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On June 03 2016 01:01 NonY wrote: I think Peer into the Future, Bronze Talons, Chrono Sickness, Slowing Sands could be a good start for her. Bronze Talons is gonna be stronger because of the shorter cooldown on Sand Blast. Just hitting the tank every time with Sand Blast and an empowered auto will be pretty good damage. Slowing Sands is basically a ward that you can keep placing every time you are gonna stop somewhere for a moment. Combine that with Peer into the Future and you have a lot of opportunity to know where your enemies are. Against a dive comp, having Slowing Sands already set up in your own back line is helpful. Most heroes who dive can dive in past Slowing Sands, but if they have to use their dive to get past your front line and then deal with Slowing Sands, they can have problems. Chrono Sickness is really strong as well but hasn't seen as much play due to people wanting a bigger combo or better wave clear. It's really strong for early game skirmishes. And now with 2.5 sec Sand Blasts, you should be able to Sand Blast as soon as they come out and have a second Sand Blast at the end of the 50% slow.
Pocket of Time is pretty nuts, as 70% slow is on another level than 50%. Andorhal Anomaly actually becomes pretty attractive when you have Chrono Sickness. You can really ward up an area or put traps all over your back line. The 2 second stasis is not necessarily helpful, but when combined with 3 sec 50% slow, it is. But if you don't need much control or protection, then Past and Future Me is also buffed as Sand Blast is buffed.
Basically, she can have a ton of utility and control while doing pretty good sustained damage and still having good burst when Dragon's Breath is available. The way she's currently played is: ineffectually chip away at tank or almost kill a back line but not quite and then go back to ineffectual chipping, while contributing nothing to anyone else's damage or safety, and dying instantly when someone gets to her. The way I want to see her played: control and safety and setting up team kills with Peer, Chrono Sickness and Slowing Sands, constantly use Sand Blast and empowered auto on the safest/easiest target, use Dragon's Breath on cooldown to clear waves, and in team fights save Dragon's Breath for a CC'd squishy target or as a finishing blow on any target. Is Peer basically farsight like on Rehgar or is the area bigger.
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8716 Posts
On June 03 2016 01:30 ThomasjServo wrote:Show nested quote +On June 03 2016 01:01 NonY wrote: I think Peer into the Future, Bronze Talons, Chrono Sickness, Slowing Sands could be a good start for her. Bronze Talons is gonna be stronger because of the shorter cooldown on Sand Blast. Just hitting the tank every time with Sand Blast and an empowered auto will be pretty good damage. Slowing Sands is basically a ward that you can keep placing every time you are gonna stop somewhere for a moment. Combine that with Peer into the Future and you have a lot of opportunity to know where your enemies are. Against a dive comp, having Slowing Sands already set up in your own back line is helpful. Most heroes who dive can dive in past Slowing Sands, but if they have to use their dive to get past your front line and then deal with Slowing Sands, they can have problems. Chrono Sickness is really strong as well but hasn't seen as much play due to people wanting a bigger combo or better wave clear. It's really strong for early game skirmishes. And now with 2.5 sec Sand Blasts, you should be able to Sand Blast as soon as they come out and have a second Sand Blast at the end of the 50% slow.
Pocket of Time is pretty nuts, as 70% slow is on another level than 50%. Andorhal Anomaly actually becomes pretty attractive when you have Chrono Sickness. You can really ward up an area or put traps all over your back line. The 2 second stasis is not necessarily helpful, but when combined with 3 sec 50% slow, it is. But if you don't need much control or protection, then Past and Future Me is also buffed as Sand Blast is buffed.
