#Terra Highland Hurl Augment

11 messages · Page 1 of 1 (latest)

wooden copper
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This Augment feels a little weak due to three main factors:

  • With an Ability Haste item or two the cooldown on the skill is already pretty quick so the extra time shaved off really doesn’t make a significant difference to the uptime of the skill.
  • Additionally due to how slow Terra moves it can kinda feel clunky to retrieve the axe after it’s been thrown. (And again combine that with an already low cooldown and by the time she reaches it the skill is likely already back up)
  • Lastly, due to the fact that the Axe pierces the targets it hits, you’ll often find yourself in situations where you throw the axe, it hits (or doesn’t) and the location you’d potentially have to go to in order to pick it up would ruin your positioning, thus you receive no value regardless of if you hit the target or not.

It would be nice if there was an additional effect like maybe getting increased movement speed when moving towards a thrown axe. Or alternatively maybe the casting & projectile speed could be dramatically increased when using this augment. These few examples wouldn’t fix all the weird issues with this augment but at least improve how it feels to play with it.

sinful oyster
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try it in jungle its amazing for jungle clear

blissful eagle
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Try throwing it intentionally into the ground while hitting the target then as you chase them you will pick it up

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It's an early game augment meant for early strength in duels and chases that falls off

wooden copper
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That’s a fair point, I guess there are some augments that favor specific points in the match more than others. (I.e. Kallari’s Dagger Augment better for early game than any other point)

formal mantle
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The point of the augment is you don't have to invest into Ability Haste to get a low cooldown. Terra also doesn't move any slower than any other melee hero. In fact the she's actually more mobile than some other bruisers like Grux because of just how far Wild Rush actually travels at max charge.

I will give you however that because the point of the axe is to throw it away from you that chasing after it can be detrimental. But that point of the augment is to make Terra stronger in pursuit. You throw the axe at a fleeing enemy to slow ,or better yet root, them so you can catch up. Then as you follow them you will naturally encounter the axe. This should hopefully reset the cooldown so you can use it again before the opponent escapes.

wooden copper
# formal mantle The point of the augment is you don't have to invest into *Ability Haste* to get...

See I was hesitant to reword my original post when first writing that part because it’s not that I’m INVESTING into Ability Haste, but rather the items I’m building for Terra are ALREADY INCLUDING it by default and so whether I like it or not it’s effecting my ability cooldowns, hope that clears that up.

Now to your point of her mobility I have to disagree there. While Wild Rush is a GREAT engage tool, the fact that she has to channel it (thus preventing any other actions) and how it can get stopped early due to colliding with someone means the distance it can realistically travel depends on the situation vs being a reliable mobility tool no matter the situation the likes of Sevarog, Steel,
Greystone, Aurora, Crunch, Zarus. Like there are multiple other tank/bruiser heroes that can move around much better than her.

But I do understand your perspective nonetheless.

formal mantle
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Aurora, Crunch, and Zarus aren't bruisers.

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And lets be real Zarus' Evade kinda stinks. Little baby dash. Travels about as far as Twin's Rocket. SkylarBleh

sinful oyster
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Crunch and zarus are brusers

Zarus evade is super strong, low cd fast animation allows you to dodge abilities super easy, also you get movmentspeed and atkspeed after its use

formal mantle
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They're brawlers not bruisers. And Evade is just that. For evasion. To quickly reposition. But for pursuit or escape it's very weak compared to other dashes like Foward Crunch and Phantom Rush. It also suffers from the from the same design issue as Shadow Glide where they tie an offensive buff to a movement ability encouraging the player to dash into nothing to obtain the buff.

But we're really getting off topic here.