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Heroes of the Storm Deckard

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1 hour ago, Guest Is everything OK? said:

 

According to the reports I've received from my imagination, the guide writer died from a colon infection some time Monday morning. I just wish he had finished the guide before he passed.  All his ideas and opinions are now lost with him... He will be missed.  

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This is the build I'm currently rolling with, as it makes Deckard absurdly annoying as he can get constant resets on Scroll Of SealingScroll Of Sealing, as well a ridiculous high amount of burst heal with RubyRuby once he reaches level 20 and has access to Perfect GemsPerfect Gems.

A rundown of each talent:

  • Level 1 | Field StudyField Study: this talent is absurdly strong. Even if you hit only 1 Hero, 15% spell power for 14 seconds is a lot. What I like about this talent is that it empowers Deckard in general; it makes his heals stronger, and his offensive abilities even stronger. This talent becomes particularly more powerful in the late game, as I'll discuss later.
    • In maps that has objectives that feature a lot of roaming, such as Towers of Doom, Tomb of the Spider Queen and Warhead Junction, Scroll of IdentifyScroll of Identify can be quite useful to track down opponents, specially if the enemy team features stealth Heroes. The reveal effect can be really powerful. I tend to pick Field StudyField Study most of the time even if there are stealth Heroes, though, they tend to feature escape tools reliable enough to dodge Scroll Of SealingScroll Of Sealing.
  • Level 4 | RubyRuby: altough his other talent choices for this tier are not bad (although I think that Potion of ShieldingPotion of Shielding is useless), I stick with Ruby because it can provide an absurdly amount of burst heal if you manage to hit at least two enemy Heroes. The Lesser Potions are affected by the spell power bonus from Field Study, making them even more powerful. Also, this talent can save Deckard from the brink of death if he is focused by dives, as he can pop this at his close-range opponents alongside a Scroll Of SealingScroll Of Sealing to get full heal and flee (here is an example of me escaping certain death, at 5:49). This talent becomes absurdly overpowered at level 20, for reasons discussed later.
  • Level 7 | Cube MasteryCube Mastery: this talent is very useful as it allows Deckard to use Scroll Of SealingScroll Of Sealing more often, thus maintaing the uptime on Field StudyField Study, as well keeping opponents locked more often.
    • If the enemy team has a LOT of damage (i.e. Fenix, Alarak, Kel'Thuzad), I recommend picking Kanai's CubeKanai's Cube, as it is fantastic to shut them down.
    • If the enemy team features a lot of healing (Heroes with powerful self-sustain such as The Butcher, Alarak, Illidan) as well the likes of Alexstrasza and Rehgar, EmeraldEmerald is a good pick to shutdown stuff like AbundanceAbundance and Ancestral HealingAncestral Healing. If you have a good timing you can even negate Kharazim's Divine PalmDivine Palm.
  • Level 10 | Stay Awhile and ListenStay Awhile and Listen: even in a poorly coordinated team this Heroic can secure many objectives and takedowns. What most people don't know is that you can actually cancel the Heroic earlier, which is specially useful as a full channel it leaves Deckard extremelly vulnerable. So what I do I cast it to shutdown as many opponents as possible and cancel as soon as I can to get back into the fight.
  • Level 13 | Potion of RevivalPotion of Revival: one of the problems Deckard face when healing is his lack of AoE, making hard to deal against teams that feature high area burst. This talent helps a lot, specially when combined with Field StudyField Study.
  • Level 16 | Scroll of Stone CurseScroll of Stone Curse: this baby here is what makes Field StudyField Study even more powerful, or rather the opposite. At level 16 Scroll Of SealingScroll Of Sealing can hit for over 1.000 damage if Deckard has the spell power buff. Hitting 2 enemies isn't hard either.
    • However, if the enemy team features too many dives, I pick Horadric StaffHoradric Staff instead; it is incredibly satisfying to hit a Genji in the head with this talent when he dives on you very confidently with DragonbladeDragonblade. This talent even allows Deckard to be a little more sassy and fight in the frontline like a boss. FEEL THE POWER OF THE BONK!
  • Level 20 | Perfect GemsPerfect Gems: and this is what makes RubyRuby overpowered. Being able to use Horadric CubeHoradric Cube it every 7 seconds or so is fantastic, as you can have it Ruby powered in every cast, thus pop all those Lesser Potions, plus all of it enhanced with 30% spell power from Field StudyField Study.

