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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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      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new 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 is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Toon'Dan Gul'Dan
      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: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, 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. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. 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 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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