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Heroes of the Storm Fenix

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After having a few games with him, I have to say (God, I love him so much)) that the range difference between Weapon Mode: Phase BombWeapon Mode: Phase Bomb and Weapon Mode: Repeater CannonWeapon Mode: Repeater Cannon isn't THAT big to warrant a desire to stay in the former for 99,99% of the time, it doesn't feel THAT much safer. Also, I believe we are quick to judge the Warp-Repeater Cannon build with Warp ConduitWarp Conduit and Warp WarfareWarp Warfare ; faster attack speed will generate shields faster via Auxiliary ShieldsAuxiliary Shields and damage via Photonic WeaponryPhotonic Weaponry. Lastly, Adanium ShellAdanium Shell 's description seems kinda off since with this patch onwards, Armor also mitigates damage done to shields.

Edited by SteveFrost

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5 hours ago, SteveFrost said:

After having a few games with him, I have to say (God, I love him so much)) that the range difference between Weapon Mode: Phase BombWeapon Mode: Phase Bomb and Weapon Mode: Repeater CannonWeapon Mode: Repeater Cannon isn't THAT big to warrant a derire to stay in the former for 99,99% of the time, it doesn't feel THAT much safer. Also, I believe we are quick to judge the Warp-Repeater Cannon build with Warp ConduitWarp Conduit and Warp WarfareWarp Warfare ; faster attack speed will generate shields faster via Auxiliary ShieldsAuxiliary Shields and damage via Photonic WeaponryPhotonic Weaponry. Lastly, Adanium ShellAdanium Shell 's description seems kinda off since with this patch onwards, Armor also mitigates damage done to shields.

No need to explain. The posted build is clearly a meme build. 

Lvl 1: No problem. 
Lvl 4: Wouldnt call the rest of the tier unviable just because warp resets are good. 
Lvl 7: Seriously? Pure basic attacker and you decide that the best path is to take that pathetic 50% dmg buff on his 12s cd Q instead of 2 OP basic attack dmg buffs? 
Lvl 10: No problem. 

Lvl 13: No problem. 
Lvl 16: Did you see how fast tanks die after you WarpWarp-out with Warp WarfareWarp Warfare and Offensive CadenceOffensive Cadence? No? Go and try it out. 
Lvl 20 are pretty much all mediocre so no judging there.

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I'd like to note that Purification SalvoPurification Salvo will not fire if Fenix is silenced or stunned after locking on his opponents. I think this is worth adding to the Guide, because I found myself in a very infuriating match yesterday where a Stukov negated me so many kills with Lurking ArmLurking Arm.

Also, I think Offensive CadenceOffensive Cadence should be put as a situational talent; it synergizes absurdly well with Singularity ChargeSingularity Charge and Warp WarfareWarp Warfare, being specially strong in dual Warrior compositions.

I have a question for @Straften (or whoever can answer): does Divert Power: WeaponsDivert Power: Weapons take in consideration other sources of Shields that Fenix currently have? Say he is affected by Tassadar's Plasma ShieldPlasma Shield or Lúcio' Sound BarrierSound Barrier, and then activate the ability. Will this also drain the extra shield or only his passive shields from Shield CapacitorShield Capacitor? And if so, will it also enhance his Basic Attack damage? Because if so, I think that a Basic Attack Build could be viable, yet very niche because it would require Fenix to depend on specific team compositions to maximize its power. 

Overall, I'm loving Fenix. He has easily become one of my favorite characters in the game. I love characters that don't use mana, and even more I like those with strong waveclear and self-sustain.

Edited by Valhalen
Question on the third paragraph

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19 hours ago, Valhalen said:

I'd like to note that Purification SalvoPurification Salvo will not fire if Fenix is silenced or stunned after locking on his opponents. I think this is worth adding to the Guide, because I found myself in a very infuriating match yesterday where a Stukov negated me so many kills with Lurking ArmLurking Arm.

Also, I think Offensive CadenceOffensive Cadence should be put as a situational talent; it synergizes absurdly well with Singularity ChargeSingularity Charge and Warp WarfareWarp Warfare, being specially strong in dual Warrior compositions.

