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Nexus Inn: A Custom Hearthstone Set Based on Heroes of the Storm

Welcome to the Nexus Inn.
This is my set of Hearthstone cards crafted in the likeness of Heroes of the Storm heroes.
There’s a catch: I chose to only use the hero’s “trait” as design inspiration. I thought this would be a fun design constraint (and it was!). So some cards might not 100% represent the hero as they appear in HotS (Abathur comes to mind), but that’s because of this self-imposed constraint.
CLICK HERE FOR THE FULL ALBUM
Attached are also some notes for each card, as well as the trait from Heroes of the Storm, so you can get a sense of why I may have made a certain decision. I tried my best to stay within the scope of what the game already has, and not to add any special mechanics. Of course, I couldn't ignore this 100%, but I tried.
Below are all the individual panels and notes. Enjoy!
Li-Ming, Lt. Morales, Malfurion, Medivh, Muradin, Nazeebo
Li-Ming Trait: Critical Mass - Getting a Takedown will refresh the cooldown on all of Li-Ming's Abilities. Notes: She is essentially a [[Gigantic Sand Worm]], but much squishier.
Lt. Morales Trait: Caduceus Reactor - Regenerate 3% of your maximum Health per second after not taking any damage for 4 seconds. Notes: So I started making these cards before the Morales rework, so this is her old trait.
Malfurion Trait: Innervate - Grant an allied Hero 20% of their maximum Mana over 5 seconds. While affected by Innervate, their Basic Ability cooldowns recharge 50% faster. Notes: So [[Innervate]] is already in the game, and has obviously caused some issues over its lifespan. I wanted to keep with the mana reduction theme, but make it less powerful. I added the RNG to it, and for it to only affect minions to help mitigate this.
Medivh Trait: Raven Form - Instead of mounting, Medivh can transform into a raven, increasing Movement Speed by 20%. While transformed, Medivh can see and fly over all terrain and is immune to all effects. Notes: While willfully ignoring taunts isn't currently in the game, it did not seem like such a stretch.
Muradin Trait: Second Wind - Muradin restores 53 (+4% per level) Health per second when he has not taken damage for 4 seconds. When below 40% Health, increased to 106 (+4% per level) Health per second. Notes: This one got a little wordy, and I don't like the use of the minion's name in the text, but there wasn't enough room for "this minion." I just wanted the concept of a hard to kill self-healing tank.
Nazeebo Trait: Voodoo Ritual - Nazeebo's Basic Attacks and Abilities poison Non-Heroic enemies, causing them to take 66 (+4% per level) additional damage over 6 seconds. If a Minion dies while poisoned by Voodoo Ritual, Nazeebo permanently gains 4 Health and 1 Mana. Notes: Ticking dots only sort-of exist, in cards like [[Curse of Rafaam]] and [[Fel Orc Soulfield]], but to explain the effect would have taken up too much space. This is a challenge I now understand the devs go through so much. You only have to much text on the card, unlike MtG, where you can write 4x what you can here. Anyway, I decided on a semi-poison effect, and did not include the mana/health gain due to space constraints.
Murky, The Lost Vikings
Murky Trait: Spawn Egg - Place an Egg at target location, revealing the nearby area. Upon dying, Murky respawns at the Egg after 8 seconds. Murky only grants 25% of a real Hero's experience upon dying. If Murky's Egg is killed, he is revealed to enemies for 15 seconds, and Spawn Egg is placed on cooldown. Notes: Originally, the egg was simply a Deathratte: Summon Murky. But that would start an infinite chain of Murkys, unless you had a silence. I’m not 100% opposed to that, because it’s flavorful, but I’m very wary of early game gains, so I think it’s better this way.
The Lost Vikings Trait: Viking Hoard - Gathering a Regeneration Globe with a Viking permanently increases all their Health Regeneration by 0.5 per second.
*Notes: I know that at such low health, it would be hard to heal them in the first place. But I think it could be a fun design if buffed. Also this is the only new tribe I created, and only because I think from a house-keeping aspect it would be easier, given the card text. Also, I felt that it would be more “fun” if they were 3 cards instead of one. I think this could benefit from a C’Thun-esqe “Wherever they are,” but I’m not 100% sure on that. *
Nova, Raynor, Samuro, Stitches, Sonya, Sgt. Hammer
Nova Trait: Permanent Cloak, Sniper - Nova gains Stealth when out of combat for 3 seconds. Taking damage, attacking, using Abilities, or channeling reveals her. Passive: Nova's Basic Attack range is 1 further than most other ranged Heroes. Notes: Instead of going for a Stealth route, here, I chose to go with the passive effect. Frankly, I think Nova is the most broken card of this set. Getting her in your opening hand could be way too powerful. Originally I had some effect like "can't be drawn before turn 4," but that doesn't exist, and I don't know if that's even possible. Again, I'm trying to stay within the confines of what I think the game is CURRENTLY capable of. Anyway, I love this design, if a little OP.
Raynor Trait: Advanced Optics - Raynor's Basic Attack range is 1 further than most other ranged Heroes, and his vision radius is 1 further as well. Notes: Originally this did damage to a character in the enemy hand, but that doesn't exactly exist. Hand buffing mechanics exist, so I used that instead to simulate an "extended range" from his trait.
Samuro Trait: Advancing Strikes - Basic Attacks against enemy Heroes increase Samuro's Movement Speed by 25% for 2 seconds. Notes: I have realized movement speed as card draw, here. Which is a powerful thing, but I think this is in check.
Stitches Trait: Vile Gas - When damaged, Stitches emits a gas cloud that poisons nearby enemies for 68 (+4% per level) damage over 3 seconds. Notes: This was an easy one and, incidentally, the first I designed.
Sonya Trait: Fury - Use Fury instead of Mana, which is gained by taking or dealing damage. Using a Basic or Heroic Ability grants 10% Movement Speed for 4 seconds. Notes: She's essentially a giant of sorts. Like an almost reverse [[Molten Giant]] .
Sgt. Hammer Trait: Artillery - Sgt. Hammer's Basic Attack range is 1 further than other ranged heroes. Her Basic Attacks deal 30% more damage to enemies that are at least 4 range away. Notes: I wanted Hammer to feel that she was laying siege on the enemy from afar, but in keeping with the trait, I wanted it to get less powerful the closer she got to the battlefield.
