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Guest Franckyi

How can Butcher counter Auriel ? Crystal Aegis is a perfect counter for Butcher.

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5 hours ago, Guest Franckyi said:

How can Butcher counter Auriel ? Crystal Aegis is a perfect counter for Butcher.

Crystal Aegis has default cooldown of 60 seconds, Ruthless OnslaughtRuthless Onslaught has cooldown of only 15 seconds, which means Butcher will be able to charge up to three times while Crystal Aegis is on cooldown. Additionally, if you use Crystal Aegis to save your ally from anything else than Butcher, you won't be able to prevent his abilities to land.

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On 8/29/2016 at 6:33 AM, Guest Franckyi said:

How can Butcher counter Auriel ? Crystal Aegis is a perfect counter for Butcher.

 

On 8/29/2016 at 0:04 PM, positiv2 said:

Crystal Aegis has default cooldown of 60 seconds, Ruthless OnslaughtRuthless Onslaught has cooldown of only 15 seconds, which means Butcher will be able to charge up to three times while Crystal Aegis is on cooldown. Additionally, if you use Crystal Aegis to save your ally from anything else than Butcher, you won't be able to prevent his abilities to land.

This is exactly right. Auriel must either hold Crystal Aegis for Ruthless Onslaught and lose value from the differences in cooldowns, or use it to stop something else which leaves her completely vulnerable to The Butcher's combo. Butcher being in the game forces Auriel to make less then ideal choices, and that is how he counters her.

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Having tried out a few games with repeat offender, I think that it deserves being upgraded to "situational". I've found that getting 6 stacks on maps that involve a lot of narrow corridors such as Garden of Terror and Cursed Hollow to be really easy(usually takes me about 2 or 3 engagements) and the bonus damage really does matter, as getting a chain + Q generally gives you enough for a full heal and often guarantees a kill.

I've also been somewhat disappointed in increasing clarity against single warrior comps, as I've found it to be rather hard to hit more then one person in the center and get stacks up. Against more mobile comps I've had much more success with swift sweep, as it leaves me vulnerable for less time and is much easier to land when the opportunity arises.

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12 hours ago, WebBowser said:

Having tried out a few games with repeat offender, I think that it deserves being upgraded to "situational". I've found that getting 6 stacks on maps that involve a lot of narrow corridors such as Garden of Terror and Cursed Hollow to be really easy(usually takes me about 2 or 3 engagements) and the bonus damage really does matter, as getting a chain + Q generally gives you enough for a full heal and often guarantees a kill.

I've also been somewhat disappointed in increasing clarity against single warrior comps, as I've found it to be rather hard to hit more then one person in the center and get stacks up. Against more mobile comps I've had much more success with swift sweep, as it leaves me vulnerable for less time and is much easier to land when the opportunity arises.

To properly assess this, it's probably better to let @Straften handle this one. I'm not quite well-versed enough with Auriel to help with this one! Hopefully he can.

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12 hours ago, WebBowser said:

Having tried out a few games with repeat offender, I think that it deserves being upgraded to "situational". I've found that getting 6 stacks on maps that involve a lot of narrow corridors such as Garden of Terror and Cursed Hollow to be really easy(usually takes me about 2 or 3 engagements) and the bonus damage really does matter, as getting a chain + Q generally gives you enough for a full heal and often guarantees a kill.

I've also been somewhat disappointed in increasing clarity against single warrior comps, as I've found it to be rather hard to hit more then one person in the center and get stacks up. Against more mobile comps I've had much more success with swift sweep, as it leaves me vulnerable for less time and is much easier to land when the opportunity arises.

 

You bring up a good point with the fact that the increased damage from Repeat Offender does translate into increased healing; however, I don't think you should build Detainment Strike for Hero damage. You still get the Energy from Detainment Strike's base damage, as well as the Q follow up. Most of your Energy potential comes from correct Bestow Hope use and through hitting Minion waves with Sacred Sweep; even when you do take Repeat Offender. I think it has niche usefulness with Piercing Lash (another Talent I don't recommend on it's own,) and Leoric's Entomb, because then it becomes part of a wombo-combo.

