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Heroes of the Storm Sylvanas

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Guest Coronus

It seems a bit strange that the guide opens up by saying that Sylvanas is an assassin, since she's a specialist and doesn't play like most assassins.

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It seems a bit strange that the guide opens up by saying that Sylvanas is an assassin, since she's a specialist and doesn't play like most assassins.

 

Played her so much I forgot she was a Specialist haha

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it\s a great guide, after reading this and practicing more with sylvanas I can carry my entire team.

It's good to have this kind of champion that can do it all and have a high skill cap as well

Edited by Fransoa
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On the level 16 talents, Blood for Blood is "situational" on the icons but under the "recommended" section in the explanations. (And its explanation is outdated.)

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On the level 16 talents, Blood for Blood is "situational" on the icons but under the "recommended" section in the explanations. (And its explanation is outdated.)

Thanks, will have this fixed!

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Guest Xebenatros

This guide before it came out, I had this near exact build and it is amazing, hell, blowing up a lane of minions with the ultimate+unstable poison combo, especially if an enemy hero is in the middle of it, is just a great execution and awesome to do. That being said, when is a Abathur guide coming out? I've been experimenting with Abathur after buying him and I just cannot seem to stick with any sort of build, Siege, Symbiote, or some mix, I don't know anymore, I would LOVE to see a proper Abathur build at some point, please & thank you!

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This guide before it came out, I had this near exact build and it is amazing, hell, blowing up a lane of minions with the ultimate+unstable poison combo, especially if an enemy hero is in the middle of it, is just a great execution and awesome to do. That being said, when is a Abathur guide coming out? I've been experimenting with Abathur after buying him and I just cannot seem to stick with any sort of build, Siege, Symbiote, or some mix, I don't know anymore, I would LOVE to see a proper Abathur build at some point, please & thank you!

Hi Xebenatros!

 

I'm actually working on Abathur at this very moment, so expect to see it this week.

 

As for how to build Abathur, the tl;dr will recommend Pressurized Glands, Adrenal Overload, Evolve Monstrosity, Soma Transference, Envenomed Spikes, Hivemind.

 

Hope this helps!

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Guest Blackstab

This build is overall terrible on Sylv, I think you're wasting the  talents, to do just the same as Shadow Dagger. Barbed shot is the worst talent on tier 1 besides corruption, with the wind provides poke, safety and damage, and lost soul provide more damage, and control on minions and tower.
Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength, paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

Unstable poison is a strong laning tool, but if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage. If full laning, unstable, otherwise the go to talent is Remorseless. You can use life drain on map like Dragon because of the sustain it provides.
I agree on evasive fire and Bolt of the storm (lot of survival and poke, must have for split push), of course cold embrace, and Bolt of the storm,  even if on map like Battle of eternity,  splinter shot can kite a lot, depends on playstyle.
 

The 3 first talents have a huge impact, and your build is really non competitve to me, I hope you can see why in all respect

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This build is overall terrible on Sylv, I think you're wasting the  talents, to do just the same as Shadow Dagger. Barbed shot is the worst talent on tier 1 besides corruption, with the wind provides poke, safety and damage, and lost soul provide more damage, and control on minions and tower.
Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength, paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

Unstable poison is a strong laning tool, but if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage. If full laning, unstable, otherwise the go to talent is Remorseless. You can use life drain on map like Dragon because of the sustain it provides.
I agree on evasive fire and Bolt of the storm (lot of survival and poke, must have for split push), of course cold embrace, and Bolt of the storm,  even if on map like Battle of eternity,  splinter shot can kite a lot, depends on playstyle.
 

The 3 first talents have a huge impact, and your build is really non competitve to me, I hope you can see why in all respect

For a lot of your points, you don't explain why you think X is better than Y. I'll address the points you bring up. Please keep in mind I go into great detail why I pick and why I don't pick each talent. You can find why here.

