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The HotS Protoss Help Me Thread - Page 254

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.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
April 16 2014 16:51 GMT
#5061
--- Nuked ---
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
April 16 2014 18:22 GMT
#5062
On April 17 2014 01:51 SatedSC2 wrote:
Show nested quote +
On April 17 2014 01:28 DinoMight wrote:
How are people dealing with early Marine/SCV pulls + widow mines to kill the natural and/or win the game?

I faced this strategy a lot more than I cared to yesterday and lost to it pretty much every time. Was just opening standard. Widow mines arrive before detection, marines arrive at natural.. 1-2 Mines burrowed on the ramp and then starts going for the workers. Camps my robo to scan as soon as obs comes out.

I don't think I've ever seen anything like this. That it hits before detection with an SCV pull makes it sound very all-in, so wouldn't abandoning the natural and using Forcefields to prevent them getting up the ramp be the best option? Do you perhaps have a replay?


It hits before detection with a couple of SCVs and marines and before detection. By the time it hit, I had 1 Stalker, 1 Msc, an expansion, and my sentry was building. I imagine it's pretty allin but then again I'm not quite sure what to do about it. Lost to this 3 times in a row yesterday.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SonGoku
Profile Joined September 2013
Germany152 Posts
Last Edited: 2014-04-16 19:49:10
April 16 2014 19:45 GMT
#5063
Hey guys, Iam offracing protoss a bit every now and then and I wonder if you have some decent build orders from pros I could practice?
My mainrace is terran, top 5 dia last season, So it should be something that is viable in high dia/low-mid master. My favorite protoss player are: (I like to take bos from player I like a lot, even if others may have a "better" bo)

MC
Sos
Rain

BOs for every MU needed, thanks for your help!
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
April 16 2014 19:47 GMT
#5064
On April 17 2014 04:45 SonGoku wrote:
Hey guys, Iam offracing a bit protoss every now and then and I wonder if you have some decent Build orders from pros I could practice?
My mainrace is terran (top 5 dia last season), my favorite protoss gamer are:

MC
Sos
Rain

BOs for every MU needed, thanks for your help!


See Page 1. This is generally not the right place to ask for build orders unless you have a very specific question.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SonGoku
Profile Joined September 2013
Germany152 Posts
April 16 2014 19:51 GMT
#5065
Well, even on page 1 they are asking about build orders but arent they a little outdatet? They´re like >1 year old
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 16 2014 20:29 GMT
#5066
On April 17 2014 04:51 SonGoku wrote:
Well, even on page 1 they are asking about build orders but arent they a little outdatet? They´re like >1 year old


Some of them, a little. We're working on updating the OP.

If you want some quick builds, I suggest looking at the Recommended Threads.

Otherwise, search "SC2 notes" in the search bar for a ton of quick builds.

Also, imbabuilds.com is a good place for up-to-date builds.
StrategyAllyssa Grey <3<3
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
April 16 2014 20:43 GMT
#5067
Do all Terrans just get blind turrets now? It's getting very difficult to do damage with Oracles/DTs even when you deny scouting completely.

I think the cheesiest thing you can do right now is play a macro game.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
SonGoku
Profile Joined September 2013
Germany152 Posts
April 16 2014 22:10 GMT
#5068
On April 17 2014 05:29 SC2John wrote:
Show nested quote +
On April 17 2014 04:51 SonGoku wrote:
Well, even on page 1 they are asking about build orders but arent they a little outdatet? They´re like >1 year old


Some of them, a little. We're working on updating the OP.

If you want some quick builds, I suggest looking at the Recommended Threads.

Otherwise, search "SC2 notes" in the search bar for a ton of quick builds.

Also, imbabuilds.com is a good place for up-to-date builds.


Ok I got Dears 3gate blink opener for PvP, Dears Phoenix into Colossus for PvZ and for PvT I have MCs Oracle Expand and or Rains 1gate FE printed. So these are viable in the current meta for top dia/low-mid master?
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-04-16 22:43:39
April 16 2014 22:43 GMT
#5069
3gate blink is iffy in the current map pool.. I feel it's not that good of a build actually because unless you can blink the main really easily you just lose a macro game to 1G Robo expand.

Phoenix into Colos is fine. So is Oracle Expand (just be on the lookout for widow mine cheese). Anything Rain does is always good.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
insitelol
Profile Joined August 2012
845 Posts
April 17 2014 09:25 GMT
#5070
Dunno guys, but Merry is an awesome map! I really enjoy it.
Waystation and Alterzim vetoed forever.
Less is more.
shivver
Profile Joined June 2011
United States232 Posts
April 17 2014 12:27 GMT
#5071
Post for SC2john, or anyone that can answer really

Several pages back you posted about going against mech and posted

"There are several different ways to play against mech, and the one I dislike the most is counter-turtling and getting tempest/cannon. Personally, the best solution I've found is going double robo, taking a fairly quick 3rd (~8:00-9:00), and pressuring with a small army of 2 colossus/4 immortals/handful of gateway units while taking a 4th. In conjunction with a warp prism, your small army should make it very hard for the mech player to take a 4th. Behind this, start a void ray switch (while continuing immortal production). At ~8 void rays/8 immortals/2 colossus/several chargelots, you can pretty much amove into the Terran army ftw.

