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Guest Franckyi

How can Butcher counter Auriel ? Crystal Aegis is a perfect counter for Butcher.

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5 hours ago, Guest Franckyi said:

How can Butcher counter Auriel ? Crystal Aegis is a perfect counter for Butcher.

Crystal Aegis has default cooldown of 60 seconds, Ruthless OnslaughtRuthless Onslaught has cooldown of only 15 seconds, which means Butcher will be able to charge up to three times while Crystal Aegis is on cooldown. Additionally, if you use Crystal Aegis to save your ally from anything else than Butcher, you won't be able to prevent his abilities to land.

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On 8/29/2016 at 6:33 AM, Guest Franckyi said:

How can Butcher counter Auriel ? Crystal Aegis is a perfect counter for Butcher.

 

On 8/29/2016 at 0:04 PM, positiv2 said:

Crystal Aegis has default cooldown of 60 seconds, Ruthless OnslaughtRuthless Onslaught has cooldown of only 15 seconds, which means Butcher will be able to charge up to three times while Crystal Aegis is on cooldown. Additionally, if you use Crystal Aegis to save your ally from anything else than Butcher, you won't be able to prevent his abilities to land.

This is exactly right. Auriel must either hold Crystal Aegis for Ruthless Onslaught and lose value from the differences in cooldowns, or use it to stop something else which leaves her completely vulnerable to The Butcher's combo. Butcher being in the game forces Auriel to make less then ideal choices, and that is how he counters her.

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Having tried out a few games with repeat offender, I think that it deserves being upgraded to "situational". I've found that getting 6 stacks on maps that involve a lot of narrow corridors such as Garden of Terror and Cursed Hollow to be really easy(usually takes me about 2 or 3 engagements) and the bonus damage really does matter, as getting a chain + Q generally gives you enough for a full heal and often guarantees a kill.

I've also been somewhat disappointed in increasing clarity against single warrior comps, as I've found it to be rather hard to hit more then one person in the center and get stacks up. Against more mobile comps I've had much more success with swift sweep, as it leaves me vulnerable for less time and is much easier to land when the opportunity arises.

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12 hours ago, WebBowser said:

Having tried out a few games with repeat offender, I think that it deserves being upgraded to "situational". I've found that getting 6 stacks on maps that involve a lot of narrow corridors such as Garden of Terror and Cursed Hollow to be really easy(usually takes me about 2 or 3 engagements) and the bonus damage really does matter, as getting a chain + Q generally gives you enough for a full heal and often guarantees a kill.

I've also been somewhat disappointed in increasing clarity against single warrior comps, as I've found it to be rather hard to hit more then one person in the center and get stacks up. Against more mobile comps I've had much more success with swift sweep, as it leaves me vulnerable for less time and is much easier to land when the opportunity arises.

To properly assess this, it's probably better to let @Straften handle this one. I'm not quite well-versed enough with Auriel to help with this one! Hopefully he can.

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12 hours ago, WebBowser said:

Having tried out a few games with repeat offender, I think that it deserves being upgraded to "situational". I've found that getting 6 stacks on maps that involve a lot of narrow corridors such as Garden of Terror and Cursed Hollow to be really easy(usually takes me about 2 or 3 engagements) and the bonus damage really does matter, as getting a chain + Q generally gives you enough for a full heal and often guarantees a kill.

I've also been somewhat disappointed in increasing clarity against single warrior comps, as I've found it to be rather hard to hit more then one person in the center and get stacks up. Against more mobile comps I've had much more success with swift sweep, as it leaves me vulnerable for less time and is much easier to land when the opportunity arises.

 

You bring up a good point with the fact that the increased damage from Repeat Offender does translate into increased healing; however, I don't think you should build Detainment Strike for Hero damage. You still get the Energy from Detainment Strike's base damage, as well as the Q follow up. Most of your Energy potential comes from correct Bestow Hope use and through hitting Minion waves with Sacred Sweep; even when you do take Repeat Offender. I think it has niche usefulness with Piercing Lash (another Talent I don't recommend on it's own,) and Leoric's Entomb, because then it becomes part of a wombo-combo.

