unfortunately since the artifacts patch tyrande's cloak/speedup heal modifiers share a tier with trueshot aura
Oh shit, is that a thing?
Oh shit, that is a thing. Goddammit Blizz.
Trueshot Aura is so ridiculous, because not only is it a huge boon for your team, it also supposedly affects minions and mercenaries. There literally isn't a choice on that row, unless your team needs MULE. And even then, losing Trueshot Aura is gonna hurt.
I just played a game against a REALLY good teamfight Murky and holy SHIT was he scary. He put the fear of god in me. Literally 75% of my health would be gone from Poison+Envenom+Blood for Blood. And then of course Octo Grab. Oof. Granted, I was playing Illidan, it's not exactly like I could burst him down or anything.
Teamfight Murky is still ridiculously good this patch, though. They may have nerfed his sieging but goddamn he is a teamfighting monster.
I personally prefer master of slime except on enemy teams that hide behind two or more tanks, especially if I'm going to be chased by singular opponents without healers. The extra duration and impact damage on Slime with master typically outweighs Blood for Blood's damage much more regularly on anything except tanks, especially if I have slime on death which means I can really get a final smack on a team of enemies if they kill me in the middle of their group.
So there's apparently a bug in the Haunted Mines where if you use a lot of knockbacks on the big Golem guy in the middle of the mines and get him to the edge of the wall, then kill him, some of the skulls will go into the terrain and never be retrievable. Thus no golems will ever be spawned for the rest of the map.
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
So apparently I've had this since march, but I only just found the email when I was sifting back through (completely no ironically to check and see if I'd received such an email, the irony is that I've done that before and never seen it)
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
I personally prefer master of slime except on enemy teams that hide behind two or more tanks, especially if I'm going to be chased by singular opponents without healers. The extra duration and impact damage on Slime with master typically outweighs Blood for Blood's damage much more regularly on anything except tanks, especially if I have slime on death which means I can really get a final smack on a team of enemies if they kill me in the middle of their group.
i like b4b for the additional slow. although i can see the argument for master as well.
I don't seem to do much healing as Brightwing. Thoughts? What builds do people use?
Before getting into it, thing to remember is that in order to maximize healing done, you need to stay close to your team. Get right up on them. That was something I struggled with at first, I would go off and harass the enemy team during teamfights, but then I'd be out of range for the healing pulse to hit.
Tier 1 I always grab Arcane Precision. It does a lot of damage. Even if you have trouble landing it on the enemy team, it will hit minions and mercs for a shitload. Super worth it.
Tier 4 is between Shield and Envenom. Envenom is Envenom, it's a great bit of extra damage and typically people won't expect it from a Support. Shield is also really good, one of the few controllable forms of healing you have access to.
Tier 7 is Regenerative Rains, no contest. This ups your healing output in a big way. You can very quickly heal up an injured teammate just by using E on them and then casting an empty Q, just to proc the heal.
Tier 10, generally Blink Heal is going to win out. This thing saves lives, and it gives you a means of escaping provided an ally is nearby. If you've got another Support on your team or your team is light on CC (or you just feel like yolo-ing), then Emerald Winds is also a good pick. It's got great offensive and defensive value. You can push the enemy team towards your team and enable ganks. You can push the enemy team off of you or teammates whilst escaping. You can push the enemy team into a wall. Lots of uses.
Tier 13 I generally pick Phase Shield. Another form of extra healing is always nice. Sprint is a good pick if you find yourself getting caught a lot, or if you've taken Emerald Wind (Sprint behind their frontline, pop Emerald Wind).
Tier 16 is where it gets interesting. Brightwing got access to Hardened Focus this patch, and if you're generally not being focused down, this will allow much more usage of your abilities. Critterize and Sticky Powder are also good picks. I tend to like Sticky Powder as it enables ganks and prevents fleeing.
Tier 20 is pretty obvious, just upgrade your Ult. There might be some merit to picking Bolt, but generally I find the Ult upgrade to be better.