Basically, she can have a ton of utility and control while doing pretty good sustained damage and still having good burst when Dragon's Breath is available. The way she's currently played is: ineffectually chip away at tank or almost kill a back line but not quite and then go back to ineffectual chipping, while contributing nothing to anyone else's damage or safety, and dying instantly when someone gets to her. The way I want to see her played: control and safety and setting up team kills with Peer, Chrono Sickness and Slowing Sands, constantly use Sand Blast and empowered auto on the safest/easiest target, use Dragon's Breath on cooldown to clear waves, and in team fights save Dragon's Breath for a CC'd squishy target or as a finishing blow on any target. Is Peer basically farsight like on Rehgar or is the area bigger. Same area, just the tweaked numbers (Peer lasts for 2 sec, has 25 sec CD. Farsight lasts for 10 sec, has 30 sec CD. Both reveal heroes for 4 sec).
Peer is just really great to have at level 1, first of all to make level 1 fight have a higher chance of success, and for defending against roaming ganks all throughout early laning phase of games, brush checking, and for securing kills. The other talents have essentially 0 impact on the game until much later, while Peer can continue to have a huge impact late game. Also nice utility against stealth heroes.
If you feel unthreatened and you think sustained poke will be powerful on a particular map or against a particular team comp, then Compounding Aether, Piercing Sands, (Mobius Loop), (Slowing Sands), Reaching Through Time, Shifting Sands build can do a ton of work. But I feel like that's actually kind of rare, unless you're able to last pick Chromie against a comp that'll allow you to do that. Like if they have no real threat to you in a team fight and having a weaker early game won't be a problem. Otherwise, Peer into the Future, Bronze Talons and Chrono Sickness are gonna get way more work done for most early game skirmishes.
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On June 03 2016 02:40 NonY wrote:Show nested quote +On June 03 2016 01:30 ThomasjServo wrote:On June 03 2016 01:01 NonY wrote: I think Peer into the Future, Bronze Talons, Chrono Sickness, Slowing Sands could be a good start for her. Bronze Talons is gonna be stronger because of the shorter cooldown on Sand Blast. Just hitting the tank every time with Sand Blast and an empowered auto will be pretty good damage. Slowing Sands is basically a ward that you can keep placing every time you are gonna stop somewhere for a moment. Combine that with Peer into the Future and you have a lot of opportunity to know where your enemies are. Against a dive comp, having Slowing Sands already set up in your own back line is helpful. Most heroes who dive can dive in past Slowing Sands, but if they have to use their dive to get past your front line and then deal with Slowing Sands, they can have problems. Chrono Sickness is really strong as well but hasn't seen as much play due to people wanting a bigger combo or better wave clear. It's really strong for early game skirmishes. And now with 2.5 sec Sand Blasts, you should be able to Sand Blast as soon as they come out and have a second Sand Blast at the end of the 50% slow.
Pocket of Time is pretty nuts, as 70% slow is on another level than 50%. Andorhal Anomaly actually becomes pretty attractive when you have Chrono Sickness. You can really ward up an area or put traps all over your back line. The 2 second stasis is not necessarily helpful, but when combined with 3 sec 50% slow, it is. But if you don't need much control or protection, then Past and Future Me is also buffed as Sand Blast is buffed.
