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I've been wondering, does hitting Abathur's Ultimate EvolutionUltimate Evolution with those quest talents "Hit X targets with Y ability" counts towards the completion? In Hanzo's case, for Target Practice and Simple Geometry.

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5 hours ago, Valhalen said:

I've been wondering, does hitting Abathur's Ultimate EvolutionUltimate Evolution with those quest talents "Hit X targets with Y ability" counts towards the completion? In Hanzo's case, for Target Practice and Simple Geometry.

I don't believe so, as it doesn't count towards any other quests that I know of.

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Guest Herbert

I have to disagree with you placement of haunted mines as a bad map for Hanzo. If you build scatter arrow with redemption at level 1 you can easily clear any camp by level 7 and can easily clean up in the mines.

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I bought Hanzo with gold, reasoning "Why not?" And to my very great suprise... He's FUN. Maybe not competative, maybe not even viable, but certainly FUN. Lining up skillshots is incredibly satisfying, and rather than feeling like McGenericArcherMan, I do actually feel like Hanzo. I'm delighted.

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I would recomment people to hold off on choosing the lvl 1 talent if the enemy team has an Abathur. 
Try to find his locust in a lane. If the locust has a lot of its duration left, it means that Abathur is most likely behind the wall and you can shoot him with storm bow. The low hp warning effect doesnt trigger after the first storm bow. Shoot a sonic arrow then follow up with storm bow and try to land as many storm bows on him as you can. (Killing him is not the priority so do not try to land sonic arrow on him. After the first try of storm bow hits, leave to complete the hits on other heroes completly and then try to find him again to complete the quest. 
Altough this might be prevented by Abathur positioning himself behind but even one storm bow hit is already enough to get value from Target Practice. The dmg part doesnt scale with level so at lvl 20 its only a 14% dmg increase.

If the Locust comes late into the lane or you see that its timer is depleted then dont go for Target Practice since Abathur is most likely in his base. 
Remember you can quickly pick Target Practice by holding CTRL and pressing 1.

I dont understand why TotS, Hanamura, IS are his average maps his waveclear is pretty good after lvl 4 and if he goes after Serrated Arrows he can kill the enemy objective "boss" very fast if it happens that your team lost the objective fight. Same on haunted mines.
Even picking Explosive Arrows is beneficial because you can deal dmg to the monster and heroes near it who are pushing with it. 

I also wouldnt recommend picking Ignore All Distractions without Redemption because it will cripple Hanzos otherwise very good waveclear.
Fleet of Foot is actually a trap talent that doesnt work with Storm Bow builds. The increased range from Target Practice comes with a increased channel time which makes it impossible to keep up the speed buff not mentioning stacking it. Ninja Asassin is much easier to use the Fleet of Foot and it allows you to kite people with terrain while you shoot them with your abilities.

Edited by xevex

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11 hours ago, xevex said:

I would recomment people to hold off on choosing the lvl 1 talent if the enemy team has an Abathur. 

To quote the build description: 

"This build should never be used against Abathur; the slug can easily prevent you from ever completing Target Practice."    

11 hours ago, xevex said:

The increased range from Target Practice comes with a increased channel time which makes it impossible to keep up the speed buff not mentioning stacking it.

The channel time is slightly longer, but it is certainly possible to stack the buff. To accomplish this you will need to release the arrow as soon as the indicator reaches maximum range. If you hold the arrow longer, or if you miss, you will lose the buff.

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On 12/13/2017 at 3:14 AM, Valhalen said:

I've been wondering, does hitting Abathur's Ultimate EvolutionUltimate Evolution with those quest talents "Hit X targets with Y ability" counts towards the completion? In Hanzo's case, for Target Practice and Simple Geometry.

After several tests, I can confirm that Ultimate Evolution does not stack Target Practice. 

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11 hours ago, Straften said:

To quote the build description: 

"This build should never be used against Abathur; the slug can easily prevent you from ever completing Target Practice."    