So TL;DR version: this build allows Deckard to become a powerhouse in the endgame. He can burst heal allies with his normal potions; he can summon 3 smaller potions per enemy Hero every 7 seconds or so; he can deal over 1.000 damage with Scroll of Sealing while getting tons of resets on it, and all of that while maintaining 30% increased spell power. FOR THE HORADRIM!

Here is also a fantastic video by NotParadox about the common mistakes Deckard Cain players make.

Edited by Valhalen
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On 2018年4月30日 at 5:58 AM, Oxygen said:

Aye, I'm working on it as I type this. Well, not quite, because I had to stop to type this, but you get my meaning.

Will be published tomorrow.

Talent choices will also be updated now that we have a bit of data.

Hmmmm, it's Friday already. 

I haven't played Deckard yet because I don't have enough gold to buy him (FeelsBadMan), but I find it really strange that everyone is saying Potion of Revival can heal minions and mercenaries when its description says 'it also heal nearby allied HEROES......'.

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5 hours ago, ShadowerDerek said:

I haven't played Deckard yet because I don't have enough gold to buy him (FeelsBadMan), but I find it really strange that everyone is saying Potion of Revival can heal minions and mercenaries when its description says 'it also heal nearby allied HEROES......'.

I can confirm it does (currently) work on minions (just double checked it right now).

At level 20 it heals for about 150 to (very close) minions...  Nothing amazing.

Seems likely to get patched out though as it doesn't seem intended (much like Rejuv giving Fury).

Edited by KSDT

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On 5/4/2018 at 8:18 AM, KSDT said:

Just throwing it out there.  I wasn't  trying to be a jerk about the guide not being finished.  It's hard to get the vibe through text but I was being silly.  I hope I didn't offend the writer off.

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Guest Tenjen

The build a poster mentioned above certainly works wonders for certain team setups and enemy builds

Though i do also find situational  builds focused on replenishing flasks to be useful too. Hots/mana or aoe healing with replishing potions which upgrade themselves are vwry useful on certain maps and builds.

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10 hours ago, Guest Tenjen said:

The build a poster mentioned above certainly works wonders for certain team setups and enemy builds

Though i do also find situational  builds focused on replenishing flasks to be useful too. Hots/mana or aoe healing with replishing potions which upgrade themselves are vwry useful on certain maps and builds.

At first I used for a 3 Melee comp we were testing, but I soon found myself using it one pretty much every comp. I have lost count how many times the Lesser Potions from RubyRuby saved my team and myself (example here, it is me at 5:49).

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Uh, I don't know why Orshova put their reply into a quote box with my name on it...  Seems like an odd mistake to make.

In any case, Sapphire and Ruby just got buffed, I can hardly believe it.  Both are amazingly good talents (both IMO the strongest in their tiers) that just got better.  Sadly Ancient Blessing took a little hit but honestly it was very good so I can see why (it was amazing for burning down objectives and structures).  Flasks frankly didn't matter to me so...  Deckard is riding high at the moment.

Anyhow, I've finished my Deckard leveling spree for the moment which means I'm not going to be spamming him anymore (now he has to wait his turn in the queue just like everyone else).  Here are my final thoughts on his talents after a large sampling of games:

Level 1 - Sapphire is my only pick here.  I've tried to make his scroll talents work, believe me.  After all the praise they get on this forum and their rating in the guide I tried.  I did.  But they simply have been zero impact for me.  Putting aside the absurdity of getting these to land regularly and in a position where you can actually benefit from the talents, I just don't care that much about the effects.  Sapphire has been great on the other hand.  Super consistent, easy to use, and powerful.

Level 4 - Honestly I mostly pick Rejuv but that's just because it's the easiest to benefit from.  Every talent here seems worth it to some degree and I would say Ruby is probably the strongest overall while Shielding is the hardest to use well.  In any case, a good talent tier.

Level 7 - Kanai's Cube has been my default here and I almost never find myself picking the other two.  I like the idea of Emerald but I rarely think to pick it (though there are times I think I should have) and I don't find myself needing the cooldown reduction on scroll.  It tends to be up whenever I really need it to be anyway.

Level 10 - Stay A While has been my pick pick in nearly 100% of games.  Sure it gets broken but even a short sleep gives enough time to win fights/set up more cc/catch runners.  Lorenado has its place no doubt but Stay is just so much more universally applicable.

Level 13 - I find myself picking Ancient Blessing more then I had initially intended.  I had expected it to be just on AA focus teams but more and more I had been using it even on teams with a lot of casters, supports, or tanks.  It just turns any random attack into a meaningful hit and makes taking down objectives so much easier.  In comparison I find getting a lot of value from Super/Revival potions to be harder.  I do still pick them (Super far more often than Revival) but I can always see so many instances when they don't get the chance to add anything of value.

