The other factor is can you cast your abilities and walk away instantly.
For example Jaina w, she can mount up as soon as the cast is out and be in her way confident the wave is dead. Or Nazeebo with Zombie wall upgrade and a q chucked in.
I've always maintained Jaina is the one-hero wave clear pick for the reason
It's just, hope you weren't planning on team fighting for forever after clearing a wave.
Ehhh blizzard isn't that important for scrapping. You can still E->Q->Q->Q->Q->Q
hmmm... I feel like that'd be noticeably slower, but not sure. Either way though, it's definitely not "cast and walk away," so you STILL LOSE HA
no no I mean you blizzard the wave and then hit the heroes with the e-qs
Played some Naz for the first time in forever after the enemy sniped my Gul’dan as a first pick. I told them I would be double soaking and ended the game just shy of 300 stacks. Thankfully my team wasn’t feeding on cooldown.
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So, I got a new laptop a couple months ago, and while I don't play HotS a ton, every time I load it up on it, the audio bounces back and forth between needing to be set to Default or needing to be set to Speakers. Like there's an internal counter of how many times I've opened HotS and if it's odd, it needs to be set to Default, and if it's even, it needs to be set to Speakers. So I can either close the game and re-open it, or change the setting, but the next time I open the game, it needs to be changed to the other again.
Any idea what the fuck is going on with this stupid thing?
No, literally nothing else is affected in any way, and everything else still plays audio completely fine. HotS and only HotS can't seem to decide whether it wants the audio set to Default or Speakers and switches back and forth every time it starts.
This is just so flexible: ranged damage, more self heal and tanking, little more PvE clear, Q is on a lighter cooldown for use elsewhere. There's no reason at all to pick the other talents. MAYBE Holy Fire if you really want to decloak a stealth hero?? There is absolutely no reason to ever take Pursuit of Justice.
Vol 2
Uther's level 1: Hammer of the Lightbringer
A tad less clear cut, but I stand by it. Silver Touch is just garbage (no immediate benefit, only a mana saving bonus after the quest which still isn't as good as the other talents' immediate mana benefits). I see people taking Wave of Light as part of the Uther tank build, but I think focusing on his W is terrible tanking. If you're the tank, you're up front. If you're up front, you're not going to be getting the full benefit of W hitting as many enemies and allies as possible. His Q works much better for tanking with Holy Shock + Armor of Faith + Blessed Champion + Beacon of Light.
Silver Touch is the easiest quest to complete, but probably the least useful overall. You get more sustain, but you're really not playing Uther for his staying power; he has big burst healing and can prevent a ton of focus damage with armor when he's playing defensively, and on the offense, he has huge pick potential. Both of the other two options at level 1 lean into those strengths (Wave of Light gives him better burst mitigation, and Hammer of the Lightbringer lets him chain stuns forever), which tends to be more useful in my opinion than trying to build to cover a weakness.
It's like all the worst talents are the most popular and with higher win rates.
Pursuit of Justice is the most popular with highest win rate?
How the hell does Tyr's Deliverance have the highest win rate?
It's like all the worst talents are the most popular and with higher win rates.
Pursuit of Justice is the most popular with highest win rate?
How the hell does Tyr's Deliverance have the highest win rate?
Stats are deceptive. Win rate % is being calculated on games won and lost, but not total games played. Plus, the stats change when you filter by ranks. Low ranking players might choose worse talents because they're more fun, thus driving up/down the stats.
As Uther used to say, "Best not to think about it too much."
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Unyielding Power? I've tried all-in skull builds. It's just underwhelming. If you can constantly land skulls, then you can land big lightning shields and the results are much better. Another quest talent with zero pre-quest benefits and not worth it benefits post-quest.
Furious Spark? Useful, but less so than Malicious in every practical situation. You have to land 9/10 of the shield hits before it's going to significantly outdo the bonus damage from Unyielding Power. 6/10 hits and the bonus damage barely outdoes Malicious on the shield alone, but then falls short once you factor in skull damage. Can get ramped up if you take the way later talent that extends shield duration, but how often you are practically going to be landing all those hits?
