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Heroes of the Storm Sylvanas

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Guest SerbComando

Hi, i think windrunner is much more than "mobility overkill". This talent is not about escaping "overkill" in my opinion.

If you have healer and good team composition, this talent makes sylvanas very agresive hero - a lot of times I use that talent for fast reloading (have 3 burst damage instead of 1!). Whith that talent she can do merc alone very fast, kill boss and imortal very fast, use her burst damage 3 times instead of one, even chase running heroes (you can tell one teleport is enough, but again it is not all about reaching hero, its about fast reload).

I dont say it is recomened talent, but definitly situatiinal - that talent makes sylvanas power "limitless", and her plays "sick", but you need skill to use maximum of that talent, and of course - it is situational.

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Guest Guest

 

 

 

Lastly, I can see your reasons for lvl 13 talent choices.. Though I personally still would much rather Will of the Forsaken with mind control to try to stop a potential stun or even outplay an Illidan hunt.

 

 

 

Will of the Forsaken is terrible in my opinion. A 60-second cooldown on a talent that has virtually no use while out of team fight. Will of the Forsaken is an escape-overkill, as one Haunting Wave should be enough to get you to safety. Furthermore, careful positioning before casting Mind Control makes Will of the Forsaken redundant. 

 

Last but not least, Overwhelming Affliction is fantastic if used with Mind Control. If the mind-controlled survives the duration of Mind Control, you can immediately slow it tremendously while it is still surround by your allies. 

 

 

Hi Kendric!

 

I must say, great guide, and overall I really like your review of the revamped Sylvanas talents! The only thing I would like to add is on 13) Windrunner. I think you fail to realize the burst potential you get with the refill on Withering Fire. Especially with Withering Barrage at lvl 4. The synergy with other Withering Fire talents and/or Black Arrow talents (Unstable Poison, Remorseless and what not) you can do some crazy damage. 

 

Also in terms of mobility I think you give it too little credit, as you stated on the ability description of Haunting Wave, one of it's downsides is it's long cooldown, with that you can kinda view Windrunner as a 5 second cooldown reduction on Haunting Wave, considering that it's cooldown starts ticking regardless of the second cast or not down to 6 from 11 seconds.

 

I guess what I'm saying is, don't underrestimate overkill mobility, Windrunner is alot better than it was pre-patch! smile.png

 

Thanks for the guide!

Regards, legobil

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Thanks a lot for your input, legobil! 

 

I will observe the pro teams and experiment with Windrunner myself a bit. Who knows, maybe we'll change our mind. smile.png

 

Stay awesome! 

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Guest Kallest

The reason i personally pick up Paralsis is too stun both towers or the base and the tower, so my team can take bases without minions to soak the damage.

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On 12/18/2016 at 11:17 PM, Guest Kallest said:

The reason i personally pick up Paralsis is too stun both towers or the base and the tower, so my team can take bases without minions to soak the damage.

I do that too, actually.

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Not sure where I read this, but ParalysisParalysis is going to be removed in coming patches, replaced by a 7 second stun on Haunting WaveHaunting Wave for minions and mercs. Just a heads up!

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7 hours ago, Niteshadow said:

Not sure where I read this, but ParalysisParalysis is going to be removed in coming patches, replaced by a 7 second stun on Haunting WaveHaunting Wave for minions and mercs. Just a heads up!

I'm updating her later today. Big guide rehaul, including new recommendations. Stay tuned.

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Guest SgtBaker

I get you don't need the second cast of Haunting Wave, but what about the refill of Withering Fire? How can you go past 15 shots instead of five? Doesn't that drastically reduce your damage output? What am I missing?

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On 1/6/2017 at 10:32 PM, Guest SgtBaker said:

I get you don't need the second cast of Haunting Wave, but what about the refill of Withering Fire? How can you go past 15 shots instead of five? Doesn't that drastically reduce your damage output? What am I missing?

The updated version of the guide recommends Windrunner. I'm not sure why Srey didn't, to be quite honest.

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56 minutes ago, Constantine said:

The old builds prior to yesterday were better than this new build.

Better, worse, good, bad, love, hate. These are empty suggestive words I cannot use as legitimate criticism because you omitted, willingly or not, to provide a useful context. The talent section of the guide provides situational alternatives to this build anyway, which more or less moots your statement.

What is objectively true, however, is that some of the talents that were listed yesterday don't even exist anymore. Let that sink in for a moment and try and understand how that might affect your perspective.

Another objective fact: the suggested build is relatively well supported by data as a factor of effectiveness and popularity. Unfortunately, Sylvanas is currently a bit out of meta, making it difficult to obtain a reasonable sample size - hence my use of "relatively well supported". We also haven't even had a week to get data for the newer talents. Fortunately for you, Icy Veins generally hires strong players with strong ties to professional players, for discussion purposes, to take some of the guesswork out of this equation.

