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I've been having a lot of fun in PvP since the patch. EVERYONE is just DT rushing!
At the moment I open with 3 stalker rush and pressure if I can. If it's not a 4 gate drop a Robo (after obs start Immortal production) and a Nexus followed by a Forge. Once I've got my base up I drop a Stargate and start Void Ray production as well as ground attack and air attack grades. The final composition is Zealot/Stalker/Immortal/Void Ray with decent grades. I usually attack when my grades are done and can then take my 3rd behind it.
Micro wise, I just focus down Archons/Colossus with Void Rays and Immortals make quick work of Stalkers. With a standing army Void Rays also do well against Stalkers. Obviously you'd need to make adjustments according to opponents composition. I find that many will spend ALL their gas on Archons and have a shitload of Zealots - a Facility and 2 - 3 Colossus is nice.
Here are some replays if you are interested.
http://screplays.com/replays/jarrydesque/20105 http://screplays.com/replays/jarrydesque/20101 http://screplays.com/replays/jarrydesque/20103 http://screplays.com/replays/jarrydesque/20111 http://screplays.com/replays/jarrydesque/20099
Just to be clear - I by no means am claiming that this (scaffolding for a build) is optimal or uber or whatever. It's just what I've been playing around with. I'm Diamond so if you're expecting Kiwikaki I suggest you make your way to the NASL website.
The replays are all of me winning - no ego, I've not lost yet with it yet. Again, not claiming that it's AMAZING - it's just how it has panned out.
If you have any suggestions as to refining or changing, I would love to hear your comments. And maybe we can turn this rough idea into a good build!
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On May 11 2011 12:48 Amui wrote: After playing a few PvP post 1.3.3, it seems people just don't 4gate any more.
However, I have found
- phoenix > most defensive builds. Once you have 5+ phoenix patrolling the map, most tech builds simply do not have the stalkers required to defend multiple mineral lines. Provided he did not rush for blink, you can hold off a responsive attack. It forces 2 cannons at every mineral line if the opponent wants to play macro. Essentially if his stuff was still in his base when phoenix arrive, he cannot attack without it being an all-in. You also don't have to play colossus wars(big plus here).
- You can use more chrono's on nexus without dying! :D - warpgate takes a ludicrous amount of time compared to last patch. It really does. I don't really like heavy phoenix as a strict opening. For just the mineral cost of a stargate and 5 phoenix, he can build a forge(which most players get anyways) and 5 cannons, and be completely safe from harass, while up on gas by enough to go any other tech route. Sure, it forces your opponent to be defensive, but they're free to expand, and generally do whatever the fark they want tech-wise.
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On May 13 2011 01:12 jarrydesque wrote:I've been having a lot of fun in PvP since the patch. EVERYONE is just DT rushing! At the moment I open with 3 stalker rush and pressure if I can. If it's not a 4 gate drop a Robo (after obs start Immortal production) and a Nexus followed by a Forge. Once I've got my base up I drop a Stargate and start Void Ray production as well as ground attack and air attack grades. The final composition is Zealot/Stalker/Immortal/Void Ray with decent grades. I usually attack when my grades are done and can then take my 3rd behind it. Micro wise, I just focus down Archons/Colossus with Void Rays and Immortals make quick work of Stalkers. With a standing army Void Rays also do well against Stalkers. Obviously you'd need to make adjustments according to opponents composition. I find that many will spend ALL their gas on Archons and have a shitload of Zealots - a Facility and 2 - 3 Colossus is nice. Here are some replays if you are interested. http://screplays.com/replays/jarrydesque/20105http://screplays.com/replays/jarrydesque/20101http://screplays.com/replays/jarrydesque/20103http://screplays.com/replays/jarrydesque/20111http://screplays.com/replays/jarrydesque/20099Just to be clear - I by no means am claiming that this (scaffolding for a build) is optimal or uber or whatever. It's just what I've been playing around with. I'm Diamond so if you're expecting Kiwikaki I suggest you make your way to the NASL website. The replays are all of me winning - no ego, I've not lost yet with it yet. Again, not claiming that it's AMAZING - it's just how it has panned out. If you have any suggestions as to refining or changing, I would love to hear your comments. And maybe we can turn this rough idea into a good build!
All of your matches are played on a big maps where is blink very viable.. but think it deserves a deeper look to it. And by the way your Taldarim Altar game versus happy isnt about blink at all meaning at your side 
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i have personally been using a chargelot build i made up. you get lots of zealots (derp) with one sentry and push at the 7 min mark right as charge is finishing and you would be surprised at how effective it is. so far i havent lost with this build in pvp since the patch *btw im a top 8 diamond random player so i guess i dont have the most credibility
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Tbh i would suggest just going any type of blink build or maybe 3 gate robo, you do have to remember that it is only a 20 second nerf so do not get to comfortable. That mixed with the pylon thing makes it a fairly big nerf but don't play incredibly greedy. Essentially do your standard non 4 gate build but you now have more leeway with chronos ect.
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Anyone care to elaborate the best blink stalker BO? Or at least what you use?
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one gate robo is a very good way to go,(the fist gate is on 13 btw)
then add 2 more gates. just be good with FF. go zelot stalker sentry and get a good mix of stalker zelot. not to many stalkers maybe 4 at most and get sentrys as needed then into collsi. I have not lost yet doing this. im high diamond.
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So the first replay looks like PvZ where you pylon black the expansion, cannon the ramp and then expand way after 12?
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On May 13 2011 09:31 thisisSSK wrote: Anyone care to elaborate the best blink stalker BO? Or at least what you use?
