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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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      We expect the patch to be available for testing for one week before it goes live.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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