The Best Nightmare Mission. - Legacy of the Void: Nightmare Difficulty - 19
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- Опубліковано 28 лис 2024
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Since we’re at the 2nd to last mission, I guess I might as well go through everything else.
Blood Hunters: +2 range in void stasis. Move much faster when near an enemy in void stasis. Have blink.
Mirages: have +2 damage, +1 armor, and phase armor blocks the attack that triggers it.
HT: feedback range increased, storm damage no longer stacks. All shield restore abilities are 50% faster on archons.
Darchon: cost changed to be the same as 2 DTs. Requires both dark shrine and Templar archives. Enemies are immune to confusion for a short time after being confused. Mind control drains the Darchon’s shields and uses your supply/upgrades (like coop).
Ascendant: psi orb stacks 4 times instead of infinitely. Starts with full energy.
Colossus: fire damage changed to 60, 100 vs light. Attack speed increased
Reaver: cost reduced to be the same as immortal, durability reduced to be the same as dragoon, reavers and scarabs move slower, no longer has an unreliable attack delay. Holds 10 scarabs
Wrathwalker: attack charging time reduced by about 40%, attack is now a beam instead of a projectile. Once it starts aiming, has +3 range before the attack is canceled.
Destroyer: +1 damage on all bounces. Gets faster move speed when not charged up.
Arbiter: stasis no longer hits heroic, cant stasis enemies until they leave stasis. Smaller radius on stasis and recall
Carrier: Launches interceptors about 2.5x faster. Making interceptors and repairing is no longer free. 8 supply
Tempest: Durability, speed, and damage adjusted to be closer to ladder version. 10 range vs ground and air. Disintegration range reduced to 13
Mothership: Thermal lance and black hole cost 75 energy, blink costs energy
Mass recall: unchanged
Shield overcharge: moved to top tier
Deploy taldendar: initial spawn “blast” area reduced. No longer has infinite shields. Moved to middle tier
Purifier beam: no longer does bonus vs armored. Costs 100 energy
Time Stop: moved to top tier, lasts half as long, slows enemies for 5s afterwards. Costs 100 energy
Solar bombardment: moved to middle tier. Individual shots deal full damage with no drop off. Shots are more concentrated. Costs 100 energy.
The Host
Void Shards have hardened shield, gain armor with each dead shard.
Fenix and top shard are on islands. Incentivize colossi/wrathwalker
Ally army comps adjusted, they make observers to spot.
The Host is meant to be an endurance test. There’s a ton of money on the map and you’ll need almost all of it. And you need a pretty big portion of the tech tree. Btw alarak was done dirty here. He killed like 2/3 of the bottom shard’s defenders and most of the attack waves sent against the bottom expansion.
Wait, carriers spend money to repair? that's a bit harsh, especially since you already pay for interceptors, is the cost stated anywhere?
It's incredible how the destroyer with only +1 atk bounce is already so much better than the normal version.
Alarak's wave always seemed like they just get imediately killed when entering the shard, also, you mentioned he killed 2/3 of the shard's defenders but doesn't they respawn from the rifts tho?
> reavers move slower
ok i know that makes them more authentic but they're also slower than the colossus is normally anyways (so is the wrathwalker fun fact). that just feels mean.
still i guess that's what the prism is for
Alarak is the real MVP. That whole time he was softening things up for the final push.
@@SenyiKimmo It is perhaps for a very strong static defense instead of a mobile siege. 10 scrabs are incredible damage, given that reaver only costs as much as an immo, cheaper than monolith. That's 2-3 times more damage, with AoE
Watching grant's mineral levels crash after 35 minutes due to the carrier repair ensures I won't be using those, seems to almost be a liability now.
Grant: I'll grab the arbiter to supplement my forces with the power of mass invisibility
Nightmare: casual 40 observers waiting for the moment to strike
And never made one 😅
"Taldarim! Grant, our enemy, no quarter!"
Indeed, Grant is not a quarter. Thank you for noticing, Alarak.
There's something funny about Fenix being stuck and doing basically nothing to help against the final crystal and then you see him finally moving his forces on the mini-map after it has been destroyed.
