Blizzard Unveils the #PAXPack2014 Giveaway

Blizzard Entertainment will be handing out an exclusive Heroes of the Storm PAX East Pack containing some juicy swag to PAX East attendees. However, they are giving away 25 packs. You can participate here.

Among the items provided in this swag pack are:

  • (1) Signed Heroes of the Storm Poster
  • (1) Heroes of the Storm Lanyard
  • (1) Heroes of the Storm T-shirt
  • (1) Blizzard Funko POP! Vinyl Figure

pax-east-pack-2014-heroes-of-the-storm-2

pax-east-pack-2014-heroes-of-the-storm-3

pax-east-pack-2014-heroes-of-the-storm-4

pax-east-pack-2014-heroes-of-the-storm-5

Zeratul build

Zeratul build used in HGC and other Heroes of the Storm eSports events by the top pro gamers in the United States, Europe and Asia.

Zeratul build – eSports

Glaurung - Roll20 HGC NA - Phase 2 Part 2 - Game 1 - Roll20 esports v Lag Force Gaming -- Sept 1

Vorpal Blade

Combo Slash

Seeker in the Dark

Void Prison

Mending Strikes

Sentenced to Death

Rewind
sCsC - L5 HGC Eastern Clash - Day 3 Game 5 - Tempest v L5 -- Aug 13

Vorpal Blade

Combo Slash

Seeker in the Dark

Void Prison

Mending Strikes

Sentenced to Death

Rewind

 

Zeratul Features

Cleave

Deal 208 damage to nearby enemies.

Mana: 40
Cooldown: 6 sec

Singularity Spike

Flings a Singularity Spike that sticks to the first enemy hit. Deals 237 damage after 1 sec and slows the enemy by 40% for 3 sec.

Mana: 80
Cooldown: 12 sec

Blink

Teleport to the target location. Using this Ability does not break cloak.

Mana: 50
Cooldown: 10 sec

Permanent Cloak

Gain Stealth when out of combat for 3 sec.

Taking damage, attacking, using Abilities, or channeling ends Permanent Cloak.
zeratul-portrait

The enigmatic Dark Templar Zeratul faithfully serves the Xel'Naga. While he expertly wields the powers of the Void, it is his wisdom that earns him the respect of the Koprulu sector's greatest leaders - despite his penchant for dramatic entrances.



Description

Automatically cloaks while out of combat. Can Blink in and out of combat and harass with Sustained Anomaly.

Role: Melee Assassin

Difficulty: Hard

Origins

zeratul-store-thumbnail

Zeratul debuted in StarCraft: Brood War (1999), appeared in StarCraft II: Wings of Liberty during the Tidings of Doom cinematic, as well as a few bonus missions accessed at the Lab Room's Ihan crystal -- which collected the memories of Zeratul's quest for ancient prophecies in Xel'Naga temples.

Zeratul appeared also in StarCraft II: Heart of the Swarm mentoring Kerrigan to lead her into the path to her destiny as the prophesied savior of the universe against Amon and his hybrids.



History

Zeratul is a renowned psionic warrior who has been instrumental in healing the rift between the dark templar and the Aiur protoss. Although his heroic actions have saved countless lives, he bears the weight of many terrible burdens.

Zeratul is a dark templar, a renowned psionic warrior and assassin whose forbears were exiled from the protoss homeworld of Aiur over a thousand years ago.

The dark templar refused to submerge themselves in the communal protoss mind link, the Khala, preferring instead to strive as individuals. Zeratul holds the rank of prelate and is probably best known for his role in ensuring the survival of the protoss since the zerg threat first became apparent.

“I have journeyed through the darkness between the most distant stars. I have beheld the births of negative-suns and borne witness to the entropy of entire realities….”

