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Heroes of the Storm Ana

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Hey guys, 

I'm glad to present to you the new Ana guide! Since the Hero is all new, I'll do further play testing over the next few days and adjust the guide accordingly. 

Feel free to share your own experiences in this thread! :)

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She seems really weak to me.  Maybe if her ablilites were target based, but the straight line nature means you will miss a ton.  As an Uther main, even his W can miss an ally or two when they are moving.  Her skills are even more precise.  She is going to have serious issues against mobile assassins like Greymane and Genji.

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Guest Method

After tweaking her build a few times i've been able to consistently get heals over 125k a match and late game counters her biggest weakness right now which is divers and not having enough range, follow this following build. Ultimately your aim and position is are the biggest keys as to whether or not you will succeed with this char but this build can help put you in a more advantageous position.

  • Level 1 Piercing Darts - It's extremely key to get these stacks up as quick as possible as the 20 stacks gives you incredible healing range and piercing heals. The range on heals is so far that it puts any melee enemy and most enemy range that try to engage you into being out of position.
  • Level 4 OverDose
  • Level 7 Mind Numbing Agent but this whole tier can be adjusted based on comp accordingly
  • Level 10 Eye of Horus
  • Level 13 Speed Serum again though this tier can be adjust according to comp
  • Level 16 Sharpshooter
  • Level 20 Ballistic Advantage

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8 hours ago, ArtVandelay said:

She seems really weak to me.  Maybe if her ablilites were target based, but the straight line nature means you will miss a ton.  As an Uther main, even his W can miss an ally or two when they are moving.  Her skills are even more precise.  She is going to have serious issues against mobile assassins like Greymane and Genji.

I wouldn't say she is weak, by any means; she just has a very high learning curve and skill ceiling. If you're good with skillshots, you should perform great with her. Also, Healing Dart heals A LOT. I'd say she really shines in Dual Support compositions. Pair her with a AoE healer like Auriel or Stukov, lob that Biotic GrenadeBiotic Grenade, and top your entire team.

Unrelated to this comment, does anyone know if damage-over-time breaks Sleep DartSleep Dart?

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Guest LeChuck

You have her synergizing with Arthas but I think he is quite possibly the worst hero to have on your team if you are Ana. He cancels out your sleeping darts with his frost aura. Pretty tough to lock a hero down when Arthas is just going to wake them right back up.

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19 minutes ago, Guest LeChuck said:

You have her synergizing with Arthas but I think he is quite possibly the worst hero to have on your team if you are Ana. He cancels out your sleeping darts with his frost aura. Pretty tough to lock a hero down when Arthas is just going to wake them right back up.

That is true, but Ana should focus on using Sleep DartSleep Dart on Heroes you want to isolate, not the ones the tank should be focusing. With enough communication, Arthas should be able stay away from sleeping targets.

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2 hours ago, Valhalen said:

I wouldn't say she is weak, by any means; she just has a very high learning curve and skill ceiling. If you're good with skillshots, you should perform great with her. Also, Healing Dart heals A LOT. I'd say she really shines in Dual Support compositions. Pair her with a AoE healer like Auriel or Stukov, lob that Biotic GrenadeBiotic Grenade, and top your entire team.

Unrelated to this comment, does anyone know if damage-over-time breaks Sleep DartSleep Dart?

I played a lil of her in test mode in ptr, and I can say..  no, DoTs like shrike does not break it! :)

Edited by 50m8r4

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Uncommon Patron

Does anyone else get the feeling that Eye of HorusEye of Horus is "Awesome but impractical"? Or, at most, highly situational?

Of course, infinite range is always neat, but since Ana has no self-sustain or escapes, you will mostly use this skill from a protected position, as Abathur would, which means pretty far away from team fights. This means sacrificing supporting your team for the use of this ultimate, and I don't think it pays off. Also, it's VERY unnerving that once you activate it, there's no way to cancel it before depleting the 8 shots, so, even if you do see danger coming before hand (insert dramatic music), you will not be able to escape.

