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Heroes of the Storm Jaina

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9 minutes ago, Guest Gwinty said:

I was just wondering: Is there an update planed for your guides? Because the changelogs read that the Ability guid was updated at Jule16, the Strategy guid was updated April16 and the synergy and counter guide was updated Jule16. There where many heroes added to the game and many changes and I would love to hear your opinions on those Heroes and changes.

Yes, this guide will receive an update. Sadly, our authors are currently busy, so you will probably have to wait a bit. Sorry for the incovenience.

18 minutes ago, Guest Gwinty said:

Also I was wondering about the Talent guide: The Build Guide talks about three builds, while the Talent page only refers to one specific build. I don't think its fitting to have the build guide advice Talents that the Talent guid turned down.

Thank you forpointing it out. I will make sure to get this looked at. Again, sorry for the inconvenience.

25 minutes ago, Guest Gwinty said:

Also as another use already mentiont the Q-Build is very popular right now and that made me wonder: Why is it? Is it just popular or is it more effective?

The Q build is popular because it's good. It's quite skillshot reliant, so take this build only if you can hit Q (almost) every time.

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Guest Wrecker#1722

I am not going to tell you how many times I finished a kill when taking Winters reach. Not only that using it allows me to get closer to a chilled target that started from far away to get close enough to use my cone after placing my blizzard. 

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On 3/25/2017 at 10:14 PM, Guest Wrecker#1722 said:

I am not going to tell you how many times I finished a kill when taking Winters reach. Not only that using it allows me to get closer to a chilled target that started from far away to get close enough to use my cone after placing my blizzard. 

The thing is, often you don't need the extra reach. In teamfights, it will get body blocked, even with the additional single pierce. If you're using it to engage and require that extra range, often this is just a mistake of positioning. If you reposition yourself before engaging, you won't need the extra range and can simply keep them slowed and closer to you due to the 30% slow.

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Guest Bang Bang Shooting

Sooo... this guide will receive an update right? it's been 3 months now.

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2 hours ago, Guest Bang Bang Shooting said:

Sooo... this guide will receive an update right? it's been 3 months now.

An update should come this or the following week. Sorry to keep you waiting!

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Guest Bang Bang Shooting
14 hours ago, positiv2 said:

An update should come this or the following week. Sorry to keep you waiting!

Finally, thanks you for your hard work :).

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Guest Bang Bang Shooting

Is an update for Jaina and Illidan (or any others outdated heroes) gonna come out this week right? It's been almost 2 weeks already :(.

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6 hours ago, Guest Bang Bang Shooting said:

Is an update for Jaina and Illidan (or any others outdated heroes) gonna come out this week right? It's been almost 2 weeks already :(.

Sadly, the last two patches came with a somewhat short succession, which overloaded our authors, especially Oxygen who has been assigned extra work, which made Jaina's guide a low priority as there should be no outdated information in it AFAIK and is rather a thing of the old format/new format, which we don't believe to be a pressing matter.

As for Illidan, the only change he has received so far is the change of Unending HatredUnending Hatred, which doesn't change its viability that much - the update is again a cosmetic thing mostly.

With Oxygen being assigned extra work with higher priority, I don't really know the ETA and I do not dare to guess.

I am very sorry for this course of events which made the updates a low priority item on our to-do list, but the guides are still up-to date apart from the format, so they should be usable.

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Many, if not all, the guides on here are so good with their extensive analysis and concise information that the old format guides such as this one are still very much on point for heroes such as Jaina who haven't had any changes. No doubt the authors are hard at work continuing to bring us this high standard, and we thank you all for your efforts! 

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Guest ArtVandelay

*Note - I tried to sign in and I am getting 404 errors.

 

I agree with most of this guide, but not all.  I find ring of frost much better (turns a battle and sometimes entire game around) than elemental.  I also take issue that the description on level 20 ring now says you can't take it with taking elemental.  It used to actually say why it is not that effective, which is because it  stuns in the middle and that is all it adds.

