Fezvez's' Co-op guide and hero review - Page 15
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fezvez
France3021 Posts
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DrSeRRoD
United States490 Posts
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29 fps
United States5723 Posts
The ally commanders that I can think of which affect my decisions are Artanis/Karax (make more t1 units) and Swann (more gas units, flyers to utilize his lazers during "down time"/"prep time") | ||
29 fps
United States5723 Posts
(Probably only useful at level 15 when he has 200 supply to begin with) 1. Artanis can make a gateway before the first pylon by using the power field. You can build the pylon after 2. Artanis doesn't need pylons any more at level 15 except to power his buildings, so you can have your protoss allies build spare ones for you since it'll add supply for them. Just build one in the middle of your two bases. It'll save you 100-200 minerals. You really only need 2-3 to power all your buildings. | ||
fezvez
France3021 Posts
On March 25 2016 21:56 29 fps wrote: I love reading the guides for co-op. I would like to know what the experts of co-op think are the best combinations and what you do for each one. I know it might be a lot to ask, but I would just like to know. The ally commanders that I can think of which affect my decisions are Artanis/Karax (make more t1 units) and Swann (more gas units, flyers to utilize his lazers during "down time"/"prep time") My personal favorite commander combinations : - Vorazun and Zagara. Vorazun black hole and Zagara AoE (banking, scourge) work remarkably well together - Artanis and (Kerrigan/Raynor), the 5 second invulnerability works wonderfully well with raptor lings and marines. The combo Artanis/Zagara works well too, but a bit less - Swann and Karax. Karax major issue is that he is gas starved when it comes to making units. On the other hand of the synergy, Karax reconstruction works on Swann units. The mech guys really work well together | ||
Xsyq
143 Posts
Vorazun: The biggest perk of partnering with Vorazun is the +25% damage boost and recall on death for cloaked/burrowed units. This makes Lurkers much more viable for Kerrigan since they'll mulch enemies quicker and will just heal to full after recalling, saving 150 gas each. In general burrowing any zerg unit right before death will save it if you have the micro. Swann can also benefit with Wraiths, but I much prefer tank/goliath myself. Any commander can get the bonuses around Dark Pylons (which should be spread around for recalling anyway). Nothing can stand up to a bunch of cloaked Siege Tanks or Reavers for long. Black Hole, in addition to being a really good set-up for AOE abilities, also reduces the armor of units affected by it to 0. Marines, Zealots, and Zerglings without the shredding claws upgrade really appreciate that, especially vs hybrids. Swann: Not a whole lot of synergy aside from the extra gas, but that's still the best boost most commanders can get. Science Vessels are great for Robo Artanis, anything Karax, and Mech Raynor. Karax: The 15% extra production speed helps saturate bases a bit quicker, upgrades come faster, and is generally useful in any situation when you fall behind in macro. Chronosurge is the same thing but on steroids. Reconstruction beam means any mech army is going to last a lot longer than normal, and it can repair non-zerg buildings as well. Carrier repair drones only repair units and are much harder to get but still work very well. Energizers are great with any unit but trying to chronoboost marines, zealots, or zerglings is probably not going to work unless you mass energizers. Unity Barrier actually absorbs hits even if the damage taken would be more than 10, which means it's particularly effective vs mech (don't think it works vs spell damage, sadly). Zagara: Not a whole lot of partner tools except for Frenzy (which works on everything equally well) and creep vision. Corrupters can use corruption on big targets like trains and Void Shards to make things easier. Kerrigan: Malignant Creep is a significant boost to ground forces while Assimilation Aura is a slight economy boost. Raynor: The Hyperion gets an aura that increases friendly damage by 2, which is great for Pheonix, Carriers, and Zerglings. Medics can heal any bio army. Artanis: Probably the second-biggest team boost, Guardian Shell is the best defensive ability in the game, especially considering how many battles can be over in less than 5 seconds. Combine with a healing ability like Karax, Swann, or Raynor, and your armies will never die. | ||
The Bottle
242 Posts
I think all around, for pretty much any commander, the hardest composition is the ling/bane/scourge/viper comp. If you're holding a defensive position, expect to be baneling busted quite a bit. Expect your defense to be covered in blinding clouds. Expect essential defensive units (tanks, lurkers, etc) to be abducted into the big ling/bane ball. And your air units will just be ripped up by vipers spamming parasitic bomb. (In the shuttle mission, as Raynor, I had 5 bombs instantly thrown on a pack of 20 vikings, and they all just disappeared.) If you're an army with a frail ground force, the terran/protoss anti-ground compositions can be a real pain in the ass. For terran, that's siege tanks, thors, ravens, and such. For protoss that's reavers, disruptors, immortals, colossi, and all this robo tech. I haven't played much Zagara or Kerrigan since the last patch, but for Raynor, on those maps where I go infantry, those things can really murder me. Even with 15+ reactored factories and 5+ orbital commands. (Of course on the maps where I go mech raynor - temple, trains, and sometimes lock'n'load - those compositions are no problem because they all melt to spider mines.) Another thing I thought I'd mention is that I really wish there was a random commander function. I feel like that would make the mode much more fun. Maybe, for players who haven't touched certain commanders, add a "minimum level" toggle so that your random selection only picks commanders at or above the minimum level. | ||
