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Damien

Heroes of the Storm Tassadar

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I like this guide, but I've got one question: Should I go for Conjurer's Pursuit or Psi-Infusion in Blackheart's Bay, Dragon Shire and Haunted Mines? I was just wondering because the preferred level 1 talent choice wasn't mentioned on those maps :D I guess Conjurer's Pursuit is the right choice in Haunted Mines, due the games rarely lasting over 20 minutes.

Regardless, every writer has made a great first impression for me atleast, so I can safely use the builds and strategies of Icy Veins :D

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Hi Supajee, 

 

First of all, thank you for your kind words! On Dragon Shire and Blackheart's Bay I would recommend you to go for Conjurer's Pursuit. Haunted Mines games will normally be over quite quickly, so Psi-Infusion would be my favourite talent here. 

 

I do not know on what competitive level you play but whether you choose Conjurer's Pursuit or Psi-Infusion will usually not cause you to win or lose a game just because of that decision. :) I hope that response could help you out a bit. 

 

Regards,

 

Kendric

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i have a question, why the second heroic ability, force wall, had not been mentioned? Although it can be way more useful than archon.biggrin.png btw the guide is full and includes many details. Thanks for itbiggrin.png

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Hey Dizzy! 

 

We did not include Force Wall because it is an extremely situational ability. It has its uses, no doubt, however, we do not recommend taking it in competitive play (Hero League, Team League). 

 

Thank you for the positive feedback, I hope you're going to have a lot of great games with Tassadar! 

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Guest Apollyon

Tassadar is such a an underrated hero. I read many times "don't pick Tassadar" or more vulgar sentences. He is not easy to play and doesn't do any thing in a spectacular way. I mean he has decent siege dmg (clearing minion waves), decent hero dmg (when enemies are close to each other Archon just rocks) and his shield is underrated as well cause many people only appreciate healing. Well used Oracle in a smart team can allow stealing bosses, camps, avoiding traps and many other things, most people just don't give enough credit to Oracle. His sustain is just lamazing due to dimensional shift and shield + supporting talents. Very versatile and good (but not great) in almost all aspects of a battle.

 

... and this awesome and epic voice... FROM ORDER COMES JUSTICE!

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Guest Zagbok

I agree with you on almost all points. As I have been playing tassadar for about 9 lvls now. I guess it is more of a perspective of play style really with him. Since he is a support character I find myself picking rewind over twighlight a lot at 20. I find a well timed rewind can be more effective in team fights as that is what will be happening late stage. Tass is already a target on the field if you know anything about him and how he can change the outcome of fights. With archon your damage will be higher and you have a longer shield and range. With a well timed rewind I can shield two teammates or main target twice, place 4 psi storms and if I get in trouble I have 2x phase shift plus archon if needed, add healing ward in the mix I can not only sustain longer than anyone. I can keep my team members guarded longer or with 4 psi storms split a team up or cover retreat. I find this to be a bigger benefit than increasing my stats as Tass is not a dmg dealer or tank he is a support. Btw you can 4x psi storm siege buildings and I usually come out in top 3 in hero dmg and siege dmg. You have a great build though and thanks for the tips.

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I am not a big fan of Rewind, but the way your defend your choice makes sense (especially the double Dimension Shift sounds really interesting!). And as long as it works for you, who am I to tell you how to play? smile.png

 

Thank you for the input, Zagbok and keep rocklng! 

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Guest Kroshak

I agree with you on almost all points. As I have been playing tassadar for about 9 lvls now. I guess it is more of a perspective of play style really with him. Since he is a support character I find myself picking rewind over twighlight a lot at 20. I find a well timed rewind can be more effective in team fights as that is what will be happening late stage. Tass is already a target on the field if you know anything about him and how he can change the outcome of fights. With archon your damage will be higher and you have a longer shield and range. With a well timed rewind I can shield two teammates or main target twice, place 4 psi storms and if I get in trouble I have 2x phase shift plus archon if needed, add healing ward in the mix I can not only sustain longer than anyone. I can keep my team members guarded longer or with 4 psi storms split a team up or cover retreat. I find this to be a bigger benefit than increasing my stats as Tass is not a dmg dealer or tank he is a support. Btw you can 4x psi storm siege buildings and I usually come out in top 3 in hero dmg and siege dmg. You have a great build though and thanks for the tips.

 

I am not a big fan of Rewind, but the way your defend your choice makes sense (especially the double Dimension Shift sounds really interesting!). And as long as it works for you, who am I to tell you how to play? smile.png

 

Thank you for the input, Zagbok and keep rocklng! 

I want to kiss BOTH OF YOU, first Zagbok thats right the part of the playstyle, its for example people complaining that players dont pick the improvements on Wraith walk (Leoric) and well its all abuot playstyle, maybe some are not that aggressive, others maybe hyper aggressive and those talents works for them bacause of that

 

And kendric im a fan dude, really nice person

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Guest Kroshak

Hey guys with the new tass changes would you think a shield build be viable????? just wondering, well most curiosity because blizz wants him to be more "Support" in the way of bw for example, they change tyrande ultimate to heal now so maybe tass is getting that way


 

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Hey Kroshak. 

 

In fact, I changed the status to some of Tassadar's Shield talents (Leeching Plasma, Evasive Shielding) from Not Recommended to Situational. They can be pretty good now, if your team composition and the map you're playing on allows it! 

 

Edit: I'll also take a closer look to Tassadar's Force Wall this week. I think it could now have become a solid alternative due to the latest nerf to Archon.

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Guest Kroshak

Hey Kroshak. 

 

In fact, I changed the status to some of Tassadar's Shield talents (Leeching Plasma, Evasive Shielding) from Not Recommended to Situational. They can be pretty good now, if your team composition and the map you're playing on allows it! 

