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15
Raynor - The Old, The New and The Ideal
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Playing the New James Eugene Raynor(Jimmy for the friends) was interested and busted because of the Ace in the hole 30%(because, kinda over compensate for the nerf in his Basic attacks) now at 15% feels weak, if you look at the old Raynor and have some old talent that was niche but was good in some circumstance, that I kinda miss, like:

Relentless Leader - If you are Stunned or Rooted, all nearby enemies are knocked back and the cooldown of Adrenaline Rush is reduced by 10 seconds. Can only occur every 8 seconds.

This talent was great against butcher and diablo and a few other that was better than the new ones, so I decide to make this topic in what could be the ideal James, that you probably will never see in the game.

Stats Old New Ideal
HP 1302 1450 1450
Basic Attack 122 102 112
Traits 1 Basic Range New Trait: Give ‘Em Some Pepper Every 4th Basic Attack splashes in a small area and deals 125% more damage to the primary target. New Trait: Give ‘Em Some Pepper Every 4th Basic Attack splashes in a small area and deals 60% more damage to the primary target.

HP - Eugene really need it, because he have no escape(dash/shield/teleport) to survive, only his Q which if is only 1 target great, but if there is 2 after you, you are screwed my friend.

Basic Attack and Trait - 112 is to compensate for the lost of the trait and 60% is from the talent Focused Attack that I kinda had the same objective in my mind, burst the Hero close to you. Math:

Old Basic Attack - 4 attack = 122 122 122 122 = 488

New Basic Attack - 4 attack Trait = 102 102 102 102 127.5 = 535.5

Ideal Basic Attack - 4 Attacks Trait = 112 112 112 112 67 = 515

The Ideal is lower but will have a better scale with the talents.

Skills Old New Ideal
Penetrating Round (Q) 10s CD, damage 240, mana 60 10s CD, Damage 220, mana 50, Slows enemy Movement Speed by 20% for 2 seconds. 10s CD, Damage 240, mana 60, Slows enemy Movement Speed by 20% for 2 seconds.
Inspire (W) 10s CD, 30% Attack Speed to Raynor and 15% Attack Speed to allies, mana 40, for 6 seconds 12s CD, Raynor and all nearby allied Minions and Mercenaries gain 30% Attack Speed and 10% Movement Speed for 4 seconds. Casting Inspire resets Raynor's Basic Attack CD. 12s CD, Raynor and all nearby allied Minions and Mercenaries gain 30% Attack Speed, 10% Attack to allies Heroes and 10% Movement Speed for 6 seconds. Casting Inspire resets Raynor's Basic Attack CD.
Adrenaline Rush (E) 30s CD, Automatically activates to heal for 457.6 when you are below 30% HP. mana 0 45s CD, Heal Raynor for 25% of his maximum Health over 1 second. Raynor's Basic Attacks lower the CD of this by 0.5 seconds, doubled against Heroes. mana 75 40s CD, Heal Raynor for 25% of his maximum Health over 1 second. Raynor's Basic Attacks lower the CD of this by 0.5 seconds, doubled against Heroes. mana 50.
Hyperion (R) Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 damage. Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 damage. Order the Hyperion to make a strafing run for 10 seconds, hitting all enemies for 52 damage every second and the effect of inspire(maybe half of the effect) to all allies under the area. Every 3 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 damage.
Raynor's Raider (R) Summon two Stealthed Banshees that attack an enemy. Each Banshee have 766 hp and deals 31 damage with 0.8 Attack Speed and lasts 22 seconds. Can reactivate the Ability to retarget the Banshees. Summon a Banshee that assists Raynor. The Banshee have 1000 hp deals 21 damage with 2.0 Attack Speed, regenerates 75 Health per second if it hasn't taken damage in the last 4 seconds. Can reactivate to retarget or move the Banshee. The Banshee respawns automatically after 45 seconds. Summon a Banshee that assists Raynor. The Banshee have 1000 hp deals 24 damage with 2.0 Attack Speed, regenerates 75 Health per second if it hasn't taken damage in the last 4 seconds. Can reactivate to retarget or move the Banshee. The Banshee respawns automatically after 45 seconds.

The new Q is very good just think that the damage should go back to 240, because I think that ace in the hole should vanish, because the way the talent is, kinda make you pick up him, because affect all you damage in long term and also forces you to pick up Unstable Compound to make the talent reliable, which I don't like much the idea.

The Inspire I like the way they put in the rework, I think they shorten too much the duration, also I think should still give some bonus to the team and 10% Attack Speed is not a game change.

Reducing in 5 seconds Adrenaline Rush make the use more frequent and more pratical I think should reduce the mana cost to 50, because 75 is too much for something you can't use often.

The Hyperion sometimes you use Hyperion to hit somebody behind and he just hit the front line, leaving healer without a single scratch, reducing the damage a little and making hit everyone in the area, also giving the inspire boost, makes more useful in a team fight, because let's face it, the hyperion damage is nothing compare with ults like diablo, fenix and Hanzo, that are way more realiable.

Banshee is just bringing the damage up because Raynor in my ideal would not have Ace in The Hole.

Talents

in the talents I'll not put everything just the ones I think should be in his list.

Level 1

Seasoned Marksman

Quest: Increases Attack Damage by 0.2 for each enemy Minion killed nearby, and 0.5 for each Hero Takedown, up to a maximum of 40.

