Warp in a Pylon that generates a Power Field and grants vision of the surrounding area. Probius only regenerates mana while inside a Power Field.
Up to 2 Pylons can be active at a time
Basic Abilities
Worker Rush (Z)
Activate to gain an additional 50% Movement Speed for 5 seconds. Taking damage ends this effect early.
Passive: Probius moves 10% faster by hovering over the ground.
Disruption Pulse (Q)
Fire a burst of energy forward, dealing 150 damage to all enemies it passes through. Hitting the center of a Warp Rift will cause it to explode, dealing additional damage.
Warp Rift (W)
Open an unstable Warp Rift at a location that takes 1.25 seconds to arm, which then slows nearby enemies by 20%, lasting 9 seconds.
Armed Warp Rifts explode when hit by a Disruption Pulse, dealing 261 damage to nearby enemies.
Photon Cannon (E)
Warp in a Photon Cannon that deals 95 damage per second. Lasts 11 seconds.
Must be placed within a Pylon’s Power Field. Deactivates if it doesn’t have a Pylon powering it.
Heroic Abilities
Pylon Overcharge (R)
Increase the size of Pylon power fields and allow them to attack enemies within it for 110 damage per second. Last 10 seconds.
Passive: Pylons gain permanent Shields equal to 50% of their maximum Health.
Null Gate (R)
Project a barrier of negative energy in the target direction that lasts 4 seconds. Enemies who touch the barrier take 64 damage per second and are slowed by 80% for as long as they remain in contact with it.
Warp in a Pylon that generates a Power Field and grants vision of the surrounding area. Probius only regenerates mana while inside a Power Field.
Up to 2 Pylons can be active at a time
Basic Abilities
Worker Rush (Z)
Activate to gain an additional 50% Movement Speed for 5 seconds. Taking damage ends this effect early.
Passive: Probius moves 10% faster by hovering over the ground.
Disruption Pulse (Q)
Fire a burst of energy forward, dealing 150 damage to all enemies it passes through. Hitting the center of a Warp Rift will cause it to explode, dealing additional damage.
Warp Rift (W)
Open an unstable Warp Rift at a location that takes 1.25 seconds to arm, which then slows nearby enemies by 20%, lasting 9 seconds.
Armed Warp Rifts explode when hit by a Disruption Pulse, dealing 261 damage to nearby enemies.
Photon Cannon (E)
Warp in a Photon Cannon that deals 95 damage per second. Lasts 11 seconds.
Must be placed within a Pylon’s Power Field. Deactivates if it doesn’t have a Pylon powering it.
Heroic Abilities
Pylon Overcharge (R)
Increase the size of Pylon power fields and allow them to attack enemies within it for 110 damage per second. Last 10 seconds.
Passive: Pylons gain permanent Shields equal to 50% of their maximum Health.
Null Gate (R)
Project a barrier of negative energy in the target direction that lasts 4 seconds. Enemies who touch the barrier take 64 damage per second and are slowed by 80% for as long as they remain in contact with it.
[Q] Echo Pulse Disruption Pulse now returns to Probius 1.25 seconds after reaching its target, dealing 75% damage on the return trip.
[W] Warp Resonance Quest: Hit Heroes with Warp Rift explosions.
Reward: After hitting 10 Heroes with Warp Rift explosions, increase the explosion damage by 100.
Reward: After hitting 20 Heroes with Warp Rift explosions, Warp Rift gains 1 additional charge.
[E] Gather Minerals Quest: Enemy Heroes and Minions drop Minerals when killed. Collect them to increase the Health of Photon Cannons by 8, up to 560.
Reward: After collecting 70 Minerals, Photon Cannons deal 25% more damage, can see over obstacles, and reveal nearby Cloaked units.
Level 4
[E] Photon Barrier While a Photon Cannon is alive and powered, Probius gains 30 Spell Armor.
[Z] Turbo Charged Worker Rush grants an additional 10% passive Movement Speed while in a Power Field, and its cooldown is reduced by 20 seconds.
