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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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      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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