12/28/2022 0 Comments Heroes of the storm map timers![]() ![]() Minimize skill use and rely on autoattacks for wave clears and hero damage. This will put you behind on the objective for thay inevitable team fight. If you are in lane and tryharding (super aggressive) against enemy heroes and using every ability as soon as the cooldown is up, you will be bingo mana even with a well tap by the time the first objective pops. u/SaulJones - "I also want to add that mana management on maps in early game is very important, particularly for DPS's. Any time you can send them back or just get them away from experience range, you're giving your team a slight experience lead, which can lead to hitting talent breakpoints or ultimates before the enemy team." u/xaraun - ".still harass the enemy laner(s). Additionally, the exp acquisition range is fairly forgiving and it can be easy for, say, a Tassadar to soak EXP against 4 people on mines." u/Ennbeard - ".one thing worth noting in the early and mid sections is you only need one hero in each lane for EXP. The kills themselves offer little value early on, and the only real way to capitalize is by being able to turn the kill into a good tower push or objective.Īny feedback is welcome, especially if it's "Wow, you're completely wrong!".This is just how I've come to understand how this game seems to work :) TLDR - It's against standard "MOBA logic", but do not focus on the early game kills without a calculated result in mind. The over commit is what drives comebacks. #Heroes of the storm map timers full#Players must recognize that the death timer will expire, and the hero will be back at full health with CD's likely ready to roll. XP is decent, begins to rival a structure takedown bonusĬan take objectives with advantage, less overall fearĬan create "Greed". ![]() You wanna catch people out, and not get caught out yourself during this phase.ĭeath timer is now significant, killing someone will keep them out of fights for awhile Getting killed now usually keeps you out of the next big event, either Merc Camp grab, tower push, etc. Once the "R"s are out the Death Timer becomes a big deal. This needs to be balanced with being healthy enough to continue to take objectives as well. The key here is knowing that your kill is going to result in a real push on tower ammo/health. Taking an early tower can get you talents earlier, Ulti first, etc. I bolded "Pushing a Tower" because this is the biggest EXP boost you can get early game. It's a disruptive action and AMAZING right before an objective pops. If you get the opportunity to melt an enemy while taking very little damage, by all means, take it. You have "B" or use a healing fountain, which either uses up your charge, or sets you only a few seconds in front of the enemy player if you do it immediately. The enemy player can respawn quick enough to be back in lane before any "real" damage is done, or at objective with full health and CD's ready to go. You take damage, which can hurt objective fights unless you're able to heal. Lane can theoretically be pushed (Assuming nobody else is there)Įnemy team will not get XP soak unless another player is in lane Killing an enemy hero at this stage can create lackluster results.Ī very minor amount of EXP for your team (Very low at this stage) The lanes can range from 1v1v3 to 1v4 to 2v1v2. After all, there’s few wars that can’t be won if you can control a dragon.During the very early game (Pre and slightly post 1st objective), the Death Timer is extremely friendly to everyone, and ignoring this fact can lead to poor results.ĭuring the early game, you want to have at least one player in each lane until the objective pops up (Whatever it may be.). You can win Dragon Shire without committing to a single big fight as long as you maintain map control, so that should be your goal. If you’re full of lane-dominating heroes, just focus on keeping control of the shrines and stay sharp. If you’ve got a team that’s strong at teamfighting, you might want to let the enemies take shrines, bait them into the statue and start a fight. If you’re behind, play defensive and wait for enemy mistakes. ![]() If you’re ahead, make sure not to die at the wrong moment through cockiness. Continue to outwit, outmaneuver, or overpower your enemies when contesting shrines, and make sure you’re aware of when they’ll respawn. While they won’t activate again for a few minutes, keeping the pressure on ensures you’ll be ready for when they do. After the Dragon Knight dies, it’s back to controlling the lanes and the shrines. ![]()
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