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Guest Ckomopox

Hey there!

 

Because of either talent order change or some other glitch level 16 talent displayed for Grav-O-Bomb build is now Hyperfocus Coils, the only talent of four not recommended at all in the detailed talent build section.

 

Also neither this nor other build in Quick Reference matches main choices taken in the detailed section. Not sure whether this is intended.

 

And a little question. Infernal shrines were not added to map specific advice, do you think taking turrets XL for more targets may have sense there instead of slowing? Or too much utility dropped anyway?

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Hey there!

 

Because of either talent order change or some other glitch level 16 talent displayed for Grav-O-Bomb build is now Hyperfocus Coils, the only talent of four not recommended at all in the detailed talent build section.

 

Also neither this nor other build in Quick Reference matches main choices taken in the detailed section. Not sure whether this is intended.

 

And a little question. Infernal shrines were not added to map specific advice, do you think taking turrets XL for more targets may have sense there instead of slowing? Or too much utility dropped anyway?

 

Hi,

Thank you for notifying me of this small mistake. The database has issues sometimes; I'll be right quick to get it fixed.

Regarding Infernal Shrines, the map went through so many changes and iterations that we have set to give it a bit of time before cementing our guides. I'll be getting mine done within the week.

Turret XL is definitely a good pick on Infernal Shrines, as would be Extra TNT. I'll be editing the guide to reflect these.

Thank you again, and with regards,

Oxy

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Guest The Nilbog

Personally, I find picking EZ-PZ at 13 and Hyperfocus at 16 turns the Laser into a mini-heroic that is incredibly useful in team-fights and pushes, especially for Robo-Goblin users.

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Guest MadDictator

Usually I really like your talent guides but on Gazlowe I think you are overlooking something in the talent build. 

On Infernal Shrines, both teams should have reached level 4 right before the first shrine gets active. When picking up the talent Clockwerk Steam Fists (not recommended by your guide), you should be able to complete the quest during this first shrine very easily which gives you a permanent cooldown reduction of 3 seconds (from 15 to 12) for the rest of the game. 

On level 7, you give Rock-it! Turret XL not recommended as well, because it seldom hits several targets in team fight situations. On the shrines however, it makes you cut through the minions like a maniac. And since you'll be basic attacking the minions as well, you don't have to replace any turrets, ending the shrine with over 12 turrets and a group of angry opponents because as soon as they enter, Robo-Goblin will put them to half health before even reaching you. 

Same build also applies for Battlefield of Eternity although the quest takes slightly longer as the immortal will kill some turrets.

The 3 second cooldown reduction combined with Break It Down! at level 1 guarantees you to be able to set up a huge field of turrets during the siege, zoning any melee hero out of range of their forts and keeps. All a Gazlowe player has to do is pick up the Scrap, kill the outer walls for additional scrap and you'll have 4 second cooldown on your Turret charges that do significant AoE damage, melting tanks even faster than Giant Killer. 

This build almost guarantees you to be both top hero and siege damage and often giving you the most kills.

 

 

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On 7.9.2016 at 6:50 AM, Guest MadDictator said:

Usually I really like your talent guides but on Gazlowe I think you are overlooking something in the talent build. 

On Infernal Shrines, both teams should have reached level 4 right before the first shrine gets active. When picking up the talent Clockwerk Steam Fists (not recommended by your guide), you should be able to complete the quest during this first shrine very easily which gives you a permanent cooldown reduction of 3 seconds (from 15 to 12) for the rest of the game. 

On level 7, you give Rock-it! Turret XL not recommended as well, because it seldom hits several targets in team fight situations. On the shrines however, it makes you cut through the minions like a maniac. And since you'll be basic attacking the minions as well, you don't have to replace any turrets, ending the shrine with over 12 turrets and a group of angry opponents because as soon as they enter, Robo-Goblin will put them to half health before even reaching you. 

Same build also applies for Battlefield of Eternity although the quest takes slightly longer as the immortal will kill some turrets.

The 3 second cooldown reduction combined with Break It Down! at level 1 guarantees you to be able to set up a huge field of turrets during the siege, zoning any melee hero out of range of their forts and keeps. All a Gazlowe player has to do is pick up the Scrap, kill the outer walls for additional scrap and you'll have 4 second cooldown on your Turret charges that do significant AoE damage, melting tanks even faster than Giant Killer. 

This build almost guarantees you to be both top hero and siege damage and often giving you the most kills.

I'm not a big Gazlowe player, but does this build require your team to be ahead? Surely, in order for you to setup the shrines as you say, your team needs to have already won the inital fight at the shrine? Perhaps this is why it's not recommended, if this is the case.

Regardless, I'd like to hear the opinion of @Oxygen on this.

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On 9/7/2016 at 0:50 AM, Guest MadDictator said:

Usually I really like your talent guides but on Gazlowe I think you are overlooking something in the talent build. 

