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![[image loading]](http://i.imgur.com/fRxKT7C.png) I didn't find a carbot animation about Vorazun, so i made this after Carbot Animations, (click on the link to watch the brood war video) Vorazun is a stealthy master of time that makes WOW rogues look like sissies. She is rather smooth to play and the most dominant Protoss hero in Co-op. She fears no army and is somewhat versatile in terms of play. As controller of when engagements occur she backstabs her opponents with dark templars’ shadow fury where the small units are wiped out quickly. As the wielder of time and space the black hole and time stop are extremely helpful both in helping teammates to get achievements and to manage dealing with even the worst of armies. The playstyle to back-stab, cloak and dagger, and manipulate the enemy is unique and dangerous. Not only can she silently and precisely deal with a target. In additions, she has one of the deadliest frontal assaults in the game. The prismatic range void rays heavy pushing power from the air crushes through the largest units of both Xel Naga and other races alike. Not only that, dealing with static defense is a breeze with her air armada of Corsairs disable towers with disruption web and then obliterate everything quickly and decisively with Void Rays. She stacks easily and powerfully with all other heroes in the game. The only weakness that really exists is the frailty of the detection and low energy for spamming the black hole. Thus, the decisions of how to defeat the army will rely a lot on managing the time stop and block hole abilities. Even dark templar are cheaper and will respawn upon death making them very cost efficient. The disabling from the Centurians dark coil is an added bonus for surprise attacks that will cripple front line ground units. I think controlling her benefits by splitting ground and air armies into separate control groups and I feel that she is one of my favorites to play. ---------------------------- Opener build- 4 gas tech rush, +2 attack, dark coil, Shadow fury build + Show Spoiler +14 pylon 0:24 15 Gateway 0:50 18 2 gas at main 1:18 19 forge 1:43 19 2 gas at natural 1:53 20 cybernetic 1:57 20 pylon 2:05 (cut workers at full saturation, 21) 21 +1 at forge 2:30 (Chrono it until it 4:20) 21 twilight council 2:39 21 warp gate 2:40 21 Shadow Charge 2:40 3:30 dark shrine Use Shadow guard dt calldown to kill first wave and break rocks ![[image loading]](http://i.imgur.com/PQZ0vkw.png) Nexus (put down nexus as soon as rocks die) 4:20 shadow fury 4:20 +2 attack on forge ~ 5:00 3 gateways and a stargate By about 10 minutes I try to start oracles as they are your only detector for cloaked and burrowed units. ---------------------------------------------- Leveling- Vorazun is really nice to play at low levels since most of the key upgrades come pretty early. 2- Spear of Adun:Orbital Assimilators- The spear of adun harvests gas from orbit without the need for probes. 3-Shadow Legion- Increases the number of vorazun's Shadow Guard from 2 to 4. This ability is located in the top panel. 4-Twilight Council Upgrade Cache- New research at the twilight council. *Shadow Charge:Allows Centurious to stun nearby enemies.
![[image loading]](http://i.imgur.com/nADXKpa.png) 6-Dark Shrine Upgrade Cache. - Heavy assault unit built from the factory. *Void Stasis:Grants Dark Templar the ability to disable units, preventing them from attacking or being attacked for 10 seconds.
