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Twilight Council Builds? - Page 2

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Khrane
Profile Joined April 2010
United States127 Posts
May 25 2010 08:40 GMT
#21
Against Terran, I almost always do a 3-gate push with mostly stalkers, then get the twillight council and another gate; I get the charge upgrade instead of blink, and pump out just zealots while teching to high templar. You should be able to get 1 or 2 HT out before any significant ghost push, with storm soon after to deal with pretty much anything else.

My only issue right now is if a really good Terran does a marine/tank push. I can fend off the first push (the one with like 6-8 marines and 1 tank) really easily, but once he has ~3 tanks and siege mode, I have major issues, which I'm trying to work out... I'm thinking that there might be some hope in just holding his push as long as possible, and going for a warp prism really quickly. I may be able to do a storm drop and get enough time to retake my front, but it's going to take some practice.
Skyro
Profile Joined May 2010
United States1823 Posts
May 25 2010 08:42 GMT
#22
Hm... having fun w/ blink stalkers is one thing, but to blindly make them in every matchup... what can I tell you. Blink stalkers is just a starting build, it isn't the end all be all. Whatever you do after that depends on how well you were able to utilize blink and what your opponent is making. If I poke my opponents front base and I see him w/ a small army then I know he's teching most likely banshees, so if I'm on a map where I can backdoor his base w/ blink like Blistering then I'll go blink stalkers.

But if I see a mass of marauders... well you're basically forcing yourself into a tight spot by massing a unit that is hard countered by your opponent's current army. If you don't want to go quick robo for early immortals then going stargate for voids is just as viable.

One transition from blink stalkers I've had success with (I'm mid diamond atm) stargate -> phoenixes if they go early robo in PvP. You can really overwhelm them by lifting up the Immortals and if you can't beat them outright you can really confine them in 1 base and expand and just take it from there.

My best suggestion though is if you absolutely must open w/ blink stalkers every game, is to thumbs up/down (I forgot how it works exactly) so that you only play maps where you can abuse blink like Kulas, Blistering, Desert Oasis, etc.
Seltsam
Profile Blog Joined April 2010
United States343 Posts
Last Edited: 2010-05-25 08:58:37
May 25 2010 08:56 GMT
#23
Blink is a great way to get in some early harassment, and it's also a great way to circumvent the oh-so-common terran wall-off in the early game. In PvT, I think HT would probably almost always be a good choice (though it obviously depends on scouting). Storm does 80 damage and does it relatively quickly. It doesn't have the strength to kill off a bunch of units outright like it did in BW, but when used as an ability to soften up their units, and then charge in with chargelots or blink in their faces with stalkers, you could really do a lot of damage.

But like a lot of people have already mentioned, it really depends on scouting and what your opponent is up to. Still, a few HT will basically always be of benefit. Just be careful you don't commit too heavily without scouting first.

Additionally, a HUGE amount of situations can be helped with either Charge or Blink. Blink helps take out air and get good surrounds/concaves, and Charge makes Zealots really strong against almost any ground unit. I've done Gates into Robo into Council into Colossi before pretty effectively. I think it's totally plausible to go gates > robo > council and then tech switch from there, provided you're not trying to end up with carriers or something.

But that covers most if not all general situations. You've got detection, strong anti-infantry, decent sniping ability... Basically if you're opening with warpgates, as long as you properly support whatever you tech to, you will have a very versatile build.

I really think it works well.
Team Limited ftw! www.teamltd.net
Surrealz
Profile Blog Joined May 2010
United States449 Posts
May 25 2010 09:14 GMT
#24
@ Skyro - yea its pretty ignorant of me to want to open with them every game (and I don't do it EVERY game, just a vast majority of them =P). However, like you said, its an opening. That is the main reason I made this thread. If I see my opponent is massing marauders with my blink stalker poke, is it best to:

A- Change to chargelots and take templars?
B- Robo?
C- Stargate? (one thing that is awesome about ur phoenix suggestion is that it will give me vision for my stalkers' blink, very useful)

Basically I'm looking for the best combos to go with my blink stalkers in different situations. I really like using them though, cause I abused the shit out of sentries/zealots the first few weeks I had the beta.

