[Update] StarCraft 2: Legacy of the Void review – multiplayer, co-op and Archon mode | archon starcraft 2 – Vietnamnhanvan

archon starcraft 2: คุณกำลังดูกระทู้

Update 3 Dec, 2015: We’ve updated our review with our thoughts on Legacy of the Void’s multiplayer components, which you can read below. Over on page two you’ll find our Legacy of the Void campaign review.

What I think of playing StarCraft 2’s main competitive multiplayer component is irrelevant. In fact, what you think of it is likely irrelevant too – there are around 200 people, worldwide, that have the authority to give opinion on how it is to play and most of them, if not all, have a direct line to Blizzard. Usually, Blizzard Korea.

Which units are too strong, which build orders are too weak, who is favoured against who, where, when, how and why. I’m not expert enough to judge these things and I’ve long been aware that I never will be. It is a game for the elite, custom designed for single individuals to practice and iterate and practice and iterate until they’ve eked out every possible advantage, every timing window, every piece of trickery – only to discover their opponents have one-upped them anyway and they’re a game down.

It’s not a formula that Legacy of the Void redesigns, but it does provide the largest shake-ups in its history through the changes to how economies operate. Games now begin a little further down the road, with the first six workers that were produced in 99.99% of all matches played before now sat ready and mining minerals when you load in. That means you’re making meaningful decisions more quickly, and also shortens the average game length by a couple of minutes.

Like I said, I am not an expert at playing StarCraft. But vitally, these changes make the game infinitely more fun to watch. There’s less dead air for commentators to fill at the start of a match. Games progress more quickly to tests of skill and moments of interaction. I’ve seen them as short as two minutes, rush strategies that are now actually quick rather than watching foregone conclusions play out slowly.

It’s brilliant, and exactly what the game needed to remain relevant even as it flags to the bottom of the e-sports pile on. Backing that up are alterations to how many resources are available per base, each reduced drastically in the total it will provide and the number of workers needed to efficiently gather from it. This means it’s less viable to stay on a single base, but each expansion isn’t as valuable. It pushes players towards conflict quicker as they consume areas of the map to fund their war effort.

This can’t be overstated: that’s a desperately needed change. Professional StarCraft in Wings of Liberty and Heart of the Swarm had a habit of devolving into macro-fests of players never attacking each other’s maxed out army while they banked resources to create reinforcements when the engagement did happen. Games would lull as deathballs of forces danced around each other for minutes at a time. With mid-game attacks now more incentivised and late-game turtling a recipe for disaster with dwindling resources, there’s a lot more getting in there and a lot less sieging up.

This push to make games more exciting is present across the board. Every new unit is equipped with micro-heavy abilities that prove devastatingly powerful when used properly, but have specific ways to counter with good play, rather than unit choice. In general, they reward aggressive control and smart engagement at key moments rather than turtling. Even the Liberator – a new Terran flyer that is basically a Siege Tank with wings, a design so ludicrous I’m fairly sure I came up with it on a school notebook in 2003 without a single thought for balance – wants you to use its fields of fire as support zones while pushing forward.

The Protoss Disruptor has been the pro-game all-star so far, firing off directed energy balls that explode for incredible damage after a short time. Microing the ball towards an enemy force while controlling your other units is a challenge, as is splitting forces to avoid it for the opponent. The satisfying pay-off of a decent disruptor hit taking out twenty stacked units makes for a great spectacle, be it for players or watchers.

Part of this enjoyment, clearly, is coming just from the fact these things are new. That’s not a problem as much as it once was. In the past, Heart of the Swarm brought a massive influx of players and viewers back to the game, but things died down as new strategies became standard and innovation was lacking. With Blizzard’s commitment to regular updates, they can stunt that decline with annual major patches, restarting the cycle.

This isn’t something to decry. Street Fighter, Dota and League of Legends all make major events out of their yearly updates, revitalizing the professional scene for another season and bringing players flooding back. It’s just not possible to keep people interested in the same game, played in the same ways for an extended period any more – even Counter-Strike has been patched this year, and will need to continue to be to maintain its glory.

Some things, however, can’t be fixed. It’s still possible for games to devolve into 200/200 population armies that don’t want to go near each other. If you’ll excuse an old Brood War fan’s ranting, I’m not sure that’s something an RTS made with modern UI and quality of life design could ever prevent. The path of least resistance is always to continue to efficiently produce units and command them as one. Armies move too smoothly around the battlefield, group up too nicely, special abilities are too easy to use compared to the days of single-building selection, maximum group sizes and no tabbing between units of different types. Even the pathing AI plays its part, no longer locking units in formation for unknown reasons, or unable to navigate simple ramps with large units as it was in the late ‘90s. Without these very basic usability barriers – which, let’s be clear, you cannot put in a modern game – it’s simply inevitable that stalemates will be more common between players trying to find small openings.

