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Heroes of the Storm Sgt. Hammer

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15 hours ago, Guest Kalasnokov said:

Advanced rely on that you can stay in siegemode for prolonged times

But so does your suggestion of Graduating Range.

Unless I missed something (like an update), Advanced Artillery actually doesn't require you to be in siege mode, as the damage bonus damage starts at 75% of the "default" range. You do not need to siege up in order to get the damage bonus, unlike Ambush, which is very significant in team battles and when poking an enemy. If it required you to siege up, Ambush would most likely be better indeed.

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Guest Kalasnokov
On 2017-03-22 at 3:53 PM, positiv2 said:

But so does your suggestion of Graduating Range.

Unless I missed something (like an update), Advanced Artillery actually doesn't require you to be in siege mode, as the damage bonus damage starts at 75% of the "default" range. You do not need to siege up in order to get the damage bonus, unlike Ambush, which is very significant in team battles and when poking an enemy. If it required you to siege up, Ambush would most likely be better indeed.

Using grad. with ambush comes from my preference with grad. before hover (range = first damage potential >>>> everything else), and as i stated earlier being forced from siege mode only gives you a new opportunity to get 200% damage. 10% extra damage ain't that much, even if poking could be important, wouldn't ambush + hover yield a similar result? (more powerful, albeit slower)

I have to admit i have not thought about that advanced gives you +10% when not in siege mode, but IMO that would put it on par with ambush, making it more profitable to choose, but having the knowledge that you always do 200% for your first shot is more compelling to me. My most tested play-style consists of out-ranging my opponents and using the first hit to provide a sizable advantage over anyone targeting me, have not found another style that provides a better result as of yet despite testing around quite a bit.

 

 

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7 hours ago, Guest Kalasnokov said:

I have to admit i have not thought about that advanced gives you +10% when not in siege mode, but IMO that would put it on par with ambush, making it more profitable to choose, but having the knowledge that you always do 200% for your first shot is more compelling to me. My most tested play-style consists of out-ranging my opponents and using the first hit to provide a sizable advantage over anyone targeting me, have not found another style that provides a better result as of yet despite testing around quite a bit.

AmbushAmbush can be useful during laning phase and when poking your enemy here and there, but in teamfights, you cannot afford being immovable, and even though Hover Siege ModeHover Siege Mode helps with it quite a lot, you still have to have a reliable way of running away if you end up losing the fight.

7 hours ago, Guest Kalasnokov said:

wouldn't ambush + hover yield a similar result? (more powerful, albeit slower)

You would still need to use Siege ModeSiege Mode again, which is the main issue of AmbushAmbush. I haven't tested it extensively though, so I'll try it out.

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Guest Crtsoboro

when i play Sgt hammer i make use of the quicker siege mode deploy times with this build, the orbital BFG is really just for constant lane clearing and the occasional BFG snipe into a team fight
https://www.icy-veins.com/heroes/talent-calculator/sgt-hammer#24.0!1231231

or for the lvl 20 talent i may get the nexus frenzy because of my reliance on the basic attack, this makes me much more effective as far as damage output goes and jumping into team battles with the graduating range is easy, as well as using the extra range to attack forts or defend large areas without endangering myself more than i need to

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On 5. 4. 2017 at 2:51 AM, Guest Crtsoboro said:

when i play Sgt hammer i make use of the quicker siege mode deploy times with this build, the orbital BFG is really just for constant lane clearing and the occasional BFG snipe into a team fight
https://www.icy-veins.com/heroes/talent-calculator/sgt-hammer#24.0!1231231

or for the lvl 20 talent i may get the nexus frenzy because of my reliance on the basic attack, this makes me much more effective as far as damage output goes and jumping into team battles with the graduating range is easy, as well as using the extra range to attack forts or defend large areas without endangering myself more than i need to

