![]() Again, these are all subject to change whenever Blizzard feels to urge, but at the time of posting these are all accurate. Those are all the proposed changes currently for the Protoss race in Legacy of the Void's multiplayer. However, praise be to Auir, as Legacy of the Void will see the ability to direct the Carrier's Interceptors to a targeted area within the Carrier's range (12). This new change will mean, hopefully, players can deal more damage with a Carrier in individual battle, as well as making it more cost effective to go for the tech tree overall. The Carrier has been the subject of many Protoss players for years - with many criticising its cost efficiency, and attack prowess in close engagements. Quite possibly the most requested unit Protoss players have ever wanted changes for. This new ability allows Tempest to deal high damage, over a long period of time, to a single selected unit.įinally, we have the Carrier. This is then balanced by an active ability, known as Disintegration. The trade-off for this is the Tempest is being given a significant boost to it's movement speed (its previous speed being akin to a dead orca whale in a shopping trolley) and will still maintaining its current range (15). In Legacy of the Void, its standard attack will be restricted to only ground units. The Tempest is getting its fair share of tweaks, but they're a little complicated. As well as help evacuate slower units away from the battlefield during a tactic retreat, or move units to help defend a third+ base – a frequent complaint levelled by Protoss players in Heart of the Swarm. This Warp Prism buff is aiming to make drops and harassment more viable for Protoss players. Protoss, debatably, have the most trouble when it comes to drops in StarCraft II. Though the distance currently isn't known, it looks to be about the same as a Pylon's energy range. In Legacy of the Void players will be able to pick up units from a distance. The biggest, and in my opinion the most important, change to the Protoss roster is the Warp Prism. The catch here is the enemy units won't take any damage while trapped in this frozen Protoss limbo. Currently it's unknown how long the stasis lasts, but during the “significant” period enemy units will be unable to move, attack, or use abilities. These are cloaked trap mines, which when tripped will freeze all enemy units within range. On top of this, the Oracle has a new active ability called Stasis Ward. ![]() Making it very useful when players don't want to change their entire tech tree to get an Observer. When clocked units are hit with Envision, they are also revealed for all to see.īy combining these two abilities into one, the Oracle is now a far more viable detection unit. Revelation and Envision are now one in the same. The rest of the Protoss changes are all taking to the sky, so what better way to start than with the Oracle. Definitely more of a balancing issue than a full change, but continues the trend of increased micro-focus Blizzard appears to be hoping for in Legacy of the Void - especially with Protoss. However, it means when engaging in battles Immortals would have previous struggled in, say against Hydras/Marauders, they can now survive far better with more intensive micro. The theory being in formerly simple engagements, such as steam-rolling through static defence/units while pressing 'A', the Immortal is now forced to consider the engagement more carefully and use shield activation timings to win. This is more of a tweak, rather than a buff/nerf, as it pushes the use of Immortals more towards a micro game. It now comes with an active shield ability, discarding the previous passive Hardened Shield. Now the new Protoss unit is all accounted for, time to cover the tweaks/buffs/nerfs of existing units. Meaning with the correct micro you could rack up some serious damage, especially in the early game, with this new Protoss zombie-esque unit. Although currently unclear, it's likely there's an energy bar which recharges in between denotations. The second advantage for the Disruptor is after detonating the unit doesn't die. This gives it a small, very important, window of opportunity to move into position before detonating and dealing damage. Prior to detonation, presumably when the player activates it, the Disruptor morphs into an invulnerable, mobile, energy ball. In a way, it's a Protoss version of the Baneling - but with two key twists. The Disruptor's goal in life is to deal large amounts of splash damage on clustered enemy units. A micro-focussed unit, built in the Robotics Bay. The Protoss, sadly, only have one new unit: the Disruptor.
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