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Heroes of the Storm The Lost Vikings

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Guest Talent Choices.

Let me start off by saying that Spin to Win! is one of the worst talents you could possibly pick, you put 3 relatively squishy vikings, 2 of them being RANGED, near a target that can easily kill them if they get close to the intended target. Do yourself a favor and don't pick up Spin to Win! or Norse Force for that matter, both actives are terrible and you'd rather give Baelog the extra attack speed to clear camps on his own.

Pain don't Hurt is a underrated talent, it provides Baelog with some sustain and independance to be able to PvE relatively safely anywhere on the map, not only giving him an edge in battle, but also being able to push and keep himself healthy to not be too exposed to your enemy team. with Pain Don't Hurt and Baelog the Fierce, he can solo Siege Creeps on his own without much needed help, while Olaf and Erik push an exposed lane or Olaf goes for the objective while Erik chills in a bush, soaking up experience in an empty lane.

The Longboat is a niche heroic talent that doesn't deliver as much as you hope it would. You see, Longboat doesn't have the versality that Play Again! has, that being a fantastic ultimate that can revive the vikings to push a lane incredibly hard or ult into the backline of your enemies for a clutch play(IE Having the vikings take all the abuse while your team cleans up), and the Longboat's auto target irritates me too much as to let it off the hook as a "good" Heroic ability.

Jump! is a strong competitor, no question about it, but Hunka Burning Olaf is, in my opinion, just as strong of a talent as it deals with some of the more problematic heroes with invinsibility such as Nova and Zeratul, which is, as the person making the guide describes it, one of the main counters to the Vikings, and it also gives Olaf a good waveclear to deal with the minion waves as he pushes with Erik.It really is just up to the player if they want a defensive active that can be a life saver in some situations or go for the offensive passive that makes pushes more of a problem for the enemy and makes invinsibility heroes cry.

Impatience is a virtue is a pretty weak talent for what it offers compared to Large and In Charge, sure, it reduces the cooldown of Go Go Go!, Spin to Win! and Jump!, but it requires you to get an active that doesn't deliver at all and a invulnerability active. Having a hard CC like a stun on someone who can use it immediately and being able to spam it so much is a god send, and as the person in the guide puts it, it helps alot that the team can catch up and apply their CC on the intended target.

Since i don't recommend Longboat, Fury of the Storm is one of the best end game talents i have seen so far, as it gives the Vikings some more needed burst to take out any remaining forts and the enemy Core, and helps with their ability to push all lanes at the same time.

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Hey all!

Sorry for the delay as I had gone out of town this last week just after the guide was posted. 

Quote

The Baelog build seems to be missing.

Great point Stan! I'll add that in sometime during the next couple days. Was really cool to see how well TeamLiquid utilized that build in the Dreamhack qualifiers just this last week.

In regards to the talent choices here are some of my thoughts on the suggestions:

Quote

Let me start off by saying that Spin to Win! is one of the worst talents you could possibly pick, you put 3 relatively squishy vikings, 2 of them being RANGED, near a target that can easily kill them if they get close to the intended target. Do yourself a favor and don't pick up Spin to Win! or Norse Force for that matter, both actives are terrible and you'd rather give Baelog the extra attack speed to clear camps on his own.

I agree with you on the fact that Norse Force! is a very weak choice when selecting for the level 7 talent, however I find it hard to see Spin To Win! as a terrible talent. Spin to Win! is a phenomenal waveclear ability which further strengthens the Vikings ability to maintain constant lane pressure. It also brings more options to the Vikings play-style, allowing them a stronger teamfighting presence (when positioned appropriately), as well as giving the Vikings a much easier time defeating Mercenary camps, bosses, or objectives such as Temples on Sky Temple or Terrors on Garden of Terror (arguably two of the Vikings strongest maps) . Baelog the Fierce is also a good talent choice but somewhat situational, it can be particularly strong when paired with Explosive Attacks and Pain Don't Hurt. 

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Jump! is a strong competitor, no question about it, but Hunka Burning Olaf is, in my opinion, just as strong of a talent as it deals with some of the more problematic heroes with invinsibility such as Nova and Zeratul, which is, as the person making the guide describes it, one of the main counters to the Vikings, and it also gives Olaf a good waveclear to deal with the minion waves as he pushes with Erik.It really is just up to the player if they want a defensive active that can be a life saver in some situations or go for the offensive passive that makes pushes more of a problem for the enemy and makes invinsibility heroes cry.

These are some great points to justify the strength of Hunka Burning Olaf and I can see why it could be situational pick. I just have a hard time justifying it as a go-to pick when you have to sacrifice the incredible versatility of Jump!. Especially since Jump! provides the Vikings with a much needed defensive mechanic (since they will be pressuring lanes while over-extended for much of the match).

