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Heroes of the Storm Rexxar

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There's a mistake for Feign DeathFeign Death; it says the cooldown is 0 seconds but it's actually 35 seconds.

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12 hours ago, Guest Cyoce said:

There's a mistake for Feign DeathFeign Death; it says the cooldown is 0 seconds but it's actually 35 seconds.

Thanks! Passed this onto Damien. This should be fixed soon. Until then, sorry for the inconvenience.

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I've been playing with Rexxar again (haven't touched him after the rework), and I must say that while he is one of the most fun Heroes in the game (coming from someone who played as a Hunter in WoW and loves the pet mechanic), he is in a current state where he feels too weak to contribute with anything. Sure, he is an excellent solo laner and can solo mercenary camps at east, but there are other Heroes that can do that even better than him (heck, Gul'dan himself outperforms Rexxar in both).

Another problem is that many of the most popular Heroes can abuse of Misha to complete their "Hit X Heroes" quests or use Misha herself against Rexxar and/or the team itself (most notably Kel'Thuzad with Chains of Kel'ThuzadChains of Kel'Thuzad) I feel that Rexxar could get a minor tweak so he could be more impactful in the games, because he is not that viable as a Tank, nor provides the damage output of an Assassin. He tries to be something in-between, but doesn't excel at any.

It is a shame, as he is one of my favorite characters because of his unique gameplay (I got super hyped when he was released). Maybe Blizzard could make something so Misha could feel more threatening, like giving her passive armor and/or movement speed.

Edited by Valhalen

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On 11/9/2017 at 10:31 AM, Valhalen said:

... (coming from someone who played as a Hunter in WoW and loves the pet mechanic)...

 

100% agreed. My main was hunter since vanilla beta till the end of Panda, when I stop playing wow. Main spec always was BM and I was so excited when Blizz announced Rexxar in HOTS. But biggest problem with Rexxar in general is his role. He is somewhere between tank (as a BM) and DPS (as a hunter). And he is weak in both specs (aside if playing vs AI, then Rexxar and Misha rulez all the way).

As a BM he can easily solo any bosses or camps in the game and before last patch was one of the best for clearing lines.

But against other players... Oh well, rarely stood a chance. So imo Blizz should do one of this - either make him full hunter, with abilities to choose between specs AND pets - DPS spec will give him DPS pet, tank spec - Misha OR let him build Misha's spec, again for DPS or tank mode. 'Cos right now he is sucks in both and options we have right now not truly enough to make him either tank or dps  /sadface

But I guess that never gonna happen, since Nova still listed as a mage... :O)

 

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9 hours ago, Bub said:

 

100% agreed. My main was hunter since vanilla beta till the end of Panda, when I stop playing wow. Main spec always was BM and I was so excited when Blizz announced Rexxar in HOTS. But biggest problem with Rexxar in general is his role. He is somewhere between tank (as a BM) and DPS (as a hunter). And he is weak in both specs (aside if playing vs AI, then Rexxar and Misha rulez all the way).

As a BM he can easily solo any bosses or camps in the game and before last patch was one of the best for clearing lines.

But against other players... Oh well, rarely stood a chance. So imo Blizz should do one of this - either make him full hunter, with abilities to choose between specs AND pets - DPS spec will give him DPS pet, tank spec - Misha OR let him build Misha's spec, again for DPS or tank mode. 'Cos right now he is sucks in both and options we have right now not truly enough to make him either tank or dps  /sadface

But I guess that never gonna happen, since Nova still listed as a mage... :O)

 

To be honest they should rework him as an Multiclass (Warrior, Assassin Specialist), and as you said, having abilities to switch between pets and roles. A blend between Kharazim and Varian (in terms of talent options) would work amazingly well. This is what I think Rexxar's rework to be a true hunter should be:

  • At level 1 you pick wich pet you'll be focusing on, reflecting his role:
    • Misha for tanking, with the same set she has now (and passively increases Rexxar's health).
    • Haratha (Rexxar's wolf companion back when he was still in Draenor; died in the lore) for DPS, with a more offensive kit focused on bleed damage (DoT) and burst (and passively increases Rexxar basic attack damage).
    • Spirit for sieging, laning and general utility, with a kit tailored for Specialist stuff: waveclear, assaulting structures, etc. (and passively increases Rexxar's attack speed or something).
  • Once a pet is picked, it cannot be changed.
    • But maybe his level 20 talent would allow him to summon another one for a limited time.
  • Each subsequent talent tier would focus on improving both Rexxar and his pets.
  • Flare would be made baseline.
  • At some point (maybe level 4, or 7) Rexxar would be given access to an entire talent tier of Traps, that would work much Junkrat's Steel TrapSteel Trap, but in a much more limited use (like having a cast time).
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11 hours ago, Valhalen said:

To be honest they should rework him as an Multiclass (Warrior, Assassin Specialist), and as you said, having abilities to switch between pets and roles. A blend between Kharazim and Varian (in terms of talent options) would work amazingly well. This is what I think Rexxar's rework to be a true hunter should be:

  • At level 1 you pick wich pet you'll be focusing on, reflecting his role:
    • Misha for tanking, with the same set she has now (and passively increases Rexxar's health).
    • Haratha (Rexxar's wolf companion back when he was still in Draenor; died in the lore) for DPS, with a more offensive kit focused on bleed damage (DoT) and burst (and passively increases Rexxar basic attack damage).
    • Spirit for sieging, laning and general utility, with a kit tailored for Specialist stuff: waveclear, assaulting structures, etc. (and passively increases Rexxar's attack speed or something).
  • Once a pet is picked, it cannot be changed.
    • But maybe his level 20 talent would allow him to summon another one for a limited time.
  • Each subsequent talent tier would focus on improving both Rexxar and his pets.
  • Flare would be made baseline.
  • At some point (maybe level 4, or 7) Rexxar would be given access to an entire talent tier of Traps, that would work much Junkrat's Steel TrapSteel Trap, but in a much more limited use (like having a cast time).

Totally agreed.

Multiclass will suite him the best. 3 pets as a lvl1 talents for tank (Misha - armor - resist - BM),  dps (Haratha - attack speed - crit - MM) and spirit beast (tho in wow it was only BM who can have it, but with  self heal and heal Rexxar, stealth attack and stunt it could work best for SV spec + traps from Rexxar). And after pet was picked, as you said there is no way to change it and player should build spec around chosen  role.

Huge advantage of this  - Rexxar on map can be anyone. Warrior-tank, assassin-dps or specialist-survivor.

And then Rexxar will became really pain in da butt for opposite team :o)

But... It just a wishes and I am pretty much sure we will not going to see it EVER /sadface

Edited by Bub

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14 hours ago, Bub said:

Totally agreed.

Multiclass will suite him the best. 3 pets as a lvl1 talents for tank (Misha - armor - resist - BM),  dps (Haratha - attack speed - crit - MM) and spirit beast (tho in wow it was only BM who can have it, but with  self heal and heal Rexxar, stealth attack and stunt it could work best for SV spec + traps from Rexxar). And after pet was picked, as you said there is no way to change it and player should build spec around chosen  role.

Huge advantage of this  - Rexxar on map can be anyone. Warrior-tank, assassin-dps or specialist-survivor.

And then Rexxar will became really pain in da butt for opposite team :o)

But... It just a wishes and I am pretty much sure we will not going to see it EVER /sadface

I'm really tempted to post this idea on the Battle.Net forums, just because. Maybe polish it a bit more and post so maybe perhaps who knows a Blizz executive might see it? Or not.

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7 hours ago, Valhalen said:

I'm really tempted to post this idea on the Battle.Net forums, just because. Maybe polish it a bit more and post so maybe perhaps who knows a Blizz executive might see it? Or not.

They will. Question is will they pay attention or even react on it .

Let me know if you'll do it and I'll support you on HOTS forum.

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I've done a lot of climbing in Hero League with Rexxar and here's my thoughts:

1. Rexxar is a niche pick and is hard to fit in a composition. Because he's not a true main tank and not really a bruiser like Sonya he doesn't fit unless put in a solo lane. This makes him hard to pick and gives him a bad stigma in Hero League.