![[image loading]](http://i.imgur.com/5C61STF.png) 13-Spear of Adun: Emergency Recall- Upon taking fatal damage, Friendly cloaked or burrowed units are recalled to their owner's Primary structure. All Levels- + Show Spoiler +1-Shroud of Adun- Vorazun's dark templar have improved shields and cost less vespene gas. 2-Spear of Adun:Orbital Assimilators- The spear of adun harvests gas from orbit without the need for probes. 3-Shadow Legion- Increases the number of vorazun's Shadow Guard from 2 to 4. This ability is located in the top panel. 4-Twilight Council Upgrade Cache- New research at the twilight council. *Shadow Charge:Allows Centurious to stun nearby enemies. ![[image loading]](http://i.imgur.com/nADXKpa.png) *Phase Reactor:Allows the stalker's blink to restore 40 shields over 5 seconds after blink. ![[image loading]](http://i.imgur.com/k5VfDHu.png) 5-New Unit:Dark Archon- Unlocks the ability to warp in Dark Archons from the gateway. Powerful spell caster. Can use mind Control and Confuse. 6-Dark Shrine Upgrade Cache. - Heavy assault unit built from the factory.  T Blink:Enables Dark Templar to teleport to nearby locations. ![[image loading]](http://i.imgur.com/gZs6jXe.png) *Void Stasis:Grants Dark Templar the ability to disable units, preventing them from attacking or being attacked for 10 seconds. ![[image loading]](http://i.imgur.com/5C61STF.png) 7-Veil of shadows- Increases the shield regeneration rate of friendly cloaked units by 400%. 8-Spear of Adun Event Horizon- Negates the armor of all enemy units affected by the black hole ability. This ability is located in the top panel. 9-Dark Archon Upgrade Cache- New research available at the Dark Shrine. * Dark Archons start with full energy. ![[image loading]](http://i.imgur.com/q25lwTj.png) * Allows a Dark Archon to take control of a unit permanently. ![[image loading]](http://i.imgur.com/uSkAobq.png) 10-Spear of Adun:Time Stop- Unlocks the time stop ability which freezes all enemies in place for 20 seconds. This ability is located in the top panel. 11-Dark Pylon: Recall- Unlocks the ability for dark pylons to recall units to their location. 12- Fleet Beacon Upgrade Cache- New research available at the fleet beacon: * Stealth Drive  ermanently cloaks all corsairs ![[image loading]](http://i.imgur.com/XbaEL0a.png) * Prismatic Range:Increases the range of the void ray's weapon as it continues to attack ![[image loading]](http://i.imgur.com/AQ0ZQ13.png) * Stasis Calibration:Enemies affected by the enemies stasis ward can now be attacked. ![[image loading]](http://i.imgur.com/0lrSlqe.png) 13-Spear of Adun: Emergency Recall- Upon taking fatal damage, Friendly cloaked or burrowed units are recalled to their owner's Primary structure. 14-Spear of Adun: Chronomancy- Reduces the cooldown of time stop from 5 minutes to 4 minutes. This ability is located in the top panel. 15-Strike from the Shadows- Increases the damage from friendly cloaked or burrowed units by 25%.
---------------------------------------------- Choosing transitions and upgrades- In terms of diversity I feel Vorazun is similar to Zagara and does not have a lot of tech choices. Since the Dark Templars respawn after death and can initiate from shadow fury and back off, they are often built early and are extremely cost efficient and good for pushing. Most of the advantages will come from initiating early and then backing off without taking damage and then initiating again with your teammate while comboing with the black hole ability. The biggest compositional differences come from playing against mech and scourge. Against mech, i think dark archons are great; and against scourge, air as not very solid I go almost pure dt stalker and use cannons for detection instead of oracles. Corsairs i mix in early to push on offensive missions like Rifts of Korhal or Lock and Load to stop the buildings from attacking your army and basically rush out their disruption upgrade pretty quickly if i can. I usually avoid building too many stalkers a bit, because i think all the other units, centurians, void rays, dark tempers, corsairs are better in general. Dark Archons They need both upgrades to be effective and are fun to use. They come out a little late but are worth it. + Show Spoiler +
DTs I don’t think its necessary to spam any of the upgrades. I rush void stasis if i have to deal with cannons. + Show Spoiler +
Centurians They are like chargelots, but have a stun upgrade called dark coil. + Show Spoiler +
Corsairs I rush disruption web often. Its great for disabling towers. + Show Spoiler +
------------------------------------------ Ideal Late game composition- The strongest army is centered around DT and void ray counts with a few corsairs dropping the disruption web on buildings. The reason being that the dark templars are very good at opening and creating space. The corsairs remove static defense and the remaining large targets and air targets are killed rather quickly by void rays. I use 3 hotkeys for my army. 1 for ground 2 for dark archons and 3 for air. I like the ability to keep the dark archons out of battle until after the the dts have killed the fodder and air has spaced out the enemy. Usually I shoot for about 5-6 centaurians, 20-25 Dark templars,20 void rays , 2 oracles, 4-5 corsairs. I usually go more stalkers instead of air against scourge and mix in 2-3 dark archons against mech or carriers.
+ Show Spoiler +
Full Image Album on IMGUR With all Vorazun's Upgrades and Abilities
Here's gameplay I did playing her just so you can see what it looks like.
+ Show Spoiler +
Vorazun might be one of the strongest heroes in Co-op. The surgical stike offered by Dark Templars' shadow fury with a short 15 second cooldown and raw dps from void rays mean you can quickly push and take down any army. The black hole ability is ready for every major wave. Also, in terms of defense the dark pylon recall basically means that your and your teammates’ armies will never die in a defensive fight. The skill necessary to play her effectively is slightly higher than Zagara since you need to split the army a bit by type. Once mastered you will be the hero that can solo any level with any enemy composition.
