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Heroes of the Storm Deckard

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1 hour ago, Guest Is everything OK? said:

 

According to the reports I've received from my imagination, the guide writer died from a colon infection some time Monday morning. I just wish he had finished the guide before he passed.  All his ideas and opinions are now lost with him... He will be missed.  

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This is the build I'm currently rolling with, as it makes Deckard absurdly annoying as he can get constant resets on Scroll Of SealingScroll Of Sealing, as well a ridiculous high amount of burst heal with RubyRuby once he reaches level 20 and has access to Perfect GemsPerfect Gems.

A rundown of each talent:

  • Level 1 | Field StudyField Study: this talent is absurdly strong. Even if you hit only 1 Hero, 15% spell power for 14 seconds is a lot. What I like about this talent is that it empowers Deckard in general; it makes his heals stronger, and his offensive abilities even stronger. This talent becomes particularly more powerful in the late game, as I'll discuss later.
    • In maps that has objectives that feature a lot of roaming, such as Towers of Doom, Tomb of the Spider Queen and Warhead Junction, Scroll of IdentifyScroll of Identify can be quite useful to track down opponents, specially if the enemy team features stealth Heroes. The reveal effect can be really powerful. I tend to pick Field StudyField Study most of the time even if there are stealth Heroes, though, they tend to feature escape tools reliable enough to dodge Scroll Of SealingScroll Of Sealing.
  • Level 4 | RubyRuby: altough his other talent choices for this tier are not bad (although I think that Potion of ShieldingPotion of Shielding is useless), I stick with Ruby because it can provide an absurdly amount of burst heal if you manage to hit at least two enemy Heroes. The Lesser Potions are affected by the spell power bonus from Field Study, making them even more powerful. Also, this talent can save Deckard from the brink of death if he is focused by dives, as he can pop this at his close-range opponents alongside a Scroll Of SealingScroll Of Sealing to get full heal and flee (here is an example of me escaping certain death, at 5:49). This talent becomes absurdly overpowered at level 20, for reasons discussed later.
  • Level 7 | Cube MasteryCube Mastery: this talent is very useful as it allows Deckard to use Scroll Of SealingScroll Of Sealing more often, thus maintaing the uptime on Field StudyField Study, as well keeping opponents locked more often.
    • If the enemy team has a LOT of damage (i.e. Fenix, Alarak, Kel'Thuzad), I recommend picking Kanai's CubeKanai's Cube, as it is fantastic to shut them down.
    • If the enemy team features a lot of healing (Heroes with powerful self-sustain such as The Butcher, Alarak, Illidan) as well the likes of Alexstrasza and Rehgar, EmeraldEmerald is a good pick to shutdown stuff like AbundanceAbundance and Ancestral HealingAncestral Healing. If you have a good timing you can even negate Kharazim's Divine PalmDivine Palm.
  • Level 10 | Stay Awhile and ListenStay Awhile and Listen: even in a poorly coordinated team this Heroic can secure many objectives and takedowns. What most people don't know is that you can actually cancel the Heroic earlier, which is specially useful as a full channel it leaves Deckard extremelly vulnerable. So what I do I cast it to shutdown as many opponents as possible and cancel as soon as I can to get back into the fight.
  • Level 13 | Potion of RevivalPotion of Revival: one of the problems Deckard face when healing is his lack of AoE, making hard to deal against teams that feature high area burst. This talent helps a lot, specially when combined with Field StudyField Study.
  • Level 16 | Scroll of Stone CurseScroll of Stone Curse: this baby here is what makes Field StudyField Study even more powerful, or rather the opposite. At level 16 Scroll Of SealingScroll Of Sealing can hit for over 1.000 damage if Deckard has the spell power buff. Hitting 2 enemies isn't hard either.
    • However, if the enemy team features too many dives, I pick Horadric StaffHoradric Staff instead; it is incredibly satisfying to hit a Genji in the head with this talent when he dives on you very confidently with DragonbladeDragonblade. This talent even allows Deckard to be a little more sassy and fight in the frontline like a boss. FEEL THE POWER OF THE BONK!
  • Level 20 | Perfect GemsPerfect Gems: and this is what makes RubyRuby overpowered. Being able to use Horadric CubeHoradric Cube it every 7 seconds or so is fantastic, as you can have it Ruby powered in every cast, thus pop all those Lesser Potions, plus all of it enhanced with 30% spell power from Field StudyField Study.

