/r/starcraft2coop
A place to discuss Starcraft 2 Co-op (SC2 Co-op)!
Offenders will receive warnings. Repeat offenders will be banned.
1) If you wish to promote weekly mutation videos, post them under the weekly mutation mod post. Do not make a separate post for them.
2) READ THE WIKI before asking questions. It has a lot of information.
3) Don't be an asshole.
4) No spam.
5) No low effort posts. This includes "X exp away from leveling up" posts.
6) No "when will we have a new commander/map?" posts.
7) Self-promotion posts must be posted in the weekly megathread.
It is a two player cooperative mode with campaign-style objectives.
Mutations add special modifiers to Co-op Missions, rewarding bonus experience.
Unlocks units and abilities.
Separate for each commander.
Increases power level.
Shared across all commanders.
Does not affect power level.
Shared across all commanders.
Rewards badge emoticons.
Maguro has designed some custom mutations to mimic a mini-campaign.
/r/starcraft2coop
Mutation #447: Fowl Play / Map: Oblivion Express
Mutators: Sharing is Caring, Turkey Shoot
Sharing is Caring
Supply is shared between you and your partner, and units from both armies contribute to your combined supply cap.
Units reduce available supply from both commanders. And it's the only effect of this mutator.
Commanders still need to increase their available supply by Pylons, Overlords, etc.
Commander perks granting free supply or reducing supply caps are unaffected.
Ally doesn't benefit from these perks.
Turkey Shoot
Supply can only be generated by killing turkeys that wander throughout the map. Doing so may anger the turkeys that remain.
Artanis, Dehaka, Nova, Tychus and Zeratul don't benefit from their free max supply.
The amount of available shared supply equals to the sum of normal supply caps for each commander (e.g. Nova + Kerrigan will have 100 + 200 = 300 available supply).
Players still need to build Supply Depots/Pylons/Overlords.
Turkey has 10HP, 8 damage (+8 vs structure) and 1.5 attack period. Turkey provides 2 supply when killed.
Infested Turkey has {75/100/125/150} HP; 1 armor; deals 70 damage to structures; 2 attack period; 6 range. Infested Turkey does not provide supply.
Turking has {200/2500/4000/6000} HP; 3 armor and is detector. His Peck of Judgement deals 250 (+250 vs structure) in 0.4 area; 2 attack period; ground only; 1.4 range. Turking can fear units with Terrifying Gobble in 11 area for 10s. Turking does not provide supply.
Supply decreases by itself. The more supply you have, the faster it decrease.
Units will start taking damage if your supply used is higher than available supply.
https://www.maguro.one/p/mutators.html
https://starcraft2coop.com/resources/weeklymutations
https://starcraft2coop.com/resources/mutators
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#28 Fowl Play – SOLO ALL CLEAR
Mutators: Sharing is Caring, Turkey Shoot
https://youtu.be/Z6k-zeLqa1w (advice)
https://youtube.com/shorts/Epp3WodOwnM?feature=share (shorts)
https://youtu.be/u09ZffxGHL8 (easy solo - Vorazun p3)
Infested Turkeys come after the 3^(rd) and 6^(th) trains. Body block them and keep structures away from ramps.
Build 3 static defense structures around your base so that the aggro’d turkeys don’t destroy your workers. 1 cannon might not be enough.
The Turking comes after a train during the second double trains goes down. You might need to let the other train go in order to fight it.
Sharing is caring will be annoying if both commanders rely on army. If you’re in a premade duo, one person should choose a tower commander (that’s not mengsk) and the other can choose anyone.
For duos: Karax/Swann/Zeratul + anyone
For solo queue: use anyone, but Karax/Swann/Zeratul are safer in case your ally uses a commander that needs a lot of supply.
Successes [and key points]
https://www.youtube.com/playlist?list=PL3FSCru5EHIgPlJVkJ1yZ0qdlWa608m6d (playlist with all commanders)
Several level 1 completions this time.
Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.
Nice people in my discord can help you with the mutation: https://discord.gg/WerduSFQQK
Alright here me out. Raynor is one of the most satisfying commanders to master. He is really simple. Make guy with gun and firebats if against zerg or marauder against anything else. Plus instant deploy troops anywhere on the map allowing to keep rolling or make emergency reinforcements at any location. Top it all off with instant detection and your golden. I will admit his bio army is pretty slow but you usually have enough time to get where you need to be or you can use the top bar as a good "oh shit" button.
I've been playing co op for a while and I always kind of though Raynor was bad but the more I played him. The more I just get on to only play him. He isn't completely turn your brain off like Dehaka but isn't a macro test like Zegara. He is just right in the middle and gives you a little lee way but you still need to be proactive
I know other commanders are stronger like Nova, Abather ,or Mengsk. But I just like Raynor way more, it still feels like a challenge but really all I'm doing is the smallest amount of micro with stim and scanning where I am at or where my ally is at if needed.
I wish Raynor got less hate. I know a lot of noobs play him but put him in the hands of a competent player and he is a blast. I'm not saying I'm good btw I'm at like 90-120 apm on average. Give him a try he is alot of fun, especially p1 and p2
title say all
They cost way too much and are incredibly slow. Both commanders who have access to them have better options. For Swann, you have Siege Tanks for ground targets, Goliaths for air, and Wraiths for everything that doesn't require AoE. Thors have an anti-ground bonus, which is literally unnecessary if you use the Tank-Hercules combo (probably the only viable way to utilize thors to negate their mobility issues). They also take up too much space relative to their DPS and are ineffective in their supposed tank role due to having too much range and being too slow to act as a frontline unit.
