Heroes Of The Storm Strategies
Apr 06, 2014 I try to adjust Sgt Hammer's play style to accommodate a more fluid map. Using bride and trying to control space instead.
There are a number of ways to win a MOBA match, each enjoyable in their own right. You can pick a team that has crazy ultimate abilities and chain them together all at once for brutal results. You can protect a late game carry and allow it time to farm and develop into a team crushing weapon. You can create a hyper aggressive team of roving gankers that snowball out of control. Again, there are a lot of options. My personal favorite is the push strategy.
It’s not particularly skill intensive, keeps games short and is accessible to a wide audience of players at all levels.Push strategies revolve around a very specific composition of heroes that feature high structural damage, as well as high area of effect damage and team healing capabilities. Early on in the game, a push heavy team will come together as a whole in order to begin pushing down enemy towers. The goal is to force the opposition to engage in teamfights where, generally, their team composition is less powerful. If successful, the pushing team usually snowballs and destroys the enemy base before the opposition’s carries can become large enough to win the game.While this is a viable strategies in titles such as League of Legends, DotA 2 and Heroes of Newerth, the real question is, can this be done in Heroes of the Storm?Multiple MapsAt present, Heroes of the Storm features four different maps, each with their own set of unique PvE objectives. What we’ve seen so far drives home the point that, in general, these objectives cannot be ignored.
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This means that, teams looking to simply push and ignore Blackheart, the Dragon Shrine, et cetera, will probably just get stomped into the ground. It might be possible to play a push strategy while also observing map mechanics, however. It just depends on the map.By far, the most push friendly map appears to be the Haunted Mines. While Grave Golems will be capable of inflicting brutal base damage, there’s a large gap of time in between Golem summonings allowing teams to come up with their own unique strategies. If the other team’s got map control and is clearly going to have the better Golem through skulls gathered, it might be more reasonable to simply commit to a furious push, trying to inflict as much damage as possible before your team has to fall back to defend.
There’s a lot of room for counter strategies on this map, as opposed to say Blackheart’s Bay, where the core objective essentially writes the script. The Haunted Mines will feature a lot of room for strategic play outside of map objective parameters.Dragon Shire also features a pretty rigid itinerary for teams. Either work to control shrines to in order to obtain the power of the Dragon Knight, or watch your base get leveled. The definitive answer on hardcore push strategies will ultimately depend on just how powerful the Dragon Knight ends up being. If a team featuring the right composition can push hard enough, it might be possible to simply ignore the Dragon Knight.Cursed Hollow is another map where pushing does not seem all that fruitful.
The Raven Lord’s curse disables enemy forts and reduces minion HP to 1, essentially creating a giant flashing sign that reads ‘now is the time to push’. Resources are better spent trying to obtain the tributes necessary to enact the curse.Core DifferencesMaps will provide some difficulty for push strategies in Heroes of the Storm, but what might ultimately be back breaking is the simple system differences. Part of what makes a push strategy work is that, by being aggressive, you can essentially force enemy carries to quit farming. Since Heroes of the Storm features no gold or items, there will be no farming to stop. Assassin heroes (some akin to late game carries in other games) will be able to defend without feeling as though they’re missing out on an opportunity.Conversely, what might assist push strategies is shared experience.
Most pushing teams tend to fall behind in experience because they’re all clustered in one lane sharing creep kills. They generally make more gold due to tower and hero kills, but experience can become a damning issue if the strategy takes too long. Shared experience means that, realistically, levels should be pretty similar between teams, ensuring push heavy teams do make it to their later abilities.Hero CompositionMore information about hero abilities and talents yesterday and, with that new information, it’s easier to look into our alpha build crystal ball and see what setups could potentially work. Here are some heroes that I suspect will be useful to push oriented stategies. Gazlowe’s ability to weaken towers could be key in a push strategy.