Opening blink/immortal and pressuring on two different fronts is also quite good against mech, but much heavily on the multi-tasking.

Hope this helps!"

How exactly do you get your 2nd robo is my question.. do you go for the robo bay and then the 2nd robo? I normally open robo or stargate into templar so I'm wondering about that one. I just tested it out and you don't really have to cut too much by just dropping the 2nd robo before bay, but I'm curious about it.
[MD]Frostbite
Profile Blog Joined May 2012
Canada292 Posts
April 17 2014 21:50 GMT
#5072
So I've been 1gate FE vs zerg and I've gotten early pooled everytime (as of writing 2 games into season 2) I hold them off but I'm a little behind if not a lot. So, when i send my 12 scout, how completed should be the pool for a normal opener of 14pool14hatch?
White-Ra, the godfather Protoss
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 17 2014 23:26 GMT
#5073
On April 18 2014 06:50 [MD]Frostbite wrote:
So I've been 1gate FE vs zerg and I've gotten early pooled everytime (as of writing 2 games into season 2) I hold them off but I'm a little behind if not a lot. So, when i send my 12 scout, how completed should be the pool for a normal opener of 14pool14hatch?


14 pool goes down at 1:50
13 scout arrives ~2:45

So...almost done?

Personally, I think it's better just blindly make a zealot and make sure you have a wall + sentry at your wall by 5:30 and you can skip the scout. As long as you get an early zealot out, you can hold off the lings long enough to get a MSC and early pool pressure is completely shut down. You can also "cycle" the zealot by waiting until 3:30 (after the time a 6pool would hit) and cancelling it to make a nexus.

On April 17 2014 21:27 shivver wrote:
Post for SC2john, or anyone that can answer really

Several pages back you posted about going against mech and posted

"There are several different ways to play against mech, and the one I dislike the most is counter-turtling and getting tempest/cannon. Personally, the best solution I've found is going double robo, taking a fairly quick 3rd (~8:00-9:00), and pressuring with a small army of 2 colossus/4 immortals/handful of gateway units while taking a 4th. In conjunction with a warp prism, your small army should make it very hard for the mech player to take a 4th. Behind this, start a void ray switch (while continuing immortal production). At ~8 void rays/8 immortals/2 colossus/several chargelots, you can pretty much amove into the Terran army ftw.

Opening blink/immortal and pressuring on two different fronts is also quite good against mech, but much heavily on the multi-tasking.

Hope this helps!"

How exactly do you get your 2nd robo is my question.. do you go for the robo bay and then the 2nd robo? I normally open robo or stargate into templar so I'm wondering about that one. I just tested it out and you don't really have to cut too much by just dropping the 2nd robo before bay, but I'm curious about it.


It's been a while since I've played Protoss, and it was pretty rare even for me to play against mech. But I BELIEVE you should be able to start the second robo and robo den at the same time. If you go for this kind of robo-based play, you can skip twilight council upgrades until later because your army will literally just consist of robo units and maybe a few stalkers and/or sentries you made to defend early on.

Behind this -> 4th base + twilight upgrades + void rays -> near maxed attack.
StrategyAllyssa Grey <3<3
Ben...
Profile Joined January 2011
Canada3485 Posts
April 18 2014 07:25 GMT
#5074
On April 17 2014 05:43 DinoMight wrote:
Do all Terrans just get blind turrets now? It's getting very difficult to do damage with Oracles/DTs even when you deny scouting completely.

I think the cheesiest thing you can do right now is play a macro game.

Seems like it. I gave up on oracles. Can't get anything done with them anymore. Except I can't win macro games either because I keep getting completely wrecked in the midgame. My PvT winrate is now in the low 30s. It usually is in the mid-60s and has been since WOL since it has always been my favourite matchup. Playing macro style PvT is quite tough these days. There's so many powerful midgame timings now that they can do in response to scouting what tech you are going.

"Cliiiiiiiiiiiiiiiiide" -Tastosis
LikeTheSnow
Profile Joined April 2012
Italy16 Posts
April 19 2014 13:17 GMT
#5075
What are your veto maps for this season?
vhapter
Profile Joined May 2010
Brazil677 Posts
April 19 2014 16:58 GMT
#5076
On April 18 2014 16:25 Ben... wrote:
Show nested quote +
On April 17 2014 05:43 DinoMight wrote:
Do all Terrans just get blind turrets now? It's getting very difficult to do damage with Oracles/DTs even when you deny scouting completely.