Basically, she can have a ton of utility and control while doing pretty good sustained damage and still having good burst when Dragon's Breath is available. The way she's currently played is: ineffectually chip away at tank or almost kill a back line but not quite and then go back to ineffectual chipping, while contributing nothing to anyone else's damage or safety, and dying instantly when someone gets to her. The way I want to see her played: control and safety and setting up team kills with Peer, Chrono Sickness and Slowing Sands, constantly use Sand Blast and empowered auto on the safest/easiest target, use Dragon's Breath on cooldown to clear waves, and in team fights save Dragon's Breath for a CC'd squishy target or as a finishing blow on any target. Is Peer basically farsight like on Rehgar or is the area bigger. Same area, just the tweaked numbers (Peer lasts for 2 sec, has 25 sec CD. Farsight lasts for 10 sec, has 30 sec CD. Both reveal heroes for 4 sec). Peer is just really great to have at level 1, first of all to make level 1 fight have a higher chance of success, and for defending against roaming ganks all throughout early laning phase of games, brush checking, and for securing kills. The other talents have essentially 0 impact on the game until much later, while Peer can continue to have a huge impact late game. Also nice utility against stealth heroes. If you feel unthreatened and you think sustained poke will be powerful on a particular map or against a particular team comp, then Compounding Aether, Piercing Sands, (Mobius Loop), (Slowing Sands), Reaching Through Time, Shifting Sands build can do a ton of work. But I feel like that's actually kind of rare, unless you're able to last pick Chromie against a comp that'll allow you to do that. Like if they have no real threat to you in a team fight and having a weaker early game won't be a problem. Otherwise, Peer into the Future, Bronze Talons and Chrono Sickness are gonna get way more work done for most early game skirmishes. Interesting, i really never gave that level 1 talent any consideration but I can see it being useful for sure. As for level 19, I'm a huge proponent of Andorhal. It becomes even better if your teammates prove to pay attention to your traps, but a slowing sands circile+3 time traps around objectives=just a fuckin' nightmare for the opposing team to engage over.
I'm going to play at a buddy's house this weekend, I'll have to give Peer a go.
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8716 Posts
I might just stubbornly pick Chromie in HL and if people complain, I'll just tell them who cares it's the end of preseason. I don't think anyone will really get upset. I really want to play her a lot in some decent games and QM does not provide.
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On June 03 2016 03:30 NonY wrote: I might just stubbornly pick Chromie in HL and if people complain, I'll just tell them who cares it's the end of preseason. I don't think anyone will really get upset. I really want to play her a lot in some decent games and QM does not provide. It also gives a jaded perspective of things as well. I've found that she can do pretty well in QM when you both spawn healerless.
Your poke is so good that when you land those combinations you just soften everyone up to the point where it is difficult to stick around for long.
Did you see my post earlier though about playing her with as few auto attacks as possible? What do you think? I liked Bronze Talons to start, but find that when I'm in range even an extended AA range she is too vulnerable.
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On June 03 2016 03:43 ThomasjServo wrote:Show nested quote +On June 03 2016 03:30 NonY wrote: I might just stubbornly pick Chromie in HL and if people complain, I'll just tell them who cares it's the end of preseason. I don't think anyone will really get upset. I really want to play her a lot in some decent games and QM does not provide. It also gives a jaded perspective of things as well. I've found that she can do pretty well in QM when you both spawn healerless. Your poke is so good that when you land those combinations you just soften everyone up to the point where it is difficult to stick around for long. Did you see my post earlier though about playing her with as few auto attacks as possible? What do you think? I liked Bronze Talons to start, but find that when I'm in range even an extended AA range she is too vulnerable.
I think bronze talons is clunky since I'm pretty sure casting your Q stuns you for long enough that you miss out on an auto attack. It's not like other followthroughs where you can weave your spells into your autos.
Then again, you gotta compare it to the other options. If you're not likely going to use the piercing Q or larger E effectively, then you are not losing much with an empowered auto attack.
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Oh I like the Chromie changes. Time to train without loop. Auto attack Q auto attack is nice, if you know the target will be stunned soon. I need the larger E though I am not that accurate ^^; .
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On June 03 2016 04:09 MotherFox wrote: Then again, you gotta compare it to the other options. If you're not likely going to use the piercing Q or larger E effectively, then you are not losing much with an empowered auto attack. It surprises me that people seem to be undervaluing piercing Q. It's pretty easy to use piercing Q effectively - you just aim your Q on the backline champions you want to hit, and you'll wind up hitting them instead of just accidentally hitting the tank in front of them.
Chromie's biggest issue is when she's played as a poke instead of a burst mage. Mostly because "poke" doesn't stick enough in this game to be meaningful due to healers. Being able to reliably hit your burst on squishy targets is important, and piercing Q is by far the most effective talent at that tier for doing that.