Shield Capacitor Probius gains permanent Shields equal to 10% of his max Health. Shields regenerate quickly as long as he hasn't taken damage recently.
Level 7
[Q] Particle Accelerator Disruption Pulse deals 10% more damage for each enemy or Warp Rift hit, up to 40%.
[W] Rift Shock Hitting an enemy Hero with Warp Rift explosion increases Probius's damage against them by 20% for 10 seconds.
[E] Tower Defense When Photon Cannon damages an enemy Hero, its cooldown is reduced by 1.25 seconds.
Level 10
[R1] Pylon Overcharge Increase the size of Pylon power fields and allow them to attack enemies within it for 110 damage per second. Lasts 10 seconds. Passive: Pylons gain permanent Shields equal to 50% of their max Health.
[R2] Null Gate Project a barrier of negative energy in the target direction that lasts 4 seconds. Enemies who touch the barrier take 64 damage per second and are slowed by 80% for as long as they remain in contact with it.
Level 13
Aggressive Matrix Pylon's Power Field grants allied Heroes 20% increased Attack Damage.
Power Overflowing Pylon's Power Field grants allied Heroes 10% increased Spell Power and 2 Mana per second.
Shield Battery Pylon's Power Field grants allied Heroes 30 Shields per second, up to 120. Shields persist for 4 seconds after exiting a Pylon Power Field.
Level 16
[W] Quantum Enemies continue to be slowed for 3.5 seconds after their last contact Entanglement with a Warp Rift.
[W] Gravity Well Enemies are slowed more the closer they are to the center of the Warp Rift, up to a maximum slow of 60%.
[W] Repulsor Enemies hit by a Warp Rift explosion are knocked away from the center.
[W] Interference Enemy Heroes hit by Warp Rift detonations have their Spell Power reduced by 35% for 3 seconds.
Level 20
[R1] Construct Additional Pylons Probius can now have up to 3 active Pylons, and increase the damage of Pylon Overcharge by 25%.
[R2] Gate Keeper Null Gate lasts indefinitely if either end is within a Power Field. Only one Null Gate may be active at a time.
[Q] Shoot Em Up Hitting a Warp Rift with Disruption Pulse causes 4 additional pulses that deal 50% damage to be fired from the impact location in different directions. Additional Pulses do not benefit from Echo Pulse or Particle Accelerator.
[W] Probius Loop Whenever a Rift explosion hits 2 or more enemy Heroes, create a new Warp Rift in the same location.
Did not see this hero coming at all. Definitely excited for him, but also the talent reworks. Gazlowe has been my bae for so long and just fundamentally struggles as my rank has risen.
On March 04 2017 03:16 xDaunt wrote: Gazlowe Mk. 2. The cancer has metastasized.
yeah pretty clear that someone at blizzard is a fan of what I call "nesting heroes". it's significant that the intro video features a party of six people who just teamwiped the enemy chasing one last kill into a trap. ( instead of doing anything else. ) --- this is the core gameplay of the hero, I guess. (depending on other people's mistakes)
Arthas, Joanna and other auto-attack tanks will receive physical armour.
Anub'arak, Tyrael and other magic tanks will receive spell armour.
Cho, Varian and other generic tanks will receive normal armour.
Cho'gall will be getting minor reworks, buffs and the return of Cho'gall Outbreak, letting him spread through the community.
More interesting choices for talents.
Eye of Kilrogg and Shove, previously level one talents for Gall, will be made baseline.
Interaction between each half will be increased, with a new trait.
Arthas
Kit is being focused around basic attacks.
There will be more diversity in viable talents.
Anub'arak
Will become more focused on his anti-mage role.
Again, further diversity in viable talents.
Gazlowe
A range of fixes focused on making him better in the hands of pros without turning him into a pubstomper.
Robo-Goblin will receive a mini-rework.