I also prefer the energy talent at level 4 (I used to only play piercing talent at  4).  I find that unless you are in a map where you are constantly laning (Spiders) or there are minions in the way (Infernal Shrine), the piercing isn't that helpful.  Sure, you can camp faster (hits both siege giants) or hit two heroes at times (I find this to be too precise positioning wise to try and get two targets and can get you killed).  But the extra energy helps a ton when you are in sustained battles (Braxis wave clear, Immortal fights, killing punisher, garden terror, etc.).  I feel you get more value on most maps from that, and those talents should both be situational depending on the map.

I also prefer the lowering of armor to the 1 second stun, but I could see the stun being better sometimes.  My point is that Jaina should capitalize on bad positioning and burst targets, rather than trying to create positioning advantages like you suggest with the 1 second stun.  I usually have no trouble landing the 2nd wave of blizzard anyway as I cast blizzard and quickly cone before the blizzard lands (like the Kerrigan pull/stun combo works).  Only heroes with an extreme escape avoid the waves that way. 

 

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Oxy said he will be rewriting this guide. In its current state I agree with you on most issues. By Energy Talent, do you mean Arcane IntellectArcane Intellect? Currently most of Jaina's talent tiers are very balanced (I'd say all except 7, 10 and 20), so the talent you pick is mostly up to personal preference than power.

21 hours ago, Guest ArtVandelay said:

*Note - I tried to sign in and I am getting 404 errors.

That's strange, I am not having any issues signing in. Where (url) did you tried logging in from?

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Jaina isn't my main but I've played as/with/against her since Beta and I've always felt that the range on Frostbolt is absolutely mandatory, otherwise she puts herself in an extremely vulnerable position (even for poking) where almost every competent team would delete her with little to no effort. The Storm Front talent (lvl13 Blizzard range) also feels like a game changer but not as much as Winter's Reach.

With the Kel'thuzad update I feel that the range as become even more important since the Ice Block ability is only acquirable by doing 15k dmg to chilled heroes. It may not seem like much compared to Jaina's average overall hero damage but you'll find that a lot of games (victories) would end without having earned Ice Block even past level 20.

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This guide needs an update with all the new changes.  Especially since some talents are actually gone now.  Jaina used to be one of my mains (still one of my favorites).  I tried the new changes out last night (only a couple games).  The new level 1 talent is really nice,   The quest is pretty easy of course, unless maybe you are on a map like battle of ancients where you will rarely get globes.  I never took the other two talents anyway (always took the extra chill amount).

If you take the level 1 quest and the talent that returns mana from chilled targets, you basically never have to hearth for mana ever again.  I am not sure the 2nd talent is really needed most times, but I also usually don't need the piercing bolt either (if you position well you don't hit minions with it much anyway), though it does help to chill two heroes in objective battles.  Most times I will probably take that, but on a map like battle of the ancients, I would probably skip the level 1 quest and take the other mana one to help sustain burst on the immortal (since it is easy to burn your energy in that prolonged fight in the middle).

I always took Ring of Frost (and usually get 2+ heroes trapped in it most uses).  But they buffed Elemental a lot, so I think I will go with that now (unless a teammate has real good setup CC for the ring, which gives you more reliable damage and helps with her trait quest.  Still not sure if I like the cone width/CD more or the root on cone.   The width isn't spectacular IMO, but the CD is huge.  I have just always tried to maximize her burst rather than CC, because her role should be following up and bursting targets displaced, and not trying to initiate CC for your team.

 

At any rate, the changes were really good IMO.  She has a lot easier time sustaining her damage now and not being a very short time contributor to a team fight.  She always had good lane clear, but can easily stay in lane now with the extra mana.

Edited by ArtVandelay

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13 hours ago, ArtVandelay said:

This guide needs an update with all the new changes.

Not sure what you mean. The guide has been updated already. Are there outdated parts somewhere in the guide?

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Ice Floes and Icefury Wand are both viable from my experience. The cooldown reduction on Ice Floes is very easily filled and has great synergy with 16 Ice Cone talents. Icefury Wand's solid damage boost is comparable to Ice Lance and is far more reliant. It also has great synergy with Ice Barrier, since it basically incorporates Vigorous Assault into her AA. The Blizzard cdr is an added bonus, making the talent even better. Besides, Jaina should always be in range in someone that is chilled, since she shines best at mid-range and her chill self-peels for her.

