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Heroes of the Storm Alarak

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I suggest to indicate that Extended lightning will be difficult to complete against team comps featuring abathur, or mostly ranged hero that won't tend to group up a lot.
I also suggest to label Sustaining Power as situational, in the case where your team has no healer and few tanks, and features mostly ranged assassins, as it can be the case in modes like Quick Match.

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About Alarak, what key bindings or key changes, such as Quick cast, would you all suggest to use? I'm having trouble setting up for Alarak, especially in messy team fights.

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8 hours ago, Trensicourt said:

About Alarak, what key bindings or key changes, such as Quick cast, would you all suggest to use? I'm having trouble setting up for Alarak, especially in messy team fights.

Alarak requires very precision, since his skillshots can be hard to hit. For that reason, I run with the "On Release" option on Discord StrikeDiscord StrikeTelekinesisTelekinesis and Counter-StrikeCounter-Strike in order to see the aiming reticule better and calculate where it will hit. For Telekinesis, which is an ability hard to maneuver, the "On Release" option is specially useful, allowing you to drag the cursor around and see how the effect will apply; I recommend playing around with this option in the Try Mode first, so you get used to it. And you can always cancel any ability on either "Off" and "On Release" it by right-clicking anywhere, in case you decide to not cast said abilities.

Edited by Valhalen
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The lightning quest is also easy to complete when facing a melee solo laner. Since they will generally be in the mix of minions you can target. So if the team fights are too ranged based or too spread out, this might be your way to get the quest advanced a little further. It may only be temporary though as they catch on. You can also use it when laying siege. As enemy heroes try to come out to push you away they open up to some easy center damage.

Edit: Specifically, use the walls and towers. Once your minions are closing to siege, position yourself so that your circle line lets you hit all three, so that when they come out to engage, you can just ping them for your quest. Easy.  If you are fighting in the open and they are staying in the back row of minions because they know about Alarak, then you can always bump them forward, or bump minions backwards.

Capture points are also very nice for grabbing lightning and discord quests. There's always someone getting swarmed. :p

Edited by Morcalivan
clarification

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Hi, I found a typo I believe in the Alarak guide in the Chaos Reign build, the level 7 talent being Applied ForceApplied Force while the description of the build talks about Hindered MotionHindered Motion :)

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30 minutes ago, SacriJuts said:

Hi, I found a typo I believe in the Alarak guide in the Chaos Reign build, the level 7 talent being Applied ForceApplied Force while the description of the build talks about Hindered MotionHindered Motion :)

The sentence before Hindered MotionHindered Motion says that Applied ForceApplied Force can be exchanged. This means that Hindered MotionHindered Motion is an alternative choice to Applied ForceApplied Force at level 7 and due to its nature deserves to be described in the build description. 

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Guest Lurker 2.0

His guide has been updated to reflect the Meta but the descriptions for his builds has not been updated to reflect the adjusted talent choices and include reasons for talents not chosen for the suggested builds.

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I have a different build for Alarak.

https://www.icy-veins.com/heroes/talent-calculator/alarak#51.0!2122332

This is considered by me to be the 'Q and Sadism' build, and by my friends as the 'One Shot God' or 'Amon' build.

The way this build is MEANT to be played turns Alarak into more of a ranged pull-melee assassin rather than a melee one, because you pull them in, discord strike them, slash once or twice, then run away as they run and cower in fear at how much raw damage you just did to them.

Set Q to on to immediately cast in the direction your cursor is facing, leave W and E alone, and put your Counter-Strike on immediate, or 'on', and the deadly charge you can leave be as well.

This build also relies heavily on the E ability as well in order to heal yourself to above 80% health to enable the lvl 1 talent.

Be aware, this build is also HEAVILY skill based, and you should practice in single-player or AI modes to get the hang of it before going into a PvP match.

Once you get around 180% or more sadism, you can reliably 1v2 the enemy team ... it gets pretty insane how much damage, and fear you can cause the enemy team with just your basic abilities.

 

The W at level 1 allows it to have relatively the same cooldown as discord strike, making it MUCH easier to constantly, and consistently, deal discord strikes.