It's what happens when the commander keeps running off to fight in the front lines xD The rest is in disarray
I'm guessing the observer thing is that he added them to accompany every attack wave and then something went wrong, either they returned to spawn when the attack wave died, which I don't think is the case here, as they seem to be in default orientation, or it wasn't getting properly added to the attack wave after being built, so they infinitely made them
I hope it doesn't get removed unless it starts affecting gameplay. Seeing a wall of observers that are basically Amon's "eyes" is absolutely hilarious.
it could also be that they were planned to do what Vorazun was doing with her observers with placing them everywhere
2 sentries, 3 Khaydarins, and 6 shield batteries. The true ultimate defense.
Wrathwalkers, Khaydarins, Carriers, Solar Bombardment.
Big Laser Energy on this mission.
No -SUN IS A DEADLY LAZER- Void Rays/dollar store Void Rays(((
A gigantic macro mission with 3 allies that provide vision, all three races on the enemy side and you get to use the entire protoss tech tree. That was a blast.
The Host is just an awesome mission. Lots of shit going on, all units at the tip of your fingetips and immense economy to let you do whatever the fuck you want, while still being quite difficult
so many EMPs, turns out nightmare mode campaign is just the protoss ladder experience
Looking at the longevity of the video I thought it was going to be one of those of "Trial and error", how mistaken I was.
Good one Mister Grant!
This is just a long mission, unless you have legacy of the meme carriers that can gantrathor maneuver
@@andrewgreeb916 those are amazing! 😂
Amon got tired of you using Avengers to snipe his Hybrid, so he went with the ultimate defense.
Damn, the Wrathwalkers really showed their wrath. Hang on a sec.... what if they're paired together with... Annihilators?
Repairers repairs drains money. Grant: "Damn those interceptors took all the money!"
Wait, it does?
@@ironmilutin, noticed that too. Check 1:03:03
I noticed that too since they stopped repairing once he ran out of money
huh never knew those drained money
@@T087-s5v it's nightmare-only
Those two sentries are legend.
32:50 For a second I thought he was called Quarter
QQQ(Quintessential Quarter Quilling) is a well-known Weswitcher, his most famous video being "Can you beat Spacecraft 2 with only Marauders?"
Pour one out for Probious at 47:50 who gave up his last breath charging into Amon's army first o7
33:06 LOL it looks like the seeker missile spawns the unit LOL
43:50 Holy that's a lot of Observers
That colossus made a good entrance lol
loved this episode, im a fan of long fights without a timer
The beginning cinematic is actually really dope for this mission
27:50
>We can't get there with ground units
>Brought the blood hunters who have a blink ability
>Uses a prism to transport his wrathwalker up the cliff
@@GreenCauldron08
Pretty sure that was just a misclick
after watching this video im pretty confident that repairiers cost resources to repair their targets.
killing that third shard put your minerals out like a bunch of reparing scvs, not like carriers which always take minerals in chunks
The interceptors do cost money to replace in nightmare, not sure about the repair beam costing resources
@andrewgreeb916
i never questioned whether or not interceptors still cost minerals because the idea that the mod, which is designed to be harder, which actually made changes to resource locations, would make things that are already quite strong cost less (let alone nothing) is absurd.
@@brentramsten249 Interceptors are free in the campaign. Making them cost money is the change that nightmare did
@@MajoraZero
its been so long since i played the campaign i totally forgot that interceptors didnt cost money... thanks for the schooling
@@andrewgreeb916The repair beam does cost money, you can see that it stops when he runs out
O dear, over an hour. This will be painful
This is the best mission (IMHO) in the base game, and seems to be the same in nightmare. I usually like a composition of 5 repair carriers and the rest void rays; probably here would be the same but wrath walkers instead of void rays.
Fun fact: The mission can be done with only 2 bases and in less than 40m. The strat is:
Composition:
- Mirage (Fenix purifier faction)
- Wrathwalker.
- Mamaship. (Those vortex are op vs hybrid)
- Zealots.
Steps:
1. Use reinforcements to clean up the first rift in less than 6 minutes.
2. Spam reinforcements and clear Vorazun base.
3. Get mamaship.
4. Get mirages and wrathwalkers full upgraded.
5. Clear up the rifts with 1 or 2 arbiters so your forces are invisible (enemy's obs cannot stand vs 10 mirages).
6. Take profit and finish.
It took me a lot of savings but, yeah, is possible with only 2 bases.
Despite the hecticness of the campaign and my complaining about it, it was a pretty fun ride for the reason you mentioned at the end! GGWP!