I have a question for @Straften (or whoever can answer): does Divert Power: WeaponsDivert Power: Weapons take in consideration other sources of Shields that Fenix currently have? Say he is affected by Tassadar's Plasma ShieldPlasma Shield or Lúcio' Sound BarrierSound Barrier, and then activate the ability. Will this also drain the extra shield or only his passive shields from Shield CapacitorShield Capacitor? And if so, will it also enhance his Basic Attack damage? Because if so, I think that a Basic Attack Build could be viable, yet very niche because it would require Fenix to depend on specific team compositions to maximize its power. 

Overall, I'm loving Fenix. He has easily become one of my favorite characters in the game. I love characters that don't use mana, and even more I like those with strong waveclear and self-sustain.

Nah. It says it depletes the shield from his trait, so it doesn't count any other shield type.

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Arsenal Synergy, Energency Protocol, and Divert Power does some messy one shot wave clears consistently. Auxilliary Shields, Photonic Weaponry and Unconquered Spirit are my favourites for later levels with this combo.

But Mobile Offense, + all three Warp Talents is a pretty simple and effective combo too. The cutter's slow untalented is really useful to secure attacks. Throw in Offensive Cadence and Singularity Charge to finish. You can also chage out some Warp Talents for Target Acquired, Divert Power, and Auxilliery Shields. But you are less capable of escape if you do and must finish kills in this combo.

The Plasma Cutter talents aren't too bad when you have proper support. But your Warps cancel it and you have to wait for cooldown after. So you either takes lots of damage using it or you are disabling your own ability. Same goes for the Salvo Ult. Just too easily disrupted by you or others.

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Emergency Protocol is actually the best pick at level 4 because combined with Divert Power: Weapons you're able to have an activatable sprint with a 20-second cooldown. This will save your life all the time when split pushing or just needing movement speed. It's also great for hunting someone down because you'll get movement speed and attack speed upon activation.

Definitely, recommend you all try that out. You can watch me using this build here: https://www.twitch.tv/toyhouze

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On 29/3/2018 at 12:07 AM, xevex said:

No need to explain. The posted build is clearly a meme build. 

Lvl 1: No problem. 
Lvl 4: Wouldnt call the rest of the tier unviable just because warp resets are good. 
Lvl 7: Seriously? Pure basic attacker and you decide that the best path is to take that pathetic 50% dmg buff on his 12s cd Q instead of 2 OP basic attack dmg buffs? 
Lvl 10: No problem. 

Lvl 13: No problem. 
Lvl 16: Did you see how fast tanks die after you WarpWarp-out with Warp WarfareWarp Warfare and Offensive CadenceOffensive Cadence? No? Go and try it out. 
Lvl 20 are pretty much all mediocre so no judging there.

Yeah, seems to me this guide is trying to make you think he's (and build him like) an ability user while he's obviously an auto-attacker. His abilities CAN dish out tons of damage but they're cd gated.

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Warp Conduit Icon Warp Conduit allows you to use Warp aggressively when you are certain it will result in a kill, because you will be able to Warp back to safety when Warp's cooldown is reset. You can also Warp away after you scan with Purification Salvo Icon Purification Salvo; if a takedown occurs, you can quickly rejoin the fight with Warp's reset.

Warp Warfare Icon Warp Warfare encourages aggressive use of Warp. Even when looking at a low Health enemy who can be quickly killed, it is not always a good idea to Warp in. Fenix can die very quickly if he is caught, and aggressive Warps can leave you overextended with no way to get out. 

WHAT?! On one hand you say a talent is good because it allows for aggressive plays, on the other hand you say another talent is bad because it encourages aggressive plays. Like WTF?

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I'd like to thank everyone for the enthusiastic comments, you guys are amazing. I will respond to a few of them here!

On 3/31/2018 at 10:55 AM, SteveFrost said:

Yeah, seems to me this guide is trying to make you think he's (and build him like) an ability user while he's obviously an auto-attacker. His abilities CAN dish out tons of damage but they're cd gated.