I think the cheesiest thing you can do right now is play a macro game.

Seems like it. I gave up on oracles. Can't get anything done with them anymore. Except I can't win macro games either because I keep getting completely wrecked in the midgame. My PvT winrate is now in the low 30s. It usually is in the mid-60s and has been since WOL since it has always been my favourite matchup. Playing macro style PvT is quite tough these days. There's so many powerful midgame timings now that they can do in response to scouting what tech you are going.



If everyone is building turrets blindly, wouldn't it be much easier to just kill them with a blink all in? But honestly, even if they do get turrets, it shouldn't be a problem. Use your oracle to scout army movement, spot thirds, kill scvs at their third before they have a turret up, clear any watch towers that are taken by marines, etc. It's usually possible to kill a few scvs that are outside turret range too. You also have the option of getting a robo for observers afterwards if you feel like it or even make a few phoenixes, say 3-4, to shut down any drops.

There's no reason to consider an oracle opener a cheesy style. You should still be able to get a few things done with it as long as you work on this different skill set. An oracle in the hands of a good player can do a lot more than just get a whole bunch of worker kills by sheer luck. Whether you think it's worth it is a different story though.
To live is to fight, to fight is to live!
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
April 19 2014 17:02 GMT
#5077
On April 20 2014 01:58 vhapter wrote:
Show nested quote +
On April 18 2014 16:25 Ben... wrote:
On April 17 2014 05:43 DinoMight wrote:
Do all Terrans just get blind turrets now? It's getting very difficult to do damage with Oracles/DTs even when you deny scouting completely.

I think the cheesiest thing you can do right now is play a macro game.

Seems like it. I gave up on oracles. Can't get anything done with them anymore. Except I can't win macro games either because I keep getting completely wrecked in the midgame. My PvT winrate is now in the low 30s. It usually is in the mid-60s and has been since WOL since it has always been my favourite matchup. Playing macro style PvT is quite tough these days. There's so many powerful midgame timings now that they can do in response to scouting what tech you are going.



If everyone is building turrets blindly, wouldn't it be much easier to just kill them with a blink all in? But honestly, even if they do get turrets, it shouldn't be a problem. Use your oracle to scout army movement, spot thirds, kill scvs at their third before they have a turret up, clear any watch towers that are taken by marines, etc. It's usually possible to kill a few scvs that are outside turret range too. You also have the option of getting a robo for observers afterwards if you feel like it or even make a few phoenixes, say 3-4, to shut down any drops.

There's no reason to consider an oracle opener a cheesy style. You should still be able to get a few things done with it as long as you work on this different skill set. An oracle in the hands of a good player can do a lot more than just get a whole bunch of worker kills by sheer luck. Whether you think it's worth it is a different story though.


What your suggesting is to use good micro, game sense, and scouting to more effectively use units outside of their intended design--stop it
Hark, what baseball through yonder window breaks?
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 19 2014 17:12 GMT
#5078
On April 20 2014 02:02 Thieving Magpie wrote:
Show nested quote +
On April 20 2014 01:58 vhapter wrote:
On April 18 2014 16:25 Ben... wrote:
On April 17 2014 05:43 DinoMight wrote:
Do all Terrans just get blind turrets now? It's getting very difficult to do damage with Oracles/DTs even when you deny scouting completely.

I think the cheesiest thing you can do right now is play a macro game.

Seems like it. I gave up on oracles. Can't get anything done with them anymore. Except I can't win macro games either because I keep getting completely wrecked in the midgame. My PvT winrate is now in the low 30s. It usually is in the mid-60s and has been since WOL since it has always been my favourite matchup. Playing macro style PvT is quite tough these days. There's so many powerful midgame timings now that they can do in response to scouting what tech you are going.



If everyone is building turrets blindly, wouldn't it be much easier to just kill them with a blink all in? But honestly, even if they do get turrets, it shouldn't be a problem. Use your oracle to scout army movement, spot thirds, kill scvs at their third before they have a turret up, clear any watch towers that are taken by marines, etc. It's usually possible to kill a few scvs that are outside turret range too. You also have the option of getting a robo for observers afterwards if you feel like it or even make a few phoenixes, say 3-4, to shut down any drops.

There's no reason to consider an oracle opener a cheesy style. You should still be able to get a few things done with it as long as you work on this different skill set. An oracle in the hands of a good player can do a lot more than just get a whole bunch of worker kills by sheer luck. Whether you think it's worth it is a different story though.


What your suggesting is to use good micro, game sense, and scouting to more effectively use units outside of their intended design--stop it


Yeah, we are protoss we are only allowed to 1 - