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Heroes of the Storm Tychus

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For the level 10 and 13 talents, Drakken Laser Drill and Relentless are apparently "situational" picks (as seen on the icons) but are listed under the "recommended" section in the explanations. It looks like it's because they're being discussed simultaneously with the recommended picks, but wouldn't separating them into their own sections be clearer and more consistent? smile.png

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For the level 10 and 13 talents, Drakken Laser Drill and Relentless are apparently "situational" picks (as seen on the icons) but are listed under the "recommended" section in the explanations. It looks like it's because they're being discussed simultaneously with the recommended picks, but wouldn't separating them into their own sections be clearer and more consistent? smile.png

This is a remnant from our old way of writing guides, we'll have to update! Thanks for pointing it out.

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Guest Sergestus

Tengo a Tychus a nivel 9, quisiera saber por qué no es competitivo, porque hace mucho daño, espero una respuesta

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Guest Jehras

You can activate Minigun "passively" sometimes I feel like it then does not trigger in hero fights?! how does this work? Only hit button infight?

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6 hours ago, Guest Jehras said:

You can activate Minigun "passively" sometimes I feel like it then does not trigger in hero fights?! how does this work? Only hit button infight?

When you press "D" MinigunMinigun activates. It does not activate passively. The only passive portion of the trait is Tychus' attack speed.

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Guest Sam

You should move dragonshrine to one of his better maps. His trait with the stacking ability allows him to get easily 15 seconds of extra minigun time by level 20 since hitting the dragonknight counts as hero hits.

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22 hours ago, Guest Sam said:

His trait with the stacking ability allows him to get easily 15 seconds of extra minigun time by level 20 since hitting the dragonknight counts as hero hits.

This is true; I thought a lot about adding this as one of his better maps for this exact reason. However, if the enemy team has the Dragon that often, you have likely lost the game. Additionally, the extra MinigunMinigun duration from In the RhythmIn the Rhythm doesn't matter too much when you get punted away after activating it. Tychus is great while defending against the Dragonknight, but not all that special for obtaining one (which is usually the win condition for Dragon Shire). He is by no means poor for the map though; I do think he has a slight edge.

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Guys the guide that you have for tychus A.T build could be improve by a lot for example , the lvl4 set of talents , why would you prefer to increase 0.5 of D In the RhythmIn the Rhythm, when you have  The Bigger They Are...The Bigger They Are... taking 4% of their total hp out, any tank who initiate would be force to retreat as soon as he joins the fight with that talent.

Lvl 7 talents, you went for the increase of the range on the grenade 50% QuarterbackQuarterback which is a totally viable talent to go with, but why would you do that when your homework in this build is punish the tanks and stay alive as long as you can, making Relentless SoldierRelentless Soldier,  the most viable option for this A.T role , remember that tychus is well focused once he starts making pressure on the enemy composition.

The rest of the talents are pretty good , they are situational Titan GrenadeTitan Grenade   definitely rocks but always keep in mind using any of the other 2 talents depending on the need.

Check this out and I'm not trying to be a disrespectful but to improved the website because I enjoy it a lot.

Edited by Klovzz

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I think the choice between "In the Rhythm" and "The Bigger They Are..." is very map and team-comp dependent. On bigger, longer maps where you are likely to spend a lot of time stacking it up, ITR just completely shines as you often end up with double, triple, or more uptime on your trait. The bigger they are is insane against lower level tanks, but a lot of tanks have good ways to stay relevant at "low" health - a few even thrive there (artanis, dual wield varian, or johanna with "indestructible" come to mind). missing out on ITR also makes your trait much more susceptible to being countered by blinds, evasion effects, stuns, etc. since the fixed 3 second duration will generally barely outlast these effects.

 

Relentless soldier is a great talent and I pick it in probably half or more of my tychus games. I don't think it will ever be higher that situational though simply because it relies on the enemy team for effect. A lot of teams don't have excess stuns or roots, or won't want to focus tychus first, and in those cases this talent will just sit there doing nothing, whereas quarterback is always in play, especially with titan grenade at 16 (which is a must if you're taking The Bigger They Are...). That said, you are right that when it's needed, this talent is an absolute game changer and can get you out of some really tight jams (or buy your team the time it needs while you're being focused)

Edited by Voltorocks

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Tychus is always focused, always. He is way to dangerous to be ignored, every hero in the game is relevant at low health however a tank at low health is not half relevant as when they are full health.