Reward: After gaining 40 bonus Attack Damage, Seasoned Marksman can be activated to increase Attack Speed by 30% for 3 seconds. 60 second cooldown

Seasoned Marksman I think should come back instead of Veteran Marksman, which is a horrible talent, that need 134 stacks to compete with Ace in the Hole.

Basic Attack at level 20 is 226 damage, a simple raynor rotation damage 226 226 226 226 trait(282.5)=1186.5

with Ace in the Hole, Assuming the slow 100% of the time = 1186.5*1.15=1412.5

with 134 stacks of Veteran Marksman meaning 100.5% damage = 226 226 226 226 282 VM(227.13)=1413.63

Exterminator

Basic Attacks deal 40% more damage to Minions, Mercenaries, and Monsters. This is increased to 80% while Inspire is active.

Which is a very good talent to focus in PVE, reducing a little because of the increase of the inspire duration.

Debilitating Rounds (Moved from 13)

Decrease the cooldown of Penetrating Round by 3 seconds. Penetrating Round's Slow is increased by 10%.

This talent is good in case you want to go Q build and I think is highly overrate being in the 13.

Level 4

Vigorous Assault

Basic Attacks heal for 15% of the damage dealt to the primary target.

I almost never pick this talent, but is more reliable than Sustaining Rounds, where you only heal yourself every 4 attacks.

Math level 1.

Heal in a simple rotation(using the actual base attack 102) 4 attacks 102 102 102 102 127.5=535.5*0.12=80.3 heal

with Sustaining Round 1450*0.03=43.5 or 87 if you hit a hero.

If you get the exterminator talent will help you will more with minions.

Fight or Flight

Reduce Adrenaline Rush's cooldown by 10 seconds. Casting Adrenaline Rush grants 25 Armor for 3 seconds.

This was always a good talent.

Behemoth Armor

Gain 200 bonus maximum Health.

Quest: Every time Give ‘Em Some Pepper's primary target is a Hero, gain an additional 5 maximum Health.

Level 7

Unstable Compound (Trait)

Increase the area of Give ‘Em Some Pepper by 15%, and enemies hit by it are Slowed by 10% for 3 seconds.

I think this talent will became more niche, being use when focused in Pve or objectives like the mine.

Give Me More (moved from 13)

Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.

I think this talent should be early to help you deal with mage that burst you from far away.

Relentless Leader

If you are Stunned or Rooted, all nearby enemies are knocked back and the cooldown of Adrenaline Rush is reduced by 10 seconds. Can only occur every 10 seconds.

This talent was so good when fighting Diablo and Butcher that I really think should come back( I was actually think in create a talent with base in the Hyperion 20, where you activate Inspire you gain unstoppable for 2 seconds).

Level 13

Rallying Cry (W)

Increase the duration of Inspire by 1 second. Casting Inspire grants nearby allied Heroes 10% Movement and Attack Speed(total of 20% attack Speed) for its duration.

Giddy-Up (W)

Gain 8% Movement Speed while mounted and unmounted. Inspire grants 8% more Movement Speed.

Fuel the Rush

While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 200% and granting Heavy Slugs (Active) Activate to increase the distance of the next Penetrating Round by 30% and increase its Slow duration to 6 seconds. 30 second cooldown.

The first 2 talent very good the way they are, but Fuel the Rush should be combine so you can create a scenario, where you can actually pursue someone to guarantee a kill.

Level 16

Bounty Hunter (Trait) (D)

Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's maximum HP.

Activate Give ‘Em Some Pepper to apply it to Raynor's next Basic Attack. 40 second cooldown.

Is actually giant killer which was way better bounty hunter and again reliable, but the bounty hunter is a better name than Giant Killer.

Paint Them Red (Q)

Increase the damage of Penetrating Round by 50% and heal for 90% of the damage it deals to Heroes.

One of the best talents from the rework.

Bullseye

The enemy hit by Penetrating Round is stunned for 1.0 second.

This talent help Raynor gain some kinda of cc that he doesn't have.

Level 20

Dusk Wing (R)

Increase the damage, Health, and leash range of Raynor's Raider by 100%. When it dies, both Inspire and Adrenaline Rush are activated for free.

Is perfectly good this way

Indomitable Resolve (R)

Every time Raynor hit a basic attack lowers the cooldown of Hyperion by 1 seconds. Inspire grants Raynor Unstoppable for 2 seconds.

The change is take it out the need of hitting a enemy hero with your trait for any damage you do, you may this is OP but is not you may be able use a Hyperion again in the prefect circumstance every 40 seconds.

Weak Spot Acquired (Trait)

Basic attack from raynor reduce the in 1 the armor from an enemy Hero for 2 seconds up to 20.

make it easy to renew the debuff, but also take a little longer to get max benefice from it.

Execute (Passive)

Increase Attack Speed by 20%. Your Basic Attack damage is increased by 25% against targets below 50% Health.

Well this is my ideal Raynor, I think this way, you would not be so focused in your trait, that is something I don't like in Raynor right now, where everything is focused in your trait and if you the enemy hero run always you end up holding your trait because you don't want to waste in one minion, also removing Ace in the Hole, that I think is a OP talent that make difficult for the developer balance the unit itself without affect everything in his performance.

Have a good day people, and leave you comment below, let's make this a healthy discussion.

Edit: I put in bigger size the talents who had some type of change.

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