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Heroes of the Storm Tyrael

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7 minutes ago, Leadblast said:

so much for your Tyrael knowledge huh

You know this makes you look very insecure yes?

In any case, forgive me for not memorizing details for a talent that practically never shows up in competitive and thus I almost never see used.  The talent tool tip does not say it grants Unstoppable and I didn't have a chance to test it because I'm at work.

Care to answer the question asked then?  Does Tyr win or does the Butcher?

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52 minutes ago, TSRD said:

You know this makes you look very insecure yes?

Why would I be insecure? Unlike you, I have played this hero like hundreds of times before.

I think I stung a nerve on you and now you're the insecure one.

Now ask yourself, if you had kept your mouth shut, would that have happened?

 

To answer that question, I've never seen this scenario in that both heroes would charge at each other with their respective skills. So I have no idea of what would happen. What I do know is that it would be incredibly dumb of a Tyrael player to 1v1 duel a Butcher just like that, so I wouldn't cast Judgement on him, UNLESS I actually had teammates behind me to back me up in case that Butcher tries to cast Lamb + Brand on me. Then again, if the Butcher saw that I was actually not coming alone at him, and he was alone, he probably wouldn't charge at me either. And if we both were along with our allies in a big teamfight, I would probably find a better target for a Judgement than a Butcher.

But yes, Judgement is unstoppable once it gets going, past this 0.75s time window, before he starts dashing at the target. While he is unstoppable, some abilities like Zagara's Devouring Maw CAN still stop him in the middle of the dash. If other enemy heroes get in his way while he's dashing they just are knocked aside, this is in the skill's description, and I've seen it several times already, so that's a fact. Also it's still very much possible to interrupt Tyrael in the 0.75s time or cancel his Judgement altogether during that time by becoming untargetable (with cloaking abilities for instance).

Edited by Leadblast
"Thousands" was a gross overestimation of my actual time playing this game, it's about a single year, but enough time to have played Tyrael several hundreds of times before, anyway.

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2 hours ago, Leadblast said:

Why would I be insecure? Unlike you, I have played this hero like hundreds of times before.

I think I stung a nerve on you and now you're the insecure one.

Now ask yourself, if you had kept your mouth shut, would that have happened?

Usually the person who first insults tends to be insecure about something relating to the topic, especially when about knowledge of something. Regardless of any insecurities running around here; I doubt it's common knowledge that the heroic does make Tyr Unstoppable during his charge/dash since the tooltip doesn't state it and personally; I've yet to see that heroic in action myself. Anyway; since the question couldn't be answered; see below;

2 hours ago, TSRD said:

Does Tyr win or does the Butcher?

To my knowledge and by definition; since there's a stun at the end of both respective abilities (and they're both Unstoppable during the dash) it would depend on:

1) The implementation of the abilities.

If the devs had implemented it as such that being Unstoppable and applying the stun were two separate things then who ever hits first would lose in the following sequence; charging while cc immune -> not being cc immune and attempting to apply stun onto target who is cc immune -> getting stunned. Though the concept of hitting first is quite iffy due to the second dependent condition below..

2) Timing and connection

If your connection to the server is worse than the other persons'; you'll probably lose. And by timing I mean the computation/adjustment of the pathing for tracking (again client/server bits)

Since hitting first should be out of the question (assuming good connections); they will hit each other at the same time so again it'd depend on the implementation. In short; if the Unstoppable and stun are at separate times (NB for both heroes); then they both are stunned (and knocked away in Butchers' case). If they're Unstoppable until the entire ability ends then no stuns (and Butcher again gets pushed)

As for a situation where this is plausibly possible; Tyreal get targeted by Butcher during the channeling and Tyreal has targeted Butcher. 

Sadly this isn't down the heroes's spec or anything and gets nitty-gritty into implementation that is hidden from us (sorry to administrators for off-topicness). Please note this is speculation based on logic and other bits.

