Description: Deathless monstrosities besiege the Xel'Naga Temple. Amon's forces give rise to the infested as they fall, and will eventually overwhelm your fortifications through brute force. Kill the Void Reanimators before they raise the dead, and do whatever it takes to survive the onslaught.
Map: Temple of the Past
Mutations:
Void Reanimators Void Reanimators wander the battlefield, bringing your enemies back to life.
Walking Infested Enemy units spawn Infested Terran upon death in numbers according to the unit's life.
Transmutation Enemy units have a chance to transform into more powerful units whenever they deal damage.
Raynor mines, Nova siege tanks, Swann & Karax should be pretty good as well. Wonder how far back Reanimators will spawn. Could be pretty tough to push the enemy bases back if they spawn waaaay back there. Alarak on this map is always very good since all units come from a path so you either destruction wave or use your ascendants to crush everything.
On March 06 2017 21:05 krlwlzn wrote: A friendly tip is to kill enemy units as far into your base as possible. Makes reanimator way easier to deal with!
Great tip! it definitely helps.
Transmutation is always pretty tough, but the map makes it particularly manageable. The hardest thing is finding a random partner who knows how to not get wrecked by transmutation.
Beat it as Alarak with a Vorazun partner. Came close once with Alarak and a Karax, but as usual the rando Karax didn't feel he needed to build any carriers or other mobile units so we ended up losing due to the tower running out of HP during the final wave where 2 thrashers spawn at once and have constant reinforcements. (It was a zerg comp with scourges, so we were at about 2/3rds HP going into that last wave as well)
Imo Alarak, Vorazun and Nova are the best here. Swann and Karax can be ok with spamming static defense everywhere (and in swanns case tanks later on) and let the allie push. Not sure if anyone else can bring anything releveant to the table.
Difficult mutation but managed to do it with randoms. For my perspective:
Nova: Tanks for mines, goliaths to stun any air mech and ghosts for super snipe and emp to prevent hybrid dominators from using single-target nuke and storm, thus being reduced to a 2k HP destroyer. -Karax: Keep building more defs and use obs to get vision in as many areas as possible to snipe reanimators. It takes a lot of energy though since they aren't armored and have 200 HP/200 shield.
For allies that I've seen:
Raynor: Vulture mines, vikings, turrets and more mines and more of everything Swann: Turrets and tanks I think?
Can i ask if you can do this mutation in brutal with a mid 70s mastery commander? I just completed it in hard bc i don't think my skills and commander (lvl 73) is strong enough for brutal.
On March 07 2017 13:39 BigRedDog wrote: Can i ask if you can do this mutation in brutal with a mid 70s mastery commander? I just completed it in hard bc i don't think my skills and commander (lvl 73) is strong enough for brutal.
It should be doable as long as you know what you're doing and your ally can carry his weight. I won a game with an Alarak in low 30 masteries. I remember seeing wrathwalkers near the end of the game with slayers and cannons. He dubiously had no supplicants when I looked at some point and so Alarak sacrificed slayers instead.
Raynor: Mines delete everything on the map when your army doesn't even have to be there. Infinite money lets you create an extremely strong army of Mine/Tank/Turret/Viking.
Alarak: Ascendents delete everything, but Alarak has some trouble with mobility. He also can't cover as many locations as Raynor can.
Swann: Stronger on the ground, but Swann can also take down air threats very quickly as well. Swann scales well into mid-game and late-game when this mutation gets much more difficult. Also has high mobility with Hercs.
Vorazun: Dark Archons with their Confuse and Mind Control abilities are amazing here. Combine that with DTs to snipe Void Thrashers and Hybrids and Dark Pylons/Cannons for defense and you have a winning combination.
Nova: Nova mines are good, though not as numerous as Raynor's mines. Strong overall, but she has slight problems with anti-air and mobility.
Abathur: Struggles early on, but Vipers completely shut down ground and Devourers instantly kill air. Transmutation actually helps Abathur as it gives him more Biomass.
Karax: Don't make Carriers as Interceptors trigger transmutation. Mass Cannons + Robo units work, but are slightly worse against air. Also struggles a bit at pushing as his units aren't as offensively inclined.
