Created July 10, 2018
The New New Rehgar -- Build for Guide
Increases the Movement Speed of Ghost Wolf from 20% to 30%. If an enemy Hero is hit by Ghost Wolf's Basic Attack, reduce its cooldown by 1 second.
All of the level 1 talents are just quality of life improvements for your Basic Abilities: a little more totem range, a W radius buff, and a move speed increase while mounted. Not only is move speed a very nice stat to get increased, but you will spend considerably more time in wolf form than you will using W or E, so [[Wolf Run]] is the pick 100% of the time. It will help you rotate quicker on large maps as well as potentially run down low-health targets at the end of fights.
Activate to place a Totem that heals allies in an area for 1.95% of their max Health every second for 10 seconds.
This tier has some diversity to it. After the most recent changes, Stormcaller has become quite good, giving you up to 40 mana per W cast (100-60=40) and if you are using W on every minion wave you will consistently gain the max mana per cast. Unlimited Mana is pretty good, but sometimes if you have very high health allies it won’t matter how many Chain Heals you cast on them, they just will not get full health, in these situations where you have two or three frontline Heroes, Healing Totem can be very good. It has a very low 20-second down time (30 sec cd - 10 sec duration) and can heal 20% of all your teammates health bars in an optimal situation. It’s not always going to get that much value, but even when it only gets a few ticks of healing off if they are on the right targets it can be enough healing to let your front line stay aggressive. Spiritwalker’s Grace and Feral Heart give less mana back in general than Stormcaller unless you are on a map you won’t be able to get mana off minion waves often then you could consider Feral Heart as an overall sustain buff when sitting in wolf form.
Activate to make target ally Unstoppable for 1 second. Cannot be cast on yourself.
Cleanse, please don’t make me explain any of the other talents. Just take cleanse, even against no CC.
After 1 second, heal an allied Hero for 1180 Health.
As I went over in the Abilities section of the guide, even after the nerfs, Bloodlust is too bad to be taken over Ancestral Healing. Ancestral might not be great, but it’s not bad and can still have some really impactful moments throughout the course of a game.
Reduces Chain Heal's cooldown by 0.75 seconds for each Hero healed, and reduces its Mana cost from 55 to 40.
This talent tier used to be a pretty uncontested tier for Earth Shield, giving the extra 12% HP shield to one of your frontliners or someone being focused to give you enough time to get Ancestral off was pretty impactful. However, with the increased healing and decreased cooldown on Chain Heal, Tidal Waves gets lots of value. The mana cost on Chain Heal is low enough that you don’t need to have the mana cost reduction talent at level 4 and despite them nerfing this talent from one second off cooldown per Hero to .75 seconds per Hero, this talent makes you a sustain and overall healing machine. 5.75 seconds on 3 person heal that is healing for a solid 433 health at level 13 is a lot of healing. If your frontliners being burst is your only concern and your team is not having sustain issues, you can still go Earth Shield. Earthliving Enchant being over 5 seconds is too slow of a heal and having a 13 talent that is not active unless someone is below 50% is not enough value.
When Earthbind Totem is first cast, it slows nearby enemies by 90% for 1.5 second.
This is probably the most diverse talent tier. I go back-and-forth between which one i like best. Earthgrasp Totem is the most consistent and safest to take, the 90% slow can pretty frequently secure kills late-game as well as peel diving enemies. If your team doesn’t need any more CC then I think Hunger of the Wolf is the next best option. The 5% damage can help burst down frontliners and the 5% heal helps you be a bit safer when getting aggressive, however, just because you have the talent doesn't mean you have to bite on every occasion; bite with caution. Rising Storm is the most situational of the talents, in situations where its good its great. In order for Rising Storm to really be good, the ally being Shielded needs to be in close range of at least two enemies for the damage on the shield to ramp up quickly. Illidan or Johanna are the Heroes that come to mind first as good Rising Storm targets, but if you see a teammate consistently being clumped up on, you can give the talent a shot and see if you can surprise the other team with some damage.
Activate to reset the cooldowns of your Basic Abilities.
Both of Rehgar’s Heroic upgrades are pretty underwhelming. I still haven’t decided if the Ancestral Healing nerf means that having 75% increased healing on it is better or worse, but it is still using your 20 talent to buff a 100-second cooldown, which you will likely only get value out of once the whole game. Rewind and Storm Shield are both similar in the value you can get out of them. Rewind has a slightly longer cooldown, but can have a bigger impact if you spam out six abilities quickly putting out a lot of healing, slows, and damage. However, if you take Tidal Waves instead of Earth Shield at level 13, Rewind feels a lot less impactful than it used to. Storm Shield has a slightly lower cooldown and is much easier to use and get some value out of, but is less likely to have a huge impact, its just consistent value.
PTR Update - 7/2/18