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How do you deal with that downside?
The biggest downside to this build right now is the 1s increase on triple strike. I sometimes feel the need to use it at 4.5s and have to wait for it to get ready again. Other than that, its general purpose was to be a hybrid build from which you can go either way, if necessary, after reaching a certain level into the game (level 13 and up).
If you need to go tanky, you might get different talents on level 13 and 16, although my first choice at 13 is still triple strike. Overall my build stands, the only choice I am usually considering now is tier 16, between the charge and the shield which is a lot better after the patch.
The ability damage reduction on tier 13 is not that great from my experience, because good players will tick it off with a low ability and wait until the duration is over. Since you have no escape and when you decide to go in you have to stay and fight, you won't have anything to say to that. You will probably end up eating the damage anyway, even if you try to run. So that's why I think in many situations triple strike is a better choice. Furthermore if you chose Psionic Synergy at level 4 you'll benefit more from triple strike because of the extra 4s reduction to your shield.
IMO the key in playing Artanis (and not only him) is to make the right decisions when to engage and when to retreat. Blizzard made Artanis a lot tankier than before with the changes, but I still think that Artanis should not be used as a tank if possible. He should be off-tank in the worst case scenario.
Ultimately the difference between you performing with him or not in the late game is your team. Even with the tankiest build on him, you can't do anything against 5 enemies alone.
As for the guide itself, I will update it in the near future and add a more variety of builds, but I am waiting to see if this are all the changes Artanis gets right now.