Improving Fenix's Adept

I’ve heard lots of opinions that Fenix’s Anti-Air capability isn’t as adequate, so for a test I improved Adept’s Psionic Projection.

  1. Psionic Projection can now be summoned to 7.5 range
  2. Psionic Projection can be manually or automatically summoned
  3. Psionic Projection Cooldown increased to 5 seconds from 10 seconds (The ability is now very flexible thus I doubled the cooldown time).

… Odd. I was pretty sure that the Psionic Projection Shades only dealt very minimal damage. The SC2Coop site lists it as 33%… Yet on the Unit Stats page, it shows 50%.
Assuming that the stats page is wrong, then the problem with Psi Proj is the damage, not the range or the ability to cast it.
Also, it’d be really cool if Adepts could have a lesser Glaive bounce like how Talis has.

From actual editor the damage of Projection is 50% of the original.

I was thinking of making a prestige where you can build unlimited amount of champions with extra price and supply, you can expect multiple Talis using their glaives against the enemy (and other good things).

All Talis will maintain the same Tactical Data Web value as single unit (10 Adepts = Full power for all Talises).
As for duplications I thought, that Talis A.I must be bought first (but that won’t automatically transform an adept in to a Talis), then any Adepts may upgrade into a Talis with extra resources and Supply. That’s the concept and it is same with other units and champions.

But how would having multiple Talises affect their Tactical Data Web? Would they be manually cloned, or automatically assigned like they are now?

I’d say this is one unit in Fenix’s roster that doesn’t need changing. It is already very versatile and powerful.

You can run pure Adept to win as is, you can add them to practically all builds to make it work better due to the boosted bonus, their cheap price, and ease to produce.

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I am getting so much opinions about strengthening Fenix’s anti-air so I made this as an experiment to somehow improve anti-air.
Their combat capability is increased though and they are more capable in hit and run tactics (not perfect and doable).

But yeah, I can see why this change isn’t really necessary.

Mr Burger, this is too powerful :sweat_smile: The projection range is too large.

But it is nice to watch.

Don’t think Fenix has anti-air issues other than on P2, and that’s only because of how the prestige works. You won’t change that by buffing Adepts.

And IMO there’s no point in changing anything there anyway, it’s fine if such strong prestige is worse with dealing with pure air compositions.

uh, why are we proposing a buff to Fenix’s best unit to spam?

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I think you should try things with Mojo as well, Fenix under P2 has weaker anti-air because Mojo is not even close to Kaldalis.

Adepts are actually good units, only seem weaker because they aren’t anti-armor, but good enough to mass and still win Brutal.

I don’t play much Fenix myself, but I believe Fenix lacks splash dmg vs air units, at least consistent that is as Dragoon suit does well at that.

Interestingly, this is very similar to an elite Adept variant I had in mind for a commander concept. Designed to be able to play more like a summoner. Wasn’t exactly the same – my concept could range the shades out further, but they stole the Adept’s shield and weapon like a Tesseract Cannon.

For Fenix, I think this change is misplaced. His Adepts are fine. They hit ground and air with the same attack, and aren’t the unit it’s appropriate to buff if you want to improve Fenix’s anti-air. For that you’d look to an anti-air specialist unit.

In this case, that could be the Scout, but honestly they’re fine too. With Fenix it makes more sense to look at Mojo specifically, and perhaps having his Disruptors hit air as well. Latter buff isn’t needed for the commander as a whole but would probably be popular. Personally I’d probably just buff Mojo though.

Just want to say thanks for feedbacks you guys.

I upload my stuff in the reddit as well and there were lots of people wanting more AoE Anti air ability for Fenix (I interpreted as better anti air capability), so I made some demos for Anti-air improvements for Fenix like this one (and anti-air Fenix).

I didn’t gave much thought about Mojo and P2 synergy because I didn’t played them enough, in this case yeah his “suppression procedure” could use some love.

I bet you could just switch Talis and Mojo (and Warbringer) back to TDW reducing cooldown instead of increasing damage. Though Mojo in particular would end up hilariously OP…


But yeah, IMO it’s not that Fenix is bad versus air (or air splash), it’s just how crazy his ground splash gets. P2 doesn’t have as many options for anti-air, but as it is P2 Mojo can get to the point where he annihilates anything in the air every cast of his TDW ability.

i’ve found p2 mojo to be incredibly inconsistent as an anti-air killer, his damage is just all over the place no matter how many extra scouts i make

Yeah you’re right. I looked it up just now, didn’t realize how bad the damage scaling on his TDW was.

P2 Mojo can at max do 25 (+25 to armoured) as splash every 5 seconds with the Anti-Matter Missiles. That’s… really not very good.

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P2 is really bad. The champs do not have even a fraction of their respective army.

Granted the units are much cheaper now.

i can’t hear you over the sound of me repeatedly sending a single over 300 dps unit into the enemy’s army for only 80 minerals each time

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apparently those are just the damage one of the missiles do, but nowhere does it say how many missiles mojo shoots in his ability. it’s very poorly worded

For the last time dps = damage per second.

And no mojo don’t have even 150 dps.

Fandom wiki’s got it at 6 missiles with unspecified aoe fired at max 3 targets (so 2 per target). So some range of 50/100 damage to 150/300 depending on targets and how they bunch up every 5 seconds. Looking better, but like you said, unreliable.

Kaldalis does default 18 damage an attack, with two attacks every 0.8 seconds. P2 TDW adds max 99 splash damage per swing. So that’s 234 damage every 0.8, or a dps of 292.5, not including AP or mastery since it’s hard to calculate with Kaldalis. He actually does do ~300 dps, he’s pretty crazy as long as he lives.