I think Heavy Burden serves as a better augmentation to Detainment Strike in most cases, as it will give your teammates more time to follow up on collisions caused by it. It is ultimately a takedown you are looking for before objectives. You can usually setup kills more effectively with a 3 second 40% slow than you can with 200 extra damage. It just gives your team more time to react to the stun.

Moving on to Increasing Clarity, I do agree with you here. Swift Sweep is a great situational pick that is important to take against highly mobile enemy Heroes. This is especially true if you plan to take Blinding Flash at Level 13. If you can't hit them at all, Increasing Clarity is not getting you much value. I still think it is the best Talent to recommend to a new Auriel player, because I think it is almost always useful for clearing Minions. Even if you are having trouble landing it on a couple of mobile enemy Assassins, the stacks you do get will translate into more map pressure through waveclear. I also find that Majestic Span combined with Converging Force makes landing the center area of Sacred Sweep pretty achievable against most enemy Heroes; although, this is does rule out Blinding Flash.

I have a large update to the Auriel guide that I will post tomorrow, which has many changes to the Recommended and Situational Talents. I look forward to reading what you think about them!

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I'm  not sure if anyone else wants to give it a try, but I've had a lot of success with an alternate Auriel build focusing on Ray of Heaven instead of Sacred Sweep:

Searing Light/Repeated Offense/Bursting Light/Res if you're winning, Aegis if you're not/Repelling Strike/Will or Wrath depending your team comp/Angelic Flight

I haven't gotten to verify it yet, but it seems that the damage you do with Searing Light actually charges Auriel's energy, combined with Bursting Light at lvl7 it allows her to chain cast heals in heavy combat almost like a HoT instead of a normal heal.


I've been having trouble confirming my other reason for taking Bursting Light as well. I can't tell if Empathic Link gives Auriel energy from damage she takes or if it's only from damage the ally with Bestow Hope takes, it certainly feels like it's only damage inflicted on the ally. Since it's most efficient to put Bestow Hope on an ally that's going to be focusing on damaging heroes that means putting it on assassins...and they've usually got ways to avoid taking damage so you're losing out on energy from their avoidance and the energy return from Empathic Link is only 20%...that's not enough to warrant spending a talent on it imo. Energized Cord is also on lvl7 and it would be a fantastic talent to take if it applied to the ally with Bestow Hope as well or included damage from your abilities...but it's only an increase on energy from Auriel's auto attacks, which I almost never get a chance to use in combat since I'm moving around so much to get better positioning or to avoid aoe.

Combining Repeated Offense with Repelling Strike allows for easy stuns and lots of bonus damage which I've found far more useful than Majestic Span's increased range for Sacred Sweep, especially against agile assassins.

And Angelic Flight is simply too versatile to justify anything else on lvl20 imo. Shield of Hope seems like an incredibly powerful ability, but it depends on your team taking massive damage before it's really effective and the shield only lasts 3 secs which isn't enough time for you to get more than a single meaningful heal out if you're already charged when it happens. Angelic Flight isn't interrupted by damage so it's a fantastic escape tool as well as allowing you to instantly change lanes to be with whoever needs heals at that time. It also allows you to get back to the fight faster if you do end up dying since it'll allow you to fly over nearly half the map to get to your chosen location.

 

Edit: After testing Auriel out in the 'Try Hero' function I can confirm that damage done by Searing Light does give Auriel energy and that Empathic Link does only apply to damage taken by your Bestow Hope ally and will not give Auriel energy for damage she takes.

After confirming that Searing Light does allow Ray of Heaven to refund a portion of it's cost I feel confident in arguing that it is especially effective when the enemy team consists of multiple melee heroes. If one of your allies is being attacked by multiple enemies you can easily tag 2 or more enemies at a time with it while healing your ally. It does 30% of the energy spent as damage to each enemy hero hit, then returns 40% of that damage dealt as energy, so each hero you hit with it will refund you 12% of the casting cost. Hitting just 3 enemy heroes with it will return 36% of what you spent to cast it, and if you can manage to hit the entire enemy team with it you'll get back 60% of the energy you spent to cast Ray of Heaven. And that doesn't include collateral damage done to enemy mercs and minions who only return 8% of the damage done to them but will inevitably be caught up in your casts. The range on Ray of Heaven is pretty large too, it makes it easy to tag fleeing targets to try to finish them off when they're at low health...this of course should not be your priority, but it's good to keep an eye out of opportunities :)
 

