Is this normal? I use it as wave clear and nothing else.
100% of my time is spent simply minigunning and repositioning. I grab Combat Tactician to make my minigun uptime 100%.
So it baffles me when I see online guides say “combat tactician is terrible because using your escape to attack again is bad” and “overkill is what makes tychus a top tier assassin”. Minigunning 24/7 is whats winning teamfights for me, not minigunning for 4 seconds and then overkilling for the rest of the fight.
As a tychus main. Do you pick the bigger they are?
The general tactic is to use minigun and press E to stay close to him or dodge whatever they trow at you. Then press overkill for the kill
The range and piercing dmg is why its a good ability
Everyone plays differently, but I use it all the time.
I even take the upgrades for it.
Sometimes I open a fight with it, sometimes I use it to chase down and secure a kill.
No I get in the rhrythm. Minigun uptime is how i’m winning my games. The moment minigun is on cd I noticed that I am totally worthless, running around like a peashooter until it comes off cd.
That and tanks are still really, really hard to kill under 35%hp.
I dont think you’re using it wrong. Im a relatively new tychus player. Been playing him since dw arrived and mostly just to counter him. Your dmg with minigun is actually lower than your normal aa with trait. you generally use it in teamfights when you need to chase down a fleeing enemy.
Thats why they reworked his q talents so its a more viable option. A strong tychus is never fun to play against imo though so im concerned about his current state. Not mad, just concerned. Will have to see how it goes.
Also would highly recommend the bigger they are. Its probably overpicked but bc his trait doesn’t start cooldown till it expires into the rythem is more niche. Also better synergy with heals at 13.
Unless the enemy team is melee heavy or you have some powerful CC on your side, you won’t be able to stack In the Rhythm too much safely.
I think it’s a good idea to practice with Grenade and Overkill, specifically noting that they have higher range than your basic attack, and that grenade’s knockback and Overkill’s ability to move without losing dps both offer things unique from Minigun.
If you use all of your tools, you’ll find less time where you are useless.
Overkill remains a great chase tool and should be used as such. Proper team vs team comps will also imply the enemy has a blind up for you which you can overlap with overkill.
Finally, it’s a great tool to use during repositioning. It functions as pressure still as it pelts away hp.
So yeah, start learning to use it during TF as well is my advice.
Forgiv me for asking, does Minigun stay active during Overkill? I know Overkill is not affected by Minigun, but if you Overkill while Minigun is active, does that mean it is wasted?
Overkill is good finisher/chaser. And good on super mobile heros like Tracer. With thenm baking the slow plus range is an overall buff… but in the trade for survivability
I use it on team fights if I’m sure I can kill someone and walk away while still channeling overkill
Once you AA druing mini gun the Duration begins, so if you happen to use overkill while mini gun is active then counter for mini gun will continue
They have to let me hit them for free. Otherwise they can’t do anything. If a tank initiates, I hit them.
So what happens is that people bait out my minigun. Which I happily let them do, and the moment it ends they go all in at which point I use run and gun to refresh my minigun and go to town on them. From that point on the tanks dont initiate while I have minigun up, which is all the time, which means they never initiate, because if they do I blow them up in seconds with my team’s CC.
And if my team doesnt have any CC, doesnt matter, the tank will gtfo a.s.a.p. even if I dont kill them and they will be unavailable for the rest of the objective fight.
Where as if I don’t get combat tactician, lo and behold the moment my minigun goes on cd they go all in and get a few kills. Overkill does jack against tanks. It does such a trickle of damage I am baffled by online guides saying you should get overkill talents.
Without upgrades, Overkill is more or less a temporary buff allowing you to attack while moving, and doing splash to enemies around your target. It doesn’t do quite as much damage as standing in place while autoattacking, but the idea is you can chase someone down after softening them up with Minigun.
The new talents Tychus got really make Overkill amazing though. You can be a real threat going The Bigger they Are to bust someone down to 35% in a couple seconds, and finish them with Overkill’s new range, slow, bonus damage, and armor talents.
Seriously, I’m baffled that people aren’t making MORE of a deal about just how much power is jam packed into Overkill with his new talents. You can get more range, a slow, 60% more damage, 40 armor, and a 4 second reduction to his CD with just three talents. Overkill was already a decent chase tool before, but now it’s practically a death sentence on hurt targets. You basically become a less mobile, far bulkier and deadlier Tracer. Tychus doesn’t rely nearly as much on his 13 or 16 talents to come online, most of his damage came from his level 4. Now you can pump up another part of his kit to be just as deadly and I genuinely believe that Tychus will be considered OP with these recent changes.
Before the last patch I would lean into the mini gun for value with the nade for poke and finishes. Now I take the overkill talents at 13 and sometimes at 16. The wave clear and utility you get from spray N pray during team fights is too good to pass up. The armor piercing rounds talent at 16 provides some really interesting sustain damage so long as you can dodge incoming CC.
I never used to take this talent but with sizzilin attacks at 16 you can really melt stuff without losing too much punch against low health targets.
As far as i know it does the same damage as regular AA, but it just doesnt display all the damage (because it could be very number spamming if it did).
Overkill definitely isn’t the core of Tychus’ kit, but it makes a great supplement. If you’re not using it fairly often, even without its talents, you’re playing Tychus wrong.
If someone dives you, you use Overkill to kite them for 4 whole seconds, dealing damage to them the entire time. This is strong incentive for them to stop chasing you, as they will struggle to catch you even as you chew through their health, so this is basically soft self-peel.
If someone tries to run from you, you use Overkill to chase them, also while dealing damage the entire time. Your opponent has to be noticeably faster or more mobile than you to escape, or it’s basically uninterrupted damage.
If your target gets around a wall, goes through a bush, enters stealth, or otherwise breaks line of sight, Overkill keeps tracking them and gives away their position, meaning they can’t counter-gank or sneak away in the fog of war.
One of my favorite things to do when I play Tychus is to engage with Minigun and then retreat with Overkill active.
Because minigunning is a better use of your time and you can get 100% uptime.
I guess I’ll give them a try in test mode. Still not sure. Minigun is the Deathwing and Cho’gall killer. To get that talent that turns minigun off at 35% hp doesnt sound like a good idea.
No its not. Your minigun uptime is run and gun cd -minigun duration. In the rhythm makes your minigun last really, really long by the endgame to the point its up 100%. THere is not a moment a tank won’t melt to my fire making them play like a coward.
It does less. It deals 552 damage over 4 seconds, meaning it deals about 138 DPS. Tychus’ basic attack speed is 4/sec and damage is 50, totaling 200 DPS.
If you’re dealing with a stationary target you can get close to, you are better off just AAing. That’s just not very reliable as Tychus due to how short his AA range is, so while Overkill has less maximum damage output, you’ll often end up getting about as much damage out anyway.