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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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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 Stan
      The latest balance patch brings notable Hero changes and the removal of all party-size restrictions to decrease queue times.
      Patch Highlights
      All Party-size restrictions during matchmaking have been removed to decrease queue times. The enemy party size will no longer be displayed during the match loading screen. Blizzard looked at Mana tension in the game and adjusted Mana cost of multiple abilities to bring the outliers closer to the center. Viewing replays generated between March 26's and April 17's patches has been disabled to prevent game crashes. The latest balance patch includes many Hero changes. Check out the patch notes below for more information. Blizzard (Source)
      Heroes of the Storm has just been updated with Hero balance changes and bug fixes! Read on for details.
      Quick Navigation: 
      General Heroes Bug Fixes General 
      The party size of enemies will no longer be shown during the match loading screen Removed all party-size restrictions during the matchmaking process Return to Top
      Heroes 
      Developer Comment: As we promised in the past, we took a look at the overall Mana tension of all the Heroes in the game. We also have some philosophies about Mana that we want to keep going forward. They are:Return to Top
      Tank

      Anub'arak
      Stats
      Basic Attack damage reduced from 85 to 81 Abilities
      Impale (Q) Damage reduced from 95 to 90 Burrow Charge (E) Damage reduced from 96 to 91 Talents
      Level 1 Legion of Beetles (Trait) Spell Armor reduced from 40 to 30 Level 10 Cocoon (R2) Cooldown increased from 60 to 70 seconds Return to Top

      Arthas
      Abilities
      Frozen Tempest (E) Mana cost reduced from 15 to 13 per second Talents
      Level 4 Frozen Wastes (E) Mana cost reduction reduced from 4 to 2 per second Return to Top

      Diablo
      Abilities
      Fire Stomp (W) Mana cost increased from 30 to 35 Return to Top

      Garrosh
      Abilities
      Groundbreaker (Q) Mana cost increased from 30 to 40 Return to Top

      Stitches
      Abilities
      Slam (W) Mana cost increased from 35 to 40 Return to Top
      Bruiser

      Dehaka
      Talents
      Level 1 Enduring Swarm (W) Additional Functionality: Increase the duration of Dark Swarm by .5 seconds Level 4 Lurker Strain (E) Additional Functionality: Reduce the cooldown of Burrow by 4 seconds Level 10 Isolation (R1) Mana cost reduced from 100 to 70 Adaptation (R2) Cooldown reduced from 80 to 60 seconds Mana cost reduced from 85 to 70 Level 13 Ferocious Stalker (W) Additional Functionality: Now also causes Dark Swarm to Slow enemy heroes by 15% for .75 seconds while Brushstalker's movement Speed bonus is active Now shows Crit kickers when dealing increased damage Return to Top

      Imperius
      Abilities
      Solarion's Fire (W) Mana cost reduced from 60 to 50 Molten Armor (E) Mana cost increased from 50 to 75 Talents
      Level 1 Consuming Flame (W) Adjusted Functionality: No longer has a quest component; Imperius gains bonus damage and slow to Solarion's Fire when picking the talent Bonus damage reduced from 150 to 125 Level 4 Bulwark of Flame (W) Physical Armor amount increased from 70 to 75 Maximum Charges increased from 4 to 6 Unshakable Faith (E) Adjusted Functionality: No longer requires removing a disabling effect in order for Imperius to be healed Healing reduced from 250 to 200 Level 7 Flash of Anger (Q) Damage increased from 180 to 198 Now shows Crit kickers when this damage procs Holy Fervor (Active) Cooldown increased from 18 to 25 seconds Return to Top

      Malthael
      Talents
      Level 10 Tormented Souls (R1) Additional Functionality: When Tormented Souls is cast and when it expires, reset the cooldown of Wraith Strike Return to Top

      Rexxar
      Talents
      We've adjusted Rexxar's talents to be positioned in the same order as other heroes (ex. Q talents on top, then W, then E) Level 1 Easy Prey (Passive) Bonus damage no longer applies to Misha, Charge! Bonus damage to Minions and Mercenaries increased from 150% to 200% Return to Top

      Varian
      Abilities
      Parry (W) Mana cost increased from 20 to 30 Talents
      Level 1 Lion's Maw (Q) Damage bonus per hit increased from 4 to 5 Enemy Heroes hit required for quest completion reduced from 30 to 25 High King's Quest (Passive) Damage bonus upon quest completion reduced from 45 to 30 Return to Top

      Xul
      Abilities
      Cursed Strikes (W) Mana cost reduced from 60 to 50 Talents
      Level 4 Reaper's Toll (Q) Quest requirement reduced from 20 to 16 Additional Functionality: When completed, now also reduces the Mana cost of Spectral Scythe by 20 Return to Top

