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Heroes of the Storm Nova

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Guest SomeGuy

I play a lot of Nova, both prior and after rework. Love her a lot and agree, she's at a terrible spot.

I consider the level 1 mana talent useless. I never remember having mana issues and was never not-large about using my abilities liberally. And since I get the reduced mana and cd decoy talent 100% of time, it adds to that. Advanced Cloaking is a must for me, movement speed/mobility is generally OP. Pre-rework it also gave huge sustain which was great and handy, especially without healers. It's also great for chasing and escaping as mentioned.

Snipe Master, even fully stacked, just seems not worth. It doesn't do that big of a damage as you'd want (yeah, you can 1-shot a squishy with Crippling Shot but you can do that anyway), is very easy to lose stacks and forces you to never use Snipe anywhere else than TRYING to hit heroes with it the whole game- a huge detriment and liability. One in the Chamber on the other hand is much more reliable and scales with game time-level. It is 80%, the largest multiplier of any similar talent on any other hero.

Ghost Protocol is hugely underestimated imho- both on its own and compared to Rewind. You get on-demand stealth with it, which is invaluable; Rewind doesn't give you that. It can help you in many sticky situations that would otherwise cause your death and also helps offensively with the no-breaking stealth no matter what mechanic. And yes, it synergizes well with Advanced Cloaking.

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I know that there hasn't been a reply here in a while guys, but note that we are reading and taking note of your feedback! There are always updates planned, it's just a matter of getting them out in a timely manner.

I can only say thanks for all of your feedback! :)

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Yeah, sorry, I haven't really found the willpower to be watching this thread because Nova is that special snowflake hero everyone seem to think they're the expert at (including myself). And yet, she somehow been hovering at a remarkable 45-48% win rate for the last year and a half. Drafting-wise, she hasn't found a spot in any decent team composition for about as long, both casually and competitively. She's about as polarizing as she is frustrating to have on your team, or against you. We could spend hours discussing her talents and base it all on amazing empirical "evidence", or just admit that she's an ultra-niche counter to double-caster teams on two or three maps, and move on because she's totally out of meta. I somehow get the feeling that most people who end up reading the guide are Nova mains looking for some kind of awkward self-confirmation anyway, and not looking for an actual discussion.

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Has the Snipe Master change rolled in yet? And if so, is it worth considering something like Advanced Cloaking, Personal Preference, Snipe Master, Precision Strike, Explosive Round, Perfect Shot, Rewind, now that Snipe can be used to clear things other than heroes with retention of Snipe Master stacks? I have seen a video where this was tried on the PTR, but have no idea if it's actually viable.

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17 minutes ago, Niteshadow said:

Has the Snipe Master change rolled in yet? And if so, is it worth considering something like Advanced Cloaking, Personal Preference, Snipe Master, Precision Strike, Explosive Round, Perfect Shot, Rewind, now that Snipe can be used to clear things other than heroes with retention of Snipe Master stacks? I have seen a video where this was tried on the PTR, but have no idea if it's actually viable.

Yeah, it rolled in a week ago. However, the talent is still not good enough to be even Situational. It's still not powerful enough and the stacks are still not easy to rack up.

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On 5/17/2017 at 11:27 PM, Niteshadow said:

Has the Snipe Master change rolled in yet? And if so, is it worth considering something like Advanced Cloaking, Personal Preference, Snipe Master, Precision Strike, Explosive Round, Perfect Shot, Rewind, now that Snipe can be used to clear things other than heroes with retention of Snipe Master stacks? I have seen a video where this was tried on the PTR, but have no idea if it's actually viable.

The snipe master with explosive round is quite good, 5 stacks are easy to get and then you will have waveclear and aoe damage in fights. 