And if you're taking Consume Souls ult? Forget about it. Malicious Intent no contest.
Pursuit of Justice is the most popular with highest win rate?
All Melee heroes need movement speed to be effective, and Uther in particular has no native movement options. Pursuit of Justice basically his only real talent choice in that scenario.
Pursuit of Justice improves your escape. That's the only reason I could see taking it, if you're truly worried about survival.
That's about the only justification, or someone trying to play him like Illidan with pursuit.
But it's still silly. You already get increased survival as part of the incredible package deal that is Holy Fire.
My argument for Pursuit never being worth taking is if you're needing it for escape, something has already gone horribly wrong.
If you need it for pursuit, things have already gone your way (and Holy Shock lets you finish off runners better anyway).
If it's the middle of a fight that could still go either way, exactly what advantage is it giving you? You're already in melee range to get the stun off. Are you just running in circles?
On its own, it would be a neat bonus. But it's competing with two of Uther's best pre-16 talents.
Pursuit of Justice is the most popular with highest win rate?
All Melee heroes need movement speed to be effective, and Uther in particular has no native movement options. Pursuit of Justice basically his only real talent choice in that scenario.
I definitely hear the general idea, but why does Uther in particular need movement speed? If he's the main tank/engage (?!?) maybe, but if he's just support I mostly think he should be only stunning people he'd be in melee with naturally.
Generalísimo de Fuerzas Armadas de la República Argentina
If it's the middle of a fight that could still go either way, exactly what advantage is it giving you? You're already in melee range to get the stun off. Are you just running in circles?
Maybe you want to microspace around one of the DPS' threat radius, dodge an AoE, bait an ability, or even bait an engage from the tank.
More misadventures of healing in QP
I really do not play them as anything other than healing as Anduin is just the really questionable one
I took a break from healing and played qp as anything but got the same map back to back in which I grabbed the mech and sat in both seats twice
In the game with kel thuzad 2 people on each team quick or dc'd and were replaced with bots as I thought when a number of people leave the game just ends?
If it's the middle of a fight that could still go either way, exactly what advantage is it giving you? You're already in melee range to get the stun off. Are you just running in circles?
Maybe you want to microspace around one of the DPS' threat radius, dodge an AoE, bait an ability, or even bait an engage from the tank.
Movespeed lets you do a lot.
Sure. Like I said, it'd be a neat little bonus on its own. But the tier it's competing in leaves it in the dust. Plus it's a little late to be worrying about dancing, dodging, and baiting when you're already in stun range and you've committed the cooldown.
Someone pointed out if your team had left you as the one and only option for initiating and peels. That's maybe the only case I could see for it. But that case is either a major failure of drafting, or some mad genius pro team move.
MrBody on
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
there's 4 other people on their team you have to respond to after you've used your stun on someone, y'know
fight doesn't just end when you press the E button
there's 4 other people on their team you have to respond to after you've used your stun on someone, y'know
fight doesn't just end when you press the E button
But it does begin the period when the impact of that bonus movement speed is limited because you're already in the thick of it. Holy Shock and even Holy Fire are going to make a much bigger difference at that point of a team fight.
Other situations outside teamfight:
Pushing- Holy Shock or Fire, obviously
Merc'ing- Holy Shock or Fire, obviously
Dueling- Shock/Fire will do a much better job of sustaining or outlasting your opponent
Poking- Shock
Self Sustaining- Shock lets you self heal at minor cost while damaging the enemy
Chasing- Shock usually lets you finish off weakened runners much better
Running- Shock keeps you alive better (especially with Beacon of Light at 16), except in cases where you're jumped by a group large enough to burst you if they catch you. In that case, you've messed up big time, and that's an awfully specific worst case situation to be giving up the impact of Shock/Fire for.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
there's 4 other people on their team you have to respond to after you've used your stun on someone, y'know
fight doesn't just end when you press the E button
But it does begin the period when the impact of that bonus movement speed is limited because you're already in the thick of it. Holy Shock and even Holy Fire are going to make a much bigger difference at that point of a team fight.
Your position within a fight is extremely important. Movespeed still matters. There's no one "in the thick of it" state, your position vis a vis your tank, their tank, and their DPSs always matters.
