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Started by DarkCarcus at 05-19-2008 1:54 PM. Topic has 11 replies.
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   05-19-2008, 1:54 PM
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Faction Strategy Discussion - The Masari

(Idea for this thread taken from "boid", in The "Lord of the Rings: Battle for Middle Earth II" forum)

The Masari are a race that have technology far beyond that of the Novus or Hierarchy. Their buildings resemble ancient Aztec, Egyptian, and Sumerian buildings, and those of many other similar cultures. Many ancient human civilizations were based off of them. Their units resemble various mythological creatures such as angels. All Masari units and buildings can be switched between "Light" (offensive) and "Dark" (defensive) modes, the effects of which depend on the unit and the map. The Masari have a different economy when compared to the other factions and generate infinite resources through specific buildings.

http://universeatwar.wikia.com/wiki/Main_Page/Units

Use this thread to discuss different strategies for The Masari, either playing them or against them.

Introduce a new strategy, or elaborating on a strategy already discussed. Ask a question about a strategy already discussed. Suggest a counter-strategy to a strategy already discussed. And please be constructive, helpful, and sensible in your posts.


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   05-19-2008, 2:53 PM
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Re: Faction Strategy Discussion - The Masari

DO NOT BUILD YOUR MATTER ENGINES CLOSE TO ONE ANOTHER OR CLOSE TO OTHER STRUCTURES IN YOUR BASE!!!

 

LoL

Or better yet, go ahead and do that so your base is easier for me to destroy.  Yes [Y] 

For general knowledge, the circular ring you see around the matter engine is the "area of explosion".  Any units or structures caught within this when the engine is destroyed will be destroyed!!


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   05-19-2008, 3:34 PM
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Re: Faction Strategy Discussion - The Masari

Taken from the pedroglyph Forums , here

 driph-PG wrote:

Vs Masari:

Knowledge Vault
- Sends the Masari back to the proverbial "stone age". Tech tends to be extremely important to the Masari faction due to the weakness of many of its starting units. (Good Masari players tend to build and upgrade more than one of these).

Matter Engines - You'll want to get rid of these anyway considering most Masari players use them as deterrents and area denial objects.

Architects - If Flow is the beating heart of the Novus, Architects are the key element to the Masari's war machine. Without these guys, the Masari's defenses are easily cut down to a third of what they could be since they are responsible for repairs, production/upgrade speed, and they also boost the firing rate of the Masari turrets.

Zessus - Don't let his looks fool you, his ability to perform ambushes and strikes against distant targets is second to none due to his awesome Teleport ability. There's nothing uglier than seeing Zessus port in with 4-6 Dark mode Sky Lords and Charos in tow right next to one of your most vital base structures.

 

Secrets of the Masari


Download Masari Reference Card [PDF]

Masari General:

Masari in Light mode receive the benefits of a farther sight range, fire-type damage and air units. Masari in Dark mode receive the benefits of a dark armor shield enveloping every one of their units (and structures via an unlock in the Dark Matter branch), faster movement speed and a slowing effect from their dark matter shots.

Units:

Charos:

When threatened by an overwhelming number of enemy units, switch to Dark mode and have Charos activate his Dark Vortex ability. Charos' Dark Vortex will suck up any enemy unit in his path, buying you time to either retreat or regroup.

The Frenzy ability gives Charos a short damage boost coupled with an armor boost, this gives him the ability to take down multiple units without breaking a sweat.

Blaze of Glory gives Charos an AoE burning effect that will engulf multiple units in flames.

Altea:

Altea's Passive Aura can heal friendly units and cleanse viruses. Her Peace ability can prevent units/turrets from attacking, dissolves incoming projectiles and can even prevent a Novus Black Hole from going off.

Zessus:

Zessus can Teleport himself and any units in a close proximity to him anywhere the fog is revealed on the map. Use Seers or air units to spot for him and there's no spot on the map he can't hit. Zessus can even teleport with a Novus Black Hole as it's going off. Teleport the Black Hole into the Novus own base and to use their own superweapon against them.

Architects:

Masari buildings will build faster if you assign an additional Architect on a structure. Two Architects will give you maximum build speed.

