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[G] 2 gateway 1 stargate PvP Phoenix build - Page 5

Forum Index > StarCraft 2 Strategy
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XVII
Profile Joined October 2011
1 Post
Last Edited: 2011-10-05 08:16:53
October 05 2011 08:15 GMT
#81
I've been using this build exclusively in PvP once I found this thread; now I thoroughly enjoy PvP with phoenix play when I used to hate PvP with a passion. 4 sentries will guarantee your safety from 4gate, 3 stalker rush, blah blah until they have blink and vision, but by then you will have zealot sentry phoenix and possibly 1 or 2 void rays and possibly charge. Phoenixes force stalkers so you can go chargelot with great efficiency paired with lifting excess stalkers with phoenix. Colossi balls get destroyed by phoenix voidray chargelot sentry.

Early double gas also forces many to respond with robo because of dt tech suspicion in the current metagame. Great advantage because stargate is infinitely effective against robo tech.
Selendis
Profile Blog Joined October 2010
Australia509 Posts
October 05 2011 08:29 GMT
#82
it's a good build, but after trying it a few times and failing at it miserably I can tell you it is not for protoss's with bad micro.

If your edge in your matchup is your macro and strategic/tactical decisionmaking as opposed to your micro then don't use this build.
Probes are sooo OP
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
October 05 2011 08:33 GMT
#83
On October 05 2011 17:29 Selendis wrote:
it's a good build, but after trying it a few times and failing at it miserably I can tell you it is not for protoss's with bad micro.

If your edge in your matchup is your macro and strategic/tactical decisionmaking as opposed to your micro then don't use this build.


Its not so much for people with good micro but for people with good multitasking.

Controlling phoenixes is extremely demanding...when you are actually doing stuff with them, there is literally no point at which you can move away from them to macro.

To keep them safe you have to keep a close eye on them to be wary of anti-air, to keep them dangerous you have to keep them moving and to actually do anything offensively with them you need to be actively lifting units to kill them. This means that you cannot simply sit them over a base to attack, even if its undefended.

For this reason, you need both very good multitasking, and also very good mouse precision. You need to be able to switch to the phoenixes, quickly lift several units to kill them (which means you need to be able to click quickly and accurately), and then switch back to your base to do a couple macro things, which again requires quick and precise mouse control.

Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Betschi
Profile Joined October 2011
6 Posts
October 07 2011 15:24 GMT
#84
I have much problems with that build. After my phoenixes killed some probes, my opposite attacks me. I have 3 gates and researched charge. But most time i loose. What do i make wrong? After 5 phoenixes i stop producing them. Thx 4 Help
julius33
Profile Blog Joined January 2011
Estonia79 Posts
October 07 2011 15:39 GMT
#85
On October 08 2011 00:24 Betschi wrote:
I have much problems with that build. After my phoenixes killed some probes, my opposite attacks me. I have 3 gates and researched charge. But most time i loose. What do i make wrong? After 5 phoenixes i stop producing them. Thx 4 Help

Why are you getting charge? Getting 2 immortals for that gas will be much more useful. Zealot/sentry/immortal should hold very well and if you help with phoenixes lifting sentries and stalkers then you should have no trouble defending...
Rahulikult!
Betschi
Profile Joined October 2011
6 Posts
October 07 2011 17:00 GMT
#86
Thx for answer. I will try that with the immortals. So 2 Gate Stargate the Robo. Lets see what happens
Betschi
Profile Joined October 2011
6 Posts
October 07 2011 18:45 GMT
#87
Its senselss. I cant win with that tactic. Can anyone send me a replay? Thx
theredone
Profile Joined November 2010
United States49 Posts
October 07 2011 19:09 GMT
#88
don't go 2gate stargate robo, the protoss 111 is proven to be only so good, and only against certain things. Mostly not protoss. Methy- just a thing, have a terrible ancient computer that lag spikes when people walk in my vision (it's great) so i figured i'd let you know my trick. When it's that FF time and you know you need to be watching but you also need to be macroing, i just send a worker to outside my ramp and when he dies you get a little warning.

