10 Pro Tips for playing Alarak! | Starcraft II Co-Op

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  • čas přidán 14. 11. 2022
  • Kerisband requested that I make a video showing gameplay tips for Commander Alarak in co-op. Here are 10 helpful but not exhaustive gameplay tips.
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Komentáře • 23

  • @Neometalll
    @Neometalll Před rokem +36

    vanguards shoot 16 in campaign, 8 in coop

    • @Tr0y0verP0werzU
      @Tr0y0verP0werzU Před 10 měsíci +1

      I like putting out a max of 1-3 just to cover ground splash. They're relatively bad but have their uses in some missions.

  • @sticksbender4057
    @sticksbender4057 Před rokem +10

    “You don’t want to sacrifice that mothership”
    Well… since he only takes a bite out of it instead of killing it, there are certainly times when it’s completely fine, especially when you actually have a useful teammate.

    • @attractivegd9531
      @attractivegd9531 Před rokem

      Yes and this is one of the reasons it's excellent to speedrun the shield upgrdes at mothership has massive shield and regen very fast at shields +3.

  • @jackfrost2978
    @jackfrost2978 Před rokem +7

    Slayers (Stalkers) are very good as well. They are faster moving making them better at keeping up with Alarak. Especially nice during "Empower Me" usage. They have blink for speed and movement. Their blink can be upgraded to do bonus damage. They have fun synergy with Alarak. Use Alarak knock back then blink towards the knocked back enemy for bonus damage shots. Repeat. They are far more expendable than wrathwalkers. Slayers are better to have against hordes of weak enemies.
    Both slayers and wrathwalkers are good in their ways. I prefer to have both when applicable. Just making a case for the slayer. As I think it gets slept on too often, in Alarak discussions.

  • @fallen9844
    @fallen9844 Před rokem +6

    2:42 if you place this pylon between the two big rocks, with full points in overcharge mastery you will be able to clear both your and teammate rock to place nexus/CC/hatchery
    Advice from me:
    1.you can overcharge stetmann satellites
    2. You can use destruction wave not only to throw enemies away, but also to pull them closer! Jump in enemies with your first ability and then pull them closer by aiming back, its also very useful for vanguars to deal incredible dmg to them

  • @rayout_
    @rayout_ Před rokem +4

    great and compacz tips. i hope to see this for all commanders and prestiges as well

  • @unclenchasbestos
    @unclenchasbestos Před rokem +12

    I like chronoboost mastery and I feel like the case against it needs to be fleshed out. Faster probes should be a huge amount of extra resources, and I really don't feel like regular overcharge is in any way weak. it takes a second charge if you want to clear gas and main rocks... that seems totally fine!

    • @Feligresa
      @Feligresa Před rokem +4

      The thing is that having to wait for a second overcharge for Gas (assuming you don't misposition your Pylon and it clears Gas without fully clearing the main Rock) is meh since a lot of Alaraks actually good units are heavily Gas reliant, specifically Ascendants need a ton of early Gas. Better Overcharge is also massively helpful on contested expansions in case you screw up your fast expand.
      There's also the idea of not just using overcharge for rocks or defensively. Getting aggressive pylons is huge. On stuff like Lock & Load 2 pylons with overcharge mastery at the edge of the back two locks can clear most of the units by themselves.
      IMO the best thing to do is 22 in Overcharge mastery, 8 in Chrono. That allows one Overcharge to clear rocks while still getting a bit of Chrono.

  • @Amoeby
    @Amoeby Před rokem +5

    Isn't it better to split points 22/8 in the last mastery set? This way you can still break all the rocks at the expansion and have some chrono efficiency which you can use to mass wrathwalkers faster.

  • @Neometalll
    @Neometalll Před rokem +8

    wratwalkers have 11 range, you said 18

  • @kingpet
    @kingpet Před rokem +2

    Good tips, even for a veteran.

  • @romanbykov5922
    @romanbykov5922 Před rokem +4

    you didn't mention Havocs :|

  • @baumanmarketinggaming
    @baumanmarketinggaming Před rokem +3

    Well, you forgot to mention P1 Artificer of Souls, which is the strongest late game prestige; good for use on longer maps & if you fight strong enemies like heroes from the storm. It's a prestige for hybrid gameplay - a mix of ascendants & wrathwalkers. You got double buffs from each supplicant sacrificed to ascendant - it will buff that ascendant, but also a nearby wrathwalker, so my recommendation is to simultaneously produce both types of units until you max on 12 ascendants & 10-12 wrathwalkers; leave the rest of available supply for supplicants. Fully buffed wrathwalkers are amazing.

    • @FLUX.2226
      @FLUX.2226 Před rokem

      I'm grinding towards P3 and am currently using P1, I can already tell I'll miss the funny wrathwalkers with full stacks once I switch prestige. 200+ DPS per wrathwalker, almost doubled against structures, it's hard to give that up lol. But the early game sure is slow.

  • @romantroshkin3142
    @romantroshkin3142 Před rokem +9

    Vanguards are not meme. They have a great damage output and they do splash damage.

    • @sticksbender4057
      @sticksbender4057 Před rokem +3

      Vanguards have somewhat passable damage output, with a single vanguard having roughly the same dps as a single Raynor Marauder.
      However, this damage is reduced against small hitbox targets since the outer projectiles won’t hit them, and vanguard projectiles don’t track their target unlike almost every other unit in StarCraft, meaning if the target is walking towards you your vanguard will miss the unit entirely dealing 0 damage.

    • @romantroshkin3142
      @romantroshkin3142 Před rokem

      @@sticksbender4057 regarding the damage this is absolutely not true. They deal ±70 dmg without the upgrades and a lot more with. It does not matter small target or big. Regarding shooting on the ground it is beneficial when there are a lot of small targets and they are moving fast. Even if one the initial target moved from the hit zone others move to it.

    • @unclenchasbestos
      @unclenchasbestos Před rokem

      @@sticksbender4057 I know how much you know about this game and thus I may turn out to be wrong here, but this seems a bit tilted? I did the math based on fandom, and they do 27 DPS at +3 with full attack speed mastery, and 45 DPS vs armored. But neither of these stats account for the splash and the heavily front loaded nature of the damage. I know they're not as good as ascendants, but with a tiny bit of micro to get amon to stop moving, they seem to be at the very top of nonspell DPS, eh? Like, effective DPS against waves should be well over 120.. right? It's a big splash range.
      Update - after thinking some more, maybe what I'm missing is DPS per cost and supply? I mean, they're still better than, say Colossus.. it seems like they outperform Lurkers too, but maybe range matters more.

  • @wild_shaman
    @wild_shaman Před rokem +1

    Wrathwalkers, not vanguards. Make sense.

  • @lytehaus4686
    @lytehaus4686 Před rokem +3

    I mean, yeah, these are all strategically useful tips, but what I REALLY want to know is how to trash-talk like John de Lancie 😛 (the voice actor).

  • @attractivegd9531
    @attractivegd9531 Před rokem +1

    The audio was terrible on this vid mate. What I find nice with Alarak's design is even tho he is the one with the least amount of units and buildings he still has one of the largest playstyle diversity.