Seltsam, there is no possible way I could support that economically in the early game. 3gate 1robo is already pretty difficult to keep streaming out units, I cant really see too much extra minerals/gas to get the council AND a bay. Also, the blink stalkers go down and down in utility as the game goes on.

I'm still trying to weigh the pros/cons of HT tech vs Robo after the stalkers. I'm thinking vs Terran robo is probably better (well at least against MMM or M&M), but against zerg I'm probably gonna be boxed into HT, cause robo + collosi just takes so long to tech and such a high mineral/gas/research commitment.

Thoughts?
1a2a3a
Kratisto
Profile Joined June 2008
United States199 Posts
Last Edited: 2010-05-25 09:39:14
May 25 2010 09:38 GMT
#25
Anyone got some replays or VOD's of high level Protoss players using Templar Tech (preferably, but not necessarily, without a transition from robo or stargate) and winning games? I'm seriously getting sick of doing 3gate robo every single match unless I scout something that requires me to 2gate, and if it's between learning to use phoenix builds and learning to use templar tech effectively, I'd rather try the less traveled path first.

As an aside, watch out for cloaked units when you skip the robo. You need a Forge to keep you safe if you scout anything at all that could imply cloaked units before you get towards late game and can afford the robo and observers.
Seltsam
Profile Blog Joined April 2010
United States343 Posts
Last Edited: 2010-05-25 10:10:56
May 25 2010 09:54 GMT
#26
On May 25 2010 18:14 Surrealz wrote:

Seltsam, there is no possible way I could support that economically in the early game. 3gate 1robo is already pretty difficult to keep streaming out units, I cant really see too much extra minerals/gas to get the council AND a bay.


If you're really set on this type of build, and the problem is eco, then maybe it's time to start thinking about how to incorporate an earlier expansion into your build? Like 3gate > robo > maybe push (depends on timing obviously) > expo > council. or gate > council > expo > robo. Or something along those lines.

If your initial investment is in a robo, then the big one is out of the way. A council is 150/100, which is not too bad for a tech building.


Another useful thing to note is that if you're going to be getting mostly gateway units, th council opens up more upgrades. Being 2-1, 2-2, or even 3-2(if you're a rich mofo) can really really help. And the later you get those upgrades, the less useful they will be.

Here is an example of one of my builds
I usually go 2gate > robo > gate > expo > council > robo bay > expo > templar archives

Obviously that's WAY simplified, but the general idea is that once I get up a third base, I can usually afford to start producing templar, and i start saving some gas around the time I geta robo bay. I produce 1-2 colossi, used mainly for defense at first, and typically don't move out until I have 3 or 4 HT and a third colossus. A chargelot/stalker army backed by colossi and templar can be a giant pain in the ass to deal with. HTs tend to soften up units in a bunch, and the colossi's splash quickly finishes them off. I often see several of their units die at once. It's definitely resource-intensive, but if you can get out an army like that (if you cut back on sentries and zealots a bit you can probably fudge 2-basing it), your opponent will be hard-pressed to stop you, regardless of what race they are.

You're right -- you can't support it in the early game, but as you said, Blink loses a lot of its utility in the late game. So focus on Blink and maybe an obs and an immortal or two, but with a heavy focus on gateway units. Then transition later into a heavier robo/council build. Just a thought to hopefully at least give you some new ideas of your own.

EDIT: For clarification, when I say, I "typically don't move out until I have 3-4 HT and a third colossus," I mean I don't move out with my colossi/HT. Obviously I don't just sit in my base and macro up until I have 3 bases and a bajillion colossi/HT >.>
Team Limited ftw! www.teamltd.net
Tozar
Profile Blog Joined March 2007
United States245 Posts
May 25 2010 10:02 GMT
#27
A lot of high level players have caught on to my Blink and DT shenanigans, so I will occasionally mix it up with some Void Ray transitions against terran, or Chargelots against zerg (Chargelots are good to mix in with the Stalkers you've already warped in against terran if they are going Marine/Tank/Raven). Banshees are surprisingly cost effective against Stalkers, and just one Banshee can force you to make a robotics to get detection. Also, if you scout more than one starport, make Stargates. Stalkers are not enough to fight off mass Banshees. I plan on trying out some High Templar builds against terran in the future, but it seems to me like they would be less useful against zerg (ironically) considering the speed of Mutalisks and Zerglings. I've always felt more inclined to snipe overseers and use dts to hold off hydra until my collosi finish instead of just making templar.

