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Heart of the Swarm Unit Stats - Page 2

Forum Index > SC2 General
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Evangelist
Profile Blog Joined June 2011
1246 Posts
June 09 2012 09:33 GMT
#21
On June 09 2012 18:28 Sea_Food wrote:
Show nested quote +
On June 09 2012 18:24 Miotonir wrote:
When I saw widdow mines(cost 75 25)
take out all swarm hosts in the demo (cost 200 100)
I was like ... switching to terran ... building only widdow mines... GG.
Very cool unit They will prolly make me cry when i try roach bust ling xD
This is so exciting


Overseer which is 50/50 and all widdow mines are useless.


Yeah but the point is you build these things with reactors so basically open reactor hellion, build 6 hellions for early map control and then the moment you see roaches/lings/baneling, put down a few widow mines and build ONE viking to deal with said overseer and the zerg just can't bust you without losing their entire army

Pretty awesome tbh.
Velocirapture
Profile Blog Joined December 2010
United States983 Posts
June 09 2012 09:34 GMT
#22
When I first heard the tempest was 22 range I had to see it for myself. I dont know how but they have managed to make a bad flying unit with 22 range... boggles the mind. Frankly I hope it gets a complete rework.
Miotonir
Profile Joined March 2011
Poland66 Posts
June 09 2012 09:34 GMT
#23
On June 09 2012 18:28 Sea_Food wrote:
Show nested quote +
On June 09 2012 18:24 Miotonir wrote:
When I saw widdow mines(cost 75 25)
take out all swarm hosts in the demo (cost 200 100)
I was like ... switching to terran ... building only widdow mines... GG.
Very cool unit They will prolly make me cry when i try roach bust ling xD
This is so exciting


Overseer which is 50/50 and all widdow mines are useless.


I guess I need lair tech to roach ling bust. also like terran has no xD AA units.
Also have some sense of humor its not even out.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-06-09 09:37:41
June 09 2012 09:36 GMT
#24
overseer can't do shit to widow mine, they have 6 RANGE ATTACHMENT, you need a siege units to take them out safely, even if they are revealed
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
June 09 2012 09:37 GMT
#25
I really think 10 seconds is way too long. I mean sure, microing might take time, but if you say, have them in position before the battle, the battle will likely be over by the time the mines explode, and even if they do take some casualties... backloaded(term?) damage is far far far far far far far far less powerful than frontloaded damage
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Miotonir
Profile Joined March 2011
Poland66 Posts
June 09 2012 09:37 GMT
#26
That makes me wonder if I put a cloud on mines with my viper do they just stay in place and take it just like that xD?
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2012-06-09 09:39:40
June 09 2012 09:38 GMT
#27
Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?

Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.


Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Garmer
Profile Joined October 2010
1286 Posts
June 09 2012 09:38 GMT
#28
cloud affect only bio
TokO
Profile Joined July 2011
Norway577 Posts
Last Edited: 2012-06-09 09:41:08
June 09 2012 09:40 GMT
#29
Anyone feels as though energize is very powerful and overshadows mass recall from mothership core? I think chronoboost is going to have a much larger impact on protoss gameplay, which is awesome

EDIT: Also, this is also the return of the defensive khaydarian amulet, awesome <3
Miotonir
Profile Joined March 2011
Poland66 Posts
Last Edited: 2012-06-09 09:45:44
June 09 2012 09:42 GMT
#30
Lol i have this picture ... of widow mine attaching to baneling and some angry gamer detonating them(banelings) manualy before 10 sec cooldown xD Pure funy xDDDD
Bair
Profile Joined May 2010
United States698 Posts
June 09 2012 09:44 GMT
#31
On June 09 2012 18:38 Yoshi Kirishima wrote:
Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?

Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.


Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)


2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).
In Roaches I Rust.
Evangelist
Profile Blog Joined June 2011
1246 Posts
June 09 2012 09:45 GMT
#32
Can you micro the widow mine ie. give it a priority target?
Bair
Profile Joined May 2010
United States698 Posts
June 09 2012 09:47 GMT
#33
On June 09 2012 18:45 Evangelist wrote:
Can you micro the widow mine ie. give it a priority target?