TL;DR - They need to update that tooltip badly as cc immunity is kinda huge

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3 minutes ago, MurkyFelix said:

Usually the person who first insults tends to be insecure about something relating to the topic, especially when about knowledge of something. Regardless of any insecurities running around here; I doubt it's common knowledge that the heroic does make Tyr Unstoppable during his charge/dash since the tooltip doesn't state it and personally; I've yet to see that heroic in action myself.

It's kind of hard for me to believe that you've never, ever seen Tyrael's Judgement in action before, unless you have a really short time of playing this game, and if so, you're really in no position whatsoever to question me, or imply that I'm insecure about my knowledge of the character (which is not the same as implying that I've already known everything). 

In any case, it wouldn't have been THAT hard to make a test yourself and come up with this:

judgement.thumb.jpg.969120c2e27aed795458907514d336fb.jpg

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I'm giving the situation a test (Tyrael vs Butcher AI in Try mode). It seems that Judgement wins over Ruthless Onslaught, but I'm not quite sure if the abilities were cast simultaneously. I have cast Judgement while Butcher was charging at me and I'm still stunning him (while not being stunned myself by Onslaught). Probably because Judgement is an heroic?

Also, while Tyrael does stun Butcher without being stunned, Tyrael still eats the Onslaught's damage. I even died once in the dashing animation (yes, my ghostly form was for a split second in a dashing posture before I moved it).

Edited by Leadblast

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13 hours ago, Leadblast said:

It's kind of hard for me to believe that you've never, ever seen Tyrael's Judgement in action before, unless you have a really short time of playing this game, and if so, you're really in no position whatsoever to question me, or imply that I'm insecure about my knowledge of the character (which is not the same as implying that I've already known everything).

I've never seen a real player play TLV either (except on stream) so believe what you want ¯\_(ツ)_/¯. Also I did not mean to imply anything; just seems like there's a lot of bicep comparing going on of late about Tyreal so everyone's insecure! (Hurray!)

Regardless; can guide writers update the discussion with that Tyr is cc immune during Judgement? <3

Edited by MurkyFelix
I did a typo :(

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I find it hard to believe that Salvation is not recommended. It's not a bad talent. There are many situations where my own survival is in far more peril than my allies. It's also useful to help me rotate back into fights. I am basically guaranteed a strong shield no matter how low my health is; without the upgrade, my shield feels meaningless at times.

I also find the same issue with Divine Vigor. It's not a necessarily terrible talent given its synergy with Tyrael's many AA talents. It's applicable anywhere and allows Tyrael to duel many heroes. With Purge Evil, both talents combine to make Tyrael a powerhouse in enemy backlines, gaining 105% more damage and sustain if your Smite hit 3 heroes - a common occurrence if you time right. With Eldruin's Seal, you might wonder what hero can stop you. Perhaps Divine Vigor and Purge Evil could be considered situationally recommended than not.

Law and Order I agree is not particularly impactful. There is synergy with Smite the Wicked, but I find the value is unreliable. Smite should reduce the cooldown of Righteousness by 1.5 seconds per hero hit instead of 1.

Burning Halo I find to be interesting. It's certainly not impactful as Horadric Reforging, but if you didn't go for talents related to Eldruin's Might, then there might be a case for this talent since the burn damage can be quite potent. Same with Smite the Wicked. Both talents should be considered situationally recommended if talents related to Eldruin's Might weren't picked.

Overall, I know this guide supports Eldruin's Might related builds for obvious reasons, but in cases where the utility could be forsaken, the AA builds are definitely on par in terms of viability.

Edited by Trensicourt

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I'm honestly surprised Tyrael isn't considered stronger on Braxis Holdout. Being able to prevent enemies from contesting the objective with Holy Ground seems pretty strong. He can't necessarily hold one of those points indefinitely, but he can stall it for so long that it's just really useful. The fact that you get it earlier now actually makes it a lot more relevant. Plus teamfights that break out in those cramped spaces, almost always = good time for Sanctification. Righteousness gets a lot of value for the same reason, especially if you take Justice For All.