I haven't made a Robotics Facility before my Twilight Council in a looooong time, it just works for me.
Ryhn
Profile Joined February 2010
United States509 Posts
Last Edited: 2010-05-25 10:12:00
May 25 2010 10:10 GMT
#28
You know, every time I read the word "Twilight" I flinch.

): This thread brought me great pain to read.

That said, I think people love DTs too much to -not- find a way to incorporate them into a build order. Hopefully with time or patches someone will find the magic combination to form a TC based build.
Famous Books Written by Progamers - "Clam: Mastering your other self"
Seltsam
Profile Blog Joined April 2010
United States343 Posts
Last Edited: 2010-05-25 10:21:42
May 25 2010 10:12 GMT
#29
On May 25 2010 19:10 Ryhn wrote:

That said, I think people love DTs too much to -not- find a way to incorporate them into a build order.


Haha yeah this is frighteningly way too accurate. I have played against protoss players who go for gateway units + void rays...
+DT.

They don't even harass with them or try to use them for map control. They sometimes just stick them with their army and let 'em go.
Team Limited ftw! www.teamltd.net
Surrealz
Profile Blog Joined May 2010
United States449 Posts
May 25 2010 10:35 GMT
#30
tozar, I've spent a frightening amount of time watching your stream/VODs lately lol, and it seems you are ALWAYS on friggin DO, Lost temple, Kulas, Blistering Sands, etc.

What do you do with your blink stalkers on steppes of war? There is...a choke..thats it. I guess their nat is pretty open to harassment, but only from the front. There are a few maps like this where I can't seem to find an exploit to take blink to its advantage harass wise.

Also, when do you usually start pushing out? Do you wait for that large army with 3 gates (10+ stalkers?) or just push out as soon as blink is done? I can never seem to get any kind of timing down, even though it IS situational.

I don't like the DTs as much as others, which is why I've been trying to get some kind of fast high templar or fast robo switch down, but none seem to be consistent against good players. As far as what you said about Mutas/Lings being really good against HTs- Yea they are, but hydras get raped by storm. I really hate boxing myself into a stargate vs terran because an MMM ball will RAPE stalkers + lots + voidrays, easily. I feel like my chances are infinitely better with HTs mixed in instead of 4-5 voidrays. Whats your opinion on this?

1a2a3a
LeChat
Profile Joined May 2010
11 Posts
May 25 2010 10:36 GMT
#31
Tbh i don't really like twilight tech at all as an opening. I'm just not comfy without an early observer out, must be because i sticked to terran for a while before going random so i'm used to have scans when i need to know what my opponent's doing, but i really can't see how you could pull out something good going blink stalkers blindly since you have no means to scout, except an hallucinated phoenix, but that's another gas investment that delays your blink, which has IMO a really tight usefulness window to get the best out of it. Not to mention you're really really vulnerable to early timing pushes. So if i want blinksters i'd rather go with a phoenix build and grab a TC later with my expo already up and running.



