the viper gts什么意思

From Liquipedia Starcraft 2 Wiki
The Viper is a flying support caster for the
that requires a . The Viper deals no damage, instead using its spells to disrupt the positioning of enemy units. The Viper is particularly effective against entrenched positions and clustered armies. It can also separate high value targets such as
from a group so they can be surrounded and killed more easily.
Caster: Viper 100: 11: 14sRadius: 2:
B Creates a cloud for 14 seconds that reduces attack range of ground units and structures underneath to melee range.
Caster: Viper 75: 9: 10 s:
D Pulls a target unit to the location of the Viper.
Caster: Viper: 7: 1s: 20s:
C Targets friendly structure and consumes 200 life over 20 seconds converting the damage dealt into 50 energy.
Excluded targets:
Abducting a caster while it's casting a channeled spell will cancel the spell if its target gets out of casting range.
Abducting a burrowed unit will cause it to unburrow.
A group of Vipers on follow command will cause them to clump up, making them harder to be selected individually.
Vipers see frequent use in the mid- and late-game stages of Zerg vs. Protoss. Their Abduct ability is useful for separating expensive units like , , and
from the compact Protoss army, bringing them into range of
to be picked off easily. Their Blinding Cloud ability can also be useful against large groups of , forcing them to move or
out of the cloud in order to attack.
However, it should be noted that Vipers are especially vulnerable against , as they must move relatively close to the Protoss army to be effective, and they often build up large pools of energy due to Consume. Zerg players should take care not to build up the Viper's energy past 150 if
are on the field, as this will enable Feedback to kill the Viper in one cast.
Vipers can be of great use against a Terran employing either a mechanical or a - army composition. Blinding Cloud is especially useful against Siege Tanks, as the tanks must un-siege in order to move out of the cloud, effectively removing them from the battle. Blinding Cloud can also be used against clumps of Marines and , zoning them out of choke points and making them easier to hit with
and . The Viper's Abduct ability is used to pull expensive units like Thors and Siege Tanks away from the Terran's main army, making them easier targets for the shorter-ranged Zerg army.
Against bio play, Vipers are also a good support unit for a - mid game army. Casting Blinding Clouds on the Terran bio ball will prevent the Marine-Marauder force from firing at the Roach-Hydra force. Forcing the Terran to retreat. If the Terran does not micro, the AI will instruct the bio ball to move closer to their target, making retreat much harder for a Terran player not paying attention.
Note that Blinding Cloud also affects your own units, and the Terran player can lure the Roach-Hydra force into a trap by feinting a retreat and pulling the Zerg forces into the Blinding Cloud.
As with , it is important to supplement Vipers with additional anti-air, as they are helpless against Terran's long-range .
Vipers see less use in Zerg vs. Zerg than in the other two match-ups. The speed of Zerg units, especially on creep, makes it easy to move out of Blinding Cloud. In addition, the relative inexpensiveness of the units most commonly used in the match-up (notably , , and Roaches) makes them poor targets for Abduct.
Regardless, Vipers can still be of some limited use against large groups of Roaches and Hydralisks, utilizing Blinding Cloud to force them to give up key positions so that an attacking player can secure a better concave, or force the opposing army back into a choke point.
In some cases of a battles between swarm hosts, abduct can break the stalemate situation.
Balance Update #1
Viper Consume can no longer be used on creep tumors.
Viper Blinding Cloud now hits everything, but the radius of effect has reduced from 2.5 to 1.5.
Balance Update #3
We fixed a bug where the viper was not correctly classified as a Psionic unit.
Balance Update #6
Viper acceleration has been increased from 2.125 to 3.
The radius of Blinding Cloud has increased from 1.5 to 2.
Balance Update #7
The duration of Blinding Cloud has been increased from 10 to 14 seconds.
Balance Update #8
Viper health increased from 120 to 150.
Blinding Cloud range increased from 10 to 11
This page was last modified on 4 August 2015, at 19:12.The Viper Room is a 21+ venue, 24/7
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