Co-Op Mutation #371: Never Say Die

dark archons disable all mutators on your units iirc
I guess stasis with oracles helps pop the barrier sooner but it doesnt deal enough damage. if you have support from a hero commander with strong burst (tychus, alarak, kerrigan, zeratul) it might be ok, but as solo p2 is rarely good against extended fights imho. then again havent really played vorazun so I guess if someone disproves me that’s ok

Congrats!

Oh… wait… dangit, that’s not a solo. You’ve got guardian shell and a fully mining ally base. That’s definitely a good accomplishment and requires good army management on a map with split waves, but it’s not what TwoTuu or anyone else does as a solo. I really was hoping you’d manage to do it.

ascendants are better, for sure. i’m just not good at using them. and definitely shouldn’t have made so many destroyers when the corsairs came.

The real question is why some people are overly obsessed with solos

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I knew you gonna complain.

I said properly microed Ascendants burn through this weeks enemy comps. You don’t need any destroyers. That’s what I wanted to prove and that’s what I did.

I know I could get 10 times better and still not be perfect. Ascendant performance will keep rising with player skill and speed. The skill ceiling is miles high. With Destroyers you improve your skill to better keep them alive. With ascendant you improve your DPS and burst.

My favorite thing about the Coop forum is how it’s rarely like most GD forums. No peacocking, no chest bumping, etc, etc.

I even complimented you and you ignore that but focus on anything negative. No one said Ascendants aren’t strong this week, that’s in your head.

The biggest weaknesses of Ascendants are their early game fragility (low stacks) and the resources required to reach critical mass. They’re also more difficult to control well than e.g. Super Gary, Dehaka, or Zeratul. So although they’re ridiculously strong, an average player is likely to perform better choosing Stetmann/Dehaka this week rather than Alarak. Which is exactly why Alarak is not one of the easiest this week - very strong, just not easy.

AFAIK, you’re more so at the mercy of enemy comp with this week.

I guess “it’s a thang?”. I’m curious about them as to what’s possible or not, but I don’t do any of it myself. I’m glad I’ve gotten far better at the game over the years (can play Karax correctly, can manage to use Tychus, Zeratul, and Mengsk even though they’re my least favorites and others ofc. are far better), but “getting to good” for me makes it not fun.

I’m speechless. Thx.

Thats why P3 was MADE for ascendants… perma momma ship? Alarak gets crazy tanky with her HP pool to leach from. And her DPS is real good too.

P3 also allows for max Alarak damage mastery (who cares about attack speed with ascendants). And if thats not enough, you pull a probe and overcharge a pylon. I dont understand why people use tranport ships… you need pylons anyway… and having them spread around is not that bad.

The key is: warp in some ascendants + supplicants together and immediatly consume with the new ascendants to get 1 stack. That boosts their starting HP from 80 → 180. The first stack is the most important!

To be absolutely honest: playing Reynor is harder than ascendants. 1 control group with Alarak + Mommy, and another for ascendants + supplicants and couple havocs. All gateways on another for warp-ins and thats it.

I’m guessing you mean Best Buddy (hate that prestige). Have you ever tried mass infestors? Here is what you do:

  1. Put “roaches away” spell hotkey in SC2 hotkey config to rapid fire (google how to do it).
  2. Play signal savant (Best Buddy also works).
  3. Rotation: Stay in base all game, overcharge with Garry to give energy to infestors, select infestors + hold down “roaches away” key and swipe the mouse around on the minimap… build more infestors. Repeat.

With that strat you can defend most mutations on Dead of Night, solo… permanently. Stank, Nydus, Kaboomers, Choker… until night 10 or 20 if you like… doesn’t matter. It’s like Lord of the Horde, but on steroids… with AoE damage. You swipe your mouse over the edges of the map and your units go in all directions. If there is a nydus or stank incoming, you swipe your mouse a bit more on that area. If you want to get even more energy, you can cast the energy regen spell of the infestors on the infestors themselves.

Fun fact: its really easy to get very high apm with rapid fire and that style :smiley:

I was implying that the durability of the enemies give you ample time for Dark Archons to select the good units to turn. But I think Confuse is underestimated. You seem to be able to do a lot of damage just by chaining this spell. Maybe it would be better to focus on more DA vs. Oracle actually.

To play Raynor well, absolutely. Raynor P1 though doesn’t even need more than 1 army control group.

That’s pretty much how I play him, though I’ve seen Sprite do P1 acs+ww solo against Avenger+something and I think he used 3 control groups for army. Was pretty awesome. I’m not at that level of control, though I love pew-pew-pew wrathwalkers against trains with ascendants to clear trash like the hundreds of broodlings.

Yes. It’s the “OP even with low apm” prestige. Hence why it’s a good recommendation to any struggling with a lot of brutations.

Yes, very swarmy and effective against mutators where Super Gary struggles, like Double Edged. It’s fun, but gets boring after a while (kinda like Zag P1) if Gary stays in base. So unless super tired I’ll have the infestors on a separate group and neural after spraying eggs. Then Gary can defend an area or clear a different area.

Rapid-fire is sooo handy I’d hate to ever go back to spellcasting or warping in without it.

Exactly. Only pitty is, you can only have one per unit… I’d want rapid fire on both ascendant spells.

As of now I have it assigned on Ascendant chaos orb, templar storm, Stetmans infested roaches, Abas ravager biles and Raynors vulture mines. Especially the last 3 if used without rapid fire can really hurt your hand over time, by the sheer amount of clicks you gave to make.

I wish there was a rapid fire toggle option for every hotkey separately.

Huh, I’ve got it on both ascendant spells. It’s just a list of keys that you need to add to that line in the config file.

Edit: I’ve got
TargetChoose=LeftMouseButton,Q,W,E,R,T,Y,C,D,F,S,X,Z

Are you using standard hotkeys or something like the grid setup?

First time I hear about that. Only used SC hotkey config, where you can set 1 alternate key for it.

What config file is that? I presume those setting are not saved in your profile.

### Setting up Rapid Fire

To set up rapid fire, you need to manually edit the hotkey text file.

Filepath for hotkey file: C:\Users(your username)\Documents\StarCraft II\Accounts(account number)\Hotkeys

There is a quick way to access that hotkey file.

* First, go to the replay tab, then click on the [Show in Folder button](https://imgur.com/hQVOjod).
* Then, in the file explorer that just opened up, go back to the ["account number" file directory](https://imgur.com/t56FShm) that is right under StarCraft II\Accounts\
* Lastly, **under the "Hotkeys" folder** you will find a ["SC2Hotkeys" document](https://imgur.com/YTkrWIG). If nothing is there, create one yourself.

Once you have found the hotkey text document, add the text [TargetChoose=LeftMouseButton,A,B,C,D....](https://imgur.com/dnjf4It), with A B C D being the keys you want to use rapid fire.

Commonly used rapid fire keys include **q, w, e, r, z, c, d, f, t**

There is a video about setting up rapid fire [here](https://youtu.be/yl8fiekycR0).
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