For Mengsk, while they provide an armor buff, it's honestly redundant. between putting the "Damned Detector" on Patriot Mode in mass casualty/fast action battle, building Bunkers, or set up Earthsplitter Ordnance (ESO), you have no time to set thors into their overwatch mode because mengsk action happens super fast. Thors just end up slowing you down, and their Overwatch mode is pretty much useless on top of being absurdly expensive to recruit. They also perform poorly against many mutations.
What exactly is their role? If you disagree, explain me how you make them usefull, especially in mutations? what mutations actually favor thors which can't be dealt with other units?
If you agree with my assessment, how could they be made more useful? I think giving them an anti-air focus instead of anti-ground would be a start. Additionally, Overwatch mode could be revamped to work similarly to Siege Tank mode, providing a large circular area of attack but only targeting air units
Greeting my fellow Coop
https://www.reddit.com/r/starcraft/comments/tj1qcc/welcome_to_nexus_coop/
After two guide, I decide to cover some more
Today is Ulrezaj,
Lot of generic information can be read here. You should give it a look then can proceed in my guide
My Overmind guide: https://www.reddit.com/r/starcraft2coop/comments/1fu3s17/nexus_coop_overmind_basic_guide/
My Tassadar guide
https://www.reddit.com/r/starcraft2coop/comments/1gcqunm/nexus_coop_tassadar_guide/
My Selendis guide
https://www.reddit.com/r/starcraft2coop/comments/1ghutpv/nexus_coop_selendis_guide/
You play as Alysaar faction, who worship Ulrezaj and will do anything to bring him back from his prison
Key Feature is
Special energy of your faction that grant bonus to attack speed and skill cooldown. 500 energy maximum with 50% buff to attack speed and skill cooldown
You grant Worship when you kill enemy, you are killed by enemy and ascent your basic unit to Ascension units
If you do not grant new Worship for 10 seconds, your Worship point will decrease till reach 0.
You should always keep Worship points high, because it buffs your units and lets you reach the goal to summon Ulrezaj faster.
Worship farming
The Ulrezaj faction love prolonged combat, you should plan ahead enemy wave spawn, or enemy base.
One quick method is warp in 10 Zealot, give them shields then charge them into the enemy, this will net you 500 energy. Follow up with your core units to clear the enemy with buffing units.
You can also deal with mutation that grant new enemy (like zombie or brooding when enemy is killed) to quick farming
Your building production and tech is pretty simple, to focus more time to micromanager your worship energy and units skill
Building
Nexus
Normal Nexus with Chrono boost and Emergency resupplied, refill your Warpgate charge
Warpgate
Your only unit production. It has three basic units: Zealot, Adept and Stalker.
Your basic unit cost only in Mineral and will leave the battlefield after 90 seconds.
You can update them to become Ascension units which will stay in the battlefield. Require Cybernetics core to upgrade
Zealot —-> Dark Templar
Adept —--> Dark Archon
Stalker —--> Vanguard
Warpgate hold 3 charge and can be upgrade to hold maximum 5 charge
Forge
Consider attack, armor and shield upgrades for all your units. Enable
Cybernetics core
Enable your basic unit to become Ascension units
Has two upgrades for Warpgate
Council
Consider all upgrades for your units
Cannon:
Detector High damage, single target with slower attack speed than normal. Bad to deal with swarm units (Zealot, zergling, marine…)
Altar of Abyss
Unique building of Ulrezaj.
Detector building. Produce one Phantom of Ulrezaj every 4 (3 seconds).
Maximum 7 Phantom
Can sacrificed the Phantom of Ulrezaj to temporarily summon Ulrezaj ’s avatar.
Units
Zealot 100 Minerals 1 Supplied
Basic zealot with Counter skill. Stand still, invulnerable for one enemy attack,will reflect projectiles (require upgrade) for 5 seconds. 100% damage deal will turn into worship energy
Upgrade to grant 100% worship energy and reflect projectiles.
Your tank and main source of worship energy generators, warp in, put shields on them and throw them into the enemy for quick maximum (500) worship energy.
Can upgrade into Dark Templar
Dark Templar 175 Gas 1 Supplied
Permanent invisibility assassin that focus on single damage target
Dance of death skill will teleport it next to the enem, ground or air, quickly deal 5 strikes that deal total 180 damage. invulnerable for 2 sec after used
Upgrade to reduce cooldown 50%, if you kill enemy while in this state reset cooldown to 4 seconds after you finished
High DPS units that will decimate ground enemy if no detector, its is fragile so use them when you neutralize enemy detector
Adept 125 Minerals 1 Supplied
High attack damage Adept with skill buff that grant 50% attack speed and gain small worship energy when attacking an enemy in this state.
Can be upgrade to grant more attack speed and worship in state
Ok units that is overshadowed by Stalker —-> Vanguard units
Can upgrade into Dark Archon
Dark Archon 225 Gas 2 Supplied
Dark Archon with a fairly good attack on biological enemy units.
Lift: Lift and drop enemy repeated, deal 30 damage each drop and brief stun enemy.
Mind Control: Permanent control enemy units, doesn’t cost supplied and grants 500% energy base on Mind Controlled units supplied. You MC a BC you grant 30 energy.