Traditional multiplayer is supported by a pair of new modes, Archon and Co-op. Both feel like attempts to bridge the gap between single-player and multiplayer that have spun off into their own things, but remain oddly tied to those original intentions. It’s plausible to me that two-people-one-base Archon mode could replace 1v1 as the defacto competitive way to play if a big enough community grew around it. It’s unlikely it will ever usurp the throne, but the things that are possible with two highly-skilled players at the helm of one hyper-efficient, super-mobile army are impressive. Forget the pitch that it could be a teaching tool for newer players – this is as cutthroat a competitive mode as any, and you’ll find little quarter from opposing pairs if you’re trying to advise a friend on how to play. I’m looking forward to how it develops, and the influence seeing the technically possible from duos will have on solo players attempting total mastery.

Co-op, or Allied Commanders as it was originally known (the name having stuck as only quickly-revised but nevertheless already-announced names can), is an entirely different beast. It is a literal halfway point between the campaign’s structured mission design with overpowered forces and multiplayer’s timing-based build orders from identical starting positions, influenced by whatever individual map this game happens to be on. However, it functions neither as a satisfying team-based version of the former nor an acceptable way to take steps towards the latter – it’s something new.

That’s great, even though it leaves multiplayer StarCraft as impossible to learn as ever. Each of the commanders have a suite of special abilities that modify the faction they’re playing, and only have access to a subset of units, letting you focus in. As you play more missions with them they level up, getting access to more powerful abilities, both active and passive, and more units, further diversifying them from the regular factions. It’s a fun thing to work through, but with only five missions and six commanders with linear progression, even the easy joys of partnering with a friend over waiting for a random companion aren’t going to maintain your attention for long.

Difficulty has also been a sticking point. I am not a particularly adept player, but was managing to win missions on Hard despite playing a race I’m unfamiliar with that had nothing unlocked. A quick glance at recent community feedback will tell you this is true for at least a vocal portion of the fanbase too, especially once you’re operating as a coordinated team that complements itself.

It is an area of the game I’m excited to see grow, adding in many more missions, perhaps some sort of connecting storyline despite Blizzard’s initial resistance to the idea, even if it ends up making about as much sense as Heroes of the Storm. More Commanders, perhaps controlling units that don’t belong to any faction in either half of the game like Hybrids, Primal Zerg and other neutral forces. Give me customisation options akin to talent trees, letting me change how I approach different missions, and make that necessary with an additional difficulty level that will push a pair of reasonable players to really coordinate.

Both new modes fill a niche and are a lot of fun, however, and the game would be one of the best out there and my personal favourite of the year even without them. The RTS genre will live on in StarCraft II for a long, long time and while it would have been impossible to have the knowledge to do so at the time, if it had launched as it is now, the e-sports landscape would likely be very different. For fans of strategy, professional play, space opera or just good games alike, it’s essential.

Some images taken from the Dreamhack Winter 2015 Legacy of the Void championship stream.

On page two: ourLegacy of the Void reviewof the campaign, story, and the end of an era.

I’ve been waiting to write this review for about fifteen years. As the in-game achievement for completion says, it’s the end of an era. While StarCraft II will continue to receive updates in Blizzard’s now-constant flow of content patches across all their games, Legacy of the Void’s campaign has been pitched as the finalé to the storylines that have been running since 1998. Endings are a weakness across the industry, so I was apprehensive as to what they could do to make it feel as climatic, entertaining and fun as it needed to be to tie all that off.

Thankfully, Blizzard have figured out the formula for a satisfying conclusion.

Legacy of the Void never goes small. SC2 already did that in its previous iterations. It had Raynor’s marine squad blowing up the odd billboard on Mar Sara in Wings of Liberty. Kerrigan’s swarm was just a Hatchery and some Zerglings at the start of Heart of the Swarm. The Protoss don’t have time for it. Main toss-man Artanis has already gathered his Golden Armada of warships, towering robots and endless armies to reconquer the homeworld and that’s right where you begin, controlling a huge force as it charges around slaughtering Zerg by the hundreds.

See also  [NEW] Enchantress Build Guide DOTA 2: Enchantress: Support? B**** please | dota 2 enchantress - Vietnamnhanvan

By the videogame laws of progression and introduction things naturally don’t stay that way, but after your massed forces are inevitably annihilated by plot, the scale stays the same. Every mission is set up as and feels like a desperate battle to save the universe. You’re constantly besieged on all sides, or barely stopping apocalypse-tier disasters, or even causing them. While your choices in the non-linear structure may mean it comes later, basically the second thing I did was blowing up an entire planet because it was the only way to stop an advancing horde.

It’s got that Mass Effect 3 darkness to it, constant reminders that everything’s screwed unless you get this right and even if you do, millions are dead anyway. While I’m well aware how I’m setting myself up bringing that particular game to the fore when complimenting the ending of a trilogy, it’s the best comparison – a space opera that takes a sudden turn for the gritty, something diehard fans have been begging for since StarCraft 2’s first installment and its overarching love story. I didn’t have a problem with the game’s plot up until now, taking the cheesy space-cowboy ridiculousness of it as deliberate and liking it for what it was, but the turn is appropriate here, at the end.