Completing the first part is pretty much easy even with Abathur unless he stays at the base. Most Abathurs are behind walls mid map. 
Not to mention that if they are body soaking youre pretty much garanteed that you gonna get the quest all you neeed is a map awareness. In that case is mostly better to not trying to kill him making him think that burrowing will always save him from Hanzo which will help you to get the rest of the stacks easily. 

11 hours ago, Straften said:

The channel time is slightly longer, but it is certainly possible to stack the buff. To accomplish this you will need to release the arrow as soon as the indicator reaches maximum range. If you hold the arrow longer, or if you miss, you will lose the buff.

Yes, its possible, not as easy as using Ninja Assassin.

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21 hours ago, Straften said:

The channel time is slightly longer, but it is certainly possible to stack the buff. To accomplish this you will need to release the arrow as soon as the indicator reaches maximum range. If you hold the arrow longer, or if you miss, you will lose the buff.

I did additional testing on this and discovered that the channel time is not increased. 

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On 12/18/2017 at 5:19 AM, Straften said:

I did additional testing on this and discovered that the channel time is not increased.

Which means its speeds up the channel time according to the added lenght. Well thats nice. 
Ninja Assassin is still the easier one to use. I was testing Fleet of Foot in try mode on an unmoving dummy and it was hard to stack the buff if you shot the arrow at the end of its lenght or even slightly before then. I dont see it being easier on live players.

Only map i can think of where Ninja Assassin is a really bad pick is Haunted Mines. That Map doesnt have enough terrain to use. 

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Ninja Assassin is Hanzo's "In Combat" Movement option and as such I have to think it's at least a reasonable option (a ? rather than an X).  When he gets jumped on, vaulting over a wall is almost his only method of escape.  Ninja Assassin makes it possible to get that escape option back multiple times during a team fight.  Don't get me wrong, both of the other options are also reasonable and have very good uses but I've certainly seen/used Ninja Assassin to great effect.

Also I would think Serrated Arrows would get the check mark over Explosive Arrow.  Both help his wave clear but Serrated also makes him one of the best junglers in the game.  The value there is almost impossible to ignore.

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I don't think this guide does Hanzo justice. I have around 50 games with Hanzo and a 60+% winrate with him.

The ratings for some talents are not right from my experience.

Ignore All Distractions should not be recommended. It's a terrible talent that doesn't help against mercs, teamfights, and monsters. The additional range should've been +1 aa range on baseline with the talent. The conditional part of this talent automatically makes it terrible for half the maps.

Serrated Arrows though deal less damage than Explosive Arrows can do mercs. With Never Outmatched and Piercing Arrows, Serrated Arrows clear faster than Explosive Arrows even without Redemption or Simple Geometry. I'd say Serrated Arrows is definitely recommended.

Ninja Assassin is definitely better than Fleet of Foot. With Piercing Arrows and Target Practice, Ninja Assassin makes Natural Agility always available. On the other hand, Fleet of Foot meager bonuses that you have to build up takes too long and is not as reliable as a free Natural Agility every few seconds.

 

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6 hours ago, Trensicourt said:

Ignore All Distractions should not be recommended. It's a terrible talent that doesn't help against mercs, teamfights, and monsters. The additional range should've been +1 aa range on baseline with the talent. The conditional part of this talent automatically makes it terrible for half the maps.

Indeed i dont know how it get to Storm Bow build saying it has a good synergy with Flawless Technique which is bullshit.
The talent is only good with Redemption nothing else. Its nice that late game you can kill catapults with one basic attack though.

6 hours ago, Trensicourt said:

Ninja Assassin is definitely better than Fleet of Foot. With Piercing Arrows and Target Practice, Ninja Assassin makes Natural Agility always available. On the other hand, Fleet of Foot meager bonuses that you have to build up takes too long and is not as reliable as a free Natural Agility every few seconds.

Indeed, the 6 seconds of movement speed you get is just meh. Renewing/stacking it is a pain in the ***. And there are multiple talents on other heroes that are not recommended because they promote overextending, this talent does that, it never helped me. 

Edited by xevex

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Edit: Never mind.  I see the topic I mentioned was already in the talent description.  Moving On.