It was Zeratul who overcame the prejudices of Executor Tassadar when they met on Char, and thus began to heal the rift between the Aiur protoss and the dark templar. It was Zeratul who was the first to slay a zerg cerebrate although the cerebrates had been thought immortal. Most of all it was Zeratul who returned to Aiur with Tassadar and set into motion the events that would rejoin the sundered halves of the protoss race and overthrow the oppressive rulership of the Conclave.

Zeratul went on to fight alongside Tassadar to bring about the destruction of the zerg Overmind during the invasion of Aiur, and then helped the protoss evacuate the planet as it continued to be overrun by the zerg. When the Swarm followed the refugees to the dark templar world of Shakuras, Zeratul helped recover the Khalis and Uraj crystals, which allowed the protoss to activate the xel’naga temple there and wipe out the invaders. Later, when the dark archon Ulrezaj threatened to destroy the Aiur protoss “violating” Shakuras, Zeratul was instrumental in thwarting Ulrezaj’s schemes.

But Zeratul also carries many terrible burdens. In the act of slaying the cerebrate Zasz, Zeratul became temporarily linked with the Overmind. Zeratul came to know much about the Overmind’s plans, but the zerg leader gleaned the location of Aiur itself from Zeratul’s mind, and so the seeds of the planet’s devastation were sown. Furthermore, Zeratul has a long and bitter history with the Queen of Blades, having been manipulated and betrayed by her more than once as she destroyed the remaining zerg cerebrates in order to secure her control over the Swarm after the Overmind’s death.

As part of her schemes, the Queen of Blades took control of the beloved protoss matriarch Raszagal. Zeratul later rescued the matriarch, but he found her to be irrevocably corrupted. Sorrowfully he took the matriarch’s life to spare her from continuing as the plaything of the Queen of Blades. With her mind freed by the deathblow, Raszagal thanked him and named him as leader of the dark templar. Such an honor Zeratul felt unfit to take, his soul too scarred by his experiences.

Well spoken, Concubine of the Zerg. But though we strike at you from the shadows, do not think that we lack the courage to stand in the light.

For the moment he focused on a more immediate concern: contacting any other nearby protoss who had survived the Queen of Blades’ treachery. Tracking protoss power signatures to an obscure moon, he hoped to reunite with his comrades and return to Shakuras with them in order to plan for the future. Instead of comrades, however, he found a former agent of the Queen of Blades – the enigmatic Samir Duran – engaged in breeding protoss/zerg hybrid creatures. Although Zeratul destroyed the facility, Duran claimed that it was merely one of many. Duran also revealed that he had been known by many names over the millennia and that he was not serving the Queen of Blades, but rather a “far greater power.” Deeply troubled by what he had seen, Zeratul went into self-imposed exile with only a handful of followers at his side. He continued to seek answers for what manner of being Duran truly was, and what dark future he was working toward.

"Yes, Executor?"

"I serve the Xel'Naga."

"Scythes are nice, but I prefer cloak and dagger."

"You'd be surprised how easy it is to sneak aboard a spaceship."

"Blink and you'll miss me. Get it, because that's the power I have, is blink? Humans - you know, never mind."

"(sneezing) Wait, what just happened? How did I do that?"

"Speak slowly and carry a large warp blade."

"I should use my abilities to attack enemy heroes. Also, I should investigate why I talk to myself so much."

"I bear grave tidings. Not really, I just like saying that."

"Darkness is my ally... but we keep it casual. The Void is a jealous mistress."

"The prophecy foretells of the chosen one, one who will bring balance to the fo-oh, ho, woah, this is the wrong prophecy. That was a close one, we almost got sued there."

"Human anatomy is so perplexing. I mean, with only one opposable digit, how would you even hold your thylar?"

"The shadows writhe around me. Ugh, it's kind of disgusting actually. Does anyone know how to get them to stop?"


Zeratul Talents

Greater CleaveIncreases the radius of Cleave by 33%.
Vorpal BladeActivate to teleport to Zeratul's lasst non-structure Basic Attack target within 3 sec. The target is revealed during these 3 sec.