Level 16 - Horadric Staff.  Every time.  I love this talent, it's true, which surely tints my perceptions of it but honestly even if I didn't I just can't get the other two to be worth anything.  Stone Curse is a big fat no for me.  I already have enough issues getting the scroll to be worth it against one Hero, now I need to hit two or more to get anything from the talent?  No.  Safety on the other hand would be good if I played with a team.  Sadly I'm a solo which means the coordination necessary to have 3+ allies near me to trigger this never happens.  I have a hard enough time keeping in range of one ally some games.

Level 20 - Respect the Elderly has been my go to selection but if I ever go Sapphire+Ruby I'll go Perfect Gems.  Morenado seems even less necessary with Lore's recent cooldown buff and Flask still doesn't do much for me.

Edited by KSDT

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Guest Everything is not ok
On 4/29/2018 at 5:58 PM, Oxygen said:

Aye, I'm working on it as I type this. Well, not quite, because I had to stop to type this, but you get my meaning.

Will be published tomorrow.

Talent choices will also be updated now that we have a bit of data.

Please I am begging you it's been almost two weeks

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On 2018年4月30日 at 5:58 AM, Oxygen said:

Aye, I'm working on it as I type this. Well, not quite, because I had to stop to type this, but you get my meaning.

Will be published tomorrow.

Talent choices will also be updated now that we have a bit of data.

AYEEEE

It's 2 weeks already, and Deckard even went through a balance patch. We really need abilities and talents descriptions. 

BabyRage REEEEEEEEEEEEEEEEEE BabyRage

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Have not used him yet, but Perfect Gems confuses me.  It says it reduces the CD of gems by 25 seconds, but every gem talent shows a 0 sec CD.  What am I missing?

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9 hours ago, ArtVandelay said:

Have not used him yet, but Perfect Gems confuses me.  It says it reduces the CD of gems by 25 seconds, but every gem talent shows a 0 sec CD.  What am I missing?

I think it's a tooltip error. All Gems (SapphireSapphireRubyRubyEmeraldEmerald) have 30 second CD, therefore the Perfect GemsPerfect Gems will reduce them to only 5 seconds (plus Horadric CubeHoradric Cube to 9 seconds).

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5 hours ago, Valhalen said:

I think it's a tooltip error. All Gems (SapphireSapphireRubyRubyEmeraldEmerald) have 30 second CD, therefore the Perfect GemsPerfect Gems will reduce them to only 5 seconds (plus Horadric CubeHoradric Cube to 9 seconds).

You are correct.  I noticed it as soon as I started playing him.  I tried your build and it worked pretty good.  I do like the shielding talent though as well (instead of Ruby) as it seemed like most of the healing that was dropped never got picked up (depends on the map).  I also tried the super potions talent later, but it felt like most people picked them up too fast to get much benefit out of that.

I am a noob with him, and even then I was getting spell power from the level 1 talent a lot.  It wasn't hard to land it.  But, what all does the spell power effect?  Does it make the potions have more heal?

 

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Guest Joey Gladstone
5 hours ago, ArtVandelay said:

You are correct.  I noticed it as soon as I started playing him.  I tried your build and it worked pretty good.  I do like the shielding talent though as well (instead of Ruby) as it seemed like most of the healing that was dropped never got picked up (depends on the map).  I also tried the super potions talent later, but it felt like most people picked them up too fast to get much benefit out of that.

I am a noob with him, and even then I was getting spell power from the level 1 talent a lot.  It wasn't hard to land it.  But, what all does the spell power effect?  Does it make the potions have more heal?

 

it makes his heals and ability damage stronger

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17 hours ago, ArtVandelay said:

You are correct.  I noticed it as soon as I started playing him.  I tried your build and it worked pretty good.  I do like the shielding talent though as well (instead of Ruby) as it seemed like most of the healing that was dropped never got picked up (depends on the map).

I don't really like Potion of ShieldingPotion of Shielding because I feel the shield is too weak to make any difference, specially since it doesn't stack when you pick multiple potions. To me a puny shield is nothing compared to the ability to summon additional potions.

But yeah, people not picking the Lesser Potions is often the only major problem. The talent itself has a low win-rate because it is deemed situational, as your team will often be a little too far to enjoy to pick up the potions, and in teams with few frontline Heroes this is even harder. Not to mention that the potions despawn after roughly 10 seconds.