Brightwing's second tier is the perfect example of badly balanced talents. Oh boy, my passive ticks once a second for...seconds. Or I can grab Regenerative Rains and basically do the same thing on a much shorter cooldown.
Dibby speaks wisdom and you should definitely start there but if you get more comfortable landing arcane shots then what I like to take is Sticky Flare at 13 for the slow which makes Critterize more of a no-brainer.
Yeah I tend to go Sticky Flare + Critterize now too. It's useful for escaping too. Just shoot behind you and if they chase too closely they can't chase you anymore. Critterize is also more useful in teamfights against divers.
I tend to take Shield over Envenom as that really helps with the on-demand healing.
+1
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Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
edited August 2014
So I grabbed Muradin with my first 2000 gold that you get pretty early on, I feel like it was a worthwhile purchase, he's really fun. I usually find Avatar to be a better heroic ability than haymaker, but if you're going for damage haymaker can really come in handy.
So far I've mostly been going one of two ways, tanky or damaging with talents. For tanky I tend to go with
Tier 1: Reverberation,
Tier 2: Third Wind (though I sometimes grab Thunderburn because it's good for escapes)
Tier 3: Piercing Bolt (the double stun always seems worth it, I get it with both)
Tier 4: Avatar
Tier 5: Spellshield or Healing Static
Tier 6: Stoneform, though Imposing Presence is an option
Tier 7: Unstoppable Force
Then for damage I go
Tier 1: Perfect Storm
Tier 2: Skullcracker, sometimes Thunderburn
Tier 3: Piercing Bolt
Tier 4: Haymaker, but Avatar if I really need survivability
Tier 5: Thunderstrike
Tier 6: Heavy Impact or Executioner
Tier 7: Grand Slam or Unstoppable Force
Of course, I've only played for a day, I've been thinking of doing a hybrid, any suggestions for Muradin in general?
I'm aiming potentially for Tassadar, Arthas, Diablo, or Falstad next.
Lord_Asmodeus on
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Brightwing's second tier is the perfect example of badly balanced talents. Oh boy, my passive ticks once a second for...seconds. Or I can grab Regenerative Rains and basically do the same thing on a much shorter cooldown.
Not only that, but doesn't it disable the passive after the 3-4 ticks for the entire cooldown?
I don't seem to do much healing as Brightwing. Thoughts? What builds do people use?
Brightwing tends to be more about disruption than healing. You mitigate damage by turning that spun up Tychus, Odin, siege mode Hammer, Dragon Knight, etc. into a crab mostly.
If your team mates don't understand that they need to be close to you to be healed, you won't get much healing done. The talent that fires off a heal pulse when you use an ability helps a lot as does Blink Heal, but ideally you're keeping up a few ranged characters that are close together at a time while still being close enough to the melee. Some characters are just going to be tougher to heal than others too. Diablo and Kerrigan tend to charge off suddenly away from you and are tougher to heal. Stitches likes to stay close to the group and is easier to heal.
So I finally saw a murky top the damage charts (for all that matters). His build was interesting, if I recall correctly it was:
block
gathering power
slimy end
march
wrath of cod
master of slime
(don't remember)
I am confused by block and wrath mostly. Has anyone used block effectively on murky? I feel as though the damage reduction is a waste, but then again maybe people fire off 2 shots then auto transition to a new target and you survive?
similarly I can't understand wrath since pufferfish never connects.
So I finally saw a murky top the damage charts (for all that matters). His build was interesting, if I recall correctly it was:
block
gathering power
slimy end
march
wrath of cod
master of slime
(don't remember)
I am confused by block and wrath mostly. Has anyone used block effectively on murky? I feel as though the damage reduction is a waste, but then again maybe people fire off 2 shots then auto transition to a new target and you survive?
similarly I can't understand wrath since pufferfish never connects.
