|
Isn't it only 50 physical resistance on Feral Resilience? It's a good option either way, but I still hate how useless block stacks are in games with Genji, D.va...
Also,Frostwolf's Grace is still bugged and increases all your Frostwolf Resilience by 50%, on top of activating manatide and Follow Through. It seems simply stronger than Grace of Air until it's fixed.
And, I don't think EQ is worth it anymore unless you plan to get the level 20 upgrade, or have a stronger combo (maybe Apocalypse). Lots of characters are mobile enough to get out these days, and the lowered healing hurts (until you get Frostwolf's Grace, at least).
|
Echo of the Elements at 1 reduces your mana costs on chain lightning by 20 after you finish it and between that and mana tide I never had any mana issues with that build. As far as I can tell it restores mana and reduces cooldown every time you do damage with an ability and get a frostwolf resilience stack, not just when you get 5 stacks and heal. Go to try mode and set to lvl 20 with quest complete and you can spam every basic ability and be near full mana by the time the cool downs are up. It's really hard to even get below 50% mana if your chain lightning is hitting multiple targets. mana tide is also nice for the cool down reduction on basic abilities with that build.
|
I am back in love with Green Jesus!! Almost all games top damage, incedible sustain and laning potential, TF turnarounds due to flanking and sundering. LOOOOVEEEE IT
|
Kinda torn between Maelstrom Weapon (for the potential movespeed quest) vs Follow Through. I think depends on how realistically often you're going to be building stacks for quest on enemy heroes or if you took double lightning. Double Chain Lightning Gives you more Follow Through Damage from casting Chain Twice. Same goes on if you took Feral Wolves and Completed the Quest. 50% shorter wolf cd = more follow through uptime. Grace also provides "dps" with follow through since you can activate it to proc Follow Through again. Question is really that does 40/40 Maelstrom Weapon give more burst than a properly built Follow Through setup, I assume you also need to try and account for Maelstrom's Movement Speed bonus somehow. Also Mana Tide is the only thing that reduces Wind Fury's cooldown which gives you more burst opportunities. My biggest decision in games mostly is "can I reliably stack feral quest?" (do they have a melee ball) or do I want Mana Tide for the CDR and play it safe.
Most of the time if I'm taking Feral Quest, I'll be taking Alpha Wolf for the longer snare duration. Even if I don't really need its tank shred damage bonus, I find immobilizing melee liners or catching a support with it is worth the extra root time vs more Windfury Damage. Sorta wish they made Alpha Wolf's HP Shred just passive all the time, so Thrall had a little bit more impact without Windfury up. Could have maybe legit given Nexus Blades viability @ 20, since he'd be able to slow/chase someone and shred them.
Edit: If you take Maelstrom Weapon, you should /always/ be going for the 3x Windfury end hit. (It adds 3 stacks to Maelstrom) so you effectively get 6 stacks per burst instead of 3. You're also probably going for the Windfury Teleport talent @ 20, since it yet again lets you build stacks out of control.
|
Rich's most recent favored Thrall build has been
- Echo of Elements
- Frostwolf Pack
- Follow Through
- Sunder
- Frostwolf's Grace
- Alpha Wolf
- Wind Rush
|
On June 23 2017 20:06 Limitality wrote: You're also probably going for the Windfury Teleport talent @ 20, since it yet again lets you build stacks out of control. You take Bolt on Thrall always, regardless of the game, your talents or enemy compostion. Earthen Shield can be sometimes viable, but overwhelming majority of the time you can take it, Bolt is still better.
|
On June 24 2017 01:59 Ej_ wrote:Show nested quote +On June 23 2017 20:06 Limitality wrote: You're also probably going for the Windfury Teleport talent @ 20, since it yet again lets you build stacks out of control. You take Bolt on Thrall always, regardless of the game, your talents or enemy compostion. Earthen Shield can be sometimes viable, but overwhelming majority of the time you can take it, Bolt is still better.
What Bolt? Kappa
Earthern Shields is great for a teamfight combo, which is pretty much what Thrall is for, bolt isn't needed
User was warned for this post
|
In general everything can work, but on higher level bolt is pretty much the only thing that matters.
|
On June 24 2017 23:41 Ramiz1989 wrote: In general everything can work, but on higher level bolt is pretty much the only thing that matters.
