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Heroes of the Storm Junkrat

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Probably marking Burst Fire not recommended is a little bit rush decision.

While the argument that you lose control of areas you want to pressure stands valid, consider this:

  1. Accurately placed 3 grenades still net you some value
  2. While there are grenades in your magazine, you don't gain anything from your level 7 talent that you recommend. Q them one by one takes fairly long and this time can be crucial. In the meantime, emptying your frag launcher at once keeps you basically at +15% MS at all times when you Q on CD. This makes sense in mine build, because this build encourages you to use mine offensively, to displace your oponents which leaves you basically defenseless. In this situation a constant +15% ms is nothing to scoff at. Well, in theory, ofc you can use the mine to both displace your enemy AND get yourself to safety, but lets be real, most of the time you will choose between the two.
  3. At this point, I believe that loss of Q direction control can be situationally exchanged for extra survivability and kiting ability.
  4. If you still think BF is not worth it, probably there is a better alternative at tier 3 talents?

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3 hours ago, Jonar said:

Probably marking Burst Fire not recommended is a little bit rush decision.

While the argument that you lose control of areas you want to pressure stands valid, consider this:

  1. Accurately placed 3 grenades still net you some value
  2. While there are grenades in your magazine, you don't gain anything from your level 7 talent that you recommend. Q them one by one takes fairly long and this time can be crucial. In the meantime, emptying your frag launcher at once keeps you basically at +15% MS at all times when you Q on CD. This makes sense in mine build, because this build encourages you to use mine offensively, to displace your oponents which leaves you basically defenseless. In this situation a constant +15% ms is nothing to scoff at. Well, in theory, ofc you can use the mine to both displace your enemy AND get yourself to safety, but lets be real, most of the time you will choose between the two.
  3. At this point, I believe that loss of Q direction control can be situationally exchanged for extra survivability and kiting ability.
  4. If you still think BF is not worth it, probably there is a better alternative at tier 3 talents?

If you are going the Mine Build I actually agree with your reasoning here to a degree.  While I wouldn't say emptying your launcher is all that hard as to negatively impact Shuffle, I do see the value in burst's faster shots.  If Spread Volley doesn't appeal to you I can easily see the value of spraying your grenades quick for the movement speed.  It's also bit more controlled (for precise strikes on squishies) than the general mayhem of Spread Volley (and safer than trying to shotgun with it especially if you're not good at that).

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With burst fire, while it does not have the same sustained firepower of the single shots. It comes with the upside of being very near to lunara levels of area poking power. Has great wave clear, something that he's sorta weak in without using the frag launcher or volley shot, and a team may not have as well. 

This helps more with stopping those folks like zuljin who can step back and heal, or folks like lucio. who can keep up with the sustained damage. Or screening through to keep someone from mounting. At 16 or so, 2 shots can clear a blocking minion trio or group, and that third rolls through to hit. 

It also helps with missing a long ranged shot, as you may miss with 1 single shot, but with the volley. You are far more likely to land the 2, or get to a target using minions to shield themselves from the same. Yes, the single shot with 1.5 helps for far quicker reloads in heavy team fight maps, but it doesn't deliver the same burst damage. Its very strong sustained. It's like taking lunara's vines vs the leaping strike. Both deal very near damage, but how its delivered varies immensely.

As for spread volley, its potent, but its on a 30s cooldown, and while having the cone approach of burst fire, it benefits more from objective fight maps? Its damage, good damage. But this can let you chew through shamblers, golems, help clear merc camps, or destroy the same. 

It's good burst damage, but a bit slower in how its delivered if you miss some side shots. You fire 15 grenades over 30 seconds with burst, this fires 12 over 6-8 seconds, then every 12 seconds, so its a higher amount on the front end, but you have a longer pause in the middle. 15 vs 20. You match the same 

The 16 talents seem to cater more to how you like to play junkrat here, sorta like how garrosh can be for pulls, body checks, or throws?

