Hierarch Artanis by Talotta1991

Hierarch Artanis

By: Talotta1991
Last Updated: Oct 21, 2015
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Artanis

Build: Bruiser

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Introduction: Top

, is a outstanding bruiser hailing from the SC universe. With his unique kit he can definitely cause quite the headache for any unit foolish enough to get near him and like all protoss (master race) he brings one hell of hell of a shield to the fight. With his ability to bring up his shield while doing normal attacks it makes him a great 1 v 1 fighter for other auto attackers.

Lore:
When the First Contact War ended, Aiur had been conquered by the zerg Swarm. The protoss stood on the brink of oblivion, at risk of seeing their civilization disappear entirely. It was Artanis, a young executor, who prevented a bloody civil war and guided both the Khalai and Nerazim factions through the chaos of the Brood War. Now, with the Golden Armada at his command, he intends to take back Aiur and prepare his people for the final battle against an ancient and indomitable enemy.[6]

Hierarch Artanis is an indomitable warrior who seeks to unify his beleaguered people. As a renowned Templar with centuries of experience, Artanis combines martial prowess and tactical acumen—striking swiftly with his psi-blades, taking the brunt of enemy assaults with his shields, or calling upon his flagship, the Spear of Adun, to turn his foes into dust. He’ll let nothing stand in his way to restore the glory of the protoss.

Pros
    Great sustain
    Great damage out put
Cons
    No escape
    No CC (big disadvantage for a tank)

Ability Overview: Top

Trait:

Shield Overload Upon taking damage below 50% gain a sheild a large sheild to defend yourself for 5 seconds. Every basic attack will lower your cool down by 4 seconds making Twin Blades a essential part of your kit.

Q Blade Dash Quickly dash forward and then quickly dash back dealing a small amount of damage on the initial but a huge amount on the return slash. Making those retreating enemy's regret there attempt to run. (Side Note- this ability also picks up items such as health globes/ seeds /gems etc) Making this a quick and easy ability to dash in steal some seeds/skulls etc and take minimal to no damage.

W Twin Blades Hit your enemy twice in quick succession for a low mana cost and quick cool down. Also causing your sheild to recover much quicker. After activating it it allows your shield 8 free seconds to cool down. Later on you can ever spec into Triple Strike bringing it down to 12.

E Phase Prism Fire a prisim a short range in front of you dealing a small amount of damage and swapping places with the first opponent struck. Perfect for those support or assassins that are hiding in the background just waiting to be put in the middle of the fray. (side note you CAN NOT go through walls with this, for example someone is close the gate you phase prism them they'll bump into the gate but not through it.}

R Suppression Pulse Unlimited ranger firing in a large circle and dealing minum damage but blinding your enemy for 4 seconds.

R Purifier Beam After a short delay fireing a beam down on a singular targer dealing huge damage each second following them around the map. Easily out run by even the slowest unit so best used when the target is slowed or rooted.

Talents what i choose and why: Top

Level 1

Yes:

Reactive Parry Taking from the same talent as Block allowing you to reduce the next basic attack damage by 50%. One of the biggest differences being you can activate this one any time by hitting your Twin Blades ability storing up to 2 charges.

Situational:

Seasoned Marksman Is big on auto attacking so this one is one to think about. Giving your self extra damage for every 6 minions killed or every 2 hero take downs. Giving you 1 extra damage point. Forcing you to lane a bit more then most for this one to be really effective. Avoid on certain maps like haunted mines where you will be avoiding minion lanes.

Amateur Opponent Activating Twin Blades causing your next attack deal 100 % extra damage against a NON heroic target. Making him a effective jungler unit coupled with his sheild allowing him to solo camps starting at a lower level.

No:

Khaydarian Resonance Missing your Phase Prism attack will give you back 100 % mana and make the cool down a lot lower. With its short range this isn't one you'll miss often. You're more likely to hit the wrong target.

Level 4

Yes:

Lethal Alacrity Giving you an extended jump range and speed this ones more used for utility then damage. Allowing you catch a fleeing opponent or take a few skulls/seeds etc from an opponent before they have a chance to pick em up. If used wisely can also help you avoid ultimate attacks. but you CAN be CC'd in mid jump stopping you where you were last.

No:

Shield Battery Reducing your shields cool down by a full 6 seconds sounds tempting but with his ability to recharge it quickly this ability is kinda average at best. That's less then 2 auto attacks and IF it stays its full duration.