Also, if I'm not mistaken, while you can't use Righteousness on any of the big zergs in the waves (they're probably flagged as Bosses), I think you actually can shield the little chod guys that come out first? Not super amazing, but considering how many little bodies there are, that's a lot of shield. I only played 5 games with him today (only 1 of which was on Braxis), and the last time I really played him, I was pretty new to the game and certainly wasn't paying attention to those kinds of details. Feel free to correct that. I'm definitely gonna be playing him more going forward. He's a lot of fun, the rework did him a lot of good.

Edited by PrivateJoker
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On 20. 1. 2018 at 11:05 AM, MurkyFelix said:

Regardless; can guide writers update the discussion with that Tyr is cc immune during Judgement? <3

I'll ask Kendric to add a mention to the discussion. Thanks!

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On 20/1/2018 at 10:01 PM, PrivateJoker said:

I'm honestly surprised Tyrael isn't considered stronger on Braxis Holdout. Being able to prevent enemies from contesting the objective with Holy Ground seems pretty strong. He can't necessarily hold one of those points indefinitely, but he can stall it for so long that it's just really useful. The fact that you get it earlier now actually makes it a lot more relevant. Plus teamfights that break out in those cramped spaces, almost always = good time for Sanctification. Righteousness gets a lot of value for the same reason, especially if you take Justice For All.

Also, if I'm not mistaken, while you can't use Righteousness on any of the big zergs in the waves (they're probably flagged as Bosses), I think you actually can shield the little chod guys that come out first? Not super amazing, but considering how many little bodies there are, that's a lot of shield. I only played 5 games with him today (only 1 of which was on Braxis), and the last time I really played him, I was pretty new to the game and certainly wasn't paying attention to those kinds of details. Feel free to correct that. I'm definitely gonna be playing him more going forward. He's a lot of fun, the rework did him a lot of good.

As usual you don't seem to know anything.

Tyrael's Holy Ground (and arguably Tyrael himself) is not that good for Braxis Holdout because it comes way too late in the game. A game in Braxis is usually decided by the second if not the FIRST control point activation. The vast majority of the Braxis matches I've played anyway. The first control point activation just comes way too early (before the 5 minutes mark) and it usually decides the match. It's a simple, short and straight map, with only 2 lanes, that dictates a very fast-paced game, not much to fight for after the first 2 zerg waves. Picks like Varian, who is very reliant on his heroic to do something meaningful are ill-advised here for that same reason as well. Tyrael's impact in the early game is much bigger, but not with a level 13 talent.

Edited by Leadblast

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Leadblast... seriously... who the f*** do you think you are? I don't know you but just reading your posts in this Tyrael thread makes me thinking you should really prefer to improve your social skills instead of bringing your "How can I insult ppl. best and behave like a douchebag" to perfection. There are better ways to tell ppl. that they are mistaken. So sad this moron behavior found its way to icy-forums and seems to be tolerated by mods. :(

Edited by Emergenza

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1 minute ago, Emergenza said:

Leadblast... seriously... who the f*** do you think you are? I don't know you but just reading your posts in this Tyrael thread makes me thinking you should really prefer to improve your social skills instead of bringing your "How can I insult ppl. best and behave like a douchebag" to perfection. There are better ways to tell ppl. that they are mistaken. So sad this moron behavior found its way to icy-forums and seems to be tolerated by mods. :(

Kindly take your own advice: go and improve YOUR OWN SOCIAL SKILLS.

I'm bearing with PrivateJoker's ignorance, but I WON'T BEAR WITH YOUR OWN STUPIDITY. Consider yourself reported.

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36 minutes ago, Emergenza said:

Leadblast... seriously... who the f*** do you think you are? I don't know you but just reading your posts in this Tyrael thread makes me thinking you should really prefer to improve your social skills instead of bringing your "How can I insult ppl. best and behave like a douchebag" to perfection. There are better ways to tell ppl. that they are mistaken. So sad this moron behavior found its way to icy-forums and seems to be tolerated by mods. :(

just hover over that name and click "Ignore User", bro. Definition of "shitty toxic moba player". Hopefully mods wise up one day, but until then, there are other options.

