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Heroes of the Storm Diablo

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11 hours ago, Guest Mayday said:

If you get the level 1 lifesteal talent, it synergizes with the other attack speed talent buffs you took later, allowing sustain and damage, it does % damage iirc

Sadly, Life LeechLife Leech is fairly weak. You would have to focus tanks to heal a lot and to deal decent amount of damage. BulwarkBulwark does pretty much the same (increases the survivability), but does so more reliably.

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Guest Sarion

Have you guys tried my build thats pretty awesome with Diablo in talent 1 you take BulwarkBulwark. in talent 4 you take Demonic StrengthDemonic Strength but if they have a heavy stun combo you go Speed DemonSpeed Demon . In lvl 7 you take Soul FeastSoul Feast for an AA combo or Soul ShieldSoul Shield for a mage combo. Diablo is strongest against mages. in lvl 10 you take ApocalypseApocalypse for teamfights. lvl 13 you take Fire DevilFire Devil for damage over time lvl 16 you take OverpowerOverpower so you can get the enemy by you self. In lvl 20 you take Lord of TerrorLord of Terror for lifesteal in teamfights.


I have a win rate on 53% with 203 games where when I started to learn Diablo I got 20 looses in a row so thats an amazing comeback. Try it out if you like Diablo :D

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6 hours ago, Guest Sarion said:

In lvl 7 you take Soul FeastSoul Feast for an AA combo

Soul FeastSoul Feast requires you to stack souls, which is not always possible, and the talent is quite weak on low soul count. Diabolical MomentumDiabolical Momentum gives you offensive bonus, which happens to give a boost to your survivability due to its stun. That's why I would pick Diabolical MomentumDiabolical Momentum over Soul FeastSoul Feast when facing AA comp.

6 hours ago, Guest Sarion said:

lvl 16 you take OverpowerOverpower so you can get the enemy by you self

OverpowerOverpower is a basic ability. Do you mean DominationDomination?

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I honestly think Devil's Dew (I like it better than Due) is quite good. Especially in longer and not coordinated teamfights.

At 100 souls one regen globe grants 36% of maximum health and mana. 3 globes - full health. That's insanely strong, and even better with Diabolical Momentum and Domination - the talents that can lead to heavy mana consumption.

Fountain part is nice, but mostly I take it for globes on maps where there are plenty of those. Bulwark is more of a situational talent for me now.

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11 minutes ago, VitaminC said:

I honestly think Devil's Dew (I like it better than Due) is quite good. Especially in longer and not coordinated teamfights.

At 100 souls one regen globe grants 36% of maximum health and mana. 3 globes - full health. That's insanely strong, and even better with Diabolical Momentum and Domination - the talents that can lead to heavy mana consumption.

Fountain part is nice, but mostly I take it for globes on maps where there are plenty of those. Bulwark is more of a situational talent for me now.

You cannot reliably obtain regen globes during fight, which is the reason why we recommend BulwarkBulwark instead. Besides, if you are at low Souls count, this talent will be pretty much useless - it's a winmore talent.

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3 hours ago, positiv2 said:

You cannot reliably obtain regen globes during fight, which is the reason why we recommend BulwarkBulwark instead. Besides, if you are at low Souls count, this talent will be pretty much useless - it's a winmore talent.

In coordinated and quick fights or in places with no nearby globes, sure, I would definalty go Bulwark. However, Hero League on my skill level (High plat - low diamond) usually doesn't have proper teamfighting, engagements are sloppy and there is plenty of time to get to the nearest globe to fill up way, way more health than Bulwark duration could have prevented. Lane sustain is always nice to have.
About low souls count - as Diablo you usually want to have your souls at max anyways. Even after losing them it's still necessary to gather those (not a first priority, but still). So this shouldn't be much of an issue, I believe.
Devil's Dew has good pickrate and winrate for a reason (better than Bulwark, actually), so I thought I just might bring this up. ¯\_(ツ)_/¯

Edited by VitaminC

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On 2017-6-17 at 1:38 PM, positiv2 said:

You cannot reliably obtain regen globes during fight, which is the reason why we recommend BulwarkBulwark instead. Besides, if you are at low Souls count, this talent will be pretty much useless - it's a winmore talent.

I don't think it's a winmore talent. It almost completely removes the need to B meaning you can be more active on the map in-between fights/objectives and it helps insanely if you can get just one globe or even tap a well before a fight, you become insanely hard to kill. And I know that we shouldn't blindly copy the talent builds of pros, but if Devil's due is a bad talent, how do you justify every pro player picking it every time?

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On 25. 6. 2017 at 2:10 AM, Scatha said:

I don't think it's a winmore talent. It almost completely removes the need to B meaning you can be more active on the map in-between fights/objectives and it helps insanely if you can get just one globe or even tap a well before a fight, you become insanely hard to kill. And I know that we shouldn't blindly copy the talent builds of pros, but if Devil's due is a bad talent, how do you justify every pro player picking it every time?

But only if you have a high souls count. If you have low souls count, you will often need to farm them, and when doing so, you will rarely drop too much health to make the talent worthwhile. 

