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Heroes of the Storm Murky

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Should The Butcher be listed as one of Murky's counters? If Butcher continuously ganks a careless Murky, the amount of Meat given from Murky's deaths can make him a liability to his team.

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Guest Pangu

I'm a Murky one-trick, the level 16 skill should be changed to fit Murky's hit and run style in the current meta. He plays better as a 1v1 pick character and can do well against many heroes. The skill for 16 should be changed over to Toxic build up to fit the slime build built up in previous talents. If you wanted to do something with pufferfish, the better option would be Wrath of Cod, which will deal immense damage to unsuspecting players.

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ArtVandelay, it works in lower bronze ranked where I am pretty well. Everyone tells me not to grab him and every time I do they complain that the game is over and that I should be reported, and then we crush the other team. Laning, killing, camps, even getting gems. Most of it is easier with Murky because of that bubble escape and the ability to attack while moving. And no, I don't take octo-grab. March is just too useful in taking objectives and dealing siege damage, something which I am always at the top of. Octo-grab takes away Murky's biggest strength, mobility. That said, if you grab basic attack armour buff instead of healing bubble, sure, go solo Diablo for wearing a Murky skin. But you don't even need Octo-Grab for that. I've not determined yet if I do more in team fights with Murky than my other characters, but, I do more than my share of damage and most importantly I can finish kills normally too dangerous or too fast to finish. Combined with the fast respawn = numbers advantage, on top of the early lvl advantage. Not sure why people complain.

This may not work at higher levels, but at my level there is no reason for people to complain about Murky. Unless they want to play him. Then I completely understand. :p

I've been told a first pick Murky is bad since people can counter him. Aside from that being the case for every hero, what counter? The moment you're fighting Murky you've lost.  I've faced the 'weakness' characters. So sure, they're tougher with Zarya's shield, but they don't actually stop the objective of playing Murky. Xp piles up, camps get capped, enemy team gets seperated and siege damage clears towers. Like I said, this may change later in higher ranks, but not yet.

So, from this noob here, Murky approved for Bronze! :)

Have yet to play only Murky in ranked though. Too many trolls and opinions. Need to play more of him over other characters to advance properly. Maybe playing him makes me suicidal with my other characters?

I do think Abathur counters Murky somewhat, though that might just be because I play Murky and Abathur quite a bit myself. They have many similarities and advantages. Xp, siege damage, low downtime, and kills are always high when the game ends. Siege and xp nearly always highest. Abathur can also pop down to fight Murky trying to lane then pop back up to help team fight, gicing the team an advantagr while slowing Murky's laning. I think that is the true counter, not a 'I can solo Murky' wonnabe.

Edited by Morcalivan

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Guest FullMango

I haven't seen this mentioned anywhere in this thread. 

In the talent build section of the guide, the last sentence under "Egg Hunt":
 

Quote

Additional Eggs can also be used to "tank" hits from Mercenary Camps and to apply an initial stack of Slime on them before initiating.


As of 5 or 6 months ago, this is no longer possible.

 

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Fenix should be added as a hardcounter. The problem is here the Repeater Cannon against your fish. You simply can't do anything against him. Even after an additional nerv of Fenix, I doubt that this will be changed.

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Uncommon Patron

Murky can be kited by Fenix but if he comes out of a bush he can use Toxic Buildup and fish tank to force Fenix to warp.

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1 hour ago, Gaarkan said:

I bought murk due to low free rotation rate, and have met with little success, advice?

In my opinion, Murky is a hard-to-play hero, mainly because of the low health pool. PufferfishPufferfish being hard to land consistently does not help that either, nor does the complexity of the trait, which is Murky's biggest strength, and so using it incorrectly can result in very poor performance. Practice helps a lot, and so do videos about the hero.

If you are sure you are using the abilities correctly (to some extent, anyway), try teaming up with a friend who would play a synergistic hero. There is also the possibility of Murky being completely countered in the meta at your rank, which is something you can do nothing about.

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1 hour ago, Gaarkan said:

I bought murk due to low free rotation rate, and have met with little success, advice?

First, Murky is a late game hero. He's incredibly weak early game, so just soak lanes and don't bother to join team fight until like lv 10 or 13.

Second, Murky has more than 1 build. I'm gonna share my own builds below:

Slime build: team fight build

Lv 1: Egg Hunt/A Fishy Deal

Lv 4: Slime Time

Lv 7: Black Lagoon/Time To Krill

Lv 10: March of the Murlocs

Lv 13: Reju Bubble/Fish Tank

Lv 16: Fish Oil/Toxic Buildup

Lv 20: Big Tuna/Never-Ending Murlocs/Making Inky

Talents like Time To Krill, Fish Tank and Toxic Buildup are really strong against melee-heavy teams, but bad otherwise.

Split push build: good on large macro maps, where you can split push to force your opponent to respond and punish a single ganker with Tufferfish+Octo-grab combo

Lv 1: A Fishy Deal

Lv 4: Tufferfish

Lv 7: Slippery When Wet/Time To Krill

Lv 10: Octo-grab

Lv 13: Reju Bubble/Fish Tank

Lv 16: Fish Oil

Lv 20: And a Shark Too/Making Inky

Special mention to some trap talents you should never get:

Fish Eye (lv 1): this encourage risky egg placement, on top of telling your opponent where your egg is. If you want additional scouting, those fake eggs from Egg Hunt can do the job.

Egg Shell (lv13): the shield is too small and doesn't regenerate.

Wrath of Cod (lv 16): even if you want to build around this talent with Tufferfish and Octo-grab, Fish Oil is still a better choice because you don't need to get close to your target to slime him for the Tufferfish value, and you can save your Slime for extra damage (with the Slime bonus) after Octo-grab ends.

These are my own insight about Murky. It might help you get better with this fun hero.

Edited by ShadowerDerek
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Uncommon Patron

Why would you take Tufferfish ShadowDerek and not Living the Dream if you go for split pushing ? It gives you more dmg.

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On 2018年5月16日 at 11:02 PM, XeaKon said:

Why would you take Tufferfish ShadowDerek and not Living the Dream if you go for split pushing ? It gives you more dmg.

1. better waveclear: a Pufferfish + a Slime and the whole wave is gone.

1.a. easy bribe stacks

2. more damage for the Octo-grab combo. It's a 50% damage increase on your main damage source, while Living the Dream only has 15% damage increase at max.

3. doesn't get punished for dying: as a Murky, often times you need to sacrifice yourself, like protecting your team, trading damage, destroying a low health structure, etc.

Living the Dream is usually paired with March of the Murloc to provide amazing AOE damage and zoning.

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Not sure what that suggestion about no team fights was. Pufferfish  dropped in the middle of a team can lead to a change of targets or a successful strike. Running through a team and sliming them then popping a bubble to avoid hits and body block is also useful. Just don't spend too much time doing it at lower levels since XP is your primary advantage. Secondary advantage is quick and easy enemy merc camps. Objective coming up that will require a team fight? Place your egg in a shadowed area near objective ahead of time.

Tufferfish with Octo-Grab and Fish Tank with Slime Time are both two different and powerful builds. One bribes and one-shots enemies, while the other shreds anyone who wants to melee. Either one can be great for team fighting. Also makes for a great Symbiote target for Abathur. :p

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      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
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