper's MarkReaper's Mark work in the same way?

  • Like 1

Share this post


Link to post
Share on other sites
15 minutes ago, positiv2 said:

I do have a question of my own - how does DoT work with effects that change max health. Does the damage stay the same when you pick Colossus SmashColossus Smash/TauntTaunt/Glass CannonGlass Cannon during the DoT duration, or does it change together with the max health? Does Reaper's MarkReaper's Mark work in the same way?

Or when you level up during the DoT duration. That is indeed a curious question. I wonder if the DoT ticks are compensated retroactively or if they maintain the current value.

  • Like 1

Share this post


Link to post
Share on other sites
Guest MrMunMax

Hi, I was wondering reading this guide why you do not mention the potentiation of Throwing ShadeThrowing Shade with Final CurtainFinal Curtain .

As you mention, Death ShroudDeath Shroud is the best way (and should be used) to put Reaper's MarkReaper's Mark on as many targets as possible. So why should you not spam it ? (cooldown reduction 8 -> 4sec, Mana reduction 50 -> 25) and enlarge it's area of effect (+ 33% range) ; even more with Final CurtainFinal Curtain which leaves a trail of Death ShroudDeath Shroud active for 4 seconds.

So every 4 seconds, you get to spam a spell which leaves a trail that lasts... 4 seconds, greatly improving the number of targets under constant Reaper's MarkReaper's Mark .

This is the template I played with so far with a situational lvl7 and 13 skills.

https://www.icy-veins.com/heroes/talent-calculator/malthael#26.0!3212233

Share this post


Link to post
Share on other sites

(Apologies in advance; All the words below are a link to talents because I don't know how to stop the words after you put a talent in from also linking)

I'm wondering if Throwing ShadeThrowing Shade could be an alternate option for Black HarvestBlack Harvest if you're going for a reaper's mark build. A cooldown reduction of 50% is pretty big, and would increase the uptime of his Reaper's MarkReaper's Mark in a different way. It can also allow him to go in a lot more often with Wraith StrikeWraith Strike (it helps if you take Death's ReachDeath's Reach), which helps against ranged opponents. Theoretically, taking Final CurtainFinal Curtain would allow you to keep up a permanent Death ShroudDeath Shroud zone, which can be useful if the team fight stays in roughly the same area (and it'll trigger Memento MoriMemento Mori), and also allowing you to poke more effectively.

Edited by positiv2
Fixed tooltips

Share this post


Link to post
Share on other sites
16 hours ago, TwixTrix said:

(Apologies in advance; All the words below are a link to talents because I don't know how to stop the words after you put a talent in from also linking)

After adding a tooltip, you have to press Remove Format button (+PJc5ExPvnR65jaQfeNGCmQQEHJyP3Bo59po1ayg). I am not sure if the button shows on mobile devices though. This issue is on our to-do list.

16 hours ago, TwixTrix said:

I'm wondering if Throwing ShadeThrowing Shade could be an alternate option for Black HarvestBlack Harvest if you're going for a reaper's mark build. A cooldown reduction of 50% is pretty big, and would increase the uptime of his Reaper's MarkReaper's Mark in a different way. It can also allow him to go in a lot more often with Wraith StrikeWraith Strike (it helps if you take Death's ReachDeath's Reach), which helps against ranged opponents. Theoretically, taking Final CurtainFinal Curtain would allow you to keep up a permanent Death ShroudDeath Shroud zone, which can be useful if the team fight stays in roughly the same area (and it'll trigger Memento MoriMemento Mori), and also allowing you to poke more effectively.

Throwing ShadeThrowing Shade is an option if you are good at landing skillshots. However, because Death ShroudDeath Shroud travels slowly, it is easy to dodge, making auto-attacks a more consistent way of applying Reaper's MarkReaper's Mark, which results in Black HarvestBlack Harvest being the superior choice for that build. This changes at level twenty, when you can pick Final CurtainFinal Curtain and get Death ShroudDeath Shroud hits more consistently. However, waiting until level 20 to gain full advantage of Throwing ShadeThrowing Shade is bad, so the synergy is not something that should be considered.

Throwing ShadeThrowing Shade is recommended against compositions with several ranged heroes. This allows you to have a higher uptime of Reaper's MarkReaper's Mark without having to expose yourself too much. Indeed, it does have synergy with Wraith StrikeWraith Strike, but so does Black HarvestBlack Harvest.

Memento MoriMemento Mori has better synergy with Black HarvestBlack Harvest than with Throwing ShadeThrowing Shade simply because of the consistency.