Mechanically, being vastly outnumbered doesn’t bother the Protoss, who take the small in number, high in firepower role in StarCraft’s trio of factions. They’re custom-built for it with high-health units, regenerating shields and monstrous long-range, AoE-attacks. In this version, Blizzard have really taken the brakes off their balance design, giving you immediate access to monstrously powerful units to compensate for the elite Zerg-Protoss hybrids fielded regularly by the AI. Take the Zealot, the faction’s most basic unit – just one of its possible variations here stuns all enemies in an AoE whenever it engages in combat, letting you guarantee first strike, better positioning, and probably permanent crowd-control if you’ve better micro than I.

It’s all like that. War of the Worlds-style mecha Colossi that set the ground on fire, burning anything that steps on it for extra damage. Returns of fan favourites like the Dragoon and Reaver of the first StarCraft, filling the roles of long-range tank and siege weapon respectively. It’s a smorgasboard of fun options, and I switched between them and used far more varied force compositions than in either of the previous campaigns. Even when I thought certain options were obviously superior, I’d see others in action or be forced to use them for a single mission and end up appreciating their benefits.

This willingness to change comes down to there not being any permanent choices involved in customisation. Every unit has three variations and you can pick between them at any point when you’re not in-mission. In the Terran and Zerg campaigns, there would be choices made that couldn’t be reversed, but here that’s been taken out without any noticeable drop in the power of what you’re given to command. It’s a shame the first time you’re introduced to a unit in a level it comes uncustomised, especially since that’s usually when you’ll be getting the most use out of it.

Also unfortunately, the majority of them all contribute best in a deathball strategy of massing as many units as possible and attack-moving them across the map until everything falls over. Mission design does its best to alleviate this, but only really succeeds when it takes bases or unit production away. However, I never did find an all-encompassing unit or two that won all fights, so there is at least variance in your destruction. Plus, things are probably different and require more finesse on the higher Brutal difficulty.

The Spear of Adun flagship is the campaign’s ‘hero-unit’ though it never appears directly on the battlefield. It uses a special resource gathered from side-missions to power the star that sits at its core. This gives you access to special abilities that run on a cooldown and regenerating energy system. Similar to how Kerrigan operated in Heart of the Swarm, this means combos of special abilities and always-active passives. The Protoss flavour is such that this comes in the form of warping in Pylons and units (from space), providing healing to mechanical units and structures (from space) or blasting the map with laser lances (from space). It’s not quite at the same power level Kerrigan was, deliberately according to lead designer Jason Huck, but trades that in for more powerful activated abilities rather than a constant map presence.

It is lacking in one specific area, and that’s abilities that decrease set-up time in each mission. It has the automated geyser upgrades that were available in both of the other factions’ campaigns, but sorely misses the double-worker production that was also in previous single-player iterations. This means that far more of the start of each mission is spent maxing out your Probe count than building units, amassing an army, choosing upgrade paths and generally having a fun, enemy-slaughtering time. The nature of the way the Protoss spend resources – in large waves thanks to warp-in cooldowns – means it’s harder to expand as well, so in general you feel poorer and less able to do what you like than you did in Heart of the Swarm with the fast-building, cheaper Zerg.

The balance of selecting abilities on the Spear of Adun is slightly off as well. You use the resource, Solarite, to power different sub-systems. However if you want the most Solarite-expensive ability, you don’t get to keep the other two on that sub-system. So of 18 options you only end up with four active abilities and two passive ones, plus three variable factors that are meant for ‘spare’ Solarite you can’t spend elsewhere. Versus Kerrigan’s huge suite of upgrades or the Terran’s ability to pick and choose where money is spent on which units they’re planning to use throughout, it’s a lower power-level and feels less special. However, this did leave me varying my choices throughout the campaign as I experimented with optimal builds, so the limitations were appreciated in that way.

Lacklustre army issues are mitigated by the excellence in mission design, though. Other than a slight reliance on defend for time or until thing happens objectives – and one particularly egregious reuse of ‘don’t let them touch the arcane super-tech wand before it charges its world-saving blast’ – they’re fantastic. Objectives are interesting and related to what’s happening in the plot. Areas are visually distinctive and each feels like an actual place rather than just another skirmish battleground. There’s great pacing in how different opposing forces will be in one level to the next, and every time I felt like not building a base, a commando mission would pop up, giving me ludicrously powerful heroes to play with instead of the usual troops. Like Wings and Swarm before it, Void proves once again that an entertaining and diverse single-player RTS is not only doable but a refreshing change from standard 2015 video game fare. In a year where I’ve heard ‘I just want an 8-12 hour game without thousands of collectibles’ about a hundred times, it’s filling a niche we’ve been waiting for.

It’s helped along by a plot more jam-packed with Blizzard-quality cinematics and great voice acting than anything they’ve done before. Along with the beneficial tonal change I mentioned previously, I think the line by line writing has straight-up improved too, and John de Lancie proves a particularly excellent addition to the cast playing his most familiar role of ‘Alien Dickhead’ with all the arrogance and gravitas you’re accustomed to.

Legacy of the Void, in true Blizzard fashion, doesn’t break astounding new ground but does build expertly on what’s come before. With an ending so ridiculous I couldn’t help but love it, including three of the finest levels ever put in a strategy game, and a plot that never lets up on twists and went brilliantly unspoiled in marketing materials thus far, I don’t know how else I would have put the series to rest. No matter your experience with the RTS, StarCraft 2’s campaigns are only matched for value and fun by one another.

