Zerg Devourer

0 views
Skip to first unread message

Lane Frisch

unread,
Aug 3, 2024, 4:04:33 PM8/3/24
to wisramila

The devourer's attack has the additional effect of attaching "acid spores" to anything it hits. A unit affected by spores will be revealed (if cloaked), have its attack speed slowed by 1/8 per spore, and take 1 point of additional damage from every attack for every spore attached. A maximum of 9 spores may affect a target at any one time. Spores will disappear after a period of time.

The fast firing and bouncing attack of mutalisks benefit greatly from the acid spores. Against a group of targets splashed with 9 spores a single mutalisk can deal 18 damage on its first attack instead of the normal 9 damage, this also applies to the mutalisk's second and third attack which makes it effective take out high armor targets faster, like battlecruisers and carriers, and able to go toe to toe with area-of-effect anti-air units like corsairs and Valkyries.

Devourers have a very slow rate of fire, and the attack travels slowly. If a devourer moves before the glob of acid strikes, the glob disappears. The devourer's slow speed and rate of fire also makes it vulnerable to hit-and-run attacks from groups of scouts and wraiths. Scourges, marines, goliaths, dragoons and massed hydralisks are also effective against devourers.

Devourers are an evolution of the mutalisk,[1] but have a wasp-like form, and are much larger, slower, but more durable.[2] They retain the mutalisk's signature tail,[2] from which they spit a venom of corrosive acid at aerial targets that can eat through the reinforced armor plating of terran and protoss capital ships.[1] The initial damage these globs inflict is not insignificant, but as spores build up on targets, they will eat through hull plating on the molecular level, making it easier for other attacks to penetrate ship armor.[2] A single spit of venom may splash over multiple targets.[1] The acid spores in the venom may hinder the fighting ability of the target,[3] such as reducing an enemy ship's speed,[2] and will reveal cloaked units.[2] Generally, devourers fly in packs.[4]

Devourers were specifically designed to counter enemy capital ships as a heavy-duty anti-air flyer.[2] They were in use by the Great War.[5] Devourers continue to be used after the Brood War,[6] and remained in use during the Second Great War.[7] The Terran Dominion studied their remains at the Valhalla installation.[8]

Devourers were a regular sight among the zerg's aerial and stellar forces well into 2511. Under the reign of Overqueen Zagara, devourers were sometimes modified to transport and launch objects other than corrosive acid.[4]

During development of the StarCraft beta, the mutalisk possessed an "acid spray" attack similar to the devourer's "corrosive acid" attack. This was later replaced by a glaive wurm attack transferred from the queen. The mutalisk's initial acid spray attack may have been recycled in development of the devourer's corrosive acid attack.

Hi guys. I have a Zerg hero that uses the Fatty model. Here's the Fatty model, for those of you who don't know about it:



I want it to have a Zerg name such as Infestor, Defiler or Corruptor... but I can't think of a good one. Is there a creative person who can help me? The hero has similar abilities to the Infestor and the Defiler from Starcraft 1.

I sort of assumed it would be large with these names and mostly expanded on its largeness and appetite but some are good for almost any zerg unit. If any of these helped just a simple thanks is all I need. :)

Thank you very much, Deathcage. Whopper made me laugh. Unfortunately, Devourer is the name of a Brood Wars unit (a flying unit). I like Desecrator! I'm going with that one, unless someone can come up with a better one. I really like Desecrator! I'll credit you too, and personally PM you when the game's done.

Befouler sounds, Devious >:) and makes me feel its like a deciever style unit. Also if I havent add Deciever to your mental list of applicable names.
My tip to naming units is just think of their roles and what the emotions you want the player to feel towards the unit, you could name a rabbit Grishgin and it would sound more like a possesed rabbit capable of unnatural powers or you could call it a stereotypical cutesy name like Alice. If you still need more impulse on your decision invole the units abilities and traits, a Lizardman with poisonous spells could be called a Venommancer for example and that gives the player an immediate idea of the style of play that unit employs.

lol at "Devious". That was funny. I like Venommancer for a Lizardman. You're right, the name gives me a clear idea of the unit's abilities. I think I'll go with Befouler. I like Desecrator, but Befouler seems to fit the hero more. The Befouler can cast infested terrans, neural parasite, corruption and fungal growth. Thanks for your help, Deathcage. I will credit you.

@BorgDragon: GoHmmm... V from V for Vendetta? I like Victimizer too. I might use that for one of my Ultralisk hero's abilities. He already has a name. Torrasque. Thanks for your help! I'll credit you too.

Has anyone completed Mass Recall v7.x on Brutal? I have every other mission done but Omega is giving me a hell of a time. The enemy bases are incredibly well defended, so a huge attack force is needed, but building a force that big while surviving the relentless attack waves seems impossible.