Yeah I'm looking for a solid build order too. If anyone has some replays that would be fantastic.
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I'm voting proxy or early void rays now that PvP was patched. The Zealot Void Ray in mid to late game owns robotics builds because you have an assload of zealots (with charge) on the ground owning his stalkers and your voids can charge off of his colossi (with a flank) and then execute the rest of his units.
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After practicing a bit of PvP...don't FE, you will lose unless you both FE then its rock paper scissors all over again.
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these people are stupid, don't go 3 or 4 gate blink. You need to do a standard 4 gate, or go robo play. Blink is very gimmicky and you lose if he makes more than one immortal. you lose if he does early pressure into a quick four gate.
I have a four gate build, that is basically a 3 stalker rush into a 4 gate.
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I've actually only been hit by cannon rushes since the patch hit -.-
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On May 13 2011 12:05 StephenS wrote: these people are stupid, don't go 3 or 4 gate blink. You need to do a standard 4 gate, or go robo play. Blink is very gimmicky and you lose if he makes more than one immortal. you lose if he does early pressure into a quick four gate.
I have a four gate build, that is basically a 3 stalker rush into a 4 gate.
I find that you get a lot of map-control with blink stalkers and that you can easily threaten him with counter-attacks (robo balls take longer to get across the map than blink).
Blink is not gimmicky... I remember that EGiNcontroL, KiwiKaki, AND Naniwa has used blink in their games against each other with great success.
They used it against each other many times iirc. Correct me if I'm wrong. xD
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On May 13 2011 01:26 Sm3agol wrote:Show nested quote +On May 11 2011 12:48 Amui wrote: After playing a few PvP post 1.3.3, it seems people just don't 4gate any more.
However, I have found
- phoenix > most defensive builds. Once you have 5+ phoenix patrolling the map, most tech builds simply do not have the stalkers required to defend multiple mineral lines. Provided he did not rush for blink, you can hold off a responsive attack. It forces 2 cannons at every mineral line if the opponent wants to play macro. Essentially if his stuff was still in his base when phoenix arrive, he cannot attack without it being an all-in. You also don't have to play colossus wars(big plus here).
- You can use more chrono's on nexus without dying! :D - warpgate takes a ludicrous amount of time compared to last patch. It really does. I don't really like heavy phoenix as a strict opening. For just the mineral cost of a stargate and 5 phoenix, he can build a forge(which most players get anyways) and 5 cannons, and be completely safe from harass, while up on gas by enough to go any other tech route. Sure, it forces your opponent to be defensive, but they're free to expand, and generally do whatever the fark they want tech-wise.
Actually the point of phoenix is to force a non-colossus based build. Expanding is actually quite difficult unless you were already stockpiling stalkers, you don't have enough to defend 2 mineral lines. Also, phoenix are actually quite buff at tanking. Lifting 3-4 zealots and killing them in a few seconds and then picking up more for seconds is amazing. You almost automatically get the zealot advantage. For the record no protoss ground unit is actually very good at killing phoenix. You can also snipe sentries in an engagement which is absolutely huge. Most endgame battles still only have 1-2 sentries for GS because they are absolutely worthless outside of spells in PvP. I think the transition is best to go for twilight tech with robo for detection and maybe immortals though because a colossus transition leaves you too open with an already quite vulnerable build.
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On May 13 2011 12:05 StephenS wrote: these people are stupid, don't go 3 or 4 gate blink. You need to do a standard 4 gate, or go robo play. Blink is very gimmicky and you lose if he makes more than one immortal. you lose if he does early pressure into a quick four gate.
I have a four gate build, that is basically a 3 stalker rush into a 4 gate.
Blink feels gimmicky because how good you are as a player is a huge determining factor on how successful you will be with 3gate blink. You don't win games by playing straight forward, so for most it is uncharted territory. But it is effective on certain maps.
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A 1 gate robo actually stops the new four gate I have discovered. Add on a couple more gateways for the 3 gate robo look and push out with 3 to 4 immortals. GG.
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Dominican Republic913 Posts
On May 13 2011 00:11 Anihc wrote:Show nested quote +On May 12 2011 23:51 Teoita wrote: @Anihc:
I guess you also get a robo to have high ground vision and blink in his base for harass. If so, when do you get it, and when do you expand? The few times i've tried that style (mid diamond) either he rolled me with robo units (even just pushing out with 2-3 immortals), or i was able to afford my expo really really late, about 10-11 minutes into the game, so my economy was actually pretty bad. It feels as if i don't have enough to tech to robo/charge/whatever, get upgrades, expand and still maintain a decent army. Robo is optional, a lot of people get it which is great, but I personally don't even bother. It just comes down to your personal preference. The purpose of blink stalkers for me is not to harass, but to keep him in his base until I can get a 2 base eco up, and I don't need obs to do that. While you're expanding and teching, his army should be bigger than yours. You don't need to maintain a big army because just the presence of a group of blink stalkers should be threatening enough. You really don't want to fight his army at that time - like I said earlier, just backstab him/base race if he moves out too early, and if he moves out with only immortals and no colossus you can FF your ramp forever. If you feel like it just takes forever to tech and expand, what build are you doing to get to 3 gate blink stalker? A lot of people cut probes when doing a 3 gate blink stalker which is fine, but then you just have to do more damage with it. When I do this build I have the 2 base goal in mind, and I don't really cut probes at all. The best case scenario for me with this mindset is to be able to kill several zealots and force him to make several immortals before he feels safe to get colossus (delaying his inevitable push), all while not losing any stalkers.
Nice information thanks, but i would like to have a replay on this situations because it can help a ton, can u give us some replays of your build?
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