I agree that his kit seems to be designed around delivering Basic Attacks. I hope that as the meta changes, his Basic Attack Talents will become stronger options. However at this time of this post, Plasma CutterPlasma Cutter is one of the most impactful abilities in the game.

After the first part of Advanced Targeting is complete, a single cast of Plasma Cutter circles Fenix 3 times. It can do so with a huge radius, and getting hit by the beam deals damage and slows for 4 seconds. Think about this: Plasma Cutter's slow has the same strength and duration as Jaina's FrostbiteFrostbite, but it  is much easier to hit enemies with than her abilities are. It isn't at all uncommon to hit the entire enemy team with a single cast during team fights. His Basic Attacks are strong, but the optimal time to deliver them is while enemies are being oppressed by Plasma Cutter. 

As with any build, the one listed here is a starting point. You can play Heroes however you like, and if you prefer something other than the listed builds, that is fine. The listed builds are simply commonly seen, and will serve you well in most games. For now Fenix is  grossly over-tuned, and you can probably find success with any build you like. We can expect nerfs to hit him on Tuesday; I'm surprised that Blizzard has not done so already.

13 hours ago, ShadowerDerek said:

Warp Conduit Icon Warp Conduit allows you to use Warp aggressively when you are certain it will result in a kill, because you will be able to Warp back to safety when Warp's cooldown is reset. You can also Warp away after you scan with Purification Salvo Icon Purification Salvo; if a takedown occurs, you can quickly rejoin the fight with Warp's reset.

Warp Warfare Icon Warp Warfare encourages aggressive use of Warp. Even when looking at a low Health enemy who can be quickly killed, it is not always a good idea to Warp in. Fenix can die very quickly if he is caught, and aggressive Warps can leave you overextended with no way to get out. 

WHAT?! On one hand you say a talent is good because it allows for aggressive plays, on the other hand you say another talent is bad because it encourages aggressive plays. Like WTF?

The key words here are "when you are certain it will result in a kill". If you are able to reset Warp's cooldown, then you can Warp back out. If you do not have Warp Conduit and you choose to Warp aggressively, you will have no escape. 

I will reword the sentences to make this more clear.

On 3/30/2018 at 7:15 PM, Toyhouze said:

Emergency Protocol is actually the best pick at level 4 because combined with Divert Power: Weapons you're able to have an activatable sprint with a 20-second cooldown. This will save your life all the time when split pushing or just needing movement speed. It's also great for hunting someone down because you'll get movement speed and attack speed upon activation.

Definitely, recommend you all try that out. You can watch me using this build here: https://www.twitch.tv/toyhouze

I agree. Now that I've been able to test Fenix more accurately on the live servers, it is clear that Emergency ProtocolEmergency Protocol is currently the best option.

 

See you all in the Nexus :)

 

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2 hours ago, Straften said:

I agree that his kit seems to be designed around delivering Basic Attacks. I hope that as the meta changes, his Basic Attack Talents will become stronger options. However at this time of this post, Plasma CutterPlasma Cutter is one of the most impactful abilities in the game.

I completely agree. If anything, I'd say Fenix is a mix of both, akin to Zul'jin specced in Twin Cleave. Fenix has an absurdly strong zoning and poke , and Plasma Cutter fulfill this role alongside his Basic Attacks.

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15 hours ago, Straften said:

I'd like to thank everyone for the enthusiastic comments, you guys are amazing. I will respond to a few of them here!

I agree that his kit seems to be designed around delivering Basic Attacks. I hope that as the meta changes, his Basic Attack Talents will become stronger options. However at this time of this post, Plasma CutterPlasma Cutter is one of the most impactful abilities in the game.

After the first part of Advanced Targeting is complete, a single cast of Plasma Cutter circles Fenix 3 times. It can do so with a huge radius, and getting hit by the beam deals damage and slows for 4 seconds. Think about this: Plasma Cutter's slow has the same strength and duration as Jaina's FrostbiteFrostbite, but it  is much easier to hit enemies with than her abilities are. It isn't at all uncommon to hit the entire enemy team with a single cast during team fights. His Basic Attacks are strong, but the optimal time to deliver them is while enemies are being oppressed by Plasma Cutter. 

