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Heroes of the Storm Leoric

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9 hours ago, onqun said:

https://www.icy-veins.com/heroes/talent-calculator/leoric#24.0!2232314

 

Hello I made a talent tree for leoric I need feed back ty

All I can say is that increased movement with the Drain MomentumDrain Momentum is not as strong as Burning RageBurning Rage or Crushing HopeCrushing Hope. The speed increase is insignificant, and the talent does not provide any other bonuses, which makes it a subpar talent.

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I'd like to pose a couple of arguments (and would welcome comment on them) for the L13 Drain Momentum being a situational rather than not recommended talent pick as this guide suggests....

1. I'm not sure if it's my playstyle, the lower leagues or otherwise.... but I've found myself tending to pick Leo as a counter to a double warrior composition, and so I tend to be going drain builds. If I'm extra lucky like earlier tonight, I may even get an enemy Az too! It may also be better as I go for a longer-range W skill-shot, so it would be easier for an enemy to escape if crushing hope were picked, thus making it a less worthwhile choice.

2. It could also be that if our team has more roots/slows (possibly stuns) (e.g. a Jaina with us) than the enemy's roots/slows (possibly stuns).... then the drain momentum becomes a more useful pick for chasing-down fleeing targets. A relative 30% (20%+10% is that right?) boost in movement speed (pre L13) while casting drain hope is not to be underestimated!

Any thoughts? Agree/disagree? --Or should I be casting my W a little differently!

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3 hours ago, Kiarbitrager said:

I'm not sure if it's my playstyle, the lower leagues or otherwise

HotS Logs show that it is in lower leagues indeed. Lower leagues have higher pick-rate of Drain MomentumDrain Momentum, while the top 3 have 10% pick-rate.
As for the talent itself, my comment above yours pretty much sums it up imo - "All I can say is that increased movement with the Drain MomentumDrain Momentum is not as strong as Burning RageBurning Rage or Crushing HopeCrushing Hope. The speed increase is insignificant, and the talent does not provide any other bonuses, which makes it a subpar talent."

3 hours ago, Kiarbitrager said:

It could also be that if our team has more roots/slows (possibly stuns) (e.g. a Jaina with us) than the enemy's roots/slows (possibly stuns).... then the drain momentum becomes a more useful pick for chasing-down fleeing targets.

I feel like roots or stuns on either side hurt the power of the talent. If your team has a lot of stuns/roots, you will not need to chase your opponents than often, as your teammates will root or stun them. If the opposing team has roots or stuns, you will not find the extra movements speed as good, as you will find yourself immobile. So, the more roots and stuns in the match, the worse Drain MomentumDrain Momentum is.
Besides, you already have a slow with Skeletal SwingSkeletal Swing, which reduces your need for chase talents.

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Guest Leoric

I personally use a build that I made up on the fly when I first played Leoric, and its been doing pretty well, although I would like to have others play it and tell me what they think. 

 

Level 1: Mana Thirst

Level 4: Fealty Unto Death

Level 7: Ghastly Reach

Level 10: March of the Black King

Level 13: Drain Momentum

Level 16: Consume Vitality

Level 20: Death March or Spectral Leech

 

March of the Black King doesn't seem as useful as it could be as it's slow and anyone can dodge it. However, if you use it during a team fight, they might not see you use it because of all the other effects happening on screen at the same time. This is also mainly used to either push lanes and punish the enemy heroes in the same lane, or hunt down retreating heroes before they can heal up or hearth. It's also good for escaping enemy heroes if needed, using Drain Momentum to heal and move slightly faster. As it said in the guide though, don't be afraid to die if you need to because you can cheat death because of the undying passive.

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Been looking at Leoric and some of his crappy talents, and it turns that they are pretty good in the right conditions! Those two talents are Royal Focus and Lingering Apparition. I'll talk about Ossein Renewal last.

So what is good about Royal Focus and Lingering Apparition? On their own, these talents are definitely trash bucket tier. When combined, these talents give Leoric amazing combat mobility and a quick pseudo-global. In team fights, this combination allows Leoric to duck and go for a quick heal at the fountain and be back in 10 seconds. This is especially true where objectives are far from healing fountains-Blackheart's Bay, Cursed Hollows, Warhead Junction. On Cursed Hollows, Leoric can soak for 5 seconds longer, then go to objective in the same time as he would directly ride there. Of course, it's still recommended that Leoric should pick life drain talents, since Leoric is squishy for a Warrior.

