StarCraft II: Utter Brutality

Regular readers will know that, as a rule, I’m not much interested in achievements in video games, but that I make an exception where StarCraft II is concerned.

Unleashing the Spear of Adun's full power in StarCraft II: Legacy of the VoidTo that end, I have shed much blood, sweat, and tears completing each of its installments on the highest difficulty setting, aptly called brutal.

It wasn’t until two years after the game’s release that I earned my brutal completionist achievement for Wings of Liberty. I might have done it sooner, but technical issues forced me to repeat several missions — a very frustrating setback. It was a long, hard-fought effort, and very gratifying once complete.

Prior to the release of Legacy of the Void, I did a second play through of Heart of the Swarm to refresh my memory of the story, and I decided to do it all on brutal. It proved easier than Wings of Liberty had been, being barely more difficult than playing on hard.

And now we come to the present. Over the last few weeks, I have done a complete play through of Legacy of the Void, the final expansion, on brutal, and now, at last, I’ve completed it.

The journey is over, and I stand victorious.

Victory against all odds:

My StarCraft II profile page, showing full brutal completion of all campaignsLet me tell you: After going a bit soft in Heart of the Swarm, they meant business this time.

I knew things would be different by the second mission. All I can make are zealots and stalkers with no upgrades of any kind, and they throw ultralisks at me.

You have to respect that level of evil.

There were still a few “easy” missions (I use the term loosely), like Templar’s Charge and Purification, but on the whole, Legacy of the Void on brutal was an incredibly nail-biting experience from beginning to end, perhaps exceeding even the challenge of Wings of Liberty. Probably didn’t help I made it harder on myself by trying to get as many achievements as I could along the way.

Last Stand, in particular, is a mission I would be happy to never repeat again. I learned the hard way that I am not able to complete that mission on brutal while also completing the bonus objective. I was forced to complete the mission on hard for the sake of the solarite, then repeat it on brutal via the archives, that time ignoring everything but survival.

There were other harsh challenges along the way, as well. Brothers in Arms proved tremendously difficult, and only a last ditch run to the Keystone during a disruption wave saved me. Even then, it took multiple tries to pull it off. But a win’s a win.

The final mission of Legacy of the Void, Salvation, played on brutal in this caseThe greatest challenge of all, though, came from the final mission of the main campaign, Salvation.

It nearly broke me.

After many reloaded saves and trying everything I could think of, I just could not make it past 90% completion. So I returned to the Spear of Adun, selected totally different units and abilities, and tried again.

That time, I never even got past 75%.

To my shame, I was forced to turn to Team Liquid and read what players there had attempted. One odd but popular strategy was to simply mass corsairs and Dark Templar. Not something I ever would have considered, but I resolved to try it, lacking better options.

And amazingly, it worked. I wouldn’t call the end result easy, but it wasn’t as bad as Last Stand, that’s for sure. Because there are so many chokepoints on that map, the enemy can’t escape the corsairs’ disruption webs, and they’re just target practice for your army at that point.

I also heavily abused the mothership’s black hole ability, and I kept a small cohort of arbiters in reserve to put enemies in stasis when I needed to buy time. This mainly came in handy during the last few moments of the mission, when my defenses at last broke under the onslaught.

I earn the achievement for completing Legacy of the Void on brutalFinally, I tried to erect strong static defenses at all three entrances, though I could never quite get the Purifier base’s defenses to last. I still managed to preserve their base, though.

For Spear of Adun abilities, I picked chrono surge (for upgrades), solar lance, orbital assimilators, call down Talandar, time stop, and guardian shell.

I can’t tell you what a relief it was when the achievement finally popped up.

All in all, it was a rollercoaster. It’s a strange experience; at times, working through these missions was incredibly frustrating and stressful, but it could also be spectacularly thrilling, and sometimes even the frustration was in and of itself a sort of thrill. Each mission becomes a puzzle to be solved.

At times you really do start to feel like a real battlefield commander. I found myself spending much time planning my strategies even outside the game.

“I’ll reinforce the Nerazim base with static defense, and station the mothership there as further insurance. I’ll fortify the Purifier encampment, and keep a squad of arbiters in reserve. Meanwhile, the bulk of my forces will hold the Tal’darim front, sending out sorties to the other fronts as needed.”

Vorazun confronts Rohana in StarCraft II: Legacy of the VoidI had initially planned to do the epilogue campaign on brutal, as well (as I did with Whispers of Oblivion), but there’s no achievement for that, and frankly, my strength is spent. I have completed the main campaign for each race and each expansion. I have defeated seventy-one missions of one of the modern era’s most challenging games on the highest possible difficulty. I think my mastery has been proven.