Doesn't block stop 2 autos? If so, that's a pretty huge survivability boost to a guy that can only survive 4 or 5 autos.
The only time I have to really be worried about being auto'd to death is when I'm trying to catch Hammer because of her fucking stupid range. The vast majority of my deaths as Murky are due to being special bursted. I would much rather have the catching power of the extra radius of Slime to really screw over runners with the slow, as well as being able to Slime an entire pack of creeps at once.
(I've stopped entire enemy teams from chasing down a lone teammate more than once thanks to a nice teamslime.)
also re: brightwing never upgrade ult, storm shield is right there. so much more powerful than an extra charge on neutered blink heal. storm shield was already better before the nerf, but it's the best on that tier by a mile now.
So I finally saw a murky top the damage charts (for all that matters). His build was interesting, if I recall correctly it was:
block
gathering power
slimy end
march
wrath of cod
master of slime
(don't remember)
I am confused by block and wrath mostly. Has anyone used block effectively on murky? I feel as though the damage reduction is a waste, but then again maybe people fire off 2 shots then auto transition to a new target and you survive?
similarly I can't understand wrath since pufferfish never connects.
If the enemy team is slowed, stunned, or otherwise can't move, pufferfish could hit them all. They're less likely to divert attention to it during a team fight and if they don't expect the wrath boost they might not prioritize it.
But it might really be more for laning and dealing with mercs with hitting heroes just a bonus.
Block will stop 50% of an auto attack twice (charges). Percentage wise that is likely a huge survivability boost but I am not sure if it is worth it. As @Donnicton mentioned murky deaths are usually if someone wants to target you down via powers.
edit: I think you are right @Steel Angel the tiner is too long for really anything but really coordinated teams or using octograb (which still is a crapshoot sometimes).
I guess the idea is that since Murky can only take half a dozen hits, so block increases his survivability by a much higher percentage than other heroes?
EDIT DERP DURR already answered five times
I just bought Murky yesterday. Call of Murlocs ult can be DEVASTATING in teamfights if timed and positioned correctly, but I find octograb to be consistently more helpful. Use it mid game to prevent anyone from running.
And now that I play Murky, I know exactly where everyone places their eggs on each map.
Gathering Power is a pretty interesting pick for Murky. Because of his egg mechanics, I don't think he loses stacks when he dies? I'm not actually sure, I don't have Murky nor have I played him yet. But I think that should be the case, he should only lose stacks if he dies while his egg is dead.
It's a pretty gigantic boost to Slime and March of the Murlocs damage, though. Pufferfish too I GUESS but Pufferfish damage is largely irrelevant.
People still seem to think Murky's useless. But I've topped damage and sometimes kills charts with him. I tend to play squishy characters so I know just how much all that poison hurts.
Hey dudes, add me on battle.net if you ever want to do a game. I tend to bounce between games, but LoL just can't hold my attention any more. Dota 2 is fun with friends, but I'd like to dive more into this as well.
Did you add yourself to the list in the OP? I periodically go through that to add new people, and I know that's what most of us use as a reference, so make sure you do that to play with us
Hey dudes, add me on battle.net if you ever want to do a game. I tend to bounce between games, but LoL just can't hold my attention any more. Dota 2 is fun with friends, but I'd like to dive more into this as well.
I had a game last night with a Murky that was still throwing puffer fish at towers. It was amusing. Luckily, he was on the enemy team and not my team.
I mean, that's not a bad thing to do if you've got some spare time or an opportunity to destroy stuff, I think? Just realize that Murky has a lot of other better things to be doing a lot of the time.
Did you add yourself to the list in the OP? I periodically go through that to add new people, and I know that's what most of us use as a reference, so make sure you do that to play with us
Sweet, added myself. Also didn't know there was a chat channel. Shows what I get for not reading OPs.
I had a game last night with a Murky that was still throwing puffer fish at towers. It was amusing. Luckily, he was on the enemy team and not my team.