 

Edit: I'll also take a closer look to Tassadar's Force Wall this week. I think it could now have become a solid alternative due to the latest nerf to Archon.

 

One thing, the part of the static charge is changed to the talent that increase dimensional shift duration, but in the reasons why it still shows the static charge one reason,

 

The force wall pretty much reminds me of Gandalf, is the ultimate "you shall not pass", good in some maps where there are a lot of choke points or where there is only 2 paths to an objective, (bottom temple of Sky temple map), also it does needs xp from the player because it can really disupt team fights by denying divers the support from their team, but can also screw up your own team

 

You can use that ultimate to perform the shotgun build of tyrael but thats way to predictable in my opinion

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Guest Ryzno

Hi, great guide!  Couple questions about level 4 specifically.  Static Charge has a big "X" through it, but it's the first thing listed under "Recommended"; conversely, "Deep Shift" has a checkmark but is "not recommended."  Were these switched by accident?  I assume the text is the actual opinion.  Thank you!

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Guest Farinnr

The legends of "Dimensional Wrap" and “Resonation" are in wrong places according to the recommend talents.

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Okay, should be fixed for real now. Sorry for the confusion. 

 

Still shows the old Quick Reference. Do we have to wait for some time to show up properly?

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Khala's Embrace is recommended for the second build in the Quick reference, but it is called "one of the most useless talents in Tassadar's repertoire" on the talent build page.

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Guest Mike21Daisu

To be honest I expected a better guide, gotta criticize some of the choices:

 

LvL 1: Psi-Infusion 95% of the times if not always, you don't have to chase mana regen globes and till lvl 20 or so it is more efficient and it actually lets you use your Psionic Storm on cooldown, it's basically free, the game has to last very long to make the other talent efficient, besides, people who look for guides don't play on the highest level and can't use the talents at their best. In my case 100% Psi-Infusion

 

LvL 4: Leeching Plasma 80% of the times, it is really useful for melees or any other chars who just jump in and do damage and need the extra heal. Actually, you can make this talent useful in all situations, not only it (the talent) is mobile, unlike Healing Ward, but it is also binded to your ability on a short cooldown, and if nothing else, it doesn't give you one extra button to click (for those people who are lazy to click many buttons, that's okay). In my case 100% Leeching Plasma

 

LvL 7: This is a bit hard and not so important I think, never won or lost a game cause of this tier of talents, but I've had cases where Deep Shift saved my life couple of times. Khala's Embrace isn't bad, but the shield that it gives is not that big, also, most of the times 60-100% of your shield already gets taken off, so what's the real use of this talent..?! So it all comes down to either Deep Shift or Static Charge, go for the one that you feel more comfortable with.

 

LvL 10: Force Wall, this doesn't need discussing, this is the talent you should go for in every cases. The fact that it splits, traps, saves lives is just... it carries the game alone, it is one of the best abilities in the game. If you don't make a good use of this talent then just... don't bother to get it, or play Tassadar at all, this is what wins games.

 

LvL 13: Prescience in most cases. The exception is to go for Shrink Ray if enemy has a bursty char, such as butcher, or a char with Stim active on him/her. If you can't time the Shrink Ray and don't know when or how to use it then go for Prescience, it will save your life in quite a few situations, it's like a 2nd chance if you get too greedy to go back. Distortion Beam can secure many kills, but Tassadar is a ranged support who doesn't go close to targets and casts spells from range, you don't wanna chase anyone, even with this talent.

 

LvL 16: I like this talent tier. In here you either have to go Dimensional Warp or Second Strike. but for me it's Second Strike most of the times, I like beeing offensive, besides, when your Dimensional Shift gets activated you are pretty much out of combat and won't go back, it's like emergency escape for you. You think the heal is good 'cause you feel safe with the healing and more hp, but the damage that you can put out with Second Strike will win games and secure many kills. I got so used of Second Strike that I always go for it, I can play better with it.

 

LvL 20: The only choice here, the Storm Shield, a good use of this ability helps your team so much that it can win the whole team fight for your team, this talent is so good compared to the other ones in this tier is that you don't even have to consider picking another talent.

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That is your personal opinion. You do not give any reason why we should take your word for granted. Who are you? Are you a pro player? Are you a developer? What makes you an expert to rightfully claim the "one true" way of playing Tassadar?

 

By limiting Tassadar, one of the most flexible Heroes in the game, to a single talent each tier, you ignore what Heroes of the Storm is all about: adjusting your talents to the current flow of the game. Blizzard has rigorously tried to make several talent builds viable, depending on what role your team needs. As such, it is irresponsible and foolish to say things like (I quote) "You should go for Force Wall in every case" or "Leeching Plasma 80% of the time". You even recommend questionable talents like Deep Shift, which is a rare sight in the highest tiers of competitive play. 

 

Also, some of the advice you give is just straight-up nonsense. To say that Psi-Infusion at Level 1 is clearly better than Conjurer's Pursuit will make every pro player out there giggle. I have cast professional tournaments like DreamHack Winter, in which Tassadar was one of the most contested picks, and in almost every case Conjurer's Pursuit was picked. 

 

That's another thing you entirely neglect in your post. Not every player has the same skill level. A beginner will have a hard time using Force Wall efficiently, for instance, and as such should go for Archon. Also, Hero League and Quick Matches sometimes require different (i.e."safer") builds compared to Team League simply due to the lack of communication. 

 

I'm absolutely open for constructive criticism, but I'm afraid to say that I cannot take your post seriously. 

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Guest Strongbark
  • 08 Dec. 2016: Changed Force Wall from Not Recommended to Recommended.

 

Don't you mean '08 Dec. 2015'?

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      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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