[Update] Starcraft 2 Co-op | archon starcraft 2 – Vietnamnhanvan

Co-op Commander Guide: Artanis

Hierarch of the Daelaam

Report an Error on this page

Comment:

100 characters left

Leave this empty:

This site is protected by reCAPTCHA and the Google
Privacy Policy and
Terms of Service apply.

Sections on this Page

Commander Summary

Artanis’ army features the basic staples of any Protoss army, including Zealots and Immortals. However, combined with the Spear of Adun, his army can be resilient and powerful.

Level Unlocks

Level/Icon
Name
Description

Swift Retribution

Artanis warps units into the battlefield almost instantly.

Guardian Shell

Upon taking fatal damage, friendly units become invulnerable for a short time, escaping death and restoring 15% life and shields. The same unit cannot be shielded again for 4 minutes.

Superior Warp Gates

Increases the number of charges on Warp Gates from 1 to 3.

Twilight Council Upgrade Cache

Unlocks the following upgrades at the Twilight Council:

  • Unlock the zealot’s Whirlwind ability, which damages all nearby enemies while active.
  • Increase the Dragoon’s life from 100 to 120 and double its shield regeneration rate. Also allow the Dragoon to regenerate shields in combat.

New Unit: Reaver

Area-damage siege unit. Shoots scarabs for high burst damage. Warped in at the Robotics Facility.

Can attack ground units.

Templar Archives Upgrade Cache

Unlocks the following upgrade at the Templar Archives:

  • Increases the High Templar’s starting energy from 50 to 200.
  • Upgrade the High Templar’s Psionic Storm ability to also restore 50 shields to friendly units to the target area.
See also  Siêu Sao Liên Quân 2021 | Tập 3: Cái đầu toan tính của Tùng Họa Mi \u0026 Thầy giáo X lên tiếng trong 5v5 | mad team

High Archon

Unlocks the ability for Archons to use the Feedback and Psionic Storm abilities.

Spear of Adun: Warp Harmonization

Stargates and Robotics Facilities can warp in units at any location with pylon power.

Passive ability.

Reaver Upgrades Pack

Unlocks the following upgrades at the Robotics Bay:

  • Increase the maximum number of scarabs that Reavers can hold from 5 to 10.
  • Increases the splash radius of scarab explosions by 25%.

Spear of Adun: Solar Bombardment

Unlocks the ability for the Spear of Adun to randomly bombard an area for massive damage over 15 seconds. Activate Solar Bombardment from the top panel.

New Unit: Tempest

Siege artillery craft. Attacks from long range. Warped in at the Stargate.

Can attack ground and air units.

Fleet Beacon Upgrade Cache

Unlocks the following upgrades at the Fleet Beacon:

  • Allow Phoenixes to use Graviton Beam on two targets at once.
  • Unlock the Tempest’s Disintegration ability, which deals 500 damage to target unit or structure over 20 seconds.

Spear of Adun: Shield Overcharge

Increases the amount of damage absorbed by the Spear of Adun’s Shield Overcharge ability from 100 to 200. Activate Shield Overcharge from the top panel.

Spear of Adun: Solar Onslaught

Increases the number of shots fired during the Spear of Adun’s Solar Bombardment ability from 200 to 400. Activate Solar Bombardment from the top panel.

Glory of the Daelaam

Increases starting supply to 200.

Highlighted rows denote large power spikes for the commander.

Achievements

The commander-specific achievements for Artanis are:

Achievement
Name
Description

Finger of Death
Kill 50 units with Artanis’s Orbital Strike in a single mission on Hard difficulty.

Sol-alright
Absorb 10,000 damage for your ally with Artanis’s Shield Overcharge in Co-op Missions.

Solar Fury
Kill 50 units with a single strike of Artanis’s Solar Bombardment on Hard difficulty.

Warp Speed
Warp in 5,000 units with Artanis in Co-op Missions.

Calldowns

The calldowns for Artanis, at level 15, with no mastery points added are:

Calldown
Name
Description
Recommended Usage
Numbers

Project Power Field
Project a power field onto the target location. Using this ability again will move the power field to a new location. Your ally may also use this field.

  • Use this to build a gateway before the pylon at the start of the game to speed up going up the tech tree.
  • Keep moving the power field around as your army moves forward for quick reinforcements.
  • Great for re-powering static defense while a pylon has been disabled.
  • Costs 25 Energy if using the Nexus Legate prestige.
  • Cooldown: 30 seconds

Orbital Strike
Fires five lasers onto the battlefield from orbit, each of them dealing 50 (100 vs armored units) area damage.

  • Very effective at taking clumps of enemy units.
  • There is a short delay between each shot, reducing the effectiveness of Rapidfire.
  • Cooldown: 30 seconds
  • Energy Required: 25

Shield Overcharge
Allows friendly units and structures to absorb up to 200 damage. Lasts for 20 seconds.