On Infernal Shrines, both teams should have reached level 4 right before the first shrine gets active. When picking up the talent Clockwerk Steam Fists (not recommended by your guide), you should be able to complete the quest during this first shrine very easily which gives you a permanent cooldown reduction of 3 seconds (from 15 to 12) for the rest of the game. 

On level 7, you give Rock-it! Turret XL not recommended as well, because it seldom hits several targets in team fight situations. On the shrines however, it makes you cut through the minions like a maniac. And since you'll be basic attacking the minions as well, you don't have to replace any turrets, ending the shrine with over 12 turrets and a group of angry opponents because as soon as they enter, Robo-Goblin will put them to half health before even reaching you. 

Same build also applies for Battlefield of Eternity although the quest takes slightly longer as the immortal will kill some turrets.

The 3 second cooldown reduction combined with Break It Down! at level 1 guarantees you to be able to set up a huge field of turrets during the siege, zoning any melee hero out of range of their forts and keeps. All a Gazlowe player has to do is pick up the Scrap, kill the outer walls for additional scrap and you'll have 4 second cooldown on your Turret charges that do significant AoE damage, melting tanks even faster than Giant Killer. 

This build almost guarantees you to be both top hero and siege damage and often giving you the most kills.

See, I generally really appreciate this kind of thinking, genuinely. I think that Blainie pretty much said it right, however. Steamfists work well when you're under little to no pressure, which generally won't be the case on IS. Even worse, aggressive turrets (the best kind!) for clearing out Skeletons are prone to be AoE'd down. It might work against really defensive team comps, i.e. double healer.

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Guest MadDictator

Thanks for taking my suggestion into consideration! I only play Gold level hero league so I'm sure in higher regions they'll counter it harder, but I continued to pick Gazlowe on infernal shrines, telling team in draft to pick heroes that can zone them away from the turrets. I just make sure I'm first at the shrine to put initial turrets down, then AA some minions in lane to increase the duration of the turrets and then come back in to place 2-3 more.

I do kinda agree with you on the level 7 choice tho. The Rockit Turret XL does clear the minions at the shrine a lot faster, but overall the slow of Engine Gunk is of more benefit throughout the game. I have played a ton of games with Gazlowe to see the effect of the different talent combinations and right now I feel that taking the additional mana restoration from scrap at 1, the clockwork at 4 and slow at 7 is the most balanced combination.

The clockwork is not recommended because Gaz shouldn't be auto attacking often, which is absolutely true. However, when clearing some mercs, not salvaging the turrets, hitting a couple minions in lane, the quest should be completed at max 5 minutes. The 3 sec cooldown reduction is worth it imho.

An additional way of using it is on f.e. the beacon on braxit holdout, just surround the beacon with turrets, hit the minions in lane and keep fortifying the beacon further. Same goes for bosses on Cursed Hollow. Place turrets, get to lane to hit some minions, place more turrets, do this 3 times and as soon as you move for boss you got it in like 20 seconds. On Dragon Shire, I often manage to flood top lane with turrets, then move to soak mid (turrets kill minions top for xp) allowing 4 teammates to move to bot shrine. As soon as the fight breaks out to take the DK, there are at least 6 turrets going.

I start to love gazlowe more and more :)

 

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Guest LloydsGamble

Just a quick heads up - you mention good spots for Hammer's Siege mode on your Infernal Shrines write up.

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On 10/4/2016 at 5:44 PM, Guest LloydsGamble said:

Just a quick heads up - you mention good spots for Hammer's Siege mode on your Infernal Shrines write up.

Passed that on to the writers, thanks :)

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On 9/30/2016 at 11:53 AM, Guest MadDictator said:

Thanks for taking my suggestion into consideration!

We always do our best to do so! We make sure to read every comment we get :)

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On 04/10/2016 at 0:44 PM, Guest LloydsGamble said:

Just a quick heads up - you mention good spots for Hammer's Siege mode on your Infernal Shrines write up.

Caught me copying another guide's layout like a noob. Good one.

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Guest WanYao

I hate to say this, but this guide is very outdated at best, just plain incorrect at worst. 

The top build for Gazlowe is the turret build which uses several talents that you've designated bad but which are fine and, in fact, have great synergy together. At level 1, Regeneration Master is an acceptable though not ideal choice -- probably because the turret build seeks survivability. But main talent you've got quite wrong is is Clockwerk Steam Fists. Clockwerk Steam Fists is perfectly viable and is critical to the turret build and certainly should not be "Not Recommended." (If you're wondering, all you need to do is whack some minions or even a hero a few times -- or a structure -- to get value from the talent.) 

At level 4 ARK Reaktor, on the other hand, is hard to get value from and probably shouldn't be the top choice unless you're VERY good at landing a 2.5 second delay skill shot. And at level 7, Rock It! Turret XL seems like an acceptable niche talent if you're looking for AoE damage / waveclear. And finally we hit the heroics at level. BOTH heroics are viable. The changes to Robo-Goblin have made it a solid pick even for team fights, not just split-pushing.