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Fury of the Storm is one of the best end game talents i have seen so far, as it gives the Vikings some more needed burst to take out any remaining forts and the enemy Core, and helps with their ability to push all lanes at the same time.

Couldn't agree more! Once level 20 rolls around the Vikings go from being a troublesome annoyance to a massive threat that when left alone just for a moment will wreak havoc on enemy defenses. 

Thanks for the constructive feedback and healthy discussion. Looking forward to hearing more thoughts on these little trouble-makers!

-MK

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Guest I'm on a Longboat!
On 6/27/2016 at 7:07 PM, Guest Talent Choices. said:

Let me start off by saying that Spin to Win! is one of the worst talents you could possibly pick, you put 3 relatively squishy vikings, 2 of them being RANGED, near a target that can easily kill them if they get close to the intended target. Do yourself a favor and don't pick up Spin to Win! or Norse Force for that matter, both actives are terrible and you'd rather give Baelog the extra attack speed to clear camps on his own.

Spin to Win! is amazing.  I think maybe the problem(s) you have with it is the fact that you're not taking JUMP! which is 100% necessary for Spin to Win! and also Impatience to lower those cooldowns.  After level 10 or 12+, you should be grouping your Vikings up and doing team fights, because this is where Vikings begin to shine....  Those first 3 talents you chose for Baelog slowly become less and less of a factor as the match continues, and if he gets killed(he is the Viking that dies most for me), all those talents are void and your other vikings are kinda dead weight.

Bribe I can see being somewhat okay, but really, Vikings can take any merc camp totally fine when grouped, and I'd rather stay laned pre-level 10 for the soak, so it's a non-factor.

When selecting the 1st talent, I ask myself: Is there a Nova, Zera, or other auto attack(especially multiple) heroes, and which lane are they staying near?  If YES, take Olaf the Stout, otherwise take Spy Games.  It's great against Nova's 250mm auto attack, which almost completely makes her useless.  Olaf becomes a straight beast vs groups with multiple auto-attack heroes, topped with Jump and his passive health regen out of combat, he just never dies. Also, the talent recommendations does not mention that Spy Games gives Erik 75% more VISION range which can be handy for Longboat! mortar shots...  Vision is so underrated.

As a side note, my build is all about synergy with ALL the talents.  Giving Olaf insane block vs auto attacks combined with Jump!, his passive regen, Eriks movement healing, combined with lower cooldowns, combined with Spin! means you can swarm targets, Spin!, then Jump! and safely get away, all while doing good aoe burst.  And there's sprint if you need to really get away.  If you've been collecting globes, your Vikings should be nigh unkillable, and extremely annoying as the game progresses.  Which makes Play Again less and less useful as the game progresses(except for it's power to call your dead Vikings to one location, but why are your Vikings dead!?  Should have used Jump and sprinted to safety!)

At level 4, Erik the Swift is just bonkers.  As Vikings, you know by now you should always be moving, cycling through each Vikings, moving, attacking, grabbing globe, watching life of other vikings and switching to them immediately if need be, rinse repeat.  The bonus to move makes Erik the prince of kiting and chasing down low health heroes, 2nd only to Tracer.  Plus, the health you get from moving means you can poke that much better.  I love this talent combined with Spy Games even though it sounds counter intuitive, its not.  It means you can poke with Erik, jump in a bush, focus more heavily on other 2 vikings if need be, come back to Erik and not only is he safe, his vision is crazy(Vision is so underrated, do not underestimate vision range!) but for 3 seconds after moving, he's still stealthed and he's running like a madman to whatever task.  I've used this to dive into lanes just to grab a globe and jump back in a bush without opponents even noticing.  He's a small and quick little stealther, and I love him for it.  Now top that with Jump, Spin, cooldowns, and you get the picture.

The guide says Mercenary Lord is the standard, but is there really a standard for Vikings since they're so seldomly played?  And sorry, but Pain don't Hurt does not greatly increase Baeloggs already meager survival chances.  If you want solo dps/survival Vikings, just ain't happening.  Plus, taking the Baelog talents means 3 talents are gone whenever he dies.  Also, the guide states Pain Don't Hurt is strong for when soloing merc camps, but it seems like soloing merc camps isn't ideal and you lose exp, plus the danger of being sniped off since Baleog is the squishiest.  Soak til 10+, then do camps with all 3 vikings.  Spin makes short work of any camp, and if you micro, none of your vikings will take any meaningful damage, especially Baelog in the back chucking daggers.