Ragnaros, Rehgar, Rexxar
Ragnaros Trait: Molten Core - Channel on an allied or destroyed Fort or Keep to replace it with Ragnaros' ultimate form, temporarily gaining new Abilities, having 3996 (+4% per level) Health that burns away over 18 seconds. Ragnaros returns to his normal form upon losing all Health in Molten Core. Notes: Look, I really REALLY didn't want to keep with the "Can't Attack" from the existing Ragnaros. But it's just such a good design. It makes so much sense. So this is less of me stealing their idea, as it is me accepting that they did a great job with realizing the original Ragnaros. Also, his spell cards are really powerful, but remember that he can't attack and has 0 Attack. 3 turns of board clear might be too much, but I wanted to keep with the abilities best I could.
Rehgar Trait: Ghost Wolf - Instead of using a mount, Rehgar transforms into a Ghost Wolf with 20% increased Movement Speed. Basic Attacks in Ghost Wolf form cause him to lunge at his target and deal 75% bonus damage. Dealing damage, using Abilities, and channeling cancels Ghost Wolf form. Notes: I wanted to have the feeling of him transforming on your command. So I went with this design, allowing the player to choose when to transform him, with a competitively stated 3/4 body, so he has a chance to shift to begin with.
Rexxar Trait: Misha, Focus! - Passive: Misha gains 15% move speed. Command Misha to attack a specific enemy or move to a point and wait. Targeting Rexxar commands Misha to retreat to his position, gaining 30% move speed until she reaches Rexxar. Targeting Misha commands her to hold her current position. Notes: I wanted Misha to be alongside him, and for Rexxar to "command" Misha. This is one of the designs where I am unsure if the current game has a way to implement this. Hopefully so, because I like it for the flavor.
Zagara, D.Va, Probius
Zagara Trait: Creep Tumor - Lay a Creep Tumor that generates Creep. While on Creep, Zagara gains 20% additional attack range and both Zagara and her summons move 20% faster. Tumors last 240 seconds and reveal the surrounding area while active. Stores up to 3 charges. Notes: Remember that these SET her attack to 6, not increase. So that means [[Aldor Peacekeeper]] wouldn't work, and only killing one of the two Creep Tumors would have no effect. But, they also don't stack. I like the feeling that she's surrounded by her creep, which is enhancing her.
D.Va Trait: Mech Mode - When D.Va's Mech dies, she is ejected out after 0.75 seconds and can continue to fight. D.Va's Mech only awards 50% of a normal Hero's experience upon dying. Pilot Mode - Basic Attacks reduce the cooldown of Call Mech by 0.5 seconds. As a Pilot, D.Va only awards 50% of a normal Hero's experience upon dying. Notes: I know a 1/2 killing an enemy on turn 6+ is tough, but that's the fun of it. Also, with the way it's worded, I'm actually not sure how it would play out if she died in the process. The intention is that she wouldn't, but I'm not sure if the game would interpret the wording that way.
Probius Trait: Warp In Pylon - Warp in a Pylon that generates a Power Field and grants vision of the surrounding area. Probius only regenerates mana while inside a Power Field. Up to 2 Pylons can be active at a time. Notes: I wanted the cannon to be more powerful and require the pylon, but it was getting too complicated. I went with this design for simplicity's sake.
Sylvanas, Tassadar, Thrall, Tracer, Tychus, Tyrael
Sylvanas Trait: Black Arrows - Basic Attacks and Abilities stun Minions, Mercenaries, and Structures for 1 second. Notes: This won't be the first time I wish "stun" effects weren't called "freeze."
Tassadar Trait: Oracle - Activate to greatly increase Tassadar's vision radius, allow him to see over obstacles, and detect stealthed units. Lasts for 5 seconds. Passive: Tassadar's Basic Attack is a Distortion Beam that slows enemy units by 20%. Notes: I like the idea of Tassadar being able to see beyond, as his trait suggests. The Joust mechanic saw the ability to reveal a minion, so I used that, coupled with anti-stealth.
Thrall Trait: Frostwolf Resilience - Dealing damage with Abilities grants 1 stack of Frostwolf Resilience. At 5 stacks, Thrall is instantly healed for 223 (+4% per level) Health. Notes: I know counters exist in the game, such as on Sherazin, so I hope that this could exist, too.
Tracer Trait: Reload - Tracer can Basic Attack while moving, and after attacking 10 times she needs to reload over 0.75 seconds. Tracer can manually reload early by activating Reload. Notes: Originally, I played with adding "Reload" cards to your hand, but it just seemed clunky for her. I opted for the mobile attacking, hopefully this effect can give the feeling that she's always plinking away at a target.
Tychus Trait: Minigun - Activate to have Basic Attacks against Heroes deal bonus damage equal to 2.5% of their maximum Health. Lasts 3 seconds. Notes: This was an easy one, if a little boring.
Tyrael Trait: Archangel's Wrath - Upon dying, become invulnerable and explode for 550 (+4% per level) damage after 3.5 seconds. Notes: Baby [[Anomalus]] Hoping that his mediocre stats make up for his powerful effect. It IS a deathrattle, also, so the opponent has some control over it.
Tyrande, Valla, Varian, Xul, Zarya, Zul’Jin
Tyrande Trait: Hunter's Mark - Reveal a target enemy and lower their Armor by 25 for 4 seconds, increasing all damage taken by 25%. Cannot be used on Structures. Notes: The concept of double damage exists from [[Cursed Blade]], so I decided to apply it to minions, also.
Valla Trait: Hatred - Basic Attacks grant a stack of Hatred, up to 10. Each Hatred stack increases Basic Attack damage by 8% and Movement Speed by 1%. Lasts 6 seconds. Notes: Wanted the feeling that she's getting stronger each attack, and decided to nix the movement speed, which in this set would be realized as card draw. Too powerful.
Varian Trait: Heroic Strike - Every 18 seconds, Varian's next Basic Attack deals 140 (+3.5% per level) bonus Spell damage. Basic Attacks reduce this cooldown by 2 seconds. Notes: This one was a bit of a bummer, because the trait isn't really evocative of Varian as a hero. But I wanted to keep with the theme of using traits only, so here it is. I don't know if this "every other turn" mechanic can exist in the game, but it didn't seem like such a stretch.
Xul Trait: Raise Skeleton - When a nearby enemy Minion dies, it becomes a Skeletal Warrior with 240 (+4% per level) Health that attacks for 23 (+4% per level) damage and last up to 15 seconds. Up to 4 Skeletal Warriors can be active at once. Notes: Not a hard one to realize. It might just get a little spook-tacular with all the skeletons.