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8716 Posts
On June 03 2016 05:23 Thetan wrote:Show nested quote +On June 03 2016 04:09 MotherFox wrote: Then again, you gotta compare it to the other options. If you're not likely going to use the piercing Q or larger E effectively, then you are not losing much with an empowered auto attack. It surprises me that people seem to be undervaluing piercing Q. It's pretty easy to use piercing Q effectively - you just aim your Q on the backline champions you want to hit, and you'll wind up hitting them instead of just accidentally hitting the tank in front of them. Chromie's biggest issue is when she's played as a poke instead of a burst mage. Mostly because "poke" doesn't stick enough in this game to be meaningful due to healers. Being able to reliably hit your burst on squishy targets is important, and piercing Q is by far the most effective talent at that tier for doing that. In my experience, landing the skill shots is the bigger problem than a tank body blocking them. If your target isn't CC'd or on a predictable path, which they probably won't be if you're relying on Piercing to get your Q there in the first place (there's a tank disrupting you), then it's really hard. Chromie landing Q and W simultaneously on the same squishy target is definitely a powerful thing, but it's not nearly reliable enough to make that the thing justifying her spot on a team comp.
Bronze Talons is a very good talent for increasing your reliable burst. It's a pretty big stretch to say that Piercing is "by far the most effective" when Bronze Talons is so good at it as well, and undeniably better in a lot of common real game scenarios. Virtually any time your target is in the extended auto attack range radius, it performs better. And when your preferred target isn't, then you resort to kiting back and killing the warrior, which you're much more effective at with Bronze Talons. Kiting back and killing the tank is something a lot of DPS heroes must resort to anyway. If you don't contribute to whittling down the tank at all, and you fail to kill or bring an enemy squishy so low that they must retreat, then you've contributed nothing to the fight.
How often can you really knock out back line squishies? I feel like that's the trap everyone fell into when playing her in the first place that resulted in 30% win rate.
Well I'm sure people will certainly be trying to play her that way so if it works then we'll know. I think it's better to take the guaranteed damage every time (and build her for that) unless you're trying for a finishing blow then you might consider going for the long shot to get a kill.
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ye Talons are really nice especially if your team lacks slows and if you played chromie to little, so your spells aren't on point most of the time. I think she needs alot of playtime to get consistent enough with her. But then she becomes insane. Doubt to many will invest that much time into her, so everyone will be: "no this hero sucks I will now play like crap to make sure my opinion gets validated !"
Piercing can be nice too though, because while you slap the tank with your Qs, the backline has to dodge as well. I think Chromie has alot of Talent options, that make her more consistent or stronger, but never switch up her playstyle.
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On June 03 2016 06:14 NonY wrote:Show nested quote +On June 03 2016 05:23 Thetan wrote:On June 03 2016 04:09 MotherFox wrote: Then again, you gotta compare it to the other options. If you're not likely going to use the piercing Q or larger E effectively, then you are not losing much with an empowered auto attack. It surprises me that people seem to be undervaluing piercing Q. It's pretty easy to use piercing Q effectively - you just aim your Q on the backline champions you want to hit, and you'll wind up hitting them instead of just accidentally hitting the tank in front of them. Chromie's biggest issue is when she's played as a poke instead of a burst mage. Mostly because "poke" doesn't stick enough in this game to be meaningful due to healers. Being able to reliably hit your burst on squishy targets is important, and piercing Q is by far the most effective talent at that tier for doing that. In my experience, landing the skill shots is the bigger problem than a tank body blocking them. If your target isn't CC'd or on a predictable path, which they probably won't be if you're relying on Piercing to get your Q there in the first place (there's a tank disrupting you), then it's really hard. Chromie landing Q and W simultaneously on the same squishy target is definitely a powerful thing, but it's not nearly reliable enough to make that the thing justifying her spot on a team comp. Bronze Talons is a very good talent for increasing your reliable burst. It's a pretty big stretch to say that Piercing is "by far the most effective" when Bronze Talons is so good at it as well, and undeniably better in a lot of common real game scenarios. Virtually any time your target is in the extended auto attack range radius, it performs better. And when your preferred target isn't, then you resort to kiting back and killing the warrior, which you're much more effective at with Bronze Talons. Kiting back and killing the tank is something a lot of DPS heroes must resort to anyway. If you don't contribute to whittling down the tank at all, and you fail to kill or bring an enemy squishy so low that they must retreat, then you've contributed nothing to the fight. How often can you really knock out back line squishies? I feel like that's the trap everyone fell into when playing her in the first place that resulted in 30% win rate. Well I'm sure people will certainly be trying to play her that way so if it works then we'll know. I think it's better to take the guaranteed damage every time (and build her for that) unless you're trying for a finishing blow then you might consider going for the long shot to get a kill. I specifically mentioned that Piercing is the best for more reliably hitting your Q on squishy targets, which can't be too wrong (I can't imagine it's particularly safe for Chromie to be autoing a ranged assassin in a teamfight).