Lastly, about Heroics.  LONGBOAT OR BUST!!!  I mean come on, the viking song alone would make me pick this ability even if it did nothing, but it's also amazing!  It gives your other abilities time to cooldown if you use it defensively, and it can contest objectives and camp WAY more effectively than play again can, not just because mortar and the pew pew, but because your Vikings will be grouped anyway.  Also, it makes you Unstoppable, so I don't know what magic crowd control the guide is talking about.  Sure, it can be focused, so why are you popping it in the middle of the enemy team!?  Jump, sprint away, then sing your way to victory on the Longboat of epic awesome sauce while waving at the enemy who is chasing you only to taste mortars and smell your collective Viking farts.  Now SING all the way to VALHALLAAAAaaaaaAaa!!!

LAaAAa LAAAaaAaA LAaaaAaAaaa LAAAAaaaa LAAA LaaaaLAaaa LAaaaa Laaaaaaa!!!!!

vikingLongboat.jpg

vikingLongboat.jpg

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Just wondering, but is there a good way to "Start off" on the vikings? I might do what I did with Abathur and just buy him and see what happens, but I've played them in try mode and was having trouble even there so that might not be the best of ideas. I know anything to improve macro really helps (i.e. some Starcraft) but I really am not to good at that either (In case you can't tell by now, I wanna learn the hard heroes, Aba, Medivh, and TLV.) Thanks for any feedback!

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17 hours ago, Niteshadow said:

Just wondering, but is there a good way to "Start off" on the vikings? I might do what I did with Abathur and just buy him and see what happens, but I've played them in try mode and was having trouble even there so that might not be the best of ideas. I know anything to improve macro really helps (i.e. some Starcraft) but I really am not to good at that either (In case you can't tell by now, I wanna learn the hard heroes, Aba, Medivh, and TLV.) Thanks for any feedback!

From what I understand, you need to get very good at selecting a Viking, then pressing spacebar to center the camera. Quickly give him orders, then switch to the next viking and hit spacebar. "1" then "spacebar" then orders, then "2" then "spacebar" then orders, "3" and repeat. I know it takes a lot of practice to become comfortable with, which I am not :P

Micekrispies probably has better advice, he plays them much more than I do!

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2 minutes ago, Straften said:

From what I understand, you need to get very good at selecting a Viking, then pressing spacebar to center the camera. Quickly give him orders, then switch to the next viking and hit spacebar. "1" then "spacebar" then orders, then "2" then "spacebar" then orders, "3" and repeat. I know it takes a lot of practice to become comfortable with, which I am not :P

Micekrispies probably has better advice, he plays them much more than I do!

Alright, thanks for the tip! Just as a side note, I haven't even bought them yet but am planning on it.

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Holy crap, I just realized that we finally have a guide for The Lost Vikings. Great work, I'll be using this later. Thanks :) 

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Guest vanKloeten

It's also very nice for Hanamura because you can push as 3 people ;)

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These guys are meta now right? Getting a bit into these guys now after testing catapult stacking.

TIP: Tap the number twice to center. Use Shift and task multiple commands before switching to another Viking, repeating the task for each to control multiple at once, but still in separate lanes. Use Baelog build for the most part but at least replace Jump talent with the Red/Black Sword for % damage. Then grab resurrection at lvl 10 to rally your Vikings for a kill before sending them back to re-lane. Baelog very quickly wave clears while simultaneously dealing hero damage. Constantly reposition to keep him out of harm's way and maximize number of targets in fights. Eric is great for finishing kills. Use Z to get him into position real quick from his lane when enemy disengaging. Olaf is a good reliable soaker and can take the first few shots when you group your Vikings together for combat.

Edited by Morcalivan

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On 3/16/2019 at 9:54 PM, Guest bobhihih said:

2 years since an update... wow

Blizzard did say they plan a rework for them... But when...? That is the question.

  • Like 1

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Guest Hearth

In Talent Build, the explanation of the talent "Mercenary Lord" seems wrong. Vikings receive 50% less damage from Mercenaries and Minions, I have tested this.

But I very much doubt Mercenaries captured by the Vikings would receive 50% less damage from minions and mercenaries. I haven't been able to test this, but nevertheless that's not what the Talent says.

 

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On 3/30/2020 at 5:39 PM, Guest Hearth said:

In Talent Build, the explanation of the talent "Mercenary Lord" seems wrong. Vikings receive 50% less damage from Mercenaries and Minions, I have tested this.

But I very much doubt Mercenaries captured by the Vikings would receive 50% less damage from minions and mercenaries. I haven't been able to test this, but nevertheless that's not what the Talent says.

 

Merclord does not give your heroes -50% dmg to your vikings, but IF your vikings are near mercs you captured, THE MERCS get +50% dmg and +50% resistance towards enemy minions and mercs, not your heroes.

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Guest BenjaminK

Hello,

Just wanted to mention that Nordic Attack Squad's description, on the second page of the guide, still mentions the old 30s cooldown - which has been removed for years now.

Thanks for your work !

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      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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