I think Heavy Burden serves as a better augmentation to Detainment Strike in most cases, as it will give your teammates more time to follow up on collisions caused by it. It is ultimately a takedown you are looking for before objectives. You can usually setup kills more effectively with a 3 second 40% slow than you can with 200 extra damage. It just gives your team more time to react to the stun.

Moving on to Increasing Clarity, I do agree with you here. Swift Sweep is a great situational pick that is important to take against highly mobile enemy Heroes. This is especially true if you plan to take Blinding Flash at Level 13. If you can't hit them at all, Increasing Clarity is not getting you much value. I still think it is the best Talent to recommend to a new Auriel player, because I think it is almost always useful for clearing Minions. Even if you are having trouble landing it on a couple of mobile enemy Assassins, the stacks you do get will translate into more map pressure through waveclear. I also find that Majestic Span combined with Converging Force makes landing the center area of Sacred Sweep pretty achievable against most enemy Heroes; although, this is does rule out Blinding Flash.

I have a large update to the Auriel guide that I will post tomorrow, which has many changes to the Recommended and Situational Talents. I look forward to reading what you think about them!

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I'm  not sure if anyone else wants to give it a try, but I've had a lot of success with an alternate Auriel build focusing on Ray of Heaven instead of Sacred Sweep:

Searing Light/Repeated Offense/Bursting Light/Res if you're winning, Aegis if you're not/Repelling Strike/Will or Wrath depending your team comp/Angelic Flight

I haven't gotten to verify it yet, but it seems that the damage you do with Searing Light actually charges Auriel's energy, combined with Bursting Light at lvl7 it allows her to chain cast heals in heavy combat almost like a HoT instead of a normal heal.


I've been having trouble confirming my other reason for taking Bursting Light as well. I can't tell if Empathic Link gives Auriel energy from damage she takes or if it's only from damage the ally with Bestow Hope takes, it certainly feels like it's only damage inflicted on the ally. Since it's most efficient to put Bestow Hope on an ally that's going to be focusing on damaging heroes that means putting it on assassins...and they've usually got ways to avoid taking damage so you're losing out on energy from their avoidance and the energy return from Empathic Link is only 20%...that's not enough to warrant spending a talent on it imo. Energized Cord is also on lvl7 and it would be a fantastic talent to take if it applied to the ally with Bestow Hope as well or included damage from your abilities...but it's only an increase on energy from Auriel's auto attacks, which I almost never get a chance to use in combat since I'm moving around so much to get better positioning or to avoid aoe.

Combining Repeated Offense with Repelling Strike allows for easy stuns and lots of bonus damage which I've found far more useful than Majestic Span's increased range for Sacred Sweep, especially against agile assassins.

And Angelic Flight is simply too versatile to justify anything else on lvl20 imo. Shield of Hope seems like an incredibly powerful ability, but it depends on your team taking massive damage before it's really effective and the shield only lasts 3 secs which isn't enough time for you to get more than a single meaningful heal out if you're already charged when it happens. Angelic Flight isn't interrupted by damage so it's a fantastic escape tool as well as allowing you to instantly change lanes to be with whoever needs heals at that time. It also allows you to get back to the fight faster if you do end up dying since it'll allow you to fly over nearly half the map to get to your chosen location.

 

Edit: After testing Auriel out in the 'Try Hero' function I can confirm that damage done by Searing Light does give Auriel energy and that Empathic Link does only apply to damage taken by your Bestow Hope ally and will not give Auriel energy for damage she takes.

After confirming that Searing Light does allow Ray of Heaven to refund a portion of it's cost I feel confident in arguing that it is especially effective when the enemy team consists of multiple melee heroes. If one of your allies is being attacked by multiple enemies you can easily tag 2 or more enemies at a time with it while healing your ally. It does 30% of the energy spent as damage to each enemy hero hit, then returns 40% of that damage dealt as energy, so each hero you hit with it will refund you 12% of the casting cost. Hitting just 3 enemy heroes with it will return 36% of what you spent to cast it, and if you can manage to hit the entire enemy team with it you'll get back 60% of the energy you spent to cast Ray of Heaven. And that doesn't include collateral damage done to enemy mercs and minions who only return 8% of the damage done to them but will inevitably be caught up in your casts. The range on Ray of Heaven is pretty large too, it makes it easy to tag fleeing targets to try to finish them off when they're at low health...this of course should not be your priority, but it's good to keep an eye out of opportunities :)
 

