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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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      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. 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. 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. 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. 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. 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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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (Source)
      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. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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