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Heroes of the Storm Jaina

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9 minutes ago, Guest Gwinty said:

I was just wondering: Is there an update planed for your guides? Because the changelogs read that the Ability guid was updated at Jule16, the Strategy guid was updated April16 and the synergy and counter guide was updated Jule16. There where many heroes added to the game and many changes and I would love to hear your opinions on those Heroes and changes.

Yes, this guide will receive an update. Sadly, our authors are currently busy, so you will probably have to wait a bit. Sorry for the incovenience.

18 minutes ago, Guest Gwinty said:

Also I was wondering about the Talent guide: The Build Guide talks about three builds, while the Talent page only refers to one specific build. I don't think its fitting to have the build guide advice Talents that the Talent guid turned down.

Thank you forpointing it out. I will make sure to get this looked at. Again, sorry for the inconvenience.

25 minutes ago, Guest Gwinty said:

Also as another use already mentiont the Q-Build is very popular right now and that made me wonder: Why is it? Is it just popular or is it more effective?

The Q build is popular because it's good. It's quite skillshot reliant, so take this build only if you can hit Q (almost) every time.

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Guest Wrecker#1722

I am not going to tell you how many times I finished a kill when taking Winters reach. Not only that using it allows me to get closer to a chilled target that started from far away to get close enough to use my cone after placing my blizzard. 

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On 3/25/2017 at 10:14 PM, Guest Wrecker#1722 said:

I am not going to tell you how many times I finished a kill when taking Winters reach. Not only that using it allows me to get closer to a chilled target that started from far away to get close enough to use my cone after placing my blizzard. 

The thing is, often you don't need the extra reach. In teamfights, it will get body blocked, even with the additional single pierce. If you're using it to engage and require that extra range, often this is just a mistake of positioning. If you reposition yourself before engaging, you won't need the extra range and can simply keep them slowed and closer to you due to the 30% slow.

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Guest Bang Bang Shooting

Sooo... this guide will receive an update right? it's been 3 months now.

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2 hours ago, Guest Bang Bang Shooting said:

Sooo... this guide will receive an update right? it's been 3 months now.

An update should come this or the following week. Sorry to keep you waiting!

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Guest Bang Bang Shooting
14 hours ago, positiv2 said:

An update should come this or the following week. Sorry to keep you waiting!

Finally, thanks you for your hard work :).

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Guest Bang Bang Shooting

Is an update for Jaina and Illidan (or any others outdated heroes) gonna come out this week right? It's been almost 2 weeks already :(.

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6 hours ago, Guest Bang Bang Shooting said:

Is an update for Jaina and Illidan (or any others outdated heroes) gonna come out this week right? It's been almost 2 weeks already :(.

Sadly, the last two patches came with a somewhat short succession, which overloaded our authors, especially Oxygen who has been assigned extra work, which made Jaina's guide a low priority as there should be no outdated information in it AFAIK and is rather a thing of the old format/new format, which we don't believe to be a pressing matter.

As for Illidan, the only change he has received so far is the change of Unending HatredUnending Hatred, which doesn't change its viability that much - the update is again a cosmetic thing mostly.

With Oxygen being assigned extra work with higher priority, I don't really know the ETA and I do not dare to guess.

I am very sorry for this course of events which made the updates a low priority item on our to-do list, but the guides are still up-to date apart from the format, so they should be usable.

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Many, if not all, the guides on here are so good with their extensive analysis and concise information that the old format guides such as this one are still very much on point for heroes such as Jaina who haven't had any changes. No doubt the authors are hard at work continuing to bring us this high standard, and we thank you all for your efforts! 

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Guest ArtVandelay

*Note - I tried to sign in and I am getting 404 errors.

 

I agree with most of this guide, but not all.  I find ring of frost much better (turns a battle and sometimes entire game around) than elemental.  I also take issue that the description on level 20 ring now says you can't take it with taking elemental.  It used to actually say why it is not that effective, which is because it  stuns in the middle and that is all it adds.

