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[G]PvT High Templar Build Order - Page 3

Forum Index > StarCraft 2 Strategy
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palanq
Profile Blog Joined December 2004
United States761 Posts
February 18 2011 01:37 GMT
#41
On February 18 2011 04:57 RyanRushia wrote:
I'd definitly check out this game betwene Axslav vs dde in the recent V by complexity

http://www.youtube.com/complexityinsider#p/a/u/3/yHVSDAHwJ-s


let me summarize axslav's build here:

- 3 gate expand, get robo soon after for obs scouting
- respond to T's build by varying unit composition, chronoboost allocation, and the decision to make immortals
- get citadel before 3rd and 4th gases
- build DT shrine and add 2 more gates up to 5
- get charge while attacking/containing with DTs
- get templar.

this seems like a much better gameplan for getting early-ish storm, since it should be robust against banshee or early rax pressure. getting charge/templar off 1 base before robo just has so little scouting potential and eats so much gas that I think it will fail versus a lot of stuff.
time flies like an arrow; fruit flies like a banana
OriginalBeast
Profile Joined September 2010
United States709 Posts
February 18 2011 01:49 GMT
#42
16 cybernetics core WTF I don't think that I would be willing to cut a probe that early. like your trying to rush for high templar with not actual reason, like there are more cost efficient ways of dealing with early terran bio. Also you don't get so dedicated to 1 tech path. Also you wan't to have a good mix of zealot stalker then get a few templar, which makes it a 2 base only kinda tech swap.
More gg, more skill.
terranmoccasin
Profile Joined February 2011
United States74 Posts
February 18 2011 09:51 GMT
#43
This build is interesting, but it's definitely not going to work very well in Master league. I feel like the 3 rax push disappeared altogether when protoss player learned how to use sentries properly. Also, I believe 80% of my PvT games, the terran opts for a fast expansion off of 1 or 2 rax with mm.

This build is gimmicky at best, but I do believe it can be pulled off. It's just kind of a rock paper scissors game, assuming that you somehow hide most of your tech. If he scans your base at all (which he will) he can counter this pretty easily.

The weaknesses of the build are definitely things like cloaked banshee and hellion drop, so maybe adding a gas steal could help a lot. If they're not keen on killing your gas, they're probably going to pressure you and expand. If they start killing the gas right away, sneak your probe back and in and scout to see the build is going to be viable.
Snapshot
Profile Joined February 2011
United States21 Posts
February 18 2011 13:55 GMT
#44
I appreciate the help

Also palanq I'm going to start trying that build. It looks like a play style that would be more of my taste for protoss! Thanks again guys, after all I figured this build could be broken but I just really wanted to try it out and see what could come out of it. If nothing else it taught me a lot about timings of the opponent as when they could have x unit was the most important thing.

Back to standard play for me hehe :3
trNimitz
Profile Joined October 2010
204 Posts
Last Edited: 2011-02-18 15:36:10
February 18 2011 14:08 GMT
#45
I've tried going for obs + HT builds.
Although the one really high level player I talked to said it was possible, in my experience even without ghosts MMM will beat you; they just run out of every storm and then fire (and kill) your zealots, always moving more and more away from the HTs, while the chargelots get too far ahead and get slaughtered, any damage done by zealots and the 20 damage a 1sec storm will do gets healed. /repeat x5 and then he'll have an MMM ball too big for you to stop. *sadface*

edit: I incorporated this with a FE.
branflakes14
Profile Joined July 2010
2082 Posts
February 18 2011 14:15 GMT
#46
This wouldn't work against anyone who makes units. For fast PvT High Templar you're probably better off using a double Forge build, as the Twilight Council is required for mass upgrades anyway.
basic369
Profile Joined November 2010
Sweden119 Posts
February 18 2011 15:36 GMT
#47
In silver, its better to just practise standard safe builds like 2 gate rbo expand. It will actually help u improve
It's better to live one day as a lion then one hundred years as a sheep.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
February 18 2011 15:43 GMT
#48
I don't remember the game, and the order of the buildings was different (most notably, later twilight council, not so rushed), but it was in GSL season 1 or 2, where toss went zealot heavy with charge on Blistering (didn't tech into templar but might have been able to by cutting a sentry or some stalkers). Unfortunately terran saw it coming and bunkered up like hell.

I seem to recall the protoss being perfectly safe early game though, but not really having enough units to really threaten the terran, despite the charge.
ThePinkNinja
Profile Joined October 2010
United Kingdom14 Posts
February 18 2011 16:02 GMT
#49
Hi, wouldn't normally post to put a downer on something but this build will not work against an opponent who is even mildly agressive.

I watched your replay 4. At just under 6 minutes you had 1 zealot and 1 sentry to defend and zealot legs on it's way. I'm not sure if you meant to post a different replay as you didn't even build a templar archives in this game and won it pure through speedlots/sentries.

While you did well to win, had you been against an agressive opponent who actually what most terrans at bronze/silver (your stated level and the level I play at) which is marine spam off 3rax and push up your ramp after stim is completed you would have lost badly.

I would like to see a proper BO to get HTs out in a decent time without being able to be roflstomped at the 1st hint of agression I don't think they're viable off 1 base unless your opponent is good enough to keep running away to let your HTs energy recharge.
W2
Profile Blog Joined January 2011
United States1177 Posts
February 18 2011 16:09 GMT
#50
At masters league 33% of terrans open cloaked banshee

another 33% have a really streamlined 1/2 base timing all-in which you really need to see the unit comp to have a chance of defending

so I cannot see this build working in the current metagame. Not trying to discredit you; it is great work: just letting you know what is in store so you can prepare
Hi
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
February 18 2011 16:30 GMT
#51
I really don't see this working against equal skilled opponents. If you're going to one base you might as well spring for colo instead because they will, guaranteed, increase your army integrity. ht's can do that, but their warp-in mechanic and high gas really pigeon hole them as a 4gas+ (MINIMUM) tech.

I used to use council/ht tech vs terran almost exclusively off of fast expand, but recently I have been playing much safer with 3 gate robo 6:00 expands with faster colo to be safe and I definitely think this style will net you more wins against equal skilled terrans.

Another issue that has already been brought up is scouting. It's true that protoss NEED a robo to get the obs out, but the obs is by no means a bad thing.. In fact obs are amazing. In a typical pvt I'll have 5 obs out at one time during the mid game to keep an eye out on greedy expansions, attack timing, tech timings, tech switches, army movements, upgrades, production structures, drops. You cannot afford to be in the dark to these things

So really, you are quick teching with no defense to a unit that has 80 hit points and can kill marines if he doesn't have stim and walks them up your ramp
get rich or die mining
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