• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:30
CEST 13:30
KST 20:30
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!33Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week Daily SC2 Player Grid - feedback wanted Balance hotfix patch 5.0.16b (July 16)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
BW General Discussion ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/ New 3v3 BGH Ladder (and more) on ShieldBattery!
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread European Politico-economics QA Mega-thread The Letting Off Steam Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Bhutan Is Already Gami…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6769 users

The HotS Protoss Help Me Thread - Page 127

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 125 126 127 128 129 367 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. Do not just ask for build orders.
SnipedAgain
Profile Joined July 2012
United States17 Posts
June 25 2013 14:07 GMT
#2521
I've been having alot of trouble against the 10gate into 3gate in PvP. Assuming I figure out that its coming by the time my core is 3/4 done (judged based on zealot+gate timing), what's the proper response? The timing hits before my MsC has enough for a photon overcharge, and at best its zealot stalker vs zealot stalker probe, but usually I skip the zealot so its just a stalker vs zealot stalker. They usually get up the ramp with that advantage, and after the 1st warpin it's zealot +4 stalkers vs 2 stalkers or stalker sentry+MsC+ probes for ~20 seconds until my wg finishes, they can usually push that advantage into a win whether I pull probes at this point or not. Should I pull probes to prevent them from getting up the ramp?
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
June 26 2013 01:04 GMT
#2522
On June 25 2013 23:07 SnipedAgain wrote:
I've been having alot of trouble against the 10gate into 3gate in PvP. Assuming I figure out that its coming by the time my core is 3/4 done (judged based on zealot+gate timing), what's the proper response? The timing hits before my MsC has enough for a photon overcharge, and at best its zealot stalker vs zealot stalker probe, but usually I skip the zealot so its just a stalker vs zealot stalker. They usually get up the ramp with that advantage, and after the 1st warpin it's zealot +4 stalkers vs 2 stalkers or stalker sentry+MsC+ probes for ~20 seconds until my wg finishes, they can usually push that advantage into a win whether I pull probes at this point or not. Should I pull probes to prevent them from getting up the ramp?


You should build a zealot and cancel it right before the cyber core finishes. This method allows you to get a zealot in case you need one against something like a proxy 10-gate or a 10-gate fast warpgate.

If you're doing a tech build, continue the tech build and consider giving your warpgate one (1) chronoboost. DON'T deviate by trying to get up 4-gates and chronoboosting your warpgate like crazy. You should be able to hold this off if you don't lose your head, and you should be so far ahead and it won't even matter if you take a few probe losses.
StrategyAllyssa Grey <3<3
aznheat80
Profile Joined August 2010
United States186 Posts
June 26 2013 01:14 GMT
#2523
On June 26 2013 10:04 SC2John wrote:
Show nested quote +
On June 25 2013 23:07 SnipedAgain wrote:
I've been having alot of trouble against the 10gate into 3gate in PvP. Assuming I figure out that its coming by the time my core is 3/4 done (judged based on zealot+gate timing), what's the proper response? The timing hits before my MsC has enough for a photon overcharge, and at best its zealot stalker vs zealot stalker probe, but usually I skip the zealot so its just a stalker vs zealot stalker. They usually get up the ramp with that advantage, and after the 1st warpin it's zealot +4 stalkers vs 2 stalkers or stalker sentry+MsC+ probes for ~20 seconds until my wg finishes, they can usually push that advantage into a win whether I pull probes at this point or not. Should I pull probes to prevent them from getting up the ramp?


You should build a zealot and cancel it right before the cyber core finishes. This method allows you to get a zealot in case you need one against something like a proxy 10-gate or a 10-gate fast warpgate.

If you're doing a tech build, continue the tech build and consider giving your warpgate one (1) chronoboost. DON'T deviate by trying to get up 4-gates and chronoboosting your warpgate like crazy. You should be able to hold this off if you don't lose your head, and you should be so far ahead and it won't even matter if you take a few probe losses.


Very bad advice, don't follow it. If you scout 3 gate in pvp, add another gateway at 19, and just constantly pump out stalkers off of 2 gateways. If your macro is decent, you should have enough stalkers to overwhelm his initial units. Make sure to deny any above ground pylons by pulling probes if necessary. Don't bother investing much chronoboost into warpgate research.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2013-06-26 02:22:28
June 26 2013 02:16 GMT
#2524
On June 26 2013 10:14 aznheat80 wrote:
Show nested quote +
On June 26 2013 10:04 SC2John wrote:
On June 25 2013 23:07 SnipedAgain wrote:
I've been having alot of trouble against the 10gate into 3gate in PvP. Assuming I figure out that its coming by the time my core is 3/4 done (judged based on zealot+gate timing), what's the proper response? The timing hits before my MsC has enough for a photon overcharge, and at best its zealot stalker vs zealot stalker probe, but usually I skip the zealot so its just a stalker vs zealot stalker. They usually get up the ramp with that advantage, and after the 1st warpin it's zealot +4 stalkers vs 2 stalkers or stalker sentry+MsC+ probes for ~20 seconds until my wg finishes, they can usually push that advantage into a win whether I pull probes at this point or not. Should I pull probes to prevent them from getting up the ramp?