Besides, you will hardly have situations in which Ana and her teammates "sandwich" the enemy heroes, which means Eye of HorusEye of Horus will mainly be used for healing rather than dealing damage or even finishing off.

Of course it can also be used to kill stray enemy heroes, but after playing a few games, I feel its damage is just too low to accomplish this. And since Eye of HorusEye of Horus stops on any enemy wall, the stray hero almost always will have time to hide behind one, even after taking a few hits.

This could really shine if you have a Medivh scouting and revealing enemies for you, but, again, this means it is a highly situational skill.

Edited by mctanaka
I forgot to mention an importance hindrance for the skill, that is, that it can't be cancelled once you activate it.

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Guest tactless

Been playing Ana nonstop and my takeaways are:

Level-1, Piercing Darts is my go-to talent, most of the time - I can reliably level the talent up (I struggle with grenade and stacks quests) and the benefits of leveling it completely change gameplay.

Eye of Horus is a great idea that isn't well executed in-game - unless you're feeling cheeky, Nano-boost is the best with a remarkably short cooldown and a solid pick for control-tanks or dps-mages. (and, see McTanaka's comment on Horus)

Healing Grenade untalented is for me almost exclusively a self-heal (alt-E style) or an offensive tool to drop onto a tank vs tank melee line.

----

Re: Level-1 - I might go Stacks/Ammo Box if we have really big tanks like Cho'gal, or go grenades if there's another support aoe healer on the team (eg, lucio). That said, the benefits of piercing darts is crazy powerful to me; sleep darts piercing means that you don't need to compromise your angle to get sleep darts off on key (non-tank) targets in team fights (and can double your quest completion rate to get the last 10 points), and healing darts piercing literally doubles your team-healing output. The range boost for both makes you actually function more like a sniper, staying farther back and (so long as they don't have crazy dive characters) far safer.

Re: Grenade - With such a small radius when the ability isn't talent-buffed, I don't want to waste it wiffing air, and with the 3 second time bonus I won't be able to get the multiple shots off I'd want to make it feel worth while (skill shots that I can, again, whiff, anyways). Sometimes if I want to heal others with it, i'll run myself up to a grouping and alt-cast it. Note that I somewhat favor the Grenade Group healing +30% power per ally healed for this reason, since it means if I can stand next to a friend when I heal myself I get more health back - effectively rewarding the support for staying with the team (something I'm doing anyways)

Edited by positiv2
Changed text colour for readability

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6 hours ago, mctanaka said:

Does anyone else get the feeling that Eye of HorusEye of Horus is "Awesome but impractical"? Or, at most, highly situational?

Of course, infinite range is always neat, but since Ana has no self-sustain or escapes, you will mostly use this skill from a protected position, as Abathur would, which means pretty far away from team fights. This means sacrificing supporting your team for the use of this ultimate, and I don't think it pays off. Also, it's VERY unnerving that once you activate it, there's no way to cancel it before depleting the 8 shots, so, even if you do see danger coming before hand (insert dramatic music), you will not be able to escape.

Besides, you will hardly have situations in which Ana and her teammates "sandwich" the enemy heroes, which means Eye of HorusEye of Horus will mainly be used for healing rather than dealing damage or even finishing off.

Of course it can also be used to kill stray enemy heroes, but after playing a few games, I feel its damage is just too low to accomplish this. And since Eye of HorusEye of Horus stops on any enemy wall, the stray hero almost always will have time to hide behind one, even after taking a few hits.

This could really shine if you have a Medivh scouting and revealing enemies for you, but, again, this means it is a highly situational skill.

I don't agree with that, the reload speed with eye of horus is much quicker and accurate then your normal heal, and once you get to level twenty and get splash heals/dmg you time your horus for A when the enemy team hard engages and B when you're out of position and need to heal someone who is solo laning and getting jumped. Also if you press for me it's three as I remapped my keys but I think it would be E  you get out of horus, you don't have to shoot all 8 shots.