Edit2: After further consideration and testing I think that Glimmer of Hope may be even better than Bursting Light on maps with lots of extra globes like Garden of Terror and Infernal Shrines. The 50% reduction in casting cost combined with Searing Light's ability to refund energy could actually return more energy than you spent to cast Ray of Heaven under perfect conditions. And even if you only hit a single enemy hero with it you'll still be getting back 24% of what you spent to cast it since the returns are effectively doubled by the 50% reduction in casting cost. If you could land Ray of Heaven on the full enemy team along with a handful of minions or mercs while you have Glimmer of Hope up you could possibly get as much as 150% of the casting cost refunded to you.

Edited by Lorebot

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I was in the process of updating the guide when you posted, as there was a big patch on the 13th. The guide has been thoroughly updated, and I have given each Talent an in depth explanation in the Talents section. I shared some of your thoughts while testing Auriel after the balance changes on 8/24/16.

On 9/12/2016 at 2:37 AM, Lorebot said:

I'm  not sure if anyone else wants to give it a try, but I've had a lot of success with an alternate Auriel build focusing on Ray of Heaven instead of Sacred Sweep:

Searing Light/Repeated Offense/Bursting Light/Res if you're winning, Aegis if you're not/Repelling Strike/Will or Wrath depending your team comp/Angelic Flight

I haven't gotten to verify it yet, but it seems that the damage you do with Searing Light actually charges Auriel's energy, combined with Bursting Light at lvl7 it allows her to chain cast heals in heavy combat almost like a HoT instead of a normal heal.

I actually tested Searing Light a lot. I liked it so much that I included it in my Detainment Strike build. I think Bursting Light can work well if you have Cho'gall on your team; however, in most other cases you will likely get more healing out of Energized Cord. Casting the heal less often is alright, as long as you are doing more healing overall.

On 9/12/2016 at 2:37 AM, Lorebot said:

I've been having trouble confirming my other reason for taking Bursting Light as well. I can't tell if Empathic Link gives Auriel energy from damage she takes or if it's only from damage the ally with Bestow Hope takes, it certainly feels like it's only damage inflicted on the ally.

It is only damage inflicted to the Bestow Hope target, not damage done to Auriel. After they nerfed Empathic Link and buffed Energized Cord, I began rethinking her. After testing all of the changed Talents extensively, I think that in most cases Energized Cord is the best value at Level 7. It allows you to gather Energy more independently, which empowers you with greater influence over the course of the game.

On 9/12/2016 at 2:37 AM, Lorebot said:

Energized Cord is also on lvl7 and it would be a fantastic talent to take if it applied to the ally with Bestow Hope as well or included damage from your abilities...but it's only an increase on energy from Auriel's auto attacks, which I almost never get a chance to use in combat since I'm moving around so much to get better positioning or to avoid aoe.

You should be Basic Attacking as often as possible. Auriel has good Basic Attack range, and can poke enemy Heroes safely while they are fighting with your Bestow Hope target. In addition to this, you should be using Sacred Sweep and Basic Attacks on Minions and Mercenaries any time that you are in a lane and not fighting Heroes. This is the case even without Energized Cord, as Sacred Sweep and a few Basic Attacks on a wave will fill your Energy up.

Getting the positioning right is key. Position yourself just out of Basic Attack range of the enemy, while always staying near (but behind) your Bestow Hope ally. Once you are in this position, you can move forward to Basic Attack, and then stutter step back. Whenever it feels safe to do so, throw in a Sweep. Try playing this way for several games in Quick Match to get a feel for it.

On 9/12/2016 at 2:37 AM, Lorebot said:

Combining Repeated Offense with Repelling Strike allows for easy stuns and lots of bonus damage which I've found far more useful than Majestic Span's increased range for Sacred Sweep, especially against agile assassins.

I am a big fan of Detainment Strike, and I also enjoy playing with more than Sacred Sweep builds alone. If I may quote myself from a post above,

On 9/12/2016 at 2:29 AM, Straften said:

I think Heavy Burden serves as a better augmentation [than Repeated Offense] to Detainment Strike in most cases, as it will give your teammates more time to follow up on collisions caused by it. It is ultimately a takedown you are looking for before objectives. You can usually setup kills more effectively with a 3 second 40% slow than you can with 200 extra damage. It just gives your team more time to react to the stun.