You should build a zealot and cancel it right before the cyber core finishes. This method allows you to get a zealot in case you need one against something like a proxy 10-gate or a 10-gate fast warpgate.

If you're doing a tech build, continue the tech build and consider giving your warpgate one (1) chronoboost. DON'T deviate by trying to get up 4-gates and chronoboosting your warpgate like crazy. You should be able to hold this off if you don't lose your head, and you should be so far ahead and it won't even matter if you take a few probe losses.


Very bad advice, don't follow it. If you scout 3 gate in pvp, add another gateway at 19, and just constantly pump out stalkers off of 2 gateways. If your macro is decent, you should have enough stalkers to overwhelm his initial units. Make sure to deny any above ground pylons by pulling probes if necessary. Don't bother investing much chronoboost into warpgate research.


With a standard core scout, you can't identify a 10-gate until around 21 supply. I did a test run with the standard blink build that I use and I have photon overcharge + 2 stalkers/1 zealot and a 3rd stalker on the way at 5:45, when the initial warpin hits (I also tested this out and got the fastest possible warpgate). By redistributing some chronoboost onto my stalkers instead of saving them for blink, I was able to get almost equal supply of units PLUS blink and an overcharge. In addition, I added 1 chronoboost to my warpgate for a 6:20 warpgate, giving me 2 warpins until photon overcharge wears off with blink nearly half done. (With warpins available, I can forcefield the ramp indefinitely).

If you open with an initial sentry, you actually give yourself an additional 40 seconds on top of this with FF.

So no, with the proper control and very precise timings, you hold this with minimal changes to your build. You should not freak out and completely change your build.

EDIT: Sidenote: Against a 10-gate, you have free reign of the map until 5:40, so you can prevent any pylons from going down in your main or natural. This is because zealot + stalker + MsC > zealot + stalker and you can just snipe the probe.
StrategyAllyssa Grey <3<3
aznheat80
Profile Joined August 2010
United States186 Posts
June 26 2013 02:50 GMT
#2525
On June 26 2013 11:16 SC2John wrote:
Show nested quote +
On June 26 2013 10:14 aznheat80 wrote:
On June 26 2013 10:04 SC2John wrote:
On June 25 2013 23:07 SnipedAgain wrote:
I've been having alot of trouble against the 10gate into 3gate in PvP. Assuming I figure out that its coming by the time my core is 3/4 done (judged based on zealot+gate timing), what's the proper response? The timing hits before my MsC has enough for a photon overcharge, and at best its zealot stalker vs zealot stalker probe, but usually I skip the zealot so its just a stalker vs zealot stalker. They usually get up the ramp with that advantage, and after the 1st warpin it's zealot +4 stalkers vs 2 stalkers or stalker sentry+MsC+ probes for ~20 seconds until my wg finishes, they can usually push that advantage into a win whether I pull probes at this point or not. Should I pull probes to prevent them from getting up the ramp?


You should build a zealot and cancel it right before the cyber core finishes. This method allows you to get a zealot in case you need one against something like a proxy 10-gate or a 10-gate fast warpgate.

If you're doing a tech build, continue the tech build and consider giving your warpgate one (1) chronoboost. DON'T deviate by trying to get up 4-gates and chronoboosting your warpgate like crazy. You should be able to hold this off if you don't lose your head, and you should be so far ahead and it won't even matter if you take a few probe losses.


Very bad advice, don't follow it. If you scout 3 gate in pvp, add another gateway at 19, and just constantly pump out stalkers off of 2 gateways. If your macro is decent, you should have enough stalkers to overwhelm his initial units. Make sure to deny any above ground pylons by pulling probes if necessary. Don't bother investing much chronoboost into warpgate research.


With a standard core scout, you can't identify a 10-gate until around 21 supply. I did a test run with the standard blink build that I use and I have photon overcharge + 2 stalkers/1 zealot and a 3rd stalker on the way at 5:45, when the initial warpin hits (I also tested this out and got the fastest possible warpgate). By redistributing some chronoboost onto my stalkers instead of saving them for blink, I was able to get almost equal supply of units PLUS blink and an overcharge. In addition, I added 1 chronoboost to my warpgate for a 6:20 warpgate, giving me 2 warpins until photon overcharge wears off with blink nearly half done. (With warpins available, I can forcefield the ramp indefinitely).

