Playing Co-Op Missions as Vorazun

When playing Vorazun in some Co-Op Missions:

  • Dark Pylons provide invisibility to units and structures. Perfect for cloaking probes, allies, and barricades in Dead of Night. Beware of enemy detectors.
  • Shadow Guards are excellent in softening up enemy forces in early game. Usually in Temple of the Past when taking down Zenith Stones and Blightbringers and Eradicators in Miner Evacuation.
  • Vortex is great for stunning multitude enemies when combining with other attacks from your co-op commander (Example: Raynor’s Hyperion Yamato Cannon, Abathur’s Ravager attacks, Artanis’ Reaver’s AOE damage, Nova’s nuke, etc.) even on brutal difficulty.
  • Time Stop provides great support when the enemy forces have been immobilized for a short time, you and your co-op friend have a fighting chance.
  • Stalkers and Dark Templars are effective against groups of enemies when they are in close formation. Stalkers provide harassment, while DTs deal heavy damage while in stealth.
  • Dark Archons can also be effective against groups of enemies using Confusion and mind control massive units suchs as Battlecruisers, Ultralisks, Carriers, or Colossi. But not Hybrids, ironically.
  • Mass Void Rays can be effective on focus firing. Avoid their AOE attacks as your Void Rays are clumped up.
  • Oracles provide detection and Corsairs provide aerial escorts to the Void Rays and granting them protection against any threats from burrowed, cloaked, and air defenses.
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Uhhhh, what is this?

Wait, have I missed something? When did Tempests start doing AOE damage?

Tips on Co-Op missions as Vorazun.

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And while some are posting that, tips that some players I meet would be (using Raynor):

  • make supply depots
  • make barracks
  • select the barracks and click the icons made available to make troops

Yes, they are still at a level where they would improve from that.
Your tips are like quantum theory and supercomputer building to a baby for them in comparison.

These sound like things written by a beginner rather than a useful guide to help players. Basically most of what you’re stating are written in the game text or on the stat card of a unit.

Plus some tips are just bad advice:

Production structures? That’s a total waste of a black hole.

After 15 that’s just bad advice in almost all cases.

A waste of energy unless you’re using P3. One maybe two shadow guard at most is all you’ll need since blackhole is a much better use of energy. A much better tip is to make sure to time your first shadow guard to clear the expansion and the first wave (on most maps).

Check here for how to write a guide: https://starcraft2coop.com/commanders/vorazun

vorazun is one of my favorite co op commanders my favorite is abathur though just for his raw power to tank about anything

Okay, let’s break this down bit by bit…

Dark Pylons are useful for more than just that. In non-P1, they provide you with a global teleport ability. They are very useful outside of just Dead of Night. You can even use them to block the high ground behind the left side base in DoN to prevent Hunterlings from jumping into the mineral line. In P1, they will provide a good return spot for cloaked units that are dying on the battlefield.

Prioritize expansion clearing, then this. As said before, your initial 2 Shadow Guard is all you realistically need, unless you’re cheesing Oblivion Express on P2, or playing P3 in general.

Actually correct, but don’t forget your Corsairs, Dark Archons, and Dark Templar also splash. (DTs technically splash but not really.)

On some maps, using Time Stop leads to some unwarranted shenanigans. On OE, it can delay escort waves from trains but also mess up attack wave timings. On Lock and Load, it will cause the enemy bases to be more aggressive in retaking the locks. Time Stop is an iffy ability sometimes.

Stalkers are not good against groups of enemies lol. They’re single target units. DTs do well vs ground units because of Shadow Fury, Dark Archons naturally splash (and have Confusion for messing with enemy units), and Corsairs will almost always outperform Stalkers in air wave killing.

Hybrids are Heroic. You cannot use Confusion or Mind Control on Heroic units, unless you’re playing P2. (Then you just can’t Mind Control them.)

Mass Void Rays only works on select maps vs select unit compositions. They’re flimsy, single target, not very mobile, and can’t naturally cloak.

Corsairs should be a core unit in your army, not just some “escort”. They naturally cloak, can disable ground units, and splash naturally. They do insane DPS when combined with Vortex against air units.

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Vorazun guides I need are mass Oracles and effective Dark Archon usage. :3

Who do you think you are, Has? lol

What year is it now? 2016?

If Microsoft comes in and actually decides to try to work on Co-Op, and make new content and stuff; one of the suggestions for dev fixes is all the Time Stop issues.

Might be a tall order, given how the AI works differently on various maps.

I feel like you are posting trolling threads.

Could be surprisingly easy, like swapping a “pause AI Timer” and “pause Game Time” (I’m not sure what were the names) in some things.
After all, Time Stop work in most maps.