
The way I see it is: every time you use this, you gain about 550 minerals and 100 gas (worth of stuff). Yeah, carriers are great - but what I really want is a single unit to tie together my ground army a big spellcaster I can focus on using to maximum effect. So i go with conventional voids.Ĭapital ship: tal'darim mothership. I think it's because they get triple-impacted by enemy armor. I've been told that destroyers are busted, and once upon a time I thought they were, but over several missions I found they just don't quite have the damage output. I don't use these much - mostly for support. With Tal'darim immortals for the splash and these for the big air targets, it works even better than annihilator/colossus, in my experience.īattle air unit: Arbitar. This is what makes shadow cannons unnecessary: these things tear into big air units, although they're very much a supporting element. Mind control is GOOD.įire support: Wrathwalker. A gas dump with great utility, thanks to being basically a lesser archon with mind control. I know corsairs are good, but almost no matter what I pick I never use it - I prefer to focus on a ground deathball.Ĭaster: Dark Archon. Perfect as a component of a big deathball.Īir fighter: honestly, I don't care. I admitted already that I'm addicted to 1-a.ĭt: nerazim. I know shadow cannons kick ass, but the tal'darim immortal offers a level of sheer damage output that the other options can't match, and because of splash doesn't suck against many small units the way the other options do.

Lastly, I find myself with plenty of anti-armor damage from other sources - what I really want is something to rapidly shred stray zealots, lings, and marines so less immortal shots get wasted. It's also the cheapest, costing 25 minerals less than the other options. It's beefier than the stalker and deals more damage (20 and 30 vs light, no ups) - and it has a smaller footprint than the dragoon, and a less long attack wind-up animation for quicker firing on contact.

Reconstruction a close second, but I like the 'oomph' of a stun zealot's initial impact. Cheap, disposable, and never becomes irrelevant. Note that I am very much a member of the 1-a club, so this does warp my preferences somewhat. I replayed the LOTV campaign recently, and there were some things I noticed on my second go around that I didn't on my first - so I made this post to say what units and abilities I presently think are best, and why, hoping that you fine folks would come along to debate pros and cons of your favorites. r/wow /r/diablo /r/hearthstone /r/heroesofthestorm /r/overwatch Same- and similar-topic submissions that exceed 4 per top 25 Promotional submissions that exceed "2 per 1 per 1"ĭuplicate results posts for the same individual match will be removed. To hide spoilers use format: (/spoiler) ( details)ĭeceptive links to shock sites, malware, etc
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