I was referring to the mod Mass Recall which recreates the original campaigns in the SC2 engine. It has custom difficulties, and brutal is nigh impossible on some missions, though I think I found a strategy I can win with if I grind hard enough.

my idea was that the broodlors shoots plasma spores but the remnants these plasma explosions metabolize inorganic and oranic matter to grow into broodlin creating a mix between guardian and the zerg queen, I do not swear in the forums and clearly blizzard I do not consider it and not in the forums so we have the brrodlord just being a bad mother and tried to replace a long distance bomber with a paratrooper spear that tries to kill you with the kinetic force of his fall

Consider the timings of the anti-air splash units. Corsairs fly early, so terran and zerg should be reluctant to commit to large air fleets vP until late game. Valkyries are later and more expensive, so zerg can harass early with mutalisks vT; scouts are too expensive to be harassment units. Devourers fly late and zerg needs overlords, so opponents vZ can go air if they choose. That and the high mobility of air units is why ZvZ is usually a mutalisk-scourge battle until late game (which is not often reached).

Concept - Mass drain focus with Citzal's Spirit Lance and use soul annihilation for mass slaughter. This build has extremely high defenses thanks to equipment, various wizard defense spells, and the amazing cipher spell Borrowed Instinct. We also have spectacular accuracy and crit nearly every hit. Use Pull of Eora to group enemies so we can maximally build focus and annihilate souls. Slaughter kith, wilders, monsters, and...destructibles, to drain their souls and build max focus. This build works with any alignment but is particularly suited for EVIL playthroughs as you're rewarded for slaughtering everything for their souls and their spells. I even killed a temple full of Dawnstars. But not the younglings...

Why play this class? I was inspired towards soul blade builds after watching Sarcastic Sarcophagae's ultimate run using a soul blade / ranger, and I started thinking about whether we really needed the ranger part, and no, you don't, though ranger makes it easier to proc focus gain since you can kill the pet over and over. I wanted to create a god-like character that felt like a kensai/mage from Baldur's Gate 2. Capable of single-handedly blitzkrieging large groups of enemies. Despite being a blood mage multiclass, we use very few offensive spells. This is very much a melee build and ideal for a no-rest run.

RACE: Coastal Aumaua for might resistance. Wild Orlan, wood elf, mountain dwarf, and human are also decent choices, but really you can use any race besides maybe godlikes, since the helmet we use is important.

To cheese or not to cheese? This build will work fine in parties and likely solo on lower difficulties without using "cheese" strategies. But the cheese is so good. Don't you want to ascend to godhood?

Cabalist's Gambeson and Strand of Favor are used to extend many buffs, most important of which is the soul blade's max focus buff. For every melee kill you get +10 max focus for IDK, something like 60 seconds, but we can extend that and end up with 15000+ focus by late game, which translates to starting battles with something like 3500 focus! This lets us zerg dangerous enemies when needed, or whenever we feel like it.

In addition, blood mage's minor grimoire imprint can STEAL SPELLS, permanently. This is super useful in general but especially for solo, trial of iron runs, and ESPECIALLY ultimate runs. We can steal spells like Escape, Withdraw, Nature's Balm (Robust!), Halt, and even watershaper spells like Ondra's Whip and a party friendly Chill Fog! Any spell that's level 3 or lower, and an enemy has it, we can steal it. It works like this.

DO NOT memorize Minor Grimoire Imprint. Carry a grimoire with Minor Grimoire Imprint. Easiest to get is Aloth's grimoire.
Cast minor grimoire imprint on the enemy. If it hits (vs fortitude), a random level 1 to 3 spell the caster knows is stolen and shows up in your quick bar. Most enemies know 2 spells per level, but a few like Eamund the Fox know more (has ten L1 to L3 spells).
We can make the theft PERMANENT by swapping to another grimoire and back after we steal it.
In this way you can get every level 1 to 3 wizard spell for free (wizard spells don't show up in the quick bar), provided it isn't learned already, plus any level 1 to 3 priest or druid spells you'd want, such as Barbs of Condemnation, Divine Mark, Pillar of Faith, Nature's Mark, etc. etc. But don't steal TOO MANY, not sure what happens when the quick bar extends to the edge of the screen.

The spells I stole on my ultimate run were these: every wizard spell I could (because no renewable resources, and just because), withdraw, restore, nature's balm, the moon's light, chill fog (watershaper version), Ondra's whip, Escape, Barbs of Condemnation, and Halt. You can get most of these (minus the wizard spells) from two encounters: Beina, who is a priest of skaen and has other priests in her party, and the watershaper Biakara. These encounters are relatively easy even for solo, and you can watch me do them in Video 13.

c80f0f1006
Reply all
Reply to author
Forward
0 new messages