[G] The Ninja Build (Blink + DT) - Page 5
Forum Index > StarCraft 2 Strategy |
afirlortwo
United States161 Posts
| ||
cartoon]x
United States606 Posts
| ||
Tozar
United States245 Posts
| ||
blackodd
Sweden451 Posts
Also it's super fun! I recommend getting robotics after 5 gates for observer and warp prism | ||
Samizdat
22 Posts
![]() | ||
roronoe
Canada1527 Posts
Sadly, I can't get the replays to work on my comp. | ||
Colty.colty
United States23 Posts
EDIT: Meh, I drag and drop the new ones, not working (screen goes blank + audio left on). I'll check out a fix in the forums. But hopefully the PvP and PvT updates would be cool, I've seen a few on your stream. v v | ||
Tozar
United States245 Posts
EDIT: Blarg, now that I am home, I tried the replays and whaddaya know. Blizzard broke 'em with the latest patch. ![]() Maybe I can get something up here real quick. | ||
Holy_AT
Austria978 Posts
counters could be: P: Immortals or enemy DTs, since he has immortals he also has observer tec Z: infestors + lings or hydras, this will limit stalkers movement (yes you can blink with fg I think but not move) since he has got the tec he can morph overseers. Z: MMM with Stim, Marauders and tanks will decimate this I think and in a base trade terran can just lift of and fly away. Terrans can build cheep turrets or use scans for detection, in a 111 build a raven is a devinitive possibilty. For this build to work you have to hide the dark shrine or everyone knows what is coming and prepare, it can also fall due to early strong pressure. In addition I think everyone experimented arround with stalkers they are fairly strong unit but they can also be countered. | ||
Back
Canada505 Posts
On July 24 2010 05:19 Holy_AT wrote: on a side note: Hm, please change the name of that build *ninja* sounds awefully ridiculous ^^ counters could be: P: Immortals or enemy DTs, since he has immortals he also has observer tec Z: infestors + lings or hydras, this will limit stalkers movement (yes you can blink with fg I think but not move) since he has got the tec he can morph overseers. Z: MMM with Stim, Marauders and tanks will decimate this I think and in a base trade terran can just lift of and fly away. Terrans can build cheep turrets or use scans for detection, in a 111 build a raven is a devinitive possibilty. For this build to work you have to hide the dark shrine or everyone knows what is coming and prepare, it can also fall due to early strong pressure. In addition I think everyone experimented arround with stalkers they are fairly strong unit but they can also be countered. If you're really interested in this build and want to expand your comments beyond -terrans can build turrets and scan- or -immortals counter stalkers-, I recommend watching the HOURS of footage archived in tozar's stream depicting him working around the basic "counters" and kicking ass in the top league. It's a great way to spend the pre-release weekend. | ||
![]()
taffy
United States28 Posts
On July 18 2010 05:10 roronoe wrote: I don't see a build written down on this thread. Can someone just describe the flow of the build for me either on here or on liquipedia? Sadly, I can't get the replays to work on my comp. I guess I can respond to this since I've probably watched Tozar's stream for more hours than I've actually played the game ![]() You "open" with council (first tech after core). generally this means you'll: - get your second gas early (as core warps) unless you're dealing with cheese - start your council after between 1-3 gates depending on how confident you are that you aren't going to die (after 2 is probably a decent goal) Build mostly stalkers (duh) but don't hesitate to build other units that will help you not die (zealots vs marauder pressure, a sentry or two vs aggressive zerg. Start to poke around with stalkers as blink researches. take watchtowers and get a proxy pylon or two going for quick re-enforcement. This might be the time to build a robo if the map necessitates highground vision for effective harass, or if it's a gas heavy terran who might be rushing cloak banshees. (there are a few choices for highground vision. obs is important vs p if you want to follow up with DTS, because you're going to need obs to snipe theirs) Start harassing right when blink finishes. This is also a good time to start a dark shrine and possibly an expo (esp if your opponent has started one already) This is also good timing because it leaves you really broke, and you're about to spend a lot of energy micro'ing. Point of the blink harrass is to be distracting, thin out armies, pick off workers and misplaced buildings, and not lose any stalkers (no head-on fights until you have more than enough to win) Next, Tozar likes to re-enforce with DT's, using several tactics like: - sending 1 dt to each mineral line as you push into their army with stalkers - send dt's 1 at a time into terran forces to bait scans - warp dts on to high ground using a nearby pylon and vision And of course the rest of the game at this point doesn't need to be so cut & paste. Apologies to Tozar and everyone else if I botched this, or added too much obvious detail. | ||
Tozar
United States245 Posts
On July 24 2010 11:14 taffy wrote: I guess I can respond to this since I've probably watched Tozar's stream for more hours than I've actually played the game ![]() You "open" with council (first tech after core). generally this means you'll: - get your second gas early (as core warps) unless you're dealing with cheese - start your council after between 1-3 gates depending on how confident you are that you aren't going to die (after 2 is probably a decent goal) Build mostly stalkers (duh) but don't hesitate to build other units that will help you not die (zealots vs marauder pressure, a sentry or two vs aggressive zerg. Start to poke around with stalkers as blink researches. take watchtowers and get a proxy pylon or two going for quick re-enforcement. This might be the time to build a robo if the map necessitates highground vision for effective harass, or if it's a gas heavy terran who might be rushing cloak banshees. (there are a few choices for highground vision. obs is important vs p if you want to follow up with DTS, because you're going to need obs to snipe theirs) Start harassing right when blink finishes. This is also a good time to start a dark shrine and possibly an expo (esp if your opponent has started one already) This is also good timing because it leaves you really broke, and you're about to spend a lot of energy micro'ing. Point of the blink harrass is to be distracting, thin out armies, pick off workers and misplaced buildings, and not lose any stalkers (no head-on fights until you have more than enough to win) Next, Tozar likes to re-enforce with DT's, using several tactics like: - sending 1 dt to each mineral line as you push into their army with stalkers - send dt's 1 at a time into terran forces to bait scans - warp dts on to high ground using a nearby pylon and vision And of course the rest of the game at this point doesn't need to be so cut & paste. Apologies to Tozar and everyone else if I botched this, or added too much obvious detail. I think you hit the nail on the head. I never stick to strict timings for when things need to be made or researched aside from the initial structures. Since this strategy can be used against all races, these timings differ. Taffy's description of my strategy is very accurate. The only match-up where timing is truly important is against Zerg where you have a very short timing window to harass with Blink Stalkers before they can mass drones and overwhelm you with hydras and speedlings. | ||
Miraqle
United States20 Posts
The only one I figured would pass would be the rocks on Kulas as it's more of a horizontal blink but I'm assuming the rest were patched. I did get raged at quite often for using those blinks so I figured it wouldn't last forever ![]() | ||
Tozar
United States245 Posts
| ||
xarva
Austria3 Posts
| ||
| ||