Doubtlessly, other heroes will receive balance fixes of various sizes.\
Party frames
Set at the top of the screen and looking very similar to the spectator UI, these will show various for your allies:
Health
Resources (Mana, Energy, etc)
Cooldowns on Heroic abilities
Whether they're alive
The new on fire status. Speaking of which...
On Fire
Returning from an earlier version of the game, this will indicate if you're doing rather well.
It now applies to a maximum of three people in any game. They can all be on the same team, split, or be just two, one or none.
Various stats are taken into account, including everything shown on the scoreboard.
Will be shown to team-mates and enemies via party frames and on your hero portrait. Will also highlight which items are contributing to your own fire status on the scoreboard.
Kill log
This is an update to the left hand side of the screen where deaths are shown.
It more nicely indicates kill streaks and is prettier in general.
Part of the update is prepping it for showing more information in a future patch - quest completion by allies, for example.
wow so tempting to reinstall. get GM with probe only? what a fun challenge. i just cant attempt it though still very cool to see this hero in case i play again someday
On March 05 2017 00:24 Harris1st wrote: I swear there is a thread somewhere here on TL with Hero ideas and someone suggested this Hero a year ago or sth ^^
I know I suggested a cannon-rushing probe, but I can't find it quickly.
A firebat and fenix dragoon/zealot should be added as well.
On March 05 2017 00:24 Harris1st wrote: I swear there is a thread somewhere here on TL with Hero ideas and someone suggested this Hero a year ago or sth ^^
I know I suggested a cannon-rushing probe, but I can't find it quickly.
A firebat and fenix dragoon/zealot should be added as well.
More info from the Deep Dive panel today for the next patch:
Cho'Gall
When Cho activates his new trait, they get 25% Armor. When Gall has his trait active, they get 25% increased damage. This trait is available for both players so, per lore, they might find themselves fighting over it.
Cho has a new level 20 talent upgrade to Upheaval: it roots for 1.5 seconds afterward.
Gall has a new Level 20 talent: Death timer reduced by 50 percent.
There are new Quest talents at level 20 that offer Cho additional 2 Armor per takedown and Gall 2% additional damage. These stack indefinitely.
Cho's level 20 talent upgrade for Upheaval now roots after the pull.
Eye of Kilrogg and Shove are now baseline. Shove replaces the current Z ability, and now after the "shove", he gains some movement speed boost.
Armor system rollout
More armor is being added to the game to help balance and provide different armors new niches
Most warriors will receieve some sort of armor.
This includes the armor we already knew about revealed in the UI changes Blizzard post. This includes
Tyrael given Spell Armor
Johanna given Physical Armor
Varian and Cho'Gall given normal Armor
Arthas
His kit will be based around being anti-basic attacks.
Updated talents to provide better diversity.
Frozen Tempest now provides movement speed slow AND attack speed slow.
The slow stacks faster and harder so, every second, enemies have 10% reduced 10% movement and attack speed. Stacks up to 40% so potentially a very powerful debuff.
Additionally, the functionality is more like an aura like Lucio's ability. This means when he is stunned or displaced, the ability doesn't end.
Anub'arak
Further kitted his talents towards anti-spell caster.
Burrow Charge cooldown is lower and enemies afflicted by it have their move speed reduced. Great for diving casters.
Gazlowe
With Probius coming in and establishing himself as a builder, Gazlowe needed a change.
He is more about basic attacks and sustained damage, where Probius is about spells and burst damage.
Wanted to increase the skill potential for higher level players.
Turret targeting is now baseline and Xplodium Charge range is increased.
The goal is to make him more viable in competitive play without boosting quick match win rate.
Robo-goblin should now make an interesting heroic ability decision. It now grants 100% basic attack + new activate for armor (30 armor) and speed boost. Can be used to chase heroes down or run away.
Deth Lazor used to have different casting states and the final one was the most powerful and it fired. Now, you channel Deth Lazor indefinitely! You can right click Deth Lazor to cancel it and the cooldown doesn't go off. Deth Lazor feints and repositions possible and no need to waste the cooldown.