Mid-Late game? Fuck yeah i'll go templar tech in every match up except maybe against mass hydras 'cause extended thermal lances are just so fucking glorious against them or if it's a map where i can exploit colossi cliffwalk a lot
SPLASH!
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
Last Edited: 2010-05-25 12:33:13
May 25 2010 12:32 GMT
#32
Twilight council openings always feel weak (to me) compared to Phoenix, Robo, Expo, or mass warpgate play. Although I did like playing gateway forge (fast upgrades) --> chargelot rush against Zerg - it gave me a couple fun timing windows to apply lots of pressure. (+1 zealots, 1/1/0 speedlots.) I imagine an FE version would be much more effective.
My strategy is to fork people.
BlueBird.
Profile Joined August 2008
United States3889 Posts
May 25 2010 14:02 GMT
#33
I find myself making zealots as the game progresses in to later stages, where early in games I prefer stalkers. Zealot Sentry is such a powerful unit combination.. I usually need to get the council in order to get +2, so I mean I get charge a ton, blink is usually only ever used vs terran for me, I find the mobility useful against a mech player. I don't use High Templars as much as I should probably, I tend to use Colossi in the situations where others might use HTs? Feedback is strong, but I just find colossi and immortals and especially especially observers to be useful, so I usually use robo play.
Currently Playing: Android Netrunner, Gwent, Gloomhaven, Board Games
Kerm
Profile Joined April 2010
France467 Posts
May 25 2010 14:33 GMT
#34
As i'm a random player, i need a simple game plan per race i'm playing, cause I can't learn a build per match up yet. Thus I'm doing that kind of build all the time as a protoss, cause i find it well rounded, and more importantly fun to play. Most of the time i bring a starpot in instead of a robo to get phoenixes, because they are good for scout and harass, thus i'm like 3 gate, Council, Starport on one base, which is rather close in term of gas consumption so i have to expand reasonnably fast.

For mid-late game i'd say that you can go pretty much any way you want, and that's what i like with this build : if my zerg opponent goes Hydra i can send colossus with stalker fast enough, for Terran i'd like Templar better, with phoenixes to lift tanks.

Council is probably not the ultra-optimal-best build whatever, but at our 'not the best player' levels, what counts is more your macro/micro talent than the 'build' your making, as long as your unit composition is versatile enough, and stalker is the word for 'versatility' in Protoss language, so i was told by my buddy Tassadar

-Kerm

What i know is that I know nothing - [http://twitter.com/UncleKerm]
Skyro
Profile Joined May 2010
United States1823 Posts
May 25 2010 18:31 GMT
#35
On May 25 2010 18:14 Surrealz wrote:
@ Skyro - yea its pretty ignorant of me to want to open with them every game (and I don't do it EVERY game, just a vast majority of them =P). However, like you said, its an opening. That is the main reason I made this thread. If I see my opponent is massing marauders with my blink stalker poke, is it best to:

A- Change to chargelots and take templars?
B- Robo?
C- Stargate? (one thing that is awesome about ur phoenix suggestion is that it will give me vision for my stalkers' blink, very useful)

Basically I'm looking for the best combos to go with my blink stalkers in different situations. I really like using them though, cause I abused the shit out of sentries/zealots the first few weeks I had the beta.

Seltsam, there is no possible way I could support that economically in the early game. 3gate 1robo is already pretty difficult to keep streaming out units, I cant really see too much extra minerals/gas to get the council AND a bay. Also, the blink stalkers go down and down in utility as the game goes on.

I'm still trying to weigh the pros/cons of HT tech vs Robo after the stalkers. I'm thinking vs Terran robo is probably better (well at least against MMM or M&M), but against zerg I'm probably gonna be boxed into HT, cause robo + collosi just takes so long to tech and such a high mineral/gas/research commitment.

Thoughts?


Really depends on the point in the game and what unit composition you see. If it's early on before you choose to go TC, you can slap down a robo and have 1-2 immortals by the time they do their timing push with concussive shells (mix in some zealot and sentries as well).

If you're already later into the game and already have a bunch of stalkers out, I think void rays are a better "reactionary" tech as most players go heavier on the marauders so all you have to do is wipe out the marines and you can stop the initial push. Plus you can pump out phoenixes to counter tanks which have become very popular in PvT atm from what I've seen. Then when they start making unit compositions with more marines then a transition from there into late-game HTs works pretty well for me.

I would avoid teching fast HTs. They aren't the best vs mass marauders early on unless you can get them at your choke or something. In the open field w/ stim it's not great. Where it shines is late game when you're clashing with 100+ supply armies where the micro gets stressed and there's just so many units on the field that they can't move groups of units that well.
Tozar
Profile Blog Joined March 2007
United States245 Posts
May 25 2010 19:00 GMT
#36
On May 25 2010 19:35 Surrealz wrote:
tozar, I've spent a frightening amount of time watching your stream/VODs lately lol, and it seems you are ALWAYS on friggin DO, Lost temple, Kulas, Blistering Sands, etc.

