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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 (And its explanation is outdated.)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 (And its explanation is outdated.)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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      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (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:
      Balance Update Bug Fixes Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy Rework: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes Rework: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath Rework: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (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. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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