Artanis: Robo units deal with ground well. Struggles against Ling/Air
Zagara: Baneling/Scourge/Bile Launchers work decently well here. She has to instantly kill the enemies' units instantly, because she doesn't have great options against the strongest hybrids.
Kerrigan: Kerrigan does amazingly against the first few waves, but she struggles as soon as mid-game comes along. She doesn't have enough burst DPS and really struggles against air.
Stukov: His civilians and infested Terrans are useless because they trigger Transmutation. His mech units aren't strong enough to make up for this.
Is there a list where the mechanics of every mutator is explained in detail? I can't figure out how the Void Reanimator work... Do they have an Area Of Effect in wihch fallen enemies are reanimated or are ALL killed units reanimated on the whole map as long as there is an Reanimator out there? Are they reanimated once and then die when killed again or are they reanimated over and over again as long as the Reanimator is alive? Questions Questions...
Also for Transmutation: The Description tells "Enemy units have a chance to transform into a more powerful unit whenever they deal damage". But it seems they transform when they take damage? So fast attacks with low damage trigger often and slow attacks with high damage trigger less often?
I'm just wondering if there are any commanders which you can't beat the mission with (on Brutal). I'm asking because I know you're a high level player, so if even you can't beat it with that commander, lower levels like me will have no chance. So in your rankings, it would be useful to note that if it's the case.
On March 07 2017 18:21 dacSyzygy wrote: Is there a list where the mechanics of every mutator is explained in detail? I can't figure out how the Void Reanimator work... Do they have an Area Of Effect in wihch fallen enemies are reanimated or are ALL killed units reanimated on the whole map as long as there is an Reanimator out there? Are they reanimated once and then die when killed again or are they reanimated over and over again as long as the Reanimator is alive? Questions Questions...
Also for Transmutation: The Description tells "Enemy units have a chance to transform into a more powerful unit whenever they deal damage". But it seems they transform when they take damage? So fast attacks with low damage trigger often and slow attacks with high damage trigger less often?
Reanimators cast an ability that resurrects 1 dead enemy from the spot where they died. They do it constantly as long as there are targets in range... its pretty short range like similar to roach attack range.
Transmutation does not trigger from damage taken as far as I know... it can trigger when they deal damage and ALWAYS triggers when a unit they have damaged dies I think.
I'm just wondering if there are any commanders which you can't beat the mission with (on Brutal). I'm asking because I know you're a high level player, so if even you can't beat it with that commander, lower levels like me will have no chance. So in your rankings, it would be useful to note that if it's the case.
With a good Raynor ally to carry me, I could probably do it with all the commanders. If I had to carry my own weight, I probably can't do it with Stukov. And I'd struggle with Kerrigan/Artanis sometimes depending on the specific wave that I get.
Note that I'm going to move Vorazun way up after figuring out that Dark Archons are amazing here with their Confuse and Mind Control abilities.
Did it with Kerrigan/Vorazun on Brutal. Kerrigans lurkers and assimilation aura are really good, kerrigan can snipe reanimators (which made the mission probably harder as I just read :D). Vorazun's passive (extra cloak dmg), black hole torwards the end to just stale out waves, lots of dts and corsair webs. Spammed some queens, the heal ability on lurkers, static defense is definitly worth it.
Heard this from the Chinese forum: It seems that for the Void Reanimators if you cleared all enemy buildings in the map at the begining they would stop spawning and make late game a bit easier.
Swanns static Defense + DarkPylons make the entrances almost unbreakable for the enemy waves. If it gets messy, concentrated beam or the pulse cannon quickly cleans up any problems. if they are on cooldown, timestop and blackholes also work pretty well.
The VoidThrashers, ZenithStones and Reanimators can easily be sniped with the LaserDrill (manually targeting) as long as you have vision. DTs and ShadowGuard also work pretty good.
I didn't need a single tank with Swann, the turrets and manually focusing the LaserDrill and its abilities were more than enough.