As with any build, the one listed here is a starting point. You can play Heroes however you like, and if you prefer something other than the listed builds, that is fine. The listed builds are simply commonly seen, and will serve you well in most games. For now Fenix is  grossly over-tuned, and you can probably find success with any build you like. We can expect nerfs to hit him on Tuesday; I'm surprised that Blizzard has not done so already.

Sorry if I gave the impression I'm bashing, that was clearly not my goal (plus you seem like a really nice guy).

If there are many melee/short ranged Heroes on enemy team, then sure Plasma CutterPlasma Cutter and its associated talents can pay dividends, If they can safely avoid it and/or outrange it tho, not really. Of course you should try to make the most of it whenever it is off cd but that cd is big to begin with so relying on it can be problematic imho. Tell you the truth, some games I almost forget that ability exists (use it much fewer times than I should/it's possible) and still I get most damage/MVP in the end lul.

I like  Advanced TargetingAdvanced Targeting level 1 cause it gives you bonus flat AD, which is the best early and later on, you get the % increase with Photonic WeaponryPhotonic Weaponry which is best for late game. I believe his auto-attack build is already in a pretty good spot already, at least it works for me. For sure however, having many builds that can work adds a lot to the fun of playing the Hero and his overall experience. He may get nerfed (especially if he becomes meta in HGC), I hope they don't hurt him too much :v

Edited by SteveFrost

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5 hours ago, SteveFrost said:

Sorry if I gave the impression I'm bashing, that was clearly not my goal (plus you seem like a really nice guy).

If there are many melee/short ranged Heroes on enemy team, then sure Plasma CutterPlasma Cutter and its associated talents can pay dividends, If they can safely avoid it and/or outrange it tho, not really. Of course you should try to make the most of it whenever it is off cd but that cd is big to begin with so relying on it can be problematic imho. Tell you the truth, some games I almost forget that ability exists (use it much fewer times that I should/it's possible) and still I get most damage/MVP in the end lul.

I like  Advanced TargetingAdvanced Targeting level 1 cause it gives you bonus flat AD, which is the best early and later on, you get the % increase with Photonic WeaponryPhotonic Weaponry which is best for late game. I believe his auto-attack build is already in a pretty good spot already, at least it works for me. For sure however, having many builds that can work adds a lot to the fun of playing the Hero and his overall experience. He may get nerfed (especially if he becomes meta in HGC), I hope they don't hurt him too much :v

Photonic WeaponryPhotonic Weaponry is awesome, but I'm a huge sucker for CDR talents; I find Arsenal OverchargeArsenal Overcharge hard to top, specially since it affects his Heroic Abilities. Combine this with Singularity ChargeSingularity Charge and you'll go ballistic!

I honestly don't think he needs to be nerfed that much, but it is inevitable. Most new Heroes are considered OP because people don't know how to handle them. I can say that Fenix is a bit overtuned, but he is not broken. Maybe increasing the CD on his warp is enough, but I feel they will also nerf his damage across the board, and probably also increase the CD of his Shield CapacitorShield Capacitor.

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4 hours ago, Valhalen said:

Photonic WeaponryPhotonic Weaponry is awesome, but I'm a huge sucker for CDR talents; I find Arsenal OverchargeArsenal Overcharge hard to top, specially since it affects his Heroic Abilities. Combine this with Singularity ChargeSingularity Charge and you'll go ballistic!

I honestly don't think he needs to be nerfed that much, but it is inevitable. Most new Heroes are considered OP because people don't know how to handle them. I can say that Fenix is a bit overtuned, but he is not broken. Maybe increasing the CD on his warp is enough, but I feel they will also nerf his damage across the board, and probably also increase the CD of his Shield CapacitorShield Capacitor.

The good thing with Photonic WeaponryPhotonic Weaponry is that it works for ALL damage, not just auto attacks, including Heroics.  The bad thing about Arsenal OverchargeArsenal Overcharge imho is that it comes far too late in the tree if you really wanna go for that build; similar talents like say Blessed MomentumBlessed Momentum come at level 7 at most (at least for the Heroes I play and know that have one). It's great that it also reduces the cd for Heroics like you said but still, it doesn't outweigh the above imo. 