In addition to these two talents, going for renewed swing, makes Leoric the strongest shover in the game. I've done this before on Cursed Hollows using Royal Focus, Lingering Apparition, and Renewed Swing. There were minions at our keeps on all three sides, and surprisingly, I was the only one alive. Thus, I started to shove minions back. In 45 seconds, I shoved bottom keep minions to the opposing fort. I then transitioned to middle keep. Similarily, I shoved minions back in 45 seconds. I did the same for top lane. I wasn't afraid of getting ganked during this process, because I could escape in a moments notice with a 4 second CD wraith walk. In addition, the opposing team had to clear my shoved lanes, allowing me to shove the top and mid lanes.

Thus, Royal Focus and Lingering Apparition should be seen as a combo to some sort of Specialist Leoric. Perhaps, a specialist Leoric and a 4-man team could be a viable strategy. I've never seen this tried before, but with the build, it is a definite possibility.

Ossein Renewal used to be recommended, but is now not recommended. I believe this is an incorrect choice. The quick burst of healing allows Leoric to survive the most brutal stage of fights, so he can sustain following the fight. In addition, this talent should always be on cooldown or saved right before a fight, since Leoric can use the talent even in death. Thus, I would put the talent as situational. On the other hand, I would lower Paralyzing Rage to situational from recommended for a few reasons. First, Leoric's problem is his survivability. Early to mid-game, Leoric has mediocre sustain for his mediocre health pool, making him an easy target for a warrior. It takes till Unyielding Despair that Leoric's sustain starts to go through the roof. Paralyzing Rage does little to help this, since the slow from Skeletal Swing is sufficient enough against multiple melee comps. Next, if Leoric has problems reaching his enemies, he should talent for Drain Momentum. If Leoric cannot lock down a target with life drain, then additional slow would not help Leoric, since Leoric's main source of damage is life drain. On the other hand, getting more sustain with Ossein Renewal grants Leoric more chances to rotate back into fights, since Leoric typically needs high health (30%-50%) to rotate back into fights safely( (in comparison, Artanis, Varian, Anub'arak have their own ways of popping back into fights safely at lower health).  However, an argument for Paralyzing Rage is that it helps Leoric peel for his teammates. This is mentioned in talent description, saying that the talent improved Leoric's CC against melee comps. Yes, that's true. However, the problem is Leoric himself, due to aforementioned mediocre sustain and health, is a pretty easy warrior to shut down, making Leoric a medium-high priority target in teamfights. Paraylzing Rage would help Leoric less than Ossein Renewal in this scenario.

tl;dr Basically, Leoric should focus more on his own survivability rather than the peeling of his allies, so Paraylzing Rage should be lowered to situational; whereas, Ossein Renewal should be promoted to situational.

Edited by Trensicourt

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Hiyo!   Level 26 Leoric here, and I wanted to make an appeal that your assessment of Royal Focus.

With additional damage it instantly clears an entire minion bundle starting around level 10 or so.  With the timing on wraith walk and skeletal swing, you are able to instapop and clear lanes at the speed of skill cooldown.  It's one of the strongest lane pressure skills in the game.   There is only a 3 second cooldown when initiated from a "safe" spot, which is more than enough to drop your swing, do a grasp, swing one melle, then wraith walk out if used to initiate a fight or dive to catch someone who is trying to escape.

With extended wraithwalk, you wraith, swing, walk wraith, swing, walk.   You are able to minion push a 2/3rds of a map in approximately 30 seconds (4 uses, 3 cooldowns).  Its a viable choice to quickly reverse lane pressure and makes simul laning on small maps very doable.   I have found I can out siege most lane specialists and quickly return to team fights with it.  "That Leoric - He's everywhere!"

I find that when speed laning I'm able to consistently generate a solid XP lead for my team game after game.   And those teams able to capitalize on it do really well.   Just something to consider, as you posted it's "The worst skill..."  And I find myself preferring this talent over the swing augmentations in all but two maps (Towers and Payload Delivery)

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@Trensicourt

About the Royal FocusRoyal Focus + Lingering ApparitionLingering Apparition combo - it works only when initiating a fight. If you are trying to survive during a fight, this combo is nearly useless. Trying to make Leoric a fight initiator is a subpar choice most of the time. 

