Let's talk about Vorazun

I can see why you would struggle with Vorazun. Why make dt’s to fisnish the map on day 3 if you can make Voidrays and finish on day 5, right? With such decision making the player is the bottleneck, not Vorazun.

Another idea I had was to give dark pylons detection.

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I have no problems with Vorazun and I do not consider it a worse / slower way. Simply this map is simpler when using Void Rays. Once you reach their critical mass, the rest is just a-move. You only have to watch out for hybrids, they can hurt.

P1 is good for those who don’t know how to play Vorazun.

There, that’s fixed now. :stuck_out_tongue_closed_eyes:
Seriously though, I would need a much better incentive to give up so much mobility and the manual emergency rescue option.

Once I got the hang of Vora it’s rare I lose any DTs to a wave. But it does mean playing with the cooldown timings and crowd control. Also things like actively targetting Shadow Fury and blinking away is great at chewing away at strong terran encampments when you’ve got limited units. “Haha, can’t touch this”!

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after hearing everyone’s opinion on p3 vorazun, im kinda interested to find out how strong it is myself.
im kinda wondering tho, is the shadow guard duration mastery affected by the duration reduction of p3?

Yes, non-P3 will be 60 second normal, 120 with full mastery.

P3 is 36 normal, 72 with mastery.

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I just played with my friend yesterday. He was Vorazun P3. Only the original shadow guards (that you call for 50 solarite) were resurrected. Those that returned with the time stop weren’t.

In details: you call down 4 shadow guards for 50 solarite at 3 minutes. You use time stop after they time out. These previous 4 shadow guards return. You call down shadow guard for 50 solarite when the cooldown is over. The next time stop only returns 8 units, instead of 12.

Yeah, it would be quite broken if they were:

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That’s how it works. Otherwise the build up of Shadow Guard is far too quick as outlined above.

Only the Shadow Guard casted via top bar will return:

  1. Each Shadow Guard is still just 4 SG any time you cast. This doesn’t change ever.
  2. All previously cast SG return on each Time Stop. So 4 x 2 = 8 or 4 x 3 = 12, etc.
  3. Time Stop does not actually add Shadow Guard, only Shadow Guard add to the TS Shadow Guard count.

This will still give you somewhere around 24 Shadow Guards in a 15min ish game if you continuously used SG and TS. Not that I’m saying you need it.

Does the targeted P3 time stop still break lock and load, and cause Amon to send out near constant attacks on the locks?

I think it does because the time stop is the same, only spawns shadow guards along

It says “Time Stop is targeted”. I assume it works like P3 Artanis shield overcharge, and it isn’t global.

As folks can tell I don’t have Vorazun P3.

It is still a universal time stop, the targeted bit is misleading cause its only talking about where the Shadow Guard are spawned.

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Yeah, it gives you a small AoE casting icon, which is deceptive. At first glance might feel like you’re TS’ing that tiny area lol. However, that’s just where you want the past SGs to spawn. TS itself will globally stop all units/structures.

What gives this super high utility is you can summon an unstoppable, super high DPS army anywhere with vision. So your army can be in one spot, TS’d SGs summoned across the map if you wish. And P3 doesn’t lose recall like P1 lol.

It is just a P0 on steroid.

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Ya it’s not that good at all, if it’s like the shield overcharge one with arty. You have to click it and then manually apply it each time.

I haven’t used that Vora prestige yet but I can already assume time stop isn’t nearly as good.

I think you should read the 2 previous posts.

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This is why it’s hard to explain anything on the forum haha.

Also, Sinatra’s P3 Shield Overcharge is better than other prestiges. There is never a single moment in coop where you’re getting attacked on multiple fronts. You’re either at said engagement or you’re away. Whichever the case, you only need local OC. P3 is not only quicker on cooldown, it is large enough (screen worth) to cover yours and your ally’s army.

I really wish people understood these mechanics better instead of just knocking on them.

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Wow so wrong. Clearly not a ladder player either. There are plenty of times where your base or ally’s base might be getting attacked while you are out on objective.

Obviously not familiar with Artanny as well. Having all your buildings and every unit is shielded is way better than a targeted one. There are many times when your ally isn’t even with you and you can’t shield him.

Wow. Keep playing your moba commanders and thinking that it’s skill.

I should quote you all day for being how arrogant you are lol, for being “clearly a ladder player”.

If you’re being attacking by a wave in your base while your army is out elsewhere… you know what that actually means???

It means you’re out of position because you played poorly. Being such a “good” ladder player, it is honestly very surprising you don’t understand the importance of army positioning.

Then again, why take my word for it? https://starcraft2coop.com/ Go do some reading and point out to me just how often double wave show up in coop. Rare at best, TotP being a good example.

Oh wait, then again, lest we forget. Shield Overcharge isn’t the only ability P3 or Artanis has :open_mouth: What a shocker right?? Armies can be split, Orbital/Fanatics are available, Solar Bombardment is a thing, :thinking: hmmm… what else… OH RIGHT! You have an ally too in coop! How wrong am I that your ally is entirely incapable of dealing with a wave without YOUR SHIELD OVERCHARGE. RIP GG.

HOLY COW!

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Well…
Mist Opportunities 4th bot wave.
Malwarfare when you have to defend attack waves and clear Suppresion Tower defenders.
DoN if it takes too long.
Cradle of Death with all its truck waves and attack waves happening when you are trying to push.

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