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40 minutes ago, Emergenza said:

and seems to be tolerated by mods. :(

I was hoping that it would not have to go this way, but it turns out I was naive, and I regret it. Sorry for letting this go this far. There will be action taken.

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2 hours ago, Leadblast said:

That troll deserves the measures taken.

Lead, you're pretty toxic too man. Every post I've seen from you is aggressive, self righteous, and generally of the tone that leads me to mute/ignore people in matches. You may want to bring it down a little. There's no need to include jabs in every reply you make.

Edited by Lorebot

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5 minutes ago, Lorebot said:

Lead, you're pretty toxic too man. Every post I've seen from you is aggressive, self righteous, and generally of the tone that leads me to mute/ignore people in matches. You may want to tone it down a little. There's no need to include jabs in every reply you make.

I'm not being toxic. If you think that's toxic you should see that troll Emergenza and I've seen worse in games as well as in many other internet forums.

I'm actually very much gentle and refraining myself from calling people names even thought they 100% deserve it. That doesn't mean I don't have to show my contempt for them. I feel pretty much insulted by stupidity/ignorance (more of the former than the latter) way more than by outright insults.

Edited by Leadblast

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5 hours ago, Leadblast said:

Kindly take your own advice: go and improve YOUR OWN SOCIAL SKILLS.

 

It's the character of most trolls to not have a sense for irony & sarcasm. I know that my post wasn't polite and so for trolls it might seem contradictory to my own advice. But instead of that I just wanted to give you a taste of what you seed hoping that you see your mistake: Attacking ppl. in an inacceptable way isn't a smart option for conversation. You get what you put in. But obviously it's forlorn hope...

Another character of many trolls is to really think their behavior is appropriate. "Mimimi, I ain't toxic.. there are much more toxic ppl. out there, so my behavior must be fine.... if you think it's toxic, you are just to prissy / weak for what ever..".

Everyone should put his own house in order first. And at least I don't try to legitimate my misbehavior (if it may occure) by arguing: "But... but.. other ppl. do it too... in an even worse way!"

If I tread on someones foot even just lighty and he feels pain, who am I to say "Don't be a prissy mollycoddle, this CAN'T have been painful!". The one and only correct behavior is to apologize and to keep my maybe bad thoughts on my own. Get it? Probably not....

So stay on your throne and continue self-glorifying singing "I am the greatest".

Thank you at PrivateJoker for the hint. I didn't knew that. Much appreciated!

Edited by Emergenza

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The purpose of this thread is to discuss our Tyrael guide, not to bicker. As said above, actions will be taken against those deserving of them and the severity will be according to their behaviour on the site, not just in this thread. 

Any further comments that appear below mine on the same topic as those above will be removed and the user will be permanently banned from the site. Any relevant discussion on the guide is, as always, welcome and encouraged. 

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Can confirm that Defense of the Aegis resets extremely fast. Usually it's an automatic 20 second cooldown so far if you activate it in a fight. Can't say I enjoyed the other Tanking parts though. Even as a Tank Build I felt more like an underpowered bruiser. The mobility itself looks like the best way to avoid damage than armour so far. I think the tanking will have to come from shielding allies with shields than with body. The holy ground on top of an ally looks like the best way to protect them along with jugement/smite combo to stun enemies and then boost the speed of allies to escape. It also helps that it works with catching runners too. I do like how Tyreal's death can be used to discourage enemies from crowding around an ally too. But pure tanking? Meh. My attack speed was always enhanced but did little damage at all. Smite alone seemed to be doing most of the damage. So I'm not too sure being a bruiser would even work.

