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Heroes of the Storm Orphea

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The build I went with was:

Growing Nightmare

Fright

Mind Devourer

Crushing Jaws

Determination

Lurking Terror

Engulfing Oblivion

Ended up going 15/13/3, 86k hero dmg. But the reasonings for the guide's talent choices hasn't been placed yet, so I'm curious to see those.

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1 hour ago, Bnetmyke said:

The build I went with was:

Growing Nightmare

Fright

Mind Devourer

Crushing Jaws

Determination

Lurking Terror

Engulfing Oblivion

Ended up going 15/13/3, 86k hero dmg. But the reasonings for the guide's talent choices hasn't been placed yet, so I'm curious to see those.

I don't think Orphea has any really "wrong" choices in terms of talents. I'll work on the guide some more shortly, when more data is available and I have more experience.

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Guest Den

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

I normally trust  your website for quality guides but you've really let me down with the laziness here. I understand this hero just released but did you really think that was a valid point to add?

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Guest MrHotWaffles

I actually just fought against you using Orphea. Using Abathur in theory makes sense to give her the speed for positioning, but a tank with crowd control and peel makes more sense. I think pairing Insatiable, Abyssal, and Dead magic could work. Otherwise, Ravenous makes more sense to me for the heal. Also, fright + eternal feast should go well with someone like Garrosh. Mainly, I'm not sure what to do for the 20 for a shadow waltz build. 

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Thoughts after some games today:

Shadow Waltz makes her feel really quick and zippy.  Chasing or escape, the damage and evasion this skill brings to the table is excellent.  It's also your most spammable ability and has decent range.  As such talents that focus on it are very valuable.  It helps that on every tier where the Q talent is an option, they're quite good.

Chomp has good damage but the range is a bit lower than I'd like.  It seems lower than her max AA range so it's annoying to use and the short range means she tends to need to get uncomfortably close to the target.  I find it a bit hard to believe that Insatiable is realistically going to see much use as hitting more than once at that range and not dying is asking a lot.  Honestly I tend to only use it PvE with the Ravenous Hunger talent to sustain, clear waves, and damage bosses (and in rare situations as a finisher).  Lurking Terror fixes many of these issues at 16 and as a bonus W talents do trigger off it (so you get the bonus damage and stacks from Ravenous Hunger).

Dread is a joy to use as it's relatively quick traveling and the range is monstrous.  The eruption is basically never going to hit if the enemy isn't forced to walk over it (so place it well!) but even still it's a great ability to use.  I haven't tried her E talents yet (but I plan to!) but I still love the skill.

Eternal Feast is an ability I want to like but it's just too easy to get around.  If the hits started earlier (or it had some secondary effect) then maybe but as is, it doesn't do enough to be worth picking IMO.  Crushing Jaws on the other hand is similarly hard to land but at least if/when you do, the pay off is potentially extremely high.  With enough skill Orphea can combo all of her abilities on the stunned enemy and if you're on a team that can combo if further (Tyrande/Kael'Thas/Kel'Thuzad/ect...) it can easily lead to multiple kills or even a team wipe.  At least the low cooldown on both Rs means you have multiple attempts to get lucky.

Edited by Erathis
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11 hours ago, Kaelos said:

Lmao nerf pls

Screenshot - 14.11.2018 , 12_57_22.png

Smh, Blizzard never gets the balance right ?

Thanks for letting us know; we identified the issue, and the fixed tooltip should be up soon-ish.

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23 hours ago, Guest Den said:

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

I normally trust  your website for quality guides but you've really let me down with the laziness here. I understand this hero just released but did you really think that was a valid point to add?

You can consider it to be "Has access to a strong CC + damage follow-up tool in the form of Crushing JawsCrushing Jaws"

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After much play, I have concluded...she is much weaker than similar characters on release. Her abilities feel awkward when she has no real way to self peel or survive burst. Not only that. Every ability has a cast time which makes all of them quite underwhelming.  Q is decent but short, W is useless half the time, E never hits beyond the initial travel, Eternal Feast is bad, and Crushing Jaws is also easy to dodge unless used as follow-up since you can see where it will cast and it feels like you have a full second to move out of the way. This is all gets worse when she has to play much more aggressively than other mages to get any sort of return. 

On 11/13/2018 at 3:56 PM, Guest Den said:

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

There's so little that's good about her that saying she has Crushing Jaws is legitimately one of the only good things about her. Her suitability is low, her damage is outclassed, she has zero utility beyond Jaws. She can't even apply pressure because if she tries to, she dies.

If you need spell and physical damage with a stun, Pick Thrall. He outclasses her in everything. Long range poke. Chain lighting out classes. Longer range CC. Feral spirit is a root. Charged basic attack. Windfury hits more and heals more. Stun. Sundering has no cast time. Repeating area damage. Earthquake also has a slow and doesn't need to hit someone to continue. Sustain. Frostwolf Resilience is better than Chaos in every way. 

I believe a buff is in order. Give her more damage so her risk actually justifies the reward.

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16 minutes ago, Twych said:

If you need spell and physical damage with a stun, Pick Thrall. He outclasses her in everything. Long range poke. Chain lighting out classes. Longer range CC. Feral spirit is a root. Charged basic attack. Windfury hits more and heals more. Stun. Sundering has no cast time. Repeating area damage. Earthquake also has a slow and doesn't need to hit someone to continue. Sustain. Frostwolf Resilience is better than Chaos in every way. 

I believe a buff is in order. Give her more damage so her risk actually justifies the reward.