The rest of the tiers I have no qualms with your assessments. 

(If you do not believe me, check hotslogs.) 

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6 hours ago, Guest WanYao said:

I hate to say this, but this guide is very outdated at best, just plain incorrect at worst. 

Will tag @Oxygen in this. I'm sure he can help out with discussing this, since I just don't play enough Gazlowe to know right from wrong in this case!

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Guest Fallout

It's a shame oxygen didn't respond. As a Gazlowe player (1500+ games, ranked in Diamond) I am curious to hear his logic behind the talent choices. As it stands, I agree with WanYao. On some maps such as Braxis Holdout or Infernal Shrines, Clockwork Steamfists is an incredible talent. Plus knocking 20% off the cooldown on your most important ability helps regardless of the map.

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On 1/15/2017 at 3:58 AM, Guest Fallout said:

As a Gazlowe player (1500+ games, ranked in Diamond) I am curious to hear his logic behind the talent choices. 

As far as I am aware, the guide is still in the "old" format, so it hasn't received the overhaul that the other guides have yet - just to say, we are actively working on this, but it takes a lot of time since the guides are basically being completely rewritten! - I can only apologise that it is outdated/incorrect and it should be getting updated in the near future! 

Sorry once again!

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I'd like to point out that firein' mah lazor is "not recommended" tho it's the lvl 20 tallents shown in the lazor build

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14 hours ago, 50m8r4 said:

I'd like to point out that firein' mah lazor is "not recommended" tho it's the lvl 20 tallents shown in the lazor build

Thanks for pointing this out. We'll make some changes to the Gazlowe guide soon.

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FYI: ATM " EZ-PZ Dimensional Ripper" (L13) doesn't freeze structures anymore. :(((

I didn't find any info ref. this change in patch notes back 'til April so I dunno if it is a bug or intended. I've asked in b-net forum for an official info and keep you informed as soon as I get an answer.

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1 hour ago, Emergenza said:

FYI: ATM " EZ-PZ Dimensional Ripper" (L13) doesn't freeze structures anymore. :(((

I didn't find any info ref. this change in patch notes back 'til April so I dunno if it is a bug or intended. I've asked in b-net forum for an official info and keep you informed as soon as I get an answer.

I was unable to find it in any patch notes mentioning this change to Gazlowe's EZ-PZ Dimensional RipperEZ-PZ Dimensional Ripper (quite the opposite actually, in 2015-01-13 patch notes), which makes me believe that it is a bug. 

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Hey guys, Gazlowe is my favorite hero to play and just wanted to start a conversation around a couple of talents. 

Firstly, hyperfocus coils turns an ability I find practically worthless except in very specific  circumstances to a basic ability that can be used in most situations. The change seems so drastic to me that I find it hard to not pick it, considering if I don't I feel like I'm essentially throwing away one of my only 3 basic abilities. I'm curious what people think about the effectiveness of the lazor without the talent, because I feel like he shouldn't need the talent at all: meaning it, or a lesser version should just be incorporated into the basic ability.

 

My second thought is on Reduce, Reuse, Recycle. I have played around with his other talents quite a bit and find this one particularly effective lately. I still use others of course, but Using it I can lay down five or six turrets easily while pushing, making ganking me much harder while split pushing. I bullied Asmodan out of lane. Even many map objectives tend to be next to a lane. An example of this is infernal shrines. The top and bottom shrines are accessible only from the lane itself, and even though the turrets aren't as focused on the objective, they can have a severe impact on team fights as we all know. I guess I'm just looking to get feedback on whether it's ever viable. As in do you see it being used sometimes in high level play and if not a more detailed response as to why. I've been forcing myself to choose different talents that you guys suggest, I just find with this I feel more effective in certain maps.

Sorry about the long text.

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5 hours ago, Warper said:

a lesser version should just be incorporated into the basic ability.

Do you mean that they should buff the ability itself?

As for the second talent you mention, Reduce, Reuse, RecycleReduce, Reuse, Recycle, it fulfils a similar purpose as ARK ReaktorARK Reaktor, though without having reduced cooldown for Xplodium ChargeXplodium Charge, and being less reliable due to its RNG element. Additionally, heroes with powerful zoning may be able to prevent collecting scrap from minions without taking damage. However, as Gazlowe is not a hero one usually plays to win, but rather to have fun, it is important to find the talents that you like and prefer yourself. 

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Buffing the base ability yes. Because without hyperfocus coils it seems impractical to use it unless you are really early and waiting.

 

ARK Reactor doesn't reduce the cooldown of Explodium Charge. But yea, I see your point. Thanks!

edit: wow, I definitely read that part wrong. That makes ARK Reactor seem much better XD

Edited by Warper
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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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