Masari Architects can not only heal your structures and vehicles by right-clicking on them, they can also heal your infantry and hero units as well.

Selecting an Architect and right-clicking on a unit or structure has a variety of beneficial benefits. This allows Architects to heal damaged units or structures, increase the speed of production, decrease the time for upgrades to complete, increase the firing rate of turrets and increases the rate that Matter Engines collect resources. The maximum number of Architects for this is two.

Seers:

There is an upgrade in the in the Balance branch that allows a Seer to cloak units and structures in a large radius around her. If there is another Seer close by, they will also cloak each other. Use this ability to sneak past base defenses, watch your opponent unnoticed, hide an entire expansion and even cloak whole Walkers when allied with Hierarchy players during Team games.

Seers receive the insignificant attribute via an unlock in the Balance branch, meaning enemy units will not autonomously attack the Seer. They will only attack the Seer through a direct order by the enemy player. If your opponent isn't paying attention, you can send a Seer straight into the enemy's base unnoticed.

Sentries:

Sentries take on the attributes of whatever infantry unit is loaded into it. For example, when an Architect is loaded into it, units around the Sentry are healed. When a Seer is loaded into the Sentry, the Sentry receives an increased sight range and the ability to detect stealth units. When a Disciple is loaded into a Sentry they become its rear gunner and receive the benefit of an increased firing rate.

Inquisitors:

Use the Inquisitor’s Destabilize (unlocked via the Balance branch) to prevent enemy heroes from using their most dangerous abilities. For example, if you see an opponent attempt to use Charos Dark Vortex against your troops, putting him in Stasis will shut it off. Since Destabilize also clears negative effects from the affected unit, you can also use it on your own troops to cleanse viruses, etc…

Sky Lords:

In Light mode this unit is primarily a bomber unit but in Dark mode it becomes a powerful ground vehicle.

The Screech ability knocks back and stuns incoming air units for a few seconds.

Conquerors:

The Conqueror is a medium armored tank that has the ability to inflict heavy damage to units and structures. When in groups they can use the researched Energy Vortex ability to inflict heavy damage to all units in the area.

Conquerors are some of the toughest vehicles Masari have. Their Energy Vortex ability (unlocked via the Light branch) gives them a decent AoE damage aura. In Dark mode, they not only receive DMA armor but also a speed increase. Couple these by switching to Dark mode, charging their shields to full, running them through a player's front-line defenses to get to a hard to reach target at the back of a base and switching back to Light mode to wreak shop with their Energy Vortex ability.

Peacebringers:

The Peacebringer is the ultimate tank for the Masari faction. Equipped with three guns, a tractor beam, and a disintegration beam the Peacebringer has the ability to take down all foes that are in their path.

Structures:

Citadel:

These are one of the few player-built structures that Walkers can’t simply walk over. They have to actually move around them. Use this to your advantage by making a wall impassible to Walkers, forcing them to take a long way around.

Matter Engines:

Never build Matter Engines near your other base structures and be careful not to build multiple Matter Engines next to each other. The resulting explosion could cause a chain reaction that will detonate all other nearby Matter Engines.

Matter Engines are best built at choke points to your base forcing enemy units to pass by them.

Build Matter Engines near bridges and self-destruct them when enemy units attempt to cross.

Selling a Matter Engine before it loses all its health will prevent it from exploding. Be careful since it takes a few seconds for your structures to sell.

Guardian/Sky Guardian:

Select an Architect and right-click on these turrets to order the Architect to assist this structure. Doing so will increase its firing rate. Two Architects on a single turret will give the turret its maximum firing rate.

Knowledge Vault:

Build and upgrade extra Knowledge Vaults near end game to ensure your opponent doesn’t take out your ability to build top tier units in a single strike
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   06-06-2008, 2:00 PM
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Re: Faction Strategy Discussion - The Masari

I just started the Masari campaign with the world map.

If you build Inquisitors as part of Lord Charos strike force you can quickly attack The Hierarchy before they get any Walkers out and easily defeat them. Keep them in light mode so they stay airborne and you shouldn't even lose any units if you attack the anti air first.


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   06-11-2008, 1:11 PM
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Re: Faction Strategy Discussion - The Masari

Instead of putting your Matter Engines at the back of your base and trying to guard them, put them on the offensive! Put them at the front of your base. Upgrade them to be able to self-destruct and when a enemy gets close...BOOM! They do 805 damage plus 5 burning damage for 3 seconds! That’s enough to kill some Heroes. You can upgrade them with Burning Brilliance and they will damage units who get to close and Unregulated Conversion, this will damage units and you will gain resources in the progress. They do not take much to build either, just get 2-3 Architects and they can be build in a few seconds. Also, they don't take much resources to build either.


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   06-11-2008, 6:17 PM
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Re: Faction Strategy Discussion - The Masari
Ya i love doing this. Great to use on choke points or to rederict units where you want em to go. I usually put 3 in the back to maintain a steady economy and then use two for offensive purposes but depending on the map i might switch em up.
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   06-12-2008, 10:29 AM
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Re: Faction Strategy Discussion - The Masari
If you use 3 in light and 3 in dark, you can get some of the deadliest armies. For example, you start the battle in light mode and your units are taking heavy damage but the enemy is nearly dead, you can switch to dark and gain the instant full Dark Matter Armor.

You can do the opposite as well, starting the battle in Dark mode and when your units lose the Dark Armor, you switch to light and your Conquerers and PeaceBringers gain more attacks and your Sky lords take to the skies. At this point you cause more damage and if your Sky Lords or Inquisitors die, they will more then likly come back at full health.
Fire always makes it better.
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   06-12-2008, 5:15 PM
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Re: Faction Strategy Discussion - The Masari

Having trouble with Orlok? Big bad brute bashing up your buddys? Upgrade to level 4 Light in your tech tree today! Then hit Mr. Orlok with the Burning Wrath. He is way to slow to outrun the beautiful Flame of Death. With level 4 light tech it will last long enough to kill him with one shot!


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   06-12-2008, 6:17 PM
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Re: Faction Strategy Discussion - The Masari
 DarkCarcus wrote:

Having trouble with Orlok? Big bad brute bashing up your buddys? Upgrade to level 4 Light in your tech tree today! Then hit Mr. Orlok with the Burning Wrath. He is way to slow to outrun the beautiful Flame of Death. With level 4 light tech it will last long enough to kill him with one shot!

It's a nice thought.... but I'm going to have Orlok out and stomping WAAAAAAYYYY before you even get a chance to research to Light 4, let alone build a Matter Controller, charge it AND activate it. 

 

Yes [Y]


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   06-13-2008, 1:24 PM
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Re: Faction Strategy Discussion - The Masari
 CoyAndChris wrote:
 DarkCarcus wrote:

Having trouble with Orlok? Big bad brute bashing up your buddys? Upgrade to level 4 Light in your tech tree today! Then hit Mr. Orlok with the Burning Wrath. He is way to slow to outrun the beautiful Flame of Death. With level 4 light tech it will last long enough to kill him with one shot!

It's a nice thought.... but I'm going to have Orlok out and stomping WAAAAAAYYYY before you even get a chance to research to Light 4, let alone build a Matter Controller, charge it AND activate it. 

 

Yes [Y]

There will be no stomping for your Orlok, only tripping over my Figments which will be constantly harassing him till I can bring the big hurt. The bigger they are, the harder they stomp, the bigger the pay off when they step on a MINE! Big Smile [:D]

 

EDIT: Haha...I can hear Orlok now...ewwwww get 'em off me! get 'em off me....KAAAMMMAALLLLLLL!!! Crying [:'(]


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   08-01-2008, 11:45 PM
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Re: Faction Strategy Discussion - The Masari
Orlok will have to walk over a hoarde of Ohms to get to me... I think he might just break his big toe on the way, thus losing his balance, falling, and never getting up.

The joys of cannon fodder.
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   08-12-2008, 2:24 PM
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Re: Faction Strategy Discussion - The Masari
Suppose I'll link my guide here
http://www.petroglyphgames.com/forums/index.php?showtopic=10646

MvM strategies and tips ^_^
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