On the other hand, much like you said, it depends on the map; this talent truly shines in Braxis Holdout and Volkswagen Volskaya Foundry. And if the enemy team has any Hero that can summon clones (i.e. Samuro and Nova), you can exploit them to summon even more potions (this also works pretty good on Rexxar & Misha and The Lost Vikings).

17 hours ago, ArtVandelay said:

I also tried the super potions talent later, but it felt like most people picked them up too fast to get much benefit out of that.

Yes, that is exactly the reason I don't pick Super Healing PotionSuper Healing Potion. Altough it can work well with a proper setup. But in teamfights it's mostly useless you have a really good communication with your team.

17 hours ago, ArtVandelay said:

I am a noob with him, and even then I was getting spell power from the level 1 talent a lot.  It wasn't hard to land it.  But, what all does the spell power effect?  Does it make the potions have more heal?

The bonus spell power increases the effects of all Abilities, therefore the healing from Healing PotionHealing Potion and the Lesser Potions spawned by RubyRuby, as well damage from Horadric CubeHoradric Cube and Scroll Of SealingScroll Of Sealing (which scales with the bonus damage from Scroll of Stone CurseScroll of Stone Curse).

 

NOTE: I updated my main post with some interesting notes. I hope @Oxygen don't get mad that I'm making a guide within his guide. :D

Edited by Valhalen

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Good point about the lack of stacking from shielding.  The shield also may just not be used (the hero you are healing is not in combat), so mana/additional healing would be much better there as well.  I doubt they buff Cain as he seems to be in a good spot, but it would be cool if the Ruby potions lasted longer than 10 seconds. 

Yeah, the annoying thing about super potions is if I want to heal someone instantly, I throw it right at them.  When I want them to wait 2 seconds, I throw it to a spot instead.  But they still walk over to it and pick it up, even though they are in no danger of dying.  I guess that works better in a party where people understand better, or if all are on comms.  

 

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40 minutes ago, ArtVandelay said:

Good point about the lack of stacking from shielding.  The shield also may just not be used (the hero you are healing is not in combat), so mana/additional healing would be much better there as well. I doubt they buff Cain as he seems to be in a good spot, but it would be cool if the Ruby potions lasted longer than 10 seconds.

I don't like Rejuvenation PotionRejuvenation Potion that much because the mana it gives doesn't scale with level. It IS a great talent, though, but I don't think it can compete with RubyRuby.

Blizzard already gave Deckard some minor buffs, including one that increased the healing of the Lesser Potions from RubyRuby. I don't think they will buff it again so soon. But would be great if they did.

40 minutes ago, ArtVandelay said:

Yeah, the annoying thing about super potions is if I want to heal someone instantly, I throw it right at them.  When I want them to wait 2 seconds, I throw it to a spot instead.  But they still walk over to it and pick it up, even though they are in no danger of dying.  I guess that works better in a party where people understand better, or if all are on comms.

Super Healing PotionSuper Healing Potion has a strategical value as you can setup potions for later use, which is great to defend objectives. But it's pretty much like you said, they end up picking it up before it turns into Super. A good way is to warn your team that you picked that talent so they know they have to wait.

If you're good with potion management, you should always have at least 2 potions on field, which can be good in this case for Super Healing Potion. But I find Potion of RevivalPotion of Revival's AoE more appealing as it is one of Cain's flaws; lack of AoE Heals. The splash healing might seem weak, but it is quite impactful, specially if you're under the effects of Field StudyField Study.

Edited by Valhalen

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6 hours ago, Valhalen said:

Super Healing PotionSuper Healing Potion has a strategical value as you can setup potions for later use, which is great to defend objectives. But it's pretty much like you said, they end up picking it up before it turns into Super. A good way is to warn your team that you picked that talent so they know they have to wait.

If you're good with potion management, you should always have at least 2 potions on field, which can be good in this case for Super Healing Potion. But I find Potion of RevivalPotion of Revival's AoE more appealing as it is one of Cain's flaws; lack of AoE Heals. The splash healing might seem weak, but it is quite impactful, specially if you're under the effects of Field StudyField Study.

How big is the radius from Revival?  Can you give me another skill with a similar size?  Lun bloom?  Arcane Flare inner circle?  Auriel healing circle?

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13 hours ago, ArtVandelay said:

How big is the radius from Revival?  Can you give me another skill with a similar size?  Lun bloom?  Arcane Flare inner circle?  Auriel healing circle?