I just read that internally the design team refers to probius as "Beep, Boop -- You're dead" because of the thing's insane burst damage. My guess is regardless of winrate people will think the thing is overpowered.
I don't get the Anub'Arak changes. They are forcing him to burrow into the enemy team now. Literally forcing him. Whilst giving him less Spell Armor and he still has low HP for a Warrior and a big model so he is easy to hit. Yes, he gets a talent on 16 that reduces Spell damage by targets hit by burrow for 4 seconds. So that is now a forced pick and will only affect the targets hit by charge.
Meanwhile, the rest of the enemy team now notices Anub'Arak is in the backline and promptly vaporizes him. Reducing the burrow cooldown to 12 seconds isn't low enough that he can dive back out. His 75 Spell Armor is what allowed him to tank skill shots and harass and only dive when it was somewhat safe to do so. All his damage has been reduced as well so whatever he dives isn't going to die as quickly either.
Yes, he has a level 13 talent that boosts his AA damage on....targets hit by burrow. Again. So basically if you want to use Anub'Arak your level 13 and 16 talents are chosen for you and you have to dive your targets. Did Blizzard just forget that his burrow is also the thing that keeps him alive? That his burrow is also his only escape? Heck I even kinda liked Blood for Blood on him, you could dive the backline and drain some health from their tank to sustain yourself whilst you're busy back there (or use it on the target). And that is gone too.
Granted, I still have to see it on PTR but I honestly feel like Anub is being pidgeon holed even more.
On the upside, the Arthas changes look pretty good.
Two talents removed from Tyrael with no replacements (with Imposing Will being a big one)? Uhm...ok?
After testing on PTR:
Probius has infinite mana whilst in a power field. And pylons provide shields as well if talented. He can spam so much shit. If you go for Pylon Overcharge and use your abilities right you will do over 1k DPS for several seconds. No CC or escape though and only 2.7k health at level 20. Doubt we'll see him in pro play because of that.
Arthas changes seem pretty good. If you go for the Death Coil talents, you get a 6 second self heal that will heal you for 1.1k at level 20. It goes up to almost 1.4k if you take the level 16 talent as well. And you can poke with it if needed to get a regular heal. Frozen Tempest changes seem good as well. All round good changes.
Still unsure about Anub. Kinda hard to test in Try Mode given he's anti-caster and that kinda revolves around teamfights.
Here is a brief paraphrased summary of his first impressions of the Anub/Arthas/Tyrael changes: New Anub is potentially OP strong if you know how to play him, but no talent diversity with the shield at 7 that is ~20% of your life in size, increased W shield, and decreased burrow charge cool down. His preferred Anub'arak build
1 Nerubian Armor (spell shield)
4 Bed of Barbs (More CC and wave clear, plus dot damage prevents channeling objectives)
7 Subterranean Shield (shield is ~20% of your life on a relatively short cool down)
10 Locust Swarm (sustain and damage pressure)
13 Acid Drenched Mandibles ( Q & E both slow giving huge auto attack boosts)
16 Epicenter (increased area and decrease cooldown on burrow charge, which gives more Subterranean Shields)
20 Rewind (More CC and more shields)
Arthas build
1 Frost Presence unless you are forced to solo lane for extended periods, then Rime
4 Deathlord (Death Coil buffed, so best bet if solo tanking)
7 Immortal Coil (situational- Icebound Fortitude)
10 Army of the Dead if solo tank, Sindragosa situational
13 Shattered Armor with W quest at 1, otherwise Biting Cold
Nothing new, ppl just didn't realize that a tank with double Medivh shield is hard to kill thanks to the flashiness of insta-point-and-click-deletion before.
That level 1 parry talent + the level 7 give you so much sustained DPS. I've played him a lot, felt great, but mostly lost. TBH having a second warrior is often a liability in HL at low level (plat 1, didn't have time to climb this season).