 

>Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength

 

Being an "Assassin" or "Specialist" is arbitrary. Sylvanas' role is to provide damage with good pushing power. 

 

>paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

 

Why? How is that beneficial? If you are attacking a structure, it's going to be permanently stunned anyway, the 2 seconds is wasted.

 

>if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage.

 

Yes, it provides more damage, but only very little. It gives you 1 additional Basic Attack every several seconds, a relatively meaningless amount. Unstable Poison provides you with more benefits than Remorseless.

 

>You can use life drain on map like Dragon because of the sustain it provides

 

It's better to clear waves than restore a tiny amount of health (which your healer should be doing anyway).

 

>must have for split push

 

You should almost never be split pushing.

 

>splinter shot can kite a lot

 

How does Splint Shot kite at all?

 

>your build is really non competitve to me

 

Are you a competitive player? Almost none of the talents you are suggesting are used competitively. The build I have provided includes 95% of all variance in the competitive scene (for Sylvanas).

 

>I hope you can see why in all respect

 

While I enjoy having my views challenged (helping me to see things differently), I have to completely disagree with every point you have brought up. Again, please reference the talent guide, I've written out detailed explanations for every single one of Sylvanas' talents.

 

If you have anymore questions, please feel free to ask :)

 

Srey

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Guest Zeph

 

 

This build is overall terrible on Sylv, I think you're wasting the  talents, to do just the same as Shadow Dagger. Barbed shot is the worst talent on tier 1 besides corruption, with the wind provides poke, safety and damage, and lost soul provide more damage, and control on minions and tower.

Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength, paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

Unstable poison is a strong laning tool, but if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage. If full laning, unstable, otherwise the go to talent is Remorseless. You can use life drain on map like Dragon because of the sustain it provides.

I agree on evasive fire and Bolt of the storm (lot of survival and poke, must have for split push), of course cold embrace, and Bolt of the storm,  even if on map like Battle of eternity,  splinter shot can kite a lot, depends on playstyle.

 

The 3 first talents have a huge impact, and your build is really non competitve to me, I hope you can see why in all respect

For a lot of your points, you don't explain why you think X is better than Y. I'll address the points you bring up. Please keep in mind I go into great detail why I pick and why I don't pick each talent. You can find why here.

 

>Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength

 

Being an "Assassin" or "Specialist" is arbitrary. Sylvanas' role is to provide damage with good pushing power. 

 

>paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

 

Why? How is that beneficial? If you are attacking a structure, it's going to be permanently stunned anyway, the 2 seconds is wasted.

 

>if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage.

 

Yes, it provides more damage, but only very little. It gives you 1 additional Basic Attack every several seconds, a relatively meaningless amount. Unstable Poison provides you with more benefits than Remorseless.

 

>You can use life drain on map like Dragon because of the sustain it provides

 

It's better to clear waves than restore a tiny amount of health (which your healer should be doing anyway).

 

>must have for split push

 

You should almost never be split pushing.

 

>splinter shot can kite a lot

 

How does Splint Shot kite at all?

 

>your build is really non competitve to me

 

Are you a competitive player? Almost none of the talents you are suggesting are used competitively. The build I have provided includes 95% of all variance in the competitive scene (for Sylvanas).

 

>I hope you can see why in all respect

 

While I enjoy having my views challenged (helping me to see things differently), I have to completely disagree with every point you have brought up. Again, please reference the talent guide, I've written out detailed explanations for every single one of Sylvanas' talents.

 

If you have anymore questions, please feel free to ask smile.png

 

Srey

 

Srey, you ripped this poor guys statements to pieces..

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Guest Infinit3PI

My big questions are on the level 1 and level 7 talent choices. I feel like unstable poison and barbed shot provide much the same benefit-better waveclear, and so they are largely redundant. Generally, as the overall talent choices are weaker on level 7, I prefer to take unstable there but take with the wind at level 1. The bonus range puts sylvanas in a much safer position, especially considering how squishy she is. At level 7 you should be able to clear waves extremely quickly anyways, even without barbed shot. Other than that, I do really enjoy this build.