Self Sustaining- Shock lets you self heal at minor cost while damaging the enemy
Sure, if the opponent is focusing you down this does proc the self-heal more. But Pursuit lets you get the tank off you and run out of the enemy DPS' range before you take more damage that needs to get healed back up, so they're both good for that.
Running- Shock keeps you alive better (especially with Beacon of Light at 16), except in cases where you're jumped by a group large enough to burst you if they catch you. In that case, you've messed up big time, and that's an awfully specific worst case situation to be giving up the impact of Shock/Fire for.
"Stun someone and then run away quickly" is the best disengage ability you can have, it's the two things you need to do in that situation.
I'm not out here trying to say you should always pick Pursuit 100% of the time or anything, but disregarding it as a terrible talent is mystifying to me because movespeed is such a core mechanic for everyone to do their jobs. And, as Ducks pointed out, extra important for melee champions, even moreso for ones that don't have mobility in their base kit.
Positioning is critical to every hero in every role and movespeed makes you better at it, simple as.
I think all Uther's talents are 4, although are very dependent on comps. If you're filling more of a Tank role, his E build is better for the extra CC is brings. In a vacuum, Pursuit of Justice might seem weak, but it synergizes with his other talents really well.
That extra mount speed burst is amazing for chasing and escaping. You can also E a Tank, kite around them, and then have another E ready to surprise rush into the backline to set up a Divine Storm.
Again, that's for main tankish situations only. The other talents give him better healing options and wave clear, so they might be more standardized in QM.
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That makes significantly more sense
Hmph
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wra
For extra lols, our Varian went TB and we both just stuck on our intended targets.
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Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
Any idea what the fuck is going on with this stupid thing?
Also, TIL Alarak and Mei go REALLY well together cuz he just pulls people back into blizzard super easy.
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wra
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wra
AA Cass is really strong and fun when it's applicable, yeah.
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Yo, you don't have to tell me. I live there.
Legends of Runeterra: MNCdover #moc
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Uther's level 4: Holy Shock
This is just so flexible: ranged damage, more self heal and tanking, little more PvE clear, Q is on a lighter cooldown for use elsewhere. There's no reason at all to pick the other talents. MAYBE Holy Fire if you really want to decloak a stealth hero?? There is absolutely no reason to ever take Pursuit of Justice.
Vol 2
Uther's level 1: Hammer of the Lightbringer
A tad less clear cut, but I stand by it. Silver Touch is just garbage (no immediate benefit, only a mana saving bonus after the quest which still isn't as good as the other talents' immediate mana benefits). I see people taking Wave of Light as part of the Uther tank build, but I think focusing on his W is terrible tanking. If you're the tank, you're up front. If you're up front, you're not going to be getting the full benefit of W hitting as many enemies and allies as possible. His Q works much better for tanking with Holy Shock + Armor of Faith + Blessed Champion + Beacon of Light.
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https://heroesprofile.com/Global/Talents/?hero=Uther
It's like all the worst talents are the most popular and with higher win rates.
Pursuit of Justice is the most popular with highest win rate?
How the hell does Tyr's Deliverance have the highest win rate?
Stats are deceptive. Win rate % is being calculated on games won and lost, but not total games played. Plus, the stats change when you filter by ranks. Low ranking players might choose worse talents because they're more fun, thus driving up/down the stats.
As Uther used to say, "Best not to think about it too much."
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Witty signature comment goes here...
wra
Mephisto level 1: Malicious Intent
Unyielding Power? I've tried all-in skull builds. It's just underwhelming. If you can constantly land skulls, then you can land big lightning shields and the results are much better. Another quest talent with zero pre-quest benefits and not worth it benefits post-quest.
Furious Spark? Useful, but less so than Malicious in every practical situation. You have to land 9/10 of the shield hits before it's going to significantly outdo the bonus damage from Unyielding Power. 6/10 hits and the bonus damage barely outdoes Malicious on the shield alone, but then falls short once you factor in skull damage. Can get ramped up if you take the way later talent that extends shield duration, but how often you are practically going to be landing all those hits?