Achievement addiction:

Of course, while working on completing the campaign on brutal, my lust for achievements rose full force. I tried to get as many campaign achievements as I could along the way, even repeating a few missions via the archives to grab specific achievements, but even that was not enough.

I also worked on bolstering my achievements for the multiplayer and co-op missions categories enough to unlock the tier one medals for each. Along the way, I learned that I find most of the co-op commanders fairly dull, but surprisingly I kind of like Zagara, despite my usual dislike of Zerg. Vorazun remains my favourite by far, however. Love playing as her.

This all seems a bit strange at face value, given my usual disinterest in achievement-hunting. But StarCraft is special.

Too often, achievements are merely participation trophies. They’re measurements of how much you’ve played the game, not true accomplishments. It rather cheapens the whole concept.

Playing a co-op mission as Rory Swann in StarCraft II: Legacy of the VoidBut in SC2, achievements tend to more often be, well, achievements. And perhaps more importantly, it is a game that is both quite challenging, and challenging in a very pure way.

In StarCraft, there is little element of chance, no grinding for more power, and rarely any way for other people to directly help you. You can’t just level up a few times, come back, and faceroll something that was once challenging, nor can a friend carry you through.

When you think about it, there aren’t many “pure” gaming experiences like this left. The proliferation of RPG-style progression and multiplayer support have a lot of positives, but they do rather cheapen the challenge of gaming, I think.

RTS stands as one of the few remaining bastions of games that are purely tests of skill. I suppose shooters sometimes are, as well, though they often feature a fair bit of RPG-style progression these days, but shooters are mostly tests of twitch reflexes and agility.That’s all well and good, but RTS games test reflexes, agility, multi-tasking, planning, strategic thinking, and more.

RTS titles are also a little less “all or nothing” in their challenge than other genres. Eventually things can cascade to the point where you just lose, but there’s a lot of gray area. You can lose battles but not the entire mission or match. You can recover from mistakes. Whereas in most RPGs, for example, you die, or the boss does, and there’s no middle ground.

My achievenent pane in StarCraft IINor is there any special punishment for failure. If you lose, just start over and try again. No repair costs, or corpse runs, or any of the other unnecessarily punitive measures you tend to see in, say, MMORPGs.

This is why, even if I enjoy playing other genres just as well, RTS remains the genre of gaming I most respect.

And this is why StarCraft has me addicted to achievement-hunting. Alone among the games I play, SC2’s achievements feel like true accomplishments. I normally scoff at the idea of taking pride in one’s gaming accomplishments, but considering the test of wits, reflexes, planning, and multi-tasking that StarCraft represents, I will allow myself a small measure of pride in what I have achieved.

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By the way, if you’re wondering why I haven’t mentioned the new Nova DLC yet, I’m waiting until all three parts are out to play it.

Heroes of the Storm: My Builds – Abathur

Today, Heroes of the Storm is launching both a 50% bonus XP event and making every single hero in the game temporarily free to play. What better time to post another of my personal builds?

Abathur in Heroes of the StormThis time, I’ll be looking at everyone’s favourite Zerg, Abathur. Just remember: Sluggin’ ain’t easy.

Abathur is one of the most unusual and challenging characters in Heroes of the Storm. I won’t claim to be an expert, but with much practice, I have at least reached the point where I can play him competently.

Abathur cannot fight directly. His damage and health are all but nonexistent. Instead, he contributes by placing a symbiote into allies to cast abilities through them, by placing toxic nests (landmines) around the map, and by spawning locusts to push lanes. He requires very strong map awareness and decision-making abilities.

A lot of people favour push builds with Abathur, and that’s a strong choice, but it does put you dangerously close to the action, and I find it a bit dull. Instead, I favour a build that boosts his team-fighting capacity, and especially his damage. A build I call…

Assathur:

General thoughts: This build focuses on using symbiote to enhance your fellow heroes.

Abathur in Heroes of the StormAbathur has no mana and short cooldowns, so you can use your abilities quite liberally. Stab is your core ability, allowing you to dish out some pretty heavy single-target damage. Spike burst is your AoE, but the cooldown is short enough to use it on single targets if you think it will help. Use carapace to shield allies when they’re under attack.

Your ideal symbiote target is melee with a strong auto-attack and/or enough toughness to survive in the middle of battle. The range on Abathur’s abilities is somewhat short, so melee heroes allow you to make the best use of them, especially in the early game.

That said, it depends on the situation. If a ranged hero needs your help, help them. You need strong awareness of the whole map, and you’ll have to jump around to wherever needed. Map awareness and snap decision-making — this is the core of Abathur.

You won’t often use symbiote on minions with this build, but if there’s nothing else demanding your attention, go ahead. You can still do some decent pushing with this build.

Use your toxic nests while waiting on symbiote’s cooldown. Use them for map vision by placing them in bushes and other important spots or in lanes to soften up enemy minion waves.