  • Always use this while pushing into enemy bases.
  • Can sometimes be useful when dealing with dangerously large attack waves.
  • Cooldown: 180 seconds
  • Energy Required: 50

Solar Bombardment
Bombards the target area from orbit, firing 400 random shots over 10 seconds. Each shot deals 15 (30 vs armored units) splash damage.

  • Can be used to soften enemy defenses before pushing in.
  • Run through the middle of a base with a zealot, which will be protected by Guardian Shell, to cast this in the middle of tough-to-push locations.
  • Cooldown: 300 seconds

Sub-Ascension Leveling

Difficulty: Easy

A Dragoon/Zealot build works best while leveling. Focus on mostly Dragoons, and warp in Zealots (with Charge) on the frontline before you take an engagement. This will cause the Zealots to soak up damage away from Dragoons.

Masteries

Below are the three Power Sets for Artanis with the recommended point allocations for each. Note that these are meant to serve a general, all-purpose build that is effective across all maps with no Prestiges selected. You are highly encourged to change these masteries to suit your playstyle and particular challenges you face (e.g. Weekly Mutations).

Power Set 1:

Power
Value
Recommended Points to Add
Further Considerations

Shield Overcharge Duration and Damage Absorption
3% per point
90% maximum
30
In particular scenarios, where engagements last a longer time, with stronger enemy forces, the Shield Overcharge mastery might serve players better as it prevents the player’s units from taking damage.

Guardian Shell Life and Shield Regeneration
0.5% per point
15% maximum

The difference in the amount of HP gained between no points and maximum points in the Guardian Shell is relatively insignificant. On higher difficulties, it means units will still be lost, regardless. It is best to prevent damage to the units entirely, making the Shield Overcharge mastery better.

Power Set 2:

Power
Value
Recommended Points to Add
Further Considerations

Energy Regeneration and Cooldown Reduction
1.5% per point
45% maximum
?
The choice here mostly depends on the type of units that the player prefers to use. The Energy Regeneration mastery can help improve the effectiveness of Archons and High Templars, especially when dealing with Zerg compositions. Cooldown reduction affects cooldowns like Reaver Scarab creation, Zealot Charge and other time-based abilities. The speed increase buff lasts for 30 seconds.

Speed Increase for Warped in Units
2% per point
60% maximum
?

If you use a lot of Archons in your build, or rely on unit abilities like Zealot Charge or Reavers, you may want to consider having the Energy Regeneration mastery. Otherwise, the Speed Increase is beneficial.

Power Set 3:

Power
Value
Recommended Points to Add
Further Considerations

Chrono Boost Efficiency
1% per point
30% maximum
30
The Spear of Adun mastery can be useful for players that prefer to spam its abilities often. For example, those with hyper-aggressive playstyles can utilize this energy to its maximum extent.

Initial and Maximum Spear of Adun Energy
3 per point
90 maximum

In general circumstances, the Spear of Adun Energy mastery isn’t beneficial if you play efficiently because you won’t be able to use the energy in the early game.

Prestiges

Below are the prestiges for Artanis. Note that “Effective Level” is the level at which the prestige achieves it full effect.

Level
Name
Description
Effective Level
Notes

1
Valorous Inspirator

  • Advantages:
    • Increase the effectiveness of all active combat unit abilities by 100%.
  • Disadvantages:
    • Combat units cost 30% more.

1

  • Dragoons do not get any benefits from this Prestige
  • Cooldown reduction from prestige is multiplicative with the Cooldown Reduction mastery
  • Reavers will not run out of Scarabs when combined with the Cooldown Reduction mastery

This prestige provides an all-round improvement to Artanis’ units. For example, it increases the damage dealt by High Templar Psi Storms and reduces the construction time of Reaver scarabs. This opens up a lot of avenues for playstyle changes. However Dragoons are unaffected and Tempests receive minimal improvements. This Prestige works well with the Energy Regeneration and Cooldown Reduction mastery.

Effectiveness Bonuses:

  • Zealot Charge Speed doubled
  • Zealot Whirlwind Damage doubled
  • High Templar/Archon Feedback Damage doubled
  • High Templar/Archon Psionic Storm Damage doubled
  • High Templar/Archon Psionic Storm Shield Recharging rate doubled
  • Archon Merge Time halved
  • Immortal Barrier Damage Absorption doubled (upgrade included)
  • Reaver Scarab Build Time Halved
  • Phoenix Graviton Beam Cooldown Halved
  • Tempest Disintegration Damage doubled

Level
Name
Description
Effective Level
Notes

2
Nexus Legate

  • Advantages:
    • Upon use, Project Power Field warps out any of your combat units standing in an existing Power Field projection into the new location. Cooldown removed.
  • Disadvantages:
    • Project Power Field costs 25 energy.

1

  • When units are warped in, they get the Speed Increase for Warped Units buff

This prestige changes the utility purpose of Artanis’ Power Field. Instead of using it to quickly reinforce your army in combat, it changes to a mobility tool. As such, you will need to adapt your playstyle to accommodate this change. However, this prestige compounds well with the Speed Increase for Warped Units mastery, as every time units are warped away using the Power Field, they get the buff.

