Wraithguard mostly, reapers, scorpions and i think kyre have true damage on them but thats just asking for trouble. Bait the shot with one of your elites and have the beam shoot elsewhere.
Prism beam has anti heavy, and vypers do true.. but those are kinda expensive for turret busting.
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
Have you tried teleporting in a bonesinger before your units to burn out the turret shot then running in your army with focus fire? the bonesinger survives to eat 2 beams since the turret will auto target blobs with its basic but auto target closest unit with the beam.
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
apparently hunt doubles dps similar to warp spiders warping.
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
apparently hunt doubles dps similar to warp spiders warping.
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
apparently hunt doubles dps similar to warp spiders warping.
It doesn't.
All it is is a stealth and tracking.
I hear that the damage boost isn't in the tooltip. I'm not intelligent enough to remember to check though.
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
When I watch replays and their dps doubles when using the ability
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
When I watch replays and their dps doubles when using the ability
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
When I watch replays and their dps doubles when using the ability
It doesn't, you see crit.
Actually, @PaperBaG is right. Hunt gives Scorpions invisibility, tracking, +3 speed, and double damage. Note that nearby Banshee squads also receive double damage, invisibility, and +2 speed when using the Striking Scorpion presence doctrine.
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
When I watch replays and their dps doubles when using the ability
It doesn't, you see crit.
Guess I have to instruct you step by step, watch a replay in which scorpions are used and click on the unit so that you see the dps stats in the bottom now watch what happens to those numbers when hunt is activated and try and tell me i'm wrong again
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
When I watch replays and their dps doubles when using the ability
It doesn't, you see crit.
Actually, @PaperBaG is right. Hunt gives Scorpions invisibility, tracking, +3 speed, and double damage. Note that nearby Banshee squads also receive double damage, invisibility, and +2 speed when using the Striking Scorpion presence doctrine.
Well look at that, I guess that isn't intended as tooltips do not mention it unlike spiders teleport.
Until relic says otherwise though, I'll treat that damage as a bug.
@PaperBaG said:
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
When I watch replays and their dps doubles when using the ability
It doesn't, you see crit.
Actually, @PaperBaG is right. Hunt gives Scorpions invisibility, tracking, +3 speed, and double damage. Note that nearby Banshee squads also receive double damage, invisibility, and +2 speed when using the Striking Scorpion presence doctrine.
No one mentioned the wraithlord from what I can see, but he's great for pushing turrets. He does very high Armor Piercing damage, and his shield ability completely negates the turret, it'll even block the big aoe charge up attack. Or you can drop the shield once you get him in melee with the turret to negate any fire coming from your opponents forces at him.
@PaperBaG said:
It lasts 30 seconds, it's an ability you activate like an assault marine jump
Thanks! What's the radius? How close do my Banshees have to be? They tend to die very quickly; is there anyway to make them more durable? Thanks!
Hunt can be enabled at any time and will affect Banshees in radius 20. Do note that any crowd-control effect that hits the Scorpions will end Hunt prematurely.
Comments
Scrangos
Wraithguard mostly, reapers, scorpions and i think kyre have true damage on them but thats just asking for trouble. Bait the shot with one of your elites and have the beam shoot elsewhere.
Prism beam has anti heavy, and vypers do true.. but those are kinda expensive for turret busting.
HohesHaus
Besides Scorpions there are only dark reapers with a unit that provides vision
Katitof
To take on turrets you need anti armor unit and a tank to soak big beam.
Kyre, Jain Zar, even Macha will do ok for tanking the turret.
Vypers I would advise aginst, they are good for vehicle hunting and infantry hunting, but not for turrets.
That leaves extremely effective wraiths(both types) and shadow spectres.
No other eldar unit is effective against turrets.
PaperBaG
Scorpions using hunt ability will own a full hp turret in about 10 secs provided they use their critical which they should at least once in that time frame
crippler38
Have you tried teleporting in a bonesinger before your units to burn out the turret shot then running in your army with focus fire? the bonesinger survives to eat 2 beams since the turret will auto target blobs with its basic but auto target closest unit with the beam.
Katitof
What makes you believe hunt got any impact here at all?
Its invisibility+tracking, nothing more.
crippler38
apparently hunt doubles dps similar to warp spiders warping.
Katitof
It doesn't.
All it is is a stealth and tracking.
crippler38
I hear that the damage boost isn't in the tooltip. I'm not intelligent enough to remember to check though.
PaperBaG
When I watch replays and their dps doubles when using the ability
Katitof
It doesn't, you see crit.
Svanh
Actually, @PaperBaG is right. Hunt gives Scorpions invisibility, tracking, +3 speed, and double damage. Note that nearby Banshee squads also receive double damage, invisibility, and +2 speed when using the Striking Scorpion presence doctrine.
Here's some instructions for reading the game files.
PaperBaG
Guess I have to instruct you step by step, watch a replay in which scorpions are used and click on the unit so that you see the dps stats in the bottom now watch what happens to those numbers when hunt is activated and try and tell me i'm wrong again
Katitof
Well look at that, I guess that isn't intended as tooltips do not mention it unlike spiders teleport.
Until relic says otherwise though, I'll treat that damage as a bug.
Solomon
How long does hunt last? Is this immediately out of stealth? Can it be toggled mid-match for the buff?
PaperBaG
It lasts 30 seconds, it's an ability you activate like an assault marine jump
Solomon
Thanks! What's the radius? How close do my Banshees have to be? They tend to die very quickly; is there anyway to make them more durable? Thanks!
Solomon
Also, will it work if already engaged in combat?
Anaerion
No one mentioned the wraithlord from what I can see, but he's great for pushing turrets. He does very high Armor Piercing damage, and his shield ability completely negates the turret, it'll even block the big aoe charge up attack. Or you can drop the shield once you get him in melee with the turret to negate any fire coming from your opponents forces at him.
Svanh
Hunt can be enabled at any time and will affect Banshees in radius 20. Do note that any crowd-control effect that hits the Scorpions will end Hunt prematurely.