PvP is really becoming a rock paper scissors at my level at least. Stargate tops Robo which tops gateway which tops Stargate. It's kinda great really
Betschi
Profile Joined October 2011
6 Posts
October 07 2011 19:17 GMT
#89
I gave it up with the phoenixes. I go back to the archon build. My platin level is too bad for the phoenixes
xlava
Profile Blog Joined March 2011
United States676 Posts
October 07 2011 19:35 GMT
#90
Incredibly powerful build. I have been using a 3gate stargate build PvP and have a 100% win rate with it versus fellow masters players.

It holds 4gate, as you have the potential to produce enough sentries to hold it, and even get out robo tech fast enough to produce the anti-4gate immortal.

It wrecks colossi and immortal pushes, as well as gaining you terrific harass opportunity.

Against blink stalkers its still very powerful, as you can force retreats through harass, and defend with zealots. Plus, the phoenixes force stalkers, and the transition out of PvP stargate builds is chargelots. Perfect setup, if you can execute it properly and harass enough.
Audemed
Profile Joined November 2010
United States893 Posts
October 07 2011 20:27 GMT
#91
What kind of timings are you guys getting for your 5th phoenix? I'm pretty bad with doing build orders by-the-book, so I can't tell you what I have out when, just that I'm usually about 7:30 with 5 phoenix, 6-8 zealots, 2 sentries, and it just feels late (I expand when I start harass).
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." -George Orwell
Tatari
Profile Blog Joined January 2011
United States1179 Posts
October 08 2011 01:20 GMT
#92
I've played against this, and since I go DTs if I scout 2 gas, the people who tried this on me just rolled over and died one way or another. It's really weak against templar tech play.
A fed jungler is no longer a jungler, but a terrorist.
Petninja
Profile Joined June 2011
United States159 Posts
October 08 2011 12:27 GMT
#93
On October 05 2011 02:54 galzohar wrote:
If this can't stop a 4gate, can this still be used effectively upon scouting non-4gate builds?


This can hold a 4 gate. the problem it had when the build was created was that it required 2 FF's to hold the ramp to prevent warp-ins. You can FF the ramp forever with this build now though. The only way they could get up the ramp would be to build a stargate, or a robo, or research hallucinate and get a sentry so they can see up it. All of these take a while, and your phoenix comes out before 7 minutes, which means you can scout this and react accordingly. Even if they do get sight up the ramp it will be so late that you can hold it with the army you've built, and most people will give up the 4 gate once they see the endless FFs. Once that happens it's time to start your harass.
DanceSC
Profile Blog Joined March 2008
United States751 Posts
Last Edited: 2011-10-08 16:29:30
October 08 2011 16:00 GMT
#94
I have a slight variation with the 2g stargate where I get 1 zealot 2 stalkers early on, (or even open with the 3g stalker rush) and transition into the pheonix play. I've been using this in custom games for about a month now and the only problem I have is holding off a delayed 4g push. That is when they wait 2-3 warpins before pushing up your ramp. This hits when you have about 2-3 pheonix out, and if they have 5-6 zealots in their composition it is very difficult to hold.

I use this build on ranked games when my opponent goes 3stalker rush or takes a second gas earlier then normal and I suspect immortal or fast tech colossus play, or if I scout heavy zealot / immortal composition.

As for the builds biggest weakness... mass zealots. Usually my opponent scouts with the observer and notices I have 5-6 pheonix and immediately they say 'oh no i need anti air!! i gotta get those stalkers producing'. When that happens I hit a timing attack and 90% of the time win right there. If they build zealots (more cost effective, cheaper, absorb more pheonix fire) There comes a point where my pheonix will run out of energy and I will get simply overran.

Replay: http://www.mediafire.com/?hrucgq2exoqqawu
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
Petninja
Profile Joined June 2011
United States159 Posts
October 08 2011 18:33 GMT
#95
On October 09 2011 01:00 DanceSC wrote:
As for the builds biggest weakness... mass zealots. Usually my opponent scouts with the observer and notices I have 5-6 pheonix and immediately they say 'oh no i need anti air!! i gotta get those stalkers producing'. When that happens I hit a timing attack and 90% of the time win right there. If they build zealots (more cost effective, cheaper, absorb more pheonix fire) There comes a point where my pheonix will run out of energy and I will get simply overran.