Level
Name
Description
Effective Level
Notes

3
Arkship Commandant

  • Advantages:
    • Orbital Strikes warp in an Unbound Fanatic that throws off damaging energy and lasts 15 seconds.
    • Shield Overcharge is now targeted, has its cooldown reduced by 50%, and costs 25 energy.
  • Disadvantages:
    • Orbital Strike costs 50 energy. Guardian Shell is disabled.

1

  • Shield Overcharge applies to all units within 8 range of selected area
  • Unbound Fanatic’s energy ball does 60 DPS along a path of 1.5 radius
  • Energy balls are thrown once per second. Each ball lasts 1 second
  • Fanatics start at maximum 3/3/3 upgrades

The Unbound Fanatics that spawn from the Orbital Strikes have strong splash damage, very equivalent to Karax’s Solar Lances. However, where they fire their orbs is randomized, which reduces the efficacy of this prestige. The loss of Guardian shell, which increases the fragility of Artanis’ already-fragile army, further adds to the weakness of this Prestige.

For general play, Valorous Inspirator is a solid Prestige that improves the utility of almost all of Artanis’ units with a minimal cost increase. It increases the viability of his High Templars and his Phoenixes.

Recommended Army Composition

The recommended army composition for Artanis is below. Note that this assumes no Prestige talent selected and recommended Mastery Allocations. This is a basic recommendation for your army framework. It is recommended to gain an understanding for each of the units in the Units section and further add tech units so that you are able to better handle the situations you face.

Dragoons deal good amounts of damage from long range, but are reasonably fragile, which is where Zealots come into play. Warp in Zealots in front of Dragoons so they can tank while Dragoons deal damage.

+

Add Immortals to your army when dealing with Armored ground targets and to tank for Dragoons.

tooltip

Combat Units

For more information on Artanis’ unit stats, comparison between units and upgrade calculations, visit the Data Tables page.

Artanis’s combat units are listed below:

Zealot

  • They are the most basic unit in Artanis’ army.
  • Realtively fragile, so not particularly useful when massed.
  • They should make up a small part of your army to tank for more expensive units.
  • Reasonably good when dealing with large amounts of low-HP units when they have Whirlwind.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Charge
Intercepts enemy ground units and increases movement speed.
10 seconds

Whirlwind
Deals 10 damage per second to all nearby enemy units. Lasts 3 seconds.
10 seconds

Upgrades:

Upgrade
Name
Effect
/
Research Time

Charge
Allows Zealots to intercept nearby enemies. Also increases the movement speed of Zealots by 0.25.
100/100
60 seconds

Whirlwind
Enables Zealots to use the Whirlwind ability. Whirlwind damages all nearby enemy units while active.
150/150
90 seconds

See also  SKRILLEX + ALVIN RISK - TRY IT OUT (TRY HARDER MIX) | try harder

Dragoon

  • Useful when dealing with armored targets.
  • Good anti-air capabilities makes them a good choice against Air Terran.

Skills: None

Upgrades:

Upgrade
Name
Effect
/
Research Time

Singularity Charge
Increases the Dragoon’s attack range by 2.
100/100
60 seconds

Trillic Compression Systems
Dragoons gain +20 life and their shield regeneration rate is doubled. Also allows the Dragoon to regenerate shields in combat.
150/150
90 seconds

High Templar

  • Powerful Psionic unit.
  • Psionic Storm is a great ability to use when dealing with Zerg and Infested compositions.
  • Feedback can 1-shot Phoenixes, Sentries and render BattleCruisers and Hybrid Dominators useless.
  • Draws high aggro, so they should be kept at the back of your army.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Feedback
Drains all energy from the target. Deals 1 damage per point of energy.
0 seconds
50

Psionic Storm
Creates a storm of psionic energy that lasts 4 seconds, causing up to 80 damage to all enemy units in the target area. Does not damage friendly units.
2s
75

Upgrades:

Upgrade
Name
Effect
/
Research Time

Psionic Storm
Allows High Templar and Archons to summon a storm of psionic energy, causing heavy damage to all enemy units in the target area.
100/100
60 seconds

Khaydarin Amulet
Increases the starting energy of High Templar and Archons by 150.
100/100
60 seconds

Plasma Surge
The High Templar’s Psionic Storm’s radius is increased by 50%, range increased by 2, and restores 50 shields to friendly units in the target area.
150/150
90 seconds

Archon

  • Merged from two High Templars.
  • Psionic Storm is a great ability to use when dealing with Zerg and Infested compositions.
  • Feedback can 1-shot Phoenixes, Sentries and render BattleCruisers and Hybrid Dominators useless.
  • Splash damage is useful when dealing with Zerg and Infested compositions.
  • Bonus damage to Biological targets makes them a great pick for Infested maps.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Feedback
Drains all energy from the target. Deals 1 damage per point of energy.
0 seconds
50

Psionic Storm
Creates a storm of psionic energy that lasts 4 seconds, causing up to 80 damage to all enemy units in the target area. Does not damage friendly units.
2s
75

Upgrades:

Upgrade
Name
Effect
/
Research Time

Psionic Storm
Allows High Templar and Archons to summon a storm of psionic energy, causing heavy damage to all enemy units in the target area.
100/100
60 seconds

Khaydarin Amulet
Increases the starting energy of High Templar and Archons by 150.
100/100
60 seconds

Plasma Surge
The High Templar’s Psionic Storm’s radius is increased by 50%, range increased by 2, and restores 50 shields to friendly units in the target area.
150/150
90 seconds

Immortal

  • Provides extremely powerful single-target DPS.
  • Great for destroying structures and other high-HP objectives

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Barrier
Absorbs up to 100 damage. Lasts for 10 seconds.
60 seconds

Upgrades:

Upgrade
Name
Effect
/
Research Time

Improved Barrier
Increases the amount of damage absorbed by the Immortal’s Barrier by 100%.
100/100
60 seconds

Reaver

  • Provides high damage, burst, splash damage.
  • Relatively ineffective on maps with prolonged combat, as they can run out of scarabs.
  • Since scarabs take time to hit their target, several Reavers can fire at the same target, wasting shots.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Create Scarab
Builds Scarabs that automatically launch at the Reaver’s target and explode for area damage.

Can attack ground units. (5 max).
8s

Upgrades:

Upgrade
Name
Effect
/
Research Time

Scarab Housing
Doubles the maximum number of Scarabs that Reavers can hold.
100/100
60 seconds

Solarite Payload
Increases the splash damage radius of Scarabs by 25%.
150/150
90 seconds

Phoenix

  • Great unit on defensive maps with ground compositions.
  • Its ability to lift can render ground-based attack waves useless.
  • Massing them should only be done against the correct compositions, because they are extremely fragile units.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Graviton Beam
Makes the target unit float in the air, disabling its abilities. Effect lasts up to 10 seconds.

Massive units are immune.
30 seconds

Upgrades:

Upgrade
Name
Effect
/
Research Time

Anion Pulse-Crystals
Phoenixes gain +2 range.
100/100
60 seconds

Double Graviton Beam
Allows Phoenixes to cast Graviton Beam on two enemies at once.
150/150
90 seconds

Tempest

  • Powerful air siege unit that can fire from long range.
  • Useful for taking down bonus objectives.
  • Disintegration is great for dealing extra damage to objectives, but does not stack on the same unit.

Skills:

Skill
Name
Description
Cooldown
Energy Cost

Disintegration
Deals 500 damage over 20 seconds to target enemy unit or structure.
90 seconds

Upgrades:

Upgrade
Name
Effect
/
Research Time

Disintegration
Enables Tempests to deal damage over time to an enemy unit or structure.
150/150
90 seconds

Build Order

Below is the standard economic build order for Artanis. For more information on how to read and construct your own build orders, please check the Build Order Theory page.

Project Power Field
15 Gateway
17 Assimilator
18 Assimilator
Chrono Gateway
21 Zealot -> Rocks
24 Zealot
Chrono Nexus
31 Nexus
33 Cybernetics Core
34 Pylon

Gameplay Guide

Playstyle Traps

A common trap for Artanis players is to go for a mass Tempest build. Granted, Tempests are powerful units that can deal a lot of damage. However, it leaves players vulnerable to the early game. A mass Tempest build only works if the other ally is aware of that build, and is able to compensate with a strong early game. Additionally, enemy compositions also come into play. Compositions with a large number of low-HP units make Mass Tempests a difficult build to pull off.

In most co-op maps, a mass Tempest build can be outdone by some combination of Immortals/Zealots/Phoenixes/Archons. However, if a player still chooses to mass Tempests, it is better to start with some early game in the form of Zealots and Dragoons before transitioning to Tempests.

Building the Artosis Pylon

Because Artanis starts at 200 supply, he does not need to build pylons to increase his supply limit. Hence, pylons should only act as a source of power. Even warping in can be done via the “Project Power Field” calldown. Therefore, only one pylon should ever be built for Artanis.

A single pylon can power up to 16 buildings at the same time. This should be more than adequate for most intents and purposes. Such a pylon is shown below:

The below is a top-down view of the pylon. The most important thing to notice is how two gateways are set adjacent to the pylon.

Once those two gateways are positioned, the rest of the positioning is easy as you will build around the pylon.

Playstyle Tips

  • Contrary to what some guides say, Solar Bombardment doesn’t have a “heat map”, ie, some patches which deal more damage than others. Solar Bombardment starts at a radius of 2 from the target area, and expands to a radius of 10 over the duration of the bombardment. Any areas that get hit more than others is purely due to randomness.
  • At the start of the game, before you build your Artosis Pylon, build a Gateway on the Warp Field. This will allow you to faster progress through the Tech Tree.
  • When you want to make Archons, ensure you have utilized the energy from the two High Templars first. Once the Archon is merged, it’s energy will be replenished, allowing you to use the skills again.
  • Psi Storms can stack if Plasma Surge has been researched. This is demonstrated in the video below:
  • When you want to cast Solar Bombardment, suicide a Zealot to cast it deep into enemy territory.
  • While Solar Bombardment is active, Warp in a Zealot and use it to lure enemy units into the bombardment for extra clearing potential.
  • The Tempest’s Disintegration ability can be cast on multiple train carriages in Part & Parcel and Oblivion Express.
  • Use Observers when playing with Tempests to provide vision. Tempests’ Disintegration has a higher attack range than their vision range.
  • Hold Shift when Orbital Strike is selected and press any key bound to Rapidfire to fire Orbital Strikes without delay in between shots.


