Heroes of the Storm: My Builds – Johanna and Sylvanas

I now continue my build guides for Heroes of the Storm. Today, I’ll be looking at my top-played warrior and specialist: Johanna and Sylvanas Windrunner.

A punisher moves on the enemy base in Heroes of the StormCoincidentally, Sylvanas is also one of the characters you can permanently unlock using my referral link. Learn the details here.

And don’t forget to check out my previous guides for Jaina and Tassadar.

UPDATE: The Sylvanas build has been updated to reflect the changes in the Dehaka patch on March 29, 2016.

Johanna: Shield of the Faithful

General thoughts: Johanna is the archetypal tank. She has very weak damage and mobility, but she’s extremely hardy and offers very strong crowd control. As Johanna, your most likely cause of death is going to be the inevitable overconfidence that comes from being almost — but not entirely — invincible.

Zoning into a Heroes of the Storm match as JohannaAs Johanna, your job is to get into the thick of battle and stay there. Constantly fowl the enemy team with your crowd control abilities. Force them to turn their attention to you — and away from your more vulnerable team mates.

Punish can more or less be your bread and butter damage ability. Condemn is useful for grouping up enemies for your team mates’ AoEs or interrupting powerful channeled abilities, like Valla’s strafe or Li-Li’s jug of a thousand cups. Shield glare is always handy but shines the most against auto-attack heroes like Valla or Illidan, and in rare cases, its long range and ability to ignore walls can allow you to land kills that would otherwise be out of reach. Iron skin’s shield is handy, but its crowd control immunity is arguably even better.

This build focuses on Johanna’s existing strengths, making her the perfect tank.

1: Reinforce: Using basic abilities grants a stack of block, reducing enemy auto-attack damage.

Pretty self-explanatory.

4: Laws of hope: Increases health regeneration. Can also be activated to provide a quick burst of healing.

Johanna has a pretty strong survival toolkit to start with, but the one she lacks is self-healing. This addresses that. The passive healing lets you recover from mild to moderate damage between fights, while the activated ability gives you burst healing to survive in the heat of battle.

Note that the passive regeneration continues even when the ability is on cooldown.

7: Battle momentum: Auto-attacks reduce ability cooldowns.

A versatile talent that allows you to apply crowd control more consistently, get more use out of reinforce, and boost your (admittedly meager) damage.

10: Falling sword: Leap into the air and crash down a few seconds later, damaging and knocking effected enemies upward.

Strong arguments can be made for both of Johanna’s ultimates, but I prefer falling sword. It deals more damage and can hit more targets, and in a pinch, you can use it as an escape tool.

13: Hold your ground: Increases the shield provided by iron skin and reduces its cooldown if it is destroyed.

Another talent that lets you hang in the thick of things longer, reinforcing your role as a frontline brawler.

16: Holy renewal: Shield glare heals you for each hero hit.

This plus laws of hope serves to address Johanna’s lack of self-healing. The healing for each hero hit is actually pretty substantive, so if you hit most or all of the enemy team, you’ll heal for a huge chunk of health. It’s at this point that you really start to get in the “she just won’t die” realm.

20: Indestructible: Upon reaching zero health, gain a shield equal to your maximum health for a few seconds. Two minute cooldown.

The name says it all, really.

If you’re being hit hard enough for this to activate, odds are you just want to retreat. You might also be able to get in some quick healing with shield glare.

Sylvanas: Screaming Fury

General thoughts: Sylvanas used to be an assassin disguised as a specialist, but as of the new patch, she plays more like a traditional specialist, though she maintains strong damage and team fight potential.

My team loading into a match in Heroes of the Storm

Sylvanas’ new talent tree doesn’t offer a lot of clear synergies or obvious builds, but it also allows her to be more versatile than she used to be, whereas before she was simply a glass cannon and nothing else.

With the new build, you’ll spend more time pushing and have a very strong lane presence in the early game, but don’t neglect team fights. You’re still one of the more dangerous specialists around, especially past level ten.

One thing that hasn’t change is that you’re still a very squishy hero with an unreliable escape, so you should still be very cautious, and it remains true that Sylvanas is not a great choice for soloing lanes or roaming the map solo, unlike most other specialists.

1: Paralysis: Increases the duration of black arrows by 75%.

The default duration of black arrows is a bit weak, but this gives you all the extra power you need to completely shut down enemy minion waves, and at level one, that can be a big advantage.

Later on, it also allows you solo mercenary camps more effectively, but despite Sylvanas’ role as a specialist, I’d still recommend getting the help of team mates where possible, especially for bruiser camps.

4: With the wind: Increases withering fire’s range.

