Stan

Fenix is Warping into the Nexus Soon

33 posts in this topic

VGlYVn4.jpg

The long wait is over! Blizzard is celebrating StarCraft's 20th anniversary with Fenix.

Fenix has been revealed as the next Hero to join the Nexus. Stay tuned for more information and a Hero spotlight!

Placeholder for tweet 974329469086285824
  • Like 5

Share this post


Link to post
Share on other sites

I though Fenix would be something more than just two pair of legs. It just looks an starcraft azmodan skin without the azmodan on top. I dont know much about starcraft universe, am i missing something? 

Edited by DubaraiBack

Share this post


Link to post
Share on other sites
14 minutes ago, DubaraiBack said:

I though Fenix would be something more than just two pair of legs. It just looks an starcraft azmodan skin without the azmodan on top. I dont know much about starcraft universe, am i missing something? 

It is Fenix after his first "resurrection", in his dragoon form.

https://www.google.com/search?q=starcraft+dragoon&source=lnms&tbm=isch

maxresdefault.jpg

casper-wermuth-4.jpg

I actually looked forward precisely to this form of his ;)

Edited by Godeyes
  • Like 2

Share this post


Link to post
Share on other sites
19 minutes ago, DubaraiBack said:

I though Fenix would be something more than just two pair of legs. It just looks an starcraft azmodan skin without the azmodan on top. I dont know much about starcraft universe, am i missing something? 

No, you're not missing anything.  Dragoon look basically like this, yes.

Regarding him looking like Azmodan, well Dragoon are four legs with a center body that's relatively thin/flat, kinda looking like a platform one could ride on.  Sure, I guess an Azmodan-less Azmodan is kinda correct...?

I think some people where expecting a Talandar-like character, not Fenix.  Fenix should look like this, yes.

Edited by TSRD

Share this post


Link to post
Share on other sites

YUSSSSSSSSS FINALLY MY PRAYERS HAVE BEEN ANSWERED! Now I only want Kaldalis.

From the tweet and some replies I saw, it looks as if he'll only be a dragoon, which is kinda disappointing. I remember them saying that he;ll have a rebirth mechanic ("... his defeat as Zealot and his rebirth as a Dragoon lore-wise") from an old interview, I think it was Browder himself there, but they wanted to delay cause Leoric was just released (and Browder left so direction may have changed).

EDIT: Nvm, thought some tweets were from HotS staff and they weren't. Still, hope he's not just a dragoon.

Edited by SteveFrost

Share this post


Link to post
Share on other sites
11 minutes ago, DubaraiBack said:

I though Fenix would be something more than just two pair of legs. It just looks an starcraft azmodan skin without the azmodan on top. I dont know much about starcraft universe, am i missing something? 

People have thought similar stuff about The Butcher when he was announced. "This just looks like a Stitches Skin" 

We still have to know his abilities but I am sure he will be also unique just like Butcher compared to Stitches, or Varian compared to Arthas. Look-a-likes are not Play-a-likes :)

 

  • Like 2

Share this post


Link to post
Share on other sites

Look at the Portraits on Battle Net Launcher. There is also a Fenix Portrait wich shows how he will Look in the end. 
I think this crawly thing is just an ability from him

 

 

Fenix.PNG

  • Like 2

Share this post


Link to post
Share on other sites

So after looking up who Fenix is I see he is in the SC2 Co-op missions. And that he has 3 forms. So I'm guessing his trait in HOTS will be to switch between all 3 forms changing his abilities in each like in the Co-op verison. Or his Ult will be to switch to one or the other depending which one you pick so he can switch between two once you hit 10. Kind of like a mix between Abathur skills wise and Varian Ult wise. So he will probably be the second Multi-class hero in the game. And his role can change depending on what Ult/form you take. That's my guess :)

  • Like 1

Share this post


Link to post
Share on other sites
23 minutes ago, CyberDVonaven said:

So after looking up who Fenix is I see he is in the SC2 Co-op missions. And that he has 3 forms. So I'm guessing his trait in HOTS will be to switch between all 3 forms changing his abilities in each like in the Co-op verison. Or his Ult will be to switch to one or the other depending which one you pick so he can switch between two once you hit 10. Kind of like a mix between Abathur skills wise and Varian Ult wise. So he will probably be the second Multi-class hero in the game. And his role can change depending on what Ult/form you take. That's my guess :)

I think there will be a lot of this but the short of it is, I don't think that's the case.  Story spoilers below:

Spoiler

The character you looked up is Talandar, not Fenix (or not really...  It's mildly complicated).  Fenix, the true Fenix anyway, did not have three forms, he was just a Zealot who died and was put in a life support shell, aka a Dragoon (the Dragoon is what we're getting).  Who later died again, this time for good.

Talandar was created using a brain scan of Fenix's and for a while he thought he was Fenix, but eventually came to the conclusion that he was his own "person."  This is kinda a story spoiler and since Blizzard doesn't want to spoil it, they leave his name as Fenix even when he isn't...  Kinda.  Sorta.

In any case, I expect simply Dragoon like abilities (though what they are I couldn't say, ranged basic attack, shielding, maybe ranged blast...  I don't know, Dragoon where fairly basic units) rather than forms.  We'll see though, maybe I'm wrong.  The very lacking nature of a basic Dragoon does lend itself to going crazy with extra features but...  *shrug*  Speculation is hard.

Edited by TSRD
  • Like 2

Share this post


Link to post
Share on other sites
1 hour ago, BoiderBois said:

Look at the Portraits on Battle Net Launcher. There is also a Fenix Portrait wich shows how he will Look in the end. 
I think this crawly thing is just an ability from him

 

 

Fenix.PNG

Deckard Cain's portrait is RIGHT next to his. Coincidence? I THINK NOT.

48 minutes ago, CyberDVonaven said:

So after looking up who Fenix is I see he is in the SC2 Co-op missions. And that he has 3 forms. So I'm guessing his trait in HOTS will be to switch between all 3 forms changing his abilities in each like in the Co-op verison. Or his Ult will be to switch to one or the other depending which one you pick so he can switch between two once you hit 10. Kind of like a mix between Abathur skills wise and Varian Ult wise. So he will probably be the second Multi-class hero in the game. And his role can change depending on what Ult/form you take. That's my guess :)

Pretty much like I said in the Hero teaser thread, I wonder if they will make him a Multiclass, as in the SC2 Co-Op missions he can alternate between 3 forms: Praetor (could be Warrior), Solarite Dragoon (definitely Assassin) and Cybros Arbiter (either Support or Specialist).

Would be nice if it was the case, because we haven't see a new Multiclass since Varian.

  • Haha 1

Share this post


Link to post
Share on other sites

Fenix/Talandar is one of the best opportunities the developers will ever have for a multi class design. If they don't go for it with his lore and co-op mission design, then they should remove the multi class role. I love Varian and want more multi class heroes but it is wasted space right now.

Share this post


Link to post
Share on other sites

They guy with 3 forms in SC 2 coop is a Talandar (copied version of Fenix's brain in Purifier program but he is a 100% robot. He changes the name in story when he accepts what he is). Correct Fenix died as a Dragoon (which held parts of his body) killed by Kerrigan. I'm glad they make correct Fenix here and he can't change forms. There is still open window for skins or separate hero.

Edited by Kaelos

Share this post


Link to post
Share on other sites
2 hours ago, BoiderBois said:

Look at the Portraits on Battle Net Launcher. There is also a Fenix Portrait wich shows how he will Look in the end. 
I think this crawly thing is just an ability from him

 

 

Fenix.PNG

That "crawly" thing is his dragoon form and how he looked in the original Starcraft.

Share this post


Link to post
Share on other sites

So I guess we can toss the "leaks" out the window ?(the ones from here

Fenix seems cool, hopefully he'll stir things up a small bit.

  • Like 1

Share this post


Link to post
Share on other sites

I still can not believe in all the years that HOTS has been out they still have not released a single WoW Demon Character. So many choices and so much to work with and its all been ignored. I thought for sure we would get one with Legion but guess not.

Share this post


Link to post
Share on other sites

If it's just a dragoon it'd be pretty lame. What's the point of Fenix if not a multi-class? The first two Fenixes were nothing special. Only when he can switch between armours does he become unique. A resurrection between Zealot and Dragoon might work, but then you're not choosing the role for the job you want. It would be another wasted opportunity to give Varian some company.

  • Sad 1

Share this post


Link to post
Share on other sites
1 hour ago, Morcalivan said:

The first two Fenixes were nothing special.

Eh, he was easily one of the most popular Protoss characters in the first Star Craft game and is one of the few characters I can think of who had a death that mattered to people, not once but twice!  I'd say he more than earns a spot on the HotS list simply from name recognition and fan appreciation.

As for his character not being special mechanically or that this Fenix need to be based off the "third" Fenix:  1) Talandar is a separate character and can have his own hero made for HotS later.  2) Jimmy was never special in game, nor is he all that complex in HotS, yet he made it exclusively due to his role in the SC storyline.

That said, they managed to make a Firebat hero interesting to play, who is to say they can't do the same for a Dragoon?

Edited by TSRD

Share this post


Link to post
Share on other sites

I think the problem stems from a hell of a lot of people only playing SC2, that and the fact that Talandar is still called Fenix in things like Co-Op commander. While I'm certain I'll enjoy badass dragoon Fenix I won't lie and say I'm not disappointed it isn't the multi-suited "Fenix" of SC2.