      Yrel
      Talents
      Level 1 Light of Karabor (Q) Adjusted Functionality: Increase Vindication's radius by 15%. If Vindication hits an enemy Hereo, increase its healing by 40%. If Vindication hits 2 or more enemy Heroes, increase its healing by 80%. Dauntless (Passive) Physical Armor amount increased from 35 to 50 Level 10 Sacred Ground (R2) Armor amount increased from 40 to 50 Return to Top
      Healer

      Ana
      Talents
      Level 4 Biotic Enhancements (W) Cooldown reduction reduced from 4 seconds to 2 seconds Overdose (E) Additional Functionality: While Aim Down Sights is active, Sleep Dart now pierces all enemy Heroes Level 7 Night Terrors Damage increased from 8% to 10% maximum Health Return to Top

      Deckard Cain
      Abilities
      Healing Potion (Q) Healing amount increased from 255 to 270 Horadric Cube (W) Cooldown reduced from 14 seconds to 12 seconds Mana cost reduced from 40 to 35 Talents
      Level 4 Ruby (Active) Lesser Healing Potion amount increased from 220 to 250 Level 7 Cube Mastery (W) Additonal Functionality: Reduce the Mana cost of Scroll of Sealing from 40 to 30 Return to Top

      Lúcio
      Talents
      Level 7 Boombox (Active) Health of the Boombox has been increased from 217 to 350 Level 10 High Five (R2) Mana cost decreased from 50 to 35 Level 16 Up the Frequency (E) Cooldown reduction per Basic Attack reduced from .45 to .4 seconds Level 20 House Party (W) Bonus healing per ally in Crossfade aura reduced from 10% to 8% Return to Top

      Rehgar
      Talents
      Level 16 Rising Storm (W) New Functionality: Casting Lightning Shield on an ally also casts an untalented version on Rehgar. Every time either Lightning Shield damages an enemy Hero, increase the damage of both Lightning Shields. Stacks up to 15 times. Damage reduced from 15% to 10% per stack Return to Top

      Stukov
      Talents
      We've adjusted Stukov's Level 1 talents to be positioned in the same order as other heroes (ex. Q talents on top, then W then E) Level 1 Reactive Ballistospores (W) Moved from Level 13 Cooldown increased from 10 to 15 seconds Level 4 Biotic Armor (Q) Armor bonus when detonating Bio-Kill switch increased from 50 to 75 Level 10 Flailing Swipe (R1) Mana cost reduced from 100 to 80 Level 13 Poppin' Pustules (Trait) Moved from Level 1 Damage bonus increased from 100% to 150% Return to Top

      Uther
      Abilities
      Holy Light (Q) Mana cost reduced from 90 to 80 Return to Top
      Support

      Abathur
      Abilities
      Locust Strain (Trait) Damage increased from 40 to 46 Carapace (E) Shield amount reduced from 157 to 150 Talents
      Level 1 Reinforced Carapace (E) Bonus Shielding reduced from 40% to 30% Survival Instincts (Trait) Bonus Health increased from 60% to 100% Level 4 Prolific Dispersal Additional Functionality: Now also increases the range of Toxic Nest by 30% Level 13 Bombard Strain (Trait) Duration bonus increased from 50% to 75% Level 16 Volatile Mutation (Heroic) Healing increased from 50% to 75% of the damage dealt Melee Assassin

      Alarak
      Abilities
      Discord Strike (Q) Mana cost increased from 45 to 55 Talents
      Level 1 Ruthless Momentum (W) Adjusted Functionality: Reduce the Mana cost of Telekinesis from 30 to 20. Telekinesis' cooldown recharges 100% faster while above 75% health Telekinesis' button will now glow when this cooldown bonus is active Level 13 Blade of the Highlord (Trait) Maximum Sadism bonus increased from 30% to 40% Return to Top

      Butcher
      Abilities
      Butcher's Brand (W) Mana cost reduced from 65 to 60 Ruthless Onslaught (E) Mana cost reduced from 55 to 50 Return to Top

      Zeratul
      Abilities
      Singularity Spike (W) Mana cost reduced from 80 to 70 Return to Top
      Ranged Assassin

      Azmodan
      Abilities
      Globe of Annihilation (Q) Mana cost increased from 60 to 70 Summon Demon Warrior (W) Mana cost reduced from 30 to 25 All Shall Burn (E) Mana cost reduced from 40 to 30 Talents
      Level 7 Art of Chaos (Q) Mana refund increased from 30 to 40 Return to Top