Cooldown: 15 sec
Shadow HunterQuest: Gather Regeneration Globes to lower the Mana cost of Blink by 2.

Reward: Upon gathering 20 Regeneration Globes, Basic Attacks reduce the cooldown of Blink by 1 sec.
Grim TaskQuest: Hero Takedowns increase Spell Power by 5% up to 50%. This bonus Spell Power is lost on death.
Rendering CleaveCleave deals an additional 40% damage over 3 sec.
Combo SlashAfter using an Ability, Zeratul's next Basic Attack within 6 sec deals 40% additional damage.
WormholeFor 2 sec, reactivate Blink to return to the point where it was cast from.
Slip into ShadowBlink gains an additional charge, but its cooldown is increased by 8 sec.
Seeker in the DarkSingularity Spike takes 50% longer to explode. It can be reactivated to teleport to the target, granting 30% increased Move Speed for 3 sec.
Shadow Assault (R)Basic Attacks cause Zeratul to charge at enemies and have 20% increased Attack Speed. Lasts for 4 sec.

Mana: 50 seconds
Cooldown: 45 seconds
Void Prison (R)Slows time in an area to a near standstill, placing allies and enemies in Time Stop for 5 sec. Zeratul is not affected.

Mana: 100 Mana
Cooldown: 100 sec
Shroud of AdunZeratul gains a shield equal to 15% of his Max Health over 5 sec while under Permanent Cloak.
Spell ShieldEvery 30 sec, gain 50 Spell Armor against the next enemy Ability and subsequent Abilities for 3 sec, reducing the damage taken by 50%.

Can be toggled to allow or prevent this talent from triggering automatically.
Mending StrikesBasic Attacks heal for 35% of the damage dealt.
Master Warp-BladeEvery third consecutive Basic Attack against the same target deals 125% bonus damage.
Void SlashIf Cleave hits more than one enemy Hero, it deals 40% increased damage and its cooldown is reduced by 3 sec.
Sentenced to DeathDeal 40% increased damage to enemies while they have a Singularity Spike attached to them.
Nerazim Fury (R)Shadow Assault grants 30% Life Steal, and the duration is increased by 50%.
Gift of the Xel'NagaAllies are no longer affected by Void Prison, and enemies are slowed by 50% for 3 sec once Void Prison ends.
Nexus BladesBasic Attacks deal 20% more damage and Slow enemy Movement Speed by 20% for 1 sec.
Rewind (R)Activate to reset the cooldowns of your Basic Abilities.

Cooldown: 60 sec

 

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Sgt. Hammer build

Sgt. Hammer build used in HGC and other Heroes of the Storm eSports events by the top pro gamers in the United States, Europe and Asia.

Sgt. Hammer build – eSports

sake - MVP Black HGC Eastern Clash - Day 3 Game 1 - L5 v MVP Black -- Aug 13

Regeneration Master

Focused Assault

Hyper-Cooling Engines

Napalm Strike

Giant Killer

Executioner

Nexus Frenzy
Lockdown - Tempest HGC KR - Phase 2 Part 1 - Game 2 - MVP Miracle v Tempest -- Jul 1

Ambush

Focused Assault

First Aid

Blunt Force Gun

Giant Killer

Stoneskin

Orbital BFG

Heroes of the Storm – Dev Q&A Part 4 Transcript

I have added the transcript of the Heroes of the Storm Developer Q&A Part 4 which took place on March 19, 2014. Hope you have fun finding out details straight from the developers: Dustin Browder, Matt Cooper and Richard Khoo.

Transcript

Tychus: I was told this suit would be my prison. Suits me just fine. I have been called a lot of things, a renegade. An outlaw. Guilty as charged. Makes life exciting. You never know who or — err what — will be on your side. So when the Nexus team called it, there was only one thing to say: “Hell, it’s about time!”