Upgrades can turn into Siege units with grant allied shields and attack enemies with fairly big AOE that deal 50 damage then 30 damage after 2 sec.
Good units when the enemy consisted mostly biological units (Zerg). Deal with self buff mutator, like Just Die, Avenger and many similarity
Stalker: 150 minerals 1 supplied
Stalker with Blink that leaves 2 echoes when blink in and out. Echo explosion with 24 damage and grant 10 energy per enemy caught in the blast.
Upgrade for Echoes to deal 200% damage to enemy Air, grant 100% more energy
OK units that mostly used to turn into Vanguard, your core units. If your micro is good it'll deal good damage to group up light air units.
Can turn into Vanguard
Vanguard: 200 Gas 2 supplied
Immortal varian that can attack air and ground units.
Can attack while moving, first strike deals 100% damage followed up with 3 attacks that deal total 100% damage.
Autocast barrier: 200 shield in 10 second and self repair
Upgrade to cast a beam that deals 75 damage in line. Autocast
Tanky units that can have good damage, beam AOE skill and are tanky. Core units to just F2.
Quickly warp in Stalker, blink in enemy then turn into Vanguard is good opening to deal damage to enemy
Your unit's composition is mostly Vanguard Zealot as minerals sink, meat shield and energy generators.Some Dark Archon for Mind Control is good to deal with dangerous enemies.
Your first panel skill is only active when you reach 500 worship energy. Sacrifled basic units (Zealot, Adept, Stalker) to summon Ulrezaj Avatar for 16 seconds
Add one Ulrezaj Phantom in Altar
To sum it up:
Ulrezaj Avatar. Grand 5 supplied, granted worship energy (mastery).His skill can only cast one. Had single skill, AOE skill, AOE channeling skill and teleport.
Because it’s very short of time. You must quickly cast Q, E then R then focus back to your units.
Incarnation of Void is the main skill that summons temporary Boss units to deal with good damage and grant One Phantom for multiple use. Used this skill ASAP as soon as you reach 500 energy
Phantom Teleport
Teleport one Phantom to the battlefield. Grand detector and power field where it’s land.
Good skill as a power field to reinforce and a detector It will only stay for 10 seconds so make use of it.
Shield of Void
Grant 200 shields in AOE for allied units in 10 seconds. 20% damage of the shield absorb will turn into energy
A quick protection skill and worship energy generator, used this on every fight when you engage the enemy
Finale
Summon Ulrezaj into battlefield, Can only cast when you have seven Phantom. Consume all 7 Phantom
Ulrezaj is a big Boss that can solo every unit in the map, for brutal. He can use his skill freely, grant 200 supplies, and regeneration to allied units.
He can only stay in the battlefield for 60 second and must use this skill to prolong his duration
Unification of All ( V ) Cooldown: 12 Consume all Worship Power to restore Ulrezaj's shield equal to 200% of the Worship Energy consumed. For every 100 Worship Power consumed, Ulrezaj's duration is extended by 3 seconds. If 500 Worship Energy is consumed at once, this effect is doubled.
Explain: Grant Ulrezaj shield and prolong his duration,
IE: 400 worship energy will turn into 12 seconds duration
500 worship energy will turn into 15 seconds duration.
But when you use 500 energy (Maximum) you grant an additional 15 seconds. So it’s best to use only 500 energy.
Additionally if you use Unification of All when 500 energy, produce one Phantom at the Altar.
With good map knowledge and enough enemies. You can turn Ulrezaj into Permanent Boss. Cast R, fulfill your energy cast V then teleport into every where in the map for kill and energy generation.
Build Order
14 Pylon
16 Warpgate
17 Gas
19 Gas
21 Core
After core
2-3 Stalker, turn into Immortal break rock
Nexus
This build gives you 2-3 Immortals to deal with early wave and objects. You can start up form here
Alt build
14 Pylon
16 Warpgate
17 Gas
19 Gas
19 Zealot x2
21 Core
Turn zealot into DT break rock.
This build is faster to break rock, give you 2 DT. But it’s more error prone.
You can miss the Core timing and your zealot returns to the void, wasting minerals, your DT is invisible so enemy early waves will ignore you and attack your worker also.
Use this build if early aggressive is need (Void rift)
There is two main play style of Ulrezaj Main units focus and Ulrezaj worship
**Main units focus**
The goal of this build is to maintain high worship energy, which leads to more power of your units. You pick mastery that decreases the rate of energy leaking and increases power of your units.
Focus on reserved core units. Don’t mindless sacrificed your gas units
You still sacrificed basic units to summon Avatar when 500 energy though
Use your Phantom Freely as calldown to deal with tough enemy waves.
Phantom recharge reduces your phantom production time from 4 mins to 3 mins. Which good active panel skill grants you grant far more phantom by sacrificing your basic units. So no need to reduce your passive phantom production.
Ulrezaj worship
The main goal of this build is focus on worship generators, reach 500, sacrificed to generate Phantoms, lead to 7 Phantom to summon Ulrezaj early,
In this build, most of your main force is zealot and Avatar.
Warp in zealot, buff shield, charge in, 500 energy, sacrificed , profit
Your leftover gas turns into Immortal to clean up the rest, If your timing is right you may generate 7 phantom before the cool down of Panel Ulrezaj is up.
After summoning Ulrezaj, Focus on micro him teleports the map to farm energy and prolong his duration. Your R is pretty much killing anything so just teleport. R then V, then R against till the enemy is dead, repeatedly.