I also prefer the energy talent at level 4 (I used to only play piercing talent at  4).  I find that unless you are in a map where you are constantly laning (Spiders) or there are minions in the way (Infernal Shrine), the piercing isn't that helpful.  Sure, you can camp faster (hits both siege giants) or hit two heroes at times (I find this to be too precise positioning wise to try and get two targets and can get you killed).  But the extra energy helps a ton when you are in sustained battles (Braxis wave clear, Immortal fights, killing punisher, garden terror, etc.).  I feel you get more value on most maps from that, and those talents should both be situational depending on the map.

I also prefer the lowering of armor to the 1 second stun, but I could see the stun being better sometimes.  My point is that Jaina should capitalize on bad positioning and burst targets, rather than trying to create positioning advantages like you suggest with the 1 second stun.  I usually have no trouble landing the 2nd wave of blizzard anyway as I cast blizzard and quickly cone before the blizzard lands (like the Kerrigan pull/stun combo works).  Only heroes with an extreme escape avoid the waves that way. 

 

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Oxy said he will be rewriting this guide. In its current state I agree with you on most issues. By Energy Talent, do you mean Arcane IntellectArcane Intellect? Currently most of Jaina's talent tiers are very balanced (I'd say all except 7, 10 and 20), so the talent you pick is mostly up to personal preference than power.

21 hours ago, Guest ArtVandelay said:

*Note - I tried to sign in and I am getting 404 errors.

That's strange, I am not having any issues signing in. Where (url) did you tried logging in from?

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Jaina isn't my main but I've played as/with/against her since Beta and I've always felt that the range on Frostbolt is absolutely mandatory, otherwise she puts herself in an extremely vulnerable position (even for poking) where almost every competent team would delete her with little to no effort. The Storm Front talent (lvl13 Blizzard range) also feels like a game changer but not as much as Winter's Reach.

With the Kel'thuzad update I feel that the range as become even more important since the Ice Block ability is only acquirable by doing 15k dmg to chilled heroes. It may not seem like much compared to Jaina's average overall hero damage but you'll find that a lot of games (victories) would end without having earned Ice Block even past level 20.

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This guide needs an update with all the new changes.  Especially since some talents are actually gone now.  Jaina used to be one of my mains (still one of my favorites).  I tried the new changes out last night (only a couple games).  The new level 1 talent is really nice,   The quest is pretty easy of course, unless maybe you are on a map like battle of ancients where you will rarely get globes.  I never took the other two talents anyway (always took the extra chill amount).

If you take the level 1 quest and the talent that returns mana from chilled targets, you basically never have to hearth for mana ever again.  I am not sure the 2nd talent is really needed most times, but I also usually don't need the piercing bolt either (if you position well you don't hit minions with it much anyway), though it does help to chill two heroes in objective battles.  Most times I will probably take that, but on a map like battle of the ancients, I would probably skip the level 1 quest and take the other mana one to help sustain burst on the immortal (since it is easy to burn your energy in that prolonged fight in the middle).

I always took Ring of Frost (and usually get 2+ heroes trapped in it most uses).  But they buffed Elemental a lot, so I think I will go with that now (unless a teammate has real good setup CC for the ring, which gives you more reliable damage and helps with her trait quest.  Still not sure if I like the cone width/CD more or the root on cone.   The width isn't spectacular IMO, but the CD is huge.  I have just always tried to maximize her burst rather than CC, because her role should be following up and bursting targets displaced, and not trying to initiate CC for your team.

 

At any rate, the changes were really good IMO.  She has a lot easier time sustaining her damage now and not being a very short time contributor to a team fight.  She always had good lane clear, but can easily stay in lane now with the extra mana.

Edited by ArtVandelay

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13 hours ago, ArtVandelay said:

This guide needs an update with all the new changes.

Not sure what you mean. The guide has been updated already. Are there outdated parts somewhere in the guide?

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Ice Floes and Icefury Wand are both viable from my experience. The cooldown reduction on Ice Floes is very easily filled and has great synergy with 16 Ice Cone talents. Icefury Wand's solid damage boost is comparable to Ice Lance and is far more reliant. It also has great synergy with Ice Barrier, since it basically incorporates Vigorous Assault into her AA. The Blizzard cdr is an added bonus, making the talent even better. Besides, Jaina should always be in range in someone that is chilled, since she shines best at mid-range and her chill self-peels for her.