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On 12/26/2016 at 11:39 AM, Klovzz said:

Guys the guide that you have for tychus A.T build could be improve by a lot for example , the lvl4 set of talents , why would you prefer to increase 0.5 of D In the RhythmIn the Rhythm, when you have  The Bigger They Are...The Bigger They Are... taking 4% of their total hp out, any tank who initiate would be force to retreat as soon as he joins the fight with that talent.

Lvl 7 talents, you went for the increase of the range on the grenade 50% QuarterbackQuarterback which is a totally viable talent to go with, but why would you do that when your homework in this build is punish the tanks and stay alive as long as you can, making Relentless SoldierRelentless Soldier,  the most viable option for this A.T role , remember that tychus is well focused once he starts making pressure on the enemy composition.

The rest of the talents are pretty good , they are situational Titan GrenadeTitan Grenade   definitely rocks but always keep in mind using any of the other 2 talents depending on the need.

Check this out and I'm not trying to be a disrespectful but to improved the website because I enjoy it a lot.

All of the Talents you are suggesting are listed as situational; they are very good in some games. The Talents page goes into greater detail than the main page does, and will shed light on when to take those options over the recommended ones.

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16 hours ago, Straften said:

All of the Talents you are suggesting are listed as situational; they are very good in some games. The Talents page goes into greater detail than the main page does, and will shed light on when to take those options over the recommended ones.

Thanks Straften

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On 1/9/2017 at 4:17 PM, Klovzz said:

Thanks Straften

Thanks for your comment :) It's always nice to see people challenge the guides with their own ideas, it just turns out in this situation that it was accounted for. Thanks anyway!

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On 1/16/2017 at 3:39 PM, Klovzz said:

Nothing to thanks Blainie , Its my pleasure. If you ever need somebody for HoTs to work on the site , let me know.

Just saw this, but thanks for the offer! At the moment, we've got a pretty talented team that work together well, but if we're ever on the lookout, we'll make sure to announce it :)

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Guest aoe

One small thing:

In the abilities page you mention that Overkill can be interrupted by knock-backs. This is not true anymore.

Following a 2015 change, semi-channeled abilities are not interrupted by knock-backs anymore, as the implicit stun is removed. This means that simple knock backs such as E.T.C.'s Face Melt and Lucio‘s Sound Wave cannot interrupt Overkill anymore.

Abilities such as Falstad's Mighty Gust do interrupt it because it is now explicitly stated that targets are stunned during the knock back.

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19 hours ago, Guest aoe said:

One small thing:

In the abilities page you mention that Overkill can be interrupted by knock-backs. This is not true anymore.

Following a 2015 change, semi-channeled abilities are not interrupted by knock-backs anymore, as the implicit stun is removed. This means that simple knock backs such as E.T.C.'s Face Melt and Lucio‘s Sound Wave cannot interrupt Overkill anymore.

Abilities such as Falstad's Mighty Gust do interrupt it because it is now explicitly stated that targets are stunned during the knock back.

Thanks for pointing this out! An update should come today or tomorrow, depending on your timezone.

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Guest Bob and Weave Buff

As of his latest buff, I would suggest changing Bob and Weave from Situational to Recommended. The ability was already good for the drastic increase to defensive and offensive mobility, and the new increase to attack range on top of it gives Tychus amazing security and pressure lategame.

It should probably still be taken with Dash for the synergy and because I'm fairly certain Press the Advantage's attack range increase does not stack with it.

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Guest mattbots
On 12/27/2016 at 1:51 PM, Voltorocks said:

I think the choice between "In the Rhythm" and "The Bigger They Are..." is very map and team-comp dependent.

Agreed!  I'm surprised there is not In the Rhythm build (permanently extend minigun time), with Level 1 Combat Tactician (reduce minigun coldown by 8 sec).  

The two of these together lets you build infinite minigun shredding time, it feels like cheating once you get it over 12 seconds.

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      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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