I noticed that it does not seem that they will attach to units right next to each other, though this was not something I was able to test further. Aside from that possibility there appears to be no way to influence target choice.
In Roaches I Rust.
Miotonir
Profile Joined March 2011
Poland66 Posts
Last Edited: 2012-06-09 09:48:44
June 09 2012 09:48 GMT
#34
Cant Wait
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
June 09 2012 09:51 GMT
#35
On June 09 2012 18:44 Bair wrote:
Show nested quote +
On June 09 2012 18:38 Yoshi Kirishima wrote:
Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?

Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.


Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)


2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).


Thanks for testing this stuff out! Also thanks. So it's like a spell I guess.

Instant mines. That's interesting! Sacrificing is interesting too. I guess if you look at it, 100 mineral zealot for 75 min 25 gas isn't so bad. Of course though, it would take time since you have to warp them in then run them there, so that would give terran lots of time.

Hm hallucinated phoenix, yes that sounds very effective. If it works, maybe they overlooked it like many things in WoL beta. It sounds like it would be too easy to clear the mines like that.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Miotonir
Profile Joined March 2011
Poland66 Posts
June 09 2012 09:52 GMT
#36
On June 09 2012 18:51 Yoshi Kirishima wrote:
Show nested quote +
On June 09 2012 18:44 Bair wrote:
On June 09 2012 18:38 Yoshi Kirishima wrote:
Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?

Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.


Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)


2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).


Thanks for testing this stuff out! Also thanks. So it's like a spell I guess.

Instant mines. That's interesting! Sacrificing is interesting too. I guess if you look at it, 100 mineral zealot for 75 min 25 gas isn't so bad. Of course though, it would take time since you have to warp them in then run them there, so that would give terran lots of time.

Hm hallucinated phoenix, yes that sounds very effective. If it works, maybe they overlooked it like many things in WoL beta. It sounds like it would be too easy to clear the mines like that.


Still more halucinations less forcefields I guess its a good trade.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
June 09 2012 09:57 GMT
#37
On June 09 2012 18:52 Miotonir wrote:
Show nested quote +
On June 09 2012 18:51 Yoshi Kirishima wrote:
On June 09 2012 18:44 Bair wrote:
On June 09 2012 18:38 Yoshi Kirishima wrote:
Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?

Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.


Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)


2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).


Thanks for testing this stuff out! Also thanks. So it's like a spell I guess.

Instant mines. That's interesting! Sacrificing is interesting too. I guess if you look at it, 100 mineral zealot for 75 min 25 gas isn't so bad. Of course though, it would take time since you have to warp them in then run them there, so that would give terran lots of time.

Hm hallucinated phoenix, yes that sounds very effective. If it works, maybe they overlooked it like many things in WoL beta. It sounds like it would be too easy to clear the mines like that.


Still more halucinations less forcefields I guess its a good trade.


Hm I didn't think of it like that. And it would actually take precision and quick speed to effectively hallucinate 1 phoenix and run it all over to check the map for mines (aka slow him down again :D).
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Miotonir
Profile Joined March 2011
Poland66 Posts
Last Edited: 2012-06-09 10:01:21
June 09 2012 10:00 GMT
#38
On June 09 2012 18:57 Yoshi Kirishima wrote:
Show nested quote +
On June 09 2012 18:52 Miotonir wrote:
On June 09 2012 18:51 Yoshi Kirishima wrote:
On June 09 2012 18:44 Bair wrote:
On June 09 2012 18:38 Yoshi Kirishima wrote:
Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?

Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.


Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)


2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).


Thanks for testing this stuff out! Also thanks. So it's like a spell I guess.

Instant mines. That's interesting! Sacrificing is interesting too. I guess if you look at it, 100 mineral zealot for 75 min 25 gas isn't so bad. Of course though, it would take time since you have to warp them in then run them there, so that would give terran lots of time.

Hm hallucinated phoenix, yes that sounds very effective. If it works, maybe they overlooked it like many things in WoL beta. It sounds like it would be too easy to clear the mines like that.


Still more halucinations less forcefields I guess its a good trade.