If you open with an initial sentry, you actually give yourself an additional 40 seconds on top of this with FF.

So no, with the proper control and very precise timings, you hold this with minimal changes to your build. You should not freak out and completely change your build.

EDIT: Sidenote: Against a 10-gate, you have free reign of the map until 5:40, so you can prevent any pylons from going down in your main or natural. This is because zealot + stalker + MsC > zealot + stalker and you can just snipe the probe.



Ok, except the 3 gate build he is referring to can hit as fast as 5:22, 5:45 is 4 gate...
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
June 26 2013 02:59 GMT
#2526
On June 26 2013 11:50 aznheat80 wrote:
Show nested quote +
On June 26 2013 11:16 SC2John wrote:
On June 26 2013 10:14 aznheat80 wrote:
On June 26 2013 10:04 SC2John wrote:
On June 25 2013 23:07 SnipedAgain wrote:
I've been having alot of trouble against the 10gate into 3gate in PvP. Assuming I figure out that its coming by the time my core is 3/4 done (judged based on zealot+gate timing), what's the proper response? The timing hits before my MsC has enough for a photon overcharge, and at best its zealot stalker vs zealot stalker probe, but usually I skip the zealot so its just a stalker vs zealot stalker. They usually get up the ramp with that advantage, and after the 1st warpin it's zealot +4 stalkers vs 2 stalkers or stalker sentry+MsC+ probes for ~20 seconds until my wg finishes, they can usually push that advantage into a win whether I pull probes at this point or not. Should I pull probes to prevent them from getting up the ramp?


You should build a zealot and cancel it right before the cyber core finishes. This method allows you to get a zealot in case you need one against something like a proxy 10-gate or a 10-gate fast warpgate.

If you're doing a tech build, continue the tech build and consider giving your warpgate one (1) chronoboost. DON'T deviate by trying to get up 4-gates and chronoboosting your warpgate like crazy. You should be able to hold this off if you don't lose your head, and you should be so far ahead and it won't even matter if you take a few probe losses.


Very bad advice, don't follow it. If you scout 3 gate in pvp, add another gateway at 19, and just constantly pump out stalkers off of 2 gateways. If your macro is decent, you should have enough stalkers to overwhelm his initial units. Make sure to deny any above ground pylons by pulling probes if necessary. Don't bother investing much chronoboost into warpgate research.


With a standard core scout, you can't identify a 10-gate until around 21 supply. I did a test run with the standard blink build that I use and I have photon overcharge + 2 stalkers/1 zealot and a 3rd stalker on the way at 5:45, when the initial warpin hits (I also tested this out and got the fastest possible warpgate). By redistributing some chronoboost onto my stalkers instead of saving them for blink, I was able to get almost equal supply of units PLUS blink and an overcharge. In addition, I added 1 chronoboost to my warpgate for a 6:20 warpgate, giving me 2 warpins until photon overcharge wears off with blink nearly half done. (With warpins available, I can forcefield the ramp indefinitely).

If you open with an initial sentry, you actually give yourself an additional 40 seconds on top of this with FF.

So no, with the proper control and very precise timings, you hold this with minimal changes to your build. You should not freak out and completely change your build.

EDIT: Sidenote: Against a 10-gate, you have free reign of the map until 5:40, so you can prevent any pylons from going down in your main or natural. This is because zealot + stalker + MsC > zealot + stalker and you can just snipe the probe.



Ok, except the 3 gate build he is referring to can hit as fast as 5:22, 5:45 is 4 gate...


The first warpin HITS at 5:45. As in, the first group of units will be in your main at 5:45, while the warpin happened a little earlier outside of your natural.
StrategyAllyssa Grey <3<3
aznheat80
Profile Joined August 2010
United States186 Posts
June 26 2013 03:08 GMT
#2527
On June 26 2013 11:59 SC2John wrote:
Show nested quote +
On June 26 2013 11:50 aznheat80 wrote:
On June 26 2013 11:16 SC2John wrote:
On June 26 2013 10:14 aznheat80 wrote:
On June 26 2013 10:04 SC2John wrote:
On June 25 2013 23:07 SnipedAgain wrote:
I've been having alot of trouble against the 10gate into 3gate in PvP. Assuming I figure out that its coming by the time my core is 3/4 done (judged based on zealot+gate timing), what's the proper response? The timing hits before my MsC has enough for a photon overcharge, and at best its zealot stalker vs zealot stalker probe, but usually I skip the zealot so its just a stalker vs zealot stalker. They usually get up the ramp with that advantage, and after the 1st warpin it's zealot +4 stalkers vs 2 stalkers or stalker sentry+MsC+ probes for ~20 seconds until my wg finishes, they can usually push that advantage into a win whether I pull probes at this point or not. Should I pull probes to prevent them from getting up the ramp?