Share this post


Link to post
Share on other sites
2 hours ago, Brutalis said:

I think the problem stems from a hell of a lot of people only playing SC2, that and the fact that Talandar is still called Fenix in things like Co-Op commander. While I'm certain I'll enjoy badass dragoon Fenix I won't lie and say I'm not disappointed it isn't the multi-suited "Fenix" of SC2.

Who says it is not the multi suit version. A lot we still dont know about him yet.

Edited by Nathex

Share this post


Link to post
Share on other sites

I thought Fenix would be presented in his Talandar form, maaaybe they'll release him at least as a cool skin. I didn't play SC1 yet though, maybe that's why I didn't expect him to be in Dragoon suit.

Anyway! I agree it would be great to have him as a new Multiclass hero :) the occasion is perfect as well hehe

Share this post


Link to post
Share on other sites
10 hours ago, TSRD said:

Eh, he was easily one of the most popular Protoss characters in the first Star Craft game and is one of the few characters I can think of who had a death that mattered to people, not once but twice!  I'd say he more than earns a spot on the HotS list simply from name recognition and fan appreciation.

As for his character not being special mechanically or that this Fenix need to be based off the "third" Fenix:  1) Talandar is a separate character and can have his own hero made for HotS later.  2) Jimmy was never special in game, nor is he all that complex in HotS, yet he made it exclusively due to his role in the SC storyline.

That said, they managed to make a Firebat hero interesting to play, who is to say they can't do the same for a Dragoon?

Fenix was popular because there wasn't much else. It was a new game. He's no different than the rest of the Zealots or Dragoons, just used to showcase Dragoon introduction. A few better stats. Tassadar began learning both sides of the Force, placing him beyond default units, which made him stand out as a hero character instead of a named unit. Zertaul led his people and taught Tassadar. So they make sense as they are.

Raynor was unique because of his ship, which is in the game. Specifically his SC2 self. And yeah, the Firebat just being a Firebat was damn annoying, still is. Probius at least has real character that sets it apart from his stiff brothers.

I would still call the third Fenix, Fenix. Fenix's whole identity is basically about fighting on after death. Hence the name Fenix. Although I kinda wonder if he shouldn't be renamed Redshirt for how often he dies?

They already have a mech ultimate with Tychus though, so even having a Dragoon that can replace with a new mech would be kind of a let down. For me to enjoy Fenix, it needs to be option three, with all three armours available to adapt as a multi-class. Just too much of a waste opportunity otherwise. It would also signal an end to future multi-classes if they skipped it this time.

Share this post


Link to post
Share on other sites
23 minutes ago, Morcalivan said:

Although I kinda wonder if he shouldn't be renamed Redshirt for how often he dies?

tenor.gif

Quote

They already have a mech ultimate with Tychus though, so even having a Dragoon that can replace with a new mech would be kind of a let down. For me to enjoy Fenix, it needs to be option three, with all three armours available to adapt as a multi-class. Just too much of a waste opportunity otherwise. It would also signal an end to future multi-classes if they skipped it this time.

Yes, I agree, he HAS to be a Multiclass. Everything fits; I don't care if Talandar isn't Fenix. The Fenix in HotS doesn't need to be a 100% accurate lore-wise character; it is an idea enveloped around said character, an universal representation of him. Making him a Multiclass that can switch between forms will be perfect.

Edited by Valhalen

Share this post


Link to post
Share on other sites
54 minutes ago, Morcalivan said:

Although I kinda wonder if he shouldn't be renamed Redshirt for how often he dies?

That's pretty harsh.  Fenix's second death was one of the defining moments of the finale of the first game.  Being betrayed by Kerrigan and leaving her in a very dark place as a character.  Heck even Jimmy wanted to (and tried to!) kill her for it (which, given Jimmy's feelings for Sarah, is saying something).  Not exactly a Redshirt moment (even if some of the impact was lost when SC2 storyline had a very noticeable shift in tone when it picked back up).

As for his value as a character, if you want to puff up Tassadar and Zeratul's uniqueness, Fenix was notable as being a leader of the Protoss as well and was leader of the group that worked most closely with the humans (as a close friend of Jim's).  Of all of the Protoss none of them were closer to their human allies than Fenix.  Much of this happened while he was in his Dragoon form as well, thus why that's his "iconic" form.

Well that and the fact that the "third" Fenix is a separate character in a very real sense.  Talandar did not have Fenix's memories from the games.  He was not Jim's friend.  He was not the one who Kerrigan betrayed.  He's a classic example of the whole, copied memories chestnut, where the two beings started at the same point (in a way anyhow) and diverged from each other as they picked up differing life experiences that grew them into different people.

54 minutes ago, Morcalivan said:

For me to enjoy Fenix, it needs to be option three, with all three armours available to adapt as a multi-class. Just too much of a waste opportunity otherwise. It would also signal an end to future multi-classes if they skipped it this time.