Share this post


Link to post
Share on other sites

If you take No One Can Stop DeathNo One Can Stop Death use it once, then you don't die until it comes off cooldown and use it again, will the increased death timers stack or it will be just amplified once? I've been wondering for a while and it's kinda difficult to test (and quite the precarious position haha). I think it should be the latter, though I wouldn't bet on it.

Edited by SteveFrost

Share this post


Link to post
Share on other sites

On a Pale Horse gets lots of value in large maps, enough for it to make a contender for best level 1 talent in those maps. Cursed Hollow and Warhead Junction are examples of such maps. Generally, if in doubt, Fear the Reaper is slightly more useful (and is the right choice in small maps anyway), but the ability to move faster while mounted than the average hero shouldn't be underestimated in large maps.

I used to pick Black Harvest at 4, but actually it seems that Die Alone is far better. Black Harvest needs a lot of effort to put into it, and gives no immediate benefits, or even relatively short term benefits like Varian's High King's Quest for example. Die Alone seems worth even if you're going for a "multitarget build" with Tormented Souls -  you'll never know when you have to 1v1 someone, and you simply can't duel alone against a lot of other heroes like Falstad without this talent.

I also think that Angel of Death is very worth it if you already selected Last Rites and don't feel like needing a faster respawn.

Share this post


Link to post
Share on other sites

Faster respawn allows you to save a game. Let's say you died in a teamfight near your base. Knowing that you have a respawn and that you're going to die anyways, you've did not use tormenting souls. Instead, you've saved it so you can rejoin a fight. Let's you also have Riding on a Pale Horse. That allows you to get to the fight faster and at full health. This is one of the many examples a respawn could be very powerful. In every other game, consider taking the respawn, especially if you are built to dive real hard.

 

Also, Angel of Death has almost no value, due to Last Rites fairly high minimal cooldown. Tychus' minigun sustain from That's the stuff easily outdoes Angel of Death at several tiers lower, and it's more reliable.

 

However, I do agree that buffing Malthael's percentage damage is worthless. There are many situations where you do want to shutdown a single target hard, especially for chasing.

Share this post


Link to post
Share on other sites
On 10/12/2017 at 6:58 PM, Trensicourt said:

Also, Angel of Death has almost no value, due to Last Rites fairly high minimal cooldown.

And that is exactly why Angel of Death is good. It's an instant burst health (unlike Tychus' That's the Stuff) and since Last Rites has fairly low cooldown, you get lots of chances for healing after a fight. If a teamfight overextends, you might even be able to hit Last Rites twice, and getting your health back, twice in the same fight. Although, I agree it's more of a "winmore" talent unlike the instant respawn talent.

Edited by Leadblast

Share this post


Link to post
Share on other sites
On 7/21/2017 at 7:14 AM, SteveFrost said:

If you take No One Can Stop DeathNo One Can Stop Death use it once, then you don't die until it comes off cooldown and use it again, will the increased death timers stack or it will be just amplified once? I've been wondering for a while and it's kinda difficult to test (and quite the precarious position haha). I think it should be the latter, though I wouldn't bet on it.

Just once.

Share this post


Link to post
Share on other sites

These are the two builds I use based on team composition. Tracer is always the biggest threat for me. Everything else is fair game.

Melee build seeks to put enemies in respawn downtime while lowering his own to create a team number advantage.

Melee Malthael
1 Fear the Reaper
4 Black Harvest
7 Mortality
10 Last Rites
13 Inevitable End
16 Momento Mori
20 No One Can Stop Death

 

Range build seeks to keep pressure up and increase the ability to punish attackers brave enough to advance along with making it easier to finish runners.


Ranged Malthael
1 Fear the Reaper
4 Throwing Shade
7 Cold Hand
10 Last Rites
13 Inevitable End
16 Soul Collector
20 Final Curtain

Having lots of fun with him. Don't usually play the assassins, but this guy's pretty fun. The ability to clear mercs and bosses is a big win for this guy.

Share this post


Link to post
Share on other sites
Guest Jakkre

Is now, after Malthaels rework, Tormented Souls still the better ulti or does Last Rites perform better? Also, what level 20 talent is recommended with Last Rites?