Zarya Trait: Energy - Each time Zarya's Personal Barrier or Shield Ally absorbs 9 (+4% per level) damage, her Energy is increased by 1. Each point of Energy increases Zarya's damage by 2%. After 0.5 seconds, Energy decays by 3 per second. Notes: I'm afraid this one can be a little muddy. Can the game differentiate Divine Shields? And what would happen if that minion got Zarya's shield, then lost it, then got another one from [[Argent Protector]], then lost that? Would Zarya accidentally get two buffs? The intention is to not.
Zul'Jin Trait: Berserker - Activate to increase Basic Attack damage by 25% but consume 2% maximum Health per attack. Passive: Zul'jin attacks 1% faster for every 1% of maximum Health missing. Notes: It would have been easy to just make him a [[Gurubashi Berserker]], but I wanted his Attack to be proportionate to his missing Health, because that was closer to his trait, and would set him apart from those normal minions.
Cassia, Garrosh, Lúcio, Malthael, Stukov, Valeera
Cassia Trait: Avoidance - While moving unmounted, Cassia gains 65 Physical Armor against Heroic Basic Attacks, reducing the damage taken by 65%. Notes: Originally I screwed this up, and had her gaining +1 attack every time you drew a card. I forgot she doesn't gain Attack. She gains Armor! I don't play Cassia, sorry! So last minute I had to change it to Health. Also, I'm aware that I'm inconsistent with Armor. Sometimes I realize Armor as Health for the minion, and sometimes I realize it as Armor for your hero. It really just depends on the flavor I see, and how I feel it can best be implemented.
Garrosh Trait: Armor Up - Garrosh gains 1 Armor for every 2% of maximum Health missing. Notes: I wanted to make Garrosh more interesting with a Wrecking Ball mechanic, but it would have not been in the scope of this project, and would likely have gone past what the game is capable of.
Lúcio Trait: Wall Ride - When moving alongside impassable battleground terrain and Structures, Lúcio can walk through other units and his Movement Speed is increased by 20%. This works together with other Movement Speed bonuses. Notes: This one took me a while. I decided that movement speed was card draw, but how do you recreate wall-riding in a card game? Originally I thought maybe if it's the left or right-most card it gets a draw, but I don't know that that is possible for the current game. Then I remembered a battle in Karazhan, where adjacent minions were a thing, and decided to use that, as it was already established.
Malthael Trait: Reaper's Mark - Basic Attacks afflict non-Structure targets with Reaper's Mark for 4 seconds. Marked enemies are revealed and take damage equal to 2.25% of their maximum Health every 1 second. Notes: I think it's too wordy, and I don't like it. But I only have so much time to tweak.
Stukov Trait: Bio-Kill Switch - Activate to detonate all of Stukov's Viruses. Each Healing Pathogen heals its target for 500 (+4% per level) health, and each Weighted Pustule does 100 (+4% per level) damage and Slows its target by 70% for 2 seconds. Can be cast while Channeling Lurking Arm. Notes: Originally he just had permanent spell power, but I really REALLY hate taking 40 damage in one turn from spell power BS. So if you can pull it off in a combo, go for it, but I don't want that spell power hanging around too long, leading to aggravating amounts of spell damage.
Valeera Trait: Vanish - Valeera vanishes from sight becoming Stealthed and increasing her Movement Speed by 10%. For the first second, she is Unrevealable and can pass through other units. Using Vanish grants Valeera a different set of Abilities while she remains Stealthed. Notes: So it doesn't say it, but I think the effect is more of an actual Deathrattle. Technically what's happening is "Valeera dies, then a Deathrattle triggers that summons a Valeera with 1 Health and Stealth. That's way too wordy, so hopefully this wouldn't be confusing, and still give the illusion that she's avoiding death, rather than dying and resurrecting.
Uther, The Butcher, Kel’Thuzad, Cho’Gall
Uther Trait: Devotion, Eternal Vanguard - Heroes healed by Uther's Basic Abilities gain 15 Armor for 2 seconds. This effect does not stack with itself. Upon dying, Uther becomes an Invulnerable spirit for up to 8 seconds. While in spirit form, Uther can heal allies with Flash of Light. Notes: Originally, I had the Eternal Vanguard be Immune and have a line that said "destroy this minion after it heals 15 points of health," but it was way too wordy and clunky. I figure it's just like a monster [[Lightwell]] at its core anyway. I do admit that 10 Health might be too much, but it shouldn't be hard to kill, seeing as though it has no attack.
The Butcher Trait: Fresh Meat - Upon dying, nearby enemy Minions drop 1 Fresh Meat and enemy Heroes drop 20 Fresh Meat. Fresh Meat can be picked up to gain 0.5 Attack Damage per Meat. The Butcher loses 15 Fresh Meat upon dying. Quest: Collect 200 Fresh Meat. Reward: Gain an additional 25% increased Attack Speed. Heroes continue to drop 10 Fresh Meat, Minions no longer drop Fresh Meat, and Fresh Meat is no longer lost on death. Notes: I love the idea of quest related traits, and I love quest cards in Hearthstone. This isn't super viable in constructed play, but it would be a really cool set-up and payoff if it worked!
Kel'Thuzad Trait: Master of the Cold Dark - Quest: Gain 1 Blight every time a Hero is Rooted by Frost Nova or hit by Chains of Kel'Thuzad. Reward: After gaining 15 Blight, the cooldown of all Basic Abilities is reduced by 2 seconds. Reward: After gaining 30 Blight, gain 75% Spell Power. Notes: See above about loving quests. Originally he was 5 mana with lower stats, and my reasoning was "Well, you want to be able to enjoy and use your quest reward, don't you? Don't want to make him be too late game." But the effect seems like it could be so powerful, I had to bump the mana cost up. And plus, Kel'thuzad deserves to be a higher cost minion. It didn't feel right that he was mid-range stated. Also, I chose to use his ability reduction, in the form of mana reduction, instead of spell damage, because I felt it was more interesting.
Cho'Gall Trait: Ogre Hide - Activate to gain 25 Armor, but reduce Gall's damage by 25%. Ogre Rage - Gall's damage is increased by 25%, but Cho's Armor is reduced by 25. Passive: Gall is permanently immune to Stun and Silence effects. Notes: Like Varian, I don't know if this every-other-turn thing is possible. I know I wanted them to be huge, and very boss-like. So they're huge. My biggest concern, though, is that the negative health gain will kill them too often. It's mostly there for flavor, as Cho'Gall effectively only has 10 Health.