Not sure why it would signal the end of anything (they certainly can still make a Talandar hero) but we'll need to see.  It's all speculation at this point.  *Shrug*

Edited by TSRD

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Silver City is a single-lane map with shuffle pick, standard play and the first team to destroy the enemy Core wins. Complete three matches to receive a Loot Chest.
      Blizzard (Source)
      This week’s Heroes Brawl is Silver City! Battle against the enemy team on this single-lane Battleground featuring a familiar design straight out of the High Heavens, Mercenary Camps ready to be swayed to your team’s favor, and tons of action. Queue up, choose your hero, and try your best to send the enemy team to the Burning Hells!
      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of the Silver City Brawl to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan
      Team Octalysis' flex player Francisco "Goku" Avalos talks about how to make the best use of your time while the enemy team's dead in the fourth installment of Midgame Moves.
      Midgame Moves
      Part One: Map Pressure & Camp Timings Part Two: Boss Control Part Three: How to Recover from a Lost Fight Blizzard (Source)
      How to Push Your Advantage to the Max
      It’s Midgame Moves week for Heroes of the Storm! It’s time to continue the educational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves is focused on the meaty middle portion of a competitive game! We’ve touched on map pressure, boss control, and recovering from a lost team fight. Today, we will learn about how best to press your advantage.
      You’ve successfully navigated a team fight and there are multiple Heroes dead on the enemy team now. What is the best use of your time while those enemy death timers tick down? Team Octalysis’ flex player Francisco "Goku" Avalos is on hand to help you understand how best to further your lead.
      Take Everything in Close Proximity
      Pushing your advantage is entirely dependent on the situation you find yourself in. Usually, the best call is to push a nearby structure, but if the fight ended on top of a camp it will only take a few moments of your time to capture that as well. Perhaps splitting the team up and clearing waves to get ahead in soak is the best call. There are multiple considerations, and time is of the essence.
      “The amount of travel time is very important,” Goku said. “If you're top and you win a fight, it's not worth it to travel all the way down to take camps on bottom. [The other team will] be back up soon, and they might be able to defend against you. You usually want to take whatever you're close to after you've won the fight—it’s best to press your advantage wherever you're at.”
      Experience leads come and go, lanes get pushed back and forth, and dead players respawn—remember that structure damage is permanent (unless you’re playing against an Abathur with M.U.L.E). Taking a structure after winning a fight typically yields far more value than doing a Mercenary camp.
      “I think a lot of people make the mistake of doing camps just for the sake of doing camps,” said Goku. “Ask yourself what you can do with a camp when you take it. Try and play in the mindset of a 6v5, your Mercenary camp is another player slowly pushing in.”
      Avoid Wasting Time
      There are a few common traps that players fall into once they feel like it’s time to capitalize on their winning position in the game. The first would be assuming that an early game objective is going to set you up for success.
      “If you complete the objective very early, most of the time it's not going to get much done,” said Goku. “The first set of Web Weavers on Tomb of the Spider Queen are very easy to clear, and an early Curse on Cursed Hollow isn’t that impactful. A good rule of thumb is to just try to obtain as much soak as possible after you've taken an early objective. Then you're setting yourself up for the next team fight, and it becomes more difficult for the enemy team to bounce back.”
      The second mistake Goku points to is the immediate call to do a Boss after a fight has been won. This commonly happens on Sky Temple after the level 10 fight on bottom Temple. “I think it's like a 7- to 8-minute Boss at that point, which doesn't do much,” said Goku. “It's just way better to push bottom or middle lane. You can also take their Siege camp instead.”
      Set Yourself Up for The Next Fight
      When you’ve won a fight, do whatever you can to bolster your odds of winning the next fight. If that means taking an enemy Well near a future objective spawn or stealing a camp to deny your opponents a way back into the game, remember that the last fight is inevitably the only one that truly matters.
      It’s best to not get overly ambitious with shot calling in these situations. “If their death timers are around 40 seconds and you still must go through a Fort and a Keep, then it's better to play around the map and try to get a level advantage for the next fight instead. If you're close to their Keep and you have most of your team alive then it's probably best to push,” said Goku.
      How do you know if it’s safe to push or not? “Ask yourself: Who on the enemy team is still alive? For example, if a mage is still up and they still have a Support—that is still a solid defense," said Goku. "But if it's a Warrior or an off-laner, then that's easily your best chance to try and push or end the game.”
      Snowstorm
      “The best Hero for 'snowballing' would be Jaina in my opinion,” said Goku. “The burst she provides demands a constant response from the enemy team. if she gets a level lead it's even more devastating what she’s capable of. Being a talent tier down on Jaina doesn't feel quite as good but you can comeback—one good Ring of Frost or one decent flank can turn the game around.”