Edit2: After further consideration and testing I think that Glimmer of Hope may be even better than Bursting Light on maps with lots of extra globes like Garden of Terror and Infernal Shrines. The 50% reduction in casting cost combined with Searing Light's ability to refund energy could actually return more energy than you spent to cast Ray of Heaven under perfect conditions. And even if you only hit a single enemy hero with it you'll still be getting back 24% of what you spent to cast it since the returns are effectively doubled by the 50% reduction in casting cost. If you could land Ray of Heaven on the full enemy team along with a handful of minions or mercs while you have Glimmer of Hope up you could possibly get as much as 150% of the casting cost refunded to you.

Edited by Lorebot

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I was in the process of updating the guide when you posted, as there was a big patch on the 13th. The guide has been thoroughly updated, and I have given each Talent an in depth explanation in the Talents section. I shared some of your thoughts while testing Auriel after the balance changes on 8/24/16.

On 9/12/2016 at 2:37 AM, Lorebot said:

I'm  not sure if anyone else wants to give it a try, but I've had a lot of success with an alternate Auriel build focusing on Ray of Heaven instead of Sacred Sweep:

Searing Light/Repeated Offense/Bursting Light/Res if you're winning, Aegis if you're not/Repelling Strike/Will or Wrath depending your team comp/Angelic Flight

I haven't gotten to verify it yet, but it seems that the damage you do with Searing Light actually charges Auriel's energy, combined with Bursting Light at lvl7 it allows her to chain cast heals in heavy combat almost like a HoT instead of a normal heal.

I actually tested Searing Light a lot. I liked it so much that I included it in my Detainment Strike build. I think Bursting Light can work well if you have Cho'gall on your team; however, in most other cases you will likely get more healing out of Energized Cord. Casting the heal less often is alright, as long as you are doing more healing overall.

On 9/12/2016 at 2:37 AM, Lorebot said:

I've been having trouble confirming my other reason for taking Bursting Light as well. I can't tell if Empathic Link gives Auriel energy from damage she takes or if it's only from damage the ally with Bestow Hope takes, it certainly feels like it's only damage inflicted on the ally.

It is only damage inflicted to the Bestow Hope target, not damage done to Auriel. After they nerfed Empathic Link and buffed Energized Cord, I began rethinking her. After testing all of the changed Talents extensively, I think that in most cases Energized Cord is the best value at Level 7. It allows you to gather Energy more independently, which empowers you with greater influence over the course of the game.

On 9/12/2016 at 2:37 AM, Lorebot said:

Energized Cord is also on lvl7 and it would be a fantastic talent to take if it applied to the ally with Bestow Hope as well or included damage from your abilities...but it's only an increase on energy from Auriel's auto attacks, which I almost never get a chance to use in combat since I'm moving around so much to get better positioning or to avoid aoe.

You should be Basic Attacking as often as possible. Auriel has good Basic Attack range, and can poke enemy Heroes safely while they are fighting with your Bestow Hope target. In addition to this, you should be using Sacred Sweep and Basic Attacks on Minions and Mercenaries any time that you are in a lane and not fighting Heroes. This is the case even without Energized Cord, as Sacred Sweep and a few Basic Attacks on a wave will fill your Energy up.

Getting the positioning right is key. Position yourself just out of Basic Attack range of the enemy, while always staying near (but behind) your Bestow Hope ally. Once you are in this position, you can move forward to Basic Attack, and then stutter step back. Whenever it feels safe to do so, throw in a Sweep. Try playing this way for several games in Quick Match to get a feel for it.

On 9/12/2016 at 2:37 AM, Lorebot said:

Combining Repeated Offense with Repelling Strike allows for easy stuns and lots of bonus damage which I've found far more useful than Majestic Span's increased range for Sacred Sweep, especially against agile assassins.

I am a big fan of Detainment Strike, and I also enjoy playing with more than Sacred Sweep builds alone. If I may quote myself from a post above,

On 9/12/2016 at 2:29 AM, Straften said:

I think Heavy Burden serves as a better augmentation [than Repeated Offense] to Detainment Strike in most cases, as it will give your teammates more time to follow up on collisions caused by it. It is ultimately a takedown you are looking for before objectives. You can usually setup kills more effectively with a 3 second 40% slow than you can with 200 extra damage. It just gives your team more time to react to the stun.

