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Guest Whitherwhy

It lists Rewind as a Not Recommended talent, even though it has a green check mark (and what sounds like a recommended description).

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Guest Kroshak

It lists Rewind as a Not Recommended talent, even though it has a green check mark (and what sounds like a recommended description).

Its in not recommended maybe for the second build, for the first one it is, unless you need something more equal in terms of healing, like you need to provide everyone with the same amount instead of "half" the amount that healing chain provides, maybe a burst AOE happens and you need more the storm shield ( that can let you catch up on healing your allies) than another healing chain that could be potentially insignificant compared with the incoming damage

 

Thats why this are GUIDES, and you need to switch talents for every match because you never know what you are going to face or with who you are

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Guest Whitherwhy

 

It lists Rewind as a Not Recommended talent, even though it has a green check mark (and what sounds like a recommended description).

Its in not recommended maybe for the second build, for the first one it is, unless you need something more equal in terms of healing, like you need to provide everyone with the same amount instead of "half" the amount that healing chain provides, maybe a burst AOE happens and you need more the storm shield ( that can let you catch up on healing your allies) than another healing chain that could be potentially insignificant compared with the incoming damage

 

Thats why this are GUIDES, and you need to switch talents for every match because you never know what you are going to face or with who you are

 

 

I uh, I don't disagree with anything that you said there. I'm just noting that rewind, according to the changelog, is listed as having been moved from not recommended to recommended (which is reflected by the check mark), and yet it is under the "not recommended" heading.

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It lists Rewind as a Not Recommended talent, even though it has a green check mark (and what sounds like a recommended description).

Its in not recommended maybe for the second build, for the first one it is, unless you need something more equal in terms of healing, like you need to provide everyone with the same amount instead of "half" the amount that healing chain provides, maybe a burst AOE happens and you need more the storm shield ( that can let you catch up on healing your allies) than another healing chain that could be potentially insignificant compared with the incoming damage

 

Thats why this are GUIDES, and you need to switch talents for every match because you never know what you are going to face or with who you are

 

 

I uh, I don't disagree with anything that you said there. I'm just noting that rewind, according to the changelog, is listed as having been moved from not recommended to recommended (which is reflected by the check mark), and yet it is under the "not recommended" heading.

 

 

Thank you for pointing that out! It is now fixed! :)

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Guest Vagilator

couldn't bloodlust be viable on battlefield of eternity, so your team can dps down the enemy's immortal quicker? especially if say, you are in a qm with another support for heals?

 

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That's too much of a niche pick in my opinion. We generally write our guides to be competitive and viable in Hero and Team League. :) 

 

But yes, Bloodlust can be viable, however, it is generally inferior to Ancestral Healing. 

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Guest KableJack

Any intention to update this? I think quite a lot of things have changed these last 6 months

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Guest jake

you need to do a little bit fixing in the guide

 

as in the hints for taking camps you say take the healing totem but in the main talent tree , you dont recommend picking healing totem talent .

 

and on other case you said reghar is a good pusher and can soak xp - but when concluded you say he doesnt need to play as a lonewolf - when he is able to keep a lane and let the other team mate force havoc on other lanes, by his dynamics he fits to that part as he can use totem - lightining shield on totem and z to escape and keep the enemy hero a little busy even after he escapes .

 

and the fact that he can soak a lot of xp (with totem or by himself) and can clear enemy camps - as the other team (in early game) dont go into full team fights and keep it on skrimish level (which reghar can join pretty fast coz of his mount dynamic).

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Hey Jake,

 

Thanks for highlighting these points. In accordance with the next Rehgar change, which is going to take place next week, I am going to rework and fix a couple of things! 

 

- Ken

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Guest One

I am a little bit confused. In the Talent Section it says don't pick Stormcaller talent, but in Quick Reference it is picked?

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Guest Spec

They list using ancestral healing on yourself (Alt+R) as a defense to getting locked down (I think against Tyrael) but they removed the ability to use it on yourself last patch, any other ideas?

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Thank you for pointing that out, will remove that passage. 

 

As a rule of thumb, I can only suggest playing a lot more defensively. Don't dive, don't chase for kills. Always keep in mind that you are going to be a priority target for the enemy team. :)

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Rehgar is probably my favorite support in the game. I use a slightly different talent build from the one(s) you've listed here, I was just wondering if you (or someone in thread) could clarify a couple points for me? I have lots of experience with mobas in general (was playing DotA since it was a Warcraft 3 mod, then HoN and DotA 2 before finally switching to HotS), but I am by no means a pro at HotS (been playing only about a year or two, never even touched ranked yet). 