Where possible, I like to pick talents that have both offensive and defensive applications. Something Sylvanas excels at is hunting down wounded enemies and finishing them off, and with the wind enhances your ability to do that.

Meanwhile, it also allows you to put out strong damage from a greater distance, thus putting yourself at less risk. This is crucial when you’re as squishy as Sylvanas.

As Sylvanas, your best defense is a good offense.

7: Possession: Permanently take control of any enemy minion. Catapults and mercenaries are immune. Three charges.

Once the game’s worst heroic, possession is actually pretty decent as a level seven talent. At that stage of the game, the enemy team is still going to have some difficulty countering, and between this and paralysis, your early game push power is going to be pretty scary.

Just make sure you’re using it any chance you get. Any time you’re passing a minion wave late game, remember to through out possession as you pass.

Random fun fact: If you possess enemy minions while your team is cursed on Cursed Hollow, the stolen minions will still have full health.

10: Mind control: After a short delay, take control of an enemy hero’s movement for a short time. During this time, you cannot take any other action, but neither can the target.

With possession moved down to level seven, Sylvanas now has two strong choices for ultimates. However, I favour mind control. It’s slightly easier to use, and vastly more fun.

Generally the idea is to find a squishy hero and “encourage” them to stroll into the waiting arms of your team. It’s obviously great for preventing a low health target from fleeing. You can also force enemies into range of your towers (just make sure there are no minions around to absorb shots) or other danger areas, or prevent someone from fleeing Artanis’ purifier beam. With very good timing, it can also serve as an interrupt for powerful abilities, like strafe.

Just be careful not to put yourself at undue risk, as you yourself are helpless during the channel. Maintain a safe distance.

13: Life drain: Shadow dagger heals you for a small amount when it spreads.

This tier is all survival options. I favour shadow dagger as a way to heal up between fights, which is not something Sylvanas can normally do without hearthing or visiting a healing fountain.

Spell shield is also a decent choice if the enemy team has strong ability damage heroes, like Li-Ming or Kael’thas.

16: Cold embrace: Shadow dagger increases damage taken by the first enemy hit.

Lots of good options on this tier. Evasive fire and remorseless are also strong choices, but cold embrace allows your team to really blow up an important single target, like a healer.

20: Bolt of the storm: A targeted teleport on a cooldown.

Sylvanas has a teleport by default, but between how awkward it is to use, her extremely low health, and a lack of strong competition on this talent tier, bolt of the storm becomes the obvious choice.

SW:TOR: Third Time’s the Charm?

Regular readers will remember that I have tried Star Wars: The Old Republic twice before. The first time earned a hearty “meh,” though I was intrigued by what little I saw of the Imperial agent story. The second time resulted in a rage quit and a massive rant, thanks to the game’s ungodly abomination of a free to play model.

The capitol of Dromund Kaas in Star Wars: The Old RepublicBut regular readers will also know I’ve been agonizing over whether to give the game another shot, due to the major changes made by the Knights of the Fallen Empire expansion.

So, yeah, I finally broke down and gave SW:TOR one final chance. I even went so far as to buy a month of subscription, because it’s pretty unplayable otherwise.

I feel like I have to justify this decision, though I really shouldn’t. I may not be a big Star Wars fan, but I’ve always wanted to be. And I figure if anyone can make Star Was not dumb, it’s Bioware.

For the record, I still think the business model is a miserable horror show. I wouldn’t recommend the game for that reason. Myself, I’ll put up with almost anything if a game can provide a good story. I was having a hankering for some Bioware-style story-telling, and seeing as Mass Effect: Andromeda and Dragon Age 4: Tevinter Strikes Back* are probably still aways off, this was my best option.

*(Probably not what it will actually be called.)

I decided it would be best to start over from scratch, but I’m playing as essentially the same character. A Chiss Imperial agent who is as good as her loyalty to the Empire will permit.

My Imperial agent plotting from her Dromund Kaas stronghold in Star Wars: The Old RepublicSo is the third time the charm for SW:TOR? I’m still not sure.

Better, but…

I’ll say this much: Knights of the Fallen Empire has made the game much better.

SW:TOR has some good stories, but they were always bogged down by, well, the rest of the game. As of Knights, you can now skip all but the main storylines. You won’t even see most of the side quests unless you chose to — a smart move considering the nature of gamer completionism. You can just sit back and enjoy the story without the tedious MMO grind. Mostly, anyway.

Also, I love the new leveling scaling system. There’s a double XP event on right now, so even though I’m still in chapter one, I’m already near max level, yet enemies still put up a fight, and quests are giving me relevant rewards. It’s wonderful.

I also like that you can solo some dungeons now. Dungeons were always one of the messiest examples of SW:TOR’s attempts to marry single-player style story with MMO mechanics.

