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The HotS Protoss Help Me Thread - Page 201

Forum Index > StarCraft 2 Strategy
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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.
Garnet
Profile Blog Joined February 2006
Vietnam9056 Posts
Last Edited: 2013-11-27 15:03:53
November 27 2013 15:03 GMT
#4001
is the OP updated with the latest balance changes?
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
Last Edited: 2013-11-27 15:11:45
November 27 2013 15:11 GMT
#4002
Nop, updating the OP has been on my list of things to do forever. I'll get to it don't worry

That said, the latest balance changes don't impact the toss matchups very heavily. The op is just generally slightly outdated.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ravenoz
Profile Joined March 2012
Germany16 Posts
November 27 2013 19:16 GMT
#4003
Hi everyone,

so I just played this PvZ and i have a general question about my strategy. http://ggtracker.com/matches/4419956
I open up with 14 gate, 15 gas, 17 nexus, double zealot, 20 core, MSC (MC did a similar thing in the WCS finals against soulkey i think). I then proceed to do a little push with 2 zealots, 1 stalker and the msc to pressure and recall if i see any huge number of lings.
I then go into robo to do a sentry immortal push with 6 gates behind which i get my third. Is this a good followup of the initial pressure? Are there better followups to this?
I find my self rarely doing any damage because i get overwhelmed by roaches or hydras.
After the push i just get all the tech in the book (sOs style) and react to what my opponent is doing.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
November 27 2013 19:54 GMT
#4004
On November 28 2013 04:16 Ravenoz wrote:
Hi everyone,

so I just played this PvZ and i have a general question about my strategy. http://ggtracker.com/matches/4419956
I open up with 14 gate, 15 gas, 17 nexus, double zealot, 20 core, MSC (MC did a similar thing in the WCS finals against soulkey i think). I then proceed to do a little push with 2 zealots, 1 stalker and the msc to pressure and recall if i see any huge number of lings.
I then go into robo to do a sentry immortal push with 6 gates behind which i get my third. Is this a good followup of the initial pressure? Are there better followups to this?
I find my self rarely doing any damage because i get overwhelmed by roaches or hydras.
After the push i just get all the tech in the book (sOs style) and react to what my opponent is doing.


The opening is not that bad. At first, I questioned a 9 scout, but if you're doing an opening like this, you're specifically going to be looking for gas so you can react accordingly to a speedling/roach all-in. That said, the zealot/zealot/stalker/MSC was a success and looks like a really cool move.

HOWEVER, your robo was about a minute late, you interject a twilight council in the middle of immortal production, and you don't move out of your base until 11:00. Metaphorically, you're shooting yourself in the foot with your own build. If your plan is to go for a followup immortal push, you need to streamline it and make sure it hits before 10:00, otherwise you'll get run over by zerg numbers every time. Immortal pushes are designed to hit the zerg player before they get optimum drone saturation (~66) while the protoss player is already on 2-base saturation; in essence, you're hitting a timing where the protoss player and the zerg player have similar economies, which is only good for the protoss. That said, I suggest you focus purely on making sure your immortal push hits on time, even going all-in just to make sure you practice the build perfectly.

If you're asking for other followups, stargate/warpgate pressure and a fast 3rd is always a good option. You can also go for a blink/+2 pressure (with ~5 sentries) into a 3rd as well, though that's a lot less solid.
StrategyAllyssa Grey <3<3
iLevitate
Profile Joined April 2012
United States225 Posts
Last Edited: 2013-11-27 21:23:49
November 27 2013 21:18 GMT
#4005
What the hell yo... stop playing for 3 months, just resume, and every zerg go Swarmhost @@. I couldn't even tech to tempest nor play long game..

HALP.

edit: and it like 5 spines/spores each bases
You lose, You learn
playa
Profile Blog Joined December 2010
United States1284 Posts
November 27 2013 22:42 GMT
#4006
A what's best question... In phoenix vs phoenix games, is it better to get the range upgrade far faster than your opponent, or is a faster second stargate/more phoenix better?
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
November 27 2013 23:38 GMT
#4007
On November 28 2013 06:18 iLevitate wrote:
What the hell yo... stop playing for 3 months, just resume, and every zerg go Swarmhost @@. I couldn't even tech to tempest nor play long game..