Replay: http://www.mediafire.com/?hrucgq2exoqqawu


If he's massing zealots why aren't you just sniping the zealots? If that's all he's making it's much better than trying to snipe his economy because he has nothing to prevent you from expanding all you want. It would appear to me that a heavy zealot army is exactly what you're hoping for.
Petninja
Profile Joined June 2011
United States159 Posts
October 08 2011 21:56 GMT
#96
On October 08 2011 00:39 julius33 wrote:
Why are you getting charge? Getting 2 immortals for that gas will be much more useful. Zealot/sentry/immortal should hold very well and if you help with phoenixes lifting sentries and stalkers then you should have no trouble defending...


If he's doing this build he probably has a lot of zealots in his mix, so it makes sense to get the upgrade that benefits them the most.

From what I've experienced only having 5 phoenix leaves you pretty dry for available lifts. I feel that phoenix get stronger in larger numbers much like mutalisks. Basically, the chances that a phoenix has energy when X attack arrives is better the more phoenix you get. If you have 5 phoenix and none of them have energy you have a lot of dead weight. If you have 10 phoenix there is a much higher chance that a couple of them will have enough energy for lifts by the time they get to the battle. The obvious side effect being that you have to be even more diligent with your harass when you have so much tied up in your air.
Tribe__
Profile Joined July 2011
Finland10 Posts
Last Edited: 2011-10-11 18:55:21
October 11 2011 18:54 GMT
#97
Great build, fun to play and not so standard.

I`ve started getting a robotics after stargate, because 80% of the time my opponents have been going heavy stalkers upon seeing the phoenixes, so pumping immortals has been very effective.
Z´all gOOd
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
Last Edited: 2011-10-11 19:25:32
October 11 2011 19:22 GMT
#98
On October 08 2011 00:24 Betschi wrote:
I have much problems with that build. After my phoenixes killed some probes, my opposite attacks me. I have 3 gates and researched charge. But most time i loose. What do i make wrong? After 5 phoenixes i stop producing them. Thx 4 Help


Could we see a replay?

What does your opponent attack with? If it's any sort of Stalker / Robo tech, you should shut it down so that it isn't even close. If it's blink, with somewhat clever engagements you can do the same if you have Charge.

Are you using Phoenixes in battle? Are you expanding? Is he expanding?

I'm really interested in the replay, seeing that what you do is pretty much what I do in PvP most of the time nowadays, and it works fine for me.

Cutting Phoenix production at 5 might be your problem actually (barring any macro/control problems). I know it can feel scary to build a lot of them, but a lot of people underestimate how good they are in battle vs a ground army in a decent number.

When you only have 5, and you're using energy to kill Probes on top of that, there really isn't much they can do for you in battles and can feel kinda wasteful.

On October 08 2011 10:20 Tatari wrote:
I've played against this, and since I go DTs if I scout 2 gas, the people who tried this on me just rolled over and died one way or another. It's really weak against templar tech play.


What is your DT timing?
Amui
Profile Blog Joined August 2010
Canada10567 Posts
October 11 2011 19:35 GMT
#99
On October 08 2011 00:24 Betschi wrote:
I have much problems with that build. After my phoenixes killed some probes, my opposite attacks me. I have 3 gates and researched charge. But most time i loose. What do i make wrong? After 5 phoenixes i stop producing them. Thx 4 Help


First off don't stop at 5 phoenix. 5 is a horrible number because realistically in a fight you can pick up one or 2 units. I would personally stop at around 8. You may be trying to tech too hard though. In a fight you would want to pick up stuff in the order GS sentries>immortals>zealots>stalkers>sentries. As you are going phoenix, you want to end up with a zealot advantage on the ground. With a small fleet of phoenix you can take small groups of units out of the fight and kill them extremely quickly. With only 5 you'll take 1-2 units out, and you won't kill them particularly quickly either. Phoenix are kind of a snowball unit in that way.
Porouscloud - NA LoL
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
October 11 2011 19:54 GMT
#100
Tyler is doing this build on his stream right now btw.
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