I started playing arbiter because why not jaja. What kind of order should I build in 1v1. What unit leaders do I take ?
Also the phantoms from main base are they like Andres or not worth building?
Those Phantoms, dramatically change the pace of a fight.
I have not personally come acrossed a phantom army in matchmaking, but from what i hear, load them up with hunters, GG tank no longer beats phantom. (halo 3 reference)
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> I have not personally come acrossed a phantom army in matchmaking, but from what i hear, load them up with hunters, GG tank no longer beats phantom. (halo 3 reference)
Marines sweat nervously
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> Also the phantoms from main base are they like Andres or not worth building?
Phantoms are worth building. I personally don’t use it unless someone turtles.
Build one extractor, upgrade it, and then 4 supply pads. Don’t collect supplies near your base, just go straight to a one-slot minibase close to the enemy and build a barracks for infantry. Build ghosts, grunts, and elite enforcers. Once you have about 8 units, attack the enemy supply pads and turrets, if there are any. This way, even if your attacks don’t work, it will put that player at a severe disadvantage in resources. The last thing you want is to fail and have the enemy attack you while you are still at tech one with nothing but infantry. Past the 7 minute mark is when a lot of players can achieve tech 2 and start pumping out vehicles and air, don’t let them get to that point.
Ok so I was playing for a couple hours. What leader powers should I take. I go stasis first then Cor. Should I take phantoms or wait till late game. What are tourbthoughts on stasis,mass cloaking or faster leader powers?
> 2533274998443218;8:
> Ok so I was playing for a couple hours. What leader powers should I take. I go stasis first then Cor. Should I take phantoms or wait till late game. What are tourbthoughts on stasis,mass cloaking or faster leader powers?
Mid game Phantoms are hard to beat actually.
> 2533274907965798;7:
> Build one extractor, upgrade it, and then 4 supply pads. Don’t collect supplies near your base, just go straight to a one-slot minibase close to the enemy and build a barracks for infantry. Build ghosts, grunts, and elite enforcers. Once you have about 8 units, attack the enemy supply pads and turrets, if there are any. This way, even if your attacks don’t work, it will put that player at a severe disadvantage in resources. The last thing you want is to fail and have the enemy attack you while you are still at tech one with nothing but infantry. Past the 7 minute mark is when a lot of players can achieve tech 2 and start pumping out vehicles and air, don’t let them get to that point.
Great. I will try this strategy.i was trying double suppliesbut found it to slow. Should I pump out arbiter also ? Do you take the upgrades for cloaking and uogrades to ghosts ?What do you tech into as tech 2?
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> > 2533274998443218;8:
> > Ok so I was playing for a couple hours. What leader powers should I take. I go stasis first then Cor. Should I take phantoms or wait till late game. What are tourbthoughts on stasis,mass cloaking or faster leader powers?
>
> Mid game Phantoms are hard to beat actually.
I placed hunters as above posters and they went through enemy tanks pretty quickly. I just have to choose when to engage
> 2533274998443218;8:
> Ok so I was playing for a couple hours. What leader powers should I take. I go stasis first then Cor. Should I take phantoms or wait till late game. What are tourbthoughts on stasis,mass cloaking or faster leader powers?
First teleport and then the one with fists (I forgot what it is called, but it makes units regain some health after teleported, it’s useful when the enemy tries to defend his base.
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> > 2533274907965798;7:
> > Build one extractor, upgrade it, and then 4 supply pads. Don’t collect supplies near your base, just go straight to a one-slot minibase close to the enemy and build a barracks for infantry. Build ghosts, grunts, and elite enforcers. Once you have about 8 units, attack the enemy supply pads and turrets, if there are any. This way, even if your attacks don’t work, it will put that player at a severe disadvantage in resources. The last thing you want is to fail and have the enemy attack you while you are still at tech one with nothing but infantry. Past the 7 minute mark is when a lot of players can achieve tech 2 and start pumping out vehicles and air, don’t let them get to that point.
>
> Great. I will try this strategy.i was trying double suppliesbut found it to slow.w Should I pump out arbiter also ? Do you take the upgrades for cloaking and uogrades to ghosts ?What do you tech into as tech 2?
I’d say no because early on it’s better to focus on quantity over quality, plus if he dies by snipers then it is a big waste of resources. Upgrading him obviously makes him more viable but again, using resources on improving just one unit can be risky. Ignre the ghost upgrades since you should save the power for in case you need to tech up to tier 2 if your rush isn’t successful. You should build the airpad since banshees are great at supriseattacks. It really depends on what the enemies strategy will be since mauraders don’t do too good against air. If the enemy has a bunch of infantry then definitely go for mauraders so you can box him onto his main base. If the enmy expands to other base then go for the main base so that it will then just be a mop up job.