Kerrigan is clearly one of the best commanders for this mutation if you're using her correctly and is actually my own #1 pick. Cannot get even slightest idea of her placing in monk's power rank. She's the only commander who is able to carry first 3-4 waves solely, giving you and ally time to macro, her assimilation aura makes wonders considering the cost of transmutated units, lurkers are destroying all ground waves and only air could indeed be an issue, but spores are helping fine - they're not that worse than Raynor's turrets anyway. Raynor is not as great vs air as well when you're trying to go mass mines while playing Alarak means that you're just not allowed to make any mistakes so Kerrigan is a great choice for any experienced player. PS. Standart defensive commanders like Swann and Karax are still obviously good here.
Does it have to do with Kerrigan new masteries? Monk's ranks were made before the patch and it's possible that the new masteries make a big difference for this mutation. I wonder if Monk ranks are still the same after the patch or not.
On March 09 2017 07:11 Alex007 wrote: Kerrigan is clearly one of the best commanders for this mutation if you're using her correctly and is actually my own #1 pick. Cannot get even slightest idea of her placing in monk's power rank. She's the only commander who is able to carry first 3-4 waves solely, giving you and ally time to macro, her assimilation aura makes wonders considering the cost of transmutated units, lurkers are destroying all ground waves and only air could indeed be an issue, but spores are helping fine - they're not that worse than Raynor's turrets anyway. Raynor is not as great vs air as well when you're trying to go mass mines while playing Alarak means that you're just not allowed to make any mistakes so Kerrigan is a great choice for any experienced player. PS. Standart defensive commanders like Swann and Karax are still obviously good here.
On March 09 2017 07:11 Alex007 wrote: Kerrigan is clearly one of the best commanders for this mutation if you're using her correctly and is actually my own #1 pick. Cannot get even slightest idea of her placing in monk's power rank. She's the only commander who is able to carry first 3-4 waves solely, giving you and ally time to macro, her assimilation aura makes wonders considering the cost of transmutated units, lurkers are destroying all ground waves and only air could indeed be an issue, but spores are helping fine - they're not that worse than Raynor's turrets anyway. Raynor is not as great vs air as well when you're trying to go mass mines while playing Alarak means that you're just not allowed to make any mistakes so Kerrigan is a great choice for any experienced player. PS. Standart defensive commanders like Swann and Karax are still obviously good here.
Kerrigan struggles way too much against air. Spores are slightly worse than Turrets but the key point here is that Raynor can afford 5x as many Turrets as Kerrigan can afford Spores. Vikings are also significantly better than Hydras because enemy units tend to evolve when they kill Hydras while Vikings never die due to their long range behind lines of Turrets.
finally beat it in random queue swann + kerrigan. was surprised with kerrigan's usefulness. the hercs + nydus were really good for mobility. I turreted up the entrances to the base and my partner rushed to ultras plus used kerrigan to jump around to wherever the thrashers spawned. maybe swann's turrets being so strong though just made it easy enough.
fucking finally beat it. I'm 85 swann, got an 81 vorazun. I just went full Turret mode everywhere and he actually went full void ray. He was VERY good with his black holes & time stops. He didn't use a single dark pylon which was...pretty bad...but he was good. We won with 1450hp left on the temple. Holy balls screw that mission/mutation that is tough!
On March 09 2017 07:11 Alex007 wrote: Kerrigan is clearly one of the best commanders for this mutation if you're using her correctly and is actually my own #1 pick. Cannot get even slightest idea of her placing in monk's power rank. She's the only commander who is able to carry first 3-4 waves solely, giving you and ally time to macro, her assimilation aura makes wonders considering the cost of transmutated units, lurkers are destroying all ground waves and only air could indeed be an issue, but spores are helping fine - they're not that worse than Raynor's turrets anyway. Raynor is not as great vs air as well when you're trying to go mass mines while playing Alarak means that you're just not allowed to make any mistakes so Kerrigan is a great choice for any experienced player. PS. Standart defensive commanders like Swann and Karax are still obviously good here.
Best partner I had so far was a Kerrigan who cleared all four corners basically solo, and then just jam packed all the corridors with those giant transport worms.