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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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  • Similar Content

    • 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.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Toon'Dan Gul'Dan
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
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