On the other hand, I'm not a fan of Ice Lance, especially for team fights. It's a strong talent, but relies on a skillshot that can be predicted. The only reason I would pick it is to counter melee and use it for PvE. Otherwise, I could get more aoe damage with Ice Floes or a more consistent AA damage with Icefury Wand.

Edited by Trensicourt

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On 9/9/2017 at 11:57 PM, Trensicourt said:

Ice Floes and Icefury Wand are both viable from my experience. The cooldown reduction on Ice Floes is very easily filled and has great synergy with 16 Ice Cone talents. Icefury Wand's solid damage boost is comparable to Ice Lance and is far more reliant. It also has great synergy with Ice Barrier, since it basically incorporates Vigorous Assault into her AA. The Blizzard cdr is an added bonus, making the talent even better. Besides, Jaina should always be in range in someone that is chilled, since she shines best at mid-range and her chill self-peels for her.

On the other hand, I'm not a fan of Ice Lance, especially for team fights. It's a strong talent, but relies on a skillshot that can be predicted. The only reason I would pick it is to counter melee and use it for PvE. Otherwise, I could get more aoe damage with Ice Floes or a more consistent AA damage with Icefury Wand.

I've played a bit more with them, and while I think that while they're decent talents, I feel very "slow" without Ice Lance since I usually pretty reliably trigger the cooldown reduction. It is particularly fun with Icy Veins. But, in the end, all 3 talents are within 2% win/loss ratio, so no huge loss there, whatever you do end up picking. I tend to be pretty mercenary-oriented however, so Ice Lance may just feel more natural to my playstyle.

The biggest challenge in guide writing is when to recommend everything; I tend to be open to alternate choices, but I need to find a justification. If ice lance performs just as well, on top of opening easier mercenary camping and sieging, there's no reason to really go for other talents.

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Guest Guest Rainy

My opinions -

1) At level 1 Winter's Reach is a genuine consideration, especially against melee assassins that can kill you if you approach too close (Illidan, Kerrigan, etc). This lets you poke them while remaining out of range of their gap closers. It's true that you'll need to get close to use Cone of Cold, but this gives you a way to continue to be useful while waiting for an opportunity. You'll be sinking more talents into this skill later as well. Fingers of Frost is the greedier alternative. If you can safely get close to use Cone of Cold or even add some autoattack damage, then I'd take this before Winter's Reach too.

2) At level 4, Frost Shards is too good to justify Arcane Intellect, even if another talent were taken at level 1 (or even if another talent were taken at level 1, since Frost Shards complements Winter's Reach).

3) At level 7, Ice Floes deserves more than an X. Both boosts to Cone of Cold are valuable, especially in conjunction with your level 16 choice. Increased AoE also improves Jaina's waveclear.

4) At level 13, I've grown somewhat fond of Storm Front. Icy Veins is by no means bad, but it's also no Rewind. Your damage isn't available again immediately, and by the time it's available the opportunity might no longer be there. Storm Front allows you to cast Blizzard behind the enemy team, which is much stronger than casting it on their frontline. It's especially good if you're in a map with chokepoints where Blizzard is stronger, e.g. Towers of Doom (where it also lets you interrupt opponents better). I would not make Storm Front default, but maybe a ?

5) At level 16, if taking Storm Front at level 13, then Snowstorm becomes defensible.

I think you could consider Winter's Reach / Frost Shards Ice Lance -> Storm Front / Snowstorm as a separate build. This gives up a little on Cone of Cold (can still use it to hit frontliners) to turn Jaina into a long-range nuker ala Chromie, except with much more reliable damage.

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Hm, as a new player (and especially with Assassinsv I just suck), I won't comment on the viability of the Siege Build with Winter's Reach and Storm Front. However, I do feel that it hinders your output in prolonged teamfights, which is quite harmful.

However, I do agree that the level 7 Ice Floes talent is underrated, at least if it comes to waveclearing. However, I also feel you give up some power in teamfights for using this talent as it pretty much forces you to pick the Ice Barrier on level 13 for the sustainability (as you will be even closer to your opponents). But on maps like Braxis Holdout, where you can get flooded by minions of which no one is particularly large to require Ice Shard spam, I do feel this is a viable option.