While First StrikeFirst Strike does provide a bigger damage bonus than Giant KillerGiant Killer, it also requires you not to have taken damage in the last 5 seconds, which makes the talent way too unreliable and that is the reason it should not be taken. 
Graduating RangeGraduating Range has a similar downside as First StrikeFirst Strike, and that is to be safe for a longer period of time, which is again not reliable enough in a dynamic game that is Heroes of the Storm. However, I have to say that after trying Graduating RangeGraduating Range out, I have to admit that it is good against slow team with minimum reach, though I do not encounter teams like that often enough to pick it more often than Hover Siege ModeHover Siege Mode.
Orbital BFGOrbital BFG is in my opinion too random to be taken on level 20 over Nexus FrenzyNexus Frenzy. I personally prefer Blunt Force GunBlunt Force Gun over Napalm StrikeNapalm Strike, but I do feel the Blunt Force GunBlunt Force Gun is weaker in teamfights due to its big cooldown compared to its relatively low damage (especially later on, as it scales by 1.03 rather than 1.04 per level).

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I've been thinking the same, Hammer is bad noenetheless but its Fun to play :D.

I think this guide is old, Ambush is a clear winner as a level 1 pick and Blunt Force Gun, Orbital BFG and Graduating Range should be put as situational talents.

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15 hours ago, Fransoa said:

I've been thinking the same, Hammer is bad noenetheless but its Fun to play :D.

I think this guide is old, Ambush is a clear winner as a level 1 pick and Blunt Force Gun, Orbital BFG and Graduating Range should be put as situational talents.

We're actually considering adding more talents to the Situational tier due to meta shifts. 
As I said previously, AmbushAmbush requires you to siege up, while Advanced ArtilleryAdvanced Artillery does not, which is a huge difference as you cannot afford to have your mobility impaired that much.

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21 hours ago, positiv2 said:

We're actually considering adding more talents to the Situational tier due to meta shifts. 
As I said previously, AmbushAmbush requires you to siege up, while Advanced ArtilleryAdvanced Artillery does not, which is a huge difference as you cannot afford to have your mobility impaired that much.

Well you would siege up, auto attack and unsiege. Siege gives bonus range so you can hit them, why pick hammer if you can't even siege up from time to time. 

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4 minutes ago, Fransoa said:

Well you would siege up, auto attack and unsiege. Siege gives bonus range so you can hit them, why pick hammer if you can't even siege up from time to time. 

Sieging up, taking a shot and unsieging with AmbushAmbush will result in less damage than taking Advanced ArtilleryAdvanced Artillery and auto-attacking for the same amount of time.
You can siege up every now and then, but sieging up frequently will often cause troubles. That's one of the reasons why AmbushAmbush is not that powerful.

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Blunt Force Gun is said to be a Q in the abilities section and all of its tooltips on the website

Edited by EDL666
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Guest Broockle

My build is almost exactly like the one described on this site.  Except I can't live without Hyper-Cooling EnginesHyper-Cooling Engines

It gives Hammer so much more Utility, you can spam Z to get anywhere quickly and help with objectives, team fights, or to just fill in a lane. Also it gives you much more survivability against Assassins. If you're caught by Zeratul or Valeera, what is First AidFirst Aid gonna do? You gotta boost the heck out of their after you pass them a dose of Concussive BlastConcussive Blast

I personally also don't see much sense in Hover Siege ModeHover Siege Mode since you can just boost out of Siege ModeSiege Mode  if you're in trouble anyway. I'm sure it can work depending on your play style but I find StoneskinStoneskin a little more useful. I mean it's not a crazy useful talent but I can at least make a little use of it. 

And ye, occasionally I do get the Blunt Force GunBlunt Force Gun I mean it's not all bad is it? I think it's pretty damn good sometimes. 

Great guide tho, I'm sure it helps many people ^^

 

 

 

 

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On 9/30/2017 at 1:12 PM, Guest Broockle said:

My build is almost exactly like the one described on this site.  Except I can't live without Hyper-Cooling EnginesHyper-Cooling Engines

It gives Hammer so much more Utility, you can spam Z to get anywhere quickly and help with objectives, team fights, or to just fill in a lane. Also it gives you much more survivability against Assassins. If you're caught by Zeratul or Valeera, what is First AidFirst Aid gonna do? You gotta boost the heck out of their after you pass them a dose of Concussive BlastConcussive Blast

I personally also don't see much sense in Hover Siege ModeHover Siege Mode since you can just boost out of Siege ModeSiege Mode  if you're in trouble anyway. I'm sure it can work depending on your play style but I find StoneskinStoneskin a little more useful. I mean it's not a crazy useful talent but I can at least make a little use of it. 

