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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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      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
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