 

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I prefer using Jaina as a multi lane waveclear who can take opportunistic hero and siege damage when moving across map. When waiting for cooldown I'll often move to a new lane. When low on mana I just hearth and head to an opposite lane. She's a pretty easy character to be impactful with. And while fragile and not mobile, the slows sure do help with escapes too.

For Talents, I grab Chill combos and it works just fine. Don't see a need to change things yet. She's a pretty relaxing character to play.

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Hey Folks,

when I started playing Jaina I was like most here who want to take range on frostbolt and maybe blizzard too.

The thing is as I improved I came to the conclusion that the range is not really required and by taking them you loose alot of other cool percs. I think to play jaina at full potential you have to get a little closer anyways. Otherwise you couldnt land any auto-attacks not the mention cone of ice wich has the highest single burst dmg of jainas skills.

I run most of the times this build and i call it "Duelling Jaina" https://www.icy-veins.com/heroes/talent-calculator/jaina#31.0!3332223

It has no range, radius increase or bolt pierce. These three things just make it easier for beginner to land their skills. I rather go with things like shield, mana reg, bonus armor, armor reduction. For level 20 blink can be pretty awesome but it depends on the game. same goes for the level 4 talent where I alter between arcane intellect and frost armor depending on how much in danger of getting hit/jumped by AA heroes I am.

This build makes jaina much more durable and she can survive pretty well. The armor reduction is also pretty strong as it buffs the dmg output of your whole team. As little bonus the shield from ice barrier lets you take down merc camps pretty easy without losing much hp.

The downside is as I mentioned the fact that all your skills are harder to land now and require better positioning.

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Guest whatdoyathink

Fingers of frost is not that good of a talent to take at level 1 imho, I switched and started going with Winter's reach every game and I like it much more.
 

Quote

Winter's Reach IconWinter's Reach has very little practical effect. Very rarely will there be a situation where the increased range on Frostbolt IconFrostbolt makes a difference, especially considering you need to be very close to hit enemies with Cone of Cold IconCone of Cold. Furthermore, Frostbolt's relatively slow projectile speed makes it difficult to fully exploit the range increase.

Not true, increased range has many practical uses, especially poking enemies who have higher range than you. You can cast it out of field of view. You can finish off enemies running away more often. With pierce this talent becomes even more useful/powerful and with ice lance ganking is so much easier.

Meanwhile fingers of frost requires you to collect orbs, which not always can be possible and actually forces you to a different gameplay style because you have to focus on collecting orbs. 10% increased damage looks good on paper but I never manage to get the orbs before like 20 minute mark, and by then Jaina's damage is so ridiculous that you don't even need that additional 10% because any kill is an overkill.

In my opinion it should be marked as situational. Longer range is very helpful during laning phase against some of the heroes. I personally stopped going fingers of frost and at the moment and I always pick the increased range after playing few games with it.

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5 hours ago, Guest whatdoyathink said:

10% increased damage looks good on paper but I never manage to get the orbs before like 20 minute mark

Really? 20 globes are so easy to collect as long as you keep clearing lanes, rotate, and get merc camps, which you should always do as Jaina. 

5 hours ago, Guest whatdoyathink said:

In my opinion it should be marked as situational.

I do agree that it's situational though. The extra range is good against immobile assassins who out-range you, like Chromie and Hammer. 

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Guest me again
6 hours ago, ShadowerDerek said:

Really? 20 globes are so easy to collect as long as you keep clearing lanes, rotate, and get merc camps, which you should always do as Jaina.

Yeah, the merc camps are the most reliable source for the orbs. When in lane I feel like some people just wait for me to go for the orb just to punish me, so collecting them sometimes might be tricky and put you in danger, and I usually play Jaina very cautiously, especially in the beginning as she is so squishy. I think the fastest I completed this quest was around 14th minute mark, but still, the extra damage on frostbite was redundant at that time.

On the other hand thanks to increased range on frostbolt I can deny xp to enemy laners more efficiently and the possibility to hit them outside of field of view guarantees some good poking without putting me in danger, even if they hide behind minions. Fingers of frost forced me to play defensively in few situations and just soak. I also never have mana management related problems, so that 2 mps doesn't cut it for me.

I don't know, to me winter's reach is better than the fingers of frost.

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      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
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