Fezvez's' Co-op guide and hero review - Page 35
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DrSeRRoD
United States490 Posts
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Mod_Counter
Germany20 Posts
My new build order for her is to get 2 Gates before gasses and pumping Zealots, clearing a gas rock first, then defending the push with black hole and the Zealots. After defending the push I continue clearing the Nexus rock and then the final gas rock. I dump the excess energy into 3-4 Dark Pylons at the beginning to save Minerals and it feels like playing Artanis for the first 5 minutes, which is nice. I dont actually use Shadow Guards anymore now since Black Hole is just always better, especially since i like splitting Mastery points between Pylon range and Black Hole duration. Maybe it is even worth it to split points between starting energy and Chrono Boost as well, since you dont need the 90 Energy upfront for 2 Pylons and Shadow Guard anymore. | ||
scm288
1 Post
My level 40 Raynor was devoured on Hard difficulty. Maybe I'm just a bad player, but I had no counter for that composition. It was unlike anything I've seen before. | ||
The Bottle
242 Posts
Right now, it doesn't seem worth it to use your first overcharges on your expansion rocks with a random ally. You might need them for defending the first wave (since as we all know, in co-op, you should always be prepared to take on the first wave by yourself), plus one overcharge can't even kill the rocks so you still have to wait for Alarak/second overcharge. Of course this is only for maps where the first wave comes before Alarak, otherwise you can just overcharge to your heart's content. Having played one game with Abathur, I hardly noticed the nerfs. (Maybe I will if I play more.) I massed swarm hosts on the temple. The one unit that got hit the hardest by the biomass nerf - the locust - was still insanely strong when pushed out of full biomass SHs. I haven't played Vorazun with the nerfs yet, though I still think they're very reasonable. I imagine she has a much harder time with gas. On September 15 2016 01:36 scm288 wrote: Not certain if this is new, but I encountered a pretty intense Zerg AI last night. It was like a high supply cap Zagara, and it lobbed large waves of Zerglings, Banelings, Aberrations, Scourge, and Swarm Hosts on Temple of the Past. My level 40 Raynor was devoured on Hard difficulty. Maybe I'm just a bad player, but I had no counter for that composition. It was unlike anything I've seen before. That's definitely not new, it's been around for a very long time (3-4 major patches ago, I think). Everyone knows of the infamous bane/scourge/viper AI composition. Although I haven't played Hard difficulty in a very long time, so maybe it was newly added to Hard. | ||
Ouga
Finland645 Posts
Alarak seems amovey idd. Ascendants didn't feel very worthwhile at low level, will have to try them again at 12+. As long as you can make reasonable toss composition and bother to 'e' every 5s with Alarak, can indeed play just 2-3robo/supply/havoc amove to pretty good success. I could see Alarak becoming similar amove commander as ground-Aba, possibly more powerful at least if those buffed ascendants are worthy. | ||
imJealous
United States1382 Posts
1st plyon Gateway 2nd plyon and gas Gateway finishes = cyber core, 2nd gate way, 3rd pylon, and first pair of supplicants Cyber core finishes = Chronoboost warpgate research, make 2 more supplicants, keep making pylons (supplicants eat supply) Warp gate finishes at the same time as Alarak spawns = convert both gateways to warp gates, warp in 2 more pairs of supplicants (for a total of 10) then go use "empower me" on my rocks to get my expansion up... Alarak with that many supplicants can easily handle the first few waves even if your partner is afk. I usually take this force and clear the first point on lock and load or the first bonus objective on shuttle map for example. From there I add in cloaked havocs and decide what tech to go for while getting up my expansion. But lets be honest... There is only one tech to bother with and that is ASCENDANTS! Holy crap those guys are good and fun! Especially after the sacrifice upgrade. Don't under estimate their snipe ability... its so good for just obliterating hybrids... especially those pesky flying ones. Also works great on the train or 'void thrashers'. | ||
Amui
Canada10567 Posts
200 damage point and click from REALLY long range. Pretty much lets you just erase key targets. I'd imagine that once you get the upgrade you can blow up anything once you get a few upgraded ascendants with a ton of supplicants to help out. | ||
DrSeRRoD
United States490 Posts
On September 15 2016 02:58 Ouga wrote: I now noticed there were few new achievements added under Co-op>difficulty. Complete 300/500 missions on each difficulty added, so 80 more ach points for grinders. Many who're mastery90 prob are close to 500 brutal already but it's still nice little addition to keep playing co-op when we're closing in at the 100 bounty mark. At least I only now noticed them. Yea, this is new with 3.6. The 250 achievement changed to 300 and they added a 500 achievement. They also backfilled any you have completed so some people instantly unlocked 500 and others have a ways to go still. I have to do another 180 Brutal missions. I'll probably choose Karax, pick the easiest map to defend, and queue away. I'm guessing maybe Lock & Load if an ally clears the locks and I defend them. | ||
