I'm not a tank player, but really did my best to assist my damage dealer
I am ready for Into the Abyss. Here's my base.
One of those tags that you see far in the stadium area is my base prio to the garden update: https://www.reddit.com/r/GroundedGame/s/W9gHfweZtE (I named it Base'ic Rock)
FYI WM players: Warhead Junction nukes deal spell damage
[[Scarlet Wrath]] is fundamentally a bad talent
I've been a Whitemane AA build enjoyer way before the Inquisition build became the almost all time build since technically it is capable of way more healing.
Last patch a few changes came to my attention regarding Whitemane, such as:
- the nerfing of [[Pity the Frail]] - which btw will still be the almost 100% of time picked talent in higher leagues, simply because of the flat healing increase on low heroes
- the baseline stack of HP & mana pool on E and AA (this already got me interested)
- nerfing of [[Intercession]] - which will still be the only option in higher ranks, especially if picking WM against heavy CC / heavy burst comps, but suddenly [[Saintly Greatstaff]] is no longer invisible in certain conditions
- the somehow mana return buff of [[Scarlet Wrath]]
Than I started looking over all her talents to remind myself why that level 13 was never picked, and it clicked.. in the most played build [[Subjugation]] was the way to go, almost always paired with [[Shared Punishment]]. Otherwise if you want to go stacking HP & mana pool, or even AA build [[Lashing Out]] sounds great, especially because it enables your [[Righteous Flame]] and (if not taking the unstoppable for whatever reason) Saintly Greatstaff
Now.. Hear me out.. Scarlet Wrath is by deign a talent with potential, if not offering a bonus which is too underwhelming, such as the lower of Zeal's Activation by 4 seconds. On any other build than AA this is great.. but again.. on any other build any other option is fundamentally better..
The main issue with Whitemane's healing, is that the one that comes from the damage dealt DOESN'T get influenced by Spell Power. In other words, Spell Power just increases spell damage dealt, which increases by default the healing she does, but healing alone (except for Desperate Plea, Clemency and [[Scarlet Aegis]]) is not increased by Spell Power.. meaning that on an AA build centered around [[Scarlet Flame]] and [[Unwavering Faith]], Scarlet Wrath's Zeal activation CRD is close to worthless, so it brings too little to be a meaningful talent
My suggestion: Give on this talent also some AA Damage increase, or attack speed on Zeal's activation. How much.. idk sure.. 25% is great. 20 also works maybe.. or 15.. but give something in order to be worth taking over Lashing Out
P.S.: the mana gain on this is close to worthless. I prefer to send Li Ming to the fountain or even B rather than to make her wait do my mini-game of AA the tank in order to fill her mana enough to shot another skill.
Extra kudos if my previous request is being heard as well: The one with making [[Purge the Wicked]] able to be case without breaking Inquisition/Clemency.
Thank you for listening to my drama! Have a good Monday!
Punishment suggestion that is way better than ban or mute
>! Mute the player’s Ding! sound and pop-ups !<
Trust me Janitor. The toxic players will come clean the first time getting this thing.
How do you rank the current playable HotS maps?
Simple question as that. I was wondering how are my favorite maps aligning with everyone else's favorite maps.
So I created this poll.
Just simply drag the maps in the order you currently enjoy playing, from "I am in the zone" to "I would have preferred doing LITERALLY anything else.."
If ever aligned to the current changes trend, here's Ana changes suggestion
By the looks of the last patches it seems like the Janitor has a tendency to move underpicked level 1 / 4 talents as baseline quests / mythic quests.
One of the healers that seems underwhelming, will remain behind since the last healers updates, and most probably will have the same fate in a future patch is none other than everybody's favorite arab granny, Ana.
Having a level 150+ on Ana I can almost 100% say that [[Vampiric Rounds]] will become in a way or another a mythic quest. Before that happens I would like to give some insight about how I feel it should behave around some talent reworks, so that it will not just become a bait quest for dragging Ana's win rate down, but actually being a centered element for some potential decent (and not overpowered) builds.
With those being said, here's how I would view this rework:
Base:
Shrike:
Basic Attacks apply a Dose to enemies, dealing 40(+4% per level)damage over 5 seconds, plus additional damage equal to the current number of stacks on the target, stacking up to 5 times. Every 0.5 seconds, Ana is healed for 60% of the damage dealt by Shrike.
Aim Down Sights
Activating Shrike reduces your Movement Speed by 25%, but increases the Range of Healing Dart and Sleep Dart by 25% while also allowing them to pierce one Hero. Lasts until canceled.
Vampiric Rounds
Repeatable Quest: Stack 5 Doses on an enemy Hero or Basic Attack a Hero with 5 Doses
Reward: Each stack of Vampiric Rounds increase the healing of Shrike by 0.25%
Reward: After reaching 50 Vampiric Rounds stacks, Vampiric Rounds also increase Shrike's damage by 0.25% per stack
Mythic Reward: After reaching 200 Vampiric Rounds stacks, Basic Attacks increase Attack Speed by 10% for 3 seconds, up to 100%.
Talents:
Level 1
- Vampiric Rounds: Removed
- Leeching Concoction: Allied Heroes under the effect of Biotic Grenade also receive 50% of Shrike's damage as healing. This effect does not apply to Ana.
Level 20
- Sergeant Ana: (new) While Aim Down Sights is active, gain 20 Armor and increase your Basic Attack Range by 4
- Dynamic Optics: Removed
- Armored Stance: Removed
My reasoning was moving 2 niche talents under 1 Hero mini-game, while at the same time giving Ana's team some benefits of her investing in this path. It should not be overpowered early game, and reaching it should be not easy, but rewarding.
Some of you will say that this change of giving Ana 2 level 20 effects combined is too much, but keep in mind that reaching 200 stacks is often an achievement reached only after level 20 with Dynamic Optics, and not a lot of players actually reach that point without it anyway by the end of the game.
Dynamic Optics feels like an element that a player needs to work for in order to get it reason why putting it under a Mythic reward feels more than right.
Vampiric Rounds' baseline form was also slightly nerfed, not allowing Ana to get fast stacks by the first application of 5 Doses.
This was at least my view of how this change should be made (if ever made). What is your opinion? too much? too little?
Any chance that my idea would be a balanced one?
Thanks for reading my post!