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Damien

Heroes of the Storm Kharazim

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This is the build i use for Kharazim, and i find it to be OPAF, i can solo camps without taking any damage, i can 1v1 practically any other hero, including ranged assassins, and have even ninja-ed core a few times with this build. Reason being that Deadly reach massively buffs your basic attack speed, therefore every 3rd attack in it heals, same with radient dash with the Way of a Hundred Fists perk, I deal absolutely MASSIVE amounts of damage and the more damage i do the more i am healed. In team battles this is also prudent because you dont have to be constantly watching the clock for your healing, because your basic attack heal, heals whomever needs it the most, not just you. All in all this character is my all-time favorite Hero, and would love to see more people use him as efficiently as possible.

https://www.icy-veins.com/heroes/talent-calculator/kharazim#24.0!1132223

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On 3/28/2017 at 5:02 PM, Coolbean said:

All in all this character is my all-time favorite Hero, and would love to see more people use him as efficiently as possible.

The build looks really good as a hybrid build, but I don't understand your level 20 choice. If you're taking the WotHF at 16, why don't you take the 2 charge reset at 20? 

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I generally take Iron Fists or Transcendence @1, Blinding Speed @7, Palm @10 (This is preference, both ults are good), and WotHF @16.  WotHF is so good at putting pressure on enemy backline, even if you take Transcendence (and it has the added effect of giving burst heals).  Kharazim's biggest power spike is @16 with WotHF, no matter what passive you take.  Insight is very good, but it is a really bad talent until you finish the quest and I don't like to make my early game even worse.

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7 hours ago, hammadroppa said:

I generally take Iron Fists or Transcendence @1, Blinding Speed @7, Palm @10 (This is preference, both ults are good), and WotHF @16.  WotHF is so good at putting pressure on enemy backline, even if you take Transcendence (and it has the added effect of giving burst heals).  Kharazim's biggest power spike is @16 with WotHF, no matter what passive you take.  Insight is very good, but it is a really bad talent until you finish the quest and I don't like to make my early game even worse.

Looks like you mostly follow our Damage Build. Have you tried the Support Build? 

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I've lurked on this site for quite some time - with WoW - with HS - now, I'm dabbling with HotS. Never really bothered to post, before. Never had any desire to do so. I have to say that I do love this guide and all the comments. I've read each and every one of them, especially nomad86's very helpful posts.

Everyone, thank you very much for all of your informative contributions that help players like myself. 

 

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@positiv2 I will solo support with Iron Fists as well.  As long as you take palm, you are still a healer for your team.  You are essentially trading more healing over time for shorter fights.  Shorter fights require less healing.  Obviously I'm not trying to say that you should always take IF as solo support but it definitely works 

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5 hours ago, hammadroppa said:

@positiv2 I will solo support with Iron Fists as well.  As long as you take palm, you are still a healer for your team.  You are essentially trading more healing over time for shorter fights.  Shorter fights require less healing.  Obviously I'm not trying to say that you should always take IF as solo support but it definitely works 

When playing Kharazim, I am not sure how much do I have to be a support, and when should/can I pick the damage-dealing talents, such as the Iron FistsIron Fists. What's your approach - do you pick Divine PalmDivine Palm on 10, and choose the rest of talents based on power for you, rather than their support value?

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@positiv2 So this isn't like, every game or anything, but yeah I always pick Palm with Iron Fists if I'm solo support.  Level 4/13 are preference and depend on enemy comp heavily.  7/16 I take Blinding Speed and Way of the Hundred Fists respectively with Epiphany @20.  Post 16 you can 1v1 any squishy very easily and you have Palm to turn a team fight.  Like I said, you trade the sustain healing from Epiphany/Transcendence for more damage and shorter fights.  Although, I highly value this build and still run the same talent build even if I pick Epiphany or Transcendence usually.  WotHF is just a really, really solid talent that has amazing synergy with his passive.

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Why is Haunted Mines listed as a worse map for Kharazim? Just curious. I thought he was really solid pick here with excellent single-target damage for getting the grave golems, miners and even mercs. Not much to waveclear here.  Am I wrong?

Edited by VitaminC

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Do you recommend using Deadly Reach off cooldown as long as we're not in a fight, so it is ready for our next engage?

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42 minutes ago, Farbas said:

Do you recommend using Deadly Reach off cooldown as long as we're not in a fight, so it is ready for our next engage?

Generally, yes, if you are sure Deadly ReachDeadly Reach will be off cooldown when the next teamfight (or skirmish) happens. I would recommend using the ability if you want to heal an ally (or yourself) with TranscendenceTranscendence or if you have InsightInsight, but if you have Iron FistsIron Fists, you should be quite careful not to spend too much mana.