Jeremy1
6 Posts
Tips from most important to least: Tip 1 Uses For Structure Overcharge: Make sure your first pylon is next to your expansion, then as soon as you get structure overcharge, use it for your pylon. Then use a single cannon placed correctly to clear the rest. Also. place pylon closest to middle rock, since overcharge might clear vespine rocks! You can use structure overcharge on a structure warping in, I like to use this mainly to do some quick damage to the trains for the train mission or to the few mobs that got past you in the new escort map Mist Opportunities or in Void Launch when the ships are heading to the portal. Structure Overcharge is bad against Zerglings, marines, and anything with low health and have many! So make sure Alarak can deal with those with his Destruction Wave. Which is OP. Tip 2 How To Use Alarak: Alarak is terrible alone or without his supplicants. So make sure a few at least follow him AT ALL TIMES. It takes around 4 seconds for a wave of enemies to kill him on Hard and that's only Hard! Just two supplicants can be enough to push back an entire force in early game. Also! MAKE SURE SUPPLICANTS ARE AROUND HIM WITH YOUR ARMY! I was doing really well on Brutal once and had a HUGE army and lost half my units because I made the newb mistake of not watching my supplicants and replacing them. This also accounts for Hard! I lost the Brutal mission by the way. Dont misunderstand, I was at a high level at the time and I was doing well and we only died because I had a terrible ally who was AFK a lot. Tip 3 What Units To Use: Okay, I understand this should have been tip 1 since I personally have been asked this a lot and since it is indeed a really good question but the answer will surprise you and you will find you have for the most part (If you have common sense not to just use Supplicants and have been upgrading.) been doing it right. You think Abathur's units are good? You think Karax has good units? Or even Vorazun?! Hahahaha, oh you underestimate the Highlord! The Highlords units are so good in general that as long as you use Destruction Wave on Zerglings and Marines you are good. Also, as long as you (of course) been upgrading your units special abilities first. For instance, use Phasing Armor for Slayers or any other upgrade for that unit you are using. First use those upgrades, then focus on general upgrades like Shields and Attack. Even on Brutal as long as you do this right and use Destruction Wave correctly, you will be good. Minus Vanguards and Supplicants, use those sparingly! They are high supply and useless in large numbers! Each Unit To Use For Alarak Vanguard: Use a lot only on Brutal! On Hard you should have no more than 4 of them! On Brutal you should have no more than 10! 8 Is usually what I use and even then it's a bit overkill but doesn't really matter late game because his units just cant die. These are Alarak's only real AOE units and since Alarak has his massively OP Destruction Wave, they are pretty useless. No need to upgrade them. unless you are on Brutal. Then upgrade the Splash. The only time you use more than 8 of these is on Temple of the Past. Then use a TON of them! Basically make sure most of your Supply is made up of them. Wraithwalker: These are a MUST HAVE!! They are basically your only flying attacker apart from Slayer which is only usefully usable on Temple of the Past, against Zerg and their Scourge, and can take down heroics in SECONDS no problem! You want a lot of them and by a lot, I mean a lot. I usually just spam them late game and on Brutal, make sure they are protected! Against the Zerg you have to be careful to keep Alarak near them because of their Scourge. They will die quickly! Apart from that they are generally safe. Only time you want a few as in like 0-2 of these is on Temple of the Past Brutal. If you are against the Zerg and have to split your forces a lot then use Slayers instead of these. There is a time you want a few of these and that is against the Zerg, with the Zerg you will be best getting a lot of Slayers and a moderate amount of these instead. I'd say have 4 Slayer's to every 1 of these. Havoc: Another MUST HAVE! And you dont want too many of these because they will also take up unneeded supply! Usually around 10 at most is good and their force field on defense maps is totally OP. The only time you want more than 10 of these is on Temple of the Past. On there, you want about 5 of them at least on each ramp and 10 of them on the main ramp. At least. You want pretty much an army composition of all of them with equally as many Vanguard fully upgraded (Not equal supply, equal units.) That's 10 on front, 5 on the rest for recapitulation. If you do not think you can handle the Micro then DON'T PLAY ALARAK ON BRUTAL. Because you are just a dick who expects someone to powerlevel you. Unless you are really good and know a better way than me. On Temple of the Past this is pretty much the only way to handle the mission on Brutal since Alarak has virtually no defensive capabilities. Don't bother using a lot these against the Zerg because of their damned Aberrations which break the force field. Instead use more vanguards. Instead do a MAX of 10 on main ramp and 5 on others. Since their lock on, stealth, and detection is still useful. Slayer: Ohhh I gotta say, these I just love and hate. I want to say they are a must have because of their OP Phasing Armor which makes them virtually indestructible and on top of their Blink ability. Oh I know what you are thinking, Blink out, micro walk away attack, rinse, lather, repeat. Then they are indestructible ALL the time. However, the amount of Micro required along with the low damage, since they are basically the weakest damaging unit he has that is actually meant to deal damage. (I dont count the Supplicants and War Prism.) I have to say they are only strategically usable. I mean this is Alarak we are talking about though, since I know some of you will disagree, I want to make something clear. You can spam these and only these and Supplicants on Brutal if you are good enough and still win. (On offensive maps) However, these tips are supposed to be tips. Okay, I digress, these units are generally for the Zerg. Spam them against the Zerg for ease of play and add Vanguards and 0-2 Wrathwalkers with them. Don't use these much against the Protoss Ascendens: By far my favorite units and definitely OP. Psionic Orb and Mindblast are excellent strategic mob clearing attacks. Both are made to suit certain races, for instance, on Temple of the Past you want at least one of these with around 4 supplicants on each ramp and double that on front ramp and double this against the Zerg. Then against Zerg you use Psionic Orb and against all others use Mind Blast on Hybrids. Very excellent at quickly killing them. Now I feel like you don't need a ton of these units since they take up so much gas. No more than 2-4 should do. Make sure you use their abilities often, use Mind Blast against units like Tanks, Colossus, and Archons/High Templar! Then use Psionic Orb against a lot of Zerglings or Marines only when Alaraks Destruction Wave is on cooldown or when they are away from Alarak which makes that ability virtually useless. Since you will often be 1Aing your army. Supplicants: These really dont need much explanation. Apart from you ALWAYS needing them in all maps! Every. Single. One. Also, don't make too many. I would say around 6-10 for Alarak on Hard and around 10-16 at most on Brutal. Yes, that many! Alarak kills them quickly and over time if you aren't watching, your army will take a big hit. Also, you need them for Ascendants. Keep in mind, these are not great for clearing rocks!!! A single Photon Cannon is a ton faster! They do around 3 damage every 2 seconds and Photons do around 20 every two. They are absolutely terrible for it. Don't ever bother using them for it on Brutal. War Prism: Okay, the last one and the most annoying one, these I want to love but just plain hate. Low damage, annoyingly pressures you to warp in Supplicants often, dies quickly, especially against Zerg if you don't micro and keep them with your army. Just a plain pain in the ass. If you are good, then this isn't a problem so much but still it's like having someone constantly poke you in the back of the head while trying to play Starcraft. But that person poking you is your best friend. So you want to love them but just hate them. At least, that's how I feel. Anyway, I am going to simply put this: Dont use these on Hard and if you are bad at Microing and constantly select your entire army and 1A against the enemy, especially against Zerg. You'll find them disappearing quickly from the Scourge and they are their worse nightmare. Now, you never need more than 1 of these. They aren't good for transportation since they can only hold 1 colossus and if they die, the things they hold die with it. I would only recommend these for transport on the Vermillion Problem when transporting Probes to Crystals and only if you are decent at microing. Apart from that, never use more than 1 for warping in Supplicants or any other gateway troop. Be ready to replace them. Also, keep in mind, if you try warping an army member in and then transform them out of phasing mode, the army will die and I believe you will lose those resources. I only did this once and I am pretty sure I lost my resources. Just keep them safe when warping in. Okay that is it for units and I am going to go back to doing tips. Tip 4 About Warp Gates: Always use Warp Gates! It doesn't matter what map you are on (Except maybe for the Train map Oblivion Express.) or what your strategy is, using a single War Prism with Warp Gates is always a best strategy because you have to quickly warp in