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Guest Kroshak

My big questions are on the level 1 and level 7 talent choices. I feel like unstable poison and barbed shot provide much the same benefit-better waveclear, and so they are largely redundant. Generally, as the overall talent choices are weaker on level 7, I prefer to take unstable there but take with the wind at level 1. The bonus range puts sylvanas in a much safer position, especially considering how squishy she is. At level 7 you should be able to clear waves extremely quickly anyways, even without barbed shot. Other than that, I do really enjoy this build.

You, in my point of view, are seeing this in a simple way, meaning you only see the "damage", see the bg picture, if you can proc the explosion faster you can clear the wave a lot more easier, meaning your wave of minions will push with a lot more health, more ammo is used to take them down, take in mind that im considering presure from the enemy team and you dont have that much of a window to be able to stunlock the towers because of them.

 

Now for the interesting part, if you are able to take down the minion wave WITH a hero inside, its better to do it quick so that they take the damage.

 

This are some points of view, maybe there are a lot more out there

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Guest Anastasia

Thank you for the coolest guide ever, are you going to update it considering new heroes and map came to life?

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Guest Infinit3PI

My big questions are on the level 1 and level 7 talent choices. I feel like unstable poison and barbed shot provide much the same benefit-better waveclear, and so they are largely redundant. Generally, as the overall talent choices are weaker on level 7, I prefer to take unstable there but take with the wind at level 1. The bonus range puts sylvanas in a much safer position, especially considering how squishy she is. At level 7 you should be able to clear waves extremely quickly anyways, even without barbed shot. Other than that, I do really enjoy this build.

You, in my point of view, are seeing this in a simple way, meaning you only see the "damage", see the bg picture, if you can proc the explosion faster you can clear the wave a lot more easier, meaning your wave of minions will push with a lot more health, more ammo is used to take them down, take in mind that im considering presure from the enemy team and you dont have that much of a window to be able to stunlock the towers because of them.

Now for the interesting part, if you are able to take down the minion wave WITH a hero inside, its better to do it quick so that they take the damage.

This are some points of view, maybe there are a lot more out there

Thanks for the help. I see your reasoning here, I guess I'll have to try it out a bit more.

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Thank you for the coolest guide ever, are you going to update it considering new heroes and map came to life?

Thanks! Yes, the guide will be continuously updated as things are added.

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Guest Joe

You are on CRACK. Envenom is an AWEFUL talent! Paralysis with overwhelming affliction adds a 25% slow to enemies  for 2 seconds. Unlike withering fire, it's aoe and can be used with ANY of her abilities. Trash sylv noobs depress me. Paralysis also allows for farther travelling of the black arrows to enemies, so if theyre on the other side of a large creep wave chances are your dagger will have time to spread to them

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Guest Nosreme

I like this build but had three comments that I'd like to make.  First, the 2 sec stun is not that great on towers, sure.  But do you know what it is great on?  Minions waves and camps.  I can easily solo merc camps with that talent because it keeps them all paralyzed longer when i shadow dagger or banshee wave them,  Therefore, I don't get hit as often.  There's where the talent shines, not on towers.

 

2nd, you dismiss the healing of Life Drain, saying that one can just run to the well to heal.  But I can tell you that chucking a dagger at a minions wave, especially on a big one like on Spiders provides tremendous healing, even during a team fight or if I'm just running by.  You assumed I'm only using that in team fights, but the reality is that minion waves are common, and it's free healing, even during a team fight. I have gone from low health to 3/4 by doing this, which saves time not having to run back to a well, which might be on CD anyway.