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Aside, I don't know if I will do Raynor or Artanis. Other than Raynor's huge mule buff I think he's pretty self explanatory and Artanis plays very similar to standard protoss. I might if people request something like that, but would prefer help from the community to do them. Also, I wanted to give a shoutout to catz for suggesting that i change up the scaling of vorazun and I think it looks much better now.
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On April 03 2016 20:29 tokinho wrote: Aside, I don't know if I will do Raynor or Artanis. Other than Raynor's huge mule buff I think he's pretty self explanatory and Artanis plays very similar to standard protoss. I might if people request something like that, but would prefer help from the community to do them. Also, I wanted to give a shoutout to catz for suggesting that i change up the scaling of vorazun and I think it looks much better now.
For real? I'm surprised you said that, because I think he's one of the most dynamic commanders there are. There's so many different strategies you can go with him. I don't even ever get infantry on the train or temple maps, and rarely on the lock & load maps. And when I do get infantry (on the other maps) there's still usually a choice of what to buffer them with. (If it's heavy ground, I go banshees. If air will be a nuisance, I go vikings, etc.) I actually love Raynor vikings; I think they're the second best anti air in co-op (the first being scourge). On the mech maps, I go heavy vulture viking comps, though if the enemy is heavy ground, or if my ally is Swann or Kerrigan for the extra gas, I throw banshees in the mix. The vultures are amazing for planting spider mines, and often that's where most of your effort goes into. I've seen people go BCs as well, though I'm not sure how well that works.
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Important to note is that on maps like: Train mission, Lock and Load, Temple deference, .. you can use DT squad to clear both rocks for you and your ally and first push. It's one of the best moves unless you play with like Zagara or Kerrigan which can take natural even faster.
Dark pylon teleport and dark archon's mindcontol are two of the most fun abilities in Coop.
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On April 04 2016 10:00 Tuczniak wrote: Important to note is that on maps like: Train mission, Lock and Load, Temple deference, .. you can use DT squad to clear both rocks for you and your ally and first push. It's one of the best moves unless you play with like Zagara or Kerrigan which can take natural even faster.
Dark pylon teleport and dark archon's mindcontol are two of the most fun abilities in Coop.
Very good points i didn't mention You can clear both rock and both bases on chain of ascension with the inital dt ability. The pylon recall i use with a single pylon towrds the middle of the map. so i can push out then return for other objectives. I usually only place 1-2 dark pylons all game tho and its either to respawn or to make both armies have units return.
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On April 03 2016 23:24 The Bottle wrote:Show nested quote +On April 03 2016 20:29 tokinho wrote: Aside, I don't know if I will do Raynor or Artanis. Other than Raynor's huge mule buff I think he's pretty self explanatory and Artanis plays very similar to standard protoss. I might if people request something like that, but would prefer help from the community to do them. Also, I wanted to give a shoutout to catz for suggesting that i change up the scaling of vorazun and I think it looks much better now. For real? I'm surprised you said that, because I think he's one of the most dynamic commanders there are. There's so many different strategies you can go with him. I don't even ever get infantry on the train or temple maps, and rarely on the lock & load maps. And when I do get infantry (on the other maps) there's still usually a choice of what to buffer them with. (If it's heavy ground, I go banshees. If air will be a nuisance, I go vikings, etc.) I actually love Raynor vikings; I think they're the second best anti air in co-op (the first being scourge). On the mech maps, I go heavy vulture viking comps, though if the enemy is heavy ground, or if my ally is Swann or Kerrigan for the extra gas, I throw banshees in the mix. The vultures are amazing for planting spider mines, and often that's where most of your effort goes into. I've seen people go BCs as well, though I'm not sure how well that works.
Not really. Playing against a Raynor teammate is hard. Its very rare that you get to play with them.......Usually they just build like 25 command centers off like 3 barracks. Then the transition is to build 30 barracks, at like the 12 minute mark, once they have mined you out as the teammate. I honestly wish that they would remove Raynor from co-op. They've mined me out several times during a game and made it hard to write guides. Its like a built in troll mechanism by blizzard.
