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Heroes of the Storm Artanis

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Hey Srey!

 

First of all, thanks for another guide.

I have two concerns regarding this one, though.

Seasoned Marksman description says: "its bonuses are fully multiplied by Basic Attack-increasing effects such as Secret Weapon..." Did I miss something about Secret Weapon and it increases not only Falstad's basic attacks? Note that this glitch—if it's a glitch—appears for other heroes with Marksman too (say, Raynor). Initially I was sure it's a mistake, but it is so consistently mentioned that I'm baffled. Still I guess it's a copy-paste oversight.

 

Another one is more specific, it's about Solarite Reaper on level 7.

While I tend to agree with incomparable usefulness of recommended Psionic Synergy, I'm not at all satisfied with the reasoning. Yes, the Reaper talent only increases the less effective part of the dash, but it does so by 150%! So if I do 100 on forward dash and 300 on backward dash, it will now make that 250+300, for a total increase from 400 to 550, i. e. 37.5%. That does seem very nice, especially since backward dash is somewhat escapable by the enemy.

I'm not sure how Nova's conditional +20% (on level 1 though) is recommended, and this is not even considered. Or a most recent example: Gall's diminishing 20% is recommended (on the same level 7). What I'm missing here? Is it because they are assassins? Is 37.5% increase indeed too little for level 7?

 

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Guest Kroshak

Seasoned Marksman description says: "its bonuses are fully multiplied by Basic Attack-increasing effects such as Secret Weapon..."

 

 

 

 

 

 

i think on this one you are right, secret weapon, at least in my xp, doesnt apply to other heroes, so probably is a mistake, but i dont fully know about this

 

on the second part, yes that does a lot of damage, but the problem here is that the q doesnt give you invulnerability frames, and is one of the biggest flaws of that one, so landing the full lenght of your q is way to hard tbh unless you are paired with an ETC and he chooses to go with mosh pit, then you can use it but is very specific and a ETC landing a 4-5 man Mosh pit is hard (im telling you by experience)

 

There are two more reasons i think about this:

Another use of the q is to damage running heroes that are trying to get away, and thats another problem, because more than half of the time the return doesnt land

 

Third part is the next, Artanis is a Bruisier, lets be honest, he is in the same spot that Sonya has, that is of the second warrior to get picked in a 2 warrior strategy, If you see the talents recommended for Sonya by icy veins and from TSZuna, you will see a lot of survavility talents taken and a few of damage (i think the only ones recommended are the damage over time from the spear/this getting replaced for the fury heal, focused attack and the ultimate that gives you damage)  The advantage that Sonya has is that her survavility (self heal) can be activated before reaching 50%, Artanis Doesnt have that luxury, so being able to abuse the cd reduccion on his only survavility is way too good (im telling you this because the trait, though is good and can keep artanis Alive for a long time, has the flaw that if you get cc OR focused hard, the damage talents are useless)

 

 

 

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Guest Ckomopox

on the second part, yes that does a lot of damage, but the problem here is that the q doesnt give you invulnerability frames, and is one of the biggest flaws of that one, so landing the full lenght of your q is way to hard tbh unless you are paired with an ETC and he chooses to go with mosh pit, then you can use it but is very specific and a ETC landing a 4-5 man Mosh pit is hard (im telling you by experience)

 

There are two more reasons i think about this:
Another use of the q is to damage running heroes that are trying to get away, and thats another problem, because more than half of the time the return doesnt land
 
(...)

 

Hey Kroshak, thanks for answering!

 

I have to point though that I explicitly agreed with the recommended talent (in a very flowery way, hard to understand, ok smile.png). I'm not at all sure Solarite Reaper should ever be taken over Psionic Synergy.

 

But I have hard time with accepting the explanation given in the guide. It says 'very little additional damage', and that doesn't seem true: first, it's 3/8 more damage, second, it amplifies the forward dash, so since "half of the time the return doesnt land" in practice it is even larger increase.

 

So maybe damage talens are not at all viable for second tanks/bruiser, and that may be a good explanation for not recommending Solarite Reaper. I would probably be ok with that, if that is going to be a consistent advice smile.png

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Guest Kroshak

 

on the second part, yes that does a lot of damage, but the problem here is that the q doesnt give you invulnerability frames, and is one of the biggest flaws of that one, so landing the full lenght of your q is way to hard tbh unless you are paired with an ETC and he chooses to go with mosh pit, then you can use it but is very specific and a ETC landing a 4-5 man Mosh pit is hard (im telling you by experience)

 

There are two more reasons i think about this:
Another use of the q is to damage running heroes that are trying to get away, and thats another problem, because more than half of the time the return doesnt land
 
(...)