41:30 That one got me! haha
I really like the Repair Carriers, and they surprisiingly seem to balance well. They cost so much in interceptors, but they repair the entire army, which seems worth the cost. Much more worthwhile than the multiplayer carrier. Perhaps the multiplayer carrier can get the repair drones too, but the two drones would take up interceptor slots, so each carrier would only have six interceptors rather than eight. This would throw off this apparent balance, but only slightly, and in the less cost effective dirrection, which would make the change more likely to be aceeptable to the community.
Yea, Alarak should have been given Wrathwalkers.
And, well... generally a bit more stuff than 2 destroyers, 2 vanguards and 2 zealots.
He doesn’t have zealots, he has ascendants. The video is kinda misleading. He dealt with like half of the attack waves that were sent against the bottom expansion, which is why the 2 sentries were able to hold. He also killed like 2/3 of the enemies in the last shard
When Grant titles it "the best" and I see its over an hour. Oh ya here we go baby!
A beautiful display of Grant's skill here. Nightmare has not bested Grant yet, he always succeeds. And the Wrathwalkers and Dragoons were amazing here. Walking artillery along with the Immortals.
Now all that's left is Salvation... Hooray...
>has not bested Grant yet
>Grant spends like 5 hours on Templar's Charge, gets a hotfix massively nerfing the enemy and still struggles for an hour
Repair on carriers seem to be draining way more money than interceptors.
It's a little bit obnoxious.
It's still more efficient than replacing the unit outright
Grant: "Was that first try?"
Nope. 14 minutes into the video and about 14 mins into the game, too, your main nexus got wrecked along with production etc.
Great fun, though!
*F I R S T T R Y*
At this point, either the best or the worst mission feel the same. Chaos, madness and pain .
I feel like the mission will be easier with a different loadout.
You have 290 solarite total.
Time stop, orbital assimilator, solar lance, max construction speed+starting supply, reconstruction beam.
Solar lance is better than solar bombardment early game becasue of the lower cooldown and not needing the extra damage, and recall+time stop lets you defend two spots without needing to split your army in half every once in a while.
Later on, time stop is the guarnatee that you won't mine out the map before killing the shards as long as you don't die early.
For units, sentinel, dragoon, energizer, vanguard, wrathwalker, carrier. I'd take arbiter, dark archon and actually use them; against superior armies, crowd control is even more important.
Sentinels can do the job of immortals later on so you can get vanguard, and with reconstruction beam, they should be decent early game too.
Again, with reconstruction beam, you can get energizer instead of sentry and not die early game.
Carrier for repair only. They do 0 damage. You only need a few of them because you have reconstruction beam already.
With energizer, vangaurd and less supply wasted in carriers, your army will do a stuipd amount of DPS and can probably burn down the void shard in two time stops. With recall, you can keep attacking all the way up until time stop runs out.
The extra loss you take for lack of guardian shell can be more than made up for with not needing to remax multiple times just to destroy each of the last 3 shards.
The only potential problem is I'm not sure if you can take your first expo fast enough to survive attack waves.
Time stop is just OP, Immortals also bring damage to the table which Sentinels aren't exactly known for, Dankons' cost is like Collosuses', Arbiters are too expensive and the enemies are too numerous for 'em Jepukazoids to be useful
Energizers are just sooo tedious to use
@@The-jy3yq Sentinels aren't there for damage in the first place. They're the revive zealots btw, not immotal tier.
Crowd control is priceless. It prevents you from losing units, which more than makes up for its cost. Play against the AI and you'll notice how dumb they are when when crowd control is involved.
I have no idea waht jeepukazoids are.
Energizers have the speed boost on autocast ffs, just f2 amove.
Legacy says: If you have 50 Observers, you activate maphack for the rest of the game...
too sad, the Bot belives that false legacy :D
Is this the Legacy of the Void?
@@usermann_5731 well played :D I lol'ed
NGL Grant hotkeying his warpgates when there's a dedicated button for that triggers me
Those Sentries down in the south playing the Kuriboh strategy from YuGiOh.
Watching him struggle makes me feel like I'm once again 11, sitting in the back seats of my mom's car while she drives me home, listening to "Pain" Three Days Grace because she didn't took us for McDonald's ice creams.
Calling it now, Essence of Eternity will be called the Worst Nightmare mission.