And if you're taking Consume Souls ult? Forget about it. Malicious Intent no contest.
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All Melee heroes need movement speed to be effective, and Uther in particular has no native movement options. Pursuit of Justice basically his only real talent choice in that scenario.
That's about the only justification, or someone trying to play him like Illidan with pursuit.
But it's still silly. You already get increased survival as part of the incredible package deal that is Holy Fire.
My argument for Pursuit never being worth taking is if you're needing it for escape, something has already gone horribly wrong.
If you need it for pursuit, things have already gone your way (and Holy Shock lets you finish off runners better anyway).
If it's the middle of a fight that could still go either way, exactly what advantage is it giving you? You're already in melee range to get the stun off. Are you just running in circles?
On its own, it would be a neat bonus. But it's competing with two of Uther's best pre-16 talents.
I definitely hear the general idea, but why does Uther in particular need movement speed? If he's the main tank/engage (?!?) maybe, but if he's just support I mostly think he should be only stunning people he'd be in melee with naturally.
At higher rank his talents all have effectively the same WR - so it's really just how well his base kit (which is strong) is being utilized
Maybe you want to microspace around one of the DPS' threat radius, dodge an AoE, bait an ability, or even bait an engage from the tank.
Movespeed lets you do a lot.
I really do not play them as anything other than healing as Anduin is just the really questionable one
I took a break from healing and played qp as anything but got the same map back to back in which I grabbed the mech and sat in both seats twice
In the game with kel thuzad 2 people on each team quick or dc'd and were replaced with bots as I thought when a number of people leave the game just ends?
Sure. Like I said, it'd be a neat little bonus on its own. But the tier it's competing in leaves it in the dust. Plus it's a little late to be worrying about dancing, dodging, and baiting when you're already in stun range and you've committed the cooldown.
Someone pointed out if your team had left you as the one and only option for initiating and peels. That's maybe the only case I could see for it. But that case is either a major failure of drafting, or some mad genius pro team move.
fight doesn't just end when you press the E button
I'm not sure if the world needs large images of Twitch chat, but if you're gonna do it don't make it like 7 posts tall.
But it does begin the period when the impact of that bonus movement speed is limited because you're already in the thick of it. Holy Shock and even Holy Fire are going to make a much bigger difference at that point of a team fight.
Other situations outside teamfight:
Pushing- Holy Shock or Fire, obviously
Merc'ing- Holy Shock or Fire, obviously
Dueling- Shock/Fire will do a much better job of sustaining or outlasting your opponent
Poking- Shock
Self Sustaining- Shock lets you self heal at minor cost while damaging the enemy
Chasing- Shock usually lets you finish off weakened runners much better
Running- Shock keeps you alive better (especially with Beacon of Light at 16), except in cases where you're jumped by a group large enough to burst you if they catch you. In that case, you've messed up big time, and that's an awfully specific worst case situation to be giving up the impact of Shock/Fire for.
Your position within a fight is extremely important. Movespeed still matters. There's no one "in the thick of it" state, your position vis a vis your tank, their tank, and their DPSs always matters.
not Uther's job not Uther's job not Uther's job not Uther's job Sure, if the opponent is focusing you down this does proc the self-heal more. But Pursuit lets you get the tank off you and run out of the enemy DPS' range before you take more damage that needs to get healed back up, so they're both good for that. If they're out of stun range that's not your job, if they're within stun range pursuit lets you set up a bodyblock on them. "Stun someone and then run away quickly" is the best disengage ability you can have, it's the two things you need to do in that situation.
I'm not out here trying to say you should always pick Pursuit 100% of the time or anything, but disregarding it as a terrible talent is mystifying to me because movespeed is such a core mechanic for everyone to do their jobs. And, as Ducks pointed out, extra important for melee champions, even moreso for ones that don't have mobility in their base kit.
Positioning is critical to every hero in every role and movespeed makes you better at it, simple as.
That extra mount speed burst is amazing for chasing and escaping. You can also E a Tank, kite around them, and then have another E ready to surprise rush into the backline to set up a Divine Storm.
Again, that's for main tankish situations only. The other talents give him better healing options and wave clear, so they might be more standardized in QM.
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