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Damien

Heroes of the Storm Tassadar

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I like this guide, but I've got one question: Should I go for Conjurer's Pursuit or Psi-Infusion in Blackheart's Bay, Dragon Shire and Haunted Mines? I was just wondering because the preferred level 1 talent choice wasn't mentioned on those maps :D I guess Conjurer's Pursuit is the right choice in Haunted Mines, due the games rarely lasting over 20 minutes.

Regardless, every writer has made a great first impression for me atleast, so I can safely use the builds and strategies of Icy Veins :D

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Hi Supajee, 

 

First of all, thank you for your kind words! On Dragon Shire and Blackheart's Bay I would recommend you to go for Conjurer's Pursuit. Haunted Mines games will normally be over quite quickly, so Psi-Infusion would be my favourite talent here. 

 

I do not know on what competitive level you play but whether you choose Conjurer's Pursuit or Psi-Infusion will usually not cause you to win or lose a game just because of that decision. :) I hope that response could help you out a bit. 

 

Regards,

 

Kendric

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i have a question, why the second heroic ability, force wall, had not been mentioned? Although it can be way more useful than archon.biggrin.png btw the guide is full and includes many details. Thanks for itbiggrin.png

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Hey Dizzy! 

 

We did not include Force Wall because it is an extremely situational ability. It has its uses, no doubt, however, we do not recommend taking it in competitive play (Hero League, Team League). 

 

Thank you for the positive feedback, I hope you're going to have a lot of great games with Tassadar! 

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Guest Apollyon

Tassadar is such a an underrated hero. I read many times "don't pick Tassadar" or more vulgar sentences. He is not easy to play and doesn't do any thing in a spectacular way. I mean he has decent siege dmg (clearing minion waves), decent hero dmg (when enemies are close to each other Archon just rocks) and his shield is underrated as well cause many people only appreciate healing. Well used Oracle in a smart team can allow stealing bosses, camps, avoiding traps and many other things, most people just don't give enough credit to Oracle. His sustain is just lamazing due to dimensional shift and shield + supporting talents. Very versatile and good (but not great) in almost all aspects of a battle.

 

... and this awesome and epic voice... FROM ORDER COMES JUSTICE!

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Guest Zagbok

I agree with you on almost all points. As I have been playing tassadar for about 9 lvls now. I guess it is more of a perspective of play style really with him. Since he is a support character I find myself picking rewind over twighlight a lot at 20. I find a well timed rewind can be more effective in team fights as that is what will be happening late stage. Tass is already a target on the field if you know anything about him and how he can change the outcome of fights. With archon your damage will be higher and you have a longer shield and range. With a well timed rewind I can shield two teammates or main target twice, place 4 psi storms and if I get in trouble I have 2x phase shift plus archon if needed, add healing ward in the mix I can not only sustain longer than anyone. I can keep my team members guarded longer or with 4 psi storms split a team up or cover retreat. I find this to be a bigger benefit than increasing my stats as Tass is not a dmg dealer or tank he is a support. Btw you can 4x psi storm siege buildings and I usually come out in top 3 in hero dmg and siege dmg. You have a great build though and thanks for the tips.

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I am not a big fan of Rewind, but the way your defend your choice makes sense (especially the double Dimension Shift sounds really interesting!). And as long as it works for you, who am I to tell you how to play? smile.png

 

Thank you for the input, Zagbok and keep rocklng! 

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Guest Kroshak

I agree with you on almost all points. As I have been playing tassadar for about 9 lvls now. I guess it is more of a perspective of play style really with him. Since he is a support character I find myself picking rewind over twighlight a lot at 20. I find a well timed rewind can be more effective in team fights as that is what will be happening late stage. Tass is already a target on the field if you know anything about him and how he can change the outcome of fights. With archon your damage will be higher and you have a longer shield and range. With a well timed rewind I can shield two teammates or main target twice, place 4 psi storms and if I get in trouble I have 2x phase shift plus archon if needed, add healing ward in the mix I can not only sustain longer than anyone. I can keep my team members guarded longer or with 4 psi storms split a team up or cover retreat. I find this to be a bigger benefit than increasing my stats as Tass is not a dmg dealer or tank he is a support. Btw you can 4x psi storm siege buildings and I usually come out in top 3 in hero dmg and siege dmg. You have a great build though and thanks for the tips.

 

I am not a big fan of Rewind, but the way your defend your choice makes sense (especially the double Dimension Shift sounds really interesting!). And as long as it works for you, who am I to tell you how to play? smile.png

 

Thank you for the input, Zagbok and keep rocklng! 

I want to kiss BOTH OF YOU, first Zagbok thats right the part of the playstyle, its for example people complaining that players dont pick the improvements on Wraith walk (Leoric) and well its all abuot playstyle, maybe some are not that aggressive, others maybe hyper aggressive and those talents works for them bacause of that

 

And kendric im a fan dude, really nice person

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Guest Kroshak

Hey guys with the new tass changes would you think a shield build be viable????? just wondering, well most curiosity because blizz wants him to be more "Support" in the way of bw for example, they change tyrande ultimate to heal now so maybe tass is getting that way


 

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Hey Kroshak. 

 

In fact, I changed the status to some of Tassadar's Shield talents (Leeching Plasma, Evasive Shielding) from Not Recommended to Situational. They can be pretty good now, if your team composition and the map you're playing on allows it! 

 

Edit: I'll also take a closer look to Tassadar's Force Wall this week. I think it could now have become a solid alternative due to the latest nerf to Archon.

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Guest Kroshak

Hey Kroshak. 

 

In fact, I changed the status to some of Tassadar's Shield talents (Leeching Plasma, Evasive Shielding) from Not Recommended to Situational. They can be pretty good now, if your team composition and the map you're playing on allows it! 

