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Warp global

Posted: Thu 06 Feb, 2014 6:17 pm
by Black Relic
Was watching Max power's stream at this time. A player overextended his Land Raider Phobos. Before he was about to lose it he used warp on his LR phobos to get it out of trouble.

Is this intended? Because that doesn't seem like this global should be able to warp out a super unit to the Sorceror.

Re: Warp global

Posted: Thu 06 Feb, 2014 6:23 pm
by Orkfaeller
Does it work on the GUO?

Re: Warp global

Posted: Thu 06 Feb, 2014 6:29 pm
by Ace of Swords
Yes and yes, it's fine imo, the only problem it has is that it often bugs, especially on BCs.

Re: Warp global

Posted: Thu 06 Feb, 2014 6:33 pm
by David-CZ
BCs? Also can you warp allied units as well?

Re: Warp global

Posted: Thu 06 Feb, 2014 6:33 pm
by Torpid
Bloodcrushers and yes.

Re: Warp global

Posted: Thu 06 Feb, 2014 6:39 pm
by Black Relic
So you fine almost killing a super unit and then it getting warped out? Caz id be pissed lol.

Re: Warp global

Posted: Thu 06 Feb, 2014 6:48 pm
by Nurland
Well the standard use of the warp global used to be getting a kdread, base raping with the blood rage and then teleporting it out before it died. So as i'm kinda used to near dead kdreads surviving after base raping me for a small eternity, this doesn't feel too bad. Annoying maybe but nothing new to me.

Re: Warp global

Posted: Thu 06 Feb, 2014 6:49 pm
by Dark Riku
+1 Nurland

Re: Warp global

Posted: Thu 06 Feb, 2014 7:01 pm
by Asmon
You cannot warp Eldar units because they simply deny it. You fool.

Re: Warp global

Posted: Thu 06 Feb, 2014 9:28 pm
by M4573R_CH13f
:D Asmond

Orks are propably too stupid and might get angry with you afterwards. they love baseraping.

I feel like it is quite cheap for what it can do.

Re: Warp global

Posted: Thu 06 Feb, 2014 11:46 pm
by Nuclear Arbitor
it's a utility global. it really doesn't have much use other than retrieving units though; either from your base or the enemies. the only offensive use of the ability i can think of would be to get the sorc behind the enemy and then warp a squad like kcsm in to get a suppression team. of course you could also use the warp to get a bunch of retreat kills.

point being: dow2 doesn't present many opportunities for such an abilities use but when they do appear they're often very good. if the ability wasn't tied to the sorc it would be more flexible but probably also op because you won't even need to coordinate with the sorc.

Re: Warp global

Posted: Fri 07 Feb, 2014 12:14 am
by Torpid
It also has uses when combined with vestments of the warp for getting squads all over the place, such as forcing a squad into a building with heretics, then teleporting the CS over and warping in some noise marines so that the squad has to leave the building and die to flaming tics. Or you can use it with vestments to insta-wipe set-up teams by teleporting behind them and warping in AC tics which you then flame up. The tics+flames+sorc usually gets the job done unless they have some form of control.

Or you can show your enemy that your noise marines are on your side the map to force their army over while you move your sorceror to their gen farm, keep you main force defending your farm and bash secretly the NM, they won't be able to get back in time.

You can use it to save squads, or to kill squads with melee in retreat, or even wipe vehicles by teleporting set-up teams/plagues forward (much like the sigil of the rift, but it can work from base instead).

It also synergises really well with khorne marines, which is kind of annoying because the CS in general I find doesn't. But you can trick enemy melee squads into the fighting the CS and then warp in KCSM to finish them off when you're at about 30% health, best not to have vestments here or they aren't going to fall for it. If you have the additional red for a dark flames this is a very effective way of dealing with melee capping squads.

Ultimately it's like sigil of the rift, the opportunities are vast and it's a really nice global for the CS to have as I think he's rather weak in many other ways. It's his potential innovation and uniqueness that really makes him good. IF your enemy can never predict what you're going to build next, attack from next, or do next in a fight, then you have a massive advantage - which is why I always get rangers with eldar, as they ensure you know exactly what the foe is doing with that huge-ass sight range they have.

I don't think it warrants a nerf.

Re: Warp global

Posted: Fri 07 Feb, 2014 12:49 am
by Tex
With the nerf to bloodrage duration and the 50% damage reduction aura of HQ's, Kdreads and warp in general took a pretty big hit.

With that said however, with warp changing from all units to a single unit, it does allow for more tactical plays and better retention of map control, but this comes at the cost of all in rape tactics vs early tanks.

Re: Warp global

Posted: Fri 07 Feb, 2014 12:51 am
by Forestradio
if you know what you can do with it, it's a fantastic global (when it doesn't bug out :evil: )

"Knowledge is power, but power is nothing without purpose. You may hold in your hand the power to remake all things, but if you do not know what you would change, then you hold nothing at all."
-Ahzek Ahriman, Sorceror Lord of Tzeentch

Re: Warp global

Posted: Fri 07 Feb, 2014 4:56 am
by Black Relic
I dont have a problem in what the global does. Just the fact that it works on super units seems annoying is all.

Re: Warp global

Posted: Fri 07 Feb, 2014 11:48 am
by Nurland
Bloodrage duration took a hit but didn't the cd get also reduced to compensate? And bloodrage gives a bigger dmg buff now iirc. Anyway the base dmg resistance aura makes baseraping quite hard in general. So yeah, kdread baserapez is not nearly as viable anymore.

Re: Warp global

Posted: Fri 07 Feb, 2014 1:56 pm
by Raffa
Warp generally was used for allowing long, hard, painful (base)rapes by the hugbot, before teleporting it out yipdee-hoo.

Now I find it's better with a Sorcerer who has vestments of the warp - teleport behind a vehicle and teleport your dreadnought there. This is particularly useful when you've been out-teched and your opponent has a tank. A few Tzeentch dread shots up its ass is the new kind of rape :p

Re: Warp global

Posted: Wed 12 Feb, 2014 10:55 am
by sk4zi
imho its okay if someone teleports his own Phobos, but its really a threat teleporting a baneblade which is hard enough to kill even without that cheese.

Re: Warp global

Posted: Wed 12 Feb, 2014 11:37 am
by Vapor
I'm not sure if being able to teleport out allied units is reasonable given the red cost. I have no problem with it working on the Sorc's own Phobos, GUO, etc. but I guess it gives people a reason to play the Sorc in team games...