 

Finally, I do agree that Bolt of the Storm is a great talent, and should be considered every time.  However, I have switched to Fury for a couple reasons.  First off, you already have 30% increased speed from Evasive Fire, and if you took With the Wind, people have a very hard time killing you already, especially with Banshee Wave.  But what Fury gives you is an insane ability to clear even 4 man merc camps in seconds.  It's truly scary how fast she can cap those with this talent.  It also really helps against the spiders, bosses, and anything else that isn't a hero, like forts and cores.  Yes, sylvanas already does this well, but this turns her into super girl and this talent is well worth it.  This one is definitely only a preference, Bolt is a fine choice too.

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Guest FrederickPlatinum

Hey Srey, 

I enjoyed the guide and I managed to try the build in QM. I was playing Sylvanas in a complete different way and I found pretty hard to move to your spec, but I gave it a try and it worked well.

I'd like to ask you a couple of clarifications regarding the choice of a couple of talents. In order to do so I have to explain my usual build and the way I played her first. (I know that a few talents might sounds really bad but they change accoriding to the map.

Build:

1. With the Wind (exceptionally Lost Soul, in TF maps like Eternal Conflict)
4. Ranger's Ambush
7. Life Drain
10. Wailing Arrow
13. Evasive Fire
16. Cold Embrace
20. Bolt of the Storm (exceptionally Fury of the Storm if the fight needs quick bruise camp farming or lane cleaning, more important in late game than early)

Overall, my plays with Sylvanas were focused on half hero damage and damage support for assassins/tanks and half lane presence. Her damage is already high and because she cannot stand stuns I normally increase the range of the arrows to be safer.
Ranger ambush is great for escape (and synergizes with Evasive Fire) as well as for chase and gives you enough damage to finish enemies instantly.
Life drains gives you great sustainability and grants you a lot of time that you can spend in lane without recalling. It's a bit tricky because some maps don't have enough minions, but 5/6 enemies are enough and is a great counter to dots (like Lunara, Xul, Stitches or Nazeebo).


The Unstable Poison combo is pretty amazing when enemy heroes are surrounded by a bunch of minions (maps like Tomb of the Spider Queen are perfect for it), I only had to change my positioning to make that talent work at best. You play around them and I normally pick talents that works around my play style.
Anyway, everything was good but I do not understand the Envenom talent. You said that is 80% more damage than all other talents can grant you, and that's fine. Unfortunately, the CD is 60 seconds. Which is a lot for that amount of damage, while Ranger's Ambush only has an 8/10 seconds CD, the overall damage seems to be pretty increased on that way and you won't have the chance to waste a key because Poison grants enemy enough time to escape, wait for CD, get healed by a friendly champion and so on).

The range of poison is also very short and I found really hard to poison enemies and survive, getting too close with Sylvanas is dangerous.

That's my only point, any suggestion on how to make envenom work at best? 

I know that the way I use it might sounds crazy and I'm definitely moving from Life Drain to Unstable Poison as it grants more damage overall. Just won't be able to learn how to use that 1 key!

Great job anyway, the guide is really accurate.

Cheers!

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I want to make some comments on the new update. 

 

I'm ok with the Wailing arrow build.  I think its a good general build.

 

Mind control, i think is a bit weird.  Those talents don't necessarily play to mind controls strengths, so you could really pick either heroic using the 'wailing arrow build'.  

 

First (lvl 1) Paralysis, is only useful for pushing buildings and camps.  So its more of a 'pushing talent' while Overflowing quiver is a quick wave clear talent.

 

Next, the synergies with lvl 4 and 16 talents, If you're going with the slow at 16, you really should pick up the extra range on Q at 7 (With the Wind).  It just makes sure you're sticking to your target or getting them away from you. This is only overridden if you pick up the level 7 talent Barbed shot, where Withering Barrage will make more sense (again good wave clear)

 

I don't see a reason to pick unstable poison any more since this nerfed version competes with barbed shot. Unstable poison is only good in lanes, while barbed shot is good on even more things that poison would not be.  With the lvl 1, 4, and 7 talents in the 'wailing arrow build' That is always going to be better overall utility and wave clear than unstable poison. 