6-second heal is not really a burst, and the healing effect can be easily outdamaged by strong burst heroes, such as Li-Ming. It's a strong heal, yeah, but I wouldn't call it burst heal. Anyway, the cooldown is too high. Yeah, you will be able to keep it ready for team battles, but that would mean that you do not use it to keep your lane presence. In this case the talents we recommend will be much more useful, and it is the reason they are recommended while Ossein RenewalOssein Renewal is not, though against some team compositions, especially those who lack strong poke, Ossein RenewalOssein Renewal is a solid pick.

@JaWriter

Wraith WalkWraith Walk should not be used as a dive tool or a way to empower Skeletal SwingSkeletal Swing with Royal FocusRoyal Focus, even with 4 second cooldown, because even a small time window such as this can be used to take you down, or heavily damage you. You are also picking it over talents that can help you tank better, which is Leoric's role. if you need a strong wave clear, draft Sylvanas or Ragnaros instead. 

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Guest Steve

Royal Focus is 100% a legit build for dualsoak Leoric, especially with 2x support meta and even more so if enemy has Anub.

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12 hours ago, Guest Steve said:

Royal Focus is 100% a legit build for dualsoak Leoric, especially with 2x support meta and even more so if enemy has Anub.

If you want to soak, you will need to have self-sustain, which is why you would pick Fealty Unto DeathFealty Unto Death in this situation.

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Guest Steve
1 hour ago, positiv2 said:

If you want to soak, you will need to have self-sustain, which is why you would pick Fealty Unto DeathFealty Unto Death in this situation.

Fealty is only really needed with single support, Royal Focus lets you double soak a lot faster especially against a push comp when counterpicked and Dehaka is banned out. Game below is a perfect example of an optimal situation to go for the Royal Focus build.

Spoiler

 

 

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Hey everyone, 

With the upcoming Kel'thuzad Patch, Leoric will receive a significant update.

Please give me a few days to playtest the new talents in Hero League. The guide will be updated ASAP! 

Cheers,

Kendric

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I think Hopelessness is at least situational. There are many situations where there isn't a melee around, forcing Leoric to trade without his Drain Hope. In addition, Hopelessness allows Leoric to rotate back into fights far more safely.

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2 hours ago, beldr said:

There is an error in the Lvl 4 talent discussion, it talks about willing vessel instead of the extra swing range

Thanks. We are aware of the issue, and a fix should come soon-ish. Sorry for the inconvenience.

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Damn, I really like what Blizzard has been doing with talent trees recently. Stukov's, Garrosh's, Kel'Thuzad's are all very diverse and with more freedom of choice, and now these things applied to talent reworks. Almost all the talents seem very strong in right situations, and, sadly, others are generally stronger than others.
Here comes my review of reworked Leoric:

  • Lvl 1 would not shy away from taking Fealty Unto DeathFealty Unto Death, because I thought it was the best lvl 4 before, and now it comes even earlier. Lane sustain is uncomarable to other ones. Lanes are very far away or there are just 2 of them? No problem, globe talent is perfect if you can coordinate globe pick-ups, otherwise the healing on swing provides you with nice survivability.
  • Lvl 4 - Kneel, Peasants!Kneel, Peasants!, purely because waveclear is so important when playing as a laner hero. Also does wonders on Infernal Shrines - apparently, monsters count as well. Slow and range are just as valuable when playing in rotation with your teammates.
  • Lvl 7 gives us a fantastic option to choose from good talents, all fulfill different purposes. I find Drain MomentumDrain Momentum to be the most versitale, but the range can be pretty good against heavy-ranged teams, so is more healing if you feel like you're getting focused.
  • Lvl 10 is still EntombEntomb - a ton of good uses focusing on control and utility. March is very good too, with it you can survive more fights and exploit choke points.
  • Lvl 13 Unyielding DespairUnyielding Despair is a must for follow-up Drain HopeDrain Hope talents. More movement speed procs, more damage and sustain in general. Again, if getting focused too much, armor can be the solid answer. Damage reduction with Wraith Walk can do wonders too if your team just cannot handle the damage that is coming your way.
  • Lvl 16's Crushing HopeCrushing Hope, I feel like, is the talent where true late-game Leoric's power lies. Especially combined with EntombEntomb, critical autoattacks and team's CC - can chunk down anyone without mobility with ease. Another upgraded Wraith Walk can be concidered when 'playing the map' - double lane soak can still be quite strong on some battlegrounds - structure pressure is real, even better with increased duration that can allow you to rotate much-much quicker. Autoattack speed increase lets you eat tanks and other high-health heroes when paired up with percentage damage talent on the next tier, and it's just so satisfying to see the animation go faster and hear the sound of cracking bones.
  • Lvl 20 is where the ultimate choice is given. Burning DespairBurning Despair is by far the most damaging talent and cool-looking right here - huge AoE damage around you that can be increased in uptime with Unyielding DespairUnyielding Despair. Excellent agains enviroment and, most importantly, enemy heroes, especially ones that like to clump up. Wins you late game teamfights and lets you push/depush with ease.
    Still getting bursted or focused? Protected and upgraded March are your tools. Need to sustain yourself through the enemy's frontline? Excellent choice, healing and more damage on autoattacks is best taken with attack speed talent from the previous tier. Seeking more pick-offs and control? Value of Entomb with silence is just insane for this task.

Overall, I enjoy playing new Leoric. Some people might say that the hero was perfectly fine before and was in no need of rework, and they are probably right. But now, our beloved King has more situational and interesting ways to deal with any sort of problem he may encounter. I just love it.

Edited by VitaminC

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20 hours ago, VitaminC said:

I thought it was the best lvl 4 before, and now it comes even earlier.

Fealty Unto DeathFealty Unto Death does not provide any permanent effect, unlike quest talents, and does not provide any advantage that would be significantly better at level 1 than level 4. So, the main change from the "old" Fealty Unto DeathFealty Unto Death is that it has to compete with different talents, which can often be a reason the talent is no longer the strongest one in the tier. So - the talent is still strong, but it has to compete with stronger talents now.

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I've got an idea; rework Fealty Unto DeathFealty Unto Death like this:

!Quest: minion deaths near Leoric heal him for 1% of his health and give 5 mana. Reward: After activating 100 times, Fealty Unto Death now grants a continuous damage aura (40 + 4% per level) around Leoric. The damage and range of the aura are increased by 100% while Drain Hope is active.

Yes, this is just combining Fealty Unto Death and Burning DespairBurning Despair, but this also makes the immediate damage boost of Burning Despair more usable, as the only reason it shouldn't be picked is because it comes too late in the talent tree. This also makes Fealty Unto Death a more viable choice, since it has been overshadowed by Consume VitalityConsume Vitality in almost every aspect since the rework. What can you do to make Ossein RenewalOssein Renewal a more viable choice, I wonder?

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The pictures in the guide show the recent change to leoric swapping his level 20 talent that grants his autoattacks percent damage and self healing with the level 13 talent that adds armor to Leorics Drain Hope talent. However the discussion portion still shows it as if the changes had not taken place. I request an edit to show this now that autoattack build is now more viable.

 

Guide is still immensely helpful though.

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Just a reminder that the guide was not properly updated after the talent change between Hardened BonesHardened Bones and Spectral LeechSpectral Leech.

 

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Guest Big_Gaz
On 4/16/2019 at 2:22 PM, lChronosl said:

Just a reminder that the guide was not properly updated after the talent change between Hardened BonesHardened Bones and Spectral LeechSpectral Leech.

 

Bump!

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Guest Baldur

I just wanted to point out that the description of Shroud of the Dead KingShroud of the Dead King incorrectly states that it's cooldown is 75 seconds instead of it's current 30 second cooldown. I don't know whether it will change the guide but I hope it'll help somewhat.

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On 12/23/2019 at 8:16 PM, Guest Baldur said:

I just wanted to point out that the description of Shroud of the Dead KingShroud of the Dead King incorrectly states that it's cooldown is 75 seconds instead of it's current 30 second cooldown. I don't know whether it will change the guide but I hope it'll help somewhat.

Thanks. This should be fixed soon.

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      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
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