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Fezvez's' Co-op guide and hero review - Page 39

Forum Index > SC2 General
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rogerkitkit
Profile Joined November 2015
18 Posts
October 19 2016 06:48 GMT
#761
On October 19 2016 06:11 monk wrote:
Show nested quote +
On October 19 2016 05:34 Tuczniak wrote:
Personally I like opening build:
2 gass (automated)
CC (at natural)
barracks+tech lab
marauder squard + nova clear rocks

I prefer it to rail turret expand.

I prefer:
2 gas
CC at natural
Barracks
Marines


Why CC before rax?
ChaosOS
Profile Joined February 2016
United States68 Posts
October 19 2016 07:43 GMT
#762
Regarding Vorazun; Has anyone else done the 7 points into initial energy then rest into chrono power? It gets you the early free dark pylon to smooth out your initial supply gap, while still allowing you to have the econ boost. It feels more viable now that you can't just dump all points into starting energy and use that to clear rocks with DTs
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2016-10-19 09:45:27
October 19 2016 09:45 GMT
#763
EDIT: wrong thread.
Porouscloud - NA LoL
Tuczniak
Profile Joined September 2010
1561 Posts
October 19 2016 10:13 GMT
#764
On October 19 2016 15:48 rogerkitkit wrote:
Show nested quote +
On October 19 2016 06:11 monk wrote:
On October 19 2016 05:34 Tuczniak wrote:
Personally I like opening build:
2 gass (automated)
CC (at natural)
barracks+tech lab
marauder squard + nova clear rocks

I prefer it to rail turret expand.

I prefer:
2 gas
CC at natural
Barracks
Marines


Why CC before rax?
To get more scvs. And the build fits better. But I haven't done testing to compare economy.

With Vorazun's build I don't know. I did two cannons to clear expo. But it might not be the best. It's the most eco, but it might rely on the ally to deal with the second (third?) wave.

I have all still points on starting energy, with my style I don't need faster upgrades or production that much.
rogerkitkit
Profile Joined November 2015
18 Posts
October 19 2016 10:53 GMT
#765
On October 19 2016 19:13 Tuczniak wrote:
Show nested quote +
On October 19 2016 15:48 rogerkitkit wrote:
On October 19 2016 06:11 monk wrote:
On October 19 2016 05:34 Tuczniak wrote:
Personally I like opening build:
2 gass (automated)
CC (at natural)
barracks+tech lab
marauder squard + nova clear rocks

I prefer it to rail turret expand.

I prefer:
2 gas
CC at natural
Barracks
Marines


Why CC before rax?
To get more scvs. And the build fits better. But I haven't done testing to compare economy.

With Vorazun's build I don't know. I did two cannons to clear expo. But it might not be the best. It's the most eco, but it might rely on the ally to deal with the second (third?) wave.

I have all still points on starting energy, with my style I don't need faster upgrades or production that much.


My build now is:
1st gas
Barracks (tech lab)
2nd gas
Then as soon as tech lab finish, marauder can be out to clear the rocks
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
October 19 2016 11:30 GMT
#766
Damn, Nova is so much fun to play! lot of different styles possible and the top bar abilities are great
Great hero.
http://www.twitch.tv/pinokotsbeer
monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2016-10-19 12:53:37
October 19 2016 11:48 GMT
#767
On October 19 2016 12:44 PermaScrub wrote:
What's the best opening build for vorazun now? I'm going for 4 quick stalkers but is there any better way to break the expo rocks quickly?

The guardian shield nerf was a bit of a blessing in disguise since now you can actually replace zealots with higher tech units at a reasonable rate once you max out. Still a bummer for mutations but makes regular coop a bit more fun.

Dark Pylon
Gas
Gas
Gateway
Dark Pylon
Core
Break Rocks with Shadow Guard
Gas
Gas
Nexus
Moderator
monk
Profile Blog Joined May 2009
United States8476 Posts
October 19 2016 12:59 GMT
#768
I've been opening Marine/Goliath/Tank/Raven every game with great success. Her best unit is the Tank simply because of Spider Mine spam. Raven is also amazing mostly for being undercosted. Later on I replace my Marines with Ghosts vs certain waves, because Ghosts are very supply efficient but not cost efficient.

I found her a lot easier to powerlevel via solo queue than Alarak. In my run to 15, I only lost three games in the beginning due to incompetent allies. With Alarak, for instance, it was much harder to carry random allies because he didn't have Asscendents and Super Overcharge until very late(his two best traits).
Moderator
rogerkitkit
Profile Joined November 2015
18 Posts
October 19 2016 13:34 GMT
#769
On October 19 2016 21:59 monk wrote:
I've been opening Marine/Goliath/Tank/Raven every game with great success. Her best unit is the Tank simply because of Spider Mine spam. Raven is also amazing mostly for being undercosted. Later on I replace my Marines with Ghosts vs certain waves, because Ghosts are very supply efficient but not cost efficient.