Though I actually haven't tried Bronze Talons - I'm mostly just theory crafting. I'll try it sometime tonight to see how it feels before commenting much more about it.
I think the trap that people fell into was thinking Chromie's strength/niche was "strong poke mage" - something that would actually be really strong in other mobas, but isn't worth much in hots.
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8716 Posts
On June 03 2016 08:07 Thetan wrote:Show nested quote +On June 03 2016 06:14 NonY wrote:On June 03 2016 05:23 Thetan wrote:On June 03 2016 04:09 MotherFox wrote: Then again, you gotta compare it to the other options. If you're not likely going to use the piercing Q or larger E effectively, then you are not losing much with an empowered auto attack. It surprises me that people seem to be undervaluing piercing Q. It's pretty easy to use piercing Q effectively - you just aim your Q on the backline champions you want to hit, and you'll wind up hitting them instead of just accidentally hitting the tank in front of them. Chromie's biggest issue is when she's played as a poke instead of a burst mage. Mostly because "poke" doesn't stick enough in this game to be meaningful due to healers. Being able to reliably hit your burst on squishy targets is important, and piercing Q is by far the most effective talent at that tier for doing that. In my experience, landing the skill shots is the bigger problem than a tank body blocking them. If your target isn't CC'd or on a predictable path, which they probably won't be if you're relying on Piercing to get your Q there in the first place (there's a tank disrupting you), then it's really hard. Chromie landing Q and W simultaneously on the same squishy target is definitely a powerful thing, but it's not nearly reliable enough to make that the thing justifying her spot on a team comp. Bronze Talons is a very good talent for increasing your reliable burst. It's a pretty big stretch to say that Piercing is "by far the most effective" when Bronze Talons is so good at it as well, and undeniably better in a lot of common real game scenarios. Virtually any time your target is in the extended auto attack range radius, it performs better. And when your preferred target isn't, then you resort to kiting back and killing the warrior, which you're much more effective at with Bronze Talons. Kiting back and killing the tank is something a lot of DPS heroes must resort to anyway. If you don't contribute to whittling down the tank at all, and you fail to kill or bring an enemy squishy so low that they must retreat, then you've contributed nothing to the fight. How often can you really knock out back line squishies? I feel like that's the trap everyone fell into when playing her in the first place that resulted in 30% win rate. Well I'm sure people will certainly be trying to play her that way so if it works then we'll know. I think it's better to take the guaranteed damage every time (and build her for that) unless you're trying for a finishing blow then you might consider going for the long shot to get a kill. I specifically mentioned that Piercing is the best for more reliably hitting your Q on squishy targets, which can't be too wrong (I can't imagine it's particularly safe for Chromie to be autoing a ranged assassin in a teamfight). Though I actually haven't tried Bronze Talons - I'm mostly just theory crafting. I'll try it sometime tonight to see how it feels before commenting much more about it. I think the trap that people fell into was thinking Chromie's strength/niche was "strong poke mage" - something that would actually be really strong in other mobas, but isn't worth much in hots. Yeah I know you meant specifically squishy targets. But I think the idea of an obvious team fight situation is weighing too much on your mind when imagining what talents get the most work done. On a lot of maps, especially before the late game, fights happen in smaller numbers where the tank might not even be present. Where walking forward as a squishy doesn't necessarily mean death. People trickle in toward objectives, not all set up waiting 5v5, or there are multiple objectives up at once. Some people die, some go back for fountain, etc. Most of the maps are conducive to fights like this, or what I'd rather call skirmishes. Things get chaotic around objectives. Q + auto, in my experience, makes for much more reliable damage on high priority targets in these situations than Piercing does.
