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I plan on doing more guides and going more in-depth as time goes on. With patches/updates, the guides will be kept up-to-date as well.
Tassadar is an amazing support and can hold his own on the battlefield when played right. He is capable of keeping allies alive during the heat of battle, and can shred through towers and foes with continuous critical hits.
Abilities:
Plasma Shield - Shield self or target ally for 200 damage for 8 seconds. Psionic Storm - Deal 40 damage per second to enemies in target area for 3 seconds Dimensional Shift - Become invulernable and invisible for 1.5 seconds Oracle (Trait) - Greatly increase vision radius and allows you detect invisible enemies. Lasts for 5 seconds
Heroic Abilities:
Archon - Transform into a Archon, gaining a 200 point shield, basic attacks causing 64 damage and 32 splash damage. Lasts for 12 seconds. Force Wall - Create a wall that blocks all units from moving through it for 2.5 seconds
Skill Talent Tree:
Psi Infusion - The reason this is chosen is because during the early and late stage of the games, it'll give you back some mana, this also aids once you obtain Second Strike.
Healing Ward - Enough said? Allows you to not only heal yourself and allies, but allows you to take Mercenary camps and push through towers.
Static Charge - Increases output damage on generic base attacks. Gives you additional damage all around.
Archon - Become the driving force in team battles. The splash damage, with the crits (which stacks on splash) from Static Charge and the additional shield make you the machine that'll drive.
Shrink Ray - Gives you the ability the decrease their output whether it be a tank or dps hero, will help negate in battles and aid in giving the upper hand.
Second Strike - Another storm? Yes, this will allow you to cap mercenary camps quicker when done in succession, and with practice you can obtain maximum output. Additionally, allows you to deal more damage in fights and with Archon, more dps.
Twilight Archon - Increases shield, damage and range. This is the prime selection for this talent build.
Pros:
¤ You are able to help aid in healing with the healing ward. ¤ You have the capabilities of damage and support. ¤ Can push lanes and capture mercenary camps single handed.
Cons:
¤ You become a prime target to focus once late game is hit. ¤ Team can rely on you too much and may not have the additional aid if you fall.
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[Saved for later updates/patches/hero modifications]
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I don't think that I would present Tassadar's talent choices as being so static. There is room for a lot of variation depending upon the circumstances.
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Dat half shields expire is nice too
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to follow up on xDaunt's comment, I really like when guides discuss the other talent choices they don't recommend and why they don't. This also usually then includes the conditions in which the non-recommended talents may be chosen (e.g. if they have a ton of dive and are focusing you, you could consider presience/dimensional warp)
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On March 26 2015 04:30 YouGotNothin wrote: to follow up on xDaunt's comment, I really like when guides discuss the other talent choices they don't recommend and why they don't. This also usually then includes the conditions in which the non-recommended talents may be chosen (e.g. if they have a ton of dive and are focusing you, you could consider presience/dimensional warp) Well, this is especially the case with Tassadar. Ever since he was nerfed, he's been the ultimate flex character in the game.
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On March 26 2015 04:30 YouGotNothin wrote: to follow up on xDaunt's comment, I really like when guides discuss the other talent choices they don't recommend and why they don't. This also usually then includes the conditions in which the non-recommended talents may be chosen (e.g. if they have a ton of dive and are focusing you, you could consider presience/dimensional warp)
As I said, I'll be updating the guides as seen fit. When I originally typed up the initial, wasn't really the time to go into why specific options were not picked. (The second post that is being saved will utilize this for theorycrafting and modifications).
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Well tassadar isn't exactly a flex character i'd say but he has 2 builds:
The one above and the E build with prescience and dimensional warp (and usually conjurer's pursuit and possibly MULE).
I basically ask myself these questions at the beginning of the game to determine between the above build and the E build: Will i be getting lots of health globes? This makes conjurer's pursuit and thus the E build better. Do I want mule? (Usually just haunted mines nowadays but blackheart and sky temple it's fine too.) This pushes towards the E build too because missing static charge in this build is less important. Do I have a good target for shrink ray? Shrink ray is best on targets that do a lot of damage, rely on mobility, don't have relentless, are melee and potentially rely on doing damage. Best targets being illidan, kerrigan and thrall because they are always in reach. If there is one of these i tend to favor shrink ray and thus the second strike build. Do they have a lot of nukes and are there targets I desperately need to protect? The E build is much safer because you basically never have to cast shield on yourself, so you can protect them. Especially if they have stun/silence combo's it's safer as they can sometimes kill you without prescience-dimensional warp. If you are the second or third support the extra damage of second strike is too good to miss out though. Do we lack sustain? If the team is short on sustain, for example you being the only support or the other support being uther and their team having lots of poking (tyrande owl build and/or azmodan Q for example) then I tend to go the E build. It isn't as scary in that build to run around with less than full hp and eventually you can just use your E to heal yourself up efficiently.
Most times you are basically set in your build after the first choice but some deviations can be made. Overall I'd say i lean towards the second strike build about 80% of the time but the E build is good too. Good players don't tend to focus tassadar much anyway though because his E negates too many skills so I find that even in the second strike build I can relatively safely use shield on my allies. The E build is misplayed much though and therefore underrated I think, the trick is too really rely on that automatic timer and thus virtually never cast a shield on yourself. In general you see tassadar's shielding themselves too much, most cases you want to be shielding your ally and just move back.
As for the patch, the healing ward nerf hurts him a little but most other top heroes except ETC have been just as much or more. Along with ETC and rehgar (and possibly illidan) I think he is tier 1 now because he adds a unique role you really can't replace easily.
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I say Tassadar is a flex pick because he does little bit of everything for a team, while not being particularly good at anything. For example, you don't want to rely upon him as a damage dealer. You also don't want to rely upon as your lone support. He is, however, a fantastic fifth hero to have on a team to help round it out (though he is usually picked earlier).