ATIsorimentedi Souls

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
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...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Our writer Elitesparkle has created a video guide to help you become a better Stukov player.
      Here's the video guide.
    • By Staff
      Our Heroes of the Storm guide section has been updated with the first detailed map guide for Hanamura Temple!
      The guide written by Heroes veteran Elitesparkle consists of 3 pages.
      Hanamura Temple Introduction - Here you will find an introduction of the battleground. Hanamura Temple Layout - Covers map objectives, mercenary camps, and core abilities. Hanamura Temple Strategy Guide - On this page, you will find various tips and tricks that will help you become better.
    • By Staff
      We've got some new Heroes of the Storm guides available on the site. The goal of map-based tier lists is to inform you about how strong and popular each Hero is on each battleground.
      If you wonder how strong each Hero is based on the map, look no further! Elitesparkle has written a guide that acts as a tier list for each battleground!
      Alterac Pass Tier List Battlefield of Eternity Tier List Blackheart's Bay Tier List Braxis Holdout Tier List Cursed Hollow Tier List Dragon Shire Tier List Garden of Terror Tier List Hanamura Tier List Infernal Shrines Tier List Sky Temple Tier List Tomb of the Spider Queen Tier List Towers of Doom Tier List Volskaya Foundry Tier List Warhead Junction Tier List
    • By Stan
      Elitesparkle compiled a list of new bugs found in the Heroes of the Storm patch of November 30. The list also contains bug fixes that weren't found in the official PTR notes.
      New Bugs Healing Fountain
      The cooldown text and the Invulnerable text are overlapping (post by /u/Spazzo965).
      Battlefield of Eternity
      The middle-left Healing Fountain belongs to top-left Keep and the middle-right Healing Fountain belongs to bottom-right Keep, following the Map's rotational symmetry. Braxis Holdout
      The middle-left Healing Fountain belongs to the top-left Keep and the middle-right Healing Fountain belongs to the top-right Keep, not following the Map's rotational symmetry. Garden of Terror
      Garden Terror can sometimes use Basic Attacks against Healing Fountains, despite them now being Invulnerable (comment by /u/Senshado). Volskaya Foundry
      The top-left Keep's Healing Fountain doesn't belong to any Town (post by /u/incrediblejones). The top-right Keep's Healing Fountain doesn't belong to any Town. Storm League
      Sesonal Quest Line incorrectly states it requires 20 wins despite the highest Reward still requires 35 wins (screenshot by /u/Elitesparkle).
      Cho'Gall
      Cho'Gall cannot carry the new 6.5/10 Forever Horse Mount on their shoulder (credits to /u/Gnueless). Mal'Ganis
      When played by AI, this Hero has a chance to start the game with a placeholder Skin (post by /u/WorstMedivhKR).
      Probius
      Photon Cannon [E] keeps the current bonus Attack Speed from Warp In Pylon [D] when their Power Field is no longer there. Echo Pulse (Level 1) doesn't check for Invulnerable enemies, making Particle Accelerator (Level 7) stack against them. Particle Accelerator (Level 7) doesn't check for non-Heroic enemies. Rehgar
      Electric Charge (Level 4), when on allied Heroes, contributes to their Self-Healing/Shielding rather that Rehgar's (comment by /u/Spazzo965).
      Colossal Totem (Level 7) can only be used to reposition Earthbind Totem within 8 seconds because it doesn't take into account the additional 50% duration.
      Purification (Level 7) doesn't make Purge usable on Unstoppable enemy Heroes. Purge correctly consider them invalid targets: it's supposed to only Slow, which Unstoppable prevents to be applied. Purification incorrectly consider them invalid targets: it's supposed to deal damage to Shields (if present) and reduce healing received, which have nothing to do with Unstoppable.
      Wellspring (Level 13) can sometimes cast a Chain Heal with an invisible segment.
      Rising Storm (Level 16)'s damage keeps ramping up across different Lightning Shield's casts when not used on Rehgar, with the help of Blood and Thunder.
      Elemental Conduit (Level 20)'s free Lightning Shield doesn't provide secondary Shields during the extra 3 seconds of duration provided by Rising Storm (Level 16). Elemental Conduit (Level 20)'s primary Shield (equal to 10% maximum Health) expires about 1 second before the secondary Shield (equal to 1.5% maximum Health) does. Pit Fighter (Level 20) counts Deathwing as allied Hero (comment by /u/Senshado). Pit Fighter (Level 20) counts Erik as allied Hero twice (comment by /u/Senshado). Pit Fighter (Level 20) doesn't lose stacks when allied Heroes die within range (comment by /u/Senshado), however, by looking at the Target Info Panel it looks like the benefits are correctly being updated.
