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Heroes of the Storm Rehgar

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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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      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.
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