What do you do with your blink stalkers on steppes of war? There is...a choke..thats it. I guess their nat is pretty open to harassment, but only from the front. There are a few maps like this where I can't seem to find an exploit to take blink to its advantage harass wise.

Also, when do you usually start pushing out? Do you wait for that large army with 3 gates (10+ stalkers?) or just push out as soon as blink is done? I can never seem to get any kind of timing down, even though it IS situational.

I don't like the DTs as much as others, which is why I've been trying to get some kind of fast high templar or fast robo switch down, but none seem to be consistent against good players. As far as what you said about Mutas/Lings being really good against HTs- Yea they are, but hydras get raped by storm. I really hate boxing myself into a stargate vs terran because an MMM ball will RAPE stalkers + lots + voidrays, easily. I feel like my chances are infinitely better with HTs mixed in instead of 4-5 voidrays. Whats your opinion on this?



I use the map preferences so I can get the most out of my build. I mark off blistering sands (because of the backdoor), metalopolis (because of the short walking distance between the natural expansion and the main), steppes of war (very little terrain for getting the most out of blink, main is nearly untouchable if they turtle), and scrap station (because of how difficult it is to fight off air units and drops when sitting outside the enemy base).

My push generally comes when I am ready. I try to start a new tech building (i.e. dark shine) and spend all my money on stalkers or an expansion before I move out. Since I will be microing a lot it is important that I cram in as much macro as possible before I attack. The earliest I will push is when Blink is just about done. This will let me escape marauders, zerglings, or forcefields should I run into them. You will want to take any xel'naga towers outside your opponent's base so you can can make sure the coast is clear before sending out any unblinkable stalkers.

As for HT's I find them really hard to use. I'm always mismanaging them because they are so slow. I would like to try and get better about using them, because I think they can be really effective against some builds that have been giving me trouble. I always feel like I'm rolling dice when I throw down the templar archives (more so than DTs, which I am very comfortable with using). I feel like void rays compliment blink stalkers nicely because you can jump in with your stalkers and pick off marines, plus they can deal with marauders, ravens, and banshees quite nicely.
orgon
Profile Joined May 2010
United States20 Posts
May 25 2010 19:05 GMT
#37
I know that chargelots move faster but do they also have a higher DPS, and if so, how does that change your guys' BO?

I'm convinced it does have a higher DPS since I rip through hydras of the same number but without charge I get owned. But I never tested this.
Your micro needs more micro
HoroBoro
Profile Joined April 2010
United States91 Posts
May 25 2010 19:21 GMT
#38
On May 26 2010 04:05 orgon wrote:
I know that chargelots move faster but do they also have a higher DPS, and if so, how does that change your guys' BO?

I'm convinced it does have a higher DPS since I rip through hydras of the same number but without charge I get owned. But I never tested this.


Hydras are glass cannons.

Zels get raped by hydras because they fire so fast. If your zeals can engage fast, they rape hydras because hydras have very low hp. Nothings changed about the DPS of zeal.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44257 Posts
May 25 2010 19:29 GMT
#39
While I looooooooove using mass stalkers + blink, I've also found that chargelots + mass sentries can tear apart Terran infantry builds and decent-sized Zerg ground armies, if you can use the FFs to trap the opponents' men and force them to engage the chargelots head-on, rather than allowing constant kiting I've found this easier to pull off than psi storm tech (and less gas-demanding too).
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Surrealz
Profile Blog Joined May 2010
United States449 Posts
May 25 2010 20:51 GMT
#40
tozar, are you using hallucination for vision to do stalker harass? Or are you mostly just poking into the front door of your opponent's base?

as far as the HTs go, next time you stream I'd love to see some pro HT use, as I'm really crossing my fingers for this build to work at plat/diamond (whatever the hell its called now) levels.
1a2a3a
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