[NEW] A look at Co-op Vorazun | vorazun – Vietnamnhanvan

vorazun: นี่คือโพสต์ที่เกี่ยวข้องกับหัวข้อนี้

tokinho

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Joined December 2010

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772 Posts

#1


[image loading]
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

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Spoiler

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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]
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

14 pylon 0:2415 Gateway 0:5018 2 gas at main 1:1819 forge 1:4319 2 gas at natural 1:5320 cybernetic 1:5720 pylon 2:05 (cut workers at full saturation, 21)21 +1 at forge 2:30 (Chrono it until it 4:20)21 twilight council 2:3921 warp gate 2:4021 Shadow Charge 2:403:30 dark shrineUse Shadow guard dt calldown to kill first wave and break rocksNexus(put down nexus as soon as rocks die)4:20 shadow fury4:20 +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]
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]
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-

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Spoiler

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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]
*Phase Reactor:Allows the stalker’s blink to restore 40 shields over 5 seconds after blink.
[image loading]
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]
*Void Stasis:Grants Dark Templar the ability to disable units, preventing them from attacking or being attacked for 10 seconds.
[image loading]
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]
* Allows a Dark Archon to take control of a unit permanently.
[image loading]
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 Driveermanently cloaks all corsairs
[image loading]
* Prismatic Range:Increases the range of the void ray’s weapon as it continues to attack
[image loading]
* Stasis Calibration:Enemies affected by the enemies stasis ward can now be attacked.
[image loading]
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%.

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.*Phase Reactor:Allows the stalker’s blink to restore 40 shields over 5 seconds after blink.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.*Void Stasis:Grants Dark Templar the ability to disable units, preventing them from attacking or being attacked for 10 seconds.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.* Allows a Dark Archon to take control of a unit permanently.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 Driveermanently cloaks all corsairs* Prismatic Range:Increases the range of the void ray’s weapon as it continues to attack* Stasis Calibration:Enemies affected by the enemies stasis ward can now be attacked.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.

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Spoiler

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[image loading]
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DTs
I don’t think its necessary to spam any of the upgrades. I rush void stasis if i have to deal with cannons.

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Spoiler

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[image loading]
[image loading]
[image loading]

Centurians
They are like chargelots, but have a stun upgrade called dark coil.

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Spoiler

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[image loading]
[image loading]

Corsairs
I rush disruption web often. Its great for disabling towers.

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Spoiler

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[image loading]
[image loading]

——————————————
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

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[image loading]

Here’s gameplay I did playing her just so you can see what it looks like.

+ Show

Spoiler

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Shadow Fury, +1 into Dark coil

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.

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.—————————-4 gas tech rush, +2 attack, dark coil, Shadow fury buildBy about 10 minutes I try to start oracles as they are your only detector for cloaked and burrowed units.———————————————-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.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.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———————————————–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 ArchonsThey need both upgrades to be effective and are fun to use. They come out a little late but are worth it.DTsI don’t think its necessary to spam any of the upgrades. I rush void stasis if i have to deal with cannons.CenturiansThey are like chargelots, but have a stun upgrade called dark coil.CorsairsI rush disruption web often. Its great for disabling towers.——————————————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.Here’s gameplay I did playing her just so you can see what it looks like.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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Beyond One’s Grasp

tokinho

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Joined December 2010

United States

772 Posts

Last Edited: 2016-04-03 11:40:38

#2

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.

Beyond One’s Grasp

The Bottle

Profile

Joined July 2010

242 Posts

Last Edited: 2016-04-03 14:26:16

#3

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.

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.

Tuczniak

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Joined September 2010

1560 Posts

#4

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.

tokinho

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Joined December 2010

United States

772 Posts

#5

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.

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.

Beyond One’s Grasp

tokinho

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Joined December 2010

United States

772 Posts

Last Edited: 2016-04-04 06:30:52

#6

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.

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]

Not really. Playing against a Raynor teammate is hard. Its very rare that you get to playthem…….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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Beyond One’s Grasp

29 fps

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Joined March 2008

United States

5711 Posts

#7

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.

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]

Not really. Playing against a Raynor teammate is hard. Its very rare that you get to playthem…….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.

I’ve never had anyone mine my bases with mules, but now people might start doing it (not necessarily me).

I’ve never had anyone mine my bases with mules, but now people might start doing it (not necessarily me).

4v4 is a battle of who has the better computer.

RaiKageRyu

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Joined August 2009

Canada

4732 Posts

#8

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.

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.

Someone call down the Thunder?

pzlama333

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Joined April 2013

United States

246 Posts

#9

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.

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.

Not really. Playing against a Raynor teammate is hard. Its very rare that you get to playthem…….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.

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.

hellokitty[hk]

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Joined June 2009

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1309 Posts

#10

Sorry for mining your minerals.
You didn’t say anything though.

People are imbeciles, lucky thing god made cats.

tokinho

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Joined December 2010

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772 Posts

#11

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.

Lol I usually only get frustrated if the partner does nothing. If they clear the map while doing it, its all good.

Beyond One’s Grasp

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[NEW] All 54 Prestige Talents Listed and Specified: Currently The Only List with all 54 written down | vorazun – Vietnamnhanvan

New Co-op Content: Prestige

Commander prestige alters the core gameplay mechanics of each commander, allowing a way more diverse and less tedious methods of playing the game. Each commander has 3 prestige talents. By activating the first prestige on/or above level 15, your chosen hero’s level is reset to 1. From there, you need to level back up to 15 with your newly unlocked prestige talent. This needs to be repeated 3 times, each reset unlocking a new prestige talent. After 3 resets, you now have all three prestige talents at your service, with any of the three available each game.

Each prestige has a positive, and a negative effect on your gameplay.

The PTR server has greatly enhanced the amount of EXP you receive to speed up the testing of the new Prestige content. Keep in mind that this is newly released content that still requires modification, which means there are new bugs and some prestige talents might be overpowered. Have fun playing!

If you are uninterested in reading through the whole document, here are the top 5 prestiges you would be interested in reading about:

Abathur Prestige Level 2: Tunneling Horror

Abathur Prestige Level 3: The Limitless

See also  [Update] Công ty TNHH Huni Architectes Việt Nam tuyển dụng nhiều vị trí | huni - Vietnamnhanvan

Dehaka Prestige Level 3: Broodbrother

Han & Horner Prestige Level 3: Galactic Gunrunners

Zeratul Prestige Level 2: Knowledge Seeker

Raynor:

Prestige Level 1: Biological combat units gain 100% additional life, but MULES are unavailable.

Prestige Level 2: Afterburners increase attack speed by 100% and its cooldown is reduced by 50%, but units no longer cost less, and the speed bonus is reduced by 50%.

Prestige Level 3: The Starport no longer requires gas to build, and its units cost 30% less gas. Vikings, Banshees and Battlecruisers increase top bar ability cooldown rates by 1% per supply used, but all combat units cost 50% more minerals.

Kerrigan:

Prestige Level 1: Malignant Creep effectiveness increased by 100%, but Nydus and Omega Network are unavailable.

Prestige Level 2: Kerrigan expands stacks of Fury while using Leaping Strike or Psionic Shift, striking nearby enemies for 50 damage and a 3 second stun. However, her carapace regeneration is reduced by 50% and her abilities deal 50% less damage.

Prestige Level 3: Assimilation Aura resource drops are increased by 100% and Kerrigan has access to Kinetic Blast and Crushing Grip. However, Psionic Shift and Leaping Strike are unavailable.

Artanis:

Prestige Level 1: All combat unit abilities are 100% more effective, but all combat units also cost 30% more.

Prestige Level 2: Any combat units standing inside the existing Projected Power Field is teleported to wherever the new power field is projected, and the cooldown is removed. However, Project Power Field requires 10 minerals.

Prestige Level 3: Orbital strike warps in an Unbound Fanatic that throws of damaging energy and lasts 15 seconds. Shield Overcharge is now targeted and has its cooldown reduced by 50%, and costs 25 energy. However, Orbital Strike is 50 energy and Guardian Shell is disabled.

Swann:

Prestige Level 1: The laser drill deals splash damage and now slows enemies, but its abilities are unavailable.

Prestige Level 2: Turret upgrades are now 100% more effective, but combat units cost 50% more gas.

Prestige Level 3: The Heracules carry twice as much cargo, unload instantly, and can use Tactical Jump with a 50% reduced cooldown. However, top bar abilities have 100% increased cooldown.

Zagara:

Prestige Level 1: Max supply cap is increased by 50, Zerglings and Scourge spawn one more per egg, Baneling Nests spawn 4 additional free banelings, and the Scourge Nest spawns 4 free Scourge. However, Zagara is unavailable.

Prestige Level 2: Aberrations and Corruptors gain 50% increased health, cost 25% less, and have greatly enhanced health regeneration. However, no free banelings from the Baneling Nest.

Prestige Level 3: Zagara gains reduced ability cooldowns, additional health and energy regeneration, However, Mass Frenzy only affects Zagara’s summoned units and herself, with combat units costing 25% more.

Vorazun:

Prestige Level 1: Emergency Recall recalls cloaked units to the nearest Nexus or Dark Pylon instead of the primary structure and restores shields and life to full. However, Dark Pylons cannot use recall.

Prestige Level 2: All enemy units effected by Confusion, Void Stasis, Stasis Ward, Disruption Web, or Darkcoil lose 20 life per second (this effect does NOT kill). However, combat units deal 50% less damage and Stasis Ward lasts 75% shorter.

Prestige Level 3: Time Stop is now targeted, and all Shadow Guard who have died are resurrected at the target location, but the Shadow Guard duration is reduced by 40%. (Author’s Note: Shadow Guard revived by Emergency Recall and those re-summoned by Time Stop WILL NOT be re-summoned when you use Time Stop. Time Stop is still covers the entire map, but you get to target the location where the Shadow Guard will spawn)

Karax:

Prestige Level 1: Repair Beam is now 100% more effective and can target twice as many structures, Unity Barriers now target defensive structures, and Chrono-Abilities now affect defensive structures, increasing their attack rate. However, Repair beam may only target structures, and Unity Barrier no longer protects units.

Prestige Level 2: Combat unit cost reduced by 40%. However, Photon Cannons and Khaydarin Monoliths are unavailable.

Prestige Level 3: Orbital Strike and Solar Lance energy cost reduced by 40%, with Solar Lance and Purifier Beam cooldowns reduced by 50%. However, Chrono-Abilities are unavailable.

Abathur:

Prestige Level 1: Combat units can hold 25 additional biomass, and they have an additional 50% chance to drop their biomass upon death. However, Ultimate Evolutions are unavailable.

Prestige Level 2: Locusts have increased movement speed, duration, and range. Deep Tunnel no longer requires Hive, can be used by Roaches and Ravagers, and does not require vision. However, combat units cost 25% more gas.

Prestige Level 3: Ultimate Evolutions are uncapped in number. However, Ultimate Evolutions require twice as much biomass (200) and the effects of biomass are less powerful.

Alarak:

Prestige Level 1: When a nearby Supplicant dies, one of nearby non-heroic mechanical combat units gains permanent increase in attack speed and damage. However, Alarak’s Deadly Charge and Destruction Wave deals 50% less damage.

Prestige Level 2: Empower Me cooldown is reduced by 50%. However, the Death Fleet is unavailable.

Prestige Level 3: The Death Fleet has no duration (permanently stays on the battlefield until death). However, their damage dealt and vitals are reduced by 50%, and their cooldown increased by 100%. The Mothership’s Mass Teleport has a 60 second cooldown and no longer teleports allied units.

Nova:

Prestige Level 1: Barracks unit charges accrue 100% faster. However, Factory and Starport unit charges accrue 50% slower.

Prestige Level 2: Tactical Airlift cooldown reduced by 75%. However, Griffin Airstrike is unavailable.

Prestige Level 3: Nova gains permanent Super Cloak (no solid info yet on this ability/state), and her abilities have a 50% increased radius and 50% reduced cooldown. Nova cannot switch to her Combat Suit and loses her Super Cloak for 4 seconds every time she either attacks or snipes an enemy.

Stukov:

Prestige Level 1: Factory and Starport no longer have tech requirements, and mechanical combat units cost 30% less. However, the Infested Colonist Compound no longer spawns and cannot be built.

Prestige Level 2: Infested Banshees can load up to 16 Infested Infantry and launch them at a targeted ground unit, but Infested Civilians have 30% reduced timed life.

Prestige Level 3: Infested Bunkers spawn Infested Troops 200% faster. However, they no longer have cargo capacity.

Fenix:

Prestige Level 1: All Armor Suit damage increased by 100%, along with 50% reduced cooldown on all abilities and 100% increased shield, energy, and life restoration while in storage. However, all Armor suit cooldowns are increased by 700%, and each suit can only be sustained for 20 seconds at a time.

Prestige Level 2: Tactical Data Web effectiveness increased by 200% and all combat units with 50% reduced cost. However, all non-heroic combat unit damage and vitals are reduced by 50%.

Prestige Level 3: Avenging Protocol effectiveness increased by 100%, and Champion A.I.s that die refund 75% of their base unit cost. However, Champion A.I.s do not gain additional life or shields and have reduced attack range.