You should build a zealot and cancel it right before the cyber core finishes. This method allows you to get a zealot in case you need one against something like a proxy 10-gate or a 10-gate fast warpgate.

If you're doing a tech build, continue the tech build and consider giving your warpgate one (1) chronoboost. DON'T deviate by trying to get up 4-gates and chronoboosting your warpgate like crazy. You should be able to hold this off if you don't lose your head, and you should be so far ahead and it won't even matter if you take a few probe losses.


Very bad advice, don't follow it. If you scout 3 gate in pvp, add another gateway at 19, and just constantly pump out stalkers off of 2 gateways. If your macro is decent, you should have enough stalkers to overwhelm his initial units. Make sure to deny any above ground pylons by pulling probes if necessary. Don't bother investing much chronoboost into warpgate research.


With a standard core scout, you can't identify a 10-gate until around 21 supply. I did a test run with the standard blink build that I use and I have photon overcharge + 2 stalkers/1 zealot and a 3rd stalker on the way at 5:45, when the initial warpin hits (I also tested this out and got the fastest possible warpgate). By redistributing some chronoboost onto my stalkers instead of saving them for blink, I was able to get almost equal supply of units PLUS blink and an overcharge. In addition, I added 1 chronoboost to my warpgate for a 6:20 warpgate, giving me 2 warpins until photon overcharge wears off with blink nearly half done. (With warpins available, I can forcefield the ramp indefinitely).

If you open with an initial sentry, you actually give yourself an additional 40 seconds on top of this with FF.

So no, with the proper control and very precise timings, you hold this with minimal changes to your build. You should not freak out and completely change your build.

EDIT: Sidenote: Against a 10-gate, you have free reign of the map until 5:40, so you can prevent any pylons from going down in your main or natural. This is because zealot + stalker + MsC > zealot + stalker and you can just snipe the probe.



Ok, except the 3 gate build he is referring to can hit as fast as 5:22, 5:45 is 4 gate...


The first warpin HITS at 5:45. As in, the first group of units will be in your main at 5:45, while the warpin happened a little earlier outside of your natural.


In a 3 gate press, you place the pylons at the base of your opponents ramp. I'm pretty sure it takes less than 23 seconds to walk up a ramp.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
June 26 2013 16:13 GMT
#2528
In the pvp matchup, is it viable to mass phoenix's? I've been experimenting with an oracle, and then massing phoenixes, even adding a second phoenix and adding upgrades. I remember that there was a game between zest and someone else where it was just one huge phoenix battle. (It was the one where zest got proxy gated, but somehow held it off) I'm really inexperienced on this topic, but it seems to still work out.
$O$ | soO
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2013-06-26 16:26:56
June 26 2013 16:19 GMT
#2529
On June 27 2013 01:13 iMrising wrote:
In the pvp matchup, is it viable to mass phoenix's? I've been experimenting with an oracle, and then massing phoenixes, even adding a second phoenix and adding upgrades. I remember that there was a game between zest and someone else where it was just one huge phoenix battle. (It was the one where zest got proxy gated, but somehow held it off) I'm really inexperienced on this topic, but it seems to still work out.


Zest vs Stork on BelShir Vestige

Typically phoenix wars happen when both players open stargate. That's because the player with more phoenixes will win. There's no real way to transition out of it until you have a good lead in phoenixes, then you transition to templar.
The reason why it doesn't work out too well if you just straight up do it is because your opponent will realize it and can get a fast counter to it like templar to kill your phoenixes with feedback or at least render them useless in fights and then morph them into archons which can't be lifted up. Or mass blink stalkers which, if you get a big amount quickly, still beats a player going really phoenix heavy early. The reason for this is that double stargate phoenix is so expensive that it barely leaves you with anything else and massing phoenixes from one stargate increases your count too slowly to become dangerous.
So to summarize, only go mass phoenix if your opponent also opened stargate. Why? Because he can't just switch out of it or you can kill him during the transition or at least do crippling damage.