As for the pros thing - this talent is only good when you have a strong rotation skills and a good communication. However, our guides are aimed at mid-skill players (after all, why would pros read guides), which is why we do not recommend the talent. Nonetheless after discussing the Diablo guide with Oxy, some changes were deemed necessary and the guide will be updated accordingly. This might include this talent to mention that it is a good talent for people that are able to rotate well.

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On 26/06/2017 at 3:02 PM, positiv2 said:

But only if you have a high souls count. If you have low souls count, you will often need to farm them, and when doing so, you will rarely drop too much health to make the talent worthwhile. 

As for the pros thing - this talent is only good when you have a strong rotation skills and a good communication. However, our guides are aimed at mid-skill players (after all, why would pros read guides), which is why we do not recommend the talent. Nonetheless after discussing the Diablo guide with Oxy, some changes were deemed necessary and the guide will be updated accordingly. This might include this talent to mention that it is a good talent for people that are able to rotate well.

I think it depends on the map and enemy team. For example, on three lane maps with lots of minions, like Tomb of the Spider Queen, it becomes a very valuable talent that gives Diablo an insane amount of sustain. It is also very useful in maps where channeling objectives gives you Health Globes, like Warhead Junction.

Also, with Alexstrasza's release, if she pursues the AbundanceAbundance build by picking Circle of LifeCircle of LifeDevil's DueDevil's Due gains a lot more of value. Plus, with the new update on 2018 that makes Health Globes neutral after 3 seconds, it can essentially double Diablo's sustain with this talent if you manage to keep the enemy team away from the globes.

Either way, this talent is usually my way to go unless the enemy team features heavy burst damage. I cannot say how many times this talent saved my life.

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Yeah, since I posted the reply, meta has changed a lot, such as lower amount of burst heroes these days, which has made BulwarkBulwark way less popular (went from around 60% pick rate to not even 20%), and at the same time Devil's DueDevil's Due became pretty much THE talent to go for at the start of the game, which has been reflected in Diablo guide. These days, I rarely go for BulwarkBulwark over Devil's DueDevil's Due.

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Guest RandomGuest

" Remember that after reviving through Black Soulstone IconBlack Soulstone, your Health pool will be 40% smaller. "

Let x be your standard Health without any soul.

After gaining 100 souls, your Health will be 1.4*x

After dying with 100 souls, your Health will be x

Let y be your decrease in Health.

(1.4*x)*y=x

y=1/1.4= 

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46 minutes ago, Guest RandomGuest said:

" Remember that after reviving through Black Soulstone IconBlack Soulstone, your Health pool will be 40% smaller. "

Let x be your standard Health without any soul.

After gaining 100 souls, your Health will be 1.4*x

After dying with 100 souls, your Health will be x

Let y be your decrease in Health.

(1.4*x)*y=x

y=1/1.4= 

It is 40% indeed, but of the base health pool, not the increased one. I agree that it should be worded better, and I will pass this onto Oxygen.

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I've been messing around with a fun Diablo build I thought I'd share here. One thing people don't seem to talk about is that Diablo has access to a bunch of percent based damage for a tank. While diving into the backline and picking off squishies is usually ideal, sometimes it's a good deal easier and safer to grab a warrior who's too far forward and destroy them instead, particularly when your team lacks the coordination to dive in together. With Devastating ChargeDevastating Charge completed and DominationDomination, you can take huge chunks out of anyone. Thus, against double warrior comps, I've started going:

1: Life LeechLife Leech - probably the strangest part of this build, but it can add up to a lot of damage and regen when you're trading with their frontline a lot

4: From the ShadowsFrom the Shadows - is awesome, 'nuff said

7: Diabolical MomentumDiabolical Momentum or Soul ShieldSoul Shield (against mages) - Both are good. Diabolical MomentumDiabolical Momentum lets you combo more often, but Soul ShieldSoul Shield keeps you from getting blown up by spell damage when you dive in.

10: ApocalypseApocalypse - no comment.

13: Devastating ChargeDevastating Charge - the damage on this talent is insane, and what makes this build. While somewhat map dependent, most maps offer enough terrain to make this pay off, and some (haunted mines, infernal shrines), make it downright terrifying.

16: DominationDomination - this is where the build gets really scary, since a Q-E-Q combo with 2 wall hits will deal over 30% after quest completion.

20: Lord of TerrorLord of Terror - this wraps the build up nicely by providing more % damage to the entire enemy frontline while also helping you stay alive after diving in.

With this setup and some good wall positioning, Diablo can deal over 50% dmg to anyone on his own with a single Q-W-E-Q-1 combo and a couple AA's. While it's not suited for every map and enemy comp, the ability to swiftly isolate and destroy an enemy frontliner shouldn't be underestimated, and naturally, once they've been eliminated, Diablo will be free to do the same to their backline as well.