On the other hand, I'm not a fan of Ice Lance, especially for team fights. It's a strong talent, but relies on a skillshot that can be predicted. The only reason I would pick it is to counter melee and use it for PvE. Otherwise, I could get more aoe damage with Ice Floes or a more consistent AA damage with Icefury Wand.

Edited by Trensicourt

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On 9/9/2017 at 11:57 PM, Trensicourt said:

Ice Floes and Icefury Wand are both viable from my experience. The cooldown reduction on Ice Floes is very easily filled and has great synergy with 16 Ice Cone talents. Icefury Wand's solid damage boost is comparable to Ice Lance and is far more reliant. It also has great synergy with Ice Barrier, since it basically incorporates Vigorous Assault into her AA. The Blizzard cdr is an added bonus, making the talent even better. Besides, Jaina should always be in range in someone that is chilled, since she shines best at mid-range and her chill self-peels for her.

On the other hand, I'm not a fan of Ice Lance, especially for team fights. It's a strong talent, but relies on a skillshot that can be predicted. The only reason I would pick it is to counter melee and use it for PvE. Otherwise, I could get more aoe damage with Ice Floes or a more consistent AA damage with Icefury Wand.

I've played a bit more with them, and while I think that while they're decent talents, I feel very "slow" without Ice Lance since I usually pretty reliably trigger the cooldown reduction. It is particularly fun with Icy Veins. But, in the end, all 3 talents are within 2% win/loss ratio, so no huge loss there, whatever you do end up picking. I tend to be pretty mercenary-oriented however, so Ice Lance may just feel more natural to my playstyle.

The biggest challenge in guide writing is when to recommend everything; I tend to be open to alternate choices, but I need to find a justification. If ice lance performs just as well, on top of opening easier mercenary camping and sieging, there's no reason to really go for other talents.

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Guest Guest Rainy

My opinions -

1) At level 1 Winter's Reach is a genuine consideration, especially against melee assassins that can kill you if you approach too close (Illidan, Kerrigan, etc). This lets you poke them while remaining out of range of their gap closers. It's true that you'll need to get close to use Cone of Cold, but this gives you a way to continue to be useful while waiting for an opportunity. You'll be sinking more talents into this skill later as well. Fingers of Frost is the greedier alternative. If you can safely get close to use Cone of Cold or even add some autoattack damage, then I'd take this before Winter's Reach too.

2) At level 4, Frost Shards is too good to justify Arcane Intellect, even if another talent were taken at level 1 (or even if another talent were taken at level 1, since Frost Shards complements Winter's Reach).

3) At level 7, Ice Floes deserves more than an X. Both boosts to Cone of Cold are valuable, especially in conjunction with your level 16 choice. Increased AoE also improves Jaina's waveclear.

4) At level 13, I've grown somewhat fond of Storm Front. Icy Veins is by no means bad, but it's also no Rewind. Your damage isn't available again immediately, and by the time it's available the opportunity might no longer be there. Storm Front allows you to cast Blizzard behind the enemy team, which is much stronger than casting it on their frontline. It's especially good if you're in a map with chokepoints where Blizzard is stronger, e.g. Towers of Doom (where it also lets you interrupt opponents better). I would not make Storm Front default, but maybe a ?

5) At level 16, if taking Storm Front at level 13, then Snowstorm becomes defensible.

I think you could consider Winter's Reach / Frost Shards Ice Lance -> Storm Front / Snowstorm as a separate build. This gives up a little on Cone of Cold (can still use it to hit frontliners) to turn Jaina into a long-range nuker ala Chromie, except with much more reliable damage.

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Hm, as a new player (and especially with Assassinsv I just suck), I won't comment on the viability of the Siege Build with Winter's Reach and Storm Front. However, I do feel that it hinders your output in prolonged teamfights, which is quite harmful.

However, I do agree that the level 7 Ice Floes talent is underrated, at least if it comes to waveclearing. However, I also feel you give up some power in teamfights for using this talent as it pretty much forces you to pick the Ice Barrier on level 13 for the sustainability (as you will be even closer to your opponents). But on maps like Braxis Holdout, where you can get flooded by minions of which no one is particularly large to require Ice Shard spam, I do feel this is a viable option.