      Now that you understand the basics and some of the common mistakes players make when attempting to retain their lead, hopefully you’ll find yourself prepped and ready for the next team fight after winning the last one. Midgame Moves Week continues tomorrow with a guide to scaling featuring Fnatic’s Warrior player Pontus "Breez" Sjögren.
    • By Stan
      In the third installment of Midgame Moves, Team Dignitas' Vilhelm “POILK” Flennmark details how to recover from a lost battle and get back into the game.
      Midgame Moves
      Part One: Map Pressure & Camp Timings Part Two: Boss Control Blizzard (Source)
      How to Recover from a Lost Team Fight
      It’s Midgame Moves week for Heroes of the Storm! It’s time to continue theeducational content series that kicked off 2018 featuring some of the smartest personalities in the scene, now focusing on the meaty middle portion of a competitive game. On day one we explored map pressure and mercenary camp timings, while yesterday we emphasized boss control. Today, we learn about safe rotations and trade pushing!
      You’ve just lost a team fight and things are looking bleak; something needs to change to turn the tides. Team Dignitas’ Vilhelm “POILK” Flennmark is on hand to help you navigate to victory from the backfoot.
      Attitude is Everything
      “You should focus on what you can do, instead of what has happened,” said POILK. “You can’t change what has happened and what set you back, but you can look for things to do that will help you get back into the game.”
      Do your best to be a part of the solution when it comes to mounting a comeback. “Instead of having that little argument in chat, talk about what you can do instead,” he added.
      Playing Safe is the Only Option
      Soaking experience is of paramount importance—it’s the only way you’ll return to even footing. To ensure that you aren’t staggering more deaths in the process, watch your pathing between lanes. “If you know where the enemy is then there is no problem taking the aggressive path between lanes,” POILK said. “It's when you don't know where they are that you should fear doing aggressive rotations because they could very likely be hiding in that bush between the lanes.”
      It’s common for teams to set up with the intention of pouncing on any enemy Hero that walks by. “If you're leading on Cursed Hollow, you can take the aggressive rotation from middle to bottom where you pass the bush. I would recommend checking bushes with spells. If you’re behind, you can dodge the bush completely by taking a less direct route.”
      Stop the Bleeding, Start the Trade Push
      Before course-correcting a game gone sideways, you must stop the bleeding. “If something goes wrong and the fight starts badly, you just want to back off and avoid losing more people,” POILK said. “You always want to gain something in exchange for losing the objective, even if it's just catching some soak from waves.”
      Enter ‘trade pushing’. A trade push is essentially giving up the objective on purpose in exchange for making progress elsewhere on the map. “Trade pushing during an objective you can't contest is a key part of returning to even footing,” POILK said.
      To understand trade push, you must first comprehend the cardinal rule. “Soaking experience is the most important part of Heroes of the Storm, especially in the early and midgame,” POILK said. “If your opponent commits five people to do the middle Shrine but you get soak and structures on both top and bottom, that is a lot of experience gained. After level 20, soak is not that important.”
      Structures are not Everything
      Only one team is destined to destroy the Core, but there will be several small windows in which your team can safely soak and siege without fear. “The objectives don't really get super-strong until the late game,” POILK said. “The second Punisher on Infernal Shrines usually just gets a fort. With a coordinated team you could easily get a fort on your own with the amount of time the enemy team spends doing the objective.”
      The 'Rage Push' Play
      We covered the Hail Mary Boss play yesterday, but there is a dire play to be made in every situation. “A desperation play you'll see on Dragon Shire is where the team that is hopelessly behind will take the Siege Giants and bottom Knights to mount one last rage push. That’s what Team Dignitas calls it. You're hoping for a lucky pick and some structure damage to get back into the game that way. Sometimes just brute forcing is the best chance you'll have to get back in the game. Those circumstances are rare though.”
      Fighting for the objective is often the most straightforward path to victory, but when you’re trying to come from behind you want to minimize your exposure to the enemy team. "On Infernal Shrines, it is very common for the experience levels to be 13-12 when the second Shrine spawns,” POILK said. “For whatever reason the losing team always makes the mistake of forcing a fight during this. If the second Shrine spawns top, you want to hide from the map before pushing bottom lane with your minion wave. This forces the enemy team to choose between pushing with the Punisher and defending, which usually gives you enough time to catch up in levels.”
      Never Give Up; Never Surrender!
      Team Dignitas mounted a comeback of their own against Gen.G Esports in the grand finals of the Mid-Season Brawl. POILK recently played a pretty major role in a great example of running back a game that looked all but over. “Our shot calling is very good—we are always looking for a way back into any game we might be losing,” he said.