 

Hey Kroshak, thanks for answering!

 

I have to point though that I explicitly agreed with the recommended talent (in a very flowery way, hard to understand, ok smile.png). I'm not at all sure Solarite Reaper should ever be taken over Psionic Synergy.

 

But I have hard time with accepting the explanation given in the guide. It says 'very little additional damage', and that doesn't seem true: first, it's 3/8 more damage, second, it amplifies the forward dash, so since "half of the time the return doesnt land" in practice it is even larger increase.

 

So maybe damage talens are not at all viable for second tanks/bruiser, and that may be a good explanation for not recommending Solarite Reaper. I would probably be ok with that, if that is going to be a consistent advice smile.png

 

The problem right now, and take in mind this guides are optimized to be strong in the current meta, right now the meta goes with at least 2 warriors in the front line, that is a common thing here and well warriors usually take more resources to bring them down, something you should not do, focusing a warrior is a bad idea unless you can stunlock that one and/or burst him down.

 

Also take in mind the warriors, yes Artanis becames really strong when he drops 50% but thats a double edged sword, because if the enemy pays attention they will focus and take you down, Artanis has the same problem that Thrall, needs to be in constant fight in order to sustain, cc wrecks both of them thats why you see Thrall with the windfury build to sutain more, etc

 

I would only take the damage abilities ones (going straight up damage) if in my team there is another good warrior that can withstand damage on his own and good supports, that the only case scenario ill do it, you could see this scenario but usually Sonya is the one occupying that place

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Hey just a thought.... Under talent build it might be worth specifically noting which heroes are good targets for purifier beam (a) for their slow mobility and (b) to zone them..... Not all will be as familiar with the slower-moving heroes.

-A bit like the list you use to describe abilities that mesh well with Diablo's Apocalypse.

Edited by Kiarbitrager
Got idea down then went to find the specific bit was thinking of that read ages ago.
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Just had an interesting chat after this HL game with the Artanis here as per the picture of talent picks on Braxis map (can post stats if needed).... we were chatting mainly about the L1 pick he made with more of a prism bruiser build (not going Titan Killer later on though).... I think he was right to go that talent, and normally I'd go move as burrowed as Dehaka at L16.

On the Braxis map...
I'm curious about thoughts on any talent build picks for Artanis in two cases, particularly the L1 pick:

Firstly, assuming a double warrior compo of (Artanis/other) vs. a single warrior on this map (guessing probably Johanna or ETC, possibly Mura)...

Secondly, assuming a double warrior compo on both sides.

Finally, more generally... is an Artanis PvE build ever likely to be viable on Braxis? -Guessing only if a double warrior compo or vs. a Gaz/Rexxar.

Braxis.png

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On 3/20/2017 at 1:42 PM, Kiarbitrager said:

I'm curious about thoughts on any talent build picks for Artanis in two cases, particularly the L1 pick:

Seasoned is 100% a fair pick as long as you can make use of it. If your team doesn't need the tanky bruiser front line, you can sacrifice it for more damage with picking Seasoned L1. In the case of your screenshot, he 100% made the right pick. When you start encountering double warrior, then you need to start considering your tankier options again, namely Reactive. You can also take Reactive vs 1 tank if the map sucks for farming stacks of Seasoned.

On 3/20/2017 at 1:42 PM, Kiarbitrager said:

Finally, more generally... is an Artanis PvE build ever likely to be viable on Braxis? -Guessing only if a double warrior compo or vs. a Gaz/Rexxar.

Definitely possible, yeah, but you'd have to weigh the pros/cons of dead talents outside of PvE occasions.

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33 minutes ago, FirstBlood said:

Maybe the counters/synergies need an update.  Right now it feels like Arthas is a very strong Artanis counter.

Artanis is able to outlast Arthas thanks to the shields he's able to gain through Shield OverloadShield Overload, which "outvalues" Arthas' Rune TapRune Tap (if taken), and Artanis' other abilities (especially heroic abilities) offer higher damage potential than the ones of Arthas, which results in Artanis being able to outdamage and outlast Arthas.

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On 3/31/2017 at 10:22 PM, positiv2 said:

Artanis is able to outlast Arthas thanks to the shields he's able to gain through Shield OverloadShield Overload, which "outvalues" Arthas' Rune TapRune Tap (if taken), and Artanis' other abilities (especially heroic abilities) offer higher damage potential than the ones of Arthas, which results in Artanis being able to outdamage and outlast Arthas.