Kevin: What is up guys? My name is Kevin Johnson, and we are here at Blizzard Entertainment for our fourth live Dev Q&A. What you just saw was the Tychus trailer from our #TychusWeek focus last week. Welcome to Blizzard. We are very excited for our fourth show with you today. We are going to be talking about the talent system in Heroes of the Storm. Where it came from, where it is now and possibly where it is headed in the future.

From the Bullpen: Team XP and Leveling

Dustin Browder Shares Thoughts on Team Leveling and XP in Heroes of the Storm

When we first set out to make Heroes of the Storm, we had an idea of how the game should play. We imagined Support characters as pure healers moving to help their allies. We imagined Siege characters (now called Specialists) charging into battle, and clearing away enemy armies and fortifications with ease to make way for friendly forces. We imagined heroes claiming objectives like the Dragon Knight, or collecting Doubloons to gain the power of characters like the undead pirate, Blackheart.

 

When we first started, we had individual hero leveling like many games in the genre. We liked how it forced players to split up into different locations, and coming together was a cost and a risk. We also liked how individual experience rewarded players for doing well, and really encouraged players to do their best; knowing that they were falling behind if they started to give away too many victories.

 

We made a large number of tweaks to this system to make Support and Siege heroes work with individual leveling, and everything worked. –but then we ran into Abathur. Here was a hero who never went into battle at all. He hid back in base, and attacked the enemy from afar. This helped inspire us to consider the possibility of more extreme heroes in the future. What if we had more heroes who supported the team in strange ways?

 

We were also running into trouble where players didn’t want to leave a battle in order to engage with a map objective or help an ally. Moving to capture a Dragon Shrine was a very risky move if it cost you experience and you fell behind in levels. Players were too fearful to move away from enemy minions to actually engage with the various locations and characters on our Battlegrounds. When we played, we noticed that the players that were actually doing the most to help their team by fighting over Battleground objectives were often several levels behind.

 

Moving from one part of the Battleground to another to heal an ally or kill an enemy was also risky.  If you did it too often you would find yourself behind in levels. With individual leveling, all players had to stay in a lane next to a battle most of the time.

 

This was not the freeform strategic experience we were hoping for.

 

We started to experiment with team leveling. In this new system, many elements (like killing towns) give map-wide experience to the whole team, even if there is nobody near the town when it is destroyed. Enemy minions give experience so long as someone is nearby to collect the experience. If you have two heroes near an enemy minion when it dies you do not collect double experience. As long as you have a single hero next to a battle you are collecting the maximum experience from that battle for your team.

 

Team leveling solved a lot of problems for our game. Characters like Abathur just worked. All of our Battlegrounds were suddenly alive with possibility. Players had the freedom to go where they wanted to go, when they wanted to go there, with the knowledge that their allies were helping them by collecting the experience that minions created. At any given time one to three players on each team could be anywhere they wanted to be. They were free to roam to help their team, kill enemies, or complete map objectives with full knowledge that their allies were still getting maximum experience from the Battleground.

 

Teams that try to send all five players to one location can continue to do so, but at a severe cost.  If the other team is split up, the team that is all-in at one location will find itself falling behind in levels.

 

In the end, this was what it was all about. Creating an environment where it was easy to cross lanes to help one another, or kill an enemy. We want an environment where you can all run to a Cursed Hollow tribute, or everyone can do a mad-dash for a Dragon Shrine, secure in the knowledge that your allies have your back.

 

I hope that helps people understand what we are doing, and why. As always, your feedback for our Alpha is greatly appreciated, and has already helped us make Heroes of the Storm a better game.

 

Heroes of the Storm – Tyrael Week Spotlight Trailer

If you thought that last week’s #TychusWeek was a one-time thing, you were wrong. It seems Blizzard Entertainment is planning to release a weekly spotlight video of each hero, and that’s kinda awesome upon itself considering there are 23 heroes in Tech Alpha, and many more yet to be revealed.