So TL;DR version: this build allows Deckard to become a powerhouse in the endgame. He can burst heal allies with his normal potions; he can summon 3 smaller potions per enemy Hero every 7 seconds or so; he can deal over 1.000 damage with Scroll of Sealing while getting tons of resets on it, and all of that while maintaining 30% increased spell power. FOR THE HORADRIM!

Here is also a fantastic video by NotParadox about the common mistakes Deckard Cain players make.

Edited by Valhalen
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On 2018年4月30日 at 5:58 AM, Oxygen said:

Aye, I'm working on it as I type this. Well, not quite, because I had to stop to type this, but you get my meaning.

Will be published tomorrow.

Talent choices will also be updated now that we have a bit of data.

Hmmmm, it's Friday already. 

I haven't played Deckard yet because I don't have enough gold to buy him (FeelsBadMan), but I find it really strange that everyone is saying Potion of Revival can heal minions and mercenaries when its description says 'it also heal nearby allied HEROES......'.

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5 hours ago, ShadowerDerek said:

I haven't played Deckard yet because I don't have enough gold to buy him (FeelsBadMan), but I find it really strange that everyone is saying Potion of Revival can heal minions and mercenaries when its description says 'it also heal nearby allied HEROES......'.

I can confirm it does (currently) work on minions (just double checked it right now).

At level 20 it heals for about 150 to (very close) minions...  Nothing amazing.

Seems likely to get patched out though as it doesn't seem intended (much like Rejuv giving Fury).

Edited by KSDT

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On 5/4/2018 at 8:18 AM, KSDT said:

Just throwing it out there.  I wasn't  trying to be a jerk about the guide not being finished.  It's hard to get the vibe through text but I was being silly.  I hope I didn't offend the writer off.

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Guest Tenjen

The build a poster mentioned above certainly works wonders for certain team setups and enemy builds

Though i do also find situational  builds focused on replenishing flasks to be useful too. Hots/mana or aoe healing with replishing potions which upgrade themselves are vwry useful on certain maps and builds.

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10 hours ago, Guest Tenjen said:

The build a poster mentioned above certainly works wonders for certain team setups and enemy builds

Though i do also find situational  builds focused on replenishing flasks to be useful too. Hots/mana or aoe healing with replishing potions which upgrade themselves are vwry useful on certain maps and builds.

At first I used for a 3 Melee comp we were testing, but I soon found myself using it one pretty much every comp. I have lost count how many times the Lesser Potions from RubyRuby saved my team and myself (example here, it is me at 5:49).

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Uh, I don't know why Orshova put their reply into a quote box with my name on it...  Seems like an odd mistake to make.

In any case, Sapphire and Ruby just got buffed, I can hardly believe it.  Both are amazingly good talents (both IMO the strongest in their tiers) that just got better.  Sadly Ancient Blessing took a little hit but honestly it was very good so I can see why (it was amazing for burning down objectives and structures).  Flasks frankly didn't matter to me so...  Deckard is riding high at the moment.

Anyhow, I've finished my Deckard leveling spree for the moment which means I'm not going to be spamming him anymore (now he has to wait his turn in the queue just like everyone else).  Here are my final thoughts on his talents after a large sampling of games:

Level 1 - Sapphire is my only pick here.  I've tried to make his scroll talents work, believe me.  After all the praise they get on this forum and their rating in the guide I tried.  I did.  But they simply have been zero impact for me.  Putting aside the absurdity of getting these to land regularly and in a position where you can actually benefit from the talents, I just don't care that much about the effects.  Sapphire has been great on the other hand.  Super consistent, easy to use, and powerful.

Level 4 - Honestly I mostly pick Rejuv but that's just because it's the easiest to benefit from.  Every talent here seems worth it to some degree and I would say Ruby is probably the strongest overall while Shielding is the hardest to use well.  In any case, a good talent tier.

Level 7 - Kanai's Cube has been my default here and I almost never find myself picking the other two.  I like the idea of Emerald but I rarely think to pick it (though there are times I think I should have) and I don't find myself needing the cooldown reduction on scroll.  It tends to be up whenever I really need it to be anyway.

Level 10 - Stay A While has been my pick pick in nearly 100% of games.  Sure it gets broken but even a short sleep gives enough time to win fights/set up more cc/catch runners.  Lorenado has its place no doubt but Stay is just so much more universally applicable.

Level 13 - I find myself picking Ancient Blessing more then I had initially intended.  I had expected it to be just on AA focus teams but more and more I had been using it even on teams with a lot of casters, supports, or tanks.  It just turns any random attack into a meaningful hit and makes taking down objectives so much easier.  In comparison I find getting a lot of value from Super/Revival potions to be harder.  I do still pick them (Super far more often than Revival) but I can always see so many instances when they don't get the chance to add anything of value.

