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Justicar


VasyaKot
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i played the new hero a couple times last night, his stun does seem pretty strong if he gets u with the knock up and the stun right after. but still not op. and none of his moves do massive damage unless your an auto attack hero. by the way he is an anti AA tank hero. with super heated and his bubble its great for farming but it feels like he really needs to have the warp shard. with out it he has no way to engage or get away.

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In pubs the other day people were complaining that he has too many "anti-playability" moves-- 2.75 seconds of stun (admittedly one requires melee range); and a 2.5 second time in which they can only AA and must AA Justicar...

 

But tbh he FEELS balanced, he's a good support/tank with his CC and damage output with Ulti; and if he stacks armor he gets almost 100 armor when ulti's up which makes his AA very deadly... but I almost never AA'd heroes that game except as a bit of damage while body-blocking.

 

Though I also found Justicar was hit-or-miss as when he gets faced against Burst INT casters he just... sorta derps. He needs to get really close for his W, which he can't do without Spell Resistance, which makes his Passive nearly worthless along with his Ulti [as it will deal very little damage compared to armor stacking].

 

Also his Q has a ridiculous energy cost (80/100/120/140?-- other skills have <100 cost at max level); so don't worry too much about him spamming his best damaging and best CC all the time. He also has a lot of energy issues.

 

Now tbh I want to see a Jungle Justicar >:D

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So everything Eliwan has to say is completely true. He is not OP unless fighting AA carries and has good back up fire. I played one game against a premade of 3 (they were pretty scary, but 2 AAs and one brine, kinda makes me rock the house) and since I could force them to target me, my bro (who was wpn dmg Rancor) could destroy them from a distance.

 

But, the next game, I did a VERY similar build (actually i did MUCH better early game) but the other team consisted of micro, feral, rancor (caster build), MAAR, and Jackson. Not only do I feel as if it was a premade team just because of combo, but I couldn't do a thing since they could all take me down from a range, silence/stun, and slow to death, so Justikar has one role (until I develop different builds for him), and that would be tanking AA.

 

I did a game of test mode for kicks and giggles (by myself) and I bought 6 barbeds and got some nice armor up, yet the low amount of armor in the game makes the ultimate and passive's scaling kinda poor.

 

So, with the energy problems, the only way around it is guardian steel (since it was buffed) and rushing it is a good but bad idea, since you REALLY need the SHM to deal damage to anyone as well as a DST to make escapes near impossible. The nerf to EM makes it almost not worth getting (and I did sell mine) since it was nerfed beyond usefulness (OH NO someone can stop our OP carries late game, we should fix that!) but he is very item dependent, but by the end of my first game, I had over 10k (partially because it was 2v4).

 

So to recap, he cannot naturally tank spells, just attacks...

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tosh justicar is pretty funny combo in lane. Feedchan still manages to give me first blood as a solo bio verse him and softlikecow. gg.

im pretty sure i found the worst stun lock combo in game, justicar rushes emantle, tosh stun baton, and by level 6 they can stun lock your entire team.

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Lol, just dont attack him and if he uses his W on you you just need some spell resist, no big deal :P

This works... except Akasha deals quite a bit of damage if left unchecked. Remember that Sword of Self applies EVERY auto-attack, so "some" Spell Resist won't cut it, and his Ulti does tons of damage should you attack him and makes his Sword of Self RUTHLESS as he combats you. He also has his minor Heal/DPS AoE to prevent you from winning in attrition; so not attacking him... doesn't work. He just stuns you for a while, allows his allies to escape, and then makes you sorta unable to kill him. Alternatively, if you focus him, he wrecks you with ulti and prevents you from escaping from his team with his Q and W.

 

Having played a bunch of games both with him and as him with Residente [who was amazing at every hero I saw him play except Tassadar, and even that game he still was our epic carry], Akasha is worthless without a team and is worth tons if your team knows what Akasha can do.

 

Also helps when your enemies have no freaking clue what Akasha or Molotov does. d=

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im pretty sure i found the worst stun lock combo in game, justicar rushes emantle, tosh stun baton, and by level 6 they can stun lock your entire team.

 

maybe if the entire enemy team was sitting on eachothers dicks lol.. i doubt you'll be able to stun lock everyone.. maybe 2 or 3 ppl at the most at one time.

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This works... except Akasha deals quite a bit of damage if left unchecked. Remember that Sword of Self applies EVERY auto-attack, so "some" Spell Resist won't cut it, and his Ulti does tons of damage should you attack him and makes his Sword of Self RUTHLESS as he combats you. He also has his minor Heal/DPS AoE to prevent you from winning in attrition; so not attacking him... doesn't work. He just stuns you for a while, allows his allies to escape, and then makes you sorta unable to kill him. Alternatively, if you focus him, he wrecks you with ulti and prevents you from escaping from his team with his Q and W.

 

Having played a bunch of games both with him and as him with Residente [who was amazing at every hero I saw him play except Tassadar, and even that game he still was our epic carry], Akasha is worthless without a team and is worth tons if your team knows what Akasha can do.

 

Also helps when your enemies have no freaking clue what Akasha or Molotov does. d=

 

Well, then get a contamination shard if you are an AA hero :P

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I feel like, after playign as and against Justicar for a few days now, that the hero simply does too much.

 

Heavy Tank for AA's? Yup

AoE? Yup

Stuns? Yup

Pull? Yup

Healing? Yup

Heavy AA damage? Yup, but part of its spell.

 

However, in defense of his balance, he has a rough time dealing with nukers and casters in general.

I do feel like Justicar is simply too versatile and too good at too many things. In order to balance out his unique role while not making him simply -the- hero to have around, I think the following changes would be good:

 

1- Reduce the radius of his heal n' deal aura. Right now, its nearly impossible to get your minions spread enough to not die in the aura and still be able to fight creeps or Justicar as unix or king. gara's melee summons just SOL on this one. Reduction should NOT be massive: say .5 to .75 units off the radius. Enough to allow minions to flank the creep wave and now melt while still allowign the aura to be big enough to be useful in team fights and area denial.

 

2-Change the "you must attack me" to root the target instead of making the target give chase. Still silence the target, still force it to AA justicar, but if Justicar moves out of range, the target stands rooted instead of giving chase. Justicar really does not need a pull since he can already stun lock, and adding another (effectively) stun to him fits his flavor nicely. The short range keeps it from being OP. Q would stun on the next hit, as normal, and then this would more accurately stun and NOT pull. I think its better.

 

really, thats about it. justicar is a far cry from brokenly OP, but does seem to be able to do too many things too well. His AA quality is soley based on armor and negatable using spell resist. His anti-AA skill set is fine as is, and makes him very good. His healing gives him vital sustain and some area control. All fien and dandy. But he shouldn't have stuns with pulls, and I feel like reducing his capacity to rape minions is a good thng since he has great pushing power as is, allowing SMART use of minions to negate some of that seems like good strategy.

 

honestly, the pulls thing might just be me. Reducing the AOE radius is probably the only thing that is actually "needed". I still feel like the pull is retarded, but I can see where it -might- be needed on him to make his skills work...I don't really know on that one, but I do know that his aoe is too large. Damage and healing are fine, area needsa reduction, but only a slight one. Just enough to allow you to couter it with positioning.

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I agree on W; it should root the target for the duration.

Also; it's not a pull except versus melee heroes and even then it's not very far; it's going to be less distance than Brine's pull. And not deal any damage, either.

 

I would like to see Consecration's size decreased to less than that of Zeratul's Ultimate; and I agree- the heal is fine and so is the damage; but it's just a bit too big-- ESPECIALLY if Justicar gets a Nitrogen Retrofit D:<

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