Description: Amon's forces are fanatical in their efforts to take down Sgt. Hammer's fortress. Reinforcements surge forth from the Void, brimming with new and terrible power. Match their strength and crush the Void Thrashers. WARNING : This combination of Mutators is especially challenging.
Map: Void Thrashing
Mutations:
Void Rifts Void Rifts periodically appear in random locations and spawn enemy units until destroyed.
Power Overwhelming All enemy units have energy and use random abilities.
Huh.. I'm not sure I'm even going to try this one. These are my two least favorite mutations, and having them paired together only seems like I'd be sucking the fun out of my own life.
Today I don't have time to try, but tomorrow I'll try doing it with Karaxx. Cannon crawling + observers + top panel abilities usually destroy the rifts before they can spawn anything really dangerous. And the most dangerous spells are usually the AoE ones, which are much less powerful against static defense.
On February 13 2017 23:45 Rehio wrote: Huh.. I'm not sure I'm even going to try this one. These are my two least favorite mutations, and having them paired together only seems like I'd be sucking the fun out of my own life.
How can you hate void rifts? I swear that's one of the more enjoyable ones that actually tend to make the games much more difficult. The spell mutator I'm not 100% in favor of but I think paired with the void spawns it should be pretty damn hectic. I'm guessing you'll need either super aggressive commander early to defend or someone like swain/karax who can turret up a few places.
Karaxx is harder to play with than what I thought about: cannons aren't so good, because of PDDs stopping their shots, and because of that other spell that deactivates pylons. And the first rifts don't spawn close, so you are immediately hard pressed, even before you can send your first observers out. I think I'll try some other hero, someone with a very strong start to immediately lunge into enemy territory. Kerrigan maybe? The first part seems like the most difficult one, since when the map is more under control, new rifts can be handled much more easily I think.
If you queue with a friend, however, Raynor + Karaxx should be very good, with scans and top panel abilities.
Karax CAN be one of the best commanders for this mutator, but most people who que as karax just build static D and say they are going to defend and hope their team mate carries them to victory.
Use observers to get vision of the rifts and snipe them with your orbital blasts...
Make some god damn units and help push... his zealots, immortals, energizers, and pheonix are all decent units with upgrades. Or you can just stock pile carriers until you have a few and help push with those in the late game.
Always go for reduced combat unit cost over building health... If you are building shield batteries you never need the health upgrades for buildings. Even last week with the nukes building health was completely un-needed.
I think Raynor with his abilties to use anywhere on the map does have its advantages. Have any one tried using him yet? My only concern for him is that his units are so weak against spells.
Q: Does Karax reduce combat units cost also works for partners as well?
On February 15 2017 01:52 BigRedDog wrote: Q: Does Karax reduce combat units cost also works for partners as well?
No, just his.
Raynor is great for sniping the rifts, but personally I have trouble pushing and defending with him while focusing so much on dropping so many units/calldowns on the rifts... but I'm not a very good bio player honestly. I never really played bio terran when I played ladder and in co-op I've always played raynor as vulture-viking.
That said, in the hands of a better player I wouldn't be surprised if Raynor is the strongest hero for this week.
This might be the hardest mutation yet. Here are my rankings:
Karax: Deals with the first rifts more easily than any other commander, provides a solid backbone of defense while your ally puts on the offense. Can prune Rifts with Orbital Strikes and Observers throughout the game. Mass structures with building HP mastery is the best way to play here.
Stukov: Solid at defense with Bunkers and Infest Structures. Offense is above average with Infested Civilians and Calldowns at 90 Mastery. Banshees can be good at hunter Rifts and against ground units.
Vorazun: Shadow Guard + Dark Pylons let you kill all four beginning rifts AND kill your rocks if you time it correctly. (Use at ~3:15 to catch the 3:50 set of Rifts and use Dark Pylon to teleport your Shadow Guard around.) Corsair/DT then works to complete the mission in combination with Time Stop.
Kerrigan: Early Lings + Kerrigan does well the clear early rifts. Kerrigan then holds her own in mid-game with upgrades. Queen/Ultra/Nydus works well in late game to clear rifts and push in combination with Immobilization Wave, which acts like a mini-Time Stop.