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I've been playing with Eye of Horus a bit.  It's certainly not something you pop out in the middle of a team fight or while running away from a loss, it's very much a clean up tool in my experience.  After a hard fought battle with the enemy team running away you pick off the low health survivors while topping up your own team.  Any extra shots can be thrown at forts/keeps/towers.

The mechanics of the ability are also quite interesting.  It has a kind of "lock on" effect when shots hit even when they clearly shouldn't (it also seems to have a small amount of stickyness or aim assist going on).  It's not just a wider than visible hit box either because I've threaded shots between teammates before.  The handy dandy "scope" effect is pretty cool too, showing you who your shot will hit even if it's well outside your screen's vision.

Nano Boost is of course a much easier to use Ultimate but if you don't have a good target for that ability I don't really mind Eye of Horus as a back up Ultimate (if I could change anything it would be less shots but each shot being stronger).  Speaking of backups, I tend to find the Grenade build is a "backup" build for times when you can't safely auto attack enough for the Doses build.  The cooldown on Grenade is just too long for it to be my go to build even with taking the cooldown reduction talent on level 4.  That said, it's not a bad secondary build if the situation don't allow for you to safely auto attack.

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19 hours ago, MurkyFelix said:

Error in the description for Nano BoostNano Boost ; it says it restores 0 mana.

Thanks! I passed this onto Damien.

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On 27/09/2017 at 5:34 AM, Guest Method said:

After tweaking her build a few times i've been able to consistently get heals over 125k a match and late game counters her biggest weakness right now which is divers and not having enough range, follow this following build. Ultimately your aim and position is are the biggest keys as to whether or not you will succeed with this char but this build can help put you in a more advantageous position.

  • Level 1 Piercing Darts - It's extremely key to get these stacks up as quick as possible as the 20 stacks gives you incredible healing range and piercing heals. The range on heals is so far that it puts any melee enemy and most enemy range that try to engage you into being out of position.
  • Level 4 OverDose
  • Level 7 Mind Numbing Agent but this whole tier can be adjusted based on comp accordingly
  • Level 10 Eye of Horus
  • Level 13 Speed Serum again though this tier can be adjust according to comp
  • Level 16 Sharpshooter
  • Level 20 Ballistic Advantage

Yeah, I think Piercing DartsPiercing Darts is the best Level 1 talent, although Grenade CalibrationGrenade Calibration is really good in dual healer comps. I run with this same build. It is really versatile.

I have a feeling that Blizzard will buff Ana a bit, though. She is underperforming due her lack of self-sustain and escape. Most divers can destroy her. She sits at the bottom of the Win Percent alongside Medivh, with low popularity. Sure, ok, it's been just few days since she was released, but still.

Edited by Valhalen

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The nature of this healer (skillshot based) makes her a very high risk high reward hero, but that high risk is SO DAMN HIGH. You have to focus so much on healing that you forget everything else about the game. Or you just play for fun and end up healing like 20k max in a 20 min game. 

I think a buff is needed.

Edit: I would't even care if they increased the time on the heal as long as they removed the skillshot thing, like, at least for the heals... TRACER LET ME HEAL YOU PLZ!!!!!1111

Edit 2: Ok the heal is good (around 40k) if you reaaaaaly practice your skillshots, but it's super situational, like, kelthuzad is easy to get stacks on but other heroes are hard obviously, you just have to see their patterns and focus the ones that stay still, It's actually good to practice agains AI because they move so weirdly sometimes, it's easier to get skillshots on actual ppl. that said, I think everyone should go for piercing darts, when you get enough stacks and decent with your shots it gives 100% more survivability because you can actually stay behind lines to heal and use your shots

Edited by mundofeliz

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19 hours ago, mctanaka said:

Does anyone else get the feeling that Eye of HorusEye of Horus is "Awesome but impractical"? Or, at most, highly situational?

