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Do the abilities activate automatically?

Discussion in 'StarCraft 2 Strategy Discussion' started by lichking, May 31, 2007.

Do the abilities activate automatically?

  1. lichking

    lichking New Member

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    Do abilities like the zealot charge and the stalker teleport activate automatically? Also, what is the cooldown for these abilities? because if zealot can charge anytime, then they can chase down units as easily as stalkers can!

    I wonder if any other units will be able to teleport
     
  2. l2k

    l2k New Member

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    From the gameplay demo, I believe both the zealot charge and immortal powerful shield are passive abilities since there is no spell button in the control panel. The stalker blink ability on the other hand, is active spell since there is a button present in the control panel (click to blink).
     
  3. reject_666_6

    reject_666_6 New Member

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    The Zealot's charge is automatic, and probably has a 5-10 second cooldown, and can only be done when already close enough to the target.

    The Stalker's blink (teleport) ability is 99.9% not automatic, so you shouldn't worry about that.

    If you count the Protoss' warping in units anywhere on the battlefield as teleportation, then yes there are many teleporting units. They might even give some unit the recall spell too :).
     
  4. lichking

    lichking New Member

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    Hey, thanks for clarifying that guys!

    Units with recall spell would be nice! But I don't think that is very likely because of the abilities of the phase prizm. It'd be like doubling up the same basic idea. But a cloaking spell would be nice if arbiters are gone, they should give the high templar ability to make units invis!
     
  5. reject_666_6

    reject_666_6 New Member

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    Good idea, but hard to pull off, especially for a cheap unit like the HT.
     
  6. Fenix

    Fenix Moderator

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    Not like the Arbiter, but like a spell. The Mage in War 2 could.
     
  7. red_dragoon

    red_dragoon New Member

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    Wait a minute.. can't some unit in starcraft do that already?
     
  8. Fenix

    Fenix Moderator

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    The Arbiter is the only unit that can cloak other units.

    The Dark Templar and Observer are perma-cloaked. The Ghost, Wraith, Kerrigan, Duran, and Stukov can all cloak. Technically, a burrowed unit is cloaked, but it's different.
     
  9. TheDarkTemplar

    TheDarkTemplar New Member

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    Well if they've gotten rid of the Arbiter I think they should pass the cloaking ability onto maybe the High Templar.
     
  10. coalescence

    coalescence New Member

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    Would be unbalanced because the high templar is more usefull to have en masse ( o well, at least like 6-8), where you only would need like 2 arbitters.
     
  11. TheDarkTemplar

    TheDarkTemplar New Member

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    Maybe instead of automatically cloaking the units around it would be a spell that lasts for a limited time? I dunno, I'm gonna miss the Arbiter's cloaking ability, it was pretty central to my strats :-[
     
  12. 10-Neon

    10-Neon New Member

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    From:
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    I think the Arbiter's cloaking field has to stay on an air unit. At the moment, the Mothership seems to have taken over most of the heavy air spellcasting abilities, but none of the announced air units seem to have picked up the cloaking field.

    So, they are either keeping the Arbiter, maybe with a different set of abilities, putting the cloaking field on another, unannounced unit, or the field is being removed completely. I just hope it's not the last one.
     
  13. Fenix

    Fenix Moderator

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    Great minds think alike.