HALP.

edit: and it like 5 spines/spores each bases


Insufficient information. Feed post with replay and real analysis. Try again.

On November 28 2013 07:42 playa wrote:
A what's best question... In phoenix vs phoenix games, is it better to get the range upgrade far faster than your opponent, or is a faster second stargate/more phoenix better?


Although phoenix vs. phoenix is incredibly rare, I've seen most pro players generally for a second stargate before fleet beacon.
StrategyAllyssa Grey <3<3
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-11-28 00:43:32
November 28 2013 00:01 GMT
#4008
On November 28 2013 07:42 playa wrote:
A what's best question... In phoenix vs phoenix games, is it better to get the range upgrade far faster than your opponent, or is a faster second stargate/more phoenix better?


You need to do second stargate: if you rush fleet beacon there will be a moment where he's up 2-3 pheonix over you, maybe more, and he can just wipe out your air fleet if he's paying attention.

You can afford the fleet beacon later because it becomes harder to judge phoenix counts, as well as the fact that you can more afford cannons or stalkers to support your phoenix defensively if you need to in order to survive to getting range done.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
TarLaPaN
Profile Joined June 2012
United States113 Posts
November 28 2013 00:48 GMT
#4009
On November 26 2013 08:30 SC2John wrote:
Show nested quote +
On November 26 2013 04:00 ffadicted wrote:
On November 26 2013 03:32 SC2John wrote:
On November 26 2013 01:33 ffadicted wrote:
Wait, you go forge FE against random players? lol What if he is terran or (even worse) toss? haha
You can do a basic gateway build against every single race, and you should. You should never go ffe against a random player, that's suicide.

If it's strictly against Z, nexus first is very tough, I would suggest a pylon -> forge -> nexus build. It's much safer and not THAT much worse economically. It also lets you react accordingly, it beats early pools (pylon in main mineral line), aggressive pools (cannon + probe hold), and lets you play economically in case of say, a hatch first (gateway before cannon), and even lets you cannon rush if you're cheeky, though I wouldn't suggest making that a habit lol

Don't try to win by out-greeding opponents, it's not really a good way to learn imo


You should definitely do MSC expand (usually with a 13 probe scout) against random. Gate expands are almost universal in every matchup now with minor adjustments and defend from almost all pressure with minimal scouting.

As far as FFE in PvZ, however, you should NEVER go forge first unless you're planning on cannon rushing or you're going FFE on a 4-player map, as it unnecessarily puts you behind. On 2-player maps, your probe scout should get to your opponent's base in time to throw down an emergency forge and put a cannon in your mineral line. On maps with smaller chokes at the natural like Star Station, Cloud Kingdom, or Frost, you can wall off your natural in time to stop a 6pool, then you're WAY ahead.


Idk man, I don't think 14 -> 17 is as bad as you make it out to be, and it's definitely safer for people who are learning to FFE...Nexus -> Forge -> Gateway can be pretty dangerous against early pool timings that aren't 6-7. Maybe I'm delusional though, does everyone else agree 14 -> 17 is crap in most situations?


On 2-player maps, your scout arrives around 14, so it makes no sense to go forge blindly. You should always be thinking nexus first and only reactively drop a forge if you scout an early pool. Olli mentioned 17 forge, which is good against slightly later pools like 12-14 on maps with short rush distances. Otherwise, there's no reason to cut your economy by like a full minute blindly. On 4-player maps, I'm not against forge first as you can't really reliably scout your opponent and react in time to deal with a 6pool; Frost is the exception because of the reason stated above.

Wait so you don't have to go forge first on frost? Do you scout with 2 probes?
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
November 28 2013 00:51 GMT
#4010
Against regular pools (14 and later) you can very safely go nexus first, yeah. You can scout with 2 probes on 4player maps if you want to be super safe, it's personal preference.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Ravenoz
Profile Joined March 2012
Germany16 Posts
November 28 2013 10:06 GMT
#4011
On November 28 2013 04:54 SC2John wrote:
+ Show Spoiler +

On November 28 2013 04:16 Ravenoz wrote:
Hi everyone,

so I just played this PvZ and i have a general question about my strategy. http://ggtracker.com/matches/4419956
I open up with 14 gate, 15 gas, 17 nexus, double zealot, 20 core, MSC (MC did a similar thing in the WCS finals against soulkey i think). I then proceed to do a little push with 2 zealots, 1 stalker and the msc to pressure and recall if i see any huge number of lings.
I then go into robo to do a sentry immortal push with 6 gates behind which i get my third. Is this a good followup of the initial pressure? Are there better followups to this?
I find my self rarely doing any damage because i get overwhelmed by roaches or hydras.
After the push i just get all the tech in the book (sOs style) and react to what my opponent is doing.


