Has anyone gotten real mileage out of wrathwalkers now that they attack faster (effectively) and have longer range?
Out of all the games I’ve played making alarak robo, I can’t help but wish I just made mass slayers. They still feel superior in just so many ways (mobility, survivability, ramp up, etc).
I’ve played with them a couple of times, and yeah, between their anti-air weakness and cost they still just don’t seem worth it over Slayers for me either.
Mass Stalkers is better than mass Wraithwalkers, but mass Stalkers+Wraithwalkers is even better: you get a much higher damage density, extra dmg against structures and you can take Hybrids in a sinch. The buffs to Wraithwalkers didnt make much of a difference to the overall composition though.
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Their extra output is nice, but I’ll use Wrathwalkers either or, with their cool, intimidating noises. >:3
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They can torch hybrid real fast, meaning one more strength of Ascendants turned into a strength of Alarak in general, which I think is a good thing. I am reasonably satisfied with the buff, though it would probably be ok if it was a little larger.
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Wrathwalkers were fine before, this is just tipping them over the tip of the iceberg, so to speak. The new buff is nice, and is welcome though.
They’re good for when you want to focus more on Alarak micro, or have something like Void Launch/Dead of Night/etc. where their high damage can clear things rapidly.
I feel like if you wanted full mileage out of them, you’d take the Combat Unit Attack Speed mastery, but I prefer to keep mine on Alarak Attack Damage. Either way, if I don’t feel like going Ascendants, I’ll go with Wrathwalkers.
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I never had a problem with Wrathwalkers before, I really thought Vanguards were the ones in need of help.
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This right here is the biggest reason I will always do ascendant Alarak. Even if mastery mech was better than ascendants (impressive as that would be), I would still probably go mass ascend at so I could keep my DOUBLE Alaska attack damage.
I tried them and mass Stalker seems more powerful to me.
Maybe if they were part of an army with Ascendants then they would work, but on their own they get killed too easily for their price.
Was hoping to make a semi flying army that can cliffwalk over objectives but Stalkers have more mobility as well with blink.
I’ve tried on game with him on… I don’t remember, but it had objectives as structures. Seemed noticeably better. Until I master Ascendants, I’ll be sticking with this. I had one game where I wasn’t paying attention, most of my Ascendants died, and that crippled me for a chunk of the game (the “Nova effect”)
Wrathwalkers are generally best when you have to destroy bases, so they excel on Dead of Night and Rifts to Korhal, for example, due to their weapon having bonus damage against structures and having such a long range that they outrange all static defence and any defending units rush forward to get killed by the rest of your army.
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Depends on map and enemy comp (better vs bases and enemy comps with large stuff, especially air) but I’ve found Slayer+Wrathwalker (and maybe a few Vanguards!) to be a very solid, versatile composition now.
I don’t know if I’d say they’re BETTER than mass Slayer, it’s very easy to reach a point where adding extra Wrathwalkers doesn’t add meaningful alpha strike when they all blow their fiery load on the same dude anyways, but adding a decent chunk of them into a Slayer/Vanguard mix can offer extremely strong sustain damage that burns down hybrid, capital ships, buildings, etc. in a single volley and keeps doing its thing on amove while you micro the Slayers.
Honestly, I’ve been very happy with mech Alarak lately, one of my favorite compositions for a long time but it always felt pretty budget compared to Ascendants - now, while Vanguards are MAYBE slightly undertuned, in general the Slayer/Vanguard/Wrathwalker buffs have taken them to a very good spot in my opinion.
I run combat unit attack speed mastery anyways most games, which just makes them even dumber.
Even without the attack speed mastery. Like… ~113 raw damage on 2s cooldown is still REALLY strong. Especially when they can shoot while moving. I enjoy mixing it up between Ascendants and Wrathwalkers, depending upon the map and what I want to play.
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Yeah, I like the new wrathwalker and think they have some pretty neat use to them. But until the Alarak/unit attack mastery gets changed, it’s unlikely I will ever get really into robo Alarak.
Understandable. It’s nice for a mostly simple A-Move GG army.
Edit: Got to screwing around with the masteries. Wrathwalkers actually shoot really fast now with the Combat Unit Attack Speed mastery. However I noticed that the Death Fleet is completely unaffected by this mastery, which makes me a little sad.
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Considering the Death Fleet was never actually good for much beyond being a taxi… it amazes me they keep nerfing it or not giving it benefits from stuff it obviously should benefit from. Between the ridiculous cooldown and the rapidly diminishing damage as Destroyers die, it should reaaaaaaaally have a lot more punch than it does.
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You must not have been around during the days when Death Fleet spawned with 3/3. They’re still really good when you play Robo Alarak, as you focus your upgrades into Attack/Shields instead of into Ascendants/Shields.
I’ve been playing since coop launched and usually used mech Alarak since he came out. It’s not a completely terrible cooldown by any means, but the insane cooldown and how remarkably squishy it is against any enemy composition that can shoot up really takes it down in value significantly imo compared to any of the many calldowns that can actually do their damn job; Hyperion comes to mind as a flying monstrosity that can delete waves, offer amazing utility, survives quite easily, and has better mobility to boot. Sure it can’t teleport your army, but it can do everything else far better and comes off cooldown quicker to boot.
This is actually false. They both have a 6/4 minute cooldown (no mastery/full mastery.) Each calldown has their own uses, and I’ve used the Death Fleet to delete waves before. Yes, it’s a bit flimsier, but it also has a lot more sustained DPS than the Hyperion. Hyperion has the bonuses of higher mobility, PDDs, Yamato Cannon, and an AoE buff.