And ye, occasionally I do get the Blunt Force GunBlunt Force Gun I mean it's not all bad is it? I think it's pretty damn good sometimes. 

Great guide tho, I'm sure it helps many people ^^

 

 

 

 

I completely agree with you when it comes to Hyper-Cooling EnginesHyper-Cooling Engines. It gives you much more survivability than First AidFirst Aid because of the way Sgt. Hammer ganks are set up: most of them exploit their lack of mobility and escape machanisms, so they tend to rely much more on CC than on raw damage. If Zeratul has already closed in on you, or if you got hooked up by Stitches, Artanis or Diablo, First AidFirst Aid will do you absolutely no good because, in this situations, what you need is not healing, is escape. Hyper-Cooling EnginesHyper-Cooling Engines also allows you to easily outmaneuver The Butcher, whatever his Heroic ability choice is. Once he locks you in with his Ruthless OnslaughtRuthless Onslaught, you can just Z' away from him, whic Hyper-Cooling EnginesHyper-Cooling Engines pretty much guarantees will be possible.

But I strongly believe Blunt Force GunBlunt Force Gun is almost useless compared to Napalm StrikeNapalm Strike. Yes, it's good in some specific situations, but not in matches as a whole. This means that even if you miss BFG for a specific moment or too, this will be more than compensated in the rest of the match. Besides, Advanced Lava StrikeAdvanced Lava Strike is an absolutely terrifying talent, as it allows you to poke enemies and deal heavy amounts of damage without any fear of retribution at all. This reminds me of FlamethrowerFlamethrower, which allows Kael'Thas do deal lots of AoE damage from such a ridiculous distance that the enemy will have much difficulty countering you. Since both Kael'Thas' and Hammer's damage outputs are calculated around the fact that they have limited mobility, the added cast range means you have a devastating amount of damage in your hands.

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50 minutes ago, mctanaka said:

I completely agree with you when it comes to Hyper-Cooling EnginesHyper-Cooling Engines. It gives you much more survivability than First AidFirst Aid because of the way Sgt. Hammer ganks are set up: most of them exploit their lack of mobility and escape machanisms, so they tend to rely much more on CC than on raw damage. If Zeratul has already closed in on you, or if you got hooked up by Stitches, Artanis or Diablo, First AidFirst Aid will do you absolutely no good because, in this situations, what you need is not healing, is escape. Hyper-Cooling EnginesHyper-Cooling Engines also allows you to easily outmaneuver The Butcher, whatever his Heroic ability choice is. Once he locks you in with his Ruthless OnslaughtRuthless Onslaught, you can just Z' away from him, whic Hyper-Cooling EnginesHyper-Cooling Engines pretty much guarantees will be possible.

A key skill of a Sgt. Hammer player, even if not reflected in the guide, is knowing when (not) to use ThrustersThrustersHyper-Cooling EnginesHyper-Cooling Engines is pretty much a talent that gives you more space for mistakes, but ultimately not giving you a great advantage over using ThrustersThrusters more carefully, while First AidFirst Aid lets you stay longer in the fights and doing more damage, while also leaving you with an escape mechanism in the form of ThrustersThrusters in case things go downhill too quickly.

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With that rework, the guide needs some serious review because I have a feeling that Hammer is pretty damn good now, with way more flexibility, more survivability and less feeling like a one-pony trick.

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Really? I feel she is a lot weaker now. The only thing stronger about her is her siege damage with Maelstorm rounds.

Siege mode is now stronger at the severe cost of her tank mode, which should be your main form. However, the stronger Siege mode is not even good in teamfights. In fact, it's worse in teamfights due to her not having First Aid and Stoneskin.

I thank Blizzard for a better Siege Mode, but Tank Mode is gutted. The only fair change is to give Tank Mode 50% faster cooldowns. Afterall, it feels as if I am 10 levels stronger in Siege Mode, but then again, I can't move. So what am I? 5 power levels below the average hero?