You will conserve to sacrifice your Phantom. If threatening early wave it’s ok to use but after that don’t. Your goal is assembly 7 Phantom so any phantom you sacrificed will prolong your Ulrezaj summoning
Ulrezaj summoning grants you 200 supplies so it is pretty common to get a supplied block when he is gone. Prepare for that and spam Pylon.
Beside Ulrezaj teleport, your army is immobile so prepare for an attack wave if your army is far.
Archon is a viable unit if the enemy need to get MC. Put some Archon mix with Immortal for this
If you want to survive the most night possible with no destruction of the objective, wich commander you will choose (if we don't take the obvious zera and tychus option because they are too strong).
I would go Kerigan P1 because the luckers would just kick everything on the ground. And Kerigan could come around and bring some power spike where need it.
With her I hesitated with Swan or Karax (P1 or P3).
The two would bring very good support and defence, I don't think one could be beter than the other in this senario.
I play once with a Vorazun that block some entrence with dark pylon, but not sure if it work (I think spotter spoil the idea by giving vision to the garbage)
And if it is, I would put her with kerigan, and the army would just defend the pylon and help in the main entrance. Plus, the top bat of Vorazun can just be crazy AF in difficult time.
What would you do ?
With the recent spade of balance threads of varying quality, and at least the hypothetical possibly of Microsoft bringing back StarCraft, what would you change? Obviously there's some bugs like Time Stop on Lock and load. Actual balance wise, there's Zeratul and Tychus being crazy strong and some misc. prestiges being crap.
Starcraft 2 on gamepass apparently gives you access to the 3 campaigns along with the commanders associated with buying the full version. Does anyone know if this content is yours to keep even after your subscription ends ?
What exactly are Chrono Boost, Chrono Wave, and Chrono Field? Which commanders have access to which types, and what does the Chrono Boost Efficiency mastery do for each commander?
Does Karax's passive Chrono Field and chrono boost get boosted by this mastery? What about Fenix's Chrono Field generated by the Arbiter?
I thought very thoroughly about how to change some commanders and prestiges. When Blizzard introduced prestiges, they did it hastily because co-op team was being shut down! They did some fixes afterwards, but approximately 2-3 months after prestiges introduction they left for good leaving a lot to be desired. After that we only had some bug fixes made by Tangor, some of them not done properly. This is what I think should be done to make some commanders and prestiges better!
Watch the VIDEO for explanation!
RAYNOR
New unit: RAVEN
Mechanical. Psionic. Detector. Produced from Starport with tech lab. HP: 140. Cost: 100/200. Adjusts with P3 (cost and effect on top-bar cooldown)
Abilities (cooldown based, 60s cd for each):
Research/Upgrade (tech lab):
ARTANIS
HIGH ARCHON
New ability: Plasma Blast
VORAZUN
SPIRIT OF RESPITE – prestige reworked
WITHERING SIPHON
KEEPER OF SHADOWS – prestige reworked
ABATHUR
THE LIMITLESS
ALARAK
ARTIFICER OF SOULS
NOVA
TACTICAL DISPATCHER – prestige reworked
STUKOV
PLAGUE WARDEN – prestige reworked
FENIX
UNCONQUERED SPIRIT – prestige reworked
HAN AND HORNER
New unit: PLANETARY FORTRESS
Built from Command Center. Armored. Structure. Requires engineering bay. Cost: 150/150. Damage: 40. Range: 7. Attack speed: 2.
GALACTIC GUNRUNNERS
ZERATUL
ANAKH SU'N
STETMANN
BEST BUDDY – prestige reworked
to Dragoons. Simply make Dragoon even more reliable in the army and P1 Artanis being good (potentially sightly better for LotV Campaign if they willing to help new players)
Photon Chargeball (-Im suck at naming). Target an enemy unit to shoot a photon energy ball dealing 15 (+15 vs Armored) SPLASH damage. 10s cooldown. Autocast able. With dragoon base range (or +2 if being generous). (-Do not damage stuctures)
After playing with P1 Artanis and see some guides, I think the army is lacking something. While Dragoon feel good to use with P0, going P1 basically lock him with Archons. 100/300 x1.3(P1) is 130/400!!!. That is gas for some 6 Dragoons which can deal with early Air units in hard and Brutal! With this addon, I believe Dragoon will be way more interesting and enjoyable along with x10 High Templar (A little opposite with Tempest attacking structures)
In the early game, P1 Dehaka and P0 Dehaka are almost equivalent; the -1 armor is barely noticeable. The only time Dehaka is arguably weaker than his P0 version is past level 11. However, by the second or third attack wave, when Dehaka is likely around level 7 or 8, you should have an unstoppable army to back him up. If you level him properly, avoid the third upgrades for Jump and Roar—they're not that impactful. Roar reduces enemy armor by 2, and Jump adds 1 armor per enemy hit, but Jump is primarily used for positioning, not for dealing damage. It’s best to Jump into a good position, then use Roar and Devour to eliminate high-priority targets like the Hybrid Dominator, which not only removes the biggest threat but also provides strong buffs.
Early on, you don’t really need Jump because it can put you in dangerous positions; Devour and Roar are usually sufficient. Another downside of using p1 is that you're sacrificing the Scorching Breath ability, which is a minor downside. Scorching Breath is awkward to use (due to its angle), doesn’t hit air units, and deals meh damage, especially since by the time you unlock it, you should already have some army. Plus, since Devouring heals objectives, P1 Dehaka has virtually no drawbacks.