Hmm... I'd say it's about the size of Lunara's Noxious BlossomNoxious Blossom. Quite small, in my opinion, but once you get the hang of it, should be easy.

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Scroll Of SealingScroll Of Sealing should naturally follow successful Horadric CubeHoradric Cube hits.

Actually it is more reliable to cast Scroll Of SealingScroll Of Sealing first Horadric CubeHoradric Cube right after. The slow from the Cube syncronizes perfectly with the startup from the Scroll, making much easier to land the root.

NotParadox made a fantastic video about it, among other common mistakes people might do:

 

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Finally get Deckard to lv 5 thanks to the free rotation. Here's what I notice about him:

- Most of the time, your E and W are casted together. The only time when they're casted separately are when you pick either Cube Mastery or/and Perfect Gem, since their cooldown are quite similar without those talents, and they're much more effective when casted together.

- He's much less effective in lower level, because either they don't bother to take potions, or they steal potions when other is in dire need. 

- He's very, VERY mana hungry, which makes him a bad choice in Braxis Holdout. 

And my thoughts on his talents:

Lv 1: While Scroll of Identify has strong pick potential, Field Study allows you to heal more. Both are pretty good. Usually, I pick SoI if my team can capatalise the armor reduction (aka high burst damage), and pick FS if otherwise. Sapphire ... ehh, the original slow is enough.

Lv 4: Ruby is probably the best yet hardest choice here. It has very high potential if either/both team is melee heavy. If not, or if you're not comfitable with it, Rejuvenation Potion is pretty good too, especially when your team is mana hungry. Potion of Shielding ... it's shield is larger than the HoT of RP, but it doesn't synergise with Field Study, or Super Potion (I'm not sure about whether Super Potion increase the HoT as well). 

Lv 7: Usually Kanai's Cube is the choice, but Cube Mastery is quite good with Field Study. Emerald is very situational, and don't pick more than 1 gem. 

Lv 10: Both are pretty good. Lorenado is very powerful in tight space. 

Lv 13: All are good in different situation. Potion of Revival is good when your team is melee heavy, so that you can heal all of your frontliners. Ancient Blessing is really good with auto attackers, ESPECIALLY fast attackers like Tracer or Genji, because it makes each basic attack does a fixed AoE damage, and heals for fixed amount. Man, another good healer with Tracer. Super Potion is usually picked when neither of the aformentioned talents have great value. 

Lv 16: Pick Hotadric Staffig you can basic attack a hero safety (usually against divers) and Scroll of Stone Curse if you can't. Safety in Numbers is a trap talent. Since the range of his trait is really, really small, having 4 heroes (including you) standing in such a small circle is suicidal against AoE spells. In reality, if you're solo queue, you'll never have it proc. The 3-hero condition is too hard. 

Lv 20: If you've picked a gem, Perfect Gem is highly recommended, because it essentially sews your gem into your Horadric Cube. If you don't have a gem, than take Respect the Elderly, or Bottomless Flask if you picked Lorenado.

I mainly use these 2 builds: (with the first one being the default pick)

Offensive build: 

Scroll of Identify

Ruby/Potion of Shielding

Kanai's Cube/Emerald

Lorenado/Stay Awhile and Listen

Ancient Blessing/Potion of Revival

Scroll of Stone Curse

Perfect Gem/Respect the Elderly/Bottomless Flask

Defensive build: 

Refer to @Valhalen's build.

Overall, he's a healer with exceptional zoning potential. But he really really needs time to set up before team fight occurs. So he's good on maps where the timing of team fights is appearent, which usually means objective fights. 

Edited by ShadowerDerek
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Glad you're enjoying him! He has become my favorite character in the game, specially since I've been waiting for his release for 3 years. Mine is currently on level 44. ?

50 minutes ago, ShadowerDerek said:

He's very, VERY mana hungry, which makes him a bad choice in Braxis Holdout. 

I wouldn't say "VERY". He indeed burns his mana really fast if you spam Scroll Of SealingScroll Of Sealing + Horadric CubeHoradric Cube in every single situation, otherwise his mana management isn't bad. At least he is not Uther/Rehgar levels of famine.

52 minutes ago, ShadowerDerek said:

Lv 4: Ruby is probably the best yet hardest choice here. It has very high potential if either/both team is melee heavy. If not, or if you're not comfitable with it, Rejuvenation Potion is pretty good too, especially when your team is mana hungry. Potion of Shielding ... it's shield is larger than the HoT of RP, but it doesn't synergise with Field Study, or Super Potion (I'm not sure about whether Super Potion increase the HoT as well). 