Mines COR phantoms COR COR then cloak then stasis.
if you are going phantoms be sure to be pumping grunts from the start and some enforcers build the Arbitor and plan to rush get the grunt upgrades because grunts are vital to the phantom plan.
Plan a rush for the enemy base if it succeeds good you win if he is heavily defended take map control and prevent expansion.
get tech 2 and upgrade grunts again. Pump like 2 hunters to go in the phantoms. Get tech 3 and upgrade the phantoms. You also need to expand at the tech 2 mark it is vital to have 2-3 bases to pump phantoms.
Unlock teleport then COR. Create two raid camps to double pump enforcers. When you have about 12 enforcers. Destroy a raid camp for a generator. attack the enemy main base. especially if it’s undefend. The moment you see resistance, snipers or mass choppers. Use teleport to escape. The key is to not lose your enforcers; Run back to your base. By this time you should be able to unlock phantoms. If your enemy is going air, create reavers to accompany your enforcers. If they are going vehicles, Create hunters. Another important component is to create and armory for the arbiter. You have to ugrade him to Tier II to unlock rage that activates CoR. The beauty of having phantoms with the arbiter is that you can have the arbiter enter the phantom if he is low health. And any moment your army needs a heal, reactivate rage.
When you have the chance, Unlock stasis and mass stasis. Please time when you use these abilities. It is better to use this power defensively. If you see an eradication. Rain of Fire, Inferno or any other destrutive leader place a stasis on your army. Not only will they be protected, it will heal them. You should also create engineers and shrouds to accompany your phantoms. Once you fully upgrade your air and infantry your army will be nearly unbeatable.
> 2533274861094181;15:
> Unlock teleport then COR. Create two raid camps to double pump enforcers. When you have about 12 enforcers. Destroy a raid camp for a generator. attack the enemy main base. especially if it’s undefend. The moment you see resistance, snipers or mass choppers. Use teleport to escape. The key is to not lose your enforcers; Run back to your base. By this time you should be able to unlock phantoms. If your enemy is going air, create reavers to accompany your enforcers. If they are going vehicles, Create hunters. Another important component is to create and armory for the arbiter. You have to ugrade him to Tier II to unlock rage that activates CoR. The beauty of having phantoms with the arbiter is that you can have the arbiter enter the phantom if he is low health. And any moment your army needs a heal, reactivate rage.
>
> When you have the chance, Unlock stasis and mass stasis. Please time when you use these abilities. It is better to use this power defensively. If you see an eradication. Rain of Fire, Inferno or any other destrutive leader place a stasis on your army. Not only will they be protected, it will heal them. You should also create engineers and shrouds to accompany your phantoms. Once you fully upgrade your air and infantry your army will be nearly unbeatable.
Banshees or Reavers for Anti Air?
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> > 2533274861094181;15:
> > Unlock teleport then COR. Create two raid camps to double pump enforcers. When you have about 12 enforcers. Destroy a raid camp for a generator. attack the enemy main base. especially if it’s undefend. The moment you see resistance, snipers or mass choppers. Use teleport to escape. The key is to not lose your enforcers; Run back to your base. By this time you should be able to unlock phantoms. If your enemy is going air, create reavers to accompany your enforcers. If they are going vehicles, Create hunters. Another important component is to create and armory for the arbiter. You have to ugrade him to Tier II to unlock rage that activates CoR. The beauty of having phantoms with the arbiter is that you can have the arbiter enter the phantom if he is low health. And any moment your army needs a heal, reactivate rage.
> >
> > When you have the chance, Unlock stasis and mass stasis. Please time when you use these abilities. It is better to use this power defensively. If you see an eradication. Rain of Fire, Inferno or any other destrutive leader place a stasis on your army. Not only will they be protected, it will heal them. You should also create engineers and shrouds to accompany your phantoms. Once you fully upgrade your air and infantry your army will be nearly unbeatable.
>
> Banshees or Reavers for Anti Air?
If your not at Tech 3 yet I think you should make a few reavers for the mid game. One your able to transition to banshees you should.
Ok guys update. I go power first and then supply. With grunts taking supply pads. I think I like it been doing good so far. I take teleport and the CoR with vet enforcers. I am starting to get the hang of arbiter. It’ all about using leader powers. I have to work on stasis and defense.
I will try a different opening with 2 supplies and a genny third. I haven’t found a use for phantoms yet.
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> I will try a different opening with 2 supplies and a genny third. I haven’t found a use for phantoms yet.
Phantoms are actually OP. A few Hunter, a bit of Enforcers and spam Grunts beat everything when combined with leader powers, just for Conduit of Rage. The only leader that beats arby currently is Forge, but that is early and mid so you must beat arby before late game.
Keep in mind, you want to only upgrade CoR for as all other abilities are only to refresh CoR. Teleport ≥ Mines > Conduit of Rage > Enforcer Drop> Plasma Bolt > Mass Cloak ≥ Conduit of Rage II > Stasis > ect