P1 is superior to P2 because it allows multiple pack leaders on the battlefield alongside Dehaka and his army. It also surpasses P3, as a single P1 Dehaka with a strong army outperforms two max-level Dehakas who might reach max level only two minutes before the game ends (if they reach it at all). Even if they do, P1 Dehaka and his army are likely to outperform both. Managing two Dehakas requires extensive micro to keep them alive and leveled while maintaining optimal macro. Assumes both players are equally skilled in leveling and managing their armies effectively which is harder to do when you have to micro two dehaka, I still think max p1 dehaka and his juiced up army will beat two dehaka and their army. Plus the essence that zwahika takes away from dehaka, although will not level up p1 dehaka, but will give him extra life, so it is not wasted essence.
Mutation #446: Explosive Results / Map: Void Thrashing
Mutators: Mutually Assured Destruction, Self Destruction, Going Nuclear
Mutually Assured Destruction
Enemy Hybrid units detonate a Nuke upon death.
Hybrid Destroyers detonate a small nuke. The rest of hybrids detonate normal nukes.
Mirror images (P&P) don't detonate nukes.
There is 1s delay (2s if it's Nemesis Hybrid and Moebius Hybrid A - P&P).
Nukes do 750 (950 vs structure) damage.
Small Nuke does 100% in 2 radius, 50% in 2.5 and 25% in 3.
Normal Nuke does 100% in 4 radius, 50% in 6 and 25% in 8.
Self Destruction
Enemy units explode and deal damage to nearby player units upon death.
Structures don't explode.
There is 2s delay between unit's death and the explosion.
The explosion deals 20 damage in 1.5 radius and hits both ground and air.
For units with supply cost >2, explosion is executed (supply_cost +1) times.
Going Nuclear
Nukes are launched at random throughout the map.
There is warning sign for ~5s before a nuke drops.
Nukes does 750 (950 vs structure) damage (100% in 4 radius, 50% in 6 radius and 25% in 8 radius).
Each {7/5/3/2} seconds a nuke randomly drops on the map.
Nukes avoid Mutator Safety Zones.
Nukes won't drop if there are no player units in 50 radius.
https://www.maguro.one/p/mutators.html
https://starcraft2coop.com/resources/weeklymutations
https://starcraft2coop.com/resources/mutators
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#27 Explosive Results – SOLO ALL CLEAR
Mutators: Mutually Assured Destruction, Self Destruction, Going Nuclear
https://youtu.be/XmDcE9umNg8 (advice)
https://youtube.com/shorts/PkZ1UB-LRX0?feature=share (shorts)
https://youtu.be/j38Zut8Sv9U (easy solo - Tychus p0)
A straightforward head-on mutation. But you don’t have to attack the thrashers from the front. Most commanders will just snipe the thrashers from afar.
Going Nuclear: one of the geysers at each natural might get nuked
MAD: If zerg: reavers and behemoths. If terran or protoss: destroyers and dominators
For duos: Karax and anyone
For solo queue: Mengsk, Dehaka, Fenix
Successes [and key points]
https://www.youtube.com/playlist?list=PL3FSCru5EHIj3ifzLMIvi4kxCiOJLtDOW (playlist with all commanders)
There are some multi mutation runs, level 1 runs, and meme runs.
Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.
Nice people in my discord can help you with the mutation: https://discord.gg/WerduSFQQK
I don’t have any issues with Stetmann himself, but I find his zones overly bright, to the point that they become annoying and even give me a headache. The intense blues, greens, and magentas make it hard for me to focus. I wonder if others feel the same.
I’ve played over 10 games in a row with Swann.
Different maps, different builds.
All swarm Zerg (early mass ling).
Every. Single. Time.
What’s going on?
P0 Brutal.
Greeting my fellow Coop
https://www.reddit.com/r/starcraft/comments/tj1qcc/welcome_to_nexus_coop/
After two guide, I decide to cover some more
Today is Selendis
Lot of generic information can be read here. You should give it a look then can proceed in my guide
My Overmind guide: https://www.reddit.com/r/starcraft2coop/comments/1fu3s17/nexus_coop_overmind_basic_guide/
My Tassadar guide
https://www.reddit.com/r/starcraft2coop/comments/1gcqunm/nexus_coop_tassadar_guide/
Selendis key feature is her dual form, Ground Hero units and Purifier Mothership, unique Nexus with new ways to recruit units and reinforcement units called down directly into the battlefield.
They morph into buildings, (like Zerg Drone), including Auto Assimilator.
They harvest minerals by transforming into power field mode and stitching to a mineral patch and harvest directly without the need to return to Nexus. One mineral patch per probe.
If the expansion doesn’t need to be contested. You can quickly order a drone to harvest minerals directly, no need to break the Nexus rock, You just need to break the Gas rock.
You can also harvest from your allies minerals expansion patch too, just remember to switch back your probe when they build their HQ to harvest minerals.
Your Nexus can summon them directly into the power field. In mid game you can warp them and switch to power field mode to provide vision and power field.
Selendis Nexus can warp Probe directly into the power field, upgrading to hold more supplied and faster recruit units.
They also have the Photon Overload for self defense.
Selendis doesn’t use Pylon. Her Nexus provide supplied and power field with total supplied is 400.
For recruit units, press the Assemble Forces button. It will open the unit's production panel. You only need to buy the initial price (pretty expensive cost).