Supplicants and they are invaluable! You also will often want to use the least amount of them as possible and this helps with that. It also spreads your non-mech ground army along and makes them easily accessible. You want to make Warp Gates on Brutal as soon as you economically can. Usually you want to have them before the 8 minute mark. Now you may wonder why I didn't say not to use them on the Temple map, this is actually because of the bonus and Thrashers, you might need them to bring a few supplicants along quickly and they are only 2 supply and 200 minerals and it never hurts to be safe than sorry. Tip 5 About Alaraks Strong Points And Weaknesses: Alarak is very weak against Zerg generally speaking due to their often weirdly bulked army of either really weak units like Zerglings, Banelings, and Scourge, or really strong units like Ultralisks and Aberrations. Which honestly forces you to use Ascendant's mind blast to deal with the big ones and slayers to deal with the flyers. I feel like they added the OP Destruction Wave solely to deal with the Zerg. Against the Zerg you will have to macro your army correctly with just the right amount of Slayers and vanguards, don't bother using Wrathgaurds if you can't micro too well. Alarak is extremely good at taking down high HP things. That is by far what he is best at. When it comes to offensive maps where you have to destroy Thrashers, Void Shards, Trains, etc, if you spam Wrathwalkers, Havocs, Supplicants, and Vanguards just right, you can definitely solo him. If you want to do Brutal, I highly suggest you do those missions but only do them if you are good at Macroing! Microing doesn't really matter much. Good Synergies: I honestly feel like Alarak isn't very good with anyone. His units are often high health so Artanis's ability is virtually useless. Swann isn't good with him too well because he isn't very gas starved for the same reason Artanis's ability is useless. Once you make a unit and you keep supplicants and Alarak up front, they wont die. Since Alarak and his Supplicants are the "tank". Zagara is good for her early game dominance since Alarak is bad early game. Varuzon's timestop goes extremely well with him though due to his extremely high damage units. But thats used maybe 3 times a game. Raynor doesn't go very well with him and is more useful with a support hero. Karax goes good with everyone, but especially Alarak because when he chronos, you can build probes and upgrade and build your army quickly and Alarak is great with an upgraded army and needs many different upgrades. On top of that it takes sooo long to build his army and requires many structures which take up needless resources. Ultimately saving him resources. I know you are probably going to be surprised but Kerrigan is the best for Alarak. Even on defensive maps, no, ESPECIALLY on defensive maps. Why? Omega Nidalus. If you are decent at Microing, even on a small map, this is invaluable. Since Alarak has by far the slowest moving army in the game and only way for him to get quickly to an area to defend in any way is his mothership. The next best of course is Karax. If you are bad at Microing, the best would be Karax definitely. With Karax ask for them to warn before chronoing and with Karagan ask for a bunch of Omega Worms everywhere. Of course, it depends on whether your partner is a dick or not and will listen. For that very reason, I have to say, Alarak is the worse when it comes to synergy combos. General Notions: Alarak is a very OP hero and in my opinion the strongest hero on offensive maps where you have to destroy anything with high HP. Nothing can contend with him on that end. His units are generally hard to kill and I'd go as far to say harder to kill than even Vorazun's or Abithur's as long as you don't let Alarak himself kill your main army and don't let your mech go on the front lines. This is due to his mech army having very high range and his Slayers being virtually indestructible (Which is his main non-mech/caster damage dealer) and Alarak himself being a tank who can't die with enough Supplicants. Split up his army and with a little microing and Supplicants on the front lines, this still holds true. The reason why his army is so hard to kill isn't due to it being hard to kill in itself but due to it doing so much damage with very high range and damaging units in back and Supplicants and Alarak in front soaking in the main damage. You will also find yourself not using a mere 2 different or 3 different units like with the other heroes but rather using virtually all his units because they are all very useful in their own way. Which makes him in my opinion the funnest hero in the game. Something to note about me: To back what I say and to help prove I am not talking out of my ass, I have fully leveled all my heroes and I am level 56 Mastery and I've played Co Op since it came out. I wasn't very specific simply because I have only started to understand Alarak and I only want to say what I am absolutely certain is true. Keep in mind, anything I noted in a specific manner is with a