A quick Orphea question!

So I’m rather new to playing Orphea but I recently unlocked one of her high school outfits. The Spoiled Slacker Orphea skin which is absolutely fantastic! It made me want to learn how to play Orphea more often now.

My question has to do with her Dread skill and a level 1 talent called “Growing Nightmare” which greatly intrigues me. It looks like a fun build that I want to follow. Dread looks like a prime time contender and rather OP to my eyes!

Please help me understand how I can hit three enemy heroes at once with a single cast of Dread’s eruption? Do I just have to time everything perfectly or is it a matter of luck? A couple games so far and I haven’t been able to successfully do it. I can hit two heroes but never three.

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She has a heroic that clusters enemy heroes. You can use that to set up the multi-enemy quest chomp if other allies dont have a similar heroic to clump the enemy together (such as zarya)

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The quest is a big gamble to go for. It often requires more luck than skill, and you can very easily go an entire game without completing it. The slowing chaos attack one is usually by FAR the stronger choice.

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When you fight on choke maps or the enemy has heroes that group up a lot like khara and alex it is good.
Would avoid it otherwise

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Yes! I finally completed the Growing Nightmare quest for the first time during the 5th game. It was on the Volskaya Battleground. A big team fight erupted and all five enemy heroes were bunched up together trying to win the protector mech. I Just released the Dread right there and it worked. It seemed like it had more to do with opportunity (luck). Not so much me trying to time it properly. LOL

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Like this:

https://streamable.com/w9v0dv

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I can’t recommend Growing Nightmare as Level 1 Choice.
You will see that you get more value out of her trait build.
Ancestral Strength on Level 1 and Chaotic Assault on Level 7 are her best talents in most of the cases.
If you can hit your enemies reliable with three stacks of chaos, you deal huge amounts of damage, while you heal yourself in the same amount!
Orphea gains a self sustain in the magnitude of a bruiser, which makes her a formidable solo laner and one of the best 1vs1 Duelist.

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A single AA Hit on Level 20 with three Stacks of Chaos and Trait-Build:

allies ults can be fantastic like zagara’s Maw,
other than that yep, there is a large portion of luck involved,
people tend not to clump up by choice

i’d recommend getting pretty close to the enemies though,
otherwise it is waaay too telegraphed and easy to avoid.

If developers want to make Growing Nightmare a compelling pick up against the ranks of En Pointe and Ancestral Strength, they must do away with the inconsistency that is hitting 3 heroes with Dread’s eruption. They keep trying to buff other parts of the talent, but they fail to realize what’s actually holding the talent back in the first place.

Here’s my version:

Dread’s wave and eruption no longer Slow baseline.
Note: I never understood the reason why Dread was given the ability to Slow later down Orphea’s existence. Unless you can convince me otherwise, I won’t reverse this thought.

Growing Nightmare receives new functionality...

Dread’s wave Slows enemies hit by 15% for 2 seconds. Slow potency is doubled on its eruption (30% Slow).
❢ Quest: Hit 2 Heroes with a single cast of Dread’s eruption 7 times OR hit 3 Heroes with a single cast of Dread’s eruption once.
❢ Reward: Increase Dread’s eruption damage by 75% and its Slow potency is instead tripled (45% Slow).

That way, you no longer have to bank on the probability of hitting 3 Heroes at once as the only way to completing the quest, but now you have a moderately easier path as well.

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i would say that ancestral strength is MUCH better, you get a slow on your empowered autos and when enemies are slowed you deal more damage with everything except heroic abilities, the reward of the lv 1 quest is not really worth it since unless it is setup, you wont get the eruption damage and the extra slow is not really worth it tbh, you just need ANY slow to take advantage of the extra 15% damage. pair that with W cdr at 7 and the shield/chaos at 13 and you got a DEADLY combo

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Pro Player don’t pick much else than the Trait-Build.
The only Talent that is selected from time to time is Allegrissimo on Level 4 for the CD-Reduction of Shadow Waltz and Insatiable on Level 7 is also a good choice to get a CD-Reduction for Chomp.
The usual Build is the following:

[T3332323,Orphea]

There are different Builds (Orphea doesn’t has any bad Talents).
But her Trait Build has the biggest Synergy for her Self Sustain and her Damage Output.

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i find [T3312223,Orphea] a MUCH better build, the quest at 7 sucks as well as the trait activatable at 13, the chomp talents at 7 and 13 are great for getting ALOT of chaos, self healing, and damage while still getting the GOOD trait talents

If you are really determiend to go this you need a tank with a good multi stun, Jo is the best one for this with base kit but anyone who has a setup ulti will get you this instantly, Mosh, Grav surge, Entomb, any of these utliamtes will triggger this quests completion

Other then that there’s also map, I swear I think you are just trolling if you go this on Hanamura, but it can be very dangerous on Infernal shrines… ‘ing Infernal Shrines but it’s stll an option

Quote from the HotS-Wiki:

Invasive Miasma

Cooldown: 10 seconds
Active: Activate to deal 150 damage to all nearby enemies after 2 seconds. For each Hero hit, heal for 182 and gain 1 Chaos.

Type: Spell damage / Healing

Scaling: 4.00%

Affects: Enemies / Self

Targeting: No target

Properties: Area of Effect

Cast time: Instant

Area of Effect: Circle

Radius: 4.5

Invasive Miasma has Life Steal Properties

But as I mentioned before, Orphea doesn’t have any bad talents and can be build in several ways. Fitting to the opponent and your own Team capabilities

that VS when you hit a enemy with your W, you get INSTANT mass chaos and a shield… on a 2 second cooldown if you took the lv 7. yeah the W talent is MUCH better

I feel like Abyssal Symbiosis is more consistent? Idk if that’s the word that’s used to describe it, but hitting chomp in melee range is very hard to miss and getting 3 chaos and shield really helps her survive risky dives (especially paired with Chaotic Assault). Invasive Miasma just seems underwhelming especially given the cooldown. Plus you can miss it, at least in my experience.

P.S. I find it funny that the build which requires you to get into melee range is ‘safer’ than the one where you have freedom of movement during its cast time XD

Easy. You try to complete it during the first mid fight.

It’s all luck.

I think Invasive Miasma gets picked by Pro-Players who can rely on their Tank and their healer.
I’m picking Determination on level 13 very often. The Spell Armour stacks up two times and gives a damage reduction of 50% each use. This comes very handy, when you run into burst heavy opponents

Okay, I admittedly never took it, but…
There are many things that count as multiple heroes, and just like you don’t take certain quests into Abathur, you can take this quest into Samuro, TLV (even if split, you’ll have 5 bodies mid), or Nova.

There are also some moments where you can capitalize on it, people tend to clump up for mercenary camps.

Other than that I agree with the early posts, it’s a very delayed talent for potential mid-game scaling with heroics. Grav-o-bomb, Mosh Pit.

Also, it’s quite possible the 40% is why you take and the rest is just bonus. Going down that line, I usually use the ability to poke buildings, burst down minions or camps, and stall objectives. While Ancestral Strength is supposedly self-enabling, I can imagine situations where the only CC is you and so you’d rather go poke.