Swann: Swann is the hidden OP that most players are overlooking. Solid at both offense and defense. Herc + Tank not only is great a hunting rifts, but can defend against rift units easily. Swann also pushes more efficiently than any other commander and he has consistent damage from a range outside of most spells.
Nova: Nova's best ability, Tank Mines is not as useful here. She doesn't really have the mobility to bounce and forth killing Rifts. Overall, she's very average here.
Raynor: Raynor's best feature here is his low-cooldown Banshees with 90 Mastery points, which can snipe Rifts very fast. Bio/Mine is below average here, but Bio dies easily to random spells and Mines aren't as effective vs Void Rift units.
Alarak: With a good defensive ally, Alarak is above average. However, he's horrible at carrying the game because of his low mobility and inability to snipe random rifts that appear on the map.
Zagara: Does well early on, but she just doesn't have the power nor the consistent resources to bust through the later parts of the game.
Artanis: Zealots are unreliable early on to clear rifts, especially if they Spawn behind enemy lines. Has horrible anti-air options because both Dragoons and Tempests are hard countered by PDD, and you can only rely on Phoenix.
Abathur: Abathur is dead weight early on. He can't help much with clearing rifts and can't effectively Spine expand due to having to worry about early rifts.
Finally did it as Vorazun(me) with a Swann. Did the timestop snipe against immortal protoss. It sucked for Swann since immortal toss wrecks him, but it's good vs vorazun. I killed every single thrasher besides the first one and the swann was just defending and killing rifts 24/7.
Same here. Beat it once as Karax with a Stukov ally. I think Stukov made more barracks than bunkers and just spawned lots of infested marines with the infested civs. Karax (me) put 2 pylons, 2 shield bats, 1 monolith, and a few cannons at different areas to cover most of the areas where rifts would spawn. I would also push along with Stukov adding a few cannons, esp to distract the thrashers. You actually dont need that many monoliths in one spot. Spreading them out is more cost efficient.
For the last 4, we just charged in and I built lots of cannons and shield batteries.
Hm, i feel like this is heavily influenced by how many portals spawn at the second and third wave and especially WHERE they spawn... We did like 10 tries with Vorazun/Karax and everytime they spawned way out of reach on the other side of the map or behind huge armycluster or just 4 at once on 2nd wave. And the last try they spawned fewer and relativly close to us and we got it done with like 3000 life left. But it was fun to have a challlenge once, gonna go for some more tries =)
This is easily the hardest one since I first started doing these mutations.
Finally just got it as Karax with an Artanis teammate. I'm gonna say Artanis is rated way too lowly on that list. He's the only teammate I had all week who could DPS enough to push thrashers effectively. Zealots don't get bothered by the incessant PDDs, and siege units help push. Also, (not that we needed it much) Artanis can warp in units in a pinch, which, since Karax has pylons everywhere, means you've got the map covered.
Karax should rush up to the the highest level on that one research that gives you faster energy (forget the name). Using orbital strikes well is the most important thing. Then you should be littering the map with static D so that when portals pop up they go down quickly. You should get a feel for where portals tend to pop. Keeping a number of probes around the map and a couple observers to get portals in tricky places will also help. Make sure you use the beam asap whenever it's ready to help clear tough spots. You'll probably use it on that little corner below the left thrashers, and around the right thrashers. Also, if you're clearing a spot and there's a portal, kill it with the beam, I know it feels like a waste, but killing those is far more important than the regular units.
If anyone wanna try doing this before it ends, I suggest Kerrigan and Vorazun. Did it without any problem, made it look very simple. Just time stop and mass dark templars with a few corsairs really does the trick. The reason Kerrigan is good is because she can also do an AOE stun if u need a bit more time, and she can also go void rift hunting. Really fun and very challenging since me and my friend doesn't have high level heroes
Okay, I lied and made attempts. A few tries as Stukov failed and were just too slow. First try as Kerrigan and we ran all over the map and beat it up pretty simply.