Level 16 - Horadric Staff.  Every time.  I love this talent, it's true, which surely tints my perceptions of it but honestly even if I didn't I just can't get the other two to be worth anything.  Stone Curse is a big fat no for me.  I already have enough issues getting the scroll to be worth it against one Hero, now I need to hit two or more to get anything from the talent?  No.  Safety on the other hand would be good if I played with a team.  Sadly I'm a solo which means the coordination necessary to have 3+ allies near me to trigger this never happens.  I have a hard enough time keeping in range of one ally some games.

Level 20 - Respect the Elderly has been my go to selection but if I ever go Sapphire+Ruby I'll go Perfect Gems.  Morenado seems even less necessary with Lore's recent cooldown buff and Flask still doesn't do much for me.

Edited by KSDT

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Guest Everything is not ok
On 4/29/2018 at 5:58 PM, Oxygen said:

Aye, I'm working on it as I type this. Well, not quite, because I had to stop to type this, but you get my meaning.

Will be published tomorrow.

Talent choices will also be updated now that we have a bit of data.

Please I am begging you it's been almost two weeks

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On 2018年4月30日 at 5:58 AM, Oxygen said:

Aye, I'm working on it as I type this. Well, not quite, because I had to stop to type this, but you get my meaning.

Will be published tomorrow.

Talent choices will also be updated now that we have a bit of data.

AYEEEE

It's 2 weeks already, and Deckard even went through a balance patch. We really need abilities and talents descriptions. 

BabyRage REEEEEEEEEEEEEEEEEE BabyRage

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Have not used him yet, but Perfect Gems confuses me.  It says it reduces the CD of gems by 25 seconds, but every gem talent shows a 0 sec CD.  What am I missing?

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9 hours ago, ArtVandelay said:

Have not used him yet, but Perfect Gems confuses me.  It says it reduces the CD of gems by 25 seconds, but every gem talent shows a 0 sec CD.  What am I missing?

I think it's a tooltip error. All Gems (SapphireSapphireRubyRubyEmeraldEmerald) have 30 second CD, therefore the Perfect GemsPerfect Gems will reduce them to only 5 seconds (plus Horadric CubeHoradric Cube to 9 seconds).

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5 hours ago, Valhalen said:

I think it's a tooltip error. All Gems (SapphireSapphireRubyRubyEmeraldEmerald) have 30 second CD, therefore the Perfect GemsPerfect Gems will reduce them to only 5 seconds (plus Horadric CubeHoradric Cube to 9 seconds).

You are correct.  I noticed it as soon as I started playing him.  I tried your build and it worked pretty good.  I do like the shielding talent though as well (instead of Ruby) as it seemed like most of the healing that was dropped never got picked up (depends on the map).  I also tried the super potions talent later, but it felt like most people picked them up too fast to get much benefit out of that.

I am a noob with him, and even then I was getting spell power from the level 1 talent a lot.  It wasn't hard to land it.  But, what all does the spell power effect?  Does it make the potions have more heal?

 

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Guest Joey Gladstone
5 hours ago, ArtVandelay said:

You are correct.  I noticed it as soon as I started playing him.  I tried your build and it worked pretty good.  I do like the shielding talent though as well (instead of Ruby) as it seemed like most of the healing that was dropped never got picked up (depends on the map).  I also tried the super potions talent later, but it felt like most people picked them up too fast to get much benefit out of that.

I am a noob with him, and even then I was getting spell power from the level 1 talent a lot.  It wasn't hard to land it.  But, what all does the spell power effect?  Does it make the potions have more heal?

 

it makes his heals and ability damage stronger

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17 hours ago, ArtVandelay said:

You are correct.  I noticed it as soon as I started playing him.  I tried your build and it worked pretty good.  I do like the shielding talent though as well (instead of Ruby) as it seemed like most of the healing that was dropped never got picked up (depends on the map).

I don't really like Potion of ShieldingPotion of Shielding because I feel the shield is too weak to make any difference, specially since it doesn't stack when you pick multiple potions. To me a puny shield is nothing compared to the ability to summon additional potions.

But yeah, people not picking the Lesser Potions is often the only major problem. The talent itself has a low win-rate because it is deemed situational, as your team will often be a little too far to enjoy to pick up the potions, and in teams with few frontline Heroes this is even harder. Not to mention that the potions despawn after roughly 10 seconds.