Xsyq
143 Posts
I just played Chain of Ascension and honestly I'm not too impressed. The hardest part is adapting your build to one base since your expansion has enemy units in it. Really wish Blizzard would give up on trying to design rush or macro into maps and just let us expand, especially in a game mode where there is no benefit to rushing. | ||
MarlieChurphy
United States2063 Posts
Send initial overlord to expansion. pump drones, as you get close to supply cap and larva are coming 1 by 1, get your spawning pool, make an extractor, keep pumping drones and an overlord, put 3 on gas. If you are zagara make another extractor and put 3 on gas. When you have 200 (and spawning pool is complete) minerals send a drone to the rocks blocking the nat. Drop a hatchery, wait half a second for creep to spread fully under it, then cancel and make a spine crawler (You gotta do this fast, and aim for the center left of the creep usually.) position overlord over the spine. When spine finishes target the rocks. It will start dying off the creep so you gotta be on top of this. With first 100 gas make a lair, you can't make a queen first, iirc not enough time/money. As soon as the lair is complete make a queen and shit creep onto your spine. It should be really close to dead, like 7hp or something. This is why it's very important to have the overlord positioned so that the creep starts healing it asap or sometime I have to unburrow it for a second so it doesn't die (off creep unburrowed it doesn't burn down). I usually take workers off gas for a second in order to save for the hatchery expand + a couple of spines at main and the queen. The enemy usually attacks and I run around the spines with the my queen. I also make a evo chamber and use the next 100 gas for the hero upgrade. Depending on your ally, they can also help you sometimes. Like whirlwind zealots or turets help kill your rocks when they are done with theirs. Maybe I should do a quick video guide. | ||
The Bottle
242 Posts
One thing I'm wondering about is whether he'll be gas starved. Kerrigan has trouble with gas even if you're really good with the assimilation aura, which you pretty much have to be. And if you want to go mutas, well, just forget about it. Abathur has a lot of gas heavy units, like the ravager which costs 100, and pretty much every air unit. I feel like he'll always be crippled until he gets that level 12 upgrade (reducing the morph gas costs of roaches & mutas) especially with the anti air. I wonder if vipers' parasitic bomb will have the pre-patch strength, since they do that with a lot of co-op units. For anti-ground, I think a lot of it will come down to your use of ravagers' corrosive biles. They have that big damage buff as one of your researches. I think if you get good with it, that becomes Abathur's main go-to explosive anti ground, like Swann's herc-tanks, or Zagara's banelings. (I know biles hit air too, but we have vipers' parasitic bombs plus devourers, whereas the biles look like the only really heavy hitting thing for ground.) Still looks like a lot of fun units. I was waiting for zerg to have casters, so I can't wait to use vipers. Swarm queens look like they'll be the bees' knees, especially with that transfuse buff. I wonder if leviathans will have spells. If so, probably not nearly as OP as the HotS campaign leviathan, but I hope they have something, so they're not just a "brute strength" unit like the brutalisk. I'm also wondering if the toxic nests will be something you have to be on top of, like Karax's strikes. If so that would be awesome! I'm also very curious how SHs will work, since this has been one of the most indecisive units for this team. (I'm guessing they'll be like in HotS, with some campaign buffs.) | ||
Purind
Canada3562 Posts
He sounds really fun, depending on how difficult or how easy it is to morph the Brutalisks/Leviathans. Thematically, he rounds out the zerg lineup nicely. Swarmy zerg Zagara, power zerg Kerri, and evolution zerg Abathur. He'll probably be similar to Kerrigan in the sense that you don't want to lose a single gas unit ever, and you have to do whatever it takes to keep every single gas unit alive. Nothing about his army screams "swarmy" to me | ||
DrSeRRoD
United States490 Posts
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Xsyq
143 Posts
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The Bottle
242 Posts
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Ganseng
Russian Federation473 Posts
For the retired fans ![]() | ||
DrSeRRoD
United States490 Posts
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fezvez
France3021 Posts
I even managed to lose on Rift to Korhal once! | ||
Tuczniak
1561 Posts
On May 18 2016 01:23 Ganseng wrote: Here is for all but Abathur. I don't have him and you need lvl 15 I think.Can someone pls post the mastery levels of all commanders as soon as the patch goes live? For the retired fans ![]() | ||
Ganseng
Russian Federation473 Posts
Predictable but nice perks for all heroes ![]() | ||
The Bottle
242 Posts
I think the strongest upgrades are the reduced cost ones. Kerrigan has a reduced gas cost, which I think will make her absolutely godlike once you max that out. Karax has an overall reduced unit cost which can make him godlike as well. Some other really nice notable ones are Zagara's baneling damage, Swann's and Karax's structure health (for defensive missions), and Karax's heal beam buff. But the minus cost upgrades for Kerrigan and Karax are easily the strongest ones IMO. I think those two commanders were a little weak anyway compared to the others (though still really fun) so this seems like a little stealth buff for them. I'm sad I'm stuck at work today. I'm really itching to get home and play this patch. | ||
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