Edited by TheStratovarian
Minor issue in saying about spread volley, and fixing wave clear.

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I think it is worth mentioning Junkrat's synergy with Garrosh, because it is insane how much chaos they can cause. A well placed Wrecking BallWrecking Ball can lead into a Concussion MineConcussion Mine to blast enemies far behind the safety point.

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Point of note, Junkrat has incredible synergy with Auriel as a hope target, especially with Burst Fire and spread shot. a BF/SS volley can easily generate 50-100% of a gauge with 1 heroes being in range.  And becomes insanely potent with the AOE upgrade at 20. With the upgrade at 7 for auriel you have a very good chance of giving back a full gauge with just a hero. 

The damage value for being a builder for her shouldn't be underestimated.

Edited by TheStratovarian
Forgot to add a point of this with and without auriel 7 talent.
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Guest mistake

The frag launcher build shows spread at 16 but has nades in the build explanation.

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3 hours ago, Guest mistake said:

The frag launcher build shows spread at 16 but has nades in the build explanation.

Thanks! I passed this onto Micekrispies, so a fix should be up soon.

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Guest gue

Minor maths issue in Gotta catch 'em all: since it also reduces cd by 3sec down to 9, it takes minimum of 18 secs, not 24, to place 3 traps.

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11 hours ago, Guest gue said:

Minor maths issue in Gotta catch 'em all: since it also reduces cd by 3sec down to 9, it takes minimum of 18 secs, not 24, to place 3 traps.

Thanks for pointing this out! I submitted a fix for this and one other issue in the guide, which should go live soon.

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This guide desperately needs an update. It's currently very misleading and just flat out wrong on several points.

Trap build is just really bad. It relies on your opponents to step into your trap to be effective at all, which is rarely the case when your enemies are at least decent players. Frag Launcher build is 99% the go-to build because your damage is really low without it.

At lv 1 Put some English on it is pretty much the only choice. That Bouncy something talent (lol) is too inconsistant to be worth picking over the extra range of Put some English on it.

RIP Tire is CLEARLY the superior heroic. It does a tremendous amount of AOE burst damage during team fight, and the damage is much less predictable than Rocket Ride. And it allows you to stay in the fight.

While Ripper Air is generally the safer choice, I sometimes take Bogged Down if I don't need faster rotation and escape. This talent is very powerful to seperate the enemy team, which makes Concussion Mine very disruptive.

Endless Nades has been proven to be the best choice in most situations because it significantly improve his sustain poke damage. While Spread Volley can be good to burst down an enemy locked down by your allies, Burst Fire remains to be the worst choice out of the 3 talents. It promotes a very strange playstyle that turns you into an AA assassin with Q as a burst tool, but Junkrat's short AA range and low health pool makes it very dangerous.

Junkrat is easily one of my favourite heroes in the game as I was a Junkrat one-trick before I quit Overwatch. Junkrat remains a really fun hero to play in Hots, even though his playstyle is vastly different.

Edited by ShadowerDerek

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Guest kazyovka

I lost 50MMR just by reading this guide. Really bad builds for junkie.

Junkrat only really has options at 1, 16, and 20.

1. English (optional: Bouncy)
4: Taste For Explosions

7: Tricky Shuffles

10: RIP TIRE! Rocket Ride is terrible!

13: Ripper Air: GOOD AT EVERYTHING

16: Endless Nades or (optional: Spread Volley for 3+ melee or your team has lockdown like Blaze/ETC)

20: Cannonball (optional: Extra Oomph if they have 3+ melee)

Also your guide should mention weaving auto+q for double DPS.

And it should mention soaking two lanes with Ripper Air for mobility.

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On 2018年3月28日 at 11:12 AM, Guest kazyovka said:

I lost 50MMR just by reading this guide. Really bad builds for junkie.

Junkrat only really has options at 1, 16, and 20.