During this phase of the game, Peer and especially Bronze Talons are getting wayyyyy more work done than someone working on Compounding Aether (zero benefit) and Piercing Sands (not enough enemy hero density for it to even come into play much). Also during this phase of the game, tanks are a lot easier to kill. If your team can't help you kill their back line, but everyone can contribute to focusing the tank, then the best move might be to maximize damage to the tank.
On Dragon Shire. I was a menace. I took Temporal Loop in this game. Everyone was 3k+ but no one was really good. The high 3k low 4k games play a lot differently so I need experience with her there, but this matchmaking... ;( There are a lot more dangerous heroes to Chromie that they didn't have, but like I said as a last pick, or with the right bans, or with your allies picking counters to Chromie's counters, I don't think she'll necessarily be super niche.
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On June 03 2016 03:30 NonY wrote: I might just stubbornly pick Chromie in HL and if people complain, I'll just tell them who cares it's the end of preseason. I don't think anyone will really get upset. I really want to play her a lot in some decent games and QM does not provide.
I think people will complain anyway ;-) , but I'd be interested to hear about the results. I definitely find Chromie interesting, just bought her but not ready to go into competitive play yet. Is the above game HL ?
edit: About Temporal Loop, it seems the goto ultimate to me, you're almost guaranteed to hit your 2 skill shots with this (and a lot of practice ^^). And a lot of survivability of course.
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On June 03 2016 16:22 Leolio wrote:Show nested quote +On June 03 2016 03:30 NonY wrote: I might just stubbornly pick Chromie in HL and if people complain, I'll just tell them who cares it's the end of preseason. I don't think anyone will really get upset. I really want to play her a lot in some decent games and QM does not provide. I think people will complain anyway ;-) , but I'd be interested to hear about the results. I definitely find Chromie interesting, just bought her but not ready to go into competitive play yet. Is the above game HL ? edit: About Temporal Loop, it seems the goto ultimate to me, you're almost guaranteed to hit your 2 skill shots with this (and a lot of practice ^^). And a lot of survivability of course. I think it is better if you can't rely on your teammates for much, but slowing sands+timetrap with good teammates is just as good if not better.
If you have slippery opponents though, Temporal Loop would be good too. Both her Ults are pretty viable, so you do you boo :p.
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Got wrecked in my 1st QM (yay Zeratul on the opposite team and I went sands). But had lots of fun still.
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Did you keep your time trap out and near you at all times? I think Nova is worse to play against than Zeratul as Chromie, but that is me.
I was watching Cris play her on stream this morning and it bugged me how infrequently it was being used by him. I feel like that is essential to playing safely near damage and dive heroes.
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You were right on the money, I didn't use the traps very much. Won the 3 next games, thank you. On stationary objectives, where you can easily predict where the opponent is, she's awesome. So much fun to play, and she helps you anticipate the opponent even better. And the icing on the cake is that nobody knows how to play vs her in QM so unless there's a cloakie or Tracer on the opponent team, you can really kick some ass.