2. The community focuses too much on his laning on not on his team-fighting. He's a good laner but not great. A lot of better laners will crush him. Malthael and Zagara, for example, always give me problems. He can make a huge impact on team fights by landing sick stuns, Boars, and good set-up for other abilities (entangle, power slide, etc).

3. Combine #1 and #2 and I've played a lot of games where I pick Rexxar, do not so well in lane, then my team blames me for all its problems. My teammates give up because they feel Rexxar is no good after laning. That's a myth that has to be debunked.

4. Picking Easy Prey at level one makes Misha one of the best at tanking bosses. On Braxis, you can tank the boss and using Mend Pet not take any damage on your 5 hero team. You can also 2-hero kill the boss on a map like Cursed Hollow (Misha tanks while someone like Hanzo hits the boss). I'm sure there are other applications but this is another plus in Rexxar's game that people underestimate.

5. Hanamura is in his top 3 best maps. It's a 1-4 distribution like Braxxis and an objective that benefits from him counting as two heroes.

Edited by Blagon

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On 24. 2. 2018 at 10:16 PM, Farbas said:

This is not true, the talent only increases Rexxar's health regeneration.

Thanks! I submitted a fix for this issue.

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On 01/03/2018 at 4:13 PM, positiv2 said:

Thanks! I submitted a fix for this issue.

Okay so  I did some tests and it appears that even though the tooltip doesn't say it and the "complete quests" button in try mode doesn't work for Misha, it actually does increase Misha's health regeneration as well...

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I'm liking Misha a lot lately as a Tank and Assassin. Not really using Rexxar unless grabbing a Dragon on Shrines or taking a camp, but the teddy is pretty scary. Maybe it's from those 45+ levels oof playing Monstrosity, but Misha's expendable nature and range makes it pretty simple to build up a good 2k HPs for her and Rexxar. Add some Misha talents and overuse that stun/lunge and you have a really funny but effective way of taking camps, chasing kills, team fighting, soloing bosses, etc. The plan bosses are probably my favourite to fight since they not only have that aura attack on Misha but send out the smaller root at Rexxar so you have to keep both characters ready to move/attack. Same goes for the cursed hollow boss too. Fun stuff. The fact that Misha can use her stun to evade attacks or body block is a little strong, but I like it. Need Rexxar to learn how to lay hunting traps though like Abathur does. :p

Edit: Rexxar behind towers while Misha holds off a Cho'Gall and nearly kills him any time he attacks is hilarious. 1 player becomes halved, two players double up, lol. The ogre only has two attacks that can land on Misha from a distance, and the heal takes care of most of that. The stun lunge and misha's body blocking just takes all the scary out of the ogre and lets any teammate have their way with him. Only fought a couple so far but they quickly learn to never go near Misha, lol.

Edited by Morcalivan

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Tomb of the Spider Queen needs to be added as a strong map choice. Misha's gem collection in a position of danger immediately distributes the gems to Rexxar, who can be in a position of safety. Rexxar can cap these gems while still directing Misha to guard/lookout for opposing team. The camp is easy to grab and the opposing team's mercs are easy to clear with Misha's charge. Furthermore, Misha can very, very, VERY, easily solo the boss while the rest of the team is making it look like the boss isn't being taken and even push other areas. Probably the easiest boss fight I've ever had playing this game so far.

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On 12/8/2017 at 6:47 PM, Bub said:

They will. Question is will they pay attention or even react on it .

Let me know if you'll do it and I'll support you on HOTS forum.

DONE.

Edited by Valhalen

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On 3/8/2019 at 7:58 AM, ShadowerDerek said:

Is there any plan to update this guide? The recent patch changes his playstyle pretty significantly.

An update to the guide should go live soon. Sorry to have kept you waiting!

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Guest Consistency

Dire Beast is no longer recommended because of its nerf, but Aspect of the Beast's description still recommends to take Dire Beast with it.

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      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.

       
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