My issue with Rejuvenation PotionRejuvenation Potion is that the mana restore doesn't scale with level, which is pretty sad, otherwise it would a Top Tier Talent. Meanwhile the shields from Potion of ShieldingPotion of Shielding are too weak, in my opinion, to have any impact; they do help, but not as much as they could (which is balance, I guess, otherwise it would be a broken OP talent).

I stick with RubyRuby because even if neither the teams feature lots of melee characters, it can still save your team while retreating or contesting an objective. And as I mentioned in my previous post, it has so much power once you get Perfect GemsPerfect Gems.

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2 hours ago, Valhalen said:

Glad you're enjoying him! He has become my favorite character in the game, specially since I've been waiting for his release for 3 years. Mine is currently on level 44. ?

Tbh, he's not my cup of tea: I generally don't like playing heroes who cannot split to deal with map pressure because my team always have 0 map awareness. He's a fun support to play though.

2 hours ago, Valhalen said:

I wouldn't say "VERY". He indeed burns his mana really fast if you spam Scroll Of SealingScroll Of Sealing + Horadric CubeHoradric Cube in every single situation, otherwise his mana management isn't bad. At least he is not Uther/Rehgar levels of famine.

That's what I did. (facepalm)

But still, it's an issue during longer team fight/skirmish. 

2 hours ago, Valhalen said:

My issue with Rejuvenation PotionRejuvenation Potion is that the mana restore doesn't scale with level, which is pretty sad, otherwise it would a Top Tier Talent. Meanwhile the shields from Potion of ShieldingPotion of Shielding are too weak, in my opinion, to have any impact; they do help, but not as much as they could (which is balance, I guess, otherwise it would be a broken OP talent).

Honestly, mana becomes less relevant as the game progress. The mana restoration is generally used in laning phase, where mana-dependent laners can highly benefit from this. In mid-late game though, the mana restoration doesn't really matter much. 

One interesting thing is that if you have the 30% spell power from Field Study, the heal from Rejuvenation Potion is more than the shield from Potion of Shielding.

2 hours ago, Valhalen said:

I stick with RubyRuby because even if neither the teams feature lots of melee characters, it can still save your team while retreating or contesting an objective. And as I mentioned in my previous post, it has so much power once you get Perfect GemsPerfect Gems.

Ruby indeed has playmaking potential in the form of clutch saves. But it's much harder to use, and that's why Ruby isn't a popular pick.

Another thing is that the other 2 talents improve every potion you throw, but Ruby has a 30s cooldown. And you have to give up another Lv 20 talents like Respect the Elderly. But if you're able to make Ruby work, it's definitely worth it.

Edited by ShadowerDerek

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15 minutes ago, ShadowerDerek said:

Tbh, he's not my cup of tea: I generally don't like playing heroes who cannot split to deal with map pressure. He's a fun support to play though.

Well, he is a Support after all. After the great nerf wave, I don't think we'll ever have a Support that can split. Rehgar is probably the only one closest to that.

15 minutes ago, ShadowerDerek said:

But still, it's an issue during longer team fight/skirmish.

Yeah, that is why I recommend always hearthing back before an objective to start it at full mana.

My tip is to pay attention to your tanks and prepare it as a follow up. That way you can save both your mana and precious cooldowns to secure kills.

You can also use it to save an ally (or yourself). The simple fact of throwing Scroll Of SealingScroll Of Sealing at an ally being chased will split the enemy team and prevent their chase.

15 minutes ago, ShadowerDerek said:

Ruby indeed has playmaking potential in the form of clutch saves. But it's much harder to use, and that's why Ruby isn't a popular pick.

Another thing is that the other 2 talents improve every potion you throw, but Ruby has a 30s cooldown. And you have to give up another Lv 20 talents like Respect the Elderly. But if you're able to make Ruby work, it's definitely worth it.

Yeah, giving up on Respect the ElderlyRespect the Elderly is really tough. But when you consider the CDR of the gems, it is usually better, in my opinion, specially since in the endgame you won't have many chances to use Heroic Abilities. But I think this is all debatable. Depends on the comp, the map, etc. If your team can capitalize on Stay Awhile and ListenStay Awhile and Listen and kill the entire enemy team, you won't even need Respect the ElderlyRespect the Elderly.

Edited by Valhalen

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    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      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. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (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:
      Balance Update Bug Fixes Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy Rework: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes Rework: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath Rework: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (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. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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