However, there is a rather old strategy where you throw down double stargate on 2 bases to surprise your opponent with a sudden huge phoenix count when he doesn't have a counter to it (for example if he's adding a robotics bay and forge => this will heavily eat into his gas and he won't want to make stalkers at this point because it delays colossi, tech, upgrades and stalkers are bad in straight up fights). In HotS though most players go voidrays instead of phoenixes when they do this because voidrays are just better at killing an opponent's army than phoenixes are and they stay useful after you reveal them while you really have to do heavy damage if you do it with phoenixes, otherwise they become rather useless fairly quickly..
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
SnipedAgain
Profile Joined July 2012
United States17 Posts
June 26 2013 17:49 GMT
#2530
On June 26 2013 11:59 SC2John wrote:
Show nested quote +
On June 26 2013 11:50 aznheat80 wrote:
On June 26 2013 11:16 SC2John wrote:
On June 26 2013 10:14 aznheat80 wrote:
On June 26 2013 10:04 SC2John wrote:
On June 25 2013 23:07 SnipedAgain wrote:
I've been having alot of trouble against the 10gate into 3gate in PvP. Assuming I figure out that its coming by the time my core is 3/4 done (judged based on zealot+gate timing), what's the proper response? The timing hits before my MsC has enough for a photon overcharge, and at best its zealot stalker vs zealot stalker probe, but usually I skip the zealot so its just a stalker vs zealot stalker. They usually get up the ramp with that advantage, and after the 1st warpin it's zealot +4 stalkers vs 2 stalkers or stalker sentry+MsC+ probes for ~20 seconds until my wg finishes, they can usually push that advantage into a win whether I pull probes at this point or not. Should I pull probes to prevent them from getting up the ramp?


You should build a zealot and cancel it right before the cyber core finishes. This method allows you to get a zealot in case you need one against something like a proxy 10-gate or a 10-gate fast warpgate.

If you're doing a tech build, continue the tech build and consider giving your warpgate one (1) chronoboost. DON'T deviate by trying to get up 4-gates and chronoboosting your warpgate like crazy. You should be able to hold this off if you don't lose your head, and you should be so far ahead and it won't even matter if you take a few probe losses.


Very bad advice, don't follow it. If you scout 3 gate in pvp, add another gateway at 19, and just constantly pump out stalkers off of 2 gateways. If your macro is decent, you should have enough stalkers to overwhelm his initial units. Make sure to deny any above ground pylons by pulling probes if necessary. Don't bother investing much chronoboost into warpgate research.


With a standard core scout, you can't identify a 10-gate until around 21 supply. I did a test run with the standard blink build that I use and I have photon overcharge + 2 stalkers/1 zealot and a 3rd stalker on the way at 5:45, when the initial warpin hits (I also tested this out and got the fastest possible warpgate). By redistributing some chronoboost onto my stalkers instead of saving them for blink, I was able to get almost equal supply of units PLUS blink and an overcharge. In addition, I added 1 chronoboost to my warpgate for a 6:20 warpgate, giving me 2 warpins until photon overcharge wears off with blink nearly half done. (With warpins available, I can forcefield the ramp indefinitely).

If you open with an initial sentry, you actually give yourself an additional 40 seconds on top of this with FF.

So no, with the proper control and very precise timings, you hold this with minimal changes to your build. You should not freak out and completely change your build.

EDIT: Sidenote: Against a 10-gate, you have free reign of the map until 5:40, so you can prevent any pylons from going down in your main or natural. This is because zealot + stalker + MsC > zealot + stalker and you can just snipe the probe.



Ok, except the 3 gate build he is referring to can hit as fast as 5:22, 5:45 is 4 gate...


The first warpin HITS at 5:45. As in, the first group of units will be in your main at 5:45, while the warpin happened a little earlier outside of your natural.

@SC2John, sorry aznheat's right on this one. It shouldn't hit later than 5:30 correctly done, thats the 20 or so seconds he has his way. What's your blink build because if you go 1g->3g without tech until ~7-9 stalkers you should hold comfortably, but if you try to get tc and/or blink before the push comes, you're dead

@aznheat: 2gate-> triple stalker with chronos on gates->5 stalker->3gate->8stalker after warpin w/o MsC right?
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
June 26 2013 18:00 GMT
#2531
On June 27 2013 01:19 DarkLordOlli wrote:
Show nested quote +
On June 27 2013 01:13 iMrising wrote:
In the pvp matchup, is it viable to mass phoenix's? I've been experimenting with an oracle, and then massing phoenixes, even adding a second phoenix and adding upgrades. I remember that there was a game between zest and someone else where it was just one huge phoenix battle. (It was the one where zest got proxy gated, but somehow held it off) I'm really inexperienced on this topic, but it seems to still work out.
+ Show Spoiler +


Zest vs Stork on BelShir Vestige

Typically phoenix wars happen when both players open stargate. That's because the player with more phoenixes will win. There's no real way to transition out of it until you have a good lead in phoenixes, then you transition to templar.
The reason why it doesn't work out too well if you just straight up do it is because your opponent will realize it and can get a fast counter to it like templar to kill your phoenixes with feedback or at least render them useless in fights and then morph them into archons which can't be lifted up. Or mass blink stalkers which, if you get a big amount quickly, still beats a player going really phoenix heavy early. The reason for this is that double stargate phoenix is so expensive that it barely leaves you with anything else and massing phoenixes from one stargate increases your count too slowly to become dangerous.
So to summarize, only go mass phoenix if your opponent also opened stargate. Why? Because he can't just switch out of it or you can kill him during the transition or at least do crippling damage.