Greymane, Jaina, Johanna, Kerrigan
Greymane Trait: Curse of the Worgen - Greymane can use certain Abilities to shapeshift between a Human and a Worgen. While Human, Greymane's Basic Attacks are ranged. While Worgen, Greymane's Basic Attacks become melee but deal 40% more damage and grant 10 Armor, taking 10% less damage. Notes: Choose One made sense to me, here. I could have gone the same route as Rehgar, but it would have been too clunky here, I felt. Not so exciting, but good, I think.
Jaina Trait: Frostbite - Jaina's Abilities Chill targets, Slowing them by 25% and amplifying damage taken from her Abilities by 50%. Lasts 4 seconds. Quest: Deal 15,000 Ability damage to Chilled Heroes. Reward: Unlock the Improved Ice Block Ability, allowing Jaina to become temporarily Invulnerable. Notes: She's a buffed [[Water Elemental]], I suppose. I chose to not use her quests, for simplicity's sake.
Johanna Trait: Iron Skin - Activate to grant Johanna a Shield that absorbs 674 (+4% per level) damage for 4 seconds. While this Shield is active, Johanna is Unstoppable. Notes: I like this one. I like set-up and pay-off mechanics. Of course she'll be a 0/1 Frog soon enough, but a man can dream.
*Kerrigan Trait: Assimilation - Gain 10% of damage dealt from Basic Attacks and Abilities as Shields for 6 seconds. Shield amount gained doubled against Heroes. *Notes: I like vampiric mechanics, and I think this one fits. The idea is MAX health is stolen, but I hope that comes across. As you can see I was running out of space.
Azmodan, Brightwing, Chen, Chromie, Dehaka, Diablo
Azmodan Trait: General of Hell - Summon a Demon Lieutenant at an allied Mercenary, Minion, or Azmodan's Summons. The Lieutenant will march with the target, granting 15% increased damage and 15% increased maximum Health to all nearby friendly Mercenaries, Minions, and Azmodan's Summons. Unlimited range. Notes: This is a little complicated, but I really like it. The Demon buffs your scrubby minions, as it buffs normal dudes in Heroes. I hope that it reads well, and makes sense. In Heroes he summons the Demon AT another minion’s location. So you need another minion on the board to summon a minion. I’m afraid it would only make sense to someone who has played Heroes, but I enjoy the mechanic, and it’s the only one of the set I feel this about. So it stays!
Brightwing Trait: Soothing Mist - Brightwing heals nearby allied Heroes for 115 (+4% per level) every 4 seconds. Notes: I'm hoping that the "each turn" doesn't make it too powerful, here.
Chen Trait: Fortifying Brew - Chen drinks from his keg, instantly gaining 25 Brew. While drinking, Chen continues to gain 30 Brew and 212 (+4% per level) temporary Shields per second, up to a maximum of 636 (+4% per level) while drinking. Shields persist for 2 seconds after he stops drinking. Notes: Freeze isn't very flavorful, here, but it made the most sense mechanically.
Chromie Trait: Timewalker - Chromie has traveled to the future, and as such, will learn her Talents 2 levels earlier than her teammates! Notes: This one took me a while, as her trait doesn't translate easily here. So I made it like this. She's not very powerful, but you're guaranteed a turn 1 play. And she is drawn in addition to your starting hand. "beginning of game" mechanics exist with [[Prince Malchezzar]], so I see this as possible.
Dehaka Trait: Essence Collection - Killing an enemy Hero will grant 10 Essence and Minion kills grant 2 Essence. Each Essence consumed heals 29 (+4% per level) health over 5 seconds. A maximum of 50 Essence can be stored. Can be cast while channeling. Notes: Could be annoying to get rid of, but he doesn't have much attack, so I think it balances out.
Diablo Trait: Black Soulstone - Gain 10 Souls per Hero killed and 1 Soul per Minion, up to 100. For each Soul, gain 0.4% maximum Health. If Diablo has 100 Souls upon dying, he will resurrect in 5 seconds but lose 100 Souls. Notes: I was thinking of a Quest for him, but it only would make sense if he was on the board. I hope counters, like on Sherazin, can be used here.
Kael’thas, Leoric, Lili, Kharazim
Kael'thas Trait: Verdant Spheres - Activate to make Kael'thas's next Basic Ability more powerful. Notes: This one...I'm unsure about. Will he live long enough to use his spheres? If he does that would be really cool. They're also 1 mana spells, so I think it would be interesting to use them for combo purposes if he dies before they all get used.
Leoric Trait: Undying - Leoric becomes a ghost when he dies, and resurrects upon reaching full Health. Leoric deals no damage while dead. Wrath Of The Bone King - Leoric's first two Basic Attacks cleave for 100% (+4% per level) damage, and his third Basic Attack deals 200% damage to a single target. Notes: [[Sherazin, Corpse Flower]] did it, so I think Leoric can, too. The idea is that he's immune while he's dormant, like Sherazin.
Lili Trait: Fast Feet - Upon taking damage, gain 10% Movement Speed for 1 second. Notes: While not amazingly powerful, I really like this one. The idea that she is this flighty nuisance really shows here.
Kharazim Trait: Transcendence - Every 3rd Basic Attack heals the lowest nearby allied Hero for 73 (+4% per level). Iron Fists - Every 3rd Basic Attack deals 110% bonus damage and gives 30% increased Move Speed for 2 seconds. Insight - Quest: Every 3rd Basic Attack restores 14 (+4% per level) Mana and grants a stack of Insight. Reward: Upon getting 100 stacks of Insight, every 3rd attack also reduces the cooldown of all of Kharazim's Basic Abilities by 1 second. Notes: Not too hard to realize this trait. I just hope the framework for a 3-choice choose one exists, because of Discover.
Abathur, Artanis, Anub’arak, Alarak, Arthas, Auriel
Abathur Trait: Locust Strain - Spawns a Locust to attack down the nearest lane every 15 seconds. Locusts last for 25 seconds, have 288 (+4% per level) health and deal 34 (+4% per level) damage with each Basic Attack. Notes: Originally, I had him copy a minion's stats like a [[Faceless Shambler]]. But it didn't fit the scope of the project, so I removed it. It hurt to neuter him, because Abathur is so much more than just a token generator. But I didn't want to make an exception, here.