      Varian
      Victory Rush (Level 7) incorrectly appears greyed out when off cooldown. Whitemane
      Zeal [D] incorrectly states that Whitemane loses 0 Armor when activating it, however, she correctly loses 25 Armor.
      Yrel
      When played by AI, this Hero has a chance to start the game with a placeholder Skin (post by /u/WorstMedivhKR).
      Zagara
      Hunter Killer [W] deals no damage. As a consequence, Mutalisk (Level 16) too.
      Bug Fixes General
      Resolved issues when the attacker is Blinded or the target is Evading: Uther's Hammer of the Lightbringer (Level 1). Valeera's Slice and Dice (Level 7), and Rupture (Level 20). Varian's Heroic Strike (Trait). Whitemane's Saintly Greatstaff (Level 7), and Scarlet Wrath (Level 13). Zeratul's Shadow Hunter (Level 1), Psionic Strength (Level 4), Master Warp-Blade (Level 16), and Unwavering Pressure (Level 20). Zul'jin's Grievous Throw [Q], Eye of Zul'jin (Level 13), and Let the Killing Begin (Level 16). E.T.C.
      Tour Bus (Level 20) no longer allows ETC to Powerslide twice with Crowd Surfer, even if it didn't extended Mosh Pit's duration the second time.
      Lunara
      Accelerated Contamination (Level 16) can no longer grant cooldown reduction from dead Heroes, except for Heroes who have a special death state (post by /u/Spazzo965).
      Maiev
      Vault of the Wardens [D] now has its cooldown listed in the tooltip.
      Raynor
      Adrenaline Rush [E] now correctly breaks Raynor's Stealth when cast. Valla
      Creed of the Hunter (Level 1) now correctly gives a maximum of 6% bonus Attack Damage from Hatred rather than 5%.
      Death Dealer (Level 4) now correctly gives 15% bonus damage rather than 14%.
      Varian
      Victory Rush (Level 7) can no longer be manually activated by targeting an enemy and go on cooldown by doing nothing in the process.
      Shattering Throw (Level 13) now uses the correct value for Attack Damage against Shields when having Twin Blades.
      Whitemane
      Radiance (Level 16) now correctly disables Zeal's negative 25 Armor component and gives 15 Armor, rather than not disabling it and giving 40 Armor to compensate the negative 25 Armor and still end up with the advertised 15 Armor.
      Xul
      Corpse Explosion (Trait) is now ignored by Call for Help.
      Yrel
      Bubble Hearth (Level 20) can now correctly be interrupted by Stuns during the initial channel, rather than just having its cast delayed.
      Zagara
      Devoring Maw [R] no longer fails to show enemy Heroes within it when catching non-Heroes. Medusa Blades (Level 4) now correctly deals 33% damage to laning Monsters. Zeratul
      Shroud of Adun (Level 13) now contributes to Zeratul’s Self-Healing/Shielding in the Stats panel. Shadow Stride (Level 20) now contributes to Zeratul’s Self-Healing/Shielding in the Stats panel. Zarya
      Deep Burn (Level 7) no longer counts the main target of Zarya's Basic Attacks twice.
      Zul'jin
      Amani Rage (Active) can now have its cooldown announced to your team. Ensnare (Level 13) can now have its cooldown announced to your team. Notes Johanna
      Roar (Level 13) has been buffed by 25% when hitting 2 or more Heroes (from 150% to 175%) too, not only by 25% when hitting 1 Hero (from 25% to 50%) like stated in Patch Notes (comment by /u/baconit420). Probius
      Photon Cannon [E] doesn't switch target from non-Hero to Hero until the non-Heroic target dies (credits to Sobb).
      Photon Cannon [E] incorrecty states that it deals 230 damage per second, due to the nerf from 1.00 to 0.71 Attack Speed.
      Rehgar
      Healing Totem (Level 4)'s Health correctly scales by 4% per Level, not 0.04% like written in Patch Notes.
      Colossal Totem (Level 7) now extends Earthbind Totem's duration by 50% and increases Earthbind Totem's Health by 50%, but there is no mention about that in Patch Notes.
      Pit Fighter (Level 20) has slightly different text in-game and in Patch Notes.
      Source: Reddit
    • By Stan
      A new Heroes of the Storm patch is now available for playtesting and the update comes with new Classic skins and mounts that we preview in this post.
      Kudos to Reddit user Arkentass for the images!
      New Rehgar Skins







      New Kerrigan Skins





      New Butcher Skins




      New Raynor Skins






      New Li Ming Skins





      New Varian Skins (thanks to how2greiman for the images)



      New Mount #1




      New Mount #2






      Source: Reddit
×
×
  • Create New...