Edited by Morcalivan

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3 hours ago, Morcalivan said:

Can confirm that Defense of the Aegis resets extremely fast. Usually it's an automatic 20 second cooldown so far if you activate it in a fight. Can't say I enjoyed the other Tanking parts though. Even as a Tank Build I felt more like an underpowered bruiser. The mobility itself looks like the best way to avoid damage than armour so far. I think the tanking will have to come from shielding allies with shields than with body. The holy ground on top of an ally looks like the best way to protect them along with jugement/smite combo to stun enemies and then boost the speed of allies to escape. It also helps that it works with catching runners too. I do like how Tyreal's death can be used to discourage enemies from crowding around an ally too. But pure tanking? Meh. My attack speed was always enhanced but did little damage at all. Smite alone seemed to be doing most of the damage. So I'm not too sure being a bruiser would even work.

Defense of the Angels is pretty bad for a bruiser build. You're much better off with the lvl20 for Judgement (lower cooldown, longer range) or Seal of El'Druin for the almost 100% uptime attack spd bonus.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!3321134 is my typical Bruiser build for Tyrael. It gives him some of the best self sustain I've seen in the game and allows him to trade effectively with any hero. Just be aware that he's more vulnerable to burst damage than ever before with this build because he doesn't have the passive 15 spell armor anymore (at least according to the patch notes...it's still shown on the character select screen so I'm not totally sure he lost it, but it definitely feels like he did). If you're lacking wave clear at lvl 16 swap Smite the Wicked for Burning Halo, it gives some respectable aoe damage and will help you get to 10 stacks of Ardent Restoration much faster.

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I was using it for the tank build. Was testing out the righteous and smite combination with the aegis and eldruin armour. It didn't stop much. Since I couldn't do any damage, they would get more hits in over time negating the defense bonus  and the protection I did provide didn't stop teammates from getting wiped out, only really helping minions with area damage, but not actually helping waves clear since minions target one minion at a time usually. So that area defense goes to waste and just runs out unused. It's similar to an untalented locust. It has some health but the impact is very minimal. So more anti-wave clear than wave clear.

Holy ground on ranged characters getting dived seems like the best defense. Jugement for the same reason. Sanctification seems to only help Tyreal when he gets dived, but teammates rarely are in a position to take advantage of it, and trying to position yourself to place it on them seems to rarely work. By the time you get to them they're retreating, chasing a runner, or dead.

The theroy behind the double port and armour enhanced eldruin makes sense. By switching with your sword, the armour buff stays out and you can retreat still when the timer runs out, but I'm still struggling with the lack of damage. Not to mention mana. The lack of mana means that it doesn't really matter if I can stay at high health with my abilities since I will have to hearth for mana anyways. That's a lot of time spent riding back. And it disrupts the team on team fights by ensuring my team is outnumbered when I'm grabbing mana. So as far as protecting the team, that's a little bit counter productive there.

Maybe I just suck at him or am too new with him, but those issues seem to come up a bit for me.

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1 hour ago, Morcalivan said:

I was using it for the tank build. Was testing out the righteous and smite combination with the aegis and eldruin armour. It didn't stop much. Since I couldn't do any damage, they would get more hits in over time negating the defense bonus  and the protection I did provide didn't stop teammates from getting wiped out, only really helping minions with area damage, but not actually helping waves clear since minions target one minion at a time usually. So that area defense goes to waste and just runs out unused. It's similar to an untalented locust. It has some health but the impact is very minimal. So more anti-wave clear than wave clear.

Holy ground on ranged characters getting dived seems like the best defense. Jugement for the same reason. Sanctification seems to only help Tyreal when he gets dived, but teammates rarely are in a position to take advantage of it, and trying to position yourself to place it on them seems to rarely work. By the time you get to them they're retreating, chasing a runner, or dead.

The theroy behind the double port and armour enhanced eldruin makes sense. By switching with your sword, the armour buff stays out and you can retreat still when the timer runs out, but I'm still struggling with the lack of damage. Not to mention mana. The lack of mana means that it doesn't really matter if I can stay at high health with my abilities since I will have to hearth for mana anyways. That's a lot of time spent riding back. And it disrupts the team on team fights by ensuring my team is outnumbered when I'm grabbing mana. So as far as protecting the team, that's a little bit counter productive there.