Read this comment (btw, I totally disagree with Orbtial BFG. Everyone knows that Orbtital BFG takes way too damn long to punish a competent team.)

hammer rework response.PNG

Edited by Trensicourt
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I want to add that at 16 Mechanical Know-howMechanical Know-how is a trap talent. Either you use it right when you need armor, which means you need to bail out, because you are focused, or you are using your defensive ability for the potential of doing more damage, because it's not even guaranteed to proc.

And yes, Hammer was gutted. RIP

Edited by SleepySheepy

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For having played her a lot (the rework), I mean, I feel like you can do a lot more with that Siege mode, many many times you require more than 1 hero to take care of you because you deal so much more damage and much more widely. That 50% armor in siege mode is really good at eating burst and then you usually just destroy the hero that was bursting you down... When you aren't getting into team fights, you can just go utterly demolish structures with your siege mode, getting the armor up and using thrusters to get out. Yes, you are vulnerable to CCs, but you can take that Unstoppable talent to fix that. I honestly don't think she's bad, she's quite different to play, for sure, and yes, you must use the siege mode more and that requires different strategy from your team and likely a much different comp that what you needed with her before.

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On 11/30/2017 at 8:19 PM, EDL666 said:

For having played her a lot (the rework), I mean, I feel like you can do a lot more with that Siege mode, many many times you require more than 1 hero to take care of you because you deal so much more damage and much more widely. That 50% armor in siege mode is really good at eating burst and then you usually just destroy the hero that was bursting you down... When you aren't getting into team fights, you can just go utterly demolish structures with your siege mode, getting the armor up and using thrusters to get out. Yes, you are vulnerable to CCs, but you can take that Unstoppable talent to fix that. I honestly don't think she's bad, she's quite different to play, for sure, and yes, you must use the siege mode more and that requires different strategy from your team and likely a much different comp that what you needed with her before.

Actually, you can't demolish forts in siege mode. Strange as it may sound, it is a beginner's mistake to think siege mode is that good for sieging.

"Huh?? What the hell do you mean??"

As any reasonably experienced player knows, it is nigh impossible to stay for more than a few seconds sieging enemy structures on your own, because that is the time it takes for the other team to counter-attack and proceed to gank you. If you take more than a few seconds, you will be ganked by 3, 4 and sometimes even all 5 heroes, which means even ThrustersThrusters might not be enough to save you. This means that even when playing with Sgt. Hammer, you get at most 10 seconds to siege the enemy fort, and though every second counts in HotS, this time is simply too meagre. On top of that, as my experience shows, 10 seconds is the max time you get; often the other team takes as little as 5 seconds to counter-attack, and sometimes you cant' barely enter siege mode because the other team is paying attention to you and has some kind of defense previously set up. Even nibmble pushers like Sylvanas can't afford the luxury to stay for more than a few seconds on a given fort/keep, because even Sylvanas' mobility is not enough to guarantee an escape, depending on the extent of her overextension. As @Trensicort noted, a good Hammer player should stay most of the time in tank mode - especially once you reach lvl 10 and get Napalm StrikeNapalm Strike.

By the way, I always thought Hyper-Cooling EnginesHyper-Cooling Engines was overpowered. I completely disagree with @positiv2 on this point: the strength of Hyper-Cooling EnginesHyper-Cooling Engines was not to give more room for mistakes; it's that it allowed you to have a nearly-global presence in the map, even larger ones, so you could "split-siege" AND take part in team fights with impunity. Think of it in these terms: ThrustersThrusters last for 4 seconds, meaning Hyper-Cooling EnginesHyper-Cooling Engines made them available every 11 seconds. 60% move speed every 11 seconds which is not interrupted by taking damage? Holy carp!

Given that, as explained above, you have at most a few seconds to siege a fort, Hyper-Cooling EnginesHyper-Cooling Engines was essential to siege effectively (ironically as it sounds), as you could switch between forts and give a hell of a headache to the other team, since it forced them to pay attention to more forts. No wonder this talent was deleted. The only reason it was not as overpowered as it was supposed to be is that most Sgt. Hammer players were simply too incompetent to take full advantage of it or notice its potential. I lost count of the times I killed Hammers who thought they would get away with it merely because they had First Aid - my team usually knew that hammer had healing, so our ganks did not revolve around burst damage, but rather on CC combos.

"But, hey, I get to flatten the enemy forts and even keeps! How come I get so much more time?"