      Chromie
      Stats
      Basic Attack damage increased from 73 to 82 Abilities
      Sand Blast (Q) Damage increased from 280 to 315 Echo damage reduced from 50% to 40% of Chromie's damage Dragon's Breath (W) Damage increased from 195 to 204 Coolddown reduced from 15 to 14 seconds Mana cost reduced from 75 to 65 Time Trap (E) Mana cost reduced from 30 to 20 Talents
      Level 1 Deep Breathing (W) Damage bonus increased from 2 (up to 50) to 3 (up to 60) Damage bonus at Quest Complete increased from an additional 50 to 60 Timewalker's Pursuit (Active) No longer provides Mana Regeneration at Quest Complete Spell Power bonus increased from 5% to 10% Level 2 Andorhal Anomaly (E) Cooldown reduction increased from 5 to 8 seconds Chronic Conditions (E) Slow increased from 25% to 30% Level 8 Slowing Sands (R1) Mana cost reduced from 4 to 3 per second Level 11 Gnome Speed Ahead! (Q) No longer increases Mana Regeneration Here and There (Active) Range increased from 9 to 11 Range from which you can teleport to an Echo increased from 3 to 4 Cooldown reduced from 30 to 25 Level 14 Shifting Sands (Q) Spell Power bonus per enemy hit reduced from 8% to 5% Spell Power bonus maximum increased from 40% to 50% Duration reduced from 10 to 8 seconds Fast Forward (Q) Cooldown of Sand Blast reduced from .75 to .5 seconds Range required to hit Sand Blast reduced from 70% to 50% Quantum Overdrive (Active) Cooldown increased from 30 to 45 seconds Duration reduced from 10 to 8 seconds Hitting an enemy Hero with Sand Blast reduces Quantum Overdrive's cooldown by 3 seconds Level 18 Unravelling (R1) Spell Armor reduction increased from 2 to 5 per 0.25 seconds (maximum is still -30) Stuck in a Loop (R2) Now also increases recharge rate from 500% to 700% Blessing of the Bronze (Active) Is now an activatable Talent with a 90 second cooldown Now lasts 8 seconds Basic Ability recharge rate increased from 30% to 35% Movement Speed increased from 10% to 20% Return to Top

      Greymane
      Abilities
      Razor Swipe (Q) Mana cost reduced from 30 to 25 Return to Top

      Hanzo
      Abilities
      Storm Bow (Q) Mana cost increased from 15 to 20 Scatter Arrow (W) Mana cost increased from 40 to 50 Return to Top

      Li-Ming
      Abilities
      Aether Walker (E) Adjusted Functionality: Now removes the Mana cost of Teleport Return to Top

      Lunara
      Abilities
      Crippling Spores (W) Mana cost increased from 40 to 50 Return to Top

      Raynor
      Abilities
      Penetrating Round (Q) Mana cost increased from 50 to 65 Inspire (W) Mana cost increased from 40 to 50 Return to Top

      Sgt. Hammer
      Abilities
      Spider Mines (Q) Mana cost increased from 45 to 50 Concussive Blast (W) Mana cost increased from 60 to 80 Neosteel Plating (E) Mana cost increased from 30 to 60 Return to Top

      Sylvanas
      Talents
      Level 4 Possession (Active) Cooldown increased from 8 to 12 seconds Return to Top

      Zul'jin
      Abilities
      Grievous Throw (Q) Mana cost reduced from 50 to 40 Return to Top
      Bug Fixes 
      The AI now has a better understanding of when to attack and when to defend Immortals on Battlefield of Eternity Garrosh is no longer able to throw Hanamura Temple's Payload Chromie can no longer use Here and There to get outside of a Battleground's playable area The Caldeum Complex event now displays the correct time remaining in the Quest Panel Cyberpunk skin tints now properly display with the Spring Event icon in the Collection Viewing replays generated between March 26's and April 17's patches has been disabled to prevent client crashes Hero changes, improved queue times, and Mana tension build the core of the latest Heroes patch.
    • By Stan
      This week's deals include ETC, Ragnaros, and Rehgar.
      Hero Sales
      Heroes Old Price New Price E.T.C. 300 Gems 150 Gems Ragnaros 625 Gems 312 Gems Rehgar 625 Gems 312 Gems Skins & Mounts
      The Golden Lunar Skyrocket mount can be purchased for 10,000 Gold.
      Mounts Golden Lunar Skyrocket (10,000 Gold) [Image] Click here to check out this week's Free-to-Play Hero rotation!
    • By Stan
      Free Hero week for this week includes Imperius, Medivh, Zeratul, and more.
      Free-to-Play Hero Rotation: April 16, 2019
      Raynor Muradin Sonya Nazeebo Uther Jaina Kharazim Yrel Gul’dan Ana Lunara (Slot unlocked at Player Level 5) Imperius (Slot unlocked at Player Level 10) Medivh (Slot unlocked at Player Level 15) Zeratul (Slot unlocked at Player Level 20) (Source)
    • By Stan
      This week's brawl is Silver City, a single-lane map with Shuffle Pick, disabled Hearthstones, and standard play. The first team to destroy the enemy Core wins. Complete three matches to receive a Caldeum Complex Chest.
      Blizzard (Source)
      This week’s Heroes Brawl is Silver City! Battle against the enemy team on this single-lane Battleground featuring a familiar design straight out of the High Heavens, Mercenary Camps ready to be swayed to your team’s favor, and tons of action. Queue up, choose your hero, and try your best to send the enemy team to the Burning Hells!
      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of the Silver City Brawl to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By positiv2
      This thread is for comments about our Dragon Mage guide.
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