Ive tried doing it in fun games and it's really great for activating mines nearby when i hallucinate my opponents units as well, that is when i just move attack and hallucinate their tanks instead of storm. I just hope pros use it someday as it would look pretty great instead of the usual hallucinated arbs and shuttles.
Hallucination spell for minedrag/meatshield/etc?
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Broodwar4lyf
303 Posts
Ive tried doing it in fun games and it's really great for activating mines nearby when i hallucinate my opponents units as well, that is when i just move attack and hallucinate their tanks instead of storm. I just hope pros use it someday as it would look pretty great instead of the usual hallucinated arbs and shuttles. | ||
ProMeTheus112
France2027 Posts
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RWLabs
Korea (South)273 Posts
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EndingLife
United States1558 Posts
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Alpha-NP-
United States1242 Posts
On December 08 2018 09:52 EndingLife wrote: Hallucinating arbiters in the late game of PvT so you can get through turret defense is useful. Yes use it first for this and then if you wanna throw in the occasional hallucinations later than go ahead and do if for extra utility. The strategy is called Spirit Protoss and it isn’t practical to ever use unless you first use it to Recall. | ||
ThunderJunk
United States577 Posts
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Alpha-NP-
United States1242 Posts
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Moopower
126 Posts
So if your hts can't get good positioning and terran has a vulture mobile focused game, it might be worth trying vs only being able to storm once or twice on a clump of tanks that don't get a chance to polish them off. We saw Rain's hts get sniped by sharps vultures so much it was such a waste that it looked like if he just used hallucination on them he would've gotten a higher return on investment than just having them die. | ||
razorsuKe
Canada1994 Posts
If you already have hallu and the T is rolling up on you and occasionally stepping on his own mines? Hallucinate his cluster of tanks and let those mines blow that shit up. Bonus: If the tanks are already clustered and you hallu one in the middle, the splash alone would help a lot. Plus it takes a few shots away from your own advancing army. | ||
Yanokabo
268 Posts
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yubo56
662 Posts
On December 08 2018 10:47 ThunderJunk wrote: Bisu used it a few times against Terran. I can't remember what the match was, but it was on a blue map and he used it to push onto the high ground to good effect. is the timestamped game, since I haven't seen it linked yet. Bisu loses since Iris was playing out of his mind | ||
puppykiller
United States3125 Posts
On December 08 2018 10:18 Alpha-NP- wrote: Yes use it first for this and then if you wanna throw in the occasional hallucinations later than go ahead and do if for extra utility. The strategy is called Spirit Protoss and it isn’t practical to ever use unless you first use it to Recall. Hallu arbs are the answer to late game PvT woes. They are very very hard to beat if they are used well. | ||
iPlaY.NettleS
Australia4253 Posts
On December 08 2018 19:21 razorsuKe wrote: Here's one: If you already have hallu and the T is rolling up on you and occasionally stepping on his own mines? Hallucinate his cluster of tanks and let those mines blow that shit up. only works if he's using move not attack-move otherwise the hallus die before the mines explode | ||
Deleted User 504867
12 Posts
In fact, it was concidered to be an effective counter strategy against that. Hallucination was always researched first and some people left Storm out entirely as the main purpose of having templars in that situation was the use of hallucination. This have always been used since the original Starcraft and i really wonder why almost no one uses it in the present, it's one of the most succesful strategies against terran as a protoss. Storm is only better vs infantry units, Hallucination is way superior vs mech. You can combine this with Stasis (which was rare back then) and hallucinated shuttles if wanted to drop zealots to sieged tanks. The only reason i could think of is that Blizzard have changed the hallucination spell. It used to produce 2 units with one spell. Even with one unit i think it should be viable against terran mech positions. | ||
MeSaber
Sweden1221 Posts
Hallu cost 100 and gives 2 units.. What you talking about? Hallu onto enemy army over mines wouldnt work because Hallu has short range(7), HT would die before. Hallu army and attack would be mostly ineffective because the problem with Protoss attacks are space to flank with. Hallu would make that worse and they would die before reaching anyway. T would waste one Siege shot but thats it. Even so Hallus would be blocking rest of the army so it wouldnt help army to reach Tanks anyway. As someone already mentioned 99% of the time Storm is the better deal because it inflicts direct damage instead of relying on Siege to kill themselves. The double dmg taken is what breaks Hallus. It has some use-cases like when you want to shuttle in units to battle or island or whatever. On ground however, it just imposes another obstacle to go around(or wait behind) for the real army. Id use it more if it cost 75E for sure. If you suck at big battles you should practice instead of thinking Hallucination will win it for you, because it will not | ||
Chronopolis
Canada1484 Posts
You have a high-tech army, have too many hts to use and you want reduce surface area for your archon/reaver/goon. So you clone like 6-10 archons. | ||
Bonyth
Poland499 Posts
like this: | ||
Deleted User 504867
12 Posts
It does not take much skill but it still involves some unit control to be effective. The hallucinations need not to be stacked for example, could contain various units and more than one wave. Using them on move command (vs tank positions) is another thing as mentioned above. The most important part is not to make them in middle of the engagement. Storm is better to use in that way. Effectiveness of storm also depends on how spread out / stacked the units are. In case of tanks terran players usually do not stack them, but spread them out in a wider area. Especially on tvp. You should try if you have not. Even wasting the frontal mines and first tank shots are worth it and if you like to storm you can still do it. In my memory it was still mostly used on speed zealots. Of course hallucinating carriers is also viable. It's a good spell. All spells, abilities and units are useful. Thats part of what makes brood war so good. That some spell is better than another in all situations is certainly not true in this game. | ||
TelecoM
United States10583 Posts
On December 08 2018 10:18 Alpha-NP- wrote: Yes use it first for this and then if you wanna throw in the occasional hallucinations later than go ahead and do if for extra utility. The strategy is called Spirit Protoss and it isn’t practical to ever use unless you first use it to Recall. Spirit Protoss lol... It is useful for early carrier strategies as well when Protoss has a slight advantage, i've never heard of this term Spirit Protoss lol | ||
Jealous
9974 Posts
On December 08 2018 10:18 Alpha-NP- wrote: Yes use it first for this and then if you wanna throw in the occasional hallucinations later than go ahead and do if for extra utility. The strategy is called Spirit Protoss and it isn’t practical to ever use unless you first use it to Recall. On August 05 2019 10:38 GGzerG wrote: Spirit Protoss lol... It is useful for early carrier strategies as well when Protoss has a slight advantage, i've never heard of this term Spirit Protoss lol Actually, Spirit Protoss has nothing to do with Hallucination at all, and is instead a reference to high Zealot counts. Spirit Protoss Hallucinated armies are basically never useful or used in the modern era. I guess it's viable if you're that much better than your opponent and your opponent is a scrub, that way you can steez on him. EDIT: Oops, this is a stupid necro. | ||
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