No faith
@@therealrhyme5319 You've got your work cut out for you in terms of making the epilogue enjoyable, I'll say that much.
This one is going to be INSANE. Knowing Rhyme he's made this so it can't be invalidated by Time Stop. Let's watch!
Didn't even try there :/
I'm not sure there's anything that can't be invalidated, other than outright immunity. Time Stop itself is probably pretty nerfed but I don't think Grant has so much as looked at it because it's just that busted and sucks the fun out of the game.
Really great episode
Me:
Loads video
Sees 1hr 7 min video length
😭
Grant: "I'm going to cry today"
This is going to be awesome!!!
i am very excited for the final mission
It would be funny if, after destroying the last crystal, there would be a last boss fight.
You need to orbital bombardment the boss 100 times
Huh. Karax basically had the inverse of your build. High power air unit and multi-attack ground compared to your multi-attack air and high powered ground. Though carriers are way more adaptable than thermal lance colossi.
Giving the AI access to un-nerfed EMP should be against the law or something. Its not fun when the enemy has an instant "kill all protoss unit" button that you cannot outmicro or outplay.
Why not? You can use Feedback with Hight Templars on the Ghost to instantly kill it before it can fire the EMP. You can split your forces to minimize the targets that get EMP'd. You can use stunlots to charge stun them while the rest of your army kills them.
This isn't a "kill all protoss unit" button. It's a spell that can, under the right circumstances, be dangerous. In the beginning of the video it caught Grant by surprise, which was dangerous. Other than that, it wasn't anything special.
@@Shushishtok yeah and Terrans need to have Marines be free, insta-sieging Siege Tanks and Battlecruisers be built out of Supply Depots
Hey grant do you feel the patch changes campaign play much
Epic stuff 😮
So wrathwalkers might be good
Wrahwalkers are good in numbers
Except Void shard have harden shield which only weak against low but fast attack, which Wrathwalker isn't. This start to work when shield run out.
Carrier do better as long as void area didn't kill intercepter too fast.
In this mod yes. Vanilla Wrathwalkers have a really awkward issue where they take about a half a second for their projectile to charge and at max range about another half second for their projectile to hit the target. What usually happens is you'll build 10 Wrathwalkers, they'll all target a Marine and in that second it took your Wrathwalkers to shoot their projectile a Zealot just cleaved the Marine but the Wrathwalkers shots will still go off and do absolutely nothing for about 4 seconds while their shot cooldown recharges. If you look at how much damage Wrathwalkers actually did they rarely do much if any damage. In this mod Wrathwalkers have pseudo hitscan so that travel time is removed and they instead have a long cooldown period after their shots instead of before so what this generally means is Wrathwalkers will shoot an enemy and not overkill enemies as much as before.
@@Evan-mt7bcThat's true, but give them a havoc or energizer support and they can kite everything to death. In vanilla this mission is very easy with mass wrathwalker.
@@Evan-mt7bc pseudo hitscan?
Ain't it hitscan?
Crystal with 19k hp
Damn that's a lot
why not use the taldarim sentry to get that extra range tho?. collosus and immortal firing from + 2 range is insane
good video
I am still confused this mission isnt timed :D ... one of my most favourite missions in the campaign, if only the AI wasnt completely useless :D
I mean eventually you run out of money so in a way it is
Grant, ya haven't used yarr 'Sairs...
And is also awesome
Spoiler Shield
Hey Grant pretty sure Repairer (Carrier) 's repair beam is also costing you mineral as well. For easy reference check 38:22.
So with that in mind (mental note for myself) tempest seems better than carriers.
Why not use extra money to build gateways as shields for static defence?
Thanks for macroing, it was fun to watch. ^^
yea boi, this is gonna be ff'ed
kind of annoyed he still is not using Annihilators
He needs the tankiness of the Immortal
@@TheStargovGrant did say that, in this mod, Annihilators are the best Immortals, I just wish he stopped using some units because, they're "too good" (kind of hypocritical of me since I don't use Vanguards in vanilla LotV because I consider unfair that they 1 shot Siege Tanks)
First
Never saw you do a 1 hour video because there aren't any this is your first hour long video
What he has a ton of hour+ videos
Uh,...Nightmare is the series best known for hour-long videos. This is the third in LotV and tenth in general Nightmare.
10 hours of relaxating cannon rushing 111111