My Imperial agent in a firefight in Star Wars: The Old RepublicThe remaining leveling dungeons have been retooled to be role-agnostic, similar to WoW’s unfortunately abandoned scenario feature. Any attempt to break free of the trinity gets my support, and it certainly helps queue times, but it’s definitely an imperfect system. Some of my runs have gone perfectly well, but others have been miserable slaughterfests.

Admittedly, it’s also a bit hard to separate the improvements from Knights of the Fallen Empire and those from being a subscriber. The improved fast travel options, in particular, help massively. For a game with relatively small and claustrophobic maps, SW:TOR has an incredible amount of travel time.

If I’m still enjoying the game by the time my subscription runs out, my plan is to buy a bunch of cartel coins and unlock what I can to make the game bearable as a preferred player, but we’ll see.

I’m still a bit on the fence about the game as a whole. It’s a lot better, but it’s still struggling to shake off its WoW clone roots. The crafting is still mindless and grindy, the combat is still basic and overly easy, and it still has a horrific case of button bloat.

I am liking the Imperial agent story still, but thus far it hasn’t quite equaled its initial quality during the Hutta leg. It’s a pretty fun class, too, my issues with button bloat aside. SW:TOR is a textbook case of my least favourite style of MMO combat, but it’s probably the best example of that style. Complex rotations, good class flavour.

My Imperial agent's office within her stronghold in Star Wars: The Old RepublicI’ll also give them some credit for creating a class where energy management is meaningful without being resource-starved or tediously slow. WoW still hasn’t figured that out.

Can’t stand Kaliyo, though. Really wish you unlocked companions more quickly.

New things (to me):

Having gone farther into the game than ever before, I’ve had a chance to explore more of SW:TOR’s features.

The player housing system, strongholds, seems pretty good. I’ve heard a lot of criticisms of it, but I’m enjoying it, in so much as I ever do housing anyway. We’ll see if it holds my attention long term, but it’s pretty easy to use, and it does have at least a little practical benefit.

I’ve also tried a few space missions, which are… odd. Nothing really wrong with them, but they feel so totally disconnected from the rest of the game, mechanically and story-wise.

I’ve tried crafting, as well, as mentioned above. It’s not so bad, but it’s not explained well. I kind of crippled myself by not realizing you need two gathering professions for each production profession. So now I’ve got 300 points in slicing and a completely useless armstech profession. As with so many things, I’m not sure if I want to keep at it. Slicing was a good money-maker, but the missions seem to be getting less cost-effective as I level.

A space combat mission in Star Wars: The Old RepublicAltitis strikes back:

And of course, my endless lust for alts has risen again.

There is actually something approaching good reason for this. I don’t know if I’ll stick with any of these alts, but in case I do, I want to get past the first few levels while I’ve still got all the subscriber, double XP, and anniversary bonuses.

I’ve focused on Sith so far. Played both inquisitor and warrior to a bit past level ten. I liked the “underdog” story angle of the inquisitor, and his voice actor is a little better, but I liked the mechanics of the warrior much more. Inquisitor was more of a caster type, and while I like that fine normally, if I’m going to play a class with a lightsaber, I want to use the lightsaber as much as possible.

Also, I took an instant liking to Vette, so that’s pretty much decided.

I feel I should have a Republic character to see both sides of the story, but I can’t decide what class to pick. I recall from my first time trying the game (as well as my experience with the warrior) that I enjoy the mechanics of the Jedi knight, but while I’ve heard good things about its story, what I saw of it was snore-inducing. They do get Jaina Proudmoore as a companion, though, so there’s that.

My low level Sith warrior in Star Wars: The Old RepublicI was considering a consular, but I’ve heard a lot of people say their story is quite weak. The trooper story sounds like something I’d enjoy, but I’m not sure what I’d make of the class’s gameplay.

I have no interest in smuggler at all.

And there’s the final Empire class I haven’t tried. I initially had no interest at all in the class, but then I heard the female bounty hunter is voiced by Grey DeLisle, and now I’m tempted to make one just because of that. If I do, it’ll be a human female with blonde hair and green eyes. Ideally named Nova, but that’ll probably be taken. As will November, Annabella, and NovaTerra, I suspect.

Hmm.

Anyway, since I’m experimenting with polls, I’ll let you readers have a say. What should my next SW:TOR alt be?

Feel free to offer justification for your vote in the comments.

* * *

So I’m still a bit uncertain with SW:TOR. It’s certainly a much better game than it was, but it still suffers from its origins as a “me too” WoW clone. But it’s growing on me a little, and it has at least managed to hold my attention longer than on my previous two sojourns to a galaxy far, far away.

We’ll see if it lasts.