 

On 9/12/2016 at 2:37 AM, Lorebot said:

And Angelic Flight is simply too versatile to justify anything else on lvl20 imo. Shield of Hope seems like an incredibly powerful ability, but it depends on your team taking massive damage before it's really effective and the shield only lasts 3 secs which isn't enough time for you to get more than a single meaningful heal out if you're already charged when it happens. Angelic Flight isn't interrupted by damage so it's a fantastic escape tool as well as allowing you to instantly change lanes to be with whoever needs heals at that time. It also allows you to get back to the fight faster if you do end up dying since it'll allow you to fly over nearly half the map to get to your chosen location.

Angelic Flight's main use is to get to an ally who needs to be revived with Resurrect, after the enemies who killed them have moved on. I love playing with Resurrect and have had a lot of fun with it; however, Resurrect can be a huge liability. Resurrecting an ally means that they can die again, which turns your Heroic into a feeding tool for the enemy team. For this reason, I recommend Crystal Aegis.

Diamond Resolve is an amazing buff that can change the course of a Level 20 teamfight. 5 seconds of 50% reduced damage taken is absolutely insane, especially when applied to a Warrior. Try it out with one of your duo partners, you will love it!

Shield of Hope is great, even if you save a single teammate with it. You can save one ally with Crystal Aegis, and save others with Shield of Hope. You can even Shield of Hope just as Crystal Aegis expires, which can keep your allies alive long enough for them to get the first takedown in the fight.

On 9/12/2016 at 2:37 AM, Lorebot said:

After confirming that Searing Light does allow Ray of Heaven to refund a portion of it's cost I feel confident in arguing that it is especially effective when the enemy team consists of multiple melee heroes.

I came to the exact same conclusion. :D

On 9/12/2016 at 2:37 AM, Lorebot said:

If you could land Ray of Heaven on the full enemy team along with a handful of minions or mercs while you have Glimmer of Hope up you could possibly get as much as 150% of the casting cost refunded to you.

This scenario will occur as an extreme rarity. Try to think about what Ray of Heaven casts usually look like, and make your decision based on that. Your priority should always be to cast Ray of Heaven on your own team as healing with it is 333% more effective than damaging enemies with it. The 30% damage to enemies should only be used as an added bonus when healing allies.

Glimmer of Hope can be good on maps with a lot of globes, and can make stacking Reservoir of Hope much faster. That being said, I feel like it is almost a trap Talent. You will find yourself waiting for a globe to reduce your Energy cost, instead of healing your allies as soon as they need it. Energized Cord rewards you for being more active in the fight by giving you more Energy for Basic Attacks. I think this more aggressive style of play is much more impactful.

I hope you continue to enjoy Auriel as you play her more. She has very quickly become one of my favorite Heroes in the game!

 

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On 10/23/2016 at 3:26 PM, Guest Amber said:

guide needs to be updated

What do you feel needs to be updated?

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Guest Rocksolid
On ‎26‎.‎10‎.‎2016 at 7:15 AM, Blainie said:

What do you feel needs to be updated?

Tips and tricks ;)

Edited by positiv2
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On 10/27/2016 at 11:56 PM, Guest Rocksolid said:

I've just checked and it's on our internal list of things to do, so there's not much else I can add unfortunately :(

There should be a big update coming to the HoTS section at some point in the future, so it's probably included in there.

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AURIEL's BEST HOPE BEARERS

Quote

Changelog:

  • November 4, 2016 - Created
  • July 24, 2018 - Revamped the list
  • January 08, 2019 - Small tweaks and changes

I've been a Support main since I started playing this game, and Auriel is one of my favorites. Even though we have Deckard, Whitemane and other powerful Heroes for Support, I still consider Auriel one of the best Supports in the game given her very strong lane presence, as she doesn't use mana as resource, therefore being able to stay in battle as long she has someone to provide energy through her trait, Bestow HopeBestow Hope. And the fact she can endlessly increase her own energy with Reservoir of HopeReservoir of Hope, she can potentially be the strongest healer in the game in terms of raw healing output.