 

Back to Withering Barrage vs With the Wind, usually I'll always take Withering Barrage, but on smaller maps that don't need much lane presence, or with team mates soaking lanes better than I can, I will take With the Wind becasue it makes 16 better.

 

Lastly, I can see your reasons for lvl 13 talent choices.. Though I personally still would much rather Will of the Forsaken with mind control to try to stop a potential stun or even outplay an Illidan hunt.

 

 

In conclusion: 
Your Wailing Arrow build work well for both heroics, but I feel the MC build is misleading and doesn't synergies well with other talents.

 

(7)With the Wind works best with (13)Overwhelming Affliction, though it can do well with (13)Evasive Fire

(7)Withering Barrage works best with (13)Evasive Fire and (7)Barbed Shot

 

(1)Paralysis doesn't work well with any other talent, but (1)Overflowing Quiver doesn't do that much either (maybe only with (7)Barbed Shot).  Paralysis should really just be a niche talent for team fighting under structures.

 

(13)Will of the forsaken should possibly be a (?) with Mind Control to stop you from getting stunned out of it.

 

Hope this helps, ask any questions I may not have explained correctly.

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I want to make some comments on the new update. 

 

 

Mind control, i think is a bit weird.  Those talents don't necessarily play to mind controls strengths, so you could really pick either heroic using the 'wailing arrow build'.  

 

First (lvl 1) Paralysis, is only useful for pushing buildings and camps.  So its more of a 'pushing talent' while Overflowing quiver is a quick wave clear talent.

 

 

 

That is not true. Paralysis works with Overwhelming Affliction, which is the major reason I recommend picking these two talents together. 

 

 

 

 

Next, the synergies with lvl 4 and 16 talents, If you're going with the slow at 16, you really should pick up the extra range on Q at 7 (With the Wind).  It just makes sure you're sticking to your target or getting them away from you. This is only overridden if you pick up the level 7 talent Barbed shot, where Withering Barrage will make more sense (again good wave clear)

 

 

 

Was meant to go for With the Wind indeed. Will correct. 

 

 

 

 

I don't see a reason to pick unstable poison any more since this nerfed version competes with barbed shot. Unstable poison is only good in lanes, while barbed shot is good on even more things that poison would not be.  With the lvl 1, 4, and 7 talents in the 'wailing arrow build' That is always going to be better overall utility and wave clear than unstable poison. 

 

Unstable Poison still clears Minion waves faster than Barbed Shot, which allows you to rotate more quickly. Also, it is more efficient against enormous Minion waves, which becomes particularly important on maps like Tomb of the Spider Queen. 

 

 

 

 

Lastly, I can see your reasons for lvl 13 talent choices.. Though I personally still would much rather Will of the Forsaken with mind control to try to stop a potential stun or even outplay an Illidan hunt.

 

 

 

Will of the Forsaken is terrible in my opinion. A 60-second cooldown on a talent that has virtually no use while out of team fight. Will of the Forsaken is an escape-overkill, as one Haunting Wave should be enough to get you to safety. Furthermore, careful positioning before casting Mind Control makes Will of the Forsaken redundant. 

 

Last but not least, Overwhelming Affliction is fantastic if used with Mind Control. If the mind-controlled survives the duration of Mind Control, you can immediately slow it tremendously while it is still surround by your allies. 

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You have points on all of them. Especially the one about Paralysis, I didn't take that duration into account for the slow.

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      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new 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 is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Toon'Dan Gul'Dan
      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: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, 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. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. 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 Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. 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. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. 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 fomr 65 to 100. 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%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% 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". 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. Landing delay reduction increased from 2 seconds to 3 seconds. 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 Chilled 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 Ice Block allows Jaina to move and cast while active. 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. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. 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 50 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 150 200 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. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. 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 Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 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 Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. 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. 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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