In a 1vs1 to the death, sure artanis can win against almost every hero but Arthas does counter Artanis with his E that slows movement and attack speed and with Q it makes it impossible for artanis to escape so you have to watch the map and determine if you wanna trade/fight with an Arthas as to not get picked by his team

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I like Artanis a lot so I'd like to discuss some of his talent picks:

I'm liking Amateur Opponent more and more, it gives so much more versatility, you clear mercenary camps in no time. I started picking it on maps like Garden of Terror, Haunted Mines, Tomb of the Spider Queen. There are many PvE objectives in them. That also means I will pick Triple Strike at level 13.

His 4 and 7 talents Shield Surge and Warp Sickness seem mandatory to me. Its a Lot of defense and utility.

Regarding his Suppresion Pulse, its a good idea to take a look at enemies talents and determine if they are auto attackers or not. I got in a match against Zul'Jin and Falstad and in the loading screen I decided S.P. was the best ultimate but then I saw that Falstad was going Q ability damage build and Zul'jin took Guillotine and some W talents so I went Purifier Beam.

Furthermore, S.P. is kinda weak, the damage is very little. I take it only to counter a specific hero when he uses his auto attack boosts. Like Raynor with his W, Zul'Jin with Taz'Dingo,

His Purifier beam might seem like an easy click-and-forget ability but in order for it to do damage and be effective you have to time it right, when an ally is About to CC an enemy, when You have your E up to slow them, when you put it on a tank that is staying in place, fighting with ur team,etc. I try and always go for the damage with his P.B instead of using it just as a zone away tool.

Graviton Vortex, level 13 seems kinda bad. I picked it only once or twice because the only use I see in it is to do a 5vs5 team fight play by pulling their hyper-carry into your team, cause the enemies will be protecting him with their bodies.

Lastly, at level 20 I never pick Orbital Bombardment or Target Purified, they seem wasteful or too hard to utilise. I pick Force of Will 80% of the time and after that point I look on his Shield Timer, see how much it takes untill in comes back up, it would be inefficient  to use Triple Strike when you have 10 seconds on his shield as Triple Strike takes 18 seconds off, in an instant, coupled with 1 more basic attack you get your shield back up.

 

 

Edited by Fransoa

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1 hour ago, Fransoa said:

I'm liking Amateur Opponent more and more, it gives so much more versatility, you clear mercenary camps in no time. I started picking it on maps like Garden of Terror, Haunted Mines, Tomb of the Spider Queen. There are many PvE objectives in them.

Yeah, Amateur OpponentAmateur Opponent is stronger in PvE-oriented maps. I'd say it's pretty much an autopick on Battlefield of Eternity and Infernal Shrines, and a strong consideration on the maps you listed. On the remaining maps, it's quite weak. 

2 hours ago, Fransoa said:

Graviton Vortex, level 13 seems kinda bad. I picked it only once or twice because the only use I see in it is to do a 5vs5 team fight play by pulling their hyper-carry into your team, cause the enemies will be protecting him with their bodies.

If it only caused Phase PrismPhase Prism to damage and pull two targets, it might not be that good. However, it also reduces the cooldown significantly, by 5 seconds, which makes it a good talent. Also, I apologize for an issue with Graviton VortexGraviton Vortex's description - it no longer makes the cooldown of Phase PrismPhase Prism fit the cooldown of Blade DashBlade Dash perfectly. I will make sure to get it fixed. Nonetheless, the 5-second difference is still huge.

2 hours ago, Fransoa said:

Lastly, at level 20 I never pick Orbital Bombardment or Target Purified, they seem wasteful or too hard to utilise.

Target PurifiedTarget Purified is great against team with more squishy targets, but yeah, it's not that great compared to other talents, which is why I would personally move it to Situational tier.

Thanks for the insight!

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I have to say that I think Amateur Opponent is the best talent on that tier and I don't think it's even close.  You will PVE something on every map and if you get Triple Strike @13 it adds even more to it.  I cannot recommend it enough.  Reactive Parry only gives 50% block instead of the upgraded 75%, and it activates on Twin Blades activation.  So if you want to black a Focused Attack (the reason you would be taking block) you have to have a charge ready.  Not a big deal, but if a pick happens and you don't have it up, you either precast Twin Blades (bad idea not using it with auto reset) or you don't get the block on the Focused Attack.  Seasoned Marksman is SM.  Not much to say about it.  You feel like a god when you stack it late game, but Artanis already feels insanely strong late game.  Force of Will @20 insures that.  Also, don't ever try to 1v1 Arthas as Artanis, you're gonna have a bad time.