Ever since her launch, I have been testing Auriel's energy generation with a huge batch of heroes. In general, ranged assassins are absolutely bonkers for that. So I decided to compile a list with the Top "Hope Bearers" in the game to give her that sweet sweet energy. This list is subject to change as new Heroes are released and older Heroes get reworked.

1- Cho'gall: they were mentioned in the guide already, but still... They provide huge lane presence, combined with 8 skills in total makes them a fantastic pair with Auriel to generate energy in double. While they lack the burst of other heroes, they will be constantly pressuring damage due their low cooldowns and combined abilities, which will translate in energy really fast.

2- Lunara: her rework made her absurdly scary. A good Lunara will know how to spread her poison among various targets, giving Auriel a healthy sustain in energy, becoming much stronger at later levels.

3- Raynor: even after his nerfs, he still is one of the best Heroes in the game for sustained damage and situational burst, which translates into energy for Auriel really fast. 

4- Fenix: high sustained damage and exceptional poke makes Fenix a really good hope bearer, specially since his high self sustain through his shields allows Auriel to focus her heals on other allies.

5- Valla: a combination of high burst damage and sustained damage, which makes her a fantastic source of energy.

6- Cassia: much like Valla, she has a bit of everything: burst and sustained damage. If she hits at least two blinded enemies with Fend your energy will skyrocket.

7- Hanzo: long range poke that makes him pretty reliable for getting energy from afar. In specific maps his Scatter Arrow is insane for energy generation.

8- Kael'thas: high AoE burst. Living Bomb is specially powerful since it can easily spread to other targets in chains. Phoenix is specially useful to generate energy as well.

9- Sylvanas: her rework made her damage potentially scary. Given the right circumstances she can surpass Lunara, if she follows the Shadow Dagger build and gets enough stacks.

10- Gul'dan: low cooldown on Fel Flame makes him a giving constant spikes of damage in the form of energy. The damage over time from Corruption is decent, but only if it hits multiple targets.

11- Chromie: huge damage spikes with her skillshots. A Chromie with good aim for Sand Blast will fill the gauge really fast. Dragon's Breath is absolutely fantastic as well and will often max the gauge in one go if used on a crowd of Heroes + minions/structures.

12- Sgt. Hammer: while in Siege Mode she can generate huge amounts of energy if positioned correctly. Auriel can also stay near to peel for Hammer with Detainment Strike if needed.

13- Mephisto: very high AoE sustained damage. Lightning Nova can fill the energy really fast if it hits at least two heroes. Consume Souls is fantastic because it provides a global source of energy.

14- Kel'Thuzad: potential for overflowing energy thanks to his eye-watering combos. However, this reliance makes hard to keep her trait on him all the time since he is very cooldown reliant.

15- Orphea: in a similar fashion to Kel'Thuzad, she relies a bit too much into landing her combos to provide consistent energy, but it is still very reliable and above average.

16- Zagara: can provide fantastic pressure with her basic attacks and abilities. Since she will most of the time have a Roachling or Hunter out, this translates into more damage.

17- Zarya: her synergy with Auriel is fantastic since neither use Mana as resource, meaning less needs to visit the Healing Well. Zarya's piercing splash damage from her basic attacks also results in constant amounts of small energy that holds really well.

18- Nazeebo: I absolutely love pairing with Nazeebo for the simple fact he can make Zombie Walls every 14 secs, which is great to stun opponents with Detainment Strike. However, both his meta builds can grant a lot of energy.

19- Malthael: provides a very large sustained damage through his trait. Not as good as Lunara's, though.

20- Zul'jin: potentially the best energy generator for Auriel in the entire game due his Twin Cleaves and high damage from basic attacks. However, he is ranked so low because he can only be this fantastic hope bearer once he completes his "You Want Axe?" quest, which is usually very late in the game

21- Tassadar: great waveclear and his access to Force Wall can create the walls that Auriel needs to stun her enemies.

22- The Butcher: once he completes the Fresh Meat quest, he deals insane amounts of damage fills up the energy in couple of seconds. However, since a good Butcher will not engage recklessly, he will only generate energy reliably during Team Battles and skirmishes.

Edited by Valhalen
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By the way, Auriel is amazing when paired with Ragnaros due all that absurd damage he can dish out.