Hm I didn't think of it like that. And it would actually take precision and quick speed to effectively hallucinate 1 phoenix and run it all over to check the map for mines (aka slow him down again :D).


A briliant point I think the mine will be very interesting in TvP PvT early game you can put down halucination of lets say immortals or zelots and lead attack with them, Very curious to see how mech will do in hots TvP.
Bair
Profile Joined May 2010
United States698 Posts
June 09 2012 10:02 GMT
#39
On June 09 2012 19:00 Miotonir wrote:
Show nested quote +
On June 09 2012 18:57 Yoshi Kirishima wrote:
On June 09 2012 18:52 Miotonir wrote:
On June 09 2012 18:51 Yoshi Kirishima wrote:
On June 09 2012 18:44 Bair wrote:
On June 09 2012 18:38 Yoshi Kirishima wrote:
Wow, the warhound is such a good tank for 2 supply o.o Not really liking the 3 food units for Zerg. I wonder if they tried to make swarm host a 2 or even 1 food unit, to make zerg more swarmy? Warhounds take pretty long to build though. Warhound's attack vs normal isn't so bad actually! 2 warhounds is slightly cheaper than a thor and you do 46 damage instead of 60. Food wise, warhounds are AMAZING. Like holy shit, way better than marauders. Warhounds are so food efficient! Of course they're a bit big for 2 supply, so that'll help keep their dps "densitiy" from getting too high. Range 7 is amazing too. They are pretty fucking fast as well. So warhound has energy bar or no? And the haywire missile is 1 attack of 30 damage? Seems like it was multiple hits by its effect. I'm guessing Immortal's hardened shields will reduce it to 10. I wonder if it can be blocked by PDD. I did some math and 1 immortal vs 2 warhounds is close -- not sure which wins. But even if the 2 warhounds lose, it's not by much and they are only 50 min 50 gas more expensive. Not like you wouldn't have support anyways. With ultralisks having burrow charge now, i wonder if frenzy is still necessary to stop them from getting strike canon'd?

Seems like adding some warhounds in early/mid game bio TvP is a good idea (until upgrades make marauders better). I mean, look at the fucking DPS against normal units (zealots). It's even better than marauders vs stalkers. It's also heavier on gas, so you may want to build some warhounds if you have too much. Maybe you could even add them in late game to get rid of some gas. They're pretty fast as well. It's got 7 range too, not 6! It's also got a lot more HP.


Wow 6 range is interesting on spider mine... so can you shoot them down like dragoons vs spidermines in BW? Or are they much faster now (seems like it)? Does this mean that they really need colossi or some other unit to clear out these mines? (Wow if so, that he can't run/blink stalkers around with an observer to clear mines, then these mines are gonna be awesome!)


2 quick points. The warhound's haywire missiles is 1 attack of 30 damage which I believe bypasses armor (making mental note to check that tomorrow). And the attachment time for widow mines is instant, so you need a higher range unit or a sacrificial unit. Given the MShip Core I could see hallucinated phoenix as being wonderful for clearing mines (assuming they attack hallucination, mental note 2).


Thanks for testing this stuff out! Also thanks. So it's like a spell I guess.

Instant mines. That's interesting! Sacrificing is interesting too. I guess if you look at it, 100 mineral zealot for 75 min 25 gas isn't so bad. Of course though, it would take time since you have to warp them in then run them there, so that would give terran lots of time.

Hm hallucinated phoenix, yes that sounds very effective. If it works, maybe they overlooked it like many things in WoL beta. It sounds like it would be too easy to clear the mines like that.


Still more halucinations less forcefields I guess its a good trade.


Hm I didn't think of it like that. And it would actually take precision and quick speed to effectively hallucinate 1 phoenix and run it all over to check the map for mines (aka slow him down again :D).


A briliant point I think the mine will be very interesting in TvP PvT early game you can put down halucination of lets say immortals or zelots and lead attack with them, Very curious to see how mech will do in hots TvP.


For that matter regular immortals could soak the mine with their shields. Still have to worry about the splash damage though.
In Roaches I Rust.
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Profile Blog Joined March 2011
England4983 Posts
June 09 2012 10:04 GMT
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