Artanis Trait: Shield Overload - After taking damage while below 75% Health grants Artanis a 375 (+4% per level) point Shield for 5 seconds. Basic Attacks lower the cooldown of Shield Overload by 4 seconds. Notes: Surviving damage is an existing mechanic with [[Grim Patron]], so I think this is reasonable.
Anub'arak Trait: Scarab Host - Using an Ability spawns a Beetle which lasts for 8 seconds, attacking nearby enemies for 20 (+4% per level) damage. Notes: Another token generator. 1/2 might be too weak in end-game, but he's a big boy who might get to generate 2-3 of them before he dies.
Alarak Trait: Sadism - Alarak's Ability damage and self-healing are increased by 100% against enemy Heroes. Takedowns increase Sadism by 3%, up to 30%. Sadism gained from Takedowns is lost on death. Notes: I think this could be great paired with board-wipes. Would really make the enemy play around over-extending, and punishes Paladins from generating tokens like [[Frost Lich Jaina]] does.
Arthas Trait: Frostmourne Hungers - Activate to make Arthas's next Basic Attack strike immediately, do 99 (+4% per level) increased damage, and restore 30 Mana. Notes: This one took me a while. It's a little complicated, and also Hearthstone cards don't have Battlecry AND another effect. I tried to stay away from that. But I felt this was the best way to realize his trait.
Auriel Trait: Bestow Hope - Passive: 50% of the damage Auriel deals to Heroes and 5% dealt to non-Heroes is stored as energy. Bestow an allied Hero with Hope. While they remain near Auriel, damage they deal causes her to gain energy. Auriel can only have Bestow Hope on 1 ally at a time. Auriel can store up to 505 (+4% per level) energy. Notes: She gains energy as her allies attack, so let's cut out the middleman and say she heals when they attack. Originally I had a battlecry where she "crowned" someone, but it was too wordy. This will work just fine.
E.T.C., Falstad, Gazlowe, Genji, Gul’dan, Illidan
E.T.C. Trait: Rockstar - After E.T.C. uses a Basic or Heroic ability, he gains 20 Armor for 2 seconds. This effect does not stack with itself. Notes: Let's Rock!
Falstad Trait: Tailwind - Gain 15% increased Movement Speed after not taking damage for 6 seconds. Notes: So at worst he's a slightly better [[Polluted Hoarder]], but if he manages to stick around, that extra draw could be great.
Gazlowe Trait: Salvager - Destroyed enemy Structures and Rock-it! Turrets drop Scrap. Collecting Scrap restores 30 Mana and causes Abilities to recharge three times as fast over 3 seconds. Activate Salvager to dismantle a target Rock-it! Turret and turn it into Scrap. Notes: This one took me a while. [[Innervate]] is so powerful, and I wanted to make this ability fair, but also flavorful. Destroying your own minions usually isn't good, but if you can set up a board of small minions, drop Gaz, and then play something else powerful, he could be like a mini [[Kun the Forgotten King]].
Genji Trait: Cyber Agility - Activate to jump to the target area. Notes: This might be my favorite of the set. Just the idea of Genji bouncing out if the enemy doesn't plan their attacks right is fun to me. Much like Valeera, this might be a "hidden Deathrattle" effect of "If this minion died with 1 health, add a Genji to your hand." But I think this is a fun card.
Gul'dan Trait: Life Tap - Gul'dan does not regenerate Mana. Activate to restore 25% mana. Notes: I'm not a big fan of this one, but it made the most sense. If [[Cho'Gall]] didn't exist, I likely would have used that effect, or something similar. But this worked for me.
Illidan Trait: Betrayer’s Thirst - Basic Attacks heal for 30% of damage dealt and reduce Ability cooldowns by 1 second. Notes: His self-healing was one that I think was easy to implement. It won't same him from death, but it can keep him trucking a bit longer.
Thanks so much for checking this out. This was a lot of fun for me, and I hope to bring you some more in the future as new heroes get releases. I still have to do Ana!
submitted by GalacticGravy to heroesofthestorm

Co-op Commander Concept: Selendis

As usual, suggestions and feedback are welcomed.
[edited with both briefings and details, should be much easier to read]
COMMANDER INTRO
  • A relatively easy commander that is hard on its “heavy-decision making” aspect.
  • Requires average skill to pull off, yet veteran players have ways to unleash the full potential of the commander.
The Golden Armada Returns
A bit higher shields and equal damage split to ease the control of Airtoss units. A mechanic is implemented to restrict the quantity of the fleet. Warp in units has a chance to be its elite version.
TL;DR
  • Selendis’s air units have slightly higher shields than their counterparts.
  • Special shields and hull design leads to all air units equally split all damage taken to one another, rather than single-handedly receives it.
  • We have decided not to implement unit tax to the fleet but it is strongly advised you don’t warp in too much- you will see what would happen if you do that from another section below.
  • All air units have access to warp to another location of a power field.
  • Warping in Golden Armada units has a chance to get an elite version of the unit.
Void Corruption
Core mechanics- occur when air units are attacking and receiving damage. Corruption alters the unit into a completely different unit. Several methods can be used to delay and cleanse corruption.
TL;DR
  • Though the pilots remain intact by separated their nerve cords, the ships that are deployed by the fleet would not be that fortunate. As they continuously exposed to void energy, some disturbing changes might occur throughout the battle.
  • Void Corruption occurs when the player deploys far too many Golden Armada units at a time.
  • All air units will begin to accumulate void energies each time they are attacking and receiving damage, leading to Void Corruption.
  • Void Corruption changes the unit completely for a long time, which results in bringing advantages and disadvantages to the player.
  • Void Corruption also delays the affected unit from receiving commands.
  • There are ways to avoid Void Corruption.
Optimizing your assault.
The aura from Selendis’s permanent heroic Mothership unit - the Retribution.
A structure that takes a long time to be warped in. This structure is also available to be deployed from the top-bar, which instantly warp in the said structure.
An upgrade that can be researched before reaching mid-game.
  • After the duration has ended, the player can also use these methods to cleanse the corruption, returning the affected units into their original form.
The Glorious Battle is Upon Us
Selendis ground units take similar design as Stukov’s infantries.
Uses the Warp Platform to control the quantity and power level of these units, a total of 5 as maximum. Warp Platform does not need to build as a structure, it is an indicator from the top-bar.