grain of salt and may not work for you but it has ALL been tested and proved to work, at least for me. Ending comments: Okay, let's make something clear. This is mostly to the trolls and pros who are like, "Well I read Alaraks unit composition and damage and know everything you are already talking about." This isn't for you specifically, it's for people new to starcraft and people new to co op and people who have yet to play or buy Alarak but want to and with the information I gave, it should help them. Or for people who are looking for any general strategies to help. So please, if you find this guide unhelpful, it's not for you then and the world indeed doesn't revolve around you. ![]() For any tiepos (Which I am sure there are a lot and will be corrected if a lot of people read this and want me to.) let me know and I will fix. Right now I just want to take my chance making this long ass comment hoping it will help enough people to make up for me taking my time to help. As long as it helped just a few people, then it's worth it. ![]() | ||
Ouga
Finland645 Posts
On September 15 2016 08:07 DrSeRRoD wrote: Yea, this is new with 3.6. The 250 achievement changed to 300 and they added a 500 achievement. They also backfilled any you have completed so some people instantly unlocked 500 and others have a ways to go still. I have to do another 180 Brutal missions. I'll probably choose Karax, pick the easiest map to defend, and queue away. I'm guessing maybe Lock & Load if an ally clears the locks and I defend them. OK, wasn't aware if there already was 250 wins one before. If you looked for win grind, Karax def isn't the way. I used to "solo" those "kill 10 thrashers" missions, either one of them in 14min or so with Raynor. Might not be the fastest anymore with mule nerfs but should still have commanders who can sub15min even if ally doesn't help much at all. Wouldn't defending autowin missions be boring anyway ![]() | ||
Boogie with Stu
Netherlands16 Posts
What's everyone putting their mastery points into? 1. Alarak attack damage if I go ascendants, unit attack speed if I go robo styles. 2. Empower me duration, I think either of these are fine it will have to depend on the mutation you play I think. Maybe on the current mutation death fleet cooldown is better to use it to defend. 3. Overcharge for fast expand. | ||
Amui
Canada10567 Posts
My only problem is I don't have the APM any more to keep up with both alarak and ascendant spells. | ||
DrSeRRoD
United States490 Posts
On September 15 2016 09:55 Ouga wrote: OK, wasn't aware if there already was 250 wins one before. If you looked for win grind, Karax def isn't the way. I used to "solo" those "kill 10 thrashers" missions, either one of them in 14min or so with Raynor. Might not be the fastest anymore with mule nerfs but should still have commanders who can sub15min even if ally doesn't help much at all. Wouldn't defending autowin missions be boring anyway ![]() Well, you're also assuming the player is good enough with their macro/micro. I tried some Lock & Load last night as Karax and it was pretty simple. I just defend the locks as my endless supply of Alarak partners cleared them. Sure, they were about 20-22 minutes in-game time, but still not bad, easy for me, and stress free. It entertains me to watch over my ally and nuke down select targets he may have trouble with, depending on the composition he goes with (and every single one goes a different route, it was actually pretty fun to watch). On September 15 2016 19:49 Amui wrote: My only problem is I don't have the APM any more to keep up with both alarak and ascendant spells. Same here. The 2-3 games I tried pure Ascendant/Supplicant, I left Alarak at home. I didn't have the APM and didn't want him to sacrifice my Ascendants in case I slacked in supplicant macro. | ||
Ouga
Finland645 Posts
Has anyone happened to do current mutation with Alarak yet? I'm curious what kind of defenses Alarak should get for it assuming his ally doesn't do defenses for him. Just poor 10+ cannon def in main and nat feels quite taxing as going stalkers doesn't feel worthwhile as Alarak in any situation. Oh and isn't his "You're Welcome" achievement a biatch to do? I only got 8k/30k completed on my way to lev15, simply because no brutal mission seemingly has waves that attack my allies or myself almost ever. Didn't get Karax/Swann TD allies either to abuse for it. I guess I'm stuck grinding mutations as Alarak when you can actually expect allies' bases to get attacked every now and then. | ||
DrSeRRoD
United States490 Posts
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Ouga
Finland645 Posts
![]() I did mutation as Alarak with Artanis and yeah, guess those ~5 cannons I had around my main and nat were enough. Artanis might just be the dream ally for it, as then some of those nukes going to your minline (from the missiles) won't do as much dmg. Without that threat mission is pretty NP to carry when you can actually put most of the resources in army instead of static def. | ||
Alphazeta33
15 Posts
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Ouga