The opening is not that bad. At first, I questioned a 9 scout, but if you're doing an opening like this, you're specifically going to be looking for gas so you can react accordingly to a speedling/roach all-in. That said, the zealot/zealot/stalker/MSC was a success and looks like a really cool move.

HOWEVER, your robo was about a minute late, you interject a twilight council in the middle of immortal production, and you don't move out of your base until 11:00. Metaphorically, you're shooting yourself in the foot with your own build. If your plan is to go for a followup immortal push, you need to streamline it and make sure it hits before 10:00, otherwise you'll get run over by zerg numbers every time. Immortal pushes are designed to hit the zerg player before they get optimum drone saturation (~66) while the protoss player is already on 2-base saturation; in essence, you're hitting a timing where the protoss player and the zerg player have similar economies, which is only good for the protoss. That said, I suggest you focus purely on making sure your immortal push hits on time, even going all-in just to make sure you practice the build perfectly.


If you're asking for other followups, stargate/warpgate pressure and a fast 3rd is always a good option. You can also go for a blink/+2 pressure (with ~5 sentries) into a 3rd as well, though that's a lot less solid.


thanks SC2John! As always a very detailed and helpful answer
kuruptt
Profile Joined August 2012
Canada168 Posts
November 28 2013 12:48 GMT
#4012
Hello, new silver protoss player here. A couple of questions.

Is it better to do a gate expand against zerg now? I never done it before and have always been going FFE. It seems the meta now is gate expand and that it's better then FFE? Which one should I focus on primarily?

And for terrans it seems like everyone is just skipping collosus and going straight for storms. What do you guys think?

If you guys have updated links to the build orders that would be great!
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
November 28 2013 12:55 GMT
#4013
FFE and gate expo are both viable, just do the opening that you like the most.

Storm first vs colo first is also subjective. I personally have always loved storm builds (and in fact wrote a very indepth guide on some of them), but colosuss is viable too. Both have their pros and cons. For a beginner, i recommend opening Colosuss because it's much less micro intensive.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
lib_
Profile Joined December 2011
Germany22 Posts
Last Edited: 2013-11-28 15:38:34
November 28 2013 15:37 GMT
#4014
hi everyone,

i have following build (msc expand) for PvZ:

9 pylon (chronoboost x4 on nexus)
13 gate
14 gas
16 pylon
18 core
21 warp gate
**cut probe production**
21 nexus (3:45)
23 MSC
23 gas
23 pylon (at natural)
**resume probe production**
26 stalker
30 gateway x2 (5:00)
32 robo (obs first)

Can you tell me if i can use this exact build also in PvT and PvP, or does it differ in the different match ups?
i am playing hots for 5 days now (wol plat/dia with T and Z) and looking for builds i can practise.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2013-11-28 16:16:09
November 28 2013 16:15 GMT
#4015
On November 29 2013 00:37 lib_ wrote:
hi everyone,

i have following build (msc expand) for PvZ:

9 pylon (chronoboost x4 on nexus)
13 gate
14 gas
16 pylon
18 core
21 warp gate
**cut probe production**
21 nexus (3:45)
23 MSC
23 gas
23 pylon (at natural)
**resume probe production**
26 stalker
30 gateway x2 (5:00)
32 robo (obs first)

Can you tell me if i can use this exact build also in PvT and PvP, or does it differ in the different match ups?
i am playing hots for 5 days now (wol plat/dia with T and Z) and looking for builds i can practise.


This is correct for the most part, just get your 2nd pylon before your second gas.

Vs T, you want to get your robo before extra gateways and usually 2-3 stalkers + a sentry are made out of the initial gateway.