On the other hand, much like you said, it depends on the map; this talent truly shines in Braxis Holdout and Volkswagen Volskaya Foundry. And if the enemy team has any Hero that can summon clones (i.e. Samuro and Nova), you can exploit them to summon even more potions (this also works pretty good on Rexxar & Misha and The Lost Vikings).

17 hours ago, ArtVandelay said:

I also tried the super potions talent later, but it felt like most people picked them up too fast to get much benefit out of that.

Yes, that is exactly the reason I don't pick Super Healing PotionSuper Healing Potion. Altough it can work well with a proper setup. But in teamfights it's mostly useless you have a really good communication with your team.

17 hours ago, ArtVandelay said:

I am a noob with him, and even then I was getting spell power from the level 1 talent a lot.  It wasn't hard to land it.  But, what all does the spell power effect?  Does it make the potions have more heal?

The bonus spell power increases the effects of all Abilities, therefore the healing from Healing PotionHealing Potion and the Lesser Potions spawned by RubyRuby, as well damage from Horadric CubeHoradric Cube and Scroll Of SealingScroll Of Sealing (which scales with the bonus damage from Scroll of Stone CurseScroll of Stone Curse).

 

NOTE: I updated my main post with some interesting notes. I hope @Oxygen don't get mad that I'm making a guide within his guide. :D

Edited by Valhalen

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Good point about the lack of stacking from shielding.  The shield also may just not be used (the hero you are healing is not in combat), so mana/additional healing would be much better there as well.  I doubt they buff Cain as he seems to be in a good spot, but it would be cool if the Ruby potions lasted longer than 10 seconds. 

Yeah, the annoying thing about super potions is if I want to heal someone instantly, I throw it right at them.  When I want them to wait 2 seconds, I throw it to a spot instead.  But they still walk over to it and pick it up, even though they are in no danger of dying.  I guess that works better in a party where people understand better, or if all are on comms.  

 

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40 minutes ago, ArtVandelay said:

Good point about the lack of stacking from shielding.  The shield also may just not be used (the hero you are healing is not in combat), so mana/additional healing would be much better there as well. I doubt they buff Cain as he seems to be in a good spot, but it would be cool if the Ruby potions lasted longer than 10 seconds.

I don't like Rejuvenation PotionRejuvenation Potion that much because the mana it gives doesn't scale with level. It IS a great talent, though, but I don't think it can compete with RubyRuby.

Blizzard already gave Deckard some minor buffs, including one that increased the healing of the Lesser Potions from RubyRuby. I don't think they will buff it again so soon. But would be great if they did.

40 minutes ago, ArtVandelay said:

Yeah, the annoying thing about super potions is if I want to heal someone instantly, I throw it right at them.  When I want them to wait 2 seconds, I throw it to a spot instead.  But they still walk over to it and pick it up, even though they are in no danger of dying.  I guess that works better in a party where people understand better, or if all are on comms.

Super Healing PotionSuper Healing Potion has a strategical value as you can setup potions for later use, which is great to defend objectives. But it's pretty much like you said, they end up picking it up before it turns into Super. A good way is to warn your team that you picked that talent so they know they have to wait.

If you're good with potion management, you should always have at least 2 potions on field, which can be good in this case for Super Healing Potion. But I find Potion of RevivalPotion of Revival's AoE more appealing as it is one of Cain's flaws; lack of AoE Heals. The splash healing might seem weak, but it is quite impactful, specially if you're under the effects of Field StudyField Study.

Edited by Valhalen

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6 hours ago, Valhalen said:

Super Healing PotionSuper Healing Potion has a strategical value as you can setup potions for later use, which is great to defend objectives. But it's pretty much like you said, they end up picking it up before it turns into Super. A good way is to warn your team that you picked that talent so they know they have to wait.

If you're good with potion management, you should always have at least 2 potions on field, which can be good in this case for Super Healing Potion. But I find Potion of RevivalPotion of Revival's AoE more appealing as it is one of Cain's flaws; lack of AoE Heals. The splash healing might seem weak, but it is quite impactful, specially if you're under the effects of Field StudyField Study.

How big is the radius from Revival?  Can you give me another skill with a similar size?  Lun bloom?  Arcane Flare inner circle?  Auriel healing circle?

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13 hours ago, ArtVandelay said:

How big is the radius from Revival?  Can you give me another skill with a similar size?  Lun bloom?  Arcane Flare inner circle?  Auriel healing circle?

Hmm... I'd say it's about the size of Lunara's Noxious BlossomNoxious Blossom. Quite small, in my opinion, but once you get the hang of it, should be easy.

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Scroll Of SealingScroll Of Sealing should naturally follow successful Horadric CubeHoradric Cube hits.

Actually it is more reliable to cast Scroll Of SealingScroll Of Sealing first Horadric CubeHoradric Cube right after. The slow from the Cube syncronizes perfectly with the startup from the Scroll, making much easier to land the root.

NotParadox made a fantastic video about it, among other common mistakes people might do:

 

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Finally get Deckard to lv 5 thanks to the free rotation. Here's what I notice about him:

- Most of the time, your E and W are casted together. The only time when they're casted separately are when you pick either Cube Mastery or/and Perfect Gem, since their cooldown are quite similar without those talents, and they're much more effective when casted together.

- He's much less effective in lower level, because either they don't bother to take potions, or they steal potions when other is in dire need. 

- He's very, VERY mana hungry, which makes him a bad choice in Braxis Holdout. 

And my thoughts on his talents:

Lv 1: While Scroll of Identify has strong pick potential, Field Study allows you to heal more. Both are pretty good. Usually, I pick SoI if my team can capatalise the armor reduction (aka high burst damage), and pick FS if otherwise. Sapphire ... ehh, the original slow is enough.

Lv 4: Ruby is probably the best yet hardest choice here. It has very high potential if either/both team is melee heavy. If not, or if you're not comfitable with it, Rejuvenation Potion is pretty good too, especially when your team is mana hungry. Potion of Shielding ... it's shield is larger than the HoT of RP, but it doesn't synergise with Field Study, or Super Potion (I'm not sure about whether Super Potion increase the HoT as well). 

Lv 7: Usually Kanai's Cube is the choice, but Cube Mastery is quite good with Field Study. Emerald is very situational, and don't pick more than 1 gem. 

Lv 10: Both are pretty good. Lorenado is very powerful in tight space. 

Lv 13: All are good in different situation. Potion of Revival is good when your team is melee heavy, so that you can heal all of your frontliners. Ancient Blessing is really good with auto attackers, ESPECIALLY fast attackers like Tracer or Genji, because it makes each basic attack does a fixed AoE damage, and heals for fixed amount. Man, another good healer with Tracer. Super Potion is usually picked when neither of the aformentioned talents have great value. 

Lv 16: Pick Hotadric Staffig you can basic attack a hero safety (usually against divers) and Scroll of Stone Curse if you can't. Safety in Numbers is a trap talent. Since the range of his trait is really, really small, having 4 heroes (including you) standing in such a small circle is suicidal against AoE spells. In reality, if you're solo queue, you'll never have it proc. The 3-hero condition is too hard. 

Lv 20: If you've picked a gem, Perfect Gem is highly recommended, because it essentially sews your gem into your Horadric Cube. If you don't have a gem, than take Respect the Elderly, or Bottomless Flask if you picked Lorenado.

I mainly use these 2 builds: (with the first one being the default pick)

Offensive build: 

Scroll of Identify

Ruby/Potion of Shielding

Kanai's Cube/Emerald

Lorenado/Stay Awhile and Listen

Ancient Blessing/Potion of Revival

Scroll of Stone Curse

Perfect Gem/Respect the Elderly/Bottomless Flask

Defensive build: 

Refer to @Valhalen's build.

Overall, he's a healer with exceptional zoning potential. But he really really needs time to set up before team fight occurs. So he's good on maps where the timing of team fights is appearent, which usually means objective fights. 

Edited by ShadowerDerek
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Glad you're enjoying him! He has become my favorite character in the game, specially since I've been waiting for his release for 3 years. Mine is currently on level 44. ?

50 minutes ago, ShadowerDerek said:

He's very, VERY mana hungry, which makes him a bad choice in Braxis Holdout. 

I wouldn't say "VERY". He indeed burns his mana really fast if you spam Scroll Of SealingScroll Of Sealing + Horadric CubeHoradric Cube in every single situation, otherwise his mana management isn't bad. At least he is not Uther/Rehgar levels of famine.

52 minutes ago, ShadowerDerek said:

Lv 4: Ruby is probably the best yet hardest choice here. It has very high potential if either/both team is melee heavy. If not, or if you're not comfitable with it, Rejuvenation Potion is pretty good too, especially when your team is mana hungry. Potion of Shielding ... it's shield is larger than the HoT of RP, but it doesn't synergise with Field Study, or Super Potion (I'm not sure about whether Super Potion increase the HoT as well). 