Dehaka:

Prestige Level 1: Dehaka’s Devour ability benefits apply to all nearby friendly units. Ex: Dehaka devouring an armored unit usually gives Dehaka bonus 30% damage against armored for 15 seconds. This applies to all nearby friendly units when the prestige is active. However, Dehaka has no base armor, cannot use the Scorching Breath ability, and is now capped at the maximum level of 4.

Prestige Level 2: Pack Leaders and their summoned units now deal 50% more damage and have 100% increased life. Their cooldowns are now also reduced by 33% and they can consume essence for Dehaka. However, Dehaka exits the map whenever any of the Pack Leaders are present, and only one Pack Leader can be summoned at a time.

Prestige Level 3: Dehaka gets a clone. If one of them dies, the other dies as well. However, they both have 35% reduced max life.

Han & Horner:

Prestige Level 1: Mag Mines deploy and fire 80% faster, and Mira’s units’ on-death effects are 100% more effective. However, Horner’s units cost 30% more.

Prestige Level 2: Horner’s units’ gas costs are reduced by 20%, and his charge cooldowns are reduced by 50%. However, Galleons are capped at 2.

Prestige Level 3: Bombing Platforms are no longer capped. However, they cost 100% more.

Tychus:

Prestige Level 1: Outlaws’ active ability cooldowns are reduced by 35%. However, their cost and time between recruitment is increased by 50%.

Prestige Level 2: Outlaws deal 200% more damage and take 50% less damage whenever beyond the vision range of all other Outlaws. However, their ultimate gears are unavailable, and gears cost 25% more.

Prestige Level 3: The Odin no longer requires Tychus as its pilot, has 100% increased duration, and has 40% reduced cooldown. However, Barrage and Big Red Button are unavailable.

Zeratul:

Prestige Level 1: Zeratul can deploy the Void Seeker to grant all friendly units in a targeted area Super Cloak (this seems like cloak that cannot be detected) for 15 seconds. However, the Void Seeker can no longer serve its original function, transporting Zeratul.

Prestige Level 2: Zeratul can collect unlimited amounts of Artifact Fragments. (Author’s note: Broken as f***). However, his combat units cost 25% more.

Prestige Level 3: Each collected Artifact Fragment reduces Zeratul’s cooldown of Shadow Cleave permanently by 5 seconds. Shadow Cleave also spawns a tornado that damages and slows enemies. However, he can only collect up to 2 Artifact Fragments.

Stetmann:

Prestige Level 1: Stetellites are invulnerable once online, and they grant 50% larger stetzones. However, Super Gary is unavailable.

Prestige Level 2: Gary’s health and damage increased by 100%. However, his movement speed is 90% slower outside stetzones.

Prestige Level 3: Combat units gain a stack of The Best Oil when they kill an enemy unit. However, combat units require 40% more minerals, and Mecha Infestors are unavailable.

Arcturus Mengsk:

Prestige Level 1: Contaminated Strike’s fear lasts 200% longer, its damage-over-time effect increases damage received by 100%, its cost is reduced by 20%, and its cooldown is reduced by 66%. Troopers provide Imperial Support while operating Earthsplitter Ordnance. However, Nuclear Annihilation is unavailable.

Prestige Level 2: Royal Guard gas cost reduced by 25% and exp gain increased by 100%. However, Royal Guard mineral cost is increased by 100% and their supply cost increased by 50%.

Prestige Level 3: Equipped Troopers activate a self-destruct mechanism upon death. Their weapons cost 40 minerals and 20 gas. However, weapons can no longer be picked up and Imperial Intercessors are unavailable.


StarCrafts Season 5 Ep 8 Abathur \u0026 Vorazun co-op


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นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูความรู้เพิ่มเติมที่นี่

StarCrafts Season 5 Ep 8 Abathur \u0026 Vorazun co-op

StarCrafts Co-op Missions : Kerrigan \u0026 Karax


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StarCrafts Co-op Missions : Kerrigan \u0026 Karax

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Starcraft II: Part \u0026 Parcel – Vorazun Full Clear Solo


Starcraft II CoOp Mission: Part \u0026 Parcel
Aside from \”howto\” videos, you guys also requested for speedrun record attempts. This one is for you! Part \u0026 Parcel has a bunch of enemy camps in varying sizes with boxes all around that the players need to destroy. On top of that, a large hybrid serves as boss battles in the map.
Vorazun’s everreliable Dark Templar/Corsair has the firepower to clean up the enemies wherever they may be. Her Dark Pylons provide her incredible mobility to move back and forth between offense and defense.
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Starcraft II: Part \u0026 Parcel - Vorazun Full Clear Solo

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