The Chaos Reigns talent at level 4 is what's going to make this build what it is, and turn you into a damage machine-beast nastier than Amon himself. You must be relatively skilled to hit the 3-in-one strike, but once you do, your team has an IMMEDIATE advantage in virtually EVERY fight. Not only does this talent increase your Q damage ... IT STACKS WITH SADISM!!! ... so you think you're getting 220 extra damage out of this? ... NO ... YOU are getting AT LEAST 440 extra damage, this is an absolutely HUGE bonus. This talent is much easier to get, and GREAT, when on epi-center, objective-based maps like; Cursed Hollow, Volskaya Factory, Garden Terror, Alterac Pass, etc, where the enemy team is bunched up. Use this so you can silence them all and deal god-levels of damage. I kid you not, it is better to get this quest done and die because of it, causing your team to lose a fight and/or objective with only 1 or 2 kills, than to WIN a team-fight on that objective. That, however, is ONLY for team-fights below level 10-12, die later in the game, and it will be more of a detriment.

The Hindered Motion talent at level 7 makes it literally impossible for someone to escape your W pull-to-Q strike if you know what you're doing, because the push/pull stuns for a second and while it's pushing you start up your Discord Strike and it hits before they can slide out or teleport away.

Counter-Strike at level 10 is literally the best thing ... and it ALSO ... stacks with sadism. It's also great if there's a li-li, or a li-ming behind the main-line and you run up, counter-strike, and kill them. It's also great against charging or un-avoidable stuns like butcher's charge, and ESPECIALLY Xul's root ability. I can't tell you how many times I've made a Xul run back to his nexus because he attempted to root me, I Counter-Strike just before it ends, deal nearly 1,000 damage just from the counter-strike, pull him and discord strike him for nearly another 1,000 damage, and as my Hindered Motion talent does it's work and me or my team finish him off.

The Rite of Rak'Shir talent at level 13 is actually a VERY simple to use talent, you simply mark a target, and EVERY TIME you discord strike them, that adds 3% to your sadism ... every time you kill the target ... add another 5% sadism. Every time a target dies, the cooldown is reduced to 10 seconds. This is the talent where you start to gain virtually UN-LIMITED POWER, because guess what? ... THERE IS NO SADISM CEILING OR LIMIT TO RITE OF RAK'SHIR GAIN, ONLY DEFAULT SADISM KILLS. Your highest point where sadism actually STOPS working, and STOPS giving you bonuses, is around 500-600% ... and most of the time you will be dominating so hard that you'll end the game SUPER quick, and only have around 212%, the most I've ever gotten is 313%, and I was 1v4'ing the entire enemy team CONSTANTLY at level 20+.

The Mocking Strikes talent at level 16 virtually doubles your DPS or damage you can do in a fight in general. Simply slash only once or twice after W pull-to-Q'ing them, as your slow still makes it count. Congrats, you just reduced all of your basic cooldowns by 6 seconds, virtually restoring your Discord Strike ability because during the time you took to slash, 2 seconds went by, and now you just do it again to the same person, or a different one, literally sentencing anyone who DARES stay to fight you instead of running away to certain DEATH.

Deadly Charge at level 20 makes it so that you can kill virtually anyone in a 1v1 situation without so much as a blink of an eye. Simply W pull-to-Q, electrocute to heal what one or 2 attacks they just did to you, slash them once or not at all, then charge Deadly Charge as they run away, and execute them. For higher health heroes, just W-pull-to-Q them again and they'll die. Oh, and I forgot, THIS ALSO STACKS WITH SADISM!

 

As you can see, this build relies somewhat heavily that you have a good front-line, a decent healer to maintain that front-line, and just 1 or 2 other assassins for more damage. You, a healer, a tank, a bruiser, and a ranged assassin or even melee assassin will work GREATLY with you.

I would suggest for comps:
ETC, Arthas, or Blaze as your tank, because CC will DEFINITELY help you W-pull-to-Q people
A decent healer of almost anyone. Morales could work, but beware that they may switch to them instead of you if you pull someone in.
A bruiser, preferably Artanis , as he can get your camps without going below 70% health, and because he's tanky as hell if he builds himself right, and can lane if he wishes.
Ranged Assassins are preferable, especially Raynor (Even though that's ironic since Alarak despises Terrans/Humans), but anyone with good ranged DPS will work. They can also help you fight off a ganker or someone who dived to get to you

Be mindful that you lose ALL of your sadism, back to 100%, when you die, but upon getting mocking strikes and Deadly Charge, people have to either fight you and suffer IMMENSE damage, or, as Alarak says:

"Run away or DIE, I care LITTLE which you choose." - Highlord Alarak

Edited by Mizolo

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      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
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