1. English (optional: Bouncy)
4: Taste For Explosions

7: Tricky Shuffles

10: RIP TIRE! Rocket Ride is terrible!

13: Ripper Air: GOOD AT EVERYTHING

16: Endless Nades or (optional: Spread Volley for 3+ melee or your team has lockdown like Blaze/ETC)

20: Cannonball (optional: Extra Oomph if they have 3+ melee)

Also your guide should mention weaving auto+q for double DPS.

And it should mention soaking two lanes with Ripper Air for mobility.

This guide was made when Junkrat was introduced. Sadly, our guide writer has disappeared for a long, long time.

Edited by ShadowerDerek

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15 hours ago, Valhalen said:

Better update the guide and add Alterac Pass as Junkrat's best map.

 

Yeah, can we get this ANCIENT guide updated already? It's clearly outdated and wrong in certain points. 

Icy Vains has a very obnoxious reputation for having outdated guides and builds. This guide is a clear example. I mean, if you can't get the writer to update it, might as well just fire him and let someone else do it.

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7 hours ago, ShadowerDerek said:

Yeah, can we get this ANCIENT guide updated already? It's clearly outdated and wrong in certain points. 

Icy Vains has a very obnoxious reputation for having outdated guides and builds. This guide is a clear example. I mean, if you can't get the writer to update it, might as well just fire him and let someone else do it.

Well, to be honest, Junkrat didn't get any significant patch changes since his release. His talent builds today are pretty much the same as written in this 2017 guide. But this guide surely could get some updates.

Edited by Valhalen

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11 hours ago, Valhalen said:

Well, to be honest, Junkrat didn't get any significant patch changes since his release. His talent builds today are pretty much the same as written in this 2017 guide. But this guide surely could get some updates.

This guide is just flat out wrong on the talents, because the writer clearly didn't update it according to play-testings and statistics from the community.

It's commonly known that Junkrat only has one 'serious' build: Put Some English on it - Taste for Explosion - Tricky Shuffle - RIP Tire - Ripper Air - Endless Nade - Cannonball. All other talents are either situational, or just bad (meme talents). ESPECIALLY THE HEROIC. RIP Tire outclasses Rocket Ride in almost every situation, but the guide says the exact opposite. 

The guide was written when Junkrat was released, and wasn't updated even ONCE after that. And all the guides from this writer are horribly outdated. Talents and builds should be updated according to the meta, not just the patch changes, if you do not want your guides to be called 'outdated' or 'bad' or anything like that.

Edited by ShadowerDerek

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1 hour ago, ShadowerDerek said:

Clear example of 'obnoxious reputation for having outdated guides and builds'. 

Yeah, I know a lot of people that hate Icy Veins for that. I know there are a shitload of Heroes in the game, but I know there are also a lot of Guide Writers; if you check the Discord you'll see a lot, but sure, maybe they are not writers for HotS.

Edited by Valhalen

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"Incredibly susceptible to dive and enemy crowd-control" should be probably moved to pros instead of weaknesses since with lvl 7 any Junkrat dive will result in 2x bombs and a dead enemy diver.

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On 9/27/2019 at 2:42 PM, Kuarinofu said:

"Incredibly susceptible to dive and enemy crowd-control" should be probably moved to pros instead of weaknesses since with lvl 7 any Junkrat dive will result in 2x bombs and a dead enemy diver.

Hahaha, well you aren't wrong!

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Guest BenjaminK

Hello there,

I just wanted to report a small typo on the first page - "Junkrat's Frag Lanucher Build" instead of "Junkrat's Frag Launcher Build" -, plus minor mistakes on the second one, regarding (level 10) Rocket Ride : "has a channeled cast time of 1.5 seconds" and "Junkrat will have 3.5 seconds to" should take in account two different durations now - 1.25 seconds and 3.75 seconds. Not that it changes much of anything, but still...

Thanks in advance !

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      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.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
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