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Guest Wavebuster

Agreed, the Snipe Master change makes the talent viable now in a Q-based build. Explosive Round's range is actually fairly large, so an expectation of this splashing to at least one hero when fighting at a point of interest is not unreasonable. D3TPLeF.jpg

An additional 50% more overall damage done by the ability for just one instance of splash is nothing to sneeze at. This also makes the ability deal damage through undesirable objects and even punishes tight grouping against Nova. It also does wonders for PvE, making her relevant to push a lane especially with Lethal Decoy as it takes on your Snipe Master and Explosive Round traits. Explosive Round fundamentally changes how the Snipe ability works and removes much of its weakness, and with Snipe Master being far less stringent on its mechanics is very much worth taking in tandem.

A note should be made about Covert Mission for the Hanamura battleground. While I think that the talent is mediocre on most maps, it is a must-have on Hanamura. The 50% faster camp respawn for Nova's and TLV's bribes pays dividends for the Support Camps as they only require one Bribe charge. Nova can more easily sneak out undetected to bring a Healing Pulse to every teamfight and rack up significant team EXP in the process.

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Guest Menhir

I totally agree.

There used to be those games, where you just couldn't get your dmg through to any rather isolated target.

And thus you simply had "nothing to do" but to tickle your enemy... No real benefit for your team at all.

Now, with snipemaster + explosive shot combo you can at least take pressure from lanes and gather some xp and what not.

 

 

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Guest Andrerx470

Snipe master and explosive round also have the best sinergy with rewind at lv20. You can literally fire 2x1200 of damage in a second and if you opened the attack with pinning shot(-25 armor) it becomes 3000 damage. Add a precision strike on the target tanks to SLOWED and they become 4000.

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1 hour ago, Guest Andrerx470 said:

Snipe master and explosive round also have the best sinergy with rewind at lv20. You can literally fire 2x1200 of damage in a second and if you opened the attack with pinning shot(-25 armor) it becomes 3000 damage. Add a precision strike on the target tanks to SLOWED and they become 4000.

This has a few requirements though - you need to be level 20 (and this build is not that great before hitting high levels, and if the opponent team is able to take advantage of this, you will be unable to get there), you need stacks of Snipe MasterSnipe Master and you have to hit the SnipeSnipe. As you can see, this is great in theory, but is unlikely to work well in reality.

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Guest WereElf

Although Nova got only 1 talent reworked, I believe that this guide should be updated. Retaining Snipe Master stacks is much easier now, and Sniper Novas are now viable.

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22 hours ago, Guest WereElf said:

Although Nova got only 1 talent reworked, I believe that this guide should be updated. Retaining Snipe Master stacks is much easier now, and Sniper Novas are now viable.

Right now, we are torn between adding the guide and receiving negative feedback because of how difficult Snipe Nova is, and not adding the build, but have users asking for it. We are more leaning towards the former than the latter at the moment.

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Guest Allon

I know there are a ton of comments above, but I did want to ask if there are any plans to update this guide.

Right now, a fully stacked Snipe Master Nova, with Perfect Shot and Explosive rounds, can dish out almost 1,200 primary damage and ~600 splash every three seconds, if they hit a hero, or every six if not.

This, as noted by the moderators above, is still extremely difficult to pull off, but it seems unreasonable for the guide to still list these talents as unrecommended, no matter the situation or player.

 

To be honest, I feel the biggest thing is that the author, Oxygen, is typically a bit more harsh and puts a lot more red X's in then the other authors.

I completely agree with Oxygen--his arguments for the talents are spot on, but the wording used makes it sound like there will never be a good time to take certain talents.

 

This isn't bad by any means, but as someone who loves reading all the guides, it can make certain heroes look like they only have one viable choice at level--or that certain talents are never worth taking--especially when you read some of the other guides that have a lot more situationals.

I feel even just a few more sentences in the guide explaining certain talents like Snipe Mater can work, but still are not recommended, would help make this guide more streamlined.

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Snipe MasterSnipe Master has been changed from Not Recommended to Situational, and the discussion has been updated as well. If you believe there are any other issues with this guide (or any other, for that matter), please do let us know!

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On 9/28/2017 at 2:02 AM, positiv2 said:

Snipe MasterSnipe Master has been changed from Not Recommended to Situational, and the discussion has been updated as well. If you believe there are any other issues with this guide (or any other, for that matter), please do let us know!

