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Happy Birthday to our wonderful dear friend, monk!
May you have many more years of strat forum badassery :D
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HAPPY BIRTHDAY i wish u still had NrG, when u told me about it lol it blew my mind so sad thye broke up but anyway have an awesome happy birthday!!! <3
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Seeker
Where dat snitch at?36901 Posts
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Happy birthday Kevin
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happy bday NrGM... I mean... Monk ;______; :D
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opterown
Australia54748 Posts
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Dammit I was gonna make this thread :<
Well happy birthday anyway, have a lot of fun.
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Happy birthday. I love you so much.
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United States8476 Posts
So I’m going to reset my rankings of the various commanders on mutators completely
1. Vorazun: 105 points, Average Rank: 2.89 Strengths:
- Economy: Prior to the recent patch, Vorazun had the best economic opener in the game with full mastery points in extra Spear of Adun energy and Automated gas mining. She could gain an early economic lead for both herself and her ally and roll the enemy in that fashion.
- Retention: Prior to the patch, Vorazun had amazing retention on her many unit composition, Corsair/DT. This made her resilient to AoE mutators and snowball easily.
- Efficiency/Power: Though she doesn't have the absolute strongest unit composition in the end-game, her mid-game was generally one of the strongest with Corsairs dominating air and DTs dominating ground.
- Mobility: The combination of Dark Pylons and the mobility of Corsair/DT makes Vorazun one of the more mobile commanders.
Weaknesses:
- Various AoE: Prior to the recent patch, Vorazun had a weakness to certain AoE spells such as Parasitic Bomb, Irradiate, and Fungal, which could kill cloaked units even after they've been "saved" by Emergency Recall. In general though, she was weak to anti-air AoE. This was especially prevalent in Dark Ritual where Seeker Missles, Psi Orbs, and Irradiates were frequently cast.
- Reliance on low-range units: The mutators that Vorazun struggled on were ones that preyed on Vorazun's reliance of a relatively frail melee unit and his lack of a siege unit. In Rifts to Korhal, Vorazun suffered greatly from the Minesweeper mutation. The self-destruction mutation from Special Delivery and Boom Town also hurt. Not that in some missions such as Boom Town, Void Rays were the better choice.
Note: Pre-nerf Raynor goes here with an Average Rank of 3.00
2. Karax: 83 points, Average Rank: 3.89 Strengths:
- Strong Static Defense: Mutators often get so crazy that you need an anchor to hold down all the bases. Karax stabilizes better than any commander with the strongest self-sustaining static defense in the game. This can be especially seen in The Burning Legion mutation.
- Repair Beam: Repair Beam counteracts some mutators such as Blizzard from Void Launch. It also let Karax obtain a second base in Perfect Storm.
- Resistance to Spells: Between his static defense and his Spear of Adun, Karax was resistant to many mutators that affected units only. Dark Ritual is the perfect example of such a mutation.
Weaknesses: [list][*]Offensive Capability: He is the weakest commander in terms of offensive ability in the mid-game, so he suffers on timed missions such as Void Thrashing. 3. Kerrigan: 77 points, Average Rank: 4.22 Strengths:
- Kerrigan, the Hero: Many Mutators are dangerous because they can overwhelm you in the early/mid-game. Having Kerrigan, the strongest of the three Heroic units in the game, solves all these issues. A prime example is the Microtransactions mutator from the Out of Order Mutation.
- Omega Worms: Many mutations require you to be mobile. Having 2-4 Omega Worms on the map allows you to be the most mobile commander in the game. Kerrigan really shines when mobility is key.
Weaknesses:
- Anti-air: Though Ultralisks really clean up ground forces, Hydra/Queen is often too squishy for the toughest air waves. Most notability, this can be seen the Special Delivery where the combination of Self Destruction and huge waves of air units really took a toll on Kerrigan.
4. Swann: 73 points, Average Rank: 4.44 Strengths:
- Siege Tanks: Long range, very high damage, and simply the best anti-ground defense in the game. With certain mutator such as Avenge and Void Rifts, even Karax's defenses won't be enough. In addition, the Siege Tank range helps it with mutators such as Self Destruction. Siege Tanks also happen to be mostly immune to the Fear mutator.
- Mobility: With the very cheap HERCs, Swann can be one of the more mobile commanders, though he still pales to Kerrigan or even Vorazun. HERCs are especially useful on maps such as Lock and Load and The Vermillion Problem.
- Extra Gas: Especially relevant in longer missions with commanders like Artanis, Vorazun, Abathur, and Kerrigan at low Mastery levels.
Weaknesses:
- Slow ramp up time: Though Swann has good early-game defensive option, he really needs to build up a small-deathball in order for him to be effective. He requires either a small group or Tank/Herc or a small ball of Goliaths to push out. This also means that Swann is bad at consistently pushing enemy encampments throughout the game.
5. Abathur: 71 points, Average Rank: 4.56
6. Artanis: 68 points, Average Rank: 4.72
7. Zagara: 62 points, Average Rank: 5.06 Strengths
- Zagara, the Hero: Zagara carries the early-mid game just like all the other heroes in the game.
- Strong early-mid game: With a strong hero and the best early-game economy in the game, Zagara starts off strong and is great at pushing in the early-mid game.
- Bile Launchers: Bile Launchers are one of the best defensive structures in the game. They excel on Temple of the Past, but can also do a lot of work on maps like The Vermillion Problem and Oblivion Express.
Weaknesses
- Low Max Power Level: Since Zagara maxes out at 100 supply, she relies on remaxing to take on some of the stronger waves. Unfortunately, this makes her the weakest commander in the extreme late-game.
- Low Sustainability: Against tough enemies, her suicide units get worn down a lot.
Strengths
8. Raynor: Average Rank: 5.44 Strengths
- Mines: Mines remain one of the best defensive options in the game, rivaling Karax Cannons, Swann Tanks, and Zagara Bile Launchers. Mines in a Mech composition especially make defensive missions such as Temple of the Past and Oblivion Express trivial. Mines can also be used as an addition to a Bio composition, though this is generally not as effective in mutators.
- Mid-game Pushing power: Raynor excels at pushing average-strength encampments in the mid-game with a Bio composition. Bio units, with a backbone of Marines and Medics, provide the necessary DPS and sustainability required for these pushes in the mid-game.
- Orbital Commands: Though Mules were nerfed quite heavily, they still remain one of the best features about Raynor. Mules allow Raynor to resupply quickly and build an excess of static defense. (Usually Turrets). Though individual Raynor Turrets aren't the best anti-air static defense in the game, a never-ending supply of Turrets gives Raynor some of the best anti-air defense in the game.
Weaknesses:
Fragile Units: Raynor gets torn up by AoE mutators such as Blizzard. [/b]
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28076 Posts
Happy Birthday!!! Have a great day
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Happy birthday, im your number 1 fan.
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FREEAGLELAND26780 Posts
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FREEAGLELAND26780 Posts
HAPPY BIRTHDAY
double post
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