Your Nexus will Auto produce units without cost until this Nexus reaches its limitation. Your units will store in charge, display in the top panel. You can summon units form the top panel directly in the battlefield, Like Zeratul top panel in normal Coop.
When you want your Nexus to produce different units, press Regroup and you can produce another unit against. Your initial cost is wasted so be careful.
After regrouping, your Nexus will produce units faster for a time.
You can only recruit 4 Ground units type and 4 Air units type. So you only need to 8 Nexuses for production units
You can update your Nexus two times to increase its production speed and its Health and Shield.
If your Nexus is destroyed, all the charge units they store will be lost. So don’t let it die
Tips
Group your Nexus in 2 groups, ground and air production, for easy to upgrade them if you want to focus Ground or Air priority
Protect your Nexus. Don’t let it die or else all the units charge they hold is lost, wasting cost and time production.
Don’t use Regroup to build another unit type. It’s better to build another Nexus to recruit another unit type.
Selendis has two hero forms. Ground and Air form. Locate in Top Panel
Selendis Ground form located in Top Left Selendis Air form located in Top Right. You can only one form at a time
When you warp in Selendis Ground form, she can warp her ground units with her.
When you warp out Selendis Ground form. All her ground units warp out too.
The same for Air.
Ground form
Selendis' can quickly switch between Zealot form' and Adept form'.
When she switches form, a power field is proving in her place.
Adept form can use Boomerang, charge into the enemy to switch into Zealot form.
Zealot form can use charge, and use boomerang to switch into Adept form.
Provide health and shield regeneration to nearby units. Including herself.
Scale in power with the numbers and upgrade of the Nexus Ground units production
Selendis ground form DPS is high compared to Air form. Use it freely when you need a boost in DPS.
Air form
She is summoned in her Purification mothership (the one in the campaign).
'Selendis' weapon attack power is low but (auto-attack) multiplied by the target's supplies, multiplied by 10 against hero units.
She is providing a power field in her ground shadow.
She can deploy a peace field that quickly regenerates her shield and health, increases her movement speed and taunt enemies to attack her. Disable her auto attack
She can switch to "Planet Cracker” weapon, burns the surface of the planet right below 'Selendis' in 'Purification Mothership Form', dealing 10 damage every 0.5 seconds to enemies there. As the activation duration of 'Planet Disintegrator' increases, the damage range and amount increase, up to 200%. 'Planet Disrupter' lasts for 16 seconds.
Scale in power with the numbers and upgrade of the Nexus Air units production
Alone Selendis Mothership is low damage. Use her as a distraction to taunt the enemy and protect your units. Planet cracker is a high DPS skill that is good to use whenever it’s cooldown.
Deployment
Selendis units are products in Nexus and store in charge, location in top panel.
If you warp in Selendis Ground form, she can only warp in her ground units and Vice versa
Ground units are located in the top panel, with units charges provide by Nexus
You call warp in Ground units, your Nexus will still product units
Air units’ become spells, with a number of spell counts in charge.
When you warp out, your units will warp out too. With their currently numbers becoming a charge add on to building production
Example.
You have 12 Adept Charges and 3 Phoenix Charge
You warp in Ground Selendis form, warp in 12 Adept units.
You fight. You lost 8 Adepts and used 2 Phoenix skills.
Your Adept units remaining is 4.
When you Warp out. You now has 4 Adept charges and 1 Phoenix charge.
Your Nexusis still in production even when your unit is on the battlefield so you don’t need to worry too much about losing units in a fight.
Units
Selendis units can use as spells or units depending on her form on the battlefield. Hers units has strong effect in the warp haste time.
For the full detail of each unit and their skill, read here . I will do the quick summary
Adept 400 Minerals
Backbone of your army. High DPS, low initial cost and fast production time. You can use them freely like Stukov marines.
Adept attack can bounce one in warp haste durations, and can cast Psionic projection to turn into Zealot astral form.
Adept skill is AOE Slow with one Adept attack in their radius. Use them to slow enemy
Templar 600 Minerals and 250 Gas
Support units can chain to provide damage reduction and shield regen to allied units.
If your protected units die in Templar warp haste duration. Revive them once.
Templar skill is summon A Templar in AOE with 400 shields depleted quickly. Provide invincible to your units in their radius
Wraith Archon 1200 Minerals and 400 Gas
High single damage unit with AOE burning in warp haste. Dueling enemy they fight, each other's damage is increased by 100% and the damage taken from outside is reduced by 75%
When in Warp Haste duration Cast Psionic Storm every 3 seconds, enemies affected by the storm are taunted and take storm damage.
Wraith Archon skill is AOE skill with deal damage and burn damage for a duration. Good to clear buildings or stand still objects.
Scared Colossus 2000 Minerals and 600 Gas
Buffed up Colossus which can track enemies when their initial target dies. Increase damage and range as long as it is attacking.
Good to use in zombie map or spam units mutation
Colossus skill is 800 damage in a line, can be upgrade to kill anything but objective
Pretty expensive skill, consider Colossus long time production and expensive cost so be considerate
Phoenix 400 Mineral
Air to Air units that can cast Gravitation levite when warp haste, restore shield when attacking.
Phoenix skill deals small damage in AOE and pulls down any air units in AOE.
Filler units to quick anti air. She can only lift ground in Warp Haste is weak
Oracle 600 Minerals 250 Gas
Support units that slow the enemy when they’re attacking. Deal heavy time in the end of duration
Oracle skill: Scan. Enemy effect is slowed.