Edited by TSRD

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11 hours ago, Guest sChUhBiDu said:

I can approve what this guy from Tempo Storm s saying in the video.  Maybe some new thoughts for you guys

Tempo Storm cattlepillar – Hanzo talent overview and rundown

He can be played as a sustain aa hero though so the thing with Redemption is not entirely true (lets ignore the fact that there are multiple other better sustain dmg dealers) aa, aa, scatter arrow rinse and repeat. 

I see his point about Target Practice (i always just finish the first part and then let the rest finish it self,im really not gonna chase for 100 unscaled dmg when i hit a basic attack after every stom bow which is 179 dmg), but in my opinion Simple Geometry is not really needed to play him as a jungler and the 2 additional scatters are "added" to the edges, making the cone even wider>which means entirely useless in most teamfight situations while the extra range on Storm Bow can secure a kill which would otherwise wouldnt be possible. 

I dont really get him, hes talking about Hanzo as if his some kind of AoE dmg dealer which is probably his worst teamfight build. 
The AoE dmg gets healed up pretty quickly unlike the single target burst from Flawless Technique which is a godsent for securing kills. Yes i know Pierce Arrows basically doubles the dmg but hitting but you miss more kills without it and its not like Hanzo needs Pierce Arrows to del good dmg.
You can still give up Dragon Hungers for Never Outmatched and Serrated Arrow so that you can do mercs quick and objectives. 

I dont know. I have very different opinion about Hanzo i dont think hes some backline poke hero, i think hes a lot like Genji but "less super hero more ninja". : D Genji goes melee for the finish with Swift Strike while Hanzo gets a Storm Bow up or a Basic attack. Ofc you cant have both a Jungler Hanzo and a Finisher Hanzo but giving up Dragon Hungers is still okay for more PvE dmg. 
 
 

Edited by xevex

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On 12/26/2017 at 5:27 AM, TSRD said:

Ninja Assassin is Hanzo's "In Combat" Movement option and as such I have to think it's at least a reasonable option (a ? rather than an X).  When he gets jumped on, vaulting over a wall is almost his only method of escape.  Ninja Assassin makes it possible to get that escape option back multiple times during a team fight.  Don't get me wrong, both of the other options are also reasonable and have very good uses but I've certainly seen/used Ninja Assassin to great effect.

You make some good points about Ninja Assassin; I agree that it deserves to be moved to Situational.

On 12/26/2017 at 5:27 AM, TSRD said:

Also I would think Serrated Arrows would get the check mark over Explosive Arrow.  Both help his wave clear but Serrated also makes him one of the best junglers in the game.  The value there is almost impossible to ignore.

I will update the Level 4 Talents to all be situational, because the best choice really depends on your build. For example, Serrated Arrows is not very good without the other Scatter Arrow Talents.

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7 hours ago, Straften said:

I will update the Level 4 Talents to all be situational, because the best choice really depends on your build. For example, Serrated Arrows is not very good without the other Scatter Arrow Talents.

The only other talent Serrated Arrows "needs" is Never Outmatched which is frankly a great talent regardless of build.  Simple Geometry and Piercing Arrows aren't really at all required for Hanzo to do his Jungling masterfully.

Still, fair enough.  It is situational, I guess the Overwatch maps (ironically enough) would count as ones where the Jungleing aspect wouldn't be all that helpful.  On really any other map though I have yet to find a situation where getting giants, knights, sappers, firebats, goliaths, goats, and shaman easily isn't amazing.

Edited by TSRD
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5 hours ago, TSRD said:

The only other talent Serrated Arrows "needs" is Never Outmatched which is frankly a great talent regardless of build.

I agree with you here. The synergy between these two Talents is strong enough that you can take them outside of a specific build. However, one may as well go all in with the Scatter Arrow build if two Talents are already invested. There simply aren't any other Level 1 or Level 16 Talents that synergise quite as well here currently.  