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May I ask why Cleansing Touch is marked as a no with the only explanation being "it comes too late"?  How does the fact that it's a level 16 talent change the utility of having 2 (or 3 or even more) low cooldown cleanses (heck cleanses often with a strong movement speed booster attached)?  Against a comp with heavy CC, or when teamed with a strong melee damage dealer, I've had nothing but good experiences with Cleansing Touch.  Sure it's late in the game when you get it but that just means it's there for the late game fights that often lead to winning or losing the game.

If the argument is that Echo of Heaven is simply so much better that Cleansing Touch doesn't deserve a mention then fine.  I disagree (it's at the very least situationally worthy of consideration in my mind) but fine.  But it would be nice if the author would at least explain that as the stance they are taking.

Edited by TSRD

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@TSRDThe guide has been reviewed and updated, which includes the description and viability tier of Cleansing TouchCleansing Touch. The talent is now Situational and its discussion has been changed to be more elaborative. Sorry for the inconvenience.

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Does anyone else feel because of how his kit works that he should get a ( VERY ) small rework and get classed as " multiclass ( Support Assassin ) " As it seems like that was what blizzard was going with but it was before "multiclass " just a thought :)

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6 minutes ago, 50m8r4 said:

Does anyone else feel because of how his kit works that he should get a ( VERY ) small rework and get classed as " multiclass ( Support Assassin ) " As it seems like that was what blizzard was going with but it was before "multiclass " just a thought :)

Yeah, maybe, but I think there are heroes that fit into multiclass better, so if Blizzard is going to change a class of a Hero (which I sadly don't see happening), Kharazim probably won't be the first one to get changed.

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10 hours ago, positiv2 said:

Yeah, maybe, but I think there are heroes that fit into multiclass better, so if Blizzard is going to change a class of a Hero (which I sadly don't see happening), Kharazim probably won't be the first one to get changed.

But who's class Would get changed, Sonya? Also I think there should be a notice for insight at max stacks + The lvl 7 tallents ( lowers E CD on every 3rd attack ) + lvl 13's double the time of E as, I know it's super nichey, would allow His E to stay on forever as long as you got good uptime that is ( hence the nicheyness )

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15 hours ago, 50m8r4 said:

Does anyone else feel because of how his kit works that he should get a ( VERY ) small rework and get classed as " multiclass ( Support Assassin ) " As it seems like that was what blizzard was going with but it was before "multiclass " just a thought :)

Multiclass currently applies to Varian only because it revolves on his Heroics directly affecting his stats and gameplay, something that currently is not applicable for Kharazim. Unless, as you suggested, he got a rework that changed his stats upon getting his Heroics.

Edited by Valhalen

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On 24. 5. 2017 at 5:49 PM, 50m8r4 said:

But who's class Would get changed, Sonya?

I would go with Xul or Nazeebo, since their damage is quite high for Specialists. Maybe also Tyrande, but I haven't played her since rework, so I'm not sure about her damage output anymore.

On 24. 5. 2017 at 10:20 PM, Valhalen said:

Multiclass currently applies to Varian only because it revolves on his Heroics directly affecting his stats and gameplay, something that currently is not applicable for Kharazim.

Even though Kharazim's Heroic abilities do not affect his stats, they offer two greatly different playstyles - support and assassin. His traits work like that as well, with some useful when playing like an assassin, and some useful for support build. Imo that's enough to make him Multiclass.

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On 24.05.2017 at 11:46 PM, positiv2 said:

Even though Kharazim's Heroic abilities do not affect his stats, they offer two greatly different playstyles - support and assassin. His traits work like that as well, with some useful when playing like an assassin, and sme useful for support build. Imo that's enough to make him Multiclass.

Even if you go full damage build with an offensive heroic, Kharazim still remains a support. I wouldn't classify him 'multiclass', more like a hybrid - high damage melee fighter with ability to heal.

The problem with classifying him comes from choosing his trait. You can go Iron Fists for damage and Divine Palm for support, for example. Or you can pick Trancendence for support and Seven-Sided for damage. He still remains a hybrid support character in those scenarios, not multiclass.

Making him a 'multiclass' would be removing ability to choose trait at level 1 and instead give it when picking heroics (and, like, replacing his W AOE heal from assassin build to AOE damage ability), which wouldn't make sence at all.

Is Li Li a multiclass too? Sure, you can go full ham with damage talents and heroic - it won't make Li Li an assassin. She will still remain a support who can heal allies.

 

Edited by VitaminC
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I still find more useful the Deadly Reach duration increase, for geting hits in faster = cooldown reduction for all basic abilities (including so deadly reach itself  = more uptime hits)+ mana back, from first talent pick. geting cd for W heal = also increase 30% speed so...

Edited by InDang3r
including extra info in brackets

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5 hours ago, InDang3r said:

I still find more useful the Deadly Reach duration increase, for geting hits in faster = cooldown reduction for all basic abilities (including so deadly reach itself  = more uptime hits)+ mana back, from first talent pick. geting cd for W heal = also increase 30% speed so...