 

On 9/12/2016 at 2:37 AM, Lorebot said:

And Angelic Flight is simply too versatile to justify anything else on lvl20 imo. Shield of Hope seems like an incredibly powerful ability, but it depends on your team taking massive damage before it's really effective and the shield only lasts 3 secs which isn't enough time for you to get more than a single meaningful heal out if you're already charged when it happens. Angelic Flight isn't interrupted by damage so it's a fantastic escape tool as well as allowing you to instantly change lanes to be with whoever needs heals at that time. It also allows you to get back to the fight faster if you do end up dying since it'll allow you to fly over nearly half the map to get to your chosen location.

Angelic Flight's main use is to get to an ally who needs to be revived with Resurrect, after the enemies who killed them have moved on. I love playing with Resurrect and have had a lot of fun with it; however, Resurrect can be a huge liability. Resurrecting an ally means that they can die again, which turns your Heroic into a feeding tool for the enemy team. For this reason, I recommend Crystal Aegis.

Diamond Resolve is an amazing buff that can change the course of a Level 20 teamfight. 5 seconds of 50% reduced damage taken is absolutely insane, especially when applied to a Warrior. Try it out with one of your duo partners, you will love it!

Shield of Hope is great, even if you save a single teammate with it. You can save one ally with Crystal Aegis, and save others with Shield of Hope. You can even Shield of Hope just as Crystal Aegis expires, which can keep your allies alive long enough for them to get the first takedown in the fight.

On 9/12/2016 at 2:37 AM, Lorebot said:

After confirming that Searing Light does allow Ray of Heaven to refund a portion of it's cost I feel confident in arguing that it is especially effective when the enemy team consists of multiple melee heroes.

I came to the exact same conclusion. :D

On 9/12/2016 at 2:37 AM, Lorebot said:

If you could land Ray of Heaven on the full enemy team along with a handful of minions or mercs while you have Glimmer of Hope up you could possibly get as much as 150% of the casting cost refunded to you.

This scenario will occur as an extreme rarity. Try to think about what Ray of Heaven casts usually look like, and make your decision based on that. Your priority should always be to cast Ray of Heaven on your own team as healing with it is 333% more effective than damaging enemies with it. The 30% damage to enemies should only be used as an added bonus when healing allies.

Glimmer of Hope can be good on maps with a lot of globes, and can make stacking Reservoir of Hope much faster. That being said, I feel like it is almost a trap Talent. You will find yourself waiting for a globe to reduce your Energy cost, instead of healing your allies as soon as they need it. Energized Cord rewards you for being more active in the fight by giving you more Energy for Basic Attacks. I think this more aggressive style of play is much more impactful.

I hope you continue to enjoy Auriel as you play her more. She has very quickly become one of my favorite Heroes in the game!

 

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On 10/23/2016 at 3:26 PM, Guest Amber said:

guide needs to be updated

What do you feel needs to be updated?

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Guest Rocksolid
On ‎26‎.‎10‎.‎2016 at 7:15 AM, Blainie said:

What do you feel needs to be updated?

Tips and tricks ;)

Edited by positiv2
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On 10/27/2016 at 11:56 PM, Guest Rocksolid said:

I've just checked and it's on our internal list of things to do, so there's not much else I can add unfortunately :(

There should be a big update coming to the HoTS section at some point in the future, so it's probably included in there.

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AURIEL's BEST HOPE BEARERS

Quote

Changelog:

  • November 4, 2016 - Created
  • July 24, 2018 - Revamped the list
  • January 08, 2019 - Small tweaks and changes

I've been a Support main since I started playing this game, and Auriel is one of my favorites. Even though we have Deckard, Whitemane and other powerful Heroes for Support, I still consider Auriel one of the best Supports in the game given her very strong lane presence, as she doesn't use mana as resource, therefore being able to stay in battle as long she has someone to provide energy through her trait, Bestow HopeBestow Hope. And the fact she can endlessly increase her own energy with Reservoir of HopeReservoir of Hope, she can potentially be the strongest healer in the game in terms of raw healing output.

