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Heroes of the Storm Orphea

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The build I went with was:

Growing Nightmare

Fright

Mind Devourer

Crushing Jaws

Determination

Lurking Terror

Engulfing Oblivion

Ended up going 15/13/3, 86k hero dmg. But the reasonings for the guide's talent choices hasn't been placed yet, so I'm curious to see those.

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1 hour ago, Bnetmyke said:

The build I went with was:

Growing Nightmare

Fright

Mind Devourer

Crushing Jaws

Determination

Lurking Terror

Engulfing Oblivion

Ended up going 15/13/3, 86k hero dmg. But the reasonings for the guide's talent choices hasn't been placed yet, so I'm curious to see those.

I don't think Orphea has any really "wrong" choices in terms of talents. I'll work on the guide some more shortly, when more data is available and I have more experience.

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Guest Den

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

I normally trust  your website for quality guides but you've really let me down with the laziness here. I understand this hero just released but did you really think that was a valid point to add?

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Guest MrHotWaffles

I actually just fought against you using Orphea. Using Abathur in theory makes sense to give her the speed for positioning, but a tank with crowd control and peel makes more sense. I think pairing Insatiable, Abyssal, and Dead magic could work. Otherwise, Ravenous makes more sense to me for the heal. Also, fright + eternal feast should go well with someone like Garrosh. Mainly, I'm not sure what to do for the 20 for a shadow waltz build. 

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Thoughts after some games today:

Shadow Waltz makes her feel really quick and zippy.  Chasing or escape, the damage and evasion this skill brings to the table is excellent.  It's also your most spammable ability and has decent range.  As such talents that focus on it are very valuable.  It helps that on every tier where the Q talent is an option, they're quite good.

Chomp has good damage but the range is a bit lower than I'd like.  It seems lower than her max AA range so it's annoying to use and the short range means she tends to need to get uncomfortably close to the target.  I find it a bit hard to believe that Insatiable is realistically going to see much use as hitting more than once at that range and not dying is asking a lot.  Honestly I tend to only use it PvE with the Ravenous Hunger talent to sustain, clear waves, and damage bosses (and in rare situations as a finisher).  Lurking Terror fixes many of these issues at 16 and as a bonus W talents do trigger off it (so you get the bonus damage and stacks from Ravenous Hunger).

Dread is a joy to use as it's relatively quick traveling and the range is monstrous.  The eruption is basically never going to hit if the enemy isn't forced to walk over it (so place it well!) but even still it's a great ability to use.  I haven't tried her E talents yet (but I plan to!) but I still love the skill.

Eternal Feast is an ability I want to like but it's just too easy to get around.  If the hits started earlier (or it had some secondary effect) then maybe but as is, it doesn't do enough to be worth picking IMO.  Crushing Jaws on the other hand is similarly hard to land but at least if/when you do, the pay off is potentially extremely high.  With enough skill Orphea can combo all of her abilities on the stunned enemy and if you're on a team that can combo if further (Tyrande/Kael'Thas/Kel'Thuzad/ect...) it can easily lead to multiple kills or even a team wipe.  At least the low cooldown on both Rs means you have multiple attempts to get lucky.

Edited by Erathis
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11 hours ago, Kaelos said:

Lmao nerf pls

Screenshot - 14.11.2018 , 12_57_22.png

Smh, Blizzard never gets the balance right ?

Thanks for letting us know; we identified the issue, and the fixed tooltip should be up soon-ish.

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23 hours ago, Guest Den said:

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

I normally trust  your website for quality guides but you've really let me down with the laziness here. I understand this hero just released but did you really think that was a valid point to add?

You can consider it to be "Has access to a strong CC + damage follow-up tool in the form of Crushing JawsCrushing Jaws"

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After much play, I have concluded...she is much weaker than similar characters on release. Her abilities feel awkward when she has no real way to self peel or survive burst. Not only that. Every ability has a cast time which makes all of them quite underwhelming.  Q is decent but short, W is useless half the time, E never hits beyond the initial travel, Eternal Feast is bad, and Crushing Jaws is also easy to dodge unless used as follow-up since you can see where it will cast and it feels like you have a full second to move out of the way. This is all gets worse when she has to play much more aggressively than other mages to get any sort of return. 

On 11/13/2018 at 3:56 PM, Guest Den said:

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

There's so little that's good about her that saying she has Crushing Jaws is legitimately one of the only good things about her. Her suitability is low, her damage is outclassed, she has zero utility beyond Jaws. She can't even apply pressure because if she tries to, she dies.

If you need spell and physical damage with a stun, Pick Thrall. He outclasses her in everything. Long range poke. Chain lighting out classes. Longer range CC. Feral spirit is a root. Charged basic attack. Windfury hits more and heals more. Stun. Sundering has no cast time. Repeating area damage. Earthquake also has a slow and doesn't need to hit someone to continue. Sustain. Frostwolf Resilience is better than Chaos in every way. 

I believe a buff is in order. Give her more damage so her risk actually justifies the reward.

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16 minutes ago, Twych said:

If you need spell and physical damage with a stun, Pick Thrall. He outclasses her in everything. Long range poke. Chain lighting out classes. Longer range CC. Feral spirit is a root. Charged basic attack. Windfury hits more and heals more. Stun. Sundering has no cast time. Repeating area damage. Earthquake also has a slow and doesn't need to hit someone to continue. Sustain. Frostwolf Resilience is better than Chaos in every way. 

I believe a buff is in order. Give her more damage so her risk actually justifies the reward.