Gazlowe: Information leaked tells us that Gazlowe has access to a very unique low tier talent that allows him to rob enemy towers of two ammo per hit. That’s insane for pushes.
Outer towers feature twenty ammo total and don’t regenerate it particularly quickly. If a tower is firing at Gazlowe, a teammate or a creep, that’s an additional piece of ammo lost in a short period. Should the opposing team be out and about working on map objectives, Gazlowe and friends can quickly drain a tower and then sack it. This is in addition to an impressive suite of direct damage abilities, including a heroic ability called Grav-o-bomb 3000. The heroic ability sucks in nearby enemies, dealing damage and setting the stage for a bad time. MOBA veterans, think of Dark Seer or Riftwalker here.
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Jim Raynor: Discussed at the Deep Dive panel at BlizzCon, Starcraft mainstay Jim Raynor features the ability to summon the Hyperion as a heroic ability. The Battlecruiser deals formidable damage to a nearby unit every second, be it a creep, hero or structure.
Heroes Of The Storm Strategies 2017
Moreover, Raynor’s Inspire ability buffs the move and attack speed of nearby allies by 10%. It hasn’t been explained whether or not creeps count as ‘allies’, but if they do, this could be a huge boon for pushes. Raynor’s inherent tankiness thanks to talents and the passive ability Adrenaline would also allow him a reasonable teamfight presence. Sgt.
Hammer: There isn’t anything terribly clever to this pick. Hammer’s siege mode could prove to be absolutely brutal against opponents pinned down in their base. While heavies up front dare opposing forces to come out and engage, Sgt. Hammer will be pounding into structures. Assuming the Maelstrom Rounds buff increases damage done to structures, Sgt. Hammer will be a real problem for those unable to stop him from sieging.
Arthas: The Lich King has two amazing heroic options for a push strategy. Army of the Dead provides more raw ghoul power to push bases, while Summon Sindragosa disables structures for 20 seconds.
This is in addition to his already ridiculous health pool, which doesn’t actually explain accurately just how durable he can become. Talents such as Rune Tap and Imposing Presence (assuming they remain as the leaked information suggests) can make him nigh impossible to kill, making him the perfect initiator in team fights.This is by no means intended to be an in-depth look into possible hero combinations. Consider it food for thought.
There are obvious roster choices that MOBA veterans will want to take advantage of if looking to build a more push oriented team.The VerdictIs a dedicated push strategy possible in Heroes of the Storm? My personal answer is ‘depends on the map’. If the leaked information can be trusted (big if here) then I believe it’s definitely doable on the Haunted Mines with the right combination of heroes. I didn’t get into the bribe talent much, but it will also prove pivotal. The short version on what it does: minion kills award the character stacks of bribe. At 50 stacks, the character can activate it to instantly capture a mercenary camp. This will greatly increase the effectiveness of push strategies, as they’ll generally be running against PvE objective timers.We haven’t seen much of Dragon Shire, so I’m not entirely sure how that’ll be.
Blackheart’s Bay and Cursed Hollow will probably prove difficult, and frankly, counterintuitive to push on given their rigid PvE objectives.Of course, all of this is theorycrafting and could prove to be totally wrong. All the same, for aspirants of the Storm, it’s never too early to begin plotting out potential strategies as we figure how best to conquer the Nexus.
Heroes Of The Storm Strategies Youtube
I guarantee if you follow these tips you will become a much better player and a more valuable asset to your team. These are in no particular order and all of them are equally important.' Try a Hero first before you take it into a real game'. Inside the Shop menu blizzard added a 'TRY' button to all Heroes in the shop. This is great because you can test out a Hero before you take it into a real game. Take a few minutes to play around with the Hero, their talents and abilities.
You will have a better understanding of the Hero when you take it into a real game and be a better asset to your team.Use Your Mini Map'. I know you have all hear this before especially if you have played other MOBAs or RTS games. But using your minimap effectively is like 50% of this game. You don't have to check it like every few seconds, but use your peripherals and be aware of; where your teammates are, where the enemies are, what objectives are up and watch for pings.' Communicate with your Team'. Even if you don't type during games typically you should still read team chat and watch for pings. Also use those pings.