That is only if you manage to use the extra 2 seconds, and even then, you will often find yourself in need of quick escape, where 15% (or 30% with Heavenly ZealHeavenly Zeal) doesn't cut it, and you get two different movement speed bonuses, giving you a total of 45% (or 60%) increase in movement speed. 

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Guest Lukene55 Mon5ter

howdy folks,

waiting for Garrosh to go live (they just re-extended it again) and started to browse the forum.  I've recently been playing Kharazim frequently and i find that i always take insight at lvl 1, whether i am to be a healer or attempted assassin.   I have just always found that I'm far too mana dependent without it.  But I never go full assassin outside of that either, so I was curious to see a not healer styled support Khara, similar to Tyrande.  I can't say that I've been around long enough to know what was done to Tryande in the rework, but she feels like more of an assassin to me than Kharazim.  She is a utility character; touch of healing, cc, and vision.  certainly a master of none, though.  

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I didn't like either of these builds.

I've found Insight at 1 much more useful, as it keeps replenishing your mana as you keep attacking with Deadly Reach. It's also key to a more balanced "hybrid" build since it keeps you from running out of mana, so you can use your other abilities, specially the Breath of Heaven heal.

https://www.icy-veins.com/heroes/talent-calculator/kharazim#26.0!3122232

With the Insight quest complete (and it's not that hard to do, unlike those "grab 30 regen globes" quests), and the Fists of Fury talent at level 13, you can continuously keep using Deadly Reach on a target without suffering any mana shortages (but you will actually start spending mana on your other spells). Unfortunately, it's not enough to beat most bosses by yourself (so far I've taken out only the Warhead Junction bosses entirely by myself with this build), but can definitely be useful in maps like Battlefields of Eternity for instance (keep hitting the enemy Immortal with an endless flurry of Deadly Reach attacks)

1 - Insight

4 - Spirit Ally (heal your whole team along with Breath of Heaven)

7 - Heavenly Zeal (helps your whole team as well as yourself, unlike the Radiant Dash talents)

10 - Seven-Sided Strike (you can also use the other Heroic if you feel like it)

13 - Fists of Fury (combined with the completed Insight quest gives you access to "endless Deadly Reach")

16 - Echo of Heaven (slightly better heal)

20 - Transgression (can also use other talent, at your discretion)

Edited by Leadblast
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13 hours ago, Leadblast said:

I didn't like either of these builds.

I've found Insight at 1 much more useful, as it keeps replenishing your mana as you keep attacking with Deadly Reach. It's also key to a more balanced "hybrid" build since it keeps you from running out of mana, so you can use your other abilities, specially the Breath of Heaven heal.

https://www.icy-veins.com/heroes/talent-calculator/kharazim#26.0!3122232

With the Insight quest complete (and it's not that hard to do, unlike those "grab 30 regen globes" quests), and the Fists of Fury talent at level 13, you can continuously keep using Deadly Reach on a target without suffering any mana shortages (but you will actually start spending mana on your other spells). Unfortunately, it's not enough to beat most bosses by yourself (so far I've taken out only the Warhead Junction bosses entirely by myself with this build), but can definitely be useful in maps like Battlefields of Eternity for instance (keep hitting the enemy Immortal with an endless flurry of Deadly Reach attacks)

1 - Insight

4 - Spirit Ally (heal your whole team along with Breath of Heaven)

7 - Heavenly Zeal (helps your whole team as well as yourself, unlike the Radiant Dash talents)

10 - Seven-Sided Strike (you can also use the other Heroic if you feel like it)

13 - Fists of Fury (combined with the completed Insight quest gives you access to "endless Deadly Reach")

16 - Echo of Heaven (slightly better heal)

20 - Transgression (can also use other talent, at your discretion)

Yeah, that is pretty much the same build I use. It is absurdly powerful and even allow Kharazim to solo Boss Mercenaries at level 16.

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3 hours ago, Valhalen said:

Yeah, that is pretty much the same build I use. It is absurdly powerful and even allow Kharazim to solo Boss Mercenaries at level 16.

Any Bosses? I find I cannot solo Bosses that use a stun ability like the ones in Sky Temple or the golems in Cursed Hollow. Their stun ability disrupts the infinite Deadly Reach combo and you can't keep pummeling them relentlessly. This also keeps you from spamming Breath of Heaven to keep yourself healed.

I think it's possible to solo Bosses that don't stun, namely:

- Warhead Junction

- Braxis Holdout's Archangel

- Towers of Doom's Headless Horseman

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      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. 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 50 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 150 200 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. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. 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 Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 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 Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. 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. Sentinel Shot [W] Mana cost increased to 55 from 50. 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 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. 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
      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. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. 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 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.

       
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