I lol'd when I read Oxygen's comment on Snipe Master; he got that right in one.  "Non-scrub use only".  Very nice change!

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Guest Jonni

Somebody should write down the Snipe Master build too, while the only one here is god for sustained damage that one is definitely better for rapid hit-n-run burst damage.

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The One in the Chamber build still exists, but it does less damage than it used to. 

Snipe Master comes now by default at 1, but Snipe will require the full 5 stacks to do roughly the same damage as before without any stacks at all.

I'm pretty disappointed with the treatment Blizzard gave her. In the wake of the whole stealth mechanic nerf, I thought they would buff her damage as a compensation, but we got a damage nerf instead. 

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5 hours ago, Leadblast said:

The One in the Chamber build still exists, but it does less damage than it used to. 

Snipe Master comes now by default at 1, but Snipe will require the full 5 stacks to do roughly the same damage as before without any stacks at all.

I'm pretty disappointed with the treatment Blizzard gave her. In the wake of the whole stealth mechanic nerf, I thought they would buff her damage as a compensation, but we got a damage nerf instead. 

Yeah, I was a little confused.

They said,

Quote

With these updates, we didn’t want to just do straight number buffs, but rather wanted to see if we could give these characters some new tools and tricks to play with.

And,

Quote

The Snipe Master talent is now baseline to reward careful positioning and aim without having to sacrifice a talent tier.

Which is all well and good, but then they just outright nerfed Snipe so Snipe Master is recovering lost ground.

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Yeah, it's very frustrating. After all these reworks, Nova is still the worst assassin in the game, and it seems that they don't give a damn about it - how can you explain that they gave her baseline Snipe Master, but at the same time they nerf Snipe's damage so that it takes 5 stacks for the spell to do the same damage as it did before without any stacks?

So let's see what do we have now.

> Snipe nerf

> Pinning Shot nerf

> One in the Chamber nerf

> Triple Tap buff (372 per shot, total damage 1116, before it was 338 per shot, 1014 total)

> Holo Decoy buff (10% of Nova's damage)

> Ghost Protocol an extra option to deploy another Decoy

> Level 7 Perfect Shot (Snipe CD reduction improved to 2 seconds)

> Level 13 Psionic Efficiency Snipe range increased to 15% and refunds mana on successful Hero hit

> Level 13 new talent: Ionic Force Field, gives +25 armor for 2 seconds after Stealth is lost

> Level 16 Lethal Decoy damage from Decoys increased to 50%

> Level 16 Explosive Round (same as before, moved from level 13) another nerf of sorts

> Level 20 new talent: Apollo Suit reduces Permanent Cloak CD from 3 to 1 second

> Level 20 Precision Barrage also reduces Precision Strike CD by 30 seconds (so the actual CD becomes 30 seconds per charge)

 

So, Ghost Protocol (key 1) spawns a decoy with the same duration and damage as the E one. Both decoys (yeah you can deploy both decoys) are affected by the talents you take (Anti-Armor Shells for instance will make them hit slower, but harder). I dunno... she might become a "ranged Samuro" or sorts?

 

Level 1 talent choice now seems to go to Covert Ops. Hitting Snipes accurately is gonna be more important now, so the enhanced slow on Pinning Shot will help with that. Advanced Cloaking's bonus movement speed is less important now that Permanent Cloak will provide additional speed on it's own, and Longshot's enhanced attack range will not help the decoys (which seem to be more important as a source of additional damage now).

Level 4 talent choice goes to Holo Stability, because Decoys are more valuable now.

Level 7, One in the Chamber's bonus damage is also triggered if you use Ghost Protocol. Now that One in the Chamber has been nerfed, Perfect Shot could be an option? It's a hard decision but One in the Chamber might still be the way to go.

At level 13 Double Tap is still the choice if you went with One in the Chamber at 7. But Psionic Efficiency favors more Snipe casts. 