Finland645 Posts
On September 16 2016 09:56 Alphazeta33 wrote: How do you guys handle Liberators before Ascendants? They're a pain in the ass without long range or air, and Wraithwalkers are a bit of an investment. Alarak obviously won't die, but the whole Stalker army goes poof while destruction wave is on cooldown. Solution: don't make stalkers - ever. In small numbers libes die from just Alarak pushing them away like 4 times. They get too far out of range and have to readjust and are then pushed again. And if they hit something, it's probably Alarak as you shouldn't have other antiair in their range before you have colos or ascendants. | ||
The Bottle
242 Posts
While getting to level 15, I got only 1/3 of the achievement where you do damage overcharging allies' structures. Then after hitting 15, with the masteries, I finished it in 2 games. (To be fair, I picked the temple mission both times specifically for that.) What a hilarious mastery, that goes from really crappy ability to godlike defensive ability + super fast expand (though still not as fast as Swann or Karax I think). Ascendants.... since I hit level 12 where they get their OP ability I have just been using them and not looking back. The comp is just mass supplicants and ascendants, plus a few havocs. I saw someone earlier mention that you only need 12 or so ascendants, but I think it still helps to mass them, because there's a cooldown on sacrifice so more ascendants means you can cast spells more often. It's easier to split the army now, if you have Alarak + supplicants + 1-2 havocs in group 1 and ascendants + supplicants + 1-2 havocs in the other. (Though when you split them supplicants get scarce.) The only reason I ever make a robo now is for warp prisms. I don't think I made a robo bay since level 12. The disadvantage to this, I suppose, is that it's slightly less mobility (since ascendants are hella slow as opposed to mass stalkers which was a great comp before 12) and harder to destroy enemy bases (since you can't use the OP feedback on buildings). Besides that, this is the godlike comp. Also havocs make useful observers (and also units to follow Jinara)... think of them like shades from Warcraft 3. I definitely think the ascendants need a nerf though, and robo units a buff. This would promote more build diversity for Alarak, since as it is now, I think mass ascendants + supplicants heavily trumps all other compositions. Maybe doing something like giving wrathwalkers a (very small) AoE damage against air (as a strong non-ascendant anti-air option) and either tune down the ascendants spells a bit or increase the cooldown + max stacks on sacrifice. I'm still using both ascendant spells + Alarak spells (though probably not optimally since I don't have the micro for that) but I'm prioritizing the former over the latter, which I doubt is supposed to be what happens. For masteries, I max faster overcharge attack, Alarak damage, and shorter death fleet cooldown. While it's true that you can do a lot more damage with the extra Empower Me time than death fleets, Alarak is already aces in the blowing things up department, but he's severely lacking in the mobility department, which is why I think death fleet is a much better mastery. I'm not sure I'd call him the most OP commander. While an army of buffed ascendants may be arguably the best army in the game (a maxed biomass Abathur air army and maxed out herc + tank + goliath/thor army gives them a run for their money IMO) his mobility sucks ass. I think that will be a huge weakness in mutations. On September 16 2016 09:56 Alphazeta33 wrote: How do you guys handle Liberators before Ascendants? They're a pain in the ass without long range or air, and Wraithwalkers are a bit of an investment. Alarak obviously won't die, but the whole Stalker army goes poof while destruction wave is on cooldown. You should be able to get ascendants out really quickly. Alarak + supplicants handle the first liberator + cyclone wave well enough, and by the time you see liberators for the second time ever, you should have ascendants ready to mind blast them to death. The templar archives upgrades really quickly, so get the perm-buff sacrifice research first (make sure it finishes researching before you ever use sacrifice) and go right for mind blast after that, while chrono boosting the archives. And make sure to have a bunch of gateways ready so you can spam supplicants. I think if you get your build right you should be having super powerful ascendants that own everything before the attack waves start getting too tough for Alarak to handle on his own. | ||
Rizare
Canada592 Posts
As for gameplay, I think I kinda got the hang of it and can macro to keep ressources low. It really sucks that my computer is awful because I'm limited to robo builds. Ascendants require inputs to use abilities but when I go into fights, my FPS drop to 1 and ping increase 300+ ms. I think in my case, the atk speed mastery is actually better since it benefits robo units a lot. | ||
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