However, there is a rather old strategy where you throw down double stargate on 2 bases to surprise your opponent with a sudden huge phoenix count when he doesn't have a counter to it (for example if he's adding a robotics bay and forge => this will heavily eat into his gas and he won't want to make stalkers at this point because it delays colossi, tech, upgrades and stalkers are bad in straight up fights). In HotS though most players go voidrays instead of phoenixes when they do this because voidrays are just better at killing an opponent's army than phoenixes are and they stay useful after you reveal them while you really have to do heavy damage if you do it with phoenixes, otherwise they become rather useless fairly quickly..


Adding on to this: i've been of the opinion that if both people go stargate on 2bases, then the guy going 2star phoenix -should- have a timing before lots of voids are up to at the very least pressure the void ray player. It's never been done in a pro game to my knowledge, but the few times i've done it it felt pretty strong, and on paper it should work since phoenixes trade evenly with voids but build much faster and are more mobile, thus at least giving you map control.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
aznheat80
Profile Joined August 2010
United States186 Posts
June 26 2013 18:48 GMT
#2532
On June 27 2013 02:49 SnipedAgain wrote:
Show nested quote +
On June 26 2013 11:59 SC2John wrote:
On June 26 2013 11:50 aznheat80 wrote:
On June 26 2013 11:16 SC2John wrote:
On June 26 2013 10:14 aznheat80 wrote:
On June 26 2013 10:04 SC2John wrote:
On June 25 2013 23:07 SnipedAgain wrote:
I've been having alot of trouble against the 10gate into 3gate in PvP. Assuming I figure out that its coming by the time my core is 3/4 done (judged based on zealot+gate timing), what's the proper response? The timing hits before my MsC has enough for a photon overcharge, and at best its zealot stalker vs zealot stalker probe, but usually I skip the zealot so its just a stalker vs zealot stalker. They usually get up the ramp with that advantage, and after the 1st warpin it's zealot +4 stalkers vs 2 stalkers or stalker sentry+MsC+ probes for ~20 seconds until my wg finishes, they can usually push that advantage into a win whether I pull probes at this point or not. Should I pull probes to prevent them from getting up the ramp?


You should build a zealot and cancel it right before the cyber core finishes. This method allows you to get a zealot in case you need one against something like a proxy 10-gate or a 10-gate fast warpgate.

If you're doing a tech build, continue the tech build and consider giving your warpgate one (1) chronoboost. DON'T deviate by trying to get up 4-gates and chronoboosting your warpgate like crazy. You should be able to hold this off if you don't lose your head, and you should be so far ahead and it won't even matter if you take a few probe losses.


Very bad advice, don't follow it. If you scout 3 gate in pvp, add another gateway at 19, and just constantly pump out stalkers off of 2 gateways. If your macro is decent, you should have enough stalkers to overwhelm his initial units. Make sure to deny any above ground pylons by pulling probes if necessary. Don't bother investing much chronoboost into warpgate research.


With a standard core scout, you can't identify a 10-gate until around 21 supply. I did a test run with the standard blink build that I use and I have photon overcharge + 2 stalkers/1 zealot and a 3rd stalker on the way at 5:45, when the initial warpin hits (I also tested this out and got the fastest possible warpgate). By redistributing some chronoboost onto my stalkers instead of saving them for blink, I was able to get almost equal supply of units PLUS blink and an overcharge. In addition, I added 1 chronoboost to my warpgate for a 6:20 warpgate, giving me 2 warpins until photon overcharge wears off with blink nearly half done. (With warpins available, I can forcefield the ramp indefinitely).

If you open with an initial sentry, you actually give yourself an additional 40 seconds on top of this with FF.

So no, with the proper control and very precise timings, you hold this with minimal changes to your build. You should not freak out and completely change your build.

EDIT: Sidenote: Against a 10-gate, you have free reign of the map until 5:40, so you can prevent any pylons from going down in your main or natural. This is because zealot + stalker + MsC > zealot + stalker and you can just snipe the probe.



Ok, except the 3 gate build he is referring to can hit as fast as 5:22, 5:45 is 4 gate...