Uses Warp Conduit to deploy these units, as this can boost the aspect of the commander, and enrich the gameplay.
Pylon Recharge WP —> WP gather armies —> WC deploy units gathered from WP
TL;DR
  • In addition to the Golden Armada, Selendis can also be assisted by her fearless Templar.
  • Templar can only be warped in from the Warp Conduit, which will be randomly generated throughout the entire map.
  • Depends on the map, the numbers of Warp Conduit available will be altered.
  • Warp Conduit does not have a spawn timer like Zeratul’s artifact. This means you can choose to liberate them from Amon’s grasp if you have the capability to do so. However, extra forces are deployed from the enemy to safeguard the conduit, and it varies with how much conduit the player has liberated.
  • By using one friendly unit to Interact with the beacon of the conduit for a couple of seconds liberates the Warp Conduit.
  • Beacon of the conduit appears when at least 50% of the defense force has been eliminated.
  • Templar has a maximum unit count determine by 5 Warp Platform- a structure you can see in the first cinematic of the LoTV campaign.
  • The status of Warp Platforms is shown from the top-bar manual, similar to Tychus’s Medivac but bigger.
  • In order to have the Warp Conduit warping in reinforcements, the player must construct additional Pylons to provide a power source to each Platform.
  • Gaining power from Pylons allows the Warp Platform to gather warriors on it so that the player can warp them into the battle.
  • More Pylons can be used to improves the Warp Platform-
Each power level allows the Warp Platform to gather more warriors.
Each power level increases the duration of the Templar warriors.
Each power level grants warriors one of their passive.
  • Warp Platform has 3 power levels. The power level of the Platform returns to 0 after deploying units from it.
  • Templar is units with limited life timer, similar to Stukov’s infantries.
  • The player can select which comps will be deployed from the top-bar manual.
The Retribution
Selendis’s permanent heroic Mothership. Veteran players will have ways to gain the hero much earlier. Two modes- Active Unit and Map-wide Top-bar Provider.
TL;DR
  • Unlike most of the heroic units, this unit takes longer to become available from the beginning [(For example, takes 6 minutes to become available)This is merely just an example]. Yet, the player has a chance to gain it much earlier by reclaiming a Warp Conduit.
  • The revive timer of this heroic unit remains as short as most of the heroic unit.
  • This unit has an aura that can reduce Void Corruption of nearby Golden Armada units and cleanse the Corruption after its duration ended.
  • Planet Cracker is an ability with a long cooldown that Scorch the ground beneath the Mothership, causing damage to enemy units below.
  • Khaydarin Barrier is an ability with an acceptable cooldown that grants all friendly units nearby a damage immunity for a short time.
  • The Retribution can Ascend to orbit and spread its influence throughout the entire map.
  • The Retribution can not attack nor be attacked during Ascend.
  • The Retribution gains new sets of abilities during Ascend.
Time Wave unleash energy on an area and gradually expand itself in a large radius. Enemy projectiles inside the effect zone will have a 50% longer travel speed. When the zone expands to its maximum, it explodes, applying a movement and attack speed decrease to all enemies inside it. The larger the zone, the less efficient and shorter duration to the effect.
[Void-corrupted unit make contact with the zone will result in an immediate explosion]
Psionic Infusion restore a friendly unit’s vitals and energy to full after a short delay.
  • All abilities from the Retribution consumes energy. The Retribution does not restore energy naturally and can only be recharged near some of the structures.
PLAYSTYLE
Selendis is a macro commander who requires less micro to reach acceptable performance but demands more decision-making from the player.
The main component of her army- the Golden Armada are units which have fewer abilities when comparing to units in Co-op from other commanders. They are, to some degree, a-moveable just like their counterparts from the ladder (excluding all human-involved elements). But because of the existence of the “Void Corruption” mechanic, the player must always pay full attention to the units and try to avoid engaging in unnecessary fights as much as possible.
Stukov’s infantries, on paper, provide excellent synergies to its mech infested unit as they can work as a distraction, meat shields, and sustain damage provider. Selendis’s Templar, on the other hand, can still fit-in such a role in ideal situations. Yet, it is advised to use them primarily during the absence of the great fleet, delay the void corruption from occurring.
Selendis’s heroic Mothership- the Retribution is a new type of hero which function as an active support unit and top-bar ability provider with a “can’t have them both” fashion. In order to make good use of it, understanding each of its abilities and strategically switching between each version will be a crucial aspect of how to play this commander.
Lastly, Selendis can perform fine with the original method of saturating resources but can become even better with her special ways of gathering resources by utilizing Phase-smiths. If you can handle your army and the econ at the same time, be sure to do so as the delayed but instant-more minerals and vespene income will mostly bring more advantages than drawbacks, since how the Protoss air comps are usually built.
DESIGN PHILOSOPHY
"Basically how to make F2A playstyle more appealing to both average and veteran players."
Why Void Corruption
  • The theme of Golden Armada restrict the option of tweaking the quantity and quality of the army, and to imply more micro-interactions to enrich the playstyle.
  • A way to make F2A become more strategic.
  • Corrupted units are altered into different units, which can compensate for the lack of variety of Selendis’s army.
Why Templar
  • To be frank, Golden Armada on mission “Salvation” did not just come up with air units.
  • Ground units should be crucial to a commander that only has air units as its primary army, given by no-AA enemies will ignore them and cause potential problems to the player.
  • Boost up the commander’s feature- decision-making, also work as a safeguard of the Void Corruption mechanic.
TOP-BAR ABILITIES
Warp In Suppression Obelisk
  • Deploys a Suppression Obelisk at the target location. All units inside the radius of the Suppression Obelisk’s power field accumulate less void energy and can be cleansed if corrupted.
Rearrange Reinforcements
Decide which composition the Warp Conduit can be deployed. When this ability is on cooldown, replaced with Redirecting Assault Line.
[I really have no idea of how to name these comps]
Zealots+Adepts+Sentries
Zealots+Immortals+High Templars
Dragoons+Sentries+Avengers
Zealots+Reavers+Colossuss
Adepts+Immortals
About these Templar units
Zealot
>! WP Lvl 1 Faster attack rate.!<
WP Lvl 2 Attack a few enemies on its path when using Charge.
Adept
>! WP Lvl 1 Attack can be improved for three times when attacking the same target.!<
WP Lvl 2 Attack faster, can pierce through enemies but deals less damage when having shields.