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Guest Push with immortal?

Hello, I was wondering on Battlefield of Eternity if its better to push with the immortal or split push. I can see pros and cons of doing either but would like to get some expert advice. Thanks in advance. 

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On 2/25/2017 at 5:04 AM, Guest Push with immortal? said:

Hello, I was wondering on Battlefield of Eternity if its better to push with the immortal or split push. I can see pros and cons of doing either but would like to get some expert advice. Thanks in advance. 

I am not a pro player, by far, but answering your question: it always depends on the specific circumstances. You should be quick to judge the current situation regarding split pushing or not:

- Pay attention to the mini-map. If you can spot the entire enemy team trying to contain your team's Immortal, it might be good to split push instead so you can soak some extra XP and tower damage without being harassed. But make sure you retreat if you notice some unusual movement in the enemy team, because if they see you by yourself taking a tower they WILL retaliate.

- Split pushing alone while your team is going with the Immortal can easily result in overextending if you're careless. Make sure that you got it covered in case there are fast Assassins in opposing team that can take you down.

- I say that if the situation is favorable (I.e. half of the opposing team is dead), than the best thing to do is split push, having a team of 3 going with the Immortal and 2 in the other lane (those two being Sylvanas and someone else). Coordination is key.

- You can also bait the enemy team into chasing you split pushing since you will have no extra damage from the Immortal. If you're smart and fast enough you can force the enemy team into desperately going to the lane you are, making them waste time.

Edited by Valhalen
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Guest ShimmyJimmy

Hey, though I am not a pro-player, Sylvanas is my most played Specialist (most of my main Heroes are specialists, though I do all 4 roles) and I wanted to share some input with you guys on a couple of un-recommended talents.

At Lvl 4, With the Wind can make Sylvanas so much harder to kill and allows her to poke Heroes from a considerable distance. Against Tracer I think this talent is absolutely mandatory, as it allows Sylvanas to bring Tracer's health to half from a safe distance just by pressing Q. This makes Sylvanas a Raynor to Tracer, forcing Tracer to keep her distance from your entire team (after a few failed dive-ins). The damage you sacrifice by not taking Lost Soul is significant, but if the enemy team knows how to avoid spreading Shadow Dagger (difficult to tell by LvL 4, no major team-fights yet) then With the Wind is a safer choice. Later in the game at lvl 16, this will greatly increase Sylvanas' survivability by applying the slow or speed buff from a longer distance.

At LvL 7, though I prefer Barbed Shot 90% of the time, Possession does have it's uses, especially when paired with lane pushers such as Asmodan who benefit greatly from large minion waves. But what I find the most egregious is the fact that this guide does not mention that Possession can take control of enemy catapults (can be a game saver if you turn 3 catapults at once near your core)! I know this would not warrant taking the talent on its own, but you should mention it at least so that people can make an educated choice.

Lvl 16 Look, I know writing articles takes up time and money, but I think the plethora of game-changing talents Sylvanas gets at lvl 16 should not be reduced to a discussion about Cold Embrace. Bot Overwhelming Affliction and Evasive Fire can turn the game around - suddenly Sylvanas can no longer be chased, and if the enemy team got in the habit of doing so until lvl 16 they are in for a surprise, especially when paired with With the Wind at lvl 4. I am aware that Cold Embrace helps your entire team more and this is a team game etc. etc., but the other two talents are definitely worth discussing. Remorseless can do wonders on Battlefield of Eternity, but it is a very situational talent.

Also, as a general side note, Sylvanas is a horrible Mercenary Camper. She can clear enemy Mercs in lane or help your own Mercs pushing, but before lvl 13 it takes ages for Sylvanas to take a Merc camp (even with Barbed Shot). Even if she will emerge with full HP after taking the camp, the time she spends taking the camp would be better used sieging enemy fortifications or clearing lanes. Every allied minion is a mercenary when enemy towers are stunned by Black Arrow. She is the same as Xul in that regard.

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31 minutes ago, Guest best sylvanas eune said:

This guide is -

Edited your comment since the profanity wasn't necessary and the rest of the comment wasn't in English. Feel free to add some proper feedback rather than just saying something is bad with nothing else to back it up.

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Guest Axolot

I just found what seems to be an error. In the guide it says in the level 13 : https://www.icy-veins.com/heroes/sylvanas-talents#level-13

Quote

Will of the Forsaken Icon Will of the Forsaken is essentially a better self-Cleanse Icon Cleanse with twice the Cooldown and some built-in mobility. 