While I won't comment on whether or not she needs a buff (I haven't played her enough yet to make that decision in my mind), I don't see Thrall as a good comparison to her at all.  Orphea's damage is very much her Q attacks with W and E being used as the situation permits (and her trait being a bonus when it's convenient).  While the range on Q isn't enormous it's still quite decent and the dash goes a long way to help dodge attacks, getting away, or chasing.

Thrall on the other hand is much more about getting into melee range.  Yes he can poke with his Lightning at range but if that's all he's doing then Orphea will easily out damage him.  The individual hits of their respective Qs are somewhat equal but Orphea has many talents to buff her damage and in addition she gets cooldown resets where he does not.  Of course if he does get into melee he does more damage than her but that's not exactly a surprise.  Melee is much more dangerous than mid range and harder to survive in/maintain, the rewards should be greater.  I freely agree that Thrall's Heroics blow hers out of the water and that her Heroics are are the weakest part of her kit.

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32 minutes ago, Erathis said:

Melee is much more dangerous than mid range and harder to survive in/maintain, the rewards should be greater. 

Yeah, my bad on the melee to ranged comparison. I've played a decent amount of her and Q + E spam is practically the only way to play without dying and it's pretty boring. The fun way to play (the one you die more) has more basic attacks and W which you need to be really close for which is where I was getting the comparison. Should have done safe play as the comparison. That's entirely on me.

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Alrighty, well I gave the E talents a try tonight and honestly they weren't terribly impactful for me.  The sustain from Ravenous Hunger was missed more than I expected.  I think I've basically settled on a max Q build with Ravenous Hunger on 7 and either the Q talent or Lurking on 16 (depending on how much HP the enemy team has).

Edited by Erathis
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Waaay less risky than Mephisto. :p 

Reminds me more of Li Ming than Thrall.

Easy to play with, much easier to use her abilities and land blows than most. That delay to impact isn't big enough to make her constantly miss. The amount of attacks she can use in fairly safe distance means that a few misses aren't really a bad thing. It also means that you can use it to zone. If your attacks can't be evaded, people will ignore them. Sometimes the best move is to not do damage but make it look like you're trying.

As for the Heroics. Meh. Not great but not bad either. One strong zoning tool. Less Strong now that Garden of Eden has changed. While Jaws is fairly easy to land. Not sure when people are using it. Use your E then your R to land it or just use a teammate as bait. Peels nicely from teammates. So good defense heroics that can also catch runners when your Q is too short range.

Fun character.

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Guest Motorbike

I understand this is a new hero, But she has been dominating for a long time, i think the talent discussion in this guide is pathetic, its basically non existent, compared to previous guides. eg We select X to increase mobility. We select X to increase damage. Does anyone even care anymore? c'mon guys lift a little

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On 12/7/2018 at 11:17 AM, Guest Motorbike said:

I understand this is a new hero, But she has been dominating for a long time, i think the talent discussion in this guide is pathetic, its basically non existent, compared to previous guides. eg We select X to increase mobility. We select X to increase damage. Does anyone even care anymore? c'mon guys lift a little

Due to a train of unfortunate events, there has been a delay in updates, including addition of talent discussions. However, they are going to be added as soon as more important issues are tended to.

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On 11/13/2018 at 6:56 PM, Guest Den said:

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

Although a rare occurrence in Heroes of the Storm, heroic/ultimate abilities can absolutely define certain heroes in the moba genre. 

I believe Crushing Jaws plays a major role in Orphea viability. As of the time of writing, its win rate (and popularity) is significantly higher. Omitting this would actually make me a poor writer. If I'm proven wrong, I'll amend this with absolutely no shame; writing about new heroes is always difficult due to guesswork.

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The guide could stand to be updated. Lurking Terror build is dead, Crushing Jaws is alright now but is harder to use than Eternal feast, though it has a much better lv 20 talent, in games where you feel too threatened to go for eldritch conduit.

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This guide is out of date at the current time. 

In particular, Abyssal Symbiosis and Dead Magic are now part of the meta build (along with Insatiable and Chaotic Assault). My source is hots logs sorted by ranked Master and Diamond. 

 

Beyond that, I would like to mention that Abyssal Symbiosis never really deserved to be overlooked to begin with. I don't know how much Orphea has been changed since the guide was written, and it's probably fair that no meta build wanted it, but at least as it stands the logic behind dismissing it makes no sense,

Quote

 is the most difficult Talent to reliably use at this tier, as it requires successful Chomp Icon Chomp hits. Further, the additional Overflowing Chaos Icon Overflowing Chaos stacks generated are wasted if any Ability has been used prior.

If you're not hitting Chomp, that's a problem with the player, not with the skill. The previous meta build also required you to hit Chomp for the burst damage. The second line also makes no sense because Ancestral Strength encourages you to auto attack before/after every ability anyway, so the stacks should rarely be wasted.

The survivability of the shield and healing from the three-charge hit are usually better than spell armor stacks, depending on what large damaging spells the enemy team has.  At the very least there should have been a question mark for use when you take insatiable since the combo potential was always very potent. 

 

Edited by Fydorian

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Guest Orp orp

Monster Within at lv20 got buffed a while ago, now it gives +150% cdr for a minimum of 6.5 seconds, which makes it somewhat similar to Jaina's Icy Veins. The extra chaos from hits is kinda pointless, but the CDR buff basically doubles DPS for a good amount of time and also increases survivability via chaos + abyssal symbiosis.

In its current form it's not at all a winmore talent as it doesn't require hitting with ulti many times to generate good value. It can also be useful in PVE situations vs core/objectives/whatnot for some extra damage.

In my opinion it's currently stronger than Eldritch Conduit, as it offers a huge power spike on demand without requiring a lot of chaos attacks first.

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      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
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