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On 13. 4. 2017 at 5:15 AM, hammadroppa said:

I have to say that I think Amateur Opponent is the best talent on that tier and I don't think it's even close.  You will PVE something on every map and if you get Triple Strike @13 it adds even more to it.

I think you said exactly why it isn't the best talent - "You will PVE something on every map". While you can PvE a bit on every map, your focus should be on killing the opponent heroes, not their minions. That's why Reactive ParryReactive Parry is stronger on maps where PvE-ing doesn't help you kill the heroes more easily (that is, every map except for Garden of Terror, Battlefield of Eternity, Haunted Mines and Infernal Shrines).

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@positiv2 but AO is a MUST take talent on BoE, GoT, HM and IF..  or did you mean on maps other than those?  The thing is, Reactive Parry should really only be taken to counter specific heroes/talents (Nova, Crit talents like Follow Through) and even then it is weaker in every way than standard block.  Amateur Opponent is the best talent on that tier by a very, very wide margin.  Idk the win rates but I encourage every Artanis player to take it except in niche scenarios.

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5 hours ago, hammadroppa said:

but AO is a MUST take talent on BoE, GoT, HM and IF..  or did you mean on maps other than those?

Yeah, I thought that listing the only maps that make Amateur OpponentAmateur Opponent a great talent would be quite obvious. I'll change the text, then.

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6 hours ago, hammadroppa said:

Okay, understood.  I still think you over value Reactive Parry.  AO is the clear cut better level 1 9/10 times.

Yeah, it's possible that I overvalue Reactive ParryReactive Parry. I just feel it allows me to kill anyone in a 1v1 somewhat safely, and that is the reason why I pick Artanis - to have a strong 1v1 tool. There are some maps that make Amateur OpponentAmateur Opponent the superior talent, but overall I strongly prefer the 1v1 power over jungling power, though I guess there are times when Amateur OpponentAmateur Opponent is better outside of the aforementioned maps. 
HotS Logs show that all three T1 talents have pretty much the same pick rate (31.2% for Seasoned MarksmanSeasoned Marksman, 34.2% for Amateur OpponentAmateur Opponent, and 34.6% for Reactive ParryReactive Parry) for Plat-Master stats. So, I wouldn't say that Amateur OpponentAmateur Opponent is the better pick 9/10 times. Maybe 4/10, depending on the map luck, but not 9/10.

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On 3. 4. 2017 at 4:49 AM, Fransoa said:

His Purifier beam might seem like an easy click-and-forget ability but in order for it to do damage and be effective you have to time it right, when an ally is About to CC an enemy, when You have your E up to slow them, when you put it on a tank that is staying in place, fighting with ur team,etc. I try and always go for the damage with his P.B instead of using it just as a zone away tool.

Graviton Vortex, level 13 seems kinda bad. I picked it only once or twice because the only use I see in it is to do a 5vs5 team fight play by pulling their hyper-carry into your team, cause the enemies will be protecting him with their bodies.

Lastly, at level 20 I never pick Orbital Bombardment or Target Purified, they seem wasteful or too hard to utilise. I pick Force of Will 80% of the time and after that point I look on his Shield Timer, see how much it takes untill in comes back up, it would be inefficient  to use Triple Strike when you have 10 seconds on his shield as Triple Strike takes 18 seconds off, in an instant, coupled with 1 more basic attack you get your shield back up.

That's some really good commentary on usage of his PB.... a lot of people see the obvious rationale for SP ult pick (as counter to key AA heroes), but aside from targeting the lower mobility heroes (e.g. Malf, Jaina) I hadn't thought as much about usage for getting kills rather than zoning. It might be worth incorporating some of this stuff on ult choices and usage next time the guide is updated.

Edited by positiv2
Fixed quote

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Guest elyk12121212

It lists Varians shattering throw as a level 16 ability and it's received at level 13.

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I think more should be added to Phase Prism description about using it to move others off objectives, off allies, behind obstacles (all three at once on Shrine and Curse especially), disrupt attack chains, move targets into cannons or away from cannons to engage. As a new player (still new), I would have loved to have known all these goodies at the start.

Thanks for the tips!

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      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      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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