 

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I prefer using Jaina as a multi lane waveclear who can take opportunistic hero and siege damage when moving across map. When waiting for cooldown I'll often move to a new lane. When low on mana I just hearth and head to an opposite lane. She's a pretty easy character to be impactful with. And while fragile and not mobile, the slows sure do help with escapes too.

For Talents, I grab Chill combos and it works just fine. Don't see a need to change things yet. She's a pretty relaxing character to play.

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Hey Folks,

when I started playing Jaina I was like most here who want to take range on frostbolt and maybe blizzard too.

The thing is as I improved I came to the conclusion that the range is not really required and by taking them you loose alot of other cool percs. I think to play jaina at full potential you have to get a little closer anyways. Otherwise you couldnt land any auto-attacks not the mention cone of ice wich has the highest single burst dmg of jainas skills.

I run most of the times this build and i call it "Duelling Jaina" https://www.icy-veins.com/heroes/talent-calculator/jaina#31.0!3332223

It has no range, radius increase or bolt pierce. These three things just make it easier for beginner to land their skills. I rather go with things like shield, mana reg, bonus armor, armor reduction. For level 20 blink can be pretty awesome but it depends on the game. same goes for the level 4 talent where I alter between arcane intellect and frost armor depending on how much in danger of getting hit/jumped by AA heroes I am.

This build makes jaina much more durable and she can survive pretty well. The armor reduction is also pretty strong as it buffs the dmg output of your whole team. As little bonus the shield from ice barrier lets you take down merc camps pretty easy without losing much hp.

The downside is as I mentioned the fact that all your skills are harder to land now and require better positioning.

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Guest whatdoyathink

Fingers of frost is not that good of a talent to take at level 1 imho, I switched and started going with Winter's reach every game and I like it much more.
 

Quote

Winter's Reach IconWinter's Reach has very little practical effect. Very rarely will there be a situation where the increased range on Frostbolt IconFrostbolt makes a difference, especially considering you need to be very close to hit enemies with Cone of Cold IconCone of Cold. Furthermore, Frostbolt's relatively slow projectile speed makes it difficult to fully exploit the range increase.

Not true, increased range has many practical uses, especially poking enemies who have higher range than you. You can cast it out of field of view. You can finish off enemies running away more often. With pierce this talent becomes even more useful/powerful and with ice lance ganking is so much easier.

Meanwhile fingers of frost requires you to collect orbs, which not always can be possible and actually forces you to a different gameplay style because you have to focus on collecting orbs. 10% increased damage looks good on paper but I never manage to get the orbs before like 20 minute mark, and by then Jaina's damage is so ridiculous that you don't even need that additional 10% because any kill is an overkill.

In my opinion it should be marked as situational. Longer range is very helpful during laning phase against some of the heroes. I personally stopped going fingers of frost and at the moment and I always pick the increased range after playing few games with it.

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5 hours ago, Guest whatdoyathink said:

10% increased damage looks good on paper but I never manage to get the orbs before like 20 minute mark

Really? 20 globes are so easy to collect as long as you keep clearing lanes, rotate, and get merc camps, which you should always do as Jaina. 

5 hours ago, Guest whatdoyathink said:

In my opinion it should be marked as situational.

I do agree that it's situational though. The extra range is good against immobile assassins who out-range you, like Chromie and Hammer. 

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Guest me again
6 hours ago, ShadowerDerek said:

Really? 20 globes are so easy to collect as long as you keep clearing lanes, rotate, and get merc camps, which you should always do as Jaina.

Yeah, the merc camps are the most reliable source for the orbs. When in lane I feel like some people just wait for me to go for the orb just to punish me, so collecting them sometimes might be tricky and put you in danger, and I usually play Jaina very cautiously, especially in the beginning as she is so squishy. I think the fastest I completed this quest was around 14th minute mark, but still, the extra damage on frostbite was redundant at that time.

On the other hand thanks to increased range on frostbolt I can deny xp to enemy laners more efficiently and the possibility to hit them outside of field of view guarantees some good poking without putting me in danger, even if they hide behind minions. Fingers of frost forced me to play defensively in few situations and just soak. I also never have mana management related problems, so that 2 mps doesn't cut it for me.

I don't know, to me winter's reach is better than the fingers of frost.

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      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (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 Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
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    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (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 Balance Update Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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