In most cases yes but with Thrall I really don't think that's the case if you go Earthquake. You're basically all in on the fight anyway and the 20 upgrade helps win fights hard. You build it to crush that 20 fight and then you just win the game. Bolt is basically only going to give you an escape, and if you have to escape with Thrall, you've probably already lost. It's still probably the best choice for Sunder builds, though, and I like the added chase potential of the windfury added to it. But it's not a 100% must take.
|
On June 25 2017 02:15 Larkin wrote:Show nested quote +On June 24 2017 23:41 Ramiz1989 wrote: In general everything can work, but on higher level bolt is pretty much the only thing that matters. In most cases yes but with Thrall I really don't think that's the case if you go Earthquake. You're basically all in on the fight anyway and the 20 upgrade helps win fights hard. You build it to crush that 20 fight and then you just win the game. Bolt is basically only going to give you an escape, and if you have to escape with Thrall, you've probably already lost. It's still probably the best choice for Sunder builds, though, and I like the added chase potential of the windfury added to it. But it's not a 100% must take. Not only for escape, in fact the new that gives you Wind Fury is even better being used aggressively. Really depends from game to game, map, your and enemy composition.
If they don't have a team where you would need to play too conservative, you can blink in middle of them and use EQ, focus down 1 ranged assassin with WF, use WF again and completely destroy him, or you can melt even tanks with double WF combo.
|
On June 26 2017 02:23 Ramiz1989 wrote:Show nested quote +On June 25 2017 02:15 Larkin wrote:On June 24 2017 23:41 Ramiz1989 wrote: In general everything can work, but on higher level bolt is pretty much the only thing that matters. In most cases yes but with Thrall I really don't think that's the case if you go Earthquake. You're basically all in on the fight anyway and the 20 upgrade helps win fights hard. You build it to crush that 20 fight and then you just win the game. Bolt is basically only going to give you an escape, and if you have to escape with Thrall, you've probably already lost. It's still probably the best choice for Sunder builds, though, and I like the added chase potential of the windfury added to it. But it's not a 100% must take. Not only for escape, in fact the new that gives you Wind Fury is even better being used aggressively. Really depends from game to game, map, your and enemy composition. If they don't have a team where you would need to play too conservative, you can blink in middle of them and use EQ, focus down 1 ranged assassin with WF, use WF again and completely destroy him, or you can melt even tanks with double WF combo.
Yes, that is true. I was thinking of the possibility of using blink EQ or blink Sunder on the backline with a Thrall/Medivh/Diablo comp.
|
Math wise you need crazy free stacking for MW to catch up to Follow Through, and even then that relies on long fights post-16. The only question with regards to MW is how much damage is worth giving up for the MS bonus. Ancestral Wrath is actually good and competitive if you're dropping it on a tank hero, and if you can get a second use in a fight (unlikely) it blows every other talent on the tier out of the water
|
|
|
I had to check that they were buffing a talent to compete with masters touch on medivh. That is funny.
|
I don't think I've ever seen another talent pick on 7 for Medivh. Master's Touch is actually at 100% according to HotsLogs. Why not just make it baseline and adjust accordingly.
|
Because they're terrified of touching medivh, the hero is in a perfect spot talents aside which they've lucked into and are just likely to mess him up if they tinker at all.
|
United States4883 Posts
On June 29 2017 04:00 Immersion_ wrote: Because they're terrified of touching medivh, the hero is in a perfect spot talents aside which they've lucked into and are just likely to mess him up if they tinker at all.
Didn't stop them from completely reworking Valla ¯\_(ツ)_/¯
|
I miss the old Discipline Valla build. 45% self heal, stacks that took ages to remove completely and you had Nexus Frenzy at 20 for both increased attack range AND attack speed. You could solo a boss or the core with ease. A few shots against an enemy and you regained half your health bar. Not always practical but so much fun to play. It was hilarious when Illidan tried to solo me when I had max discipline stacks and he lost. He must've wondered what the hell was going on. Oh well. Good times.
And just making Master's Touch baseline and tweaking it a bit wouldn't rework him that much, at the very least it would actually open up his level 7 talent tier.
|
|
|
|
|