The ultimate humiliation

The only time you leave your base with this build is when you want to humiliate the enemy team by slapping their core into submission.

Locusts are another thing that aren’t too important to this build, but stay in one of your outer bases to get the most use out of them. Retreat to another fort or the main base if your location is getting pushed too hard or Nova or Zeratul have found you and are out for blood.

Above all, don’t risk yourself unnecessarily. Locusts help push a little, but it’s not worth putting yourself in danger to maximize their use — not with this build. The nice thing about this build is that, with good play and a little luck, you can avoid dying entirely.

1: Pressurized Glands: Increases the range and decreases the cooldown of spike burst.

I used to favour regenerative microbes on this tier for a really long time, and it’s still not a bad choice if your team has no support, but the healing from it is rather weak, and I’ve come to the conclusion the extra range on spike burst is usually more useful.

It helps you clear minion waves more easily, it allows you to get some use out of spike burst even when you’re infesting a ranged hero, and it’s useful in dense team fights. The reduced cooldown is just gravy.

Also note that spike burst is not stopped by walls like stab or any other skillshot would be. On very rare occasions, you can secure otherwise out of reach kills this way.

4: Adrenal overload: Symbiote host gains 25% attack speed.

Ideally you want to use this on a hero with a strong auto-attack. Adrenal overload on an Illidan, Butcher, or Thrall can get really terrifying.

It also works on minions and mercenaries. That doesn’t come up much with this build, but if you have the chance, infesting siege giants can get interesting.

7: Needlespine: Significantly increases the damage and range of stab.

Stab is your bread and butter damage ability and the heart of this build. Its damage is high to begin with, and with needlespine, it gets quite scary.

10: Ultimate Evolution: Clone an allied hero and control it for a short time. The clone has increased damage and movement speed and access to all basic abilities, but not heroic abilities or talents.

One of Abathur’s greatest disadvantages is his lack of presence in team fights. This talent allows you to address that, while opening interesting options for unique synergies from having two of the same hero on your team. It also has a fairly short cooldown, meaning it’s almost always available when you need it.

However, this ability is one of the main reasons Abathur is such a challenging and unusual hero to play. To effectively use this heroic, you need a basic competency with at least a majority of the game’s heroes in order to both know who to clone and how to play them to best potential once you’re cloned.

Raynor is always a good choice. His strong damage and survivability are always welcome, and it allows you to get double use out of his group buff. Double Jaina is also a strong choice because they can both benefit from each other’s chill effects. If you’re pushing a base, double Hammer is downright terrifying.

A strong performance as Abathur in Heroes of the StormIt can also depend on your own personal skillset. It’s better to clone a slightly less powerful hero that you’re good at than a superior hero you don’t know well.

There is no single right answer about who you should clone. It all depends on who is available, who you’re good at, and what the situation is.

Because dying as a clone doesn’t count as a hero kill or negatively affect Abathur himself, you can afford to take risks and play very aggressively, but don’t waste your clone’s life too recklessly. Best to get as much use out of it as you can. The lower the clone’s timer gets, the more reckless you can be.

You could also take the other heroic, Evolve Monstrosity. You can do some impressive siege damage with it, but it’s still fairly difficult to maximize its effectiveness, requiring lots of baby-sitting and very strong map awareness, and it’s pretty easy for the enemy team to counter if they’re on the ball.

13: Spatial efficiency: Stab gains an additional charge.

Again, stab is the heart of this build. An extra charge of it is most welcome.

16: Adrenaline boost: Carapace significantly increases the movement speed of its target for a short time.

This another of those talents I like because it has both defensive and offensive applications. The extra movement speed can help a low health ally escape, or serve to close gaps with the enemy team.

20: Hivemind: Symbiote affects a second nearby hero, mirroring the abilities used by the first.

This is another complicated talent. Double spike burst and carapace are easy, but double stab takes some careful aiming. Not too hard once you get the hang of it, but it’s a bit unusual and takes some getting used to. The good news is double stab at level twenty hits very hard, and adrenaline boost applies to both carapace targets.

The other tricky thing about this talent is that it steps on your ultimate a bit. Both are aides in team fights. It can be quite difficult to determine whether you want to clone an ally or just stick to symbiote, unless you need the specific specialties or utility of a hero (like Hammer for pushing).

However, despite its complications and difficulties, I still think hivemind is the best option on the tier for this build. The power it offers is too good to pass up.

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As an aside, I finally got enough people to use my recruit a friend link to unlock my vulture mount. My thanks to everyone who helped me out with this.

My vulture mount in Heroes of the StormOf course, now Tracer is coming out with another awesome hoverbike mount.

Sigh… you got me hook, line, and sinker, Blizz.