Murky can still be quite good at sieges if he gets the time to do it. Slime allows him to wipe enemy creeps pretty damn quickly, which means your creeps attrition structures down really fast. And after you get Slime Advantage it's open season on structures. Tossing a fish along with it is decently extra damage.
But if all he was doing is tossing a fish and running, yeah he's a bad.
Posts
A. lot.
Too much, even.
Witty signature comment goes here...
wra
Oh shit, is that a thing?
Oh shit, that is a thing. Goddammit Blizz.
Trueshot Aura is so ridiculous, because not only is it a huge boon for your team, it also supposedly affects minions and mercenaries. There literally isn't a choice on that row, unless your team needs MULE. And even then, losing Trueshot Aura is gonna hurt.
Battle.net Tag: Dibby#1582
if there was less competition for tyrande's "you can hunter's mark structures" tier she'd be a terrific split-pusher in a really weird way
Teamfight Murky is still ridiculously good this patch, though. They may have nerfed his sieging but goddamn he is a teamfighting monster.
Battle.net Tag: Dibby#1582
Didn't take long to get her to level four.
GG's
I got... brightwing, I think it was, to lvl 4 in one game :P
Ggs all!
3DS Friend Code: 3110-5393-4113
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3DS Friend Code: 3110-5393-4113
Steam profile
i like b4b for the additional slow. although i can see the argument for master as well.
@MMMig sory i missed the invite, fell asleep.
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So here is my Brightwing build.
Tier 1 I always grab Arcane Precision. It does a lot of damage. Even if you have trouble landing it on the enemy team, it will hit minions and mercs for a shitload. Super worth it.
Tier 4 is between Shield and Envenom. Envenom is Envenom, it's a great bit of extra damage and typically people won't expect it from a Support. Shield is also really good, one of the few controllable forms of healing you have access to.
Tier 7 is Regenerative Rains, no contest. This ups your healing output in a big way. You can very quickly heal up an injured teammate just by using E on them and then casting an empty Q, just to proc the heal.
Tier 10, generally Blink Heal is going to win out. This thing saves lives, and it gives you a means of escaping provided an ally is nearby. If you've got another Support on your team or your team is light on CC (or you just feel like yolo-ing), then Emerald Winds is also a good pick. It's got great offensive and defensive value. You can push the enemy team towards your team and enable ganks. You can push the enemy team off of you or teammates whilst escaping. You can push the enemy team into a wall. Lots of uses.
Tier 13 I generally pick Phase Shield. Another form of extra healing is always nice. Sprint is a good pick if you find yourself getting caught a lot, or if you've taken Emerald Wind (Sprint behind their frontline, pop Emerald Wind).
Tier 16 is where it gets interesting. Brightwing got access to Hardened Focus this patch, and if you're generally not being focused down, this will allow much more usage of your abilities. Critterize and Sticky Powder are also good picks. I tend to like Sticky Powder as it enables ganks and prevents fleeing.
Tier 20 is pretty obvious, just upgrade your Ult. There might be some merit to picking Bolt, but generally I find the Ult upgrade to be better.
Battle.net Tag: Dibby#1582
Discord: Dudeman#9279 - Battle.net: Dudeman#1385
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Nintendo Switch: SW-4469-1892-0302
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
So far I've mostly been going one of two ways, tanky or damaging with talents. For tanky I tend to go with
Tier 1: Reverberation,
Tier 2: Third Wind (though I sometimes grab Thunderburn because it's good for escapes)
Tier 3: Piercing Bolt (the double stun always seems worth it, I get it with both)
Tier 4: Avatar
Tier 5: Spellshield or Healing Static
Tier 6: Stoneform, though Imposing Presence is an option
Tier 7: Unstoppable Force
Then for damage I go
Tier 1: Perfect Storm
Tier 2: Skullcracker, sometimes Thunderburn
Tier 3: Piercing Bolt
Tier 4: Haymaker, but Avatar if I really need survivability
Tier 5: Thunderstrike
Tier 6: Heavy Impact or Executioner
Tier 7: Grand Slam or Unstoppable Force
Of course, I've only played for a day, I've been thinking of doing a hybrid, any suggestions for Muradin in general?