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They should make it so if he takes the Shield talent that gives double shields to structures if you cast it on a structure it has either a global or a significantly improved range.
Also a few things. I don't know if Ward at 4 is a no brainer. I often times go Oracle cooldown here. I find it especially powerful on the new map where there is constant skirmish.
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I like taking Oracle cooldown at 4 as well. It's like a free maphack that helps your team stay out of trouble. Recently I have been taking healing ward more often because it was so damned strong pre-patch, but I probably will revert to taking Oracle cooldown again.
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Yeah pre-patch Ward was a bit too OP to not take. I think the decision isn't quite as clear cut these days.
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While I also like E build in many scenarios, as mentioned by Markwerf, I still get Static Charge in it. Even without double storm you still do nice damage. With this build you can play a good sniper role, diving in with E, storming and killing weak target in backline, get focused by enemy team and pull back with almost full health back to position due to Prescience activation.
I would also take Khala Embrace over Mule if I didn't want Static Charge.
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I wonder if a build based upon comp is present somewhere by taking his Leeching Plasma at 4 and having Valla & Tychus as your RDPS and they build for auto attack.
Thinking something like Muradin, Tass, Valla, Tychus, Uther. Something like that.
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8716 Posts
Force Wall is so good in a ton of situations. It got buffed this patch. It's one of those abilities you have to try out for several games so that you can really understand how often it's useful. It's really fun to use but I imagine that it has its place in serious team comps too. Honestly I think it should be the default heroic choice. It helps get so many kills and it saves so many lives. It can split teams up for team fights. It almost always prevents more damage than your personal Archon shield and it almost always helps more damage go on the right target than having personal Archon attack steroid. And it doesn't have a huge cooldown -- it's essentially just another basic ability. I highly highly recommend Tassadar players to play 5 games with Force Wall. When you get movespeed on dimensional shift it's so easy to set the wall anywhere you want.
On a sidenote I'd recommend keeping yourself topped off when dimensional shift is talented to heal you. I've seen Tassadars hold on to that cooldown unnecessarily. Know when there's a gap in the action that'll allow you to use it and stay healthy. Though I guess this is more of a tip for quick match solo queue since you should probably have a healer to keep you topped off otherwise.
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yeah wall is a serious consideration i feel on some maps now, especially cursed hollow. On a more open i'd still go archon any day though.
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On March 26 2015 19:30 Markwerf wrote:+ Show Spoiler +Well tassadar isn't exactly a flex character i'd say but he has 2 builds:
The one above and the E build with prescience and dimensional warp (and usually conjurer's pursuit and possibly MULE).
I basically ask myself these questions at the beginning of the game to determine between the above build and the E build: Will i be getting lots of health globes? This makes conjurer's pursuit and thus the E build better. Do I want mule? (Usually just haunted mines nowadays but blackheart and sky temple it's fine too.) This pushes towards the E build too because missing static charge in this build is less important. Do I have a good target for shrink ray? Shrink ray is best on targets that do a lot of damage, rely on mobility, don't have relentless, are melee and potentially rely on doing damage. Best targets being illidan, kerrigan and thrall because they are always in reach. If there is one of these i tend to favor shrink ray and thus the second strike build. Do they have a lot of nukes and are there targets I desperately need to protect? The E build is much safer because you basically never have to cast shield on yourself, so you can protect them. Especially if they have stun/silence combo's it's safer as they can sometimes kill you without prescience-dimensional warp. If you are the second or third support the extra damage of second strike is too good to miss out though. Do we lack sustain? If the team is short on sustain, for example you being the only support or the other support being uther and their team having lots of poking (tyrande owl build and/or azmodan Q for example) then I tend to go the E build. It isn't as scary in that build to run around with less than full hp and eventually you can just use your E to heal yourself up efficiently.
Most times you are basically set in your build after the first choice but some deviations can be made. Overall I'd say i lean towards the second strike build about 80% of the time but the E build is good too. Good players don't tend to focus tassadar much anyway though because his E negates too many skills so I find that even in the second strike build I can relatively safely use shield on my allies. The E build is misplayed much though and therefore underrated I think, the trick is too really rely on that automatic timer and thus virtually never cast a shield on yourself. In general you see tassadar's shielding themselves too much, most cases you want to be shielding your ally and just move back.
As for the patch, the healing ward nerf hurts him a little but most other top heroes except ETC have been just as much or more. Along with ETC and rehgar (and possibly illidan) I think he is tier 1 now because he adds a unique role you really can't replace easily.
I think he is flex and you mentioned many of his options. The build in OP is the dream tassadar, the greedy build (tough there is no risky or greedy playing Tassadar). From there you can go for conjurer's pursuit on maps you can get more globes and if you don't get second strike. Some maps you may spend more or less time hitting creeps and game duration is also a factor. Mule if you need mule, static charge if you don't need mule and/or think damage is the priority. Shrink Ray is great but against some comps spell shield is great and sometimes you really want prescience. Let's say you are behind and there is no ideal target for shrink ray. I would get prescience and dimensional warp. Even with no deep shift.
So yeah, you get healing ward and archons and thats it IMO.
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I wonder if Tyrael was still more a part of the meta if force wall would be a good counter to him. He judgements in, you just wall behind him and suddenly he has no backup and his ult is completely wasted.
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On March 27 2015 05:04 Tenks wrote: I wonder if Tyrael was still more a part of the meta if force wall would be a good counter to him. He judgements in, you just wall behind him and suddenly he has no backup and his ult is completely wasted. Tyrael is still my favorite tank. I'm kinda worried that Blizzard will screw him up when they remake him.
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