Of course, infinite range is always neat, but since Ana has no self-sustain or escapes, you will mostly use this skill from a protected position, as Abathur would, which means pretty far away from team fights. This means sacrificing supporting your team for the use of this ultimate, and I don't think it pays off. Also, it's VERY unnerving that once you activate it, there's no way to cancel it before depleting the 8 shots, so, even if you do see danger coming before hand (insert dramatic music), you will not be able to escape.

Besides, you will hardly have situations in which Ana and her teammates "sandwich" the enemy heroes, which means Eye of HorusEye of Horus will mainly be used for healing rather than dealing damage or even finishing off.

Of course it can also be used to kill stray enemy heroes, but after playing a few games, I feel its damage is just too low to accomplish this. And since Eye of HorusEye of Horus stops on any enemy wall, the stray hero almost always will have time to hide behind one, even after taking a few hits.

This could really shine if you have a Medivh scouting and revealing enemies for you, but, again, this means it is a highly situational skill.

You can cancel it, there's like, 20 buttons to cancel, I cancel all the time. Maybe add a self heal for every shot? it would help her survivability and other ppl too. Especially when someone blocks all your shots xD

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I've been playing around with a modified version of the Biotic Grenade Build posted here, and it is arguably her best build, in my opinion, allowing her to safely solo healing without many headaches. Grenade CalibrationGrenade Calibration and Contact HealingContact Healing are simply too good of talents, with an absurd synergy.

Also, after running tests with a friend, we've come to the conclusion that one of best Heroes in the game to be under the effects of Nano BoostNano Boost is Malthael. Really, with this build, while using the aforementioned Biotic Grenade Build I've linked above, we have been literally carrying the team in every single team fight. The amount of sustain and damage is bonkers, especially at the late game Nano InfusionNano Infusion when comes becomes available. Just start the Team Fight, pop Nano BoostNano Boost on him while he proceeds with Tormented SoulsTormented Souls, wait for him to dive at the team, throw a Biotic GrenadeBiotic Grenade and watch as everything melts and Malthael comes out unscathed. It's MADNESS. He simply CAN'T die.

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One thing I've really enjoyed doing is using her heal to do the whole Chromie using Q on minions meme; along with many other abilities, it reveals the immediate area as it travels, even if it doesn't land on an ally and obviously can't hurt anything else. This is perfect for scouting frequently, checking camps and providing valuable long distance vision for your team for very low mana cost and synergies well with the sleeping dart quest at 1 as well. 

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14 hours ago, Plergoth said:

One thing I've really enjoyed doing is using her heal to do the whole Chromie using Q on minions meme; along with many other abilities, it reveals the immediate area as it travels, even if it doesn't land on an ally and obviously can't hurt anything else. This is perfect for scouting frequently, checking camps and providing valuable long distance vision for your team for very low mana cost and synergies well with the sleeping dart quest at 1 as well. 

Wait, Healing Dart can reveal area? Because I am quite certain I tried to check bushes using it and it didn't work.

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On 02/10/2017 at 12:05 PM, Valhalen said:

Wait, Healing Dart can reveal area? Because I am quite certain I tried to check bushes using it and it didn't work.

The window of time is very small but it definitely does grant vision if shot into bush and fog. 

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47 minutes ago, Plergoth said:

The window of time is very small but it definitely does grant vision if shot into bush and fog. 

I tried this yesterday and it reveals the area indeed. Quite handy!

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On 27. 10. 2017 at 9:29 AM, onqun said:

https://www.icy-veins.com/heroes/talent-calculator/ana#26.0!2322224

 

Guys what are you thinking about this build, Level 7,10,13 can be picked according to enemy composition. I wanted to increase the heal a lot. 

If you were going for healing, why didn't you go for Air StrikeAir Strike at level 4? The reduced cooldown of Biotic GrenadeBiotic Grenade provides a considerable amount of healing.

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      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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