Now i am a zerg player, and at this moment i am quite rusty overall, though i used to be pretty good. not playing for a month hurts. anyway i've been watching tournaments + replays like mad and decided if protoss tried to play a bit more like zerg they could be pretty good. now obviously protoss cannot just spam units early game to hold off any threat like zerg can, and so i used some of my old data on protoss (their production and income rates over time) and transfered it into use. the exact timings of the buildings and such are still QUITE rough, but as i've been toying with it i've noticed that at all the typical times that threats occur, you seemingly have or could have enough to hold off that threat. the hardest being 4 gate (though still possible, by cutting 3 probes (theoretically, haven;t played good players on my practice account yet since i try a bunch of stuff with all races on it).
Pretty much you get 1 gate while chrono-ing probes.
When the cyber goes up start chrono-ing stalkers, and put a forge up.
Around the time an attack comes that you can scout, you can put a cannon up and hold most rushes,
if you don't scout that rush the cannon turns into a nexus instead,
and then either a gate (vs 3 gateways spotted, 3 rax spotted, roach warren) or a cannon (under 3 gates, under 3 rax, or weird zergy thing). i get second gas around here, though the timing may not be optimal
a few cannons plus 2 gates chronoing stalkers is enough to hold off the 4 gate in theory with some cut probes for another cannon or two, and in practice vs bads (again REAL testing needs to be done, since i'm pretty bad as protoss and cannot compete with masters level other races like i can w/ zerg)
meanwhile since you have your expansion you can expand to 4-5 gates comfortably,
keep probing up and are prepped to tech as needed.
the cannons make you pretty safe against banshees (scout fastport = a couple extra cannon), DT rushes, unit rushes in general, and mutas as the game progresses.
Best part of this build is it flows easily into a third and fourth base if you are just scouting consistantly (i like obs + obs speed, since it works doubly as mind games thinking that you are 2 base colo-ing, and gets you warp prism speed for some zealot harrass)
flows easily into upgrades, since the forge is just there, you can start upgrading pretty quickly.
again not a protoss player, but just from timings observed in upper level games and alot of thought and theorycrafting i came up with this kind-of build. really it's just an attempt at a versatile protectable all-things-covered FE build. In practice (again vs bads) i transition to a third base pretty quickly, and actually can keep up and outpace zerg macro (this i judged against my own zerg not my opponents)
i ended up with about 16 gates on 3 bases able to warp in entire armies at a time while scouting everything, dropping and harrassing and using dt + obs combo to snipe tumors.
I hope someone (a toss) can take this build from me and make it better since i am not a protoss player nor do i plan to be. just a student of the game.
Thanks for reading this guys!
EDIT: by request: Expo between 19-23 depending on forge timing, cannon either when forge finishes (19 expo) or when pylon on low ground finishes (23 expo), or when an all-iny rush scouted (variable food count)
pretty much i've made the forge anywhere from right as the cyber core starts, to when it finishes and to right after the nexus starts, depending on positioning, scouting, and fear of terran
1 gate stalker, forge
more cannon or stalkers