Ever since her launch, I have been testing Auriel's energy generation with a huge batch of heroes. In general, ranged assassins are absolutely bonkers for that. So I decided to compile a list with the Top "Hope Bearers" in the game to give her that sweet sweet energy. This list is subject to change as new Heroes are released and older Heroes get reworked.

1- Cho'gall: they were mentioned in the guide already, but still... They provide huge lane presence, combined with 8 skills in total makes them a fantastic pair with Auriel to generate energy in double. While they lack the burst of other heroes, they will be constantly pressuring damage due their low cooldowns and combined abilities, which will translate in energy really fast.

2- Lunara: her rework made her absurdly scary. A good Lunara will know how to spread her poison among various targets, giving Auriel a healthy sustain in energy, becoming much stronger at later levels.

3- Raynor: even after his nerfs, he still is one of the best Heroes in the game for sustained damage and situational burst, which translates into energy for Auriel really fast. 

4- Fenix: high sustained damage and exceptional poke makes Fenix a really good hope bearer, specially since his high self sustain through his shields allows Auriel to focus her heals on other allies.

5- Valla: a combination of high burst damage and sustained damage, which makes her a fantastic source of energy.

6- Cassia: much like Valla, she has a bit of everything: burst and sustained damage. If she hits at least two blinded enemies with Fend your energy will skyrocket.

7- Hanzo: long range poke that makes him pretty reliable for getting energy from afar. In specific maps his Scatter Arrow is insane for energy generation.

8- Kael'thas: high AoE burst. Living Bomb is specially powerful since it can easily spread to other targets in chains. Phoenix is specially useful to generate energy as well.

9- Sylvanas: her rework made her damage potentially scary. Given the right circumstances she can surpass Lunara, if she follows the Shadow Dagger build and gets enough stacks.

10- Gul'dan: low cooldown on Fel Flame makes him a giving constant spikes of damage in the form of energy. The damage over time from Corruption is decent, but only if it hits multiple targets.

11- Chromie: huge damage spikes with her skillshots. A Chromie with good aim for Sand Blast will fill the gauge really fast. Dragon's Breath is absolutely fantastic as well and will often max the gauge in one go if used on a crowd of Heroes + minions/structures.

12- Sgt. Hammer: while in Siege Mode she can generate huge amounts of energy if positioned correctly. Auriel can also stay near to peel for Hammer with Detainment Strike if needed.

13- Mephisto: very high AoE sustained damage. Lightning Nova can fill the energy really fast if it hits at least two heroes. Consume Souls is fantastic because it provides a global source of energy.

14- Kel'Thuzad: potential for overflowing energy thanks to his eye-watering combos. However, this reliance makes hard to keep her trait on him all the time since he is very cooldown reliant.

15- Orphea: in a similar fashion to Kel'Thuzad, she relies a bit too much into landing her combos to provide consistent energy, but it is still very reliable and above average.

16- Zagara: can provide fantastic pressure with her basic attacks and abilities. Since she will most of the time have a Roachling or Hunter out, this translates into more damage.

17- Zarya: her synergy with Auriel is fantastic since neither use Mana as resource, meaning less needs to visit the Healing Well. Zarya's piercing splash damage from her basic attacks also results in constant amounts of small energy that holds really well.

18- Nazeebo: I absolutely love pairing with Nazeebo for the simple fact he can make Zombie Walls every 14 secs, which is great to stun opponents with Detainment Strike. However, both his meta builds can grant a lot of energy.

19- Malthael: provides a very large sustained damage through his trait. Not as good as Lunara's, though.

20- Zul'jin: potentially the best energy generator for Auriel in the entire game due his Twin Cleaves and high damage from basic attacks. However, he is ranked so low because he can only be this fantastic hope bearer once he completes his "You Want Axe?" quest, which is usually very late in the game

21- Tassadar: great waveclear and his access to Force Wall can create the walls that Auriel needs to stun her enemies.

22- The Butcher: once he completes the Fresh Meat quest, he deals insane amounts of damage fills up the energy in couple of seconds. However, since a good Butcher will not engage recklessly, he will only generate energy reliably during Team Battles and skirmishes.

Edited by Valhalen
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By the way, Auriel is amazing when paired with Ragnaros due all that absurd damage he can dish out.

Edited by Valhalen

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When are you going to update the guide? The level 7 talents specifically. I see that they are the right talents but the level 7 fourth talent image is incorrect.