If you are able to flatten enemy forts and keeps in siege mode, either you are playing against the AI, or the other team is really, really, REALLY novice - the kind of team which enters 3x5 or even 2x5 team fights.

Edited by mctanaka

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3 hours ago, mctanaka said:

Actually, you can't demolish forts in siege mode. Strange as it may sound, it is a beginner's mistake to think siege mode is that good for sieging.

Well, you can do it, as in you have the ability to do it. That forces particular plays from the enemy team and since she has really strong tools to deal a lot of damage in team fight WHILE IN SIEGE MODE, it allows for setups from your team. And like I said, with that 50% armor and the Unstoppable talent, it will be quite hard for your opponents to catch you UNLESS they specificly built for it. You can reset the thrusters in team fights, when you are the most resilient since your team is built to protect you while you shred the opponents. Someone dives you, you can push them back, initial CC doesn't work, I think it can be really strong, more potential than before I'm pretty sure because you can go much wider in your build options. I mean, everything you said is right, but I'm really not as confident that you'll get as much pinned down than you were with the previous talents when you attempted to enter siege mode and THAT is a buff to me because she's really deadly in siege mode.

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1 hour ago, EDL666 said:

Well, you can do it, as in you have the ability to do it. That forces particular plays from the enemy team and since she has really strong tools to deal a lot of damage in team fight WHILE IN SIEGE MODE, it allows for setups from your team. And like I said, with that 50% armor and the Unstoppable talent, it will be quite hard for your opponents to catch you UNLESS they specificly built for it. You can reset the thrusters in team fights, when you are the most resilient since your team is built to protect you while you shred the opponents. Someone dives you, you can push them back, initial CC doesn't work, I think it can be really strong, more potential than before I'm pretty sure because you can go much wider in your build options. I mean, everything you said is right, but I'm really not as confident that you'll get as much pinned down than you were with the previous talents when you attempted to enter siege mode and THAT is a buff to me because she's really deadly in siege mode.

I think it has to do with the experiences with solo pushing. I have never been able to stay for more than a few seconds solo-pushing regardless of the Hero, unless the other team was completely inept. Sgt. Hammer has one of my lowest "timers" for solo-pushing. Maybe I had the bad luck to always be matched against Hammer-haters. :-D

(Or maybe it's bad luck in general; more often than not, my teammates are of the kind who engage 2x5 team fights, or are suicidal assassins who then proceed to blame me because I did not heal them - you know, that kind of stuff.)

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On 10/18/2019 at 1:09 AM, Guest Fire said:

Is there a reason for removing the siege build?

I believe that the Siege Build was renamed to Standard Build, rather than removed.

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Guest Fire
On 10/24/2019 at 9:58 PM, positiv2 said:

I believe that the Siege Build was renamed to Standard Build, rather than removed.

No no. The Siege Build was completely different. 

This was the old: Siege Build

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On 10/28/2019 at 9:26 AM, Guest Fire said:

No no. The Siege Build was completely different. 

This was the old: Siege Build

I simply don't believe we're in this kind of metagame anymore, with more "defensive" options (read: mines) being one of the better ways of making Hammer relevant, however rare that is for now. When bruisers do finally calm down, we might start seeing more siege-oriented heroes and builds again.

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1 hour ago, Oxygen said:

I simply don't believe we're in this kind of metagame anymore, with more "defensive" options (read: mines) being one of the better ways of making Hammer relevant, however rare that is for now. When bruisers do finally calm down, we might start seeing more siege-oriented heroes and builds again.

Yes YES! I'd like old siege Zagara back. Nothing like taking down towers within 1min of a game start.