Sentry
>! All abilities can be set to auto-cast.!<
WP Lvl 1 Shield Recharge has a cooldown on each target every 5 seconds, restore 30 shields per 8 energy, recharge does not consume energy when the target has no shields.
WP Lvl 2 Guardian Shield reduces incoming ranged damage to friendly units by 15%. The shield has a significantly shorter radius but can also function as a force field to push back enemies.
Dragoon
>! Fewer shields, more health than its counterpart.!<
WP Lvl 1 Damage dealt to health increases maximum shield points, to a maximum of 100%.
WP Lvl 2 Switching target increases attack speed by 10%, to a maximum of 60%. This effect decays after 2.5 seconds if the Dragoon does not switch targets.
Avenger
>! WP Lvl 1 Has a 15% chance to immediately attack its target with each attack, regardless of cooldown. Has a high chance to tear open a wormhole and warp in one random unit on the Warp Platform, have it attack its target for once with each attack.!<
WP Lvl 2 If composition consist of Avenger is selected by the player, the level of the Warp Platform will always remain in 1 after deploying warriors from it.
High Templar
>! WP Lvl 1 Phase Shift grants this unit immunity to damage and higher ability cast range through the duration.!<
WP Lvl 2 Phasma Surge can be applied to this unit after casting abilities. This effect grants the unit shield regeneration during combat and a damage aura.
Immortal
>! WP Lvl 1 Bonus damage against massive units.!<
WP Lvl 2 Has a 45% chance to not take damage from projectiles when its shield is up.
Reaver
>! WP Lvl 1 Scarabs take longer to detonate but can remain as a projectile and reselect target if the origin died too early.!<
WP Lvl 2 Has an auto-cast ability to launch all Scarabs at once.
Colossus
>! WP Lvl 1 Armed with anti-air weaponry, in addition to the Thermal Lances.!<
WP Lvl 2 Attack speed increases depending on how much damage the unit is taking per second. Attack has a low chance to trigger Solar Flare, damage enemies within it in a circular area.
The Golden Armada Descends
  • Warp all available air units from Selendis’s current army and have them bombard enemies from orbit in the target area. All ships will descend back to the end of the target area once the duration of this ability has ended.
THE GOLDEN ARMADA
Scout
  • Anti-Matter Missile can attack ground units.
  • An auto-cast-available ability Photonics Barrage has been used to replace Photon Blaster.
  • Photonics Barrage damage all air units in a straight line around the target. Each attributes from the target increase the damage of this ability.
Corrupted
Anti-Matter Missile also deals 15% damage to all enemies on its path.
Photonics Barrage becomes a weapon with lower cooldown instead of ability during corrupted.
Every friendly air unit within a 3.5 range radius increase all damage dealt to corrupted Scout by 50%. Every Scout within a 2 range radius to the corrupted Scout increases all damage dealt to it by 20%, to a maximum of 100%.
Warp Ray
  • Attacks stun its target for 0.5 seconds every 5 seconds. When the target is freed from the stun effect, it will be warp to a location that is 2 range more between it and the Warp Ray.
  • As the Warp Ray charge up (similar to the Void Ray’s Prismatic Alignment) to further stages, the duration of the stun effect and the warp range after the effect ended will be increased.
Corrupted
Attack no longer stun the target but apply a gradual damage effect to it.
After the effect ended, the target will be pulled closer to the Warp Ray instead of further.
Corrupted Warp Ray receives movement speed decrease, and affected by an effect that makes the enemy’s spell (for example Parasitic Bomb) deals more damage to it, plus ignoring shield points.
Arbiter
  • Glorify is an ability that can be used to grant all friendly units on an area higher movement and attack speed for a short time.
  • Mass Capacitor grants additional shield armor to friendly units nearby.
  • Reveal reveals enemy cloaked and burrowed units in the target area, and makes enemies within it to provide vision to both commanders for 30 seconds.
Corrupted
Corrupted Arbiter gradually take damage over time.
During Void Corruption, Mass Capacitor grants friendly air units a damage aura, which can still be functioned when using The Golden Armada Descends.
Corrupted Arbiter shrouds its allies into the void for a few seconds when using active abilities. However, the Arbiter will remain visible to the enemies thus very likely to be exposed to a lot of damage.
The more damage the corrupted Arbiter received, the more powerful the damage aura granted by Mass Capacitor becomes.
Arbiter’s abilities have longer cooldown during Void Corruption.
Tempest
  • While in combat, provide shield regeneration to all friendly units nearby. The amount of shield regenerate per second is equal to how many shield points a unit can regenerate when out of combat.
  • Basic attack applies Disintegration to its target, dealing 100 damage over 10 seconds to it.
  • Disintegration Blast allows Tempest to attack all enemies on an area at once after a few seconds of channeling. This ability also doubles the shield regeneration it provides to friendly units nearby during the duration of the ability.
Corrupted
Basic attack deal more damage, while require longer to charge up and having significantly lower attack range.
Energy (the projectile) remains for a short time after firing from the Tempest, deals little damage to all enemies around it.
At the cost of draining shields from the friendly unit that has the highest shield points, corrupted Tempest’s basic attack and the projectile it launched gradually deals increasing damage.
Carrier
  • Interceptors attack 3 times rather than 2, due to its unique design.
  • For this variation of Carrier, one of its Interceptors will always be ordered to perform scans on visible enemies every 3 seconds after being launched from out of the Carrier.
Friendly units that are near the Interceptors when it is channeling the scan deals more damage to scanned enemies for a short time.
Specifically, when recalling Interceptors, having the last one to perform the scan will improve the effect, and result in having a longer duration.
Corrupted
The duration of the Void Corruption can be halved when a corrupted Carrier’s shield is completely depleted.
Interceptors do not require channeling to perform the scan and can cast this ability during attacking.
Interceptors attack its target with Demise (a beam attack), which works similarly to the one of Colossus.
Carrier, in particular, have a shorter duration from being affected by the Void Corruption.
Corrupted Carrier adds additional time to the duration of Void Corruption but also decreases the maximum duration of it simultaneously with each interceptor built during the corruption.
If fail to cleanse the corruption before its duration ends, corrupted Carrier will be destroyed, turning itself into a Void catalyst, which can be used for the player to trigger Void Corruption.
PROGRESSION
Redemption
  • Selendis has a 130 supply maximum, her air units have higher shields, takes a shorter time to warp in, but have a risk to submit to the corruption from the void during the battle, altering them. Warp in air units has a chance to gain the elite version of the unit. Templar units do not consume supply.