FILMMAKER REACTS TO STARCRAFT HEART OF THE SWARM AND LEGACY OF THE VOID CINEMATIC TRAILERS!


CREATRIX STORE SALE: https://www.creatrixvisuals.com/store
INSTAGRAM: https://www.instagram.com/chrisconnorart
FILMMAKER REACTS PLAYLIST: https://www.youtube.com/playlist?list=PLLleCPARvWznTTd8KnUrmzQvH6_FuGDNA
Hey guys, how’s it going? Chris Connor here and welcome to another episode of filmmaker reacts for my channel. Seat back, relax and lets study the filmmaking techniques as well as talk about what visual effects can be pulled of within after effects! his week we are taking a look at the STARCRAFT II WINGS OF LIBERTY, HEART OF THE SWARM, AND LEGACY OF THE VOID cinematic trailers!
In part 1 I react to the starcraft ii heart of the swarm and legacy o the void cinematic trailers and in part 2 we dive in to have a trailer analysis! Make sure to let me know which trailer you would like me to react next!
Let me know which effects you would like to see in a CREATRIX After Effects Tutorial! Enjoy!
For business inquiries and to view my portfolio please visit Creatrix Visuals at: www.creatrixvisuals.com
Creatrix Visuals™
Starcraft Filmmaker Reaction

นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูเพิ่มเติม

FILMMAKER REACTS TO STARCRAFT HEART OF THE SWARM AND LEGACY OF THE VOID CINEMATIC TRAILERS!

BÌNH LUẬN RANK HÀN: T1 ZEUS VÀ ONER DUAL VÔ TÌNH CHẠM MẶT SHOWMAKER VÀ GAME ĐẤU CỰC KỲ MÃN NHÃN


BÌNH LUẬN RANK HÀN: T1 ZEUS VÀ ONER DUAL VÔ TÌNH CHẠM MẶT SHOWMAKER VÀ GAME ĐẤU CỰC KỲ MÃN NHÃN.
► YAMAHA: EXCITER 155 VVA MASTER ART OF STREET: https://ymhvn.com/masterartofstreetmcv
Chúc các bạn xem vui vẻ
► Lịch Live:
22:0023:30 hàng ngày trên Youtube
23:3003:00 hàng ngày tại: https://www.nimo.tv/vantung
__________________________________________________________________
►Gia nhập Hạm đội Toxic tại: https://www.facebook.com/groups/thuye…
►Facebook cá nhân: https://www.facebook.com/le.vantung.777
►Fanpage: https://www.facebook.com/blvvantung
►Hãy like và subscribe (ấn chuông theo dõi) để nhận thông báo mỗi khi có video mới của Văn Tùng nhé!! https://bit.ly/2LuLBJH
➥ Box Studio
» Liên hệ công việc: [email protected]
» Web: https://www.box.studio/
» Hotline: 090.113.8998

BÌNH LUẬN RANK HÀN: T1 ZEUS VÀ ONER DUAL VÔ TÌNH CHẠM MẶT SHOWMAKER VÀ GAME ĐẤU CỰC KỲ MÃN NHÃN

ARCHON vs ALL UNITS [STARCRAFT 2]


SC2 : PROTOSS ARCHON vs ALL UNITS (Fully Upgraded)
Starcraft 2 Legacy Of The Void Gameplay No Commentary.

ARCHON vs ALL UNITS [STARCRAFT 2]

StarCraft 2: MARU \u0026 BYUN in Archon Mode!


Maru and ByuN face off against HolyHit and Highdra in a bestof3 series of Archon Mode in StarCraft 2.
Become a YouTube member: https://lowko.tv/join
Support my work on Patreon: http://www.patreon.com/lowkotv
My second channel: http://lowko.tv/morelowko
Lowko Merch: http://lowko.tv/merch
Be part of the community on Discord: http://discord.gg/lowkotv
The hardware setup I use: https://lowko.tv/setup/
StarCraft 2 is a military science fiction realtime strategy video game developed and released by Blizzard Entertainment.
StarCraft2 SC2 RTS

http://lowko.tv
http://twitter.com/lowkotv
http://facebook.com/lowkotv
http://instagram.com/lowkotv
http://twitch.tv/lowkotv

StarCraft 2: MARU \u0026 BYUN in Archon Mode!

GSL Finals Archon Toilet


LGIM.MVP vs ST.Squirtle. Squirtle pulls off an insane archon toilet against the mass battlecruisers of MVP.

GSL Finals Archon Toilet

นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูบทความเพิ่มเติมในหมวดหมู่Wiki

ขอบคุณมากสำหรับการดูหัวข้อโพสต์ archon starcraft 2

Leave a Comment