I'm aiming potentially for Tassadar, Arthas, Diablo, or Falstad next.
Not only that, but doesn't it disable the passive after the 3-4 ticks for the entire cooldown?
Brightwing tends to be more about disruption than healing. You mitigate damage by turning that spun up Tychus, Odin, siege mode Hammer, Dragon Knight, etc. into a crab mostly.
If your team mates don't understand that they need to be close to you to be healed, you won't get much healing done. The talent that fires off a heal pulse when you use an ability helps a lot as does Blink Heal, but ideally you're keeping up a few ranged characters that are close together at a time while still being close enough to the melee. Some characters are just going to be tougher to heal than others too. Diablo and Kerrigan tend to charge off suddenly away from you and are tougher to heal. Stitches likes to stay close to the group and is easier to heal.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
block
gathering power
slimy end
march
wrath of cod
master of slime
(don't remember)
I am confused by block and wrath mostly. Has anyone used block effectively on murky? I feel as though the damage reduction is a waste, but then again maybe people fire off 2 shots then auto transition to a new target and you survive?
similarly I can't understand wrath since pufferfish never connects.
WoWtcg and general gaming podcast
WoWtcg and gaming website
I think overall, in all the games I played, we went something like 2-10?
My team was mostly lv 35-40 guys too.
ouch
Witty signature comment goes here...
wra
Doesn't block stop 2 autos? If so, that's a pretty huge survivability boost to a guy that can only survive 4 or 5 autos.
(I've stopped entire enemy teams from chasing down a lone teammate more than once thanks to a nice teamslime.)
If the enemy team is slowed, stunned, or otherwise can't move, pufferfish could hit them all. They're less likely to divert attention to it during a team fight and if they don't expect the wrath boost they might not prioritize it.
But it might really be more for laning and dealing with mercs with hitting heroes just a bonus.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
edit: I think you are right @Steel Angel the tiner is too long for really anything but really coordinated teams or using octograb (which still is a crapshoot sometimes).
WoWtcg and general gaming podcast
WoWtcg and gaming website
EDIT DERP DURR already answered five times
I just bought Murky yesterday. Call of Murlocs ult can be DEVASTATING in teamfights if timed and positioned correctly, but I find octograb to be consistently more helpful. Use it mid game to prevent anyone from running.
And now that I play Murky, I know exactly where everyone places their eggs on each map.
It's a pretty gigantic boost to Slime and March of the Murlocs damage, though. Pufferfish too I GUESS but Pufferfish damage is largely irrelevant.
Battle.net Tag: Dibby#1582
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
3DS Friend Code: 3110-5393-4113
Steam profile
@Spawnbroker
Check out the OP google doc.
We're all there!
https://docs.google.com/spreadsheets/d/1VPz6ZKRDFS91WP_f5fzWmnnlhN0B7kRYGtJRSbqNzFw/edit#gid=0
though, I never go to the wang channel
Always forget about that...
Witty signature comment goes here...
wra
:P
I mean, that's not a bad thing to do if you've got some spare time or an opportunity to destroy stuff, I think? Just realize that Murky has a lot of other better things to be doing a lot of the time.
3DS Friend Code: 3110-5393-4113
Steam profile
Sweet, added myself. Also didn't know there was a chat channel. Shows what I get for not reading OPs.
Murky can still be quite good at sieges if he gets the time to do it. Slime allows him to wipe enemy creeps pretty damn quickly, which means your creeps attrition structures down really fast. And after you get Slime Advantage it's open season on structures. Tossing a fish along with it is decently extra damage.
But if all he was doing is tossing a fish and running, yeah he's a bad.