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13 hours ago, Peaches9 said:

I've been messing around with a fun Diablo build I thought I'd share here. One thing people don't seem to talk about is that Diablo has access to a bunch of percent based damage for a tank. While diving into the backline and picking off squishies is usually ideal, sometimes it's a good deal easier and safer to grab a warrior who's too far forward and destroy them instead, particularly when your team lacks the coordination to dive in together. With Devastating ChargeDevastating Charge completed and DominationDomination, you can take huge chunks out of anyone. Thus, against double warrior comps, I've started going:

1: Life LeechLife Leech - probably the strangest part of this build, but it can add up to a lot of damage and regen when you're trading with their frontline a lot

4: From the ShadowsFrom the Shadows - is awesome, 'nuff said

7: Diabolical MomentumDiabolical Momentum or Soul ShieldSoul Shield (against mages) - Both are good. Diabolical MomentumDiabolical Momentum lets you combo more often, but Soul ShieldSoul Shield keeps you from getting blown up by spell damage when you dive in.

10: ApocalypseApocalypse - no comment.

13: Devastating ChargeDevastating Charge - the damage on this talent is insane, and what makes this build. While somewhat map dependent, most maps offer enough terrain to make this pay off, and some (haunted mines, infernal shrines), make it downright terrifying.

16: DominationDomination - this is where the build gets really scary, since a Q-E-Q combo with 2 wall hits will deal over 30% after quest completion.

20: Lord of TerrorLord of Terror - this wraps the build up nicely by providing more % damage to the entire enemy frontline while also helping you stay alive after diving in.

With this setup and some good wall positioning, Diablo can deal over 50% dmg to anyone on his own with a single Q-W-E-Q-1 combo and a couple AA's. While it's not suited for every map and enemy comp, the ability to swiftly isolate and destroy an enemy frontliner shouldn't be underestimated, and naturally, once they've been eliminated, Diablo will be free to do the same to their backline as well.

Well, your build is pretty much the default Diablo build, but without Devil's DueDevil's Due, which is the problem; Devil's Due is arguably one of the strongest sustain talents in the entire game. It simply skyrockets his survivability, and with the changes to Regeneration Orbs becoming neutral after 3 seconds, it doubles it. Combine this talent with Alexstrasza's AbundanceAbundance build (Circle of LifeCircle of Life) and Diablo will simply never, ever die.

Honestly, Diablo's Basic Attack is too slow to make Life LeechLife Leech powerful, and it has to compete with a vastly superior talent. But yes, I understand that you noted it is not a build suited for every composition and maps.

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Well guys, thanks for your input. I was just playing Diablo and taking the Bulwark on level 1 instead of Devil's due. I will try it now to see the difference. With soul Feast on level 7 it could easily stack up. The point is very easy - Not to die :) and collect as many souls as possible in the early game.

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14 hours ago, Oxygen said:

Guide update is ready, just waiting for it to be approved. Stay tuned.

RIP Diablo Assassin. Now he is no longer the Lord of Terror, but the "Lord of Meh".

The Basic Attack Build is a bit interesting, though. Tons of sustain.

Edited by Valhalen

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4 hours ago, Valhalen said:

RIP Diablo Assassin. Now he is no longer the Lord of Terror, but the "Lord of Meh".

The Basic Attack Build is a bit interesting, though. Tons of sustain.

I tried this build before, it's......meh. You need to deliver a lot of basic attacks to get decent value, which rarely happens because you should focus on stunning heroes more than basic attack. It can be good against melee-heavy teams, but the Fire Stomp build would have even more value.

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7 minutes ago, ShadowerDerek said:

I tried this build before, it's......meh. You need to deliver a lot of basic attacks to get decent value, which rarely happens because you should focus on stunning heroes more than basic attack. It can be good against melee-heavy teams, but the Fire Stomp build would have even more value.

Yeah, I know what you mean. Before when Diabolical MomentumDiabolical Momentum provided 1.5 sec CDR per attack it was amazing. Now, not so much.

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30 minutes ago, ShadowerDerek said:

I tried this build before, it's......meh. You need to deliver a lot of basic attacks to get decent value, which rarely happens because you should focus on stunning heroes more than basic attack. It can be good against melee-heavy teams, but the Fire Stomp build would have even more value.

This was also my conclusion. I touch very briefly on that in the talents section of the guide.

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Ok it's been a long dang time since our great Lord of Terror, but I would propose changing this and including a basic attack build, from the data I've seen and watching of several gaming videos along with my own time playing it is decently popular and rather effective against a team with 2 or more melee heroes as you would be throwing a lot of attacks and since with the level 4 talentyou gain your health back on a % (which is a huge amount), and with the attack speed boost from 13 you are insanely survivable. It's best to keep a vulnerable member of the enemy closer to your team with overpower or into a corner so they can't get away with your melee sustain keeping you standing. It's rather effective.

https://www.icy-veins.com/heroes/talent-calculator/diablo#39.0!1321233

 

and there it is.

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Guest Tegelen87

I play regularly with this build  https://www.icy-veins.com/heroes/talent-calculator/diablo#49.3!2332313

It provides after lvl 13 big amount of single target dmg and selfsustain. I can cast CC abilities much more often, which result in pin enemy to myself. Very often with this build I dive and exclude certain  assasins from battle. Others builds are not so appeling for me. I played with them, but I was out of combat for much longer time because of biger CD. With this build I feel that I can do more and faster.

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      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • 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 Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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