Edited by Revivial

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On 12/16/2016 at 9:09 PM, Revivial said:

When are you going to update the guide? The level 7 talents specifically. I see that they are the right talents but the level 7 fourth talent image is incorrect.

Thanks, I didn't notice the outdated icon. I updated the guide's content recently, but will get the image sorted out :)

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Any additional comment on the change in Auriel's ultimate recently? It seems like an interesting change, There seems to be a small but significant shift towards it on hotslogs, but tbh I'd still see resurrect as fairly situational as by memory you have described for death effects like Tyrael's or Diablo's.

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19 minutes ago, Kiarbitrager said:

Any additional comment on the change in Auriel's ultimate recently? It seems like an interesting change, There seems to be a small but significant shift towards it on hotslogs, but tbh I'd still see resurrect as fairly situational as by memory you have described for death effects like Tyrael's or Diablo's.

Even with the quality of life changes for Resurrect I still prefer Crystal Aegis; preventing death is usually better than reviving, in my opinion. I just wish they buffed Crystal Aegis explosion damage.

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On 5/3/2017 at 8:18 AM, Kiarbitrager said:

Any additional comment on the change in Auriel's ultimate recently? It seems like an interesting change, There seems to be a small but significant shift towards it on hotslogs, but tbh I'd still see resurrect as fairly situational as by memory you have described for death effects like Tyrael's or Diablo's.

Resurrect is easier to channel now, but it can still result in feeding a second kill to the other team. At least Aegis has a small burst of damage in an area around the target, which helps to dissuade enemies from piling onto your teammate. Resurrect has a greater ease of use now, but it is still best when your team is already winning team fights. I don't think there are very many situations where it will help to win a team fight more than Aegis will.

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1 hour ago, Straften said:

Resurrect is easier to channel now, but it can still result in feeding a second kill to the other team. At least Aegis has a small burst of damage in an area around the target, which helps to dissuade enemies from piling onto your teammate. Resurrect has a greater ease of use now, but it is still best when your team is already winning team fights. I don't think there are very many situations where it will help to win a team fight more than Aegis will.

I can think on a few occasions where Resurrect is good, such as having a Tyrael in the team that dies and blows everything, only for you to bring him back. But I prefer preventing death other than reviving; so you don't feed XP to the enemy team.

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I think it would be very worth mentioning in the guide at the Tips part that you can stun opponents with Detainment Strike against any object with collisions, including the ones spawned by Heroes, such as Nazeebo's Zombie Wall, Leoric's Entomb, Tassadar's Force Wall, Sonya's Leap (with Arreat Crater) and even Sgt. Hammer's Barricade.

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1 hour ago, Valhalen said:

I think it would be very worth mentioning in the guide at the Tips part that you can stun opponents with Detainment Strike against any object with collisions, including the ones spawned by Heroes, such as Nazeebo's Zombie Wall, Leoric's Entomb, Tassadar's Force Wall, Sonya's Leap (with Arreat Crater) and even Sgt. Hammer's Barricade.

I passed this onto Straften, so let's see how he decides. Thanks for the suggestion!

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3 hours ago, positiv2 said:

I passed this onto Straften, so let's see how he decides. Thanks for the suggestion!

Thanks! Also, I think it would be pretty important to note on her "Strenghts" that she doesn't use mana as resource. I mean, she is the only healer in the game that doesn't use it. Although it is mentioned that "Cannot heal without storing Energy via combat", I think it's worth noting.

Oh, I think it would be interesting as well to add in her "Strenghts" that she can potentially increase her healing output with a cap using Reservoir of Hope. This is one of the things that makes Auriel stands out, as no other healer can do this.

What do you think, Mr. @Straften?

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Guys, sorry for the triple posting.

I think it is also worth mentioning that Auriel draws Energy from summoned minions as well (although it is obvious). Therefore Zagara's zerglings and Hunter will give Auriel Energy, for example. This even applies to clones, such as Samuro's and Nova's.