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      Abathur Fixed an issue that prevented the Monstrositty from using the Force Move command. Fixed an issue that caused Ultimate Evolutions of Lost Vikings talents when cloning a Viking who had selected select talents. Alexstrasza Fixed an issue that caused Flames of Fury to not reduce the amount of Mana gained from hitting an ignited enemy with Flame Buffet. Fixed an issue that Dragon Scales could be refreshed when requirements were met while the buff was still up. Anduin Fixed an issue that caused Speed of the Pious to not grant cooldown reduction when bringing an allied Hero to full health with Divine Star. Blaze Fixed an issue that caused the Bunker to be destroyed by the Punisher on Infernal Shrines in a single hit. Cho Fixed an issue that caused Cho's radius to be increased after casting Surging Fist. Chromie Fixed an issue that caused Temporal Loop to permanently reveal the target when used in certain conditions. Chromie may no longer attempt to place a Time Trap in locations it cannot be placed. Deathwing Fixed an issue where Gaze Onto Destruction reduced the damage of non Heroes. D.Va Fixed an issue that allowed Self-Destruct to be activated while D.Va's Mech was disabled by taking enough damage to eject D.Va if her Boosters were active. Fixed an issue that caused Liquid Cooling to not apply properly if Call Mech was used shortly after activating Self-Destruct. Fixed an issue that allowed Defense Matrix to push targets not intended to be pushable if Diverting Power was selected. Fixed an issue that caused Diverting Power to not increase D.Va's Self Healing when it restores Health to the Mech. Hogger Fixed an issue that allowed Hogger to use his Dance without incurring movement restrictions. Imperius Fixed an issue where Molten Armor dealt inconsistent damage. Lili Fixed an issue where Blessing of Yu'lon reduced the healing of Cloud Serpent. Fixed an issue where Mistweaver healed Lili for the incorrect amount. Malganis Fixed an issue where Blind as a Bat changed the cooldown and mana cost of Fel Claws. Mei Fixed an issue where the Skating Away talent did not give 50 armor to nearby non Heroes. Fixed an issue where The Big One only gained 50% increased damage from Slushball. Orphea Fixed an issue that allowed Orphea to have her Shadow Waltz be fired at an enemy without aiming in their direction. Samuro Fixed an issue that allowed Samuro to activate Image Transmission on a Mirror Image directly after his Hearthstone activates. Fixed an issue that caused Samuro to lose the benefits of the Deflection talent if Three-Blade Style is selected while any Mirror Images are active. Sylvanas Fixed issues with Withering Fire's projectile missile. Fixed an issue that caused Black Arrows to apply from Basic Attacks prior to the damage being dealt, increasing the damage from the attack that applies the third stack of Black Arrows by 25%. Fixed an isue that caused Black Arrows to apply from Basic Attacks prior to Lost Soul checking for stacks, causing the attack that applies the third stack of Black Arrows to grant cooldown reduction. Fixed an issue that caused Black Arrows to apply from Basic Attacks prior to Remorseles checking for stacks, causing the attack that applies the third stack of Black Arrows to activate Remorseless. Fixed an issue that caused Black Arrows to apply from Basic Attacks prior to Overwhelming Affliction checking for stacks, allowing the attack that applies the third stack of Black Arrows to slow the target, and then deal percent damage in that same attack if the target was able to be slowed, but was not slowed prior to the attack. Fixed an issue that caused Remorseless to apply Black Arrows prior to the damage being dealt, increasing the damage dealt by 25% if the target had two stacks prior to the damage being dealt. Fixed an issue that caused Withering Fire to apply Black Arrows(when the Withering Barrage talent is selected) prior to the damage being dealt, increasing the damage dealt by 25% if the target had two stacks of Black Arrows prior to the damage being dealt. Fixed an issue that caused Haunting Wave to apply Black Arrows(when the Festering Wounds talent is selected) prior to the damage being dealt, increasing the damage by 25% if the target did not have three stacks of Black Arrows prior to the damage being dealt. Fixed an issue that caused the impacting damage from Shadow Dagger to grant Unfurling Shadows quest progress prior to the damage being dealt, increasing the damage dealt by 0.5%. The Lost Vikings Fixed an issue that prevented the Longboat Raid from using the Force Move command. Tychus Fixed an issue where Tychus will show an uknown ability in the damage screen. Tyrael Fixed an issue where Archangel Wrath applied damage reduction to non Heroes. Zeratul Fixed an issue that caused Singularity Spike when cast from Might of the Nerazim to act as a non-Might of the Nerazim Singularity Spike. Mount
      Fixed an issue that prevented the Robin Woodland Guardian Mount from being usable. Fixed an issue that prevented the Tangerine Woodland Guardian Mount from being usable. ARAM
      Reduced the chance of everyone being forced to select the same Hero from 5% to 2%. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

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