I found her a lot easier to powerlevel via solo queue than Alarak. In my run to 15, I only lost three games in the beginning due to incompetent allies. With Alarak, for instance, it was much harder to carry random allies because he didn't have Asscendents and Super Overcharge until very late(his two best traits).


Are tanks really that great?
I mean...spider mines seem so difficult to be used correctly in offensive maps.
And since there is a limit on supply, i feel like units that can do both ground and air would be more desirable.
So I basically go for marines/goliath/liberators/raven
If ground pressure is too high, I guess Banshee would be better than tanks?
monk
Profile Blog Joined May 2009
United States8476 Posts
October 19 2016 14:03 GMT
#770
On October 19 2016 22:34 rogerkitkit wrote:
Show nested quote +
On October 19 2016 21:59 monk wrote:
I've been opening Marine/Goliath/Tank/Raven every game with great success. Her best unit is the Tank simply because of Spider Mine spam. Raven is also amazing mostly for being undercosted. Later on I replace my Marines with Ghosts vs certain waves, because Ghosts are very supply efficient but not cost efficient.

I found her a lot easier to powerlevel via solo queue than Alarak. In my run to 15, I only lost three games in the beginning due to incompetent allies. With Alarak, for instance, it was much harder to carry random allies because he didn't have Asscendents and Super Overcharge until very late(his two best traits).


Are tanks really that great?
I mean...spider mines seem so difficult to be used correctly in offensive maps.
And since there is a limit on supply, i feel like units that can do both ground and air would be more desirable.
So I basically go for marines/goliath/liberators/raven
If ground pressure is too high, I guess Banshee would be better than tanks?

Are you aware you can deploy mines on top of enemy units and they explode immediately?
Moderator
GamerJatt
Profile Joined May 2016
63 Posts
October 19 2016 20:10 GMT
#771
Levelled Nova quite a bit today, she's... boring. Not much to do except build a couple units and they just never die.
ChaosOS
Profile Joined February 2016
United States68 Posts
October 19 2016 20:22 GMT
#772
Anyone who's gotten her to 15 able to list her masteries?
GamerJatt
Profile Joined May 2016
63 Posts
October 19 2016 20:36 GMT
#773
Not lvl 15 yet but I read them elsewhere:

Set 1: Nuke/Decoy cooldown reduction; Ship Bomb strike cost reduction
Set 2: Nova attack speed increase; Units attack speed increase
Set 3: Nove Energy regen; Units life regen
DrSeRRoD
Profile Joined October 2010
United States490 Posts
Last Edited: 2016-10-19 21:38:46
October 19 2016 21:37 GMT
#774
Here's a picture with her masteries and increments:

http://prnt.sc/cw0q4p
imJealous
Profile Joined July 2010
United States1382 Posts
October 19 2016 21:45 GMT
#775
My opening is

2 gas
Barracks
Tech Lab, Factory, Engineering bay
Marines, Nova sight upgrade, Stim pack, Starport
CC and Start working on the expansion rocks...

By the way, Nova's sabatoge mine does 400 damage to the expansion rocks so use it while killing them. Particularly useful on expansions where both gasses are next to each other because you can usually hit both gasses and the CC blocker rocks for a total of 1200 damage.

I might start opening Marauder in stead of Marines if I wanna get a faster CC, saves some minerals and they should kill the rocks faster. I just worry that they might die to the fast zergling attack timing that hits before nova is out.

On October 19 2016 23:03 monk wrote:
Show nested quote +
On October 19 2016 22:34 rogerkitkit wrote:
On October 19 2016 21:59 monk wrote:
I've been opening Marine/Goliath/Tank/Raven every game with great success. Her best unit is the Tank simply because of Spider Mine spam. Raven is also amazing mostly for being undercosted. Later on I replace my Marines with Ghosts vs certain waves, because Ghosts are very supply efficient but not cost efficient.

I found her a lot easier to powerlevel via solo queue than Alarak. In my run to 15, I only lost three games in the beginning due to incompetent allies. With Alarak, for instance, it was much harder to carry random allies because he didn't have Asscendents and Super Overcharge until very late(his two best traits).


Are tanks really that great?
I mean...spider mines seem so difficult to be used correctly in offensive maps.
And since there is a limit on supply, i feel like units that can do both ground and air would be more desirable.
So I basically go for marines/goliath/liberators/raven
If ground pressure is too high, I guess Banshee would be better than tanks?

Are you aware you can deploy mines on top of enemy units and they explode immediately?

Hmm... I haven't tried this yet... Sounds fun but I would worry about getting tanks killed as I charge in.