Chrono Surge Throwing out your prism and swapping places with another hero giving yourself bonus attack speed. I tend to avoid this one with its high mana cost and LONG cool down its a big gamble and might cause you to lose focus on using it when its really needed, Just so you can take a few extra hits on an enemy.

Templar's Zeal Blade dash recharges A LOT faster while you're below 50% health which is nice if combed with Psionic Synergy but the issue with this combo is you're still forcing yourself into the enemy team taking all the damage you run into with no canceling your ability causing it to be a gamble.

Level 7

Yes:

Follow Through After using an ability your next basic attack deals an extra 40 % damage, Since Twin Blades is the main focus of this build and easily spammed you'll be dishing out big hits just for auto attacking. Couple this with a late game Seasoned Marksman and your basic attacks will be a force to be reckoned with.

No:

Psionic Synergy Great synergy with Templar's Zeal but as stated its such a risky talent your gonna be more apt to die trying to recharge a shield then you are fleeing.

Warp Sickness Phase prism hits the enemy and slows there movement speed by 30 %. Great ability for fleeing opponents but picking up this talent will take away from Follow Through and if they're low enough Blade Dash will be sufficient to score a kill.

Solarite Reaper A huge damage buff for this ability (150%) but with how weak the ability is over all its not enough to really focus on.

Level 10

Yes:

Purifier Beam One of the more powerful ultimate's ive seen with its constant damage it can tear a foe down in no time. One of its biggest downfalls though is it is a VERY slow ability. Making it hard to really deal the damage you need it to unless an opponent is slowed or rooted. With its unlimited range though it makes it a great ability for hitting assassins or supports that are sitting in the back. Even better used on clustered heroes causing damage to all that are standing close to the main target.

Situational:

Suppression Pulse Deal a very small amount of damage in a HUGE circle blinding all opponets in it for 4 seconds. Great for dealing with units that focus on there auto attacks.

Level 13

Yes:

Triple Strike Makes twin blades strike one more time hitting an enemy a total of three times. Causing your shields cool down to be even lower then before.

Situational:

Burning Rage Dealing constant damage in a small aura around you revealing stealth and killing creep great ability since you will be in the thick of it surrounded by multiple heroes.

Phase Bulwark A vastly improved Spell Shield when your shield activates you take 50 percent less damage from ability's for 3 seconds. With how often you can get Artanis shield ability to go off this is a great ability for dealing with ability heavy targets.

No:

Graviton Vortex Dealing damage and bringing in an extra target as opposed to just the one. The biggest issue with this being careful as to who you want it to pull as an extra as opposed to who actually gets pulled. This late in the game people are gonna get jumbled all together making it hard to choose 2 very specific targets.

Level 16 (ALl the abilitys in this particular tree have there uses so theres no no's here.)

Yes:

Psionic Wound Your final hit from Twin Blades causes the enemy to take an additional 25% damage from all sources making you as the initiator a great option. Get in there and quickly Twin Blades an enemy and then have your team unload on em.

Situational:

Shield Surge Causing your shield to get a huge buff for 3 seconds great synergy if combed up with the other shield talents. If you find yourself getting focused or burst down to quickly this is one to look into the huge buff is definitely helpful and you're not losing out on a lot.

Titan Killer A improved version of Giant Killer causing 2.5% damage of total health a great talent when facing up against tankier teams especially coupled with your Twin Blades ability. That's a quick 5 % of there maximum health gone in one quick stroke. Coupled with Triple Strike and that's a 7.5% with one ability.

Zealot Charge Jump a short distance closing in the gap between you and an enemy you're in pursuit of great for taking down fleeing opponents or initiating an attack jumping in before your ally's do.

Level 20

Yes:
Force of Will Coupled with Triple Strike this will bring your shields cool down to a total of 2 seconds. So your next attack will bring it back up. Giving you that extra time for your Twin Blades to cool down and bring your shield back to full capacity all over again.

Situational:

Nexus Blades If you find your enemy's escaping with low health or even lacking damage on your team this is one to think about. Your shield is already a power house with the rest of your talents so this talent point could be adjusted to better suit your teams needs.

No:

Target Purified I love the ultimate and the huge damage it provides but scoring a kill isn't that easy unless you have a CC heavy team. So this isn't one id suggest.

Orbital Bombardment With its low damage and very limitied uses (good against AA heavy teams) a secondary charge isn't a huge priority.

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