While I won't comment on whether or not she needs a buff (I haven't played her enough yet to make that decision in my mind), I don't see Thrall as a good comparison to her at all.  Orphea's damage is very much her Q attacks with W and E being used as the situation permits (and her trait being a bonus when it's convenient).  While the range on Q isn't enormous it's still quite decent and the dash goes a long way to help dodge attacks, getting away, or chasing.

Thrall on the other hand is much more about getting into melee range.  Yes he can poke with his Lightning at range but if that's all he's doing then Orphea will easily out damage him.  The individual hits of their respective Qs are somewhat equal but Orphea has many talents to buff her damage and in addition she gets cooldown resets where he does not.  Of course if he does get into melee he does more damage than her but that's not exactly a surprise.  Melee is much more dangerous than mid range and harder to survive in/maintain, the rewards should be greater.  I freely agree that Thrall's Heroics blow hers out of the water and that her Heroics are are the weakest part of her kit.

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32 minutes ago, Erathis said:

Melee is much more dangerous than mid range and harder to survive in/maintain, the rewards should be greater. 

Yeah, my bad on the melee to ranged comparison. I've played a decent amount of her and Q + E spam is practically the only way to play without dying and it's pretty boring. The fun way to play (the one you die more) has more basic attacks and W which you need to be really close for which is where I was getting the comparison. Should have done safe play as the comparison. That's entirely on me.

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Alrighty, well I gave the E talents a try tonight and honestly they weren't terribly impactful for me.  The sustain from Ravenous Hunger was missed more than I expected.  I think I've basically settled on a max Q build with Ravenous Hunger on 7 and either the Q talent or Lurking on 16 (depending on how much HP the enemy team has).

Edited by Erathis
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Waaay less risky than Mephisto. :p 

Reminds me more of Li Ming than Thrall.

Easy to play with, much easier to use her abilities and land blows than most. That delay to impact isn't big enough to make her constantly miss. The amount of attacks she can use in fairly safe distance means that a few misses aren't really a bad thing. It also means that you can use it to zone. If your attacks can't be evaded, people will ignore them. Sometimes the best move is to not do damage but make it look like you're trying.

As for the Heroics. Meh. Not great but not bad either. One strong zoning tool. Less Strong now that Garden of Eden has changed. While Jaws is fairly easy to land. Not sure when people are using it. Use your E then your R to land it or just use a teammate as bait. Peels nicely from teammates. So good defense heroics that can also catch runners when your Q is too short range.

Fun character.

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Guest Motorbike

I understand this is a new hero, But she has been dominating for a long time, i think the talent discussion in this guide is pathetic, its basically non existent, compared to previous guides. eg We select X to increase mobility. We select X to increase damage. Does anyone even care anymore? c'mon guys lift a little

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On 12/7/2018 at 11:17 AM, Guest Motorbike said:

I understand this is a new hero, But she has been dominating for a long time, i think the talent discussion in this guide is pathetic, its basically non existent, compared to previous guides. eg We select X to increase mobility. We select X to increase damage. Does anyone even care anymore? c'mon guys lift a little

Due to a train of unfortunate events, there has been a delay in updates, including addition of talent discussions. However, they are going to be added as soon as more important issues are tended to.

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On 11/13/2018 at 6:56 PM, Guest Den said:

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

Although a rare occurrence in Heroes of the Storm, heroic/ultimate abilities can absolutely define certain heroes in the moba genre. 

I believe Crushing Jaws plays a major role in Orphea viability. As of the time of writing, its win rate (and popularity) is significantly higher. Omitting this would actually make me a poor writer. If I'm proven wrong, I'll amend this with absolutely no shame; writing about new heroes is always difficult due to guesswork.

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The guide could stand to be updated. Lurking Terror build is dead, Crushing Jaws is alright now but is harder to use than Eternal feast, though it has a much better lv 20 talent, in games where you feel too threatened to go for eldritch conduit.

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This guide is out of date at the current time. 

In particular, Abyssal Symbiosis and Dead Magic are now part of the meta build (along with Insatiable and Chaotic Assault). My source is hots logs sorted by ranked Master and Diamond. 

 

Beyond that, I would like to mention that Abyssal Symbiosis never really deserved to be overlooked to begin with. I don't know how much Orphea has been changed since the guide was written, and it's probably fair that no meta build wanted it, but at least as it stands the logic behind dismissing it makes no sense,

Quote

 is the most difficult Talent to reliably use at this tier, as it requires successful Chomp Icon Chomp hits. Further, the additional Overflowing Chaos Icon Overflowing Chaos stacks generated are wasted if any Ability has been used prior.

If you're not hitting Chomp, that's a problem with the player, not with the skill. The previous meta build also required you to hit Chomp for the burst damage. The second line also makes no sense because Ancestral Strength encourages you to auto attack before/after every ability anyway, so the stacks should rarely be wasted.

The survivability of the shield and healing from the three-charge hit are usually better than spell armor stacks, depending on what large damaging spells the enemy team has.  At the very least there should have been a question mark for use when you take insatiable since the combo potential was always very potent. 

 

Edited by Fydorian

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Guest Orp orp

Monster Within at lv20 got buffed a while ago, now it gives +150% cdr for a minimum of 6.5 seconds, which makes it somewhat similar to Jaina's Icy Veins. The extra chaos from hits is kinda pointless, but the CDR buff basically doubles DPS for a good amount of time and also increases survivability via chaos + abyssal symbiosis.

In its current form it's not at all a winmore talent as it doesn't require hitting with ulti many times to generate good value. It can also be useful in PVE situations vs core/objectives/whatnot for some extra damage.

In my opinion it's currently stronger than Eldritch Conduit, as it offers a huge power spike on demand without requiring a lot of chaos attacks first.

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      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
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