Pretty forgotten units. I found no use because Selendis is a detector by default. Their skill can be used to scan for warping Selendis and her army in location.
Void Ray 1200 Minerals 400 Gas
Buff Void Ray deals more damage to armor than the original. When they’re warp haste they can deal damage when moving.
Void Ray skill is Karax Purification Beam, deals continuous damage in AOE.
Carrier 2000 Minerals 600 Gas
Buffed Carrier that has stronger Interceptor attack, product two Interceptor at time, store ten Interceptor.
Can cast Interceptor release to release all Interceptors to attack for duration in place, Carrier switches to their main weapon with tremendous damage per attack for 10 secs.
End game units Their high health, high dps and release drone skill will quickly obliterate any unit Amon throws to them.
Their skill is big AOE damage. Consider Carrier extreme long production time you hardly want to use this skill.
Photon Cannon.
250 mineral Buff photon cannon, that is your only detector building. Use it to prevent ghost nuke your building
Mastery
Mastery 1:
Selendis is very gas starved so I find success in 2 or 3 units, make upgrade reduction cost little use
Mastery 2:
Recall make you are freely to switch between Ground and Air form, better mobility and make use of the Warp Haste
Mastery 3:
More Health or More Damage when Warp in: I go with More Damage to kill them before they kill me.
Build Order:
Drone (6th minerals patch)
Gas Gas
Gateway
Nexus
Drone, micro to mine expansion mineral patch.
X4 Drone mineral patch.
(Optional) 5 Drone mine allied expansion mineral patch.
Adept
Adept
Nexus
Nexus
Selendis and Adept break Gas rock.
This BO game plan give you early units, strong economy. Depend on your enemy you will chose next. I will talk in the game plan
Game Plan
When you are playing Selendis, you’re encouraged to switch between Air form and Ground form to replenish your units number and Warp Haste effect. And she is very gas starved for her units, her tech and Nexus upgrading so don’t rush high gas units early game (Carrier rush).
Units composition
Adept - Carrier
After you two Adept production, product 2 more Adep in Nexus
2 Forge upgrade Ground attack and Selendis buff.
1 Core upgrade Air Attack
Group up 4 Nexus Adept production
Build 4 more Nexus
Stargate, Air tech
4 Carrier. Don’t upgrade your Air Nexus until all nexus is Carrier production.
All Air Nexus upgraded to lv2, then lv3.
Then upgrade all Ground Nexus
This build will give you 12 Adept per Nexus, totally 48. Use them freely to do the objective while waiting for your Carrier production. If your timing is right by 10 mins you can summon 1 or 2 Carriers while your Adept is full production.
Use Adept to soak damage and weaken the enemy first, then summon Carrier to clean the rest.
You can use this build as generic build
Adept - Voidray
Pretty much the same as Carrier build , but Voidray is soft so don’t overextend them. Use with high health mutation and faster timing.
Adept focus
Don’t build your 5 6 7 8 Nexus, focus all the minerals into upgrading your Adept Nexus. Switch to Air between fights to let your Adept number recharged. Used to end early map
Archon - Phoenix
Temple
3rd Nexus Archon
4th Nexus Archon
4 Nexus
5 6 7 8 Phoenix.
Replace 1st Nexus and 2 Nexus with Archon whenever your gas is enough (400 gas).
After 4 Archon Nexus upgrade their Nexus.
Archon is good at dealing with single units; the rest are killed by storms. Full Archon pretty much cleans the map. Your Air units only good to deal with light Air wave so you can switch after your Archon is production
Colossus - Phoenix
Pretty much the same as Archon. Use it on a heavy zombie map to deal with numerous enemies.
Don’t
1st Nexus Carrier
Selendis Carrier is overly expensive 2000 Minerals, 600 Gas. If you rush Carrier your only game is pretty much Adept Heroes or Mothership without any units. Selendis Ground is soft and Selendis Mothership is pretty bad to deal damage without her Planet Cracker skill.
And by the time your first Carrier appear you pretty much pay 2000 Minerals and 600 Gas for only one Carriers, your ground force is non existence so you can't swap to it
You will end up swimming in minerals anyway so why not build Nexus and Adept and use it for early game.
One Nexus only
You may think early Adept then progress to high tier units for one Nexus is good for simplicity. But any initial Gas is wasted when you regroup units so you will end up with less units than others. Just build 7 more Nexus and fill them with mineral units, your “main” Nexus is for gas units.
Don’t switch
When you’re in ground/air form. You can’t call in new ground/air units for reinforcement and your units will face attrition. So let's switch constantly to use the warp haste and healing to full.
In a coop, there will be players who will be better than you. And those who are worse than you. If you are better than the other player, do not do everything. If you can do the whole mission on your own, don't do that. Let the other player do the bonus and defend the base.
Don't do the mission, defend the base, do the bonus and expect what the mission will throw at you next. Yes you can do that, yes you are great and it might be easy for you, but a player who does everything is (in my opinion) just as bad as a player who does nothing. Because why tf am i here if I might as well do nothing? Its less of a hassle for you too. Just give them the easy stuff and wreck amons forces. Because if you can do 100% of the work, why would we need 200% of the force?
Coop means somewhat equal work. Even if it means that you won't give your all.