First, why is picking Wolf Run at level 1 bad, exactly? In your description you say that it doesn't provide any bonus to teamfights, utility, or supporting ability, which is mostly true, but I've found the additional mobility the talent provides to be truly significant in other situations. For one thing, when I play Rehgar I try to constantly rotate around the map to where I'm needed (which based on your discussion of strategy is the way you agree he should be played). Doesn't the bonus movespeed help in that? It seems to me that lets him do something he's supposed to be doing better, and especially considering it's a level 1 talent it adds up over the course of the game. It also helps with your "drop a totem, shift to wolf form, and run" disengage (though I suppose that's a fairly valid tactic without the talent as well, especially if you take the totem talent level 1). 
I'm by no means suggesting that it's hands down the best level one talent (since the others you recommend are also very powerful), but shouldn't it at least be listed as situational (for big maps where mobility is more important, or versus melee assassins/bruisers that aren't quite as sticky as, say, Illidin or Greymane)? If not, why?

Second, the level sixteen talent choice. I've been picking Hunger of the Wolf, though I agree with you that its impact isn't really that big, so I'll probably change what I get in the future. My question is, assuming you pick Wolf Run at level 1, which of the other two talents would you say is the better pick in general? Your description of the talent choice at that level seems to be "pick whichever one was already improved by your level 1 talent choice." Certainly it would depend on your team comp as well as that of your opponent's, but in a void which would you say is generally the better pick?

Anyway, really cool guide, thanks for it! =D

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Hey everyone! 

I'm happy to tell you that I just finished updating the Rehgar guide (It's been a while, I admit) into our new format. 

The update should go live within the next 24h or so - looking forward to see your feedback on it! 

- Kendric

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Wow, I was so salty on an allied rehgar that took bloodlust instead of ancestral healing then I saw that you can't use it on yourself, that is such a nerf, when did they even change that it's horrible. 

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Guest FlakeKing

I respectfully disagree with level 7 talent recommendation. Farsight allows to run deadly ganks on rotating enemies (since they don't usually rotate as 5 man), while also protecting your teammates from ganks and baits. It works even in QM and lower leagues - people will anyway react to seeing 3 enemy heroes nearby 

In quite frequent cases it can outcast even Cleanse just by this token, especially if enemy team lacks CC. It might not be recommended but it definitely deserves a situational status

 

Also wanted to say thanks for the guides, they are close to must have when you start a new hero

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4 hours ago, Guest FlakeKing said:

I respectfully disagree with level 7 talent recommendation. Farsight allows to run deadly ganks on rotating enemies (since they don't usually rotate as 5 man), while also protecting your teammates from ganks and baits. It works even in QM and lower leagues - people will anyway react to seeing 3 enemy heroes nearby 

In quite frequent cases it can outcast even Cleanse just by this token, especially if enemy team lacks CC. It might not be recommended but it definitely deserves a situational status

 

Also wanted to say thanks for the guides, they are close to must have when you start a new hero

FarsightFarsight is strong indeed, but is simply not as strong as CleanseCleanse (against CC) and Blood and ThunderBlood and Thunder (other cases). If it fits your playstyle, sure, go ahead and pick it, but the value loss is significant.

When ganking, you will usually not need the vision. Most of the time, ganks are aimed at a lane where you already have a hero and you are only supporting them. Besides, as a support, your ganks are not as powerful as those of assassins, which lowers the value of FarsightFarsight even further.

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Guest FlakeKing
8 hours ago, positiv2 said:

FarsightFarsight is strong indeed, but is simply not as strong as CleanseCleanse (against CC) and Blood and ThunderBlood and Thunder (other cases). If it fits your playstyle, sure, go ahead and pick it, but the value loss is significant.

When ganking, you will usually not need the vision. Most of the time, ganks are aimed at a lane where you already have a hero and you are only supporting them. Besides, as a support, your ganks are not as powerful as those of assassins, which lowers the value of FarsightFarsight even further.

Farsight is also the talent that can save a teammate who is the whole map away from you (think GoT or WHJ here), something cleanse is not capable of. The global range of it can make macro saves even though it lacks micro value that Cleanse provides.

I agree that particular choice heavily depends on both teams composition, map, players' mood and other unpredictable factors.

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Guest Guest

Thanks!

This guide has helped me become a better player and has helped me further understand Rehgar's role in a team. This is one of the best HOTS guides I've seen.

Great Job!

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Guest strategicmaniac

Reghar recently got a buff regarding his less desirable talents. I suggest that this should be revised.

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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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