The first warpin HITS at 5:45. As in, the first group of units will be in your main at 5:45, while the warpin happened a little earlier outside of your natural.

@SC2John, sorry aznheat's right on this one. It shouldn't hit later than 5:30 correctly done, thats the 20 or so seconds he has his way. What's your blink build because if you go 1g->3g without tech until ~7-9 stalkers you should hold comfortably, but if you try to get tc and/or blink before the push comes, you're dead

@aznheat: 2gate-> triple stalker with chronos on gates->5 stalker->3gate->8stalker after warpin w/o MsC right?


yes!
vhapter
Profile Joined May 2010
Brazil677 Posts
June 26 2013 19:43 GMT
#2533
I have a couple of questions regarding PvT currently. I want to hold off aggression with minimum defenses.

(1) What should I do exactly against a no-medivac 2 base stim push that hits between 9:00-10:00 before my extra gateways are up? I usually get colossus out at about 9:30.

Should I just buy time for my colossus with force fields and engage before my first major warp in round? I'll have about 3 sentries and 5-7 stalkers at most at about 10 minutes. If I buy time for my colossus with force fields, I can't cut his army in half. Is that ok?

(2) In order to be safe against widow mines, I need 2 defensive observers (main and natural). But I want to use these observers for extra map vision at some point. After starting my extra gates, should my priority be a cannon per mineral line to get extra map vision against regular medivac timings (I'll already have 2-3 observers out on the map, depending on whether my scouting one lives), or should I warp in extra units first?

(I generally get 3 stalkers and 3 sentries before adding extra gateways.)

I don't want to gamble against widow mines. I know widow mines aren' t common in regular medivac timings, but it's a possibility that I'd rather not ignore.
To live is to fight, to fight is to live!
bretfart
Profile Joined July 2012
114 Posts
June 26 2013 20:23 GMT
#2534
I have problems with my assigned control groups when I have a lot of different spell casters (sentries, msc, temps, voids...) I dont know how to adjust my hotkeys so I can cast all those spells quickly enough. Should i rather be using TAB to toggle or use more control groups? (normally I have "1" = "Army 1", "2" "Army 2" and "3" wargates, 4 Nexus, 5 Robo, 6 Stargate
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
Last Edited: 2013-06-26 20:29:18
June 26 2013 20:28 GMT
#2535
Use more control groups. I use ` to 3 for my army, 4-6 for my buildings, w for warpgates, and y for anything else (usually an obs).
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ben...
Profile Joined January 2011
Canada3485 Posts
Last Edited: 2013-06-26 20:46:13
June 26 2013 20:41 GMT
#2536
Is Phoenix/Colossus the future of PvT? I was pondering about this for a while and decided to give it a go so I've been messing around with it and it seems incredibly potent. I think I saw MC doing this type of style as well and I wouldn't be shocked if it picked up steam a bit. It's very good with the current metagame at least. I've been going 1gate expand into stargate, robo, then 2-3 gates (3 if they are doing a timing, 2 if not. In that case I get a forge then a gate for faster upgrades). With the stargate I go straight into phoenixes and get 5-6, since that seems like the happy medium amount for taking out drops without costing a lot of resources (after they start going vikings later I crank phoenixes since they easily deal with vikings and draw fire). I go into colossus while doing that, not usually getting an immortal unless I scout a lot of marauders (the current "thing" seems to be marine heavy timings with 2-4 medivacs at like 10 minutes or so hence the faster colossus. This holds that timing easily if I don't make any mistakes.)

The best part of this style so far has been that it forces Terrans away from some tactics that they previously did. After taking an engagement (win or lose), some Terrans like to load all their stuff up and boost home. They can't do that anymore with this style. It makes it so that those timings they do to snipe the third and whatnot are much riskier so reckless Terrans (the ones who run up, target down the nexus, then immediately boost away) get destroyed by it because they can't rely on boost to keep them safe. It allows Protoss to take a quicker third because they can deal the drops that had previously been keeping us pinned on 2 bases for a long time (or more, the phoenixes scare Terrans away from doing drops so us Protoss don't have to cower in fear in our bases anymore). They also like doing the thing where they put vikings in high ground places where you can't attack them with stalkers. That doesn't work either as the phoenixes will make quick work of the vikings if they stay there. It also works great for keeping medivac counts in check, which is nice because recently so many terrans have been getting a giant cloud of medivacs and it has made their armies so much more potent.