There is a smart ping system in place and you should use it.-If there are three enemies pushing your lane and you are alone use the 'Assist Me' ping.-If you notice a big wave heading towards your base then use the 'Defend Ping'-Let your team know where you are going with the 'On My Way' ping. You can let your team know your going to go take a Merc camp, they might even come help you.-Use the 'Danger' ping to warn of enemy locations on the map. You might save someone's life.' knowledge is Power'.
Learn the abilities of all the Heroes. I know it's a bit of studying but knowing what Heroes can do and what CC (Crowd Control) abilities they have at their disposal (Stuns, roots, slows ect.) can help you make better decisions when fighting.-Also use the TAB button to look at what talents and Heroic abilities the enemies took. It can really make a difference.' Know the Kill Order'.
Kill the high damage squishies first in team fights. Do NOT focus the Tanks! They may be all up in your face, but they have a squishy ranged Hero behind them shooting over that tank's shoulder that is doing far more damage then that tank.' Learn When to Engage and When to Back-Off'-Before you jump into a fight;-Count the number of enemies vs the number of nearby allies.If there are more of them than you nearby, you will most likely lose. Back up and wait for backup.Do NOT run into a situation that you know will cause your death just for THE CHANCE to 'maybe' pick off a low health fleeing enemy.If your team comp can straight up NOT handle theirs in teamfights, then you continually engage in said teamfights expecting a different result other than your whole teams gruesome death is the very definition of insanity. You can still win if your team can't teamfight. Take Mercs or objectives, I have won many games just by avoiding teamfights wit ha stronger team.'
Do NOT Just Sit in a Lane all Game and Push'-This is NOT LoL or Dota2. 90% of your gameplay will NOT be in a lane farming.
This game may have a big emphasis on pushing lanes but there map objectives and Mercs that will do a better job pushing a lane than you will by yourself.' Don't go it Alone'. Stay with your team as often as possible. You can branch off to take objectives but during the 2nd half of the game rolling with your team can steamroll the opposition. If you are a Full Healer stay with someone at all times.
Do not try and push a lane back alone, that is NOT your job. Can't tell you how many times a Li Li, Uther or a Brightwing left the team to go push a lane that really didn't need to be pushed and hence doing so, were not present for a teamfight that was lost.' Do NOT engage any enemy who is level 10 and you are not'. They are level 10.
You are level 9. They have Heroic Abilities. You will not win. Go farm something and avoid fighting them till your team hits level 10 and gets their Heroic Abilities. This has happened to me too many times to count.' The Main Map Objective Comes First.
Always, end of discussion'-The main map objectives are designed to give one team a large boost of power, damage, or straight up dominance over the other team. These should not be ignored and a strong effort to obtaining these objectives should always be given;Blackhearts Bay- Collect coins. Turn in if you have alot, otherwise dying and giving them to the other team will be a huge setback.
Defend the people turning in the coins to Blackheart. If you know the enemy team has alot of coins (Hit TAB and it will show who all has coins and how many) you can hide in the smoke and ambush the enemy with the coins.Cursed Hollow- Stop what you are doing and everyone move towards the Tribute when it spawns. This is true nearly every time.Haunted Mines- Go in the mines every time! No more Mercs vs Mines. If your team can't win fights then sneak in the mines and take as many of the small skeleton camps as you can.
They often have just as many skulls in them as the big golem.Garden of Terror- Collect Seeds, help your Terror push when it is up, protect him! I can't tell you how many people don't assist their Terror and it ends up getting wiped out by the enemy team before it does any good.Dragonshire- Help cap points, defend statue if enemy controlled, escort the dragon knight same as above with the Plant Terror.These are just some little tips that I have been thinking about over the last few days. I am not making this post out of anger or anything, it's just something that all new players should have an idea about.If anyone else has any suggestions for more let me know!See you all in game:)-AverageAdam. Not sure why this got downvoted; it's absolutely right.