      In their match against Gen.G Esports on Towers of Doom, Team Dignitas did just that—patiently waiting for their Storm Tier Talents to even the playing field before wiping their Korean rivals. “I don't really remember what the coms were, but I know we weren't totally sure we could end. I said I could take bottom Fort, Wubby said he could do the Sappers, Zaelia said he could take mid Fort and Snitch was already on his way to top lane. It was like, everyone saw a thing they could do on their own. Everyone just knew exactly what they needed to do.”
      While you shouldn’t expect to have the same coordination as one of the best teams in the world, that’s inspiring nonetheless—and acts as a great segue into tomorrow’s Midgame Moves article on pushing your advantage to the max, featuring Francisco "Goku" Avalos from North America’s Team Octalysis!
    • By Stan
      It's Midgame Moves week in Heroes and in the second installment, HeroesHearth coach CauthonLuck talks about boss control. Is it worth soloing the boss?
      In the first installment, Dreadnaught covered map pressure and camp timings.
      Blizzard (Source)
      It’s Midgame Moves week for Heroes of the Storm! It’s time to continue theeducational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves will be focusing on the meaty middle portion of a competitive match! Yesterday we touched on Map Pressure and Mercenary camp timings. Today we will learn about Boss control.
      We’ve all unintentionally thrown a game on a Boss before. Bosses in Heroes of the Storm are some of the most unforgiving points of contention, and often leave disaster in the wake of their attempted capture. However, capturing the Boss doesn’t have to be unnerving, so long as your team is on the same page and you know what information you’re looking for.
      Have a Reason and Follow Through
      “Bosses aren't typically used for building leads, they're used for finishing games or getting meaningful structure advantages that help you finish the game later,” said HeroesHearth Esports’s Coach Rori "CauthonLuck" Bryant-Raible, who spent the entirety of 2017 competing professionally with the Tempo Storm roster. “Have a reason for taking the Boss and try to get your team on the same page with that reason.”
      Taking a Boss in the early game is generally considered an extremely risky move with very little payoff. The Boss will demand a soft defense but won’t get much done unless your teammates are pushing with it. If you’ve already committed multiple members to taking the Boss and there is no going back now—what do you do next? “A big mistake teams make on Sky Temple is taking the Boss in the midgame and letting it push alone on its own. The best utilization of the Boss is when there is a specific plan you can get your team behind: ‘Take this Boss and push with it’, or ‘take this Boss and go kill top Keep while they defend the Boss on bot Keep’, or ‘take this Boss and then go to the other side of Cursed Hollow and take that Boss and push with it while they defend the first one’. If you take a Boss and let it wander on its own, it's a mistake.”
      Baiting a Fight on Boss
      Yes, the Boss does an excellent job of pushing the lane, creating map pressure, and demanding a response. However, it can be an amazing tool for starting a fight as well. “If you're up—say level 16 to 14—that is usually a good time to start a Boss. If the other team tries to contest you, you're fine taking that fight, so long as everyone on your team gets off the Boss and fights. If they don't contest you, take the Boss and push their Keep with a talent tier advantage. You turn your level lead into getting a Keep down, or if you get a pick while they're defending you might just win the game.”
      Communication is key! When you’re not trying to bait a fight, you should make that as clear as possible to your teammates. “If there are times when you know you're just sneaking the Boss and you can't win a fight if they enemy team finds you, you should try and let your team know that like, 'Hey, we're trying to sneak this, if someone scouts us just back up and give it up unless it's almost dead'.”
      Sneaky, Sneaky, Dead.
      Sneaking Bosses can be good when you have Heroes that have high damage output such as Greymane, Sonya, or Jaina. “A common Boss sneak happens on Tomb of the Spider Queen,” said Cauthonluck. “If you can force the enemy team to clear the bottom Web Weaver last, your team can start Boss on top as soon as the Web Weavers die. It's very easy to kill and capture that Boss before the enemy team can rotate top from the bottom Web Weaver.”
      The Hail Mary Play
      When a game looks all but over, sometimes the only option is to pull a Boss and pray for the best. This fight usually determines the outcome of the game, so make sure your lanes are pushed out enough that catapults or a devious backdoor won’t spell your unfortunate demise before you engage. “The point of this desperation play isn't necessarily to get the Boss. If they don't fight you, you get it for free and it's a little bit of an advantage, but the entire point of that move is to get the enemy team to fight you while they're not quite 20. It's a valid strategy.”
      Should I Try and Solo the Boss? ave a Reason and Follow Through
      Short Answer? No.
      Long Answer: “I would almost never recommend soloing a Boss. Maybe with an Illidan and Abathur combo, it could be worth it—but in general, it takes so long that even if you're capable of doing it, it's far too risky and the map control you give up just isn't worth it. Anytime you have someone capable of soloing a Boss it's generally way more effective to just bring one extra DPS with them and kill the Boss much quicker and make yourself less vulnerable to being invaded. You can still have the same benefit, you're doing the Boss without the enemy team knowing and you can still do that while having three of your Heroes visible on the map instead of four. It's something that really shouldn't be attempted.”
      Thieves in the Night