This week the spotlight falls upon Tyrael, in celebration of the release date of Diablo III: Reaper of Souls.

Heroes of the Storm Tech Alpha Balance Update #1 – Mar. 25, 2014

Blizzard Entertainment has released a new Weekly Hero Rotation along with balance fixes across several Heroes.

heroes-of-the-storm-logo-685x200

We’ve brought the Heroes of the Storm Technical Alpha down today in order to refresh the weekly free hero rotation and make the balance changes listed below. Thank you for all the great feedback you’ve provided during alpha testing thus far. We hope you’ll try out these changes in-game and share your input with us soon!

General

Mercenaries

Knights

  • Knight Health reduced by 20%
  • Time between Knight and Sorcerer attacks increased from 1.0 to 1.25

Heroes

General

  • Focused Attack talent bonus to Basic Attack damage increased from +30% to +50%

Abathur

  • Symbiote no longer persists during a killed Hero’s post-death state (Uther/Tyrael)
  • Fixed a bug which granted Hero clones created by Ultimate Evolution more Health and damage than intended.

Gazlowe

  • Fixed a bug which unintentionally granted increased damage for all abilities while in Robo-Goblin form.

Raynor

  • Hyperion duration reduced from 15 to 12 seconds
  • Hyperion volley damage gain per level decreased from 24 to 20

Sgt. Hammer

  • Base vision radius increased by 2

Uther

  • Divine Storm cooldown increased from 45 to 70 seconds
  • Hurricane talent
    • Bonus stun duration removed
    • Now decreases Divine Storm cooldown from 70 to 50 seconds
  • Eternal Devotion
    • Base duration increased from 7 to 10 seconds
    • Holy Devotion talent no longer increases Eternal Devotion duration
  • Hammer of Justice damage gain per level decreased from 14 to 10
  • The Regeneration Master talent has been replaced with Path of the Wizard
    • Witch Doctor

      • Voodoo Ritual changed from 20 +1 Health per level and 5 Mana restored to 1% Health and Mana restored.
      • Gargantuan Health increased from 1000 + 100 per level to 1400 +140 per level

 

Malfurion build

Malfurion build used in HGC and other Heroes of the Storm eSports events by the top pro gamers in the United States, Europe and Asia.

Malfurion build – eSports

iakona - SuperStars HGC NA - Phase 2 Part 2 - Game 1 – Even in Death v Superstars -- Sept 2

Scouting Drone

Elune's Grace

Hindering Moonfire

Twilight Dream

Ice Block

Tenacious Roots

Rewind
jun - Tempo Storm HGC NA - Phase 2 Part 2 - Game 2 - Gale Force eSports v Tempo Storm -- Sept 1

Moonburn

Full Moonfire

Lunar Shower

Twilight Dream

Ice Block

Tenacious Roots

Astral Communion
jun - Tempo Storm HGC 2017 Europe Open Division Cup 13 Finals - Leftovers vs Bushido e-Sports -- Aug 29

Moonburn

Full Moonfire

Lunar Shower

Twilight Dream

Ice Block

Tenacious Roots

Astral Communion

Tychus build

Tychus build used in HGC and other Heroes of the Storm eSports events by the top pro gamers in the United States, Europe and Asia.

Tychus build – eSports

Prismaticism - Roll20 HGC NA - Phase 2 Part 2 - Game 3 – Superstars v Roll20 eSports -- Sept 3

Press the Advantage

In the Rhythm

Quarterback

Commandeer Odin

Neosteel Coating

Armor Piercing Rounds

Big Red Button
mora - BlossoM HGC KR - Phase 2 Part 1 - Game 4 - BlossoM v MVP Miracle -- Jul 22

Press the Advantage

The bigger they are...

Relentless Soldier

Commandeer Odin

Spray 'n' Pray

Armor Piercing Rounds

Big Red Button
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