Edited by Valhalen

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When are you going to update the guide? The level 7 talents specifically. I see that they are the right talents but the level 7 fourth talent image is incorrect.

Edited by Revivial

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On 12/16/2016 at 9:09 PM, Revivial said:

When are you going to update the guide? The level 7 talents specifically. I see that they are the right talents but the level 7 fourth talent image is incorrect.

Thanks, I didn't notice the outdated icon. I updated the guide's content recently, but will get the image sorted out :)

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Any additional comment on the change in Auriel's ultimate recently? It seems like an interesting change, There seems to be a small but significant shift towards it on hotslogs, but tbh I'd still see resurrect as fairly situational as by memory you have described for death effects like Tyrael's or Diablo's.

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19 minutes ago, Kiarbitrager said:

Any additional comment on the change in Auriel's ultimate recently? It seems like an interesting change, There seems to be a small but significant shift towards it on hotslogs, but tbh I'd still see resurrect as fairly situational as by memory you have described for death effects like Tyrael's or Diablo's.

Even with the quality of life changes for Resurrect I still prefer Crystal Aegis; preventing death is usually better than reviving, in my opinion. I just wish they buffed Crystal Aegis explosion damage.

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On 5/3/2017 at 8:18 AM, Kiarbitrager said:

Any additional comment on the change in Auriel's ultimate recently? It seems like an interesting change, There seems to be a small but significant shift towards it on hotslogs, but tbh I'd still see resurrect as fairly situational as by memory you have described for death effects like Tyrael's or Diablo's.

Resurrect is easier to channel now, but it can still result in feeding a second kill to the other team. At least Aegis has a small burst of damage in an area around the target, which helps to dissuade enemies from piling onto your teammate. Resurrect has a greater ease of use now, but it is still best when your team is already winning team fights. I don't think there are very many situations where it will help to win a team fight more than Aegis will.

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1 hour ago, Straften said:

Resurrect is easier to channel now, but it can still result in feeding a second kill to the other team. At least Aegis has a small burst of damage in an area around the target, which helps to dissuade enemies from piling onto your teammate. Resurrect has a greater ease of use now, but it is still best when your team is already winning team fights. I don't think there are very many situations where it will help to win a team fight more than Aegis will.

I can think on a few occasions where Resurrect is good, such as having a Tyrael in the team that dies and blows everything, only for you to bring him back. But I prefer preventing death other than reviving; so you don't feed XP to the enemy team.

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I think it would be very worth mentioning in the guide at the Tips part that you can stun opponents with Detainment Strike against any object with collisions, including the ones spawned by Heroes, such as Nazeebo's Zombie Wall, Leoric's Entomb, Tassadar's Force Wall, Sonya's Leap (with Arreat Crater) and even Sgt. Hammer's Barricade.

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1 hour ago, Valhalen said:

I think it would be very worth mentioning in the guide at the Tips part that you can stun opponents with Detainment Strike against any object with collisions, including the ones spawned by Heroes, such as Nazeebo's Zombie Wall, Leoric's Entomb, Tassadar's Force Wall, Sonya's Leap (with Arreat Crater) and even Sgt. Hammer's Barricade.

I passed this onto Straften, so let's see how he decides. Thanks for the suggestion!

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3 hours ago, positiv2 said:

I passed this onto Straften, so let's see how he decides. Thanks for the suggestion!

Thanks! Also, I think it would be pretty important to note on her "Strenghts" that she doesn't use mana as resource. I mean, she is the only healer in the game that doesn't use it. Although it is mentioned that "Cannot heal without storing Energy via combat", I think it's worth noting.

Oh, I think it would be interesting as well to add in her "Strenghts" that she can potentially increase her healing output with a cap using Reservoir of Hope. This is one of the things that makes Auriel stands out, as no other healer can do this.

What do you think, Mr. @Straften?

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Guys, sorry for the triple posting.

I think it is also worth mentioning that Auriel draws Energy from summoned minions as well (although it is obvious). Therefore Zagara's zerglings and Hunter will give Auriel Energy, for example. This even applies to clones, such as Samuro's and Nova's.

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      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
      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. 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: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. 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 210. 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 is now 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. 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 hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. 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. 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. 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 not 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
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    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (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 Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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