![]() Removing a Slow, Stun, Root or Silence from an Ally heals them for 260 and refunds 50% of Purge’s cooldown. No longer increases Earthbind Totem Range.Ĭooldown reduction reduced from 2 to 1.5 seconds.Īdditional Functionality: Ghost Wolf attacks restore 5% of Rehgar’s maximum Mana. Healing Totem duration reduced from 10 to 7 seconds. Healing Totem healing increased from 2 to 3% maximum Health/second. Healing Totem health increased from 50 to 175. While damaging an enemy, Lightning Shield increases its bearer’s Movement Speed by 10%. This healing amount is doubled for Rehgar. Lightning Shield heals its bearer for 20% of the damage dealt to enemy Heroes. Increase Ghost Wolf’s Movement Speed bonus to 40% for the first second, then fade to 30%. Increases range of Earthbind Totem by 50%.Įntering or Exiting Ghost Wolf form grants 20 Armor for 2 seconds. Heroes affected by Earthbind Totem also have their Spellpower reduced by 25%. No longer grants additional Earthbind Totem Health. Quest: Each time Lightning Shield hits an enemy Hero, permanently increase Rehgar’s Health by 2 and Mana by 1, to a maximum of 300 stacks. New functionality: Increase Lightning Shield’s radius by 25%. 5 seconds or slow an enemy Hero by 80%, decaying over 2 seconds. Additionally, Forts and Keeps now have additional health as they've absorbed the health of their nearby Healing Wells.Īdditional Functionality: Each enemy hit by Lightning Shield restores 2 Mana to Rehgar.Īll Ghost Wolf information has been moved to the Z key.Īctivate to make an ally Unstoppable for. 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.Īdditional Functionality: Healing Wells are now invulnerable, and are destroyed when their nearby Fort or Keep are destroyed.ĭeveloper Comment: We're happy with how Healing Wells function in our ARAM game mode, so we're giving it a try everywhere. Illidan or Johanna are the Heroes that come to mind first as good Rising Storm targets, but if you see a teammate consistently being clumped up on, you can give the talent a shot and see if you can surprise the other team with some damage.Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until December 6, PST. ![]() In order for Rising Storm to really be good, the ally being Shielded needs to be in close range of at least two enemies for the damage on the shield to ramp up quickly. Rising Storm is the most situational of the talents, in situations where its good its great. The 5% damage can help burst down frontliners and the 5% heal helps you be a bit safer when getting aggressive, however, just because you have the talent doesn't mean you have to bite on every occasion bite with caution. If your team doesn’t need any more CC then I think Hunger of the Wolf is the next best option. Earthgrasp Totem is the most consistent and safest to take, the 90% slow can pretty frequently secure kills late-game as well as peel diving enemies. I go back-and-forth between which one i like best. This is probably the most diverse talent tier. Spiritwalker’s Grace and Feral Heart give less mana back in general than Stormcaller unless you are on a map you won’t be able to get mana off minion waves often then you could consider Feral Heart as an overall sustain buff when sitting in wolf form. It’s not always going to get that much value, but even when it only gets a few ticks of healing off if they are on the right targets it can be enough healing to let your front line stay aggressive. It has a very low 20-second down time (30 sec cd - 10 sec duration) and can heal 20% of all your teammates health bars in an optimal situation. Unlimited Mana is pretty good, but sometimes if you have very high health allies it won’t matter how many Chain Heals you cast on them, they just will not get full health, in these situations where you have two or three frontline Heroes, Healing Totem can be very good. After the most recent changes, Stormcaller has become quite good, giving you up to 40 mana per W cast (100-60=40) and if you are using W on every minion wave you will consistently gain the max mana per cast.
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