If you're a ranged carry, and you cannot safely attack the enemy's squishies, you attack the target closest to you. Don't waste your high-damage abilities on the tank, but apply damage until you can safely engage on a higher-priority target. If the enemy tank is overextended/out of position, your entire team should burst him down.' The Main Map Objective Comes First. Always, end of discussion'This is an extremely naive approach.
Case in point: I was in a Cursed Hollow game the other day. My team had two tributes and overextended when trying to get the third tribute, engaging before the entire team was there. If we had given up the objective, we could have taken golem for free and had the next tribute for free while the enemy team was dealing with the golem.Knowing how and when to trade objectives is essential to being able to play the game at a high level.General.Knowing when you can just push a keep (as a team) because the enemy team is out of position can draw the enemy team away from other objectives, opening the map for you.If you're not in position to contest an objective, take something else instead. Mercs are fine, a fort/keep is fine.Don't ignore enemy mercs; they can destroy your base by themselves, especially if the enemy has a Merc Lord.Use your own mercs to force the enemy to respond so you can cap objectives elsewhere on the map.Cap giants and push another part of the map; giants will survive for a long time because their range is longer than turrets, forts, keeps, and the core. Cap knights and push with them because they'll tank a lot of damage from structures. Either approach works with golem; the correct choice is situational.Haunted MinesEnter the mines as a group of 5, using the same entrance. If your team cannot fight the other team, group to gather skulls from as many small camps as possible, but if your team is driven out of mines, take the mercs.
This is an extremely naive approach.being able to play the game at a high levelThe main point here is this is for newbies. Apply salt liberally.
Strategies are different between Bronze League and Hero League.In Bronze League, you should not waste 30 seconds capping a Golem so that it can take 20 seconds to walk to the fort, and then only have 15 seconds of a curse left. In Hero League, this is a huge boon.I would rather have a cohesive Bronze League team with 5 people going for objectives than a hodge-podge Gold League team with 2 people wanting to do objectives, 2 people getting the knights and 1 person laning.A lot of these rules are boiled down to their basic strategies. Yes, they ALL have exceptions. Learn the rules, THEN learn the exceptions. 'Do NOT Just Sit in a Lane all Game and Push'Good advice, but at the start of the game having everyone stay in lane is crucial so that you don't fall behind in levels. Remember that you don't have to actually do any damage; just stay alive in the back of your wave and soak XP.I've seen melee classes (myself included) get frustrated when laning versus a ranged hero that you can't close with.
You don't have to do jack squat to be valuable to your team. Just remain close enough so that your team gets the minion experience.It's fine to ask for help in that situation but the worst possible thing you can do is just abandon the lane at the start of the game. A word of warning: it's generally best to just push a wave out (while your team plays it safe) then rejoin your team. An alert enemy team will take advantage of your absence by forcing a fight on your short-handed team.For that matter, it doesn't matter how many heroes are around when the experience is taken, so it's frequently better to roam to a lane as a team and push hard as a team, threatening a fort/keep in addition to gaining experience. More importantly, this approach will force the enemy team to respond or trade objectives, possibly giving you a positional advantage for the next available objective. Always make decisions about where to make such a push based on time and distance to the next objective (e.g., if you're on Blackheart's Bay and bottom knights are the next merc camp up, it can be useful to push bot lane hard as a team). Don't try to channel objective while team fights are happening nearby, you leave your team mates 4v5, you will likely be inerrupted ten thousand times and you'll leave them the objective 9 times out of 10.Just team fight and then take the objective.I can't count the times people rage because 'we didn't cover him while channeling' or people genuinely convinced that's the way to do it, so they say 'they're giving doubloons, we go there, you guys distract them and i deliver mine' as if it was a working strategy.