Harmonized
  • Reduce the time of Suppression Obelisk requires to be warped in from Probes by 30%.
Acquiring Assistance
  • Allows Nexus to warp in Phase-smith. Phase-smith can accelerate the warp speed of all structures near it and improve Photon Cannon. Specifically, Phase-smith can be stationed inside a Nexus to optimize the gathering process.
Forge Upgrade Cache
  • Unlocks the following upgrades at the Forge:
Increases the duration of Phase-smith’s High-efficient Operation.
Alter Photon Cannon into Phase Cannon. Phase Cannon can be disabled to warp onboard the Retribution and provide additional armaments for it during Ascend.
The Nexus’s Photon Overload now leaves behind unstable energy that attacks once for 200% of its weapon damage.
Grant Pylons an additional charge of Recharge.
The Golden Armada Descend
  • Warp all available air units from Selendis’s current army and have them bombard enemies from orbit in the target area. All ships will descend back to the end of the target area once the bombardment has ended.
The Last Archive
  • Unlocks The Last Archive for Probes to warp in. This structure holds valuable upgrades that can be used to counter or perfected void corruption.
War Conduit
  • Granted the Warp Conduit these following passives:
When no Warp Conduit is liberated, each Warp Conduit cyclically reveals enemies on it for 5 seconds every 5 seconds.
Enemies on Warp Conduit take 15% more damage.
Warp-in Reinforcement cooldown reduced by 30%.
The Retribution Is At Hand
  • Unlocks the following upgrades at The Armada Beacon:
The Retribution can reveal the whole map for 15 seconds upon Ascend.
A new ability which allows the Retribution to cloak all friendly units around the map and makes them become undetectable to enemies detector for the first 5 seconds. This ability consumes energy from the Retribution.
Increases the maximum capacity of Onboard Phase Cannon from 5 to 10.
The Retribution can restore 1 energy per second while Ascend.
From a Fruitful Relationship
  • Scouts and Arbiter can now be altered from the design of Corsair and Oracle respectively.
Executive Decision
  • An Armada-link Spire will now be warped in at the start of the mission. This structure allows you to assemble your own compositions for Rearrange Reinforcements.
The Great Fleet Become Whole Once More
  • Increases Selendis maximum supply from 130 to 250.
  • Also, unlocks the following upgrades at the Fleet Beacon.
Scout’s Anti-Matter Missile can attack two ground enemies at once.
Increases the movement speed of Warp Ray to 4.65 and acceleration to 3.76.
Arbiter’s Glorify and Mass Capacitor also affects the Arbiter when cast.
Increases Tempests’ attack range and ability cast range by 12, to a total of 22 range.
Carrier requires 30% more minerals to build Interceptors. Instead of launching Interceptors, Interceptors warp themselves directly to the target location when receiving commands. Increased Interceptors warp range from 8 to 10.
The Invasion Fleet Stands Ready
  • Warp Platform can now be empowered by Pylons to achieve level 3 power level, granting Templar units these following upgrades:
To compensate for the long cooldown of Charge, Zealot can also use Engage to intercept its target. Zealot’s attacks ignore shields.
Adepts gain attack speed increased with each attack, to a maximum of 50%. This effect can be increased by 100% when Adepts are either below the Retribution, near Selendis, or the Retribution is currently Ascend.
Sentries can use Hallunication to produce false copies of units, absorb damage for its allies.
Gain Particle Disruptors as an additional weapon that will attack another target. Dragoon will be revived into an Immortal after a 5 seconds delay once they received fatal damage.
Upon taking fatal damage, the Avenger teleports to a random Warp Conduit and recovers to full shields and health. Requires a liberated Warp Conduit to activate.
Both Feedback and Psionic Storm can produce similar effects of the other, but in a different way.
Immortal’s Barrier can apply the same effect to all friendly units nearby in a small radius surrounding the Immortal.
Scarabs explosion deals splash damage to enemies in a line after a short delay.
Dual Thermal Lances allows Colossus to sweep an additional linear area 2 range after the origin.
  • Warping in reinforcements from a Warp Conduit also deploys a Probe which will automatically warp in a Pylon for free.
Be Pure From The Stars
  • The Golden Armada Desencd can reduce void energies that are being accumulated. The ability can also be used to cleanse void corruption.
The Inevitable
  • Void Corruption now affects the Retribution, which can create opportunities for Selendis from either losing the battle or triumph in it.
En Taro Selendis
  • From now on, either Selendis or the Retribution will be deployed onto the battlefield at the exact location of the other when it received fatal damage. The destroyed unit still requires one minute to be revived from the Nexus.
Selendis
Swift Vengence allows the unit to perform its basic attack on all enemies in its path when charging, and has a low chance to stun them for 2 seconds. Selendis also has a chance to deal higher damage to the target after using this ability.
Can use Resurgence. This ability can only be recharged each time Selendis has been deployed on the field.
Force of Will grant this unit a higher shield regeneration rate and health regen, it also allows Selendis to assemble warriors warped from Warp Conduit when they killed enemies equals to double the amount of their supply cost, turning them into permanent units as long as Selendis is on the field.
Templar units near Selendis are more zealous and unwilling to give up after receiving fatal damage, which makes them triggers their ability or attack for once if not possessing any ability upon dying.
Attacks ignore shields.
TIPS
  • Warp Conduit as the first commander structure that is randomly generated throughout the map, are built underneath the ground as a precaution to avoid blocking. Therefore it can be anywhere across the map if the area is large enough.
  • If possible, try to retake a Warp Conduit before reaching 2/3 of the early-game. As the Retribution and Selendis as a hero can be as powerful as or even, exceeds some of the excellent early-game units like Abathur’s Ultimate Evolutions.
  • Given by the Suppression Obelisks from the top-bar has limited charges, it is best to send out Probes to warp in more as the fight goes on.
  • Phase-smith’s High-efficient Operation might not always be the best option to saturate resources, as it creates a gap period in your economy, which can bring devastating impact when forced to trade units in fights.
  • Without the upgrade, Ascend from the Retribution does not favor the player in the long term due to its energy cost. Be sure to use it only when is needed.
  • The Golden Armada Descend can be used for mobility purposes. Be sure not to use them only in attacking.
  • Try to disable the auto-cast of some unit’s abilities as it will be more efficient when casting manually.
submitted by Weak-Sentence to starcraft2coop

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