Damien

Heroes of the Storm Junkrat

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

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Probably marking Burst Fire not recommended is a little bit rush decision.

While the argument that you lose control of areas you want to pressure stands valid, consider this:

  1. Accurately placed 3 grenades still net you some value
  2. While there are grenades in your magazine, you don't gain anything from your level 7 talent that you recommend. Q them one by one takes fairly long and this time can be crucial. In the meantime, emptying your frag launcher at once keeps you basically at +15% MS at all times when you Q on CD. This makes sense in mine build, because this build encourages you to use mine offensively, to displace your oponents which leaves you basically defenseless. In this situation a constant +15% ms is nothing to scoff at. Well, in theory, ofc you can use the mine to both displace your enemy AND get yourself to safety, but lets be real, most of the time you will choose between the two.
  3. At this point, I believe that loss of Q direction control can be situationally exchanged for extra survivability and kiting ability.
  4. If you still think BF is not worth it, probably there is a better alternative at tier 3 talents?

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3 hours ago, Jonar said:

Probably marking Burst Fire not recommended is a little bit rush decision.

While the argument that you lose control of areas you want to pressure stands valid, consider this:

  1. Accurately placed 3 grenades still net you some value
  2. While there are grenades in your magazine, you don't gain anything from your level 7 talent that you recommend. Q them one by one takes fairly long and this time can be crucial. In the meantime, emptying your frag launcher at once keeps you basically at +15% MS at all times when you Q on CD. This makes sense in mine build, because this build encourages you to use mine offensively, to displace your oponents which leaves you basically defenseless. In this situation a constant +15% ms is nothing to scoff at. Well, in theory, ofc you can use the mine to both displace your enemy AND get yourself to safety, but lets be real, most of the time you will choose between the two.
  3. At this point, I believe that loss of Q direction control can be situationally exchanged for extra survivability and kiting ability.
  4. If you still think BF is not worth it, probably there is a better alternative at tier 3 talents?

If you are going the Mine Build I actually agree with your reasoning here to a degree.  While I wouldn't say emptying your launcher is all that hard as to negatively impact Shuffle, I do see the value in burst's faster shots.  If Spread Volley doesn't appeal to you I can easily see the value of spraying your grenades quick for the movement speed.  It's also bit more controlled (for precise strikes on squishies) than the general mayhem of Spread Volley (and safer than trying to shotgun with it especially if you're not good at that).

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With burst fire, while it does not have the same sustained firepower of the single shots. It comes with the upside of being very near to lunara levels of area poking power. Has great wave clear, something that he's sorta weak in without using the frag launcher or volley shot, and a team may not have as well. 

This helps more with stopping those folks like zuljin who can step back and heal, or folks like lucio. who can keep up with the sustained damage. Or screening through to keep someone from mounting. At 16 or so, 2 shots can clear a blocking minion trio or group, and that third rolls through to hit. 

It also helps with missing a long ranged shot, as you may miss with 1 single shot, but with the volley. You are far more likely to land the 2, or get to a target using minions to shield themselves from the same. Yes, the single shot with 1.5 helps for far quicker reloads in heavy team fight maps, but it doesn't deliver the same burst damage. Its very strong sustained. It's like taking lunara's vines vs the leaping strike. Both deal very near damage, but how its delivered varies immensely.

As for spread volley, its potent, but its on a 30s cooldown, and while having the cone approach of burst fire, it benefits more from objective fight maps? Its damage, good damage. But this can let you chew through shamblers, golems, help clear merc camps, or destroy the same. 

It's good burst damage, but a bit slower in how its delivered if you miss some side shots. You fire 15 grenades over 30 seconds with burst, this fires 12 over 6-8 seconds, then every 12 seconds, so its a higher amount on the front end, but you have a longer pause in the middle. 15 vs 20. You match the same 

The 16 talents seem to cater more to how you like to play junkrat here, sorta like how garrosh can be for pulls, body checks, or throws?

Edited by TheStratovarian
Minor issue in saying about spread volley, and fixing wave clear.

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I think it is worth mentioning Junkrat's synergy with Garrosh, because it is insane how much chaos they can cause. A well placed Wrecking BallWrecking Ball can lead into a Concussion MineConcussion Mine to blast enemies far behind the safety point.

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Point of note, Junkrat has incredible synergy with Auriel as a hope target, especially with Burst Fire and spread shot. a BF/SS volley can easily generate 50-100% of a gauge with 1 heroes being in range.  And becomes insanely potent with the AOE upgrade at 20. With the upgrade at 7 for auriel you have a very good chance of giving back a full gauge with just a hero. 

The damage value for being a builder for her shouldn't be underestimated.

Edited by TheStratovarian
Forgot to add a point of this with and without auriel 7 talent.
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3 hours ago, Guest mistake said:

The frag launcher build shows spread at 16 but has nades in the build explanation.

Thanks! I passed this onto Micekrispies, so a fix should be up soon.

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