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On April 04 2016 15:22 tokinho wrote:Show nested quote +On April 03 2016 23:24 The Bottle wrote:On April 03 2016 20:29 tokinho wrote: Aside, I don't know if I will do Raynor or Artanis. Other than Raynor's huge mule buff I think he's pretty self explanatory and Artanis plays very similar to standard protoss. I might if people request something like that, but would prefer help from the community to do them. Also, I wanted to give a shoutout to catz for suggesting that i change up the scaling of vorazun and I think it looks much better now. For real? I'm surprised you said that, because I think he's one of the most dynamic commanders there are. There's so many different strategies you can go with him. I don't even ever get infantry on the train or temple maps, and rarely on the lock & load maps. And when I do get infantry (on the other maps) there's still usually a choice of what to buffer them with. (If it's heavy ground, I go banshees. If air will be a nuisance, I go vikings, etc.) I actually love Raynor vikings; I think they're the second best anti air in co-op (the first being scourge). On the mech maps, I go heavy vulture viking comps, though if the enemy is heavy ground, or if my ally is Swann or Kerrigan for the extra gas, I throw banshees in the mix. The vultures are amazing for planting spider mines, and often that's where most of your effort goes into. I've seen people go BCs as well, though I'm not sure how well that works. Not really. Playing against a Raynor teammate is hard. Its very rare that you get to play with them.......Usually they just build like 25 command centers off like 3 barracks. Then the transition is to build 30 barracks, at like the 12 minute mark, once they have mined you out as the teammate. I honestly wish that they would remove Raynor from co-op. They've mined me out several times during a game and made it hard to write guides. Its like a built in troll mechanism by blizzard. ![[image loading]](http://i.imgur.com/l385BzC.png)
I've never had anyone mine my bases with mules, but now people might start doing it (not necessarily me).
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On April 03 2016 20:29 tokinho wrote: Aside, I don't know if I will do Raynor or Artanis. Other than Raynor's huge mule buff I think he's pretty self explanatory and Artanis plays very similar to standard protoss. I might if people request something like that, but would prefer help from the community to do them. Also, I wanted to give a shoutout to catz for suggesting that i change up the scaling of vorazun and I think it looks much better now.
You might as well do them all, now that you have written for the majority of them. One can combine them into a full coop guide later.
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On April 04 2016 15:22 tokinho wrote:Show nested quote +On April 03 2016 23:24 The Bottle wrote:On April 03 2016 20:29 tokinho wrote: Aside, I don't know if I will do Raynor or Artanis. Other than Raynor's huge mule buff I think he's pretty self explanatory and Artanis plays very similar to standard protoss. I might if people request something like that, but would prefer help from the community to do them. Also, I wanted to give a shoutout to catz for suggesting that i change up the scaling of vorazun and I think it looks much better now. For real? I'm surprised you said that, because I think he's one of the most dynamic commanders there are. There's so many different strategies you can go with him. I don't even ever get infantry on the train or temple maps, and rarely on the lock & load maps. And when I do get infantry (on the other maps) there's still usually a choice of what to buffer them with. (If it's heavy ground, I go banshees. If air will be a nuisance, I go vikings, etc.) I actually love Raynor vikings; I think they're the second best anti air in co-op (the first being scourge). On the mech maps, I go heavy vulture viking comps, though if the enemy is heavy ground, or if my ally is Swann or Kerrigan for the extra gas, I throw banshees in the mix. The vultures are amazing for planting spider mines, and often that's where most of your effort goes into. I've seen people go BCs as well, though I'm not sure how well that works. Not really. Playing against a Raynor teammate is hard. Its very rare that you get to play with them.......Usually they just build like 25 command centers off like 3 barracks. Then the transition is to build 30 barracks, at like the 12 minute mark, once they have mined you out as the teammate. I honestly wish that they would remove Raynor from co-op. They've mined me out several times during a game and made it hard to write guides. Its like a built in troll mechanism by blizzard.
Well, for a lot of Raynor commanders, this is the fact: if there may be anything 150 marines cannot kill, drop another 150. Not enough minerals? Just spam mules. Not enough energy? Build 5 more commander center. Marines die too fast? Build 5 more barracks. The only thing they focus is macro, and the only micro they do, is F2-T-A. If the resource is unlimited (actually still more than enough for all other coop commanders), this is an OK strategy because marine is so versatile. However, the mineral is not unlimited, and marine die fast against aoe, so a bio Raynor still need to micro his marines, especially against siege, seeker, irridate, storm and reavers. But if the enemy lacks aoe units, Raynor's marines will kill them very fast as well.
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Sorry for mining your minerals. You didn't say anything though.
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On May 22 2016 06:37 hellokitty[hk] wrote: Sorry for mining your minerals. You didn't say anything though.
Lol I usually only get frustrated if the partner does nothing. If they clear the map while doing it, its all good.
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