I don't know, I just thought I would throw this idea out there and other people can give it a go perhaps. I haven't seen a lot of pros using it yet but there has been the odd game of it here or there the last few days or so. The thing that makes me like doing this build is that it is actually fun. The whole being pinned in your base/defend drops until you have enough to do a timing thing has been getting very old and this is a breath of fresh air because it seems to allow Protoss to do stuff without being at risk of losing everything to a double drop.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
vhapter
Profile Joined May 2010
Brazil677 Posts
Last Edited: 2013-06-26 21:17:49
June 26 2013 21:13 GMT
#2537
^ The biggest issue that I see with this kind of style is the never ending question - but at what cost (rofl)? You dump on a stargate/phoenixes/oracles all those resources you'd spend on upgrades. What advantage do you get in the long run if oracles don't do enough damage and the terran plays a safer game and doesn't lose medivacs? As far as I know, none.

Maybe if you can secure a faster third safely... but getting aoe damage and upgrades is still very important and can't be delayed for too long. You also need to survive an scv pull, but that's probably very tricky to pull off if you choose the colossus route, isn't it?

I'm afraid you end up dealing a lot of indirect damage to yourself by going stargate like that. I think the idea itself though is pretty cool and I'd love to try it, it's just that I don't see this style getting me in a better situation than double forge + fast aoe.
To live is to fight, to fight is to live!
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
June 26 2013 21:19 GMT
#2538
Yeah i dislike phoenix colossus because a) you have no upgrades and b) your storm is insanely late. I don't think the phoenix +1 range in hots is enough to consider it the future of PvT.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ben...
Profile Joined January 2011
Canada3485 Posts
June 27 2013 14:20 GMT
#2539
Yeah that is what I figured. I just have been trying to find some other way to play the matchup because I find the current "standard" way to play PvT quite dull. I think it could show up as one possible option for the matchup, but I guess probably not the standard. I'm going to keep using this style anyway because it has allowed me to win a lot more than the double upgrade into AOE style, but I never liked playing that style to begin with.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
playa
Profile Blog Joined December 2010
United States1284 Posts
Last Edited: 2013-06-27 14:56:04
June 27 2013 14:54 GMT
#2540
So, I thought I was being cool by doing my own thing, even if I thought it was only decent against dunce hat wearing players, but my last opponent commented "did I miss the new meta? My last 4 toss opponents have used the same strategy: 1 cannon contain." Is this guy mind fucking me or have I missed a new strategy, too? Anyone out there using a 1 cannon contain strategy against Zerg? (outside their choke)

Also, I'm new to early game cheese, but I've recently tried to cannon rush a hatch a few times (before I'd only go for a contain, even against hatch first). Are there any cannon rushing "rules" or replays? Optimal spot to cannon rush behind minerals? Are you supposed to make a cannon by the gap in the middle of the minerals where it can only be attacked by 1 drone, at a time? Atm, I just throw down a cannon pretty haphazardly and hope they either don't notice or give me enough credit for knowing what I'm doing...
Prev 1 125 126 127 128 129 367 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
#102
IntoTheiNu 531
WardiTV414
Rex84
TKL 46
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 117
Rex 84
TKL 46
Trap 10
StarCraft: Brood War
Britney 31270
Calm 8374
Shuttle 4772
Horang2 1370
Jaedong 782
BeSt 596
firebathero 402
Hyun 341
Mini 296
EffOrt 282
[ Show more ]
Zeus 267
Killer 214
Soulkey 199
Light 195
Last 171
Stork 149
ZZZero.O 118
HiyA 101
Rush 94
Pusan 92
ZerO 88
PianO 83
Snow 73
Sea.KH 51
Mind 50
hero 44
Aegong 34
ToSsGirL 31
Sharp 30
Hm[arnc] 28
sSak 25
Bale 25
Sexy 19
Noble 18
Shine 17
JYJ 17
sorry 14
SilentControl 12
yabsab 12
zelot 11
ajuk12(nOOB) 11
scan(afreeca) 10
Dota 2
420jenkins291
XcaliburYe274
Counter-Strike
x6flipin282
zeus188
nookyyy 72
edward43
Super Smash Bros
Mew2King196
Heroes of the Storm
Khaldor175
Other Games
singsing1687
B2W.Neo276
crisheroes252
XaKoH 247
ZerO(Twitch)12
Organizations
Other Games
gamesdonequick2591
[ Show 11 non-featured ]
StarCraft 2
• Berry_CruncH404
• StrangeGG 56
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1251
Upcoming Events
Sparkling Tuna Cup
22h 31m
Afreeca Starleague
22h 31m
Monday Night Weeklies
1d 4h
GSL
1d 23h
PiGosaur Cup
2 days
Replay Cast
3 days
The PondCast
3 days
IntoTheTV X SOOP
4 days
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-08-27
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
BSL 2026 LAN: Kraków
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.