      It is possible, albeit difficult, for Medivh to steal the Boss with Ley Line Seal. So, you’re casually strolling between mid and bot lane with some of your teammates minding your own business when you catch a glimpse of the enemy Varian wailing away on the Boss. Prepare to invade!
      “Tyrael's Holy Ground is your best friend when it comes to stealing a Boss," said Cauthonluck. "Although, Zarya's Expulsion Zone is also very good. Chen's Wandering Keg can achieve kind of the same thing, although it can be difficult to get all their members off the point long enough to capture it. Falstad's Mighty Gust is another tool, but it can be tricky to setup because it requires hitting the Gust into Barrel Roll from a very specific angle where it sweeps the entire enemy team off and leaves you on the point. Any time you do that you're basically resigning yourself to death. I would be very careful with that one.”
      To Defend or Not to Defend
      What is the best way to go about deciding who needs to defend against a pushing Boss? "Most of the time you're going to want to defend with everybody," said Cauthonluck. "However, if the enemy team isn't pushing with their Boss, it's usually best not to defend with all five but to have your highest DPS Heroes defending while your Warriors and Supports are doing useful things on the map such as soaking, defending other lanes, or doing Mercenary camps."
      As always, do your best to be constantly aware of the variables in play. "If you're one or two creep waves away from getting to 16 or 20, then it can be good to have four people defend and one person on your team go to soak that talent tier before you defend hard."
      Armed with this information, hopefully your next attempt at Boss will be a little more thought out. Check back with us tomorrow for more of Midgame Moves Week when Team Dignitas' Vilhelm "POILK" Flennmark explains how to recover from a lost team fight.  
    • By Stan
      It's time for Midgame Moves week in Heroes of the Storm! In the first installment, Wade "Dreadnaught" Penfold covers map pressure and mercenary camp timings.
      Dou you remember Opening Moves that covered a wide range of subjects, aimed to educate players on the variety of different ways to start a competitive match?
      #1: The 4-1 Split #2: How to Know If You'll Win the Level 1 Fight #3: Pushing Towers Early #4: The 5v5 Mid Strategy #5: The Chinese Bush Meta Midgame Moves is a continuation of the series and the second installment about boss control will be available tomorrow!
      Blizzard (Source)
      It’s Midgame Moves Week for Heroes of the Storm—and we’re continuing the educational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves will be focusing on the meaty middle portion of a competitive game! Today we will focus on Map Pressure and Mercenary camp timings.
      What is Map Pressure?
      Every game of Heroes of the Storm is a race between two teams. The team winning the race is the team with more map pressure at any given time, demanding a response from their opponents. That team is in the driver’s seat. That is the team with the freedom to make decisions.
      The team that doesn’t have map pressure is that team responding to it, trying to defuse it. That team is on the back foot—defending their structures against minion waves, Impalers, Punishers, Hellbats, Armored Gnolls, Grave Golems, Immortals, Calvary… you get the picture.
      “Map pressure is probably one of the most important aspects of Heroes of the Storm,” said Wade “Dreadnaught” Penfold, former professional player for Tempo Storm and current HGC caster. “When you apply pressure at multiple points of the map at once you are buying yourself more time to rotate and more time to make decisions before your opponent. Map pressure is the tool used to increase the chance of obtaining and maintaining an experience advantage.”
      When Should I Be Doing Camps?
      You should never take any camp without having a reason for doing so. Obviously, it’s less risky to take camps on your side of the map (safe camps) than it is on your opponent’s side (not-safe camps). Sneaking enemy camps almost always ends in tragedy, so it’s in your best interest to refrain unless your team is on the same page.
      Ask yourself this series of questions every time you consider taking a camp:
      Does my team need me elsewhere? Are we going to be able to push with this camp? If I start this camp, am I in danger ob eing invaded by the enemy? Do I need help to do this camp quickly? Which enemy Hero am I anticipating will come to clear this camp? “Before level 10 you should not be doing camps if you do not have a member of the team soaking in every lane,” Dreadnaught adds. “I am not saying that you must have a person in each lane for every waking moment of the laning phase, but it is very important to capture as much experience as possible on the battleground as fast as possible.”
      Know Your Mercenary Camp
      Siege Giants – “Siege Giants have a long-range, high-damage auto attack. Try to focus on keeping them alive by zoning out your opponents. Late game pressure is where the Siege giants are a step above the rest of the mercenaries—but no matter the point of the game, if they are left unchecked, you are going to regret not clearing them.” Found on: Dragon Shire, Cursed Hollow, Garden of Terror, Haunted Mines, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Sappers – “The Sappers do a large amount of damage and they are one of the more reliable camps to get structural damage from, but they need to reach a certain range from the Towers before they cast their charge. You will need to escort them into Tower range.” Found on Towers of Doom and Haunted Mines. Impalers – “Impalers act much like Siege Giants, in that they auto attack from outside of Tower range, but their overall effectiveness is a notch down. They can be stacked on certain maps like Infernal Shrines, and that can make them more threatening.” Found on Battlefield of Eternity and Infernal Shrines. Hellbats – “Hellbats are tougher in terms of health than the other siege camps, but their limited range makes them less impactful in sieging. Their splash damage helps to clear, and their large health pools allow them to tank Tower shots. Their auto attacks reduce Armor on Heroes, which makes them a pain to clear on your own.” Found on Braxis Holdout and Warhead Junction. Assault Troopers – “Assault troopers can out-range enemy towers and will help push a wave, but this camp struggles to pack the same punch compared to Siege Giants or Sappers.” Found on Volskaya Foundry. Armored Gnolls – “Alterac Pass is brand new and we are still learning how to play the map in the most effective way possible, but [Armored Gnolls] function much like the Hellbats. I think it’s safe to say that the Armored Gnolls should be treated as Hellbats both in effectiveness and how to approach them.” Found on Alterac Pass. Knights – “Knights are the best camp in the game to push with because the Wizard minion provides a Spell Armor aura. This aura helps increase everyone’s ability to push and makes your minion wave difficult to clear. When the Wizard falls, the camp is far less impactful, so try to protect that little guy at all costs.” Found on Dragon Shire, Cursed Hollow, Garden of Terror, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Fallen Shaman – “The Fallen Shaman spawns dogs that will fight on his behalf and when they die he will bring in a new set of puppers. The Shaman will stay out of range of Towers and Forts the entire time, so unless you respond to him and kill him, you are relying on the minions to clear him and his dogs. This takes a very long time to make happen and because of this, the camp is the best at split pushing.” Found on Battlefield of Eternity and Infernal Shrines. Goliaths and Raven – “Goliaths can’t out-range the Towers which makes the camp not ideal for sieging. It does provide a solid amount of threat to heroes because the Raven has a long-range seeker missile that can do a decent amount of damage. You can out-range the ability and avoid the damage, but it will force you away from the camp a significant distance. The Raven also has AoE damage to try to help the Goliaths push and the Goliaths are pretty tanky.” Found on Braxis Holdout and Warhead Junction. Why Wait to Capture the Camp?
      So, you’ve done the camp and it’s time to stand on the circle to capture it and get those Mercs pushing. WAIT! You could get so much more out of this if you put a little thought into what you’re doing!
      “You should be stalling the cap whenever you know that there is going to be an objective spawning on the map and that there is no way that anyone on the opponent’s team can contest you," Dreadnaught said. "There are hundreds of different situations where stalling will help your team out, but in all of these cases you are stalling to ensure that you are capping your camp with a purpose and timing it in order to give your team the greatest advantage possible.”
      Stalling the cap of a camp is small change you can make to your game that can have a potentially major impact. “A good example of this would be on the first Shrine Phase of Sky temple," Dreadnaught said. "Your opponents are likely going to start their Knight camp at some point during this time frame and if they do, you may consider stalling the cap of yours to ensure that the Knights meet up under the cover of your top Fort Towers. This gives you the easiest defense position to clear and will allow your Knights to push without interruption while your team fights on the Temple.”
      Common Camp Capture Timings
      Battlefield of Eternity:
      “Capture Impalers before first Immortal.” “Capture Shaman camp as the Immortal spawns.” Braxis Holdout:
      “Either Camp during the Beacon Phase to create pressure and help enable the control.” Cursed Hollow:
      “Capture Giants as the first tribute spawns.” “Capture Knights in between the first and second tribute spawns.” Dragonshire:
      “Roughly 45 seconds after a Dragonknight dies, capture any camp available. This better sets up the map for the next shrine phase.” Garden of Terror:
      “Whenever you have one of the two Garden Terrors cleared, pick up a close camp to demand a response and then get free seeds from the opposite terror. “ “Capture Giants as you are channeling to pilot your own Garden Terror and then pressure mid and bottom with the terror.” Haunted Mines:
      “Capture Sappers and Giants during mine phase to get free damage while everyone is getting skulls.” “Capture Giants when the Grave Golem is sieging to help defend and get counter pressure.” Infernal Shrines:
      “Capture Impalers during the laning phase between rotations of middle and bot lane.” “Capture bottom Impalers once you have control over mid with first Impaler set.” “Capture the Shaman Camp anytime the Shrine spawns middle or bottom, especially bottom.” Sky Temple:
      “Capture Giants and Knights before first Temple phase.” Tomb of the Spider Queen:
      “Capture Knights before or during first turn-in phase.” Towers of Doom:
      “Capture Sappers as soon as they spawn and as often as you can on bottom half of the map.” Volskaya Foundry:
      “Capture bottom Turret Camp as soon as it spawns and as often as possible” “Capture the Support Camp as soon as the Turret camp is picked up, try to take this camp as frequently as possible.” With a little practice and patience, split-pushing and pressuring your opponents can become second nature. Be sure to check back in with us tomorrow for more of Midgame Moves week when we cover everything you need to know about Boss control with HeroesHearth Esports’s Coach Rori "CauthonLuck" Bryant-Raible.