Serrated ArrowsSerrated Arrows and Never OutmatchedNever Outmatched are great to experiment with, as these are probably the most versatile Talents in his kit. This is why they can be seen in the less competitive Basic Attack Build as options. Upon playing the Basic Attack Build with all of its variants, one should come to the conclusion that a full Scatter Arrow Build is superior in most respects. Several enemy shields would be the main situation where the Basic Attack Build could eclipse the Scatter Arrow build via Shieldbreaker ArrowsShieldbreaker Arrows. However, the meta is not shield heavy at the moment. The meta will inevitably shift with balance changes, but I digress.

5 hours ago, TSRD said:

Simple Geometry and Piercing Arrows aren't really at all required for Hanzo to do his Jungling masterfully.

For large camps like Knights or Goliaths, Piercing ArrowsPiercing Arrows really helps to speed things up. Clearing these camps faster not only saves you time, it means that you will leave with more Health.

RedemptionRedemption can be swapped with Simple GeometrySimple Geometry for equally fast Mercenary clear times. However, you will lose the Redemption bonus upon death. Simple Geometry retains its quest bonus when you die, allowing you to resume Mercenary captures immediately upon respawn. I agree that Simple Geometry and Piercing Arrows are not required to capture Mercenaries, but they are more reliable and yield faster clear times than any alternatives.

5 hours ago, TSRD said:

On really any other map though I have yet to find a situation where getting giants, knights, sappers, firebats, goliaths, goats, and shaman easily isn't amazing.

The Scatter Arrow build has awe inspiring clear speeds. Its almost like having bribe stacks without having to farm them!

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33 minutes ago, Straften said:

RedemptionRedemption can be swapped with Simple GeometrySimple Geometry for equally fast Mercenary clear times. However, you will lose the Redemption bonus upon death. Simple Geometry retains its quest bonus when you die, allowing you to resume Mercenary captures immediately upon respawn. I agree that Simple Geometry and Piercing Arrows are not required to capture Mercenaries, but they are more reliable and yield faster clear times than any alternatives.

Redemption is my preferred choice just because I find it much easier to complete than Simple Geometry.  Sure you lose it on death but I don't tend to play Hanzo very aggressively when I focus on camp clearing.  Also while I do agree that the other two Scatter Shot talents (well Piercing is both a Scatter Shot and a Storm Bow talent) make his clearing faster, I was simply saying they were not required.  I do end up prefering Piercing the vast majority of the time.

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1 hour ago, TSRD said:

Redemption is my preferred choice just because I find it much easier to complete than Simple Geometry.  Sure you lose it on death but I don't tend to play Hanzo very aggressively when I focus on camp clearing.  Also while I do agree that the other two Scatter Shot talents (well Piercing is both a Scatter Shot and a Storm Bow talent) make his clearing faster, I was simply saying they were not required.  I do end up prefering Piercing the vast majority of the time.

What do you mean? You should finish the quest around 4:00 to 8:00. I usually finish the quest around 3:30 to 5:00.

Edited by Trensicourt

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55 minutes ago, Trensicourt said:

What do you mean? You should finish the quest around 4:00 to 8:00. I usually finish the quest around 3:30 to 5:00.

3:30-5:00 seems pretty fast to me (at least for a "usually", I could see it happen occasionally).  I've not played with it much myself but I have been watching a number of streams using him and don't see that as a time that it "usually" completes.  Still, I don't doubt it's regularly completeable by 8:00 or so.

Anyhow, that last post was more about my personal preferences.  I just like Redemption far too much to pick Simple Geometry often (I can't stand Hanzo's basic attack speed).  I've seen plenty of people make Simple Geometry work though, it's just not good for me.

Edited by TSRD

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On 1/3/2018 at 9:10 PM, TSRD said:

3:30-5:00 seems pretty fast to me (at least for a "usually", I could see it happen occasionally).  I've not played with it much myself but I have been watching a number of streams using him and don't see that as a time that it "usually" completes.  Still, I don't doubt it's regularly completeable by 8:00 or so.

Anyhow, that last post was more about my personal preferences.  I just like Redemption far too much to pick Simple Geometry often (I can't stand Hanzo's basic attack speed).  I've seen plenty of people make Simple Geometry work though, it's just not good for me.

Imo, most streamers don't know how to finish Simple Geometry easily because they swear by Q build.

Edited by Trensicourt

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      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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