Whats your opinion on this? I hope for a non toxic discussion.
i have been trying the commander but i have found myself choking in some missions,
What do you do during dead of night defenses you roam with alarak to defend a set barricade?
i have had also issues in the temple defense more specificaly but in general vs air heavy comps, any tips?
sincerely an aspirant to the highlordship(?)
is prestiging even worth it alarak already seems to come online really late
Of course, for those of you who even use his P1/Architect of War. Reminder of his masteries
---- power set 1 ---
Combat Unit life and shields +1% to +30%
Structure Life and Shield +2% to +60%
---- power set 2 ---
Repair Beam Healing Rate +3% to 90%
Chrono Wave Energy Regeneration 3 to 90 pts maxium
---- power set 3 ---
Chrono Boost Efficiency +1% to +30%
Initial and Maximum Spear of Adun Energy +3 pts to 90 pts maximum
.
I've been experimenting with
ps1... 0/30 --- more health on towers, but buildings in general is superb. A big issue is losing repair beam and Unity Barrier on units makes the other one less useful. Carriers have repair drones that work on units, but then that's a "end of the tech tree" acquisition, so that makes it that much less prominent.
ps2... 15/15 --- more Repair Beam since it's doubled in rate and # of targets, but I still like some SoA back. If nothing else, it better motivates you to use Chrono Wave ASAP, which is a good practice.
ps3... 20/10 --- while SoA has been indispensable, I've found myself sitting on surplus energy these days. I've had some interesting boosts in faster economy with higher rate of CB, but fun to slap those onto towers as needed. I used to make extra Nexii for the extra CB, but not anymore (didn't find it worth it).
Since this prestige gets so much hate I figured I would come up with my own variation of it:
Advantage: When beyond the vision of other outlaws, outlaws will deal 30% more damage for each outlaw recruited, and receive 50% less damage.
Disadvantage: When one outlaw spots another outlaw, they attack each other and a wave of propagators spawn on your mineral line. Nukes are fired at random throughout the map until the conflict between outlaws has concluded.
/s
Which Void sliver do you go after first?
I prefer the expansion one as it gets more defended if another falls down first. Most people I play with go to the closest one because they are hyper focused on the bonus.
Just started playing Karax and have already played Swann a bunch, and just had the random thought that it would be cool if there was a Zerg counterpart to Karax P1 / Swann P2 (ie static defense focused). Yes, realize this won’t happen and also yea lurkers and other things are decent, but fun to think about weird prestige ideas involving Zerg defense. A few thoughts, curious if others have any strange ideas to add to my silly ones.
Zagara. Bile Queen. I don’t play Zag but seems like the most obvious one. Maybe something where the bile launcher has 50% more hp, increase in regen, and projectile shoots faster? So it’s actually a versatile defensive structure rather than its current use which seems very niche. And then a disadvantage like army costs more or a hero unit nerf (infested drop unavailable?)
Kerrigan. Omega Commander. Advantage: Omega Worms spawn with both a spine and spore crawler (ie mounted on the worm, can attack simultaneously) Disadvantage: Omega Worms have a 300 second timed life. Nydus Network cooldown increased by 50%.
Can tinker with the numbers but the idea is that you can spawn a static defense at the expense of worms having timed life and longer cooldown for networks.
Dehaka. Advantage: Primal Hives can transform (at a cost of 100/200) into Primal Strongholds. Primal Strongholds can no longer uproot and move but have a powerful AoE attack. Disadvantage: Pack leader cooldown increased by 25%.
Abathur: Kinda dumb but what if spores / spines could collect biomass and there was a static defense ultimate evolution? Maybe disadvantage that toxic nests do less damage or something
Edit: Thanks folks for pointing out that it's scheduled maintenance. People on the Asia Server were all freaking out & that triggered my response.
One thing I always do with my mecha infestors is keep them burrowed. Some people told me that it messes up their hotkeys, but technically burrowing them before you add them to a hotkey is only one extra action you need to perform when new batch of infestors hatches. They can use all spells while burrowed, they just move slower, but I find that good because it gives me extra time to react if I accidentally F2 them into enemy base and enemy needs detection to be able to attack them. Also a bunch of unburrowed infestors can cause traffic jams.
Hotkey issue or not, I think in one situation you should always keep them burrowed: if your ally is Vorazun! Strike from the Shadows gives them 50% increased energy regeneration (they still have to be in purple zone of course) and that is a buff you just don't want to miss! Emergency recall can also be useful if they get jumped on.
What are your experiences with mecha infestors and do you like them?
Saw on a tier list that P2 vorazun was considered the worst. Personal experience has made that completely irrelevant.
Dark archons are a stupid fun unit. Confusing hybrids and stun locking terrifying abominations against nature with one centurion is amazing. Literally any mission that tries to throw big units at me just lets me yoink them. Had 7 battle cruisers and a dozen science vessels in my last game alongside a full centurion / dark archon army. Probably some of the most fun I’ve had playing co-op, and it can be effective.
Only downside is usually I don’t build DTs because I use my gas for dark archons and dump mins into centurions, but I’ve honestly not noticed the debuffs. Confusing enemies and stunning heroic units has more than made up for it, and that’s before talking about the 20DPS added onto a ton of the spells.
Try P2. It makes vorazun feel so much different from the usual DT / Corsair spam
Currently I am at 79624/200000 at level 286. Is there a way to round my xp to the nearest 100 decimal place? Maybe by playing a partial game to get to 82000? Not even sure how I got the trailing 24 xp...