So here are the major talent paths I see:

Level 7 One in the Chamber -> Level 13 Double Tap

Level 7 Perfect Shot -> Level 13 Psionic Efficiency

Level 16, again we are torn between 3 choices. One for Snipe, one for Pinning Shot (for the One in the Chamber build) and one for the decoys. Pinning Shot reduces armor, Explosive Round makes Snipe an AOE spell, Lethal Decoy improves the damage of your decoys.

Level 20 - Apollo Suit seems frankly "hot garbage" (now that Stealth itself is nerfed) but could help in improving your movespeed if you chose Advanced Cloaking at 1. However, that talent in particular is less prominent a choice now. Rewind does NOT reset the cooldown on Ghost Protocol.

So with that said:

The Snipe build - Covert Ops at 1 (to improve the Pinning Shot into Snipe combo), and all Snipe-related talents afterward - Perfect Shot at 7, Psionic Efficiency at 13, Explosive Round at 16. Advantages: better waveclear, if really late at 16. Allows you to get whatever talent at 4 (can bribe mercenaries for Blackheart Bay for instance). Disadvantages: putting most of your damage in a single spell that you might still whiff. No good for survivability in the long run although you can still try and confuse them with 3 Novas (1 real hero and 2 illusions)

The One in the Chamber build - mostly the same as before but I personally still prefer Covert Ops at 1. Less damage than it used to. Ghost Protocol has synergy with One in the Chamber itself, but Rewind at 20 does nothing for it. If you choose Precision Strike as your heroic, might be better to get Precision Barrage in the long run.

 

the obvious talent synergies:

Covert Ops at 1 + all Snipe-related talents together. Covert Ops improves the chance of hitting more Snipes.

Advanced Cloaking at 1 + Apollo Suit at 20. (there's little reason to do this now, but still...)

Holo Stability at 4 + Lethal Decoy at 16. You could also use these in conjunction with Anti-Armor Shells at 7, which *should* further improve the damage from your decoys. The problem is, Anti-Armor Shells decreases your attack speed which can be for good or for ill (if you die in between attacks, before dealing significant damage).

I'd say you can make a new build by combining these (although how effective this one is, remains to be seen):

- Advanced Cloaking at 1

- Holo Stability at 4

- Armor-Piercing Shells at 7 (maybe?)

- Ionic Force Field at 13 (the armor buff also appears to benefit your decoys, so no worries about your real hero being found too soon)

- Lethal Decoy at 16

- Apollo Suit at 20 (maybe? more for the mobility than the actual stealth).

Note that when you do choose Holo Stability at 4 and Armor-Piercing Shell at 7, the decoys will attack 4 times at most before disappearing. If you do NOT choose Holo Stability but choose Armor-Piercing, the decoys will attack only twice (!!!) at most before disappearing.

 

Armor-Piercing seems horrible choice when the enemy has rather good burst damage and can burst you down easily.

Edited by Leadblast
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On 12/13/2017 at 2:42 AM, Guest Dang3r said:

Topic not updated yet with new talents of Nova on 13.12.2017

I'm working on an update. Rough week for me with finals. On the bright side, you'll be able to call me Master Oxygen from now on.

I'll have it roll out later today. Thanks for your patience everyone :).

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1 hour ago, Oxygen said:

 On the bright side, you'll be able to call me Master Oxygen from now on.

GZ! =:o)

The work and efforts of the icy-team are much appreciated.

Edited by Emergenza
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After quite a number of (QM) games I played with her I've concluded that One in the Chamber is imho still the way to go. Decoys are still primarily a distraction, nothing more.

 

 

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On 12/15/2017 at 3:05 PM, Leadblast said:

After quite a number of (QM) games I played with her I've concluded that One in the Chamber is imho still the way to go. Decoys are still primarily a distraction, nothing more.

 

 

I like that build as well, but Lethal DecoyLethal Decoy is absolutely bonkers when you're facing a zeratul or some other melee hero trying to jump you. It literally allows you to double your DPS for 10 seconds when used with Holo StabilityHolo Stability and Ghost ProtocolGhost Protocol. 2 decoys lasting 10 seconds dealing 50% damage each is nothing to scoff at.

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      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • 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 Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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 Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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