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      Level 4 Repeated Offense Knockback strength increased from 28% to 30%. Brightwing
      Talents
      Level 10 Emerald Wind Targets will now be knocked back over the entire duration of the expanding nova. Deckard
      Talents
      Level 10 Lorenado Being hit by Lorenado while already knocked back will now refresh the duration of the knockback. Damage can only occur once every 0.1875 seconds per Lorenado per target. Knockback duration reduced by 33%. Distance pushed back from Lorenado is unchanged. Level 20 Morenados! Each Lorenado now has its own cooldown reduction. Dehaka
      Talents
      Level 7 Paralyzing Enzymes Basic Attacks now also sets the remaining duration to 2 seconds. Healing reduction increased from 40% to 50%. Falstad
      Talents
      Level 10 Mighty Gust Knockback duration is now dynamic, with targets closer to Falstad being knocked back for longer. Knockback will now expire when targets are outside of Might Gust's search path. Imperius
      Base
      Molten Armor [E] Now restores 1 Mana for each target hit by Molten Armor on expiration. Talents
      Level 7 Blaze of Glory Damage increased from 205 to 212. Holy Fervor Now resets Imperius' attack cooldown. Level 20 Molten Wrath Now also increases Molten Armor radius by 25%. Li Li
      Base
      Healing Brew [Q] Healing amount increased from 175 to 230. Lucio
      Base
      Soundwave [Q] Knockback point is now centered on a point 2 radius behind where Soundwave was cast. Talents
      Level 16 Up to Eleven Duration increase granted by Push Off increased from .5 to 1 second. Duration increase granted by Soundwave increased from 0.25 to .5 seconds. Muradin
      Talents
      Level 10 Haymaker Secondary knockback duration reduced, but the speed of the knockback has been increased. Murky
      Base
      Spawn Egg [Trait D] Health is reduced by 80% of its current value. Now has a Shield equal to the amount of Health removed. Shield starts regenerating after 5 seconds. Shield takes 8 seconds to re-fill from empty to full. Orphea
      Talents
      Level 4 Backbiter Duration reduced, but speed increased. Knockback is now instant. Sgt. Hammer
      Base
      Concussive Blast [W] Base duration reduced by 20%. Distance pushed back from blast is not reduced. Stukov
      Talents
      Level 10 Flailing Swipe Each iteration of Flailing Swipe now has its own knockback point. The first swipe knocks targets away from a point 3 radius behind Stukov, the second swipe will be a point 2 radius behind, and the third swipe will be a point 1 radius behind. Thrall
      Talents
      Level 10 Sundering Secondary knockback duration and speed reduced. Tracer
      Base
      Recall [E] Teleport delay increased from .0625 seconds to .1875 seconds. Tychus
      Base
      Frag Grenade [W] Knockback duration reduced by 33%. Distance pushed back from blast is not reduced. Tyrael
      Base
      Basic Attack damage increased from 78 to 82. Smite [E] Tooltip updated to include duration of the area granting Movement Speed. El'Druin's Might [Q] Slow increased from 25% to 30%. Righteousness [W] Shield increased from 336 to 350. Talents
      Level 1 Salvation Healing increased from 140 to 150. Shield bonus reduced from 40% to 35%. Level 4 Bound By Law Is now a Level 16 Talent. REWORK: El'Druin's Might now Slows targets by 80% for the first second, and then reduces to 30% over the remaining 1.5 seconds. Level 7 Reciprocate Explosion damage now only hits enemy Heroes and Summons. Is now a Level 4 Talent. Tyrael is now healed for 3% of his maximum Health for each Hero hit by Reciprocate or El'Druin's Might. Level 10 Judgement Cast range is no longer increased by Tyrael's radius. Level 16 Burning Halo Damage bonus for teleporting with El'Druin's Might reduced from 150% to 125%. Damage reduced from 18 to 15. Is now a Level 7 Talent. Level 20 Aspect of Justice NEW: After channeling for 1.5 seconds, enter Archangel's Wrath. Cooldown is reduced by 10% for each enemy Hero it hits. 90 second cooldown. Return to Top
      Bug Fixes
      General
      Catapults no longer give 1 experience. Fixed an issue that caused Vehicle Attacks to not consume Evasion charges. Map
      Dragon Shire Fixed an issued that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issued that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Level 1 Molten Blood Fixed an issue that caused Molton Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      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 cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased 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 an extra target 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 an extra target 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
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing 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. 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. Lt. Morales 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. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. 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. 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. 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. 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. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (Source)
      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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      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.
       
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