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Starmancer put out fire
Starmancer put out fire











This Fire Burns: He’s supposed to hit hard, and when circumstances are optimal, he does.Can it shred a tank in one ult? Sure! Is it as good as Drogoz with all the flying and aiming? Eh. But it doesn’t feel like it’s worth using, because of how it’s designed. I feel like it needs something to make it worthwhile, even if you can move while it’s active, and hit it again/melee swing to activate it. However, it hits incredibly hard, but once you activate it, you get a second or two to move, and unless you get them from behind, and they don’t move? Swing and a bloody miss. Morale Boost? Why? His ult is underwhelming, to say the least.If it’s a straight line, he’s good, but if it’s a 3D environment? You better know where they’ll be. It can be a serious detriment to not be able to chase easily, and he can’t do it at all. Sure, most of the flankers have some way around this, he’s not one of them. Whirl only goes forward, he has no double jump, no wall scale, and has to go up stairs instead of being truly agile. Mobile, But: He has no upwards mobility.

starmancer put out fire

You can also use it to save teammates, but that’s not the selfless attitude you need! Save yourself with it and get the kill! Nobody will blame you! It’s up for two seconds so you have plenty of time to get into position and be prepared to stop it. Well, only stupid if they’re aimed at me. From what I understand, it even stops Torvald and Drogoz’ annoying, stupid, stupid ultimates. It can literally stop anything that fires at you. Sure, you want to use it for damage, but what if it’s no longer time for damage, but time to win? Maybe that’s not the attitude of a flanker, but three of his moves, in a dire situation can be used to keep you alive to fight another fight. Billow is also a great escape, and if you’re really in a pinch? His ult is a dash.

  • Escapes-a-plenty: Now, you might want to use Whirl as an engage, since it does deal AOE damage, it can also be used as a get-out, if you hold onto it.
  • starmancer put out fire

    Not to mention his ult, if you land it, hits for 2000.

    #STARMANCER PUT OUT FIRE FREE#

    And if you’re close to a character and use your counter after they’ve already pulled the trigger, you can obliterate them with that free 700 damage. Learning that aim is the difference between being good and being great. Even if one of his swings comes with a vertical arc instead of all horizontals, it makes sense.

    starmancer put out fire

    Damage: He’s certainly not lacking in the damage dept.But he’s fun.Įverything changed … when the Fire Nation attacked. I do think some changes could be in order, and I don’t think he’s OP by any means. He’s got an incredibly fun kit, the damage a flanker needs to get the job of murdering people done, and is mobile without being able to do those ridiculous double/triple jumps in the air that some other flankers can do, not that I’m bitter or salty in the least. It’s a beautiful sight to see and can stop even the most annoying ultimate in its tracks. As long as it comes at the front of him it can be parried. It can, however, counter any hit to the front of Zhin, no matter what it is. It hits very hard, but only in melee range. He doesn’t fire every projectile back at him for five seconds back to the shooter no matter how far away they are.

    starmancer put out fire

    There’s always going to be some manner of overlap in team-based games. He’s got a sword, swings it at people, and has a counter. That’s almost word for word what I saw, without hyperbole. People were talking about how Zhin is “ hurr durr dat ninja Genji from Overwatch!!!oneoneone“. Don’t worry, my team set me straight with a few pointed barbs. I expected Zhin to be melee, and I’m ashamed to admit that I went in without knowing a single thing, so I tried to melee people down. 60% of your health while using Billow gets you out, puts you in a position to do damage and get a kill, and can certainly put you into an amazing spot for your team. While normally it doesn’t heal, but the Smolder Legendary Card fixes that. That leads me to Step 3: Healing! I’m pretty damn reckless while using a Flanker/Jungler. Between that, and using the Q, he’s certainly safe in the getaway. The whirlwind does pretty good damage, but it really stands out as an escape. Being too close means I’m probably going to die. There are a few very important steps that I need to be a flanker. However, the latest character for Paladins, Zhin the Tyrant fulfills the things I need to be successful. In the past, I haven’t reviewed/touched on flankers before, because I’m so bad with them. Paladins is such a dynamic team-based shooter.











    Starmancer put out fire