My "complain" would be that the dragon quest takes too long. I know, aim better and it'll take less time. But still a very long one IMO.
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So, I only draft chromie on towers of doom, so YMMV.
I use traps extensively, but only for retreating choke points. The advantage of these is I can set up the traps without risking overextending myself. They have the advantage of saving myself/allies frequently. Once I get level 19 I always take the three-trap skill, and that works really well: before the shrines pop up you place three traps around a shrine most of its exit/entrance chokeholds, and you effectively get the shrine since you have a lot of vision/area control around the shrine.
The downside to traps, however, is that they interrupt your skill shots fairly easily. If you for a moment forget a trap is in a location because an ally is standing over it, it's easy to get your full combo wasted and save an enemy with a trap. I kind of wish the traps would allow the enemy to take damage from chromie's abilities while they are in them: since the trap's duration is the same as chromie's windup time it's not very abusable, but would prevent chromie's abilities from canceling each other out.
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On June 04 2016 01:06 MotherFox wrote: So, I only draft chromie on towers of doom, so YMMV.
I use traps extensively, but only for retreating choke points. The advantage of these is I can set up the traps without risking overextending myself. They have the advantage of saving myself/allies frequently. Once I get level 19 I always take the three-trap skill, and that works really well: before the shrines pop up you place three traps around a shrine most of its exit/entrance chokeholds, and you effectively get the shrine since you have a lot of vision/area control around the shrine.
The downside to traps, however, is that they interrupt your skill shots fairly easily. If you for a moment forget a trap is in a location because an ally is standing over it, it's easy to get your full combo wasted and save an enemy with a trap. I kind of wish the traps would allow the enemy to take damage from chromie's abilities while they are in them: since the trap's duration is the same as chromie's windup time it's not very abusable, but would prevent chromie's abilities from canceling each other out.
The amount of times I've thought I timed the WQ combo so it would just hit them leaving the trap and it protected them I cannot count. I think that would be a bit too strong if she could guarantee someone takes the full brunt of her combination then possibly the Bronze Talents AA on top of it? Would be a bit crazy.
Agree entirely that 3x Traps is the way to go, but I think they are super useful in lane as your pivot point. Keeping them slightly to the side so they don't get taken out too easily to buy you 2 more seconds to get to the gate if need be.
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On June 04 2016 02:52 ThomasjServo wrote:Show nested quote +On June 04 2016 01:06 MotherFox wrote: So, I only draft chromie on towers of doom, so YMMV.
I use traps extensively, but only for retreating choke points. The advantage of these is I can set up the traps without risking overextending myself. They have the advantage of saving myself/allies frequently. Once I get level 19 I always take the three-trap skill, and that works really well: before the shrines pop up you place three traps around a shrine most of its exit/entrance chokeholds, and you effectively get the shrine since you have a lot of vision/area control around the shrine.
The downside to traps, however, is that they interrupt your skill shots fairly easily. If you for a moment forget a trap is in a location because an ally is standing over it, it's easy to get your full combo wasted and save an enemy with a trap. I kind of wish the traps would allow the enemy to take damage from chromie's abilities while they are in them: since the trap's duration is the same as chromie's windup time it's not very abusable, but would prevent chromie's abilities from canceling each other out. The amount of times I've thought I timed the WQ combo so it would just hit them leaving the trap and it protected them I cannot count.
I'm surprised at this. Generally I combo as soon as I see someone in the trap, and it will just barely hit them on getting out. The time it takes me to move towards my trap and then activate my abilities is ~ the same time as the stasis duration.
If it helps any: there is a small clock displayed above the target both for the stasis and the time-lapse ult. For the time lapse ult, for instance, if you combo as soon as the clock hits the 6 o'clock position, you will perfectly hit them when they appear in the sand. You can use testing mode to figure out when you need to do the combo for you to hit it perfectly for both effects. (and I recommend this, as it makes it more calculated and less "by feeling")
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