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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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      Quick Navigation:
      Map Updates Balance Update Bug Fixes Map Updates
      Haunted Mines Skull scaling increased from 5% to 7%. Golem scaling before 5 minutes decreased. Golem scaling later in the game significantly increased. Balance Update
      Heroes
       
      Arthas
       
      Base
      Base Stats Health increased from 2625 to 2750. Death Coil [Q] Healing increased from 262 to 275. Frostmourne Hungers [D] Attack damage per quest stack reduced from 1 to 0.75. Damage bonus on charged attacks increased from 1 to 3. Talents
      Level 1 Frost Presence Upon unlocking the line Damage, targets can now be hit by both the line AND the final area. Death Coil Slow benefit duration increased from .75 seconds to 1.25 seconds. Level 7 Icebound Fortitude Now removes Slows and Roots upon activation. Level 20 Path of Frost Now increases minimum Movement Speed to 140%, rather than providing +40% Movement Speed.  
      Chen
       
      Base
      Flying Kick [Q] Damage increased from 120 to 130. Fortifying Brew [D] Delay before being able to interrupt decreased slightly. Shields provided per tick increased from 90 to 95. Talents
      Level 1 Accumulating Flame Initial hit now provides a quest stack. Stack requirements increased from 20/75 to 25/80.  
      Deathwing
       
      Base
      Molten Flame Damage per tick increased from 19 to 20. Talents
      Level 20 Destroyers Rampage Duration reduced from 6 seconds to 4 seconds.  
      Gazlowe
       
      Base
      Rock-it Turret Damage increased from 37 to 43. Talents
      Level 1 One Man Wrecking Crew Damage bonus increased from 60% to 75%. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Damage bonus per stack reduced from 0.5 to 0.25. Required damage to unlock quest reward decreased from 40 to 20. Winged Guard Stack generation reduced from once every 6 seconds to once every 5 seconds. Level 13 Deep Sleep Movespeed bonus increased from 10% to 15%. Level 20 Wrath of Nathreza Transferred damage increased from 75% to 85%.  
      Murky
       
      Talents
      Level 20 March of Murlocs Cooldown reduced from 100 seconds to 90 seconds. Bug Fixes
      Map
      Volskaya Foundry Fixed an issue that caused the Triglav Protector's Particle Cannon charge to cause other players' cursors to highlight in an area. Heroes
      Arthas Level 1 Rime Fixed an issue that caused Rime's Healing to not be displayed correctly in the Death Recap. Level 16 Remorseless Winter Fixed an issue that caused Remorseless Winter's Healing to not be displayed correctly in the Death Recap. Chen Base Breath of Fire [W] Fixed an issue that caused Breath of Fire to not deal impact damage. Muradin Base Storm Bolt [Q] Fixed an issue that caused Storm Bolt's quest progression indicator to show around the target that killed the Hero. Level 7 Perfect Storm Fixed an issue that caused Perfect Storm's Mana refund to not be granted. Fixed an issue that caused Perfect Storm's Mana refund to increase Muradin's Self Healing score. Fixed an issue that caused Perfect Storm to be able to go on cooldown when already on cooldown. Rexxar General Fixed an issue that caused Misha to not respawn when her Respawn Timer expires. Tyrande Base Lunar Flare [E] Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero dies and they have a non-standard death state. Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero is killed by a non-Hero. Fixed an issue that caused Lunar Blaze's quest progression indicator to show around the target that killed the Hero. Zagara Level 1 Infest Infest now displays as a Quest Bonus. Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Mount: Scrapper Mad Axe Mono Wheel
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! The Mine Golem now drops an additional 10 Skulls over the course of its lifetime. Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below. Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
      Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • 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 Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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