I've been going bio with heavy ghosts against zerg, banshees against terran and protoss ground based enemies, and goliaths vs terran and protoss air based enemies. On defensive maps I mix in tanks, on offensive maps in mix in more bio.

When facing any kind of infantry based army... terran bio, protoss gateway units, roach hydra, and especially especially ling/bling I just a-move my army and mostly focus on microing Nova in assault mode. Her shot gun attack + Q ability instantly wipes out waves of weak enemies even better than Alarak's E and on top of that it has no cooldown! There's an energy cost but its still more frequent than Alarak's ability.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
GamerJatt
Profile Joined May 2016
63 Posts
Last Edited: 2016-10-19 22:09:12
October 19 2016 22:07 GMT
#776
I've been doing a really fast expand with Nova on most maps. Basically one SCV and then Barracks. Stop SCV prod when 15 are mining. Get 600 minerals about 1-2 secs after the Barracks finishes so I send that SCV for vision on the rocks and drop Marines there. SCV stays and attacks the rocks, enough minerals to build CC. Start SCV production back again and 2x Refineries. Factory into Starport and a Raven as fast as possible.

Nova defense buildings are pretty strong and a good mineral dump while fast teching to Starport.
Rizare
Profile Joined April 2010
Canada592 Posts
October 20 2016 04:40 GMT
#777
So 2 gas, CC at rocks, rax, rines as opening. Got it. What would you suggest before lvl 7 since the auto-refineries aren't available while lvling up? Rax, rines, 2 gas, CC? I'll have time to start playing Nova tomorrow or friday.
ChaosOS
Profile Joined February 2016
United States68 Posts
October 20 2016 06:27 GMT
#778
So I've got Nova to 15 now, so it's time to debate masteries

Set 1: Both seem pretty meh, but griffin strike cost seems better just due to how rarely I found nuke/decoy all that useful; Plus they have super long cooldowns and even -30s doesn't seem that impactful compared to saving thousands of minerals on griffin strikes

Set 2: Combat unit attack speed. Nova is mostly useful for snipe/shotgun blast, I never found her autoattacking stuff that much.

Set 3: I'm trying unit life regen, but with the triple stack of raven abilities her army regen is pretty good so I can see the argument for nova energy
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
Last Edited: 2016-10-20 14:30:51
October 20 2016 14:30 GMT
#779
I'm liking that Marauder start someone posted earlier in here, but I haven't actually done any scientific testing. It feels better than the other methods I've tried (Marine or 3 railgun).

The build is:
Refinery -> Rax -> Refiner -> Marauder -> CC.

I find that I'm almost never using Marauders, Hellbats, Banshees, or Liberators, though the first two I make sometimes just to dump minerals. Anyone have thoughts on these units?

On October 20 2016 15:27 ChaosOS wrote:
So I've got Nova to 15 now, so it's time to debate masteries

Set 1: Both seem pretty meh, but griffin strike cost seems better just due to how rarely I found nuke/decoy all that useful; Plus they have super long cooldowns and even -30s doesn't seem that impactful compared to saving thousands of minerals on griffin strikes

Set 2: Combat unit attack speed. Nova is mostly useful for snipe/shotgun blast, I never found her autoattacking stuff that much.

Set 3: I'm trying unit life regen, but with the triple stack of raven abilities her army regen is pretty good so I can see the argument for nova energy



Agreed with everything here. I think it's a great idea to put 5-10 points into life regen, but more than that is superfluous.
pretender58
Profile Joined August 2013
Germany713 Posts
Last Edited: 2016-10-20 16:29:22
October 20 2016 14:57 GMT
#780
On October 20 2016 23:30 APurpleCow wrote:
I'm liking that Marauder start someone posted earlier in here, but I haven't actually done any scientific testing. It feels better than the other methods I've tried (Marine or 3 railgun).

The build is:
Refinery -> Rax -> Refiner -> Marauder -> CC.

I find that I'm almost never using Marauders, Hellbats, Banshees, or Liberators, though the first two I make sometimes just to dump minerals. Anyone have thoughts on these units?

[...]


-Marauders can have a place in your army against ground-based compositions and they're quite cheap.
-Hellbats are pretty worthless though, I opened once with them against ling first wave; other than that they are bad (cleaning the rocks, later on they take up precious supply)
-Banshees are pretty dope against ground, but they're eclipsed by Nova's siege tanks. Not even their greater mobility helps because of the griffin transport.
-Liberators are excellent anti-air, but against sky toss and sky terran goliaths with their ability to paralyze mechanical units are just better and are less gas intensive.
The latter two are thus suffering from redundancy, other (more costefficient) units take their place. I also think that the goliath's stun ability against air should be nerfed. Just disabling all big units on void launch (even the shuttles stop moving) felt ridiculously overpowered.
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