My issue with Rejuvenation PotionRejuvenation Potion is that the mana restore doesn't scale with level, which is pretty sad, otherwise it would a Top Tier Talent. Meanwhile the shields from Potion of ShieldingPotion of Shielding are too weak, in my opinion, to have any impact; they do help, but not as much as they could (which is balance, I guess, otherwise it would be a broken OP talent).

I stick with RubyRuby because even if neither the teams feature lots of melee characters, it can still save your team while retreating or contesting an objective. And as I mentioned in my previous post, it has so much power once you get Perfect GemsPerfect Gems.

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2 hours ago, Valhalen said:

Glad you're enjoying him! He has become my favorite character in the game, specially since I've been waiting for his release for 3 years. Mine is currently on level 44. ?

Tbh, he's not my cup of tea: I generally don't like playing heroes who cannot split to deal with map pressure because my team always have 0 map awareness. He's a fun support to play though.

2 hours ago, Valhalen said:

I wouldn't say "VERY". He indeed burns his mana really fast if you spam Scroll Of SealingScroll Of Sealing + Horadric CubeHoradric Cube in every single situation, otherwise his mana management isn't bad. At least he is not Uther/Rehgar levels of famine.

That's what I did. (facepalm)

But still, it's an issue during longer team fight/skirmish. 

2 hours ago, Valhalen said:

My issue with Rejuvenation PotionRejuvenation Potion is that the mana restore doesn't scale with level, which is pretty sad, otherwise it would a Top Tier Talent. Meanwhile the shields from Potion of ShieldingPotion of Shielding are too weak, in my opinion, to have any impact; they do help, but not as much as they could (which is balance, I guess, otherwise it would be a broken OP talent).

Honestly, mana becomes less relevant as the game progress. The mana restoration is generally used in laning phase, where mana-dependent laners can highly benefit from this. In mid-late game though, the mana restoration doesn't really matter much. 

One interesting thing is that if you have the 30% spell power from Field Study, the heal from Rejuvenation Potion is more than the shield from Potion of Shielding.

2 hours ago, Valhalen said:

I stick with RubyRuby because even if neither the teams feature lots of melee characters, it can still save your team while retreating or contesting an objective. And as I mentioned in my previous post, it has so much power once you get Perfect GemsPerfect Gems.

Ruby indeed has playmaking potential in the form of clutch saves. But it's much harder to use, and that's why Ruby isn't a popular pick.

Another thing is that the other 2 talents improve every potion you throw, but Ruby has a 30s cooldown. And you have to give up another Lv 20 talents like Respect the Elderly. But if you're able to make Ruby work, it's definitely worth it.

Edited by ShadowerDerek

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15 minutes ago, ShadowerDerek said:

Tbh, he's not my cup of tea: I generally don't like playing heroes who cannot split to deal with map pressure. He's a fun support to play though.

Well, he is a Support after all. After the great nerf wave, I don't think we'll ever have a Support that can split. Rehgar is probably the only one closest to that.

15 minutes ago, ShadowerDerek said:

But still, it's an issue during longer team fight/skirmish.

Yeah, that is why I recommend always hearthing back before an objective to start it at full mana.

My tip is to pay attention to your tanks and prepare it as a follow up. That way you can save both your mana and precious cooldowns to secure kills.

You can also use it to save an ally (or yourself). The simple fact of throwing Scroll Of SealingScroll Of Sealing at an ally being chased will split the enemy team and prevent their chase.

15 minutes ago, ShadowerDerek said:

Ruby indeed has playmaking potential in the form of clutch saves. But it's much harder to use, and that's why Ruby isn't a popular pick.

Another thing is that the other 2 talents improve every potion you throw, but Ruby has a 30s cooldown. And you have to give up another Lv 20 talents like Respect the Elderly. But if you're able to make Ruby work, it's definitely worth it.

Yeah, giving up on Respect the ElderlyRespect the Elderly is really tough. But when you consider the CDR of the gems, it is usually better, in my opinion, specially since in the endgame you won't have many chances to use Heroic Abilities. But I think this is all debatable. Depends on the comp, the map, etc. If your team can capitalize on Stay Awhile and ListenStay Awhile and Listen and kill the entire enemy team, you won't even need Respect the ElderlyRespect the Elderly.

Edited by Valhalen

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    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • 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
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General 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. Master and Grand Masters can only party with players 5,000 Rank Points away from them. 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 rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      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
      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.

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