We've seen the full spectrum of nerfs thus far; from being nerfed to oblivion (Tyrael pre-rework) to the other end of joke "nerfs" (Genji/Hanzo). Making him more cd-gated would seem reasonable imho. Or take away either his early or late game power (part of). Just hope they don't just go plain removing good talents leaving him with fewer and fewer options.

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39 minutes ago, SteveFrost said:

The good thing with Photonic WeaponryPhotonic Weaponry is that it works for ALL damage, not just auto attacks, including Heroics.  The bad thing about Arsenal OverchargeArsenal Overcharge imho is that it comes far too late in the tree if you really wanna go for that build; similar talents like say Blessed MomentumBlessed Momentum come at level 7 at most (at least for the Heroes I play and know that have one). It's great that it also reduces the cd for Heroics like you said but still, it doesn't outweigh the above imo.

Indeed it comes late in the game, but the CDR plays a major role in teamfights, though. You can fire your Heroic, go solo some Mercs, and then get ready for more.

39 minutes ago, SteveFrost said:

We've seen the full spectrum of nerfs thus far; from being nerfed to oblivion (Tyrael pre-rework) to the other end of joke "nerfs" (Genji/Hanzo). Making him more cd-gated would seem reasonable imho. Or take away either his early or late game power (part of). Just hope they don't just go plain removing good talents leaving him with fewer and fewer options.

Yeah, I'll be really disappointed if they just nerfhammer him in every aspect. He is supposed to function like that. And honestly, I don't think is a hyper-carry character (unlike the Super Shimada Bros. or say). He can duel most Heroes in the game due his trait, without a doubt, however, he is made for teamfights.

One nerf I think it'll happen is Plasma CutterPlasma Cutter dealing 50% damage on Structures, because he has more sieging power than most Specialists.

Edited by Valhalen

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So I decided to try out Arsenal SynergyArsenal Synergy myself cause I see it being the go-to pick right now in MSB, must say it didn't really fill my eye but boy is it strong

Edited by SteveFrost

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4 hours ago, SteveFrost said:

So I decided to try out Arsenal SynergyArsenal Synergy myself cause I see it being the go-to pick right now in MSB, must say it didn't really fill my eye but boy is it strong

It is easy to unleash once you get the hang of Fenix's Basic Attacks. The damage is really eye-watering.

But I still think that Advanced TargetingAdvanced Targeting is the undisputed king. It has so much potential as it increases Fenix attack power progressively plus the additional circling of Plasma CutterPlasma Cutter, making him a monster in the endgame.

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20 hours ago, Valhalen said:

It is easy to unleash once you get the hang of Fenix's Basic Attacks. The damage is really eye-watering.

But I still think that Advanced TargetingAdvanced Targeting is the undisputed king. It has so much potential as it increases Fenix attack power progressively plus the additional circling of Plasma CutterPlasma Cutter, making him a monster in the endgame.

The damage it does even at level 1, even to tanks is absurd. It leaves an entire minion wave from full HP to 1. I like Advanced TargetingAdvanced Targeting too, for reasons I explain above, but in smaller maps where games tend to be shorter, Arsenal SynergyArsenal Synergy probably is the better choice

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The level 7 talent no longer drains fenix shields upon activation, rather than after a potentially postponeable delay. This should be reflected in the discussion for this talent.

 

Guide is very helpful nonetheless.

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I think that Rapid RechargeRapid Recharge should be put as a situational talent. While the talent looks kinda paradoxical, it is really effective when Fenix is paired with AoE Healers, allowing him to stay in battle for longer, reducing his necessity to retreat when out of shields. This is specially useful against Heroes that deal DoTs, as it prevents his shields from regenerating even longer. I've been running some tests and getting surprising results when pairing Fenix with the likes of Auriel, Rehgar, Ana and Anduin, all Heroes capable of high burst AoE Heals.

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      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (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:
      Balance Update Bug Fixes 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. 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%. 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 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      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
      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. 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. 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. 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. 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. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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