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Vlad

Genji Heroes of the Storm

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4 hours ago, Trensicourt said:

How is Dodge still a viable talent? It negates less than regular block.

Genji's high mobility makes DodgeDodge a decent talent. There are heroes that can add an effect to their AA, like Arthas and his trait, and dodging this is better than blocking % of damage, as you negate the bonus. If the opposing team features more heroes like this, DodgeDodge should be a real consideration.

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There aren't a lot of heroes that can debuffs to their basic attacks, so it's already a rare case. In addition, it's far more likely that the dodge gets used before an attack with a debuff is used. 

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19 hours ago, Trensicourt said:

There aren't a lot of heroes that can debuffs to their basic attacks, so it's already a rare case. In addition, it's far more likely that the dodge gets used before an attack with a debuff is used. 

It's not only about debuffs that get applied to you, but also buffs that are applied to the opposing hero, such as mana refill for Arthas. If the opponent attack with a regular attack, you have time to run away thanks to the high mobility of Genji. It is indeed a somewhat rare case, but DodgeDodge is currently marked as a Situational talent, which fits the actual usability of the talent, doesn't it? It is not the primary talent in any of the builds, so I don't see a problem with that either. Are you trying to say that it should be outright Not Recommended, rather than Situational?

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I perfectly understand the buffs/debuffs for AA. Even so, it is still rare. In most games, there are 1-2 heroes that uses a debuff/buff. In those cases, it's a rare situation where Genji's dodge would have prevented the debuff/buff one out of the multiple regular basic attacks. 

 

I do believe that it should be outright not recommend, since the other options give far more protection. If Genji has an issue with general AA, then Perfect Defense should provide enough value to cover the incidental bonuses of Dodge. Heck, a good Augmented Defense can soak more damage per second than dodge. 8 second charge on Dodge is only sufficient for soaking a poke. In an actual fight, an 8 second dodge would not save Genji, but the other choices will.

Edited by Trensicourt

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9 hours ago, Trensicourt said:

I perfectly understand the buffs/debuffs for AA. Even so, it is still rare. In most games, there are 1-2 heroes that uses a debuff/buff. In those cases, it's a rare situation where Genji's dodge would have prevented the debuff/buff one out of the multiple regular basic attacks. 

 

I do believe that it should be outright not recommend, since the other options give far more protection. If Genji has an issue with general AA, then Perfect Defense should provide enough value to cover the incidental bonuses of Dodge. Heck, a good Augmented Defense can soak more damage per second than dodge. 8 second charge on Dodge is only sufficient for soaking a poke. In an actual fight, an 8 second dodge would not save Genji, but the other choices will.

The problem is that DodgeDodgeCyber ShieldCyber Shield and Perfect DefensePerfect Defense should be used under different circumstances. If the opposing team has slow-hitting heroes, preferably those that can  boost their basic attack as I said before, DodgeDodge is the way to go. Perfect DefensePerfect Defense will not be as good because you won't deflect as many damage instances. Cyber ShieldCyber Shield will be useless, simply because the main source of damage will be AAs.

You can check HotS Logs. DodgeDodge is the second most picked and has the second highest pick win rate from the tier, surpassed by Perfect DefensePerfect Defense. I would say that the stats also speak in favour of DodgeDodge not being Not Recommended.

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Guest Vins
On 7/20/2017 at 11:34 PM, Trensicourt said:

I did more tests on Living Weapon, the level 20 upgrade for X-strike. In my games, a 2nd X-strike changed all my games from questionable or losing to winning. I find the talent to be a must pick if the enemy has "7 heroes" and situational if the enemy has "6" or have a tendency to clump up. For example, Living Weapon against Samuro or LTV and sometimes Rexxar is practically a free X-strike in any team fight. This works in duels against them too. I would put the talent to be situational, since a 2nd X-strike every 0-24 seconds allows Genji to dictate the pace of his team fights. This is especially true if Genji manages to pull an immediate 2nd X-strike that can be overwhelming to deal with.

Edit*

I also want to point about that Strike at the Heart is a trap talent for Swift Strike build, since the damage and reliability of the talent does not match Shuriken Mastery in any way.  The fact that Genji has to hit a target at the end of his incredibly long range swift strike for mediocre damage makes it hard to use in team fights. The only times where I found the talent useful is taking down a low health target, which Shuriken Mastery does just as good and can provide a 2nd set of shurikens if Genji fails to take the target down immediately. This is much more forgiving than the low burst provided by Strike at the Heart, which also promotes dangerous play style.

Totally agreed. I'd also like to add on that the CDR on Living Weapon is EACH TIME you hit a hero with EACH STRIKE of it. So either the description text is wrong or this is a bug (but I don't think they changed it so this seems intentional). So if you have Jaina, ETC or Zarya on your team, this might be the strongest pick, for if you can hit 2 heroes with first two strikes and 3 with the third, it's an instant reset(2+2+3)*12=84, and you can easily get 2 resets with Frost Ring, Mosh, Surge and Entomb. 

And another problem with Strike at the Heart is that in order to get the bonus damage, you'll end up with being in melee range with your target, which makes it basically suicidal in team fights. And when chasing down low health targets, it's quite rare that you can get the distance between you and your target that precise. Most of the time it's much closer, so it's much more efficient to just dash in front of them and block their retreating route for your teammates to follow up or to remain a safe distance while trying to finish them off.

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The build I now play with is:

Level 1: Agile Dismount or Swift as the Wind

Agile Dismount is great for baiting Deflect procs and charging up Dragon Claw. You jump in out of sight, bait Deflect procs, and Swift Strike out. My games usually end with ~20-25K damage protected. Swift as the Wind is an alternative if baiting within the enemy team is too dangerous or you feel like switching Shingan for Flow Like Water resets.

Level 4: Dragon Claw

I consider this talent to be superior to Strike at the Heart; if Deflect is timed well, you'll always have Dragon Claw available. The damage is instant, higher, and splashes; it's basically impossible to miss the follow up. However, this talent is not for the light of heart as you well never get the charge up without taking risks.

Level 7: Perfect Defense

The key component to this Deflect build.

Level 10: X-Strike

Dragonblade offers lower utility and burst damage. and X-strike grants temporary invulnerability. Simply, X-strike is the better option for such a high risk build.

Level 13: Shingan

This talent has incredible utility. Shuriken Mastery may seem necessary for this talent, but Shingan is very powerful by itself and the burst damage from Dragon Claw easily makes up for Shuriken Mastery's bonus damage.

Level 16: Reflect

Another key component to this Deflect build.

Level 20: Zanshin or Living Weapon

Zanshin deals an amazing amount of burst damage to several heroes at once; however, it forces even riskier play in order to deal damage to multiple heroes. Consider this talent if the opposing has no follow burst or cc. Furthermore, if you are not gaining value from multiple heroes, but only a select few - Tracer, Tassadar, and more - it's better to pick Living Weapon.

Living Weapon is the way to go for a bait deflect build. Jump in the middle, bait Deflect procs, use Living Weapon as they collapse on you, and Swift Strike away. This is an incredibly versatile talent and allows for consistent high damaging combos every 10-30 seconds. Furthermore, you can make Living Weapon plays with multiple resets in wombo-combo style.

Edited by Trensicourt

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The abilities and strategy section needs an update:

1) Dragonblade no longer reset Swift Strike's cooldown before acquiring The Dragon Becomes Me at lv 20.

2) Cyber Agility now has the same cooldown as Swift Strike (12s).

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      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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