Maybe I just suck at him or am too new with him, but those issues seem to come up a bit for me.

Tanking with Tyrael isn't something that every composition is going to be able to capitalize on and depends greatly upon your team knowing how to play around him. Unless i'm queuing with friends I don't bother trying in QM, most people just don't know how to take advantage of his abilities and those that do rarely have faith that you're going to use them properly and just play without depending on them.

I've personally found Holy Ground to be very rarely worth taking, unless I know i'm going to be using it to steal camps from the enemy team or certain i'll be able to block choke points with it to secure kills or escapes I don't bother with it anymore. Garden of Terror, Infernal Shrines, and to a lesser extent Dragon Shire are the only maps that I really consider taking it unless my team is depending on me having it for some sort of late game combo or if they're repeatedly being dived on by a melee assassin (ie Illidan). It won't stop ranged attackers from killing people and it's usually just a minor inconvenience when used to block chasers. It also severely limits your ability to keep the buffs from Stalwart Angel, Burning Halo, or Smith the Wicked up for extended periods because you end up using your Q to create that blocking zone instead of waiting till the last moment to teleport to get the most uptime out of the buffs it provides. And on top of all that it ruins using Q as an initiation tool because anyone you throw it at will just be knocked away when you teleport at them, often ruining combos with allies aoe abilities as well as slowing Tyrael's ability to start hitting them since he'll need to move to a target before he can actually engage them. If Holy Ground provided armor or shields for allies standing inside the area it creates I'd rate it higher, but as it stands it's the least valuable talent on lvl13 in my opinion.

Tank build Tyrael will never be able to put out significant damage compared to other tanks. His strengths lay in mobility and buffing his allies, not damage output. He can slow enemies, speed up allies, provide shields, and grant invulnerability to an entire team if properly positioned, but most of the damage he does can be shrugged off by tanks or easily out healed by supports. So in the end we come back to the fact that Tyrael's performance as a tank depends upon your team knowing how to play around him.

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Hmmm, so yeah, I think tanking is just off the table for me. I can still protect allies by being a pain in the enemy team but speed boosting so that they can escape seems like the better defense. So, Holy Ground does well for that. Placing it in preperation for a future retreat seems to get the most out of it. Same goes for cutting off escape. You really just have to plant the thing before they start running then catch them off guard. The knockback that comes with it is nice and essentially extends the circle diameter by resetting the enemy movment. Using it on Dragon Shrines was pretty fun, not to mention mean since it blocks a whole entrance on the lower shrine. Add some Abathur mines and ouch. Haven't tried using Bound by Law just yet, but if I do, it would definitely be used with Holy Ground to multiply that control over enemy movement. It also did well on Cursed Hollows where there are a bunch of concealed paths and flanking options letting you get behind to plant the sword as you charge in to attack, then block the escape when it happens, similar to Leoric's tomb. Works very well with Judement which bypasses all those pesky walls and hitboxes.

But as far as personal protection goes, Stalwart Angel with Sword of Justice is the way to go for me. Having that armour out while being able to charge in and back seems like a basic requirement to fighting with Tyreal. I usually grab Ardent Restoration at lvl 1 just because it doesn't cost mana or have a cooldown compared to shields. Swift Retribution is needed to both stay alive and finish kills, not to mention let allies escape death, while Judgement on damage alone is a useful addon, but with Eldruin it makes it a very safe way of doing so. And it looks fricking cool when you do it then teleport. So bonus.

If I'm surviving  fairly well by lvl 20 then I grab the Eldruin Seal for more damage and healing, but if I'm getting killed then I grab the Aegis. If a certain character is a problem for the team, then a boost to Judgement is needed.

So far this seems to be working much better than trying some complicated Righteous/Smite/Aegis combo. My damage is still poor, but I can stay on them more often, which means more finishes. I think one game I had the lowest damage output but tied for highest kills, then another I did highest assists but no kills. Will be experimenting with smite again in the future just for damage, but that's more skill based and I'm not as accurate with it as I'd like yet.

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      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 PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new 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 is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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