 

Edit: I'll also take a closer look to Tassadar's Force Wall this week. I think it could now have become a solid alternative due to the latest nerf to Archon.

 

One thing, the part of the static charge is changed to the talent that increase dimensional shift duration, but in the reasons why it still shows the static charge one reason,

 

The force wall pretty much reminds me of Gandalf, is the ultimate "you shall not pass", good in some maps where there are a lot of choke points or where there is only 2 paths to an objective, (bottom temple of Sky temple map), also it does needs xp from the player because it can really disupt team fights by denying divers the support from their team, but can also screw up your own team

 

You can use that ultimate to perform the shotgun build of tyrael but thats way to predictable in my opinion

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Guest Ryzno

Hi, great guide!  Couple questions about level 4 specifically.  Static Charge has a big "X" through it, but it's the first thing listed under "Recommended"; conversely, "Deep Shift" has a checkmark but is "not recommended."  Were these switched by accident?  I assume the text is the actual opinion.  Thank you!

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Guest Farinnr

The legends of "Dimensional Wrap" and “Resonation" are in wrong places according to the recommend talents.

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Okay, should be fixed for real now. Sorry for the confusion. 

 

Still shows the old Quick Reference. Do we have to wait for some time to show up properly?

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Khala's Embrace is recommended for the second build in the Quick reference, but it is called "one of the most useless talents in Tassadar's repertoire" on the talent build page.

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Guest Mike21Daisu

To be honest I expected a better guide, gotta criticize some of the choices:

 

LvL 1: Psi-Infusion 95% of the times if not always, you don't have to chase mana regen globes and till lvl 20 or so it is more efficient and it actually lets you use your Psionic Storm on cooldown, it's basically free, the game has to last very long to make the other talent efficient, besides, people who look for guides don't play on the highest level and can't use the talents at their best. In my case 100% Psi-Infusion

 

LvL 4: Leeching Plasma 80% of the times, it is really useful for melees or any other chars who just jump in and do damage and need the extra heal. Actually, you can make this talent useful in all situations, not only it (the talent) is mobile, unlike Healing Ward, but it is also binded to your ability on a short cooldown, and if nothing else, it doesn't give you one extra button to click (for those people who are lazy to click many buttons, that's okay). In my case 100% Leeching Plasma

 

LvL 7: This is a bit hard and not so important I think, never won or lost a game cause of this tier of talents, but I've had cases where Deep Shift saved my life couple of times. Khala's Embrace isn't bad, but the shield that it gives is not that big, also, most of the times 60-100% of your shield already gets taken off, so what's the real use of this talent..?! So it all comes down to either Deep Shift or Static Charge, go for the one that you feel more comfortable with.

 

LvL 10: Force Wall, this doesn't need discussing, this is the talent you should go for in every cases. The fact that it splits, traps, saves lives is just... it carries the game alone, it is one of the best abilities in the game. If you don't make a good use of this talent then just... don't bother to get it, or play Tassadar at all, this is what wins games.

 

LvL 13: Prescience in most cases. The exception is to go for Shrink Ray if enemy has a bursty char, such as butcher, or a char with Stim active on him/her. If you can't time the Shrink Ray and don't know when or how to use it then go for Prescience, it will save your life in quite a few situations, it's like a 2nd chance if you get too greedy to go back. Distortion Beam can secure many kills, but Tassadar is a ranged support who doesn't go close to targets and casts spells from range, you don't wanna chase anyone, even with this talent.

 

LvL 16: I like this talent tier. In here you either have to go Dimensional Warp or Second Strike. but for me it's Second Strike most of the times, I like beeing offensive, besides, when your Dimensional Shift gets activated you are pretty much out of combat and won't go back, it's like emergency escape for you. You think the heal is good 'cause you feel safe with the healing and more hp, but the damage that you can put out with Second Strike will win games and secure many kills. I got so used of Second Strike that I always go for it, I can play better with it.

 

LvL 20: The only choice here, the Storm Shield, a good use of this ability helps your team so much that it can win the whole team fight for your team, this talent is so good compared to the other ones in this tier is that you don't even have to consider picking another talent.

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That is your personal opinion. You do not give any reason why we should take your word for granted. Who are you? Are you a pro player? Are you a developer? What makes you an expert to rightfully claim the "one true" way of playing Tassadar?

 

By limiting Tassadar, one of the most flexible Heroes in the game, to a single talent each tier, you ignore what Heroes of the Storm is all about: adjusting your talents to the current flow of the game. Blizzard has rigorously tried to make several talent builds viable, depending on what role your team needs. As such, it is irresponsible and foolish to say things like (I quote) "You should go for Force Wall in every case" or "Leeching Plasma 80% of the time". You even recommend questionable talents like Deep Shift, which is a rare sight in the highest tiers of competitive play. 

 

Also, some of the advice you give is just straight-up nonsense. To say that Psi-Infusion at Level 1 is clearly better than Conjurer's Pursuit will make every pro player out there giggle. I have cast professional tournaments like DreamHack Winter, in which Tassadar was one of the most contested picks, and in almost every case Conjurer's Pursuit was picked. 

 

That's another thing you entirely neglect in your post. Not every player has the same skill level. A beginner will have a hard time using Force Wall efficiently, for instance, and as such should go for Archon. Also, Hero League and Quick Matches sometimes require different (i.e."safer") builds compared to Team League simply due to the lack of communication. 

 

I'm absolutely open for constructive criticism, but I'm afraid to say that I cannot take your post seriously. 

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Guest Strongbark
  • 08 Dec. 2016: Changed Force Wall from Not Recommended to Recommended.

 

Don't you mean '08 Dec. 2015'?

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      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
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    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode 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. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. 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
      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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