Both actually have the same cooldown. Will of the forsaken duration is 3 time higher but cooldown is the same

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3 hours ago, Guest Axolot said:

I just found what seems to be an error. In the guide it says in the level 13 : https://www.icy-veins.com/heroes/sylvanas-talents#level-13

Both actually have the same cooldown. Will of the forsaken duration is 3 time higher but cooldown is the same

Thanks for pointing this out. We are trying to get a new system of error-checking to work, but it will take some time, so until then, sorry for the discrepancies in guides, and thanks again for pointing those out!

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Guest Sylv enthusiatic

When I decide to quit HoTs, i will make a guide which will make sylvanas S+ Tier :)
 

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I must say that I particularly loved the rework they did on Sylvanas. Since they are eliminating the Specialist role very soon, making her into a full-Assassin is the way to go. I am particularly fond of the Shadow Dagger build, which is brutally powerful in the endgame if played correctly.

Here is my talent-per-talent dissection:

Quote

 

Level 1: Unfurling ShadowsUnfurling Shadows

This is the core of her entire build. While 0.5% damage increase may seem low, it is incredibly easy to stack, as you'll gain stacks per tick of her Shadow DaggerShadow Dagger damage-over-time. In the endgame she can reach almost Lunara-levels of damage-over-time. This talent has NO CAP (I've managed to stack over 300 in a single match).

The general idea is to hit an enemy three times with Basic Attacks and then latch the dagger on them for easy stacks.

Focus your stacking on whatever Hero is closer, so mostly tanks. The idea is to always stack this quest whenever you can.

 

Level 4: Unstable PoisonUnstable Poison

This talent increases her general waveclear power as it procs from basic attacks, allowing you to save your Shadow DaggerShadow Dagger for enemy Heroes and get stacks for Unfurling ShadowsUnfurling Shadows.

 

Level 7: Lost SoulLost Soul 

This one has fantastic synergy with Unfurling ShadowsUnfurling Shadows, as you'll be focusing a target with basic attacks to keep those 3 Stacks of Banshee Curse so you can generate more stacks of Unfurling Shadows, and by attacking this very same target you'll be reducing the cooldown of your Shadow DaggerShadow Dagger to get even more stacks of Unfurling Shad- you see where I'm getting at here?

 

Level 10: Any

Either Heroic works fine. Doesn't really matter. Mind ControlMind Control is harder to land now, and not as powerful as before, although it has a much lower cooldown. I personally prefer Wailing ArrowWailing Arrow due its range and silence effect.

 

Level 13: RemorselessRemorseless

You might think "Why didn't you pick Cold EmbraceCold Embrace instead to synergize with her other Shadow DaggerShadow Dagger talents?", and the answer is that the extra range on her basic attacks plus untalented Withering FireWithering Fire will greatly aid her DPS, as well help maintain the the Banshee Curse debuff. So more basic attacks equals to more Unfurling ShadowsUnfurling Shadows stacks, which equals to more damage.

 

Level 16: Life DrainLife Drain

Oh boy, this is where Sylvanas becomes completely broken, with a self-sustain that can put Mal'ganis and Illidan to shame. This talent affects ALL of her damage, meaning she will get heals from:

  • Basic Attacks, and remember she deals more damage thanks to Banshee's Curse;
  • All the arrows from Withering FireWithering Fire (including the free shot from RemorselessRemorseless);
  • The damage-over-time from Shadow DaggerShadow Dagger (which by the time you get this talent you should have at least 150 stacks);
  • Haunting WaveHaunting Wave;
  • Wailing ArrowWailing Arrow.

Oh, and did I say this self-heals procs from anything? Minions, mercenaries, structures. And doubled on Heroes. It is ridiculous.

 

Level 20: Withering BarrageWithering Barrage

Pretty self-explanatory. More barrages equals to more damage!

However, if you don't feel confidend enough or is facing a dive-oriented composition, then Bolt of the StormBolt of the Storm, I guess.

 

Have fun until she is nerfed!

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Guest No Update

The frontpage says that Sylvanas and Stitches have new guides for their reworks but this is still the old one.

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1 hour ago, Brutalis said:

Her new playstyle is insanely dull.

Wel... Her old playstyle was way more dull. All you had to to was sit on lanes and Basic Attack the Structures.

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12 hours ago, Valhalen said:

Wel... Her old playstyle was way more dull. All you had to to was sit on lanes and Basic Attack the Structures.

Respectfully, I disagree. Personally I really enjoy the PvE heroes in mobas. Splitpushing is one of my favourite things to do and there are so many nuances to it, more so in HOTS than other mobas because of the different maps. Knowing when to take mercs to set up a push while you push elsewhere or join the team for a fight takes a lot of knowledge and experience. Choosing when to show up at an objective or to push, knowing when to split rather than pushing as 5 etc etc.

The whole “sit in one lane doing nothing but pushing mindlessly” thing people always did with Sylv was the wrong way to play her. And now she’s just a generic ranged assassin that can help your team push after winning an objective or fight.

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      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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