Vs P, it's completely different. You HAVE to get a stalker or sentry before nexus and there are a ton of threats to worry about. You also want to get your robo before extra gates so you can get an immortal in time to deal with any kind of early pressure. I suggest looking at this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=422646

Vs Z, you always want to go either warp prism or immortal first if you're going robo, and usually that translates to a 2-base timing. Going stargate in PvZ is a more economical play, if that's what you're interested in. Here's a fairly ironed out PvZ robo build with a fairly identical build: http://www.teamliquid.net/forum/viewmessage.php?topic_id=430061
StrategyAllyssa Grey <3<3
aldochillbro
Profile Joined July 2012
187 Posts
November 29 2013 02:51 GMT
#4016
hey guys, I have a couple questions.
1. how do you play against the old style pvz where z goes 2base upgraded lings into a third base and optimally ultras(or infestors depending on what z scouts)? I try to take a third, but is there an ironed out way to do it?
2. pvz there's an old opener where toss goes nexus first then forge in base. I know the advantage is that it's better against early pools, but how exactly would you deal with a 14 pool and 4-6 lings coming to your base?
weikor
Profile Blog Joined March 2011
Austria580 Posts
November 29 2013 08:59 GMT
#4017
well, 14 pool you probably aim for a walloff or let your msc or zealots kill the zerglings . what are they really going to kill.

as for the upgraded lings

zealot upgrades are very important for this, you can go double forge zealot archon into immortals vs the ultras
in genral building placement is the most important thing vs this.
walloffs to hold your natural, and defending the surface areas of your 3rd nexus and cannons with gws and pylons.

you want to track his third and the timing of his hive, just dont take a third way too early
vhapter
Profile Joined May 2010
Brazil677 Posts
November 29 2013 10:34 GMT
#4018
On November 29 2013 11:51 aldochillbro wrote:
hey guys, I have a couple questions.
1. how do you play against the old style pvz where z goes 2base upgraded lings into a third base and optimally ultras(or infestors depending on what z scouts)? I try to take a third, but is there an ironed out way to do it?
2. pvz there's an old opener where toss goes nexus first then forge in base. I know the advantage is that it's better against early pools, but how exactly would you deal with a 14 pool and 4-6 lings coming to your base?


I'm not sure about your first question, but regarding the second one - get your cannon as soon as possible and make sure lings have to take damage to go through it. A well-timed/placed cannon should do the trick if it's a good map for this (2 building + 2 pylon wall). You can forgo scouting to get a forge a bit earlier - and therefore a cannon as well- with the extra minerals you gather. If you usually go 17 nexus, you may want to try 16 nexus 16 forge 18 pylon gateway cannon to get your cannon up a bit earlier. Rain does this all the time (he spends his third chrono at 17) and Parting did the same for a while too.

Other than that, if lings do get in, you should get a zealot out asap. Your gateway should finish at about the same time lings get in, so focus on starting your zealot as soon as that happens.
To live is to fight, to fight is to live!
klup
Profile Joined May 2013
France612 Posts
November 29 2013 10:54 GMT
#4019
About PvT, sOs style going proxy oracle into double forge storm is really the perfect build because it has basically very few weaknesses. The midgame timing window is the only one I see.

Just one advice. don't loose the oracle like sOs did multiple time recently in DH Winter. keeping the oracle alive is extremely important to delay the terran midgame push.

Going for the push off 2 bases with chargelot archon templar can often end the game in any league under master.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
November 29 2013 12:22 GMT
#4020
There isn't such thing as a protoss perfect build, which is why toss players tend to mix it up far more (one of the reasons, together with the fact that toss is clearly bullshit and our allines are so strong and broken and op etc etc etc).

On a serious note, if the stargate gets scouted and does nothing, you are behind for sure, so it is a risk, if a very calculated one.

I dislike double forge together with storm (and i'm probably the one that goes pvt storm the most here) because it really cuts too heavily in your gas, so either 3/3 or storm and a good templar count always get delayed.

Finally, pushing out with chargelot/templar is a double edged sword. If you engage in the middle of the map, or on your half of it, the terran cna just kite back forever and kill your zealots before you can land any storms. To really push with that army composition you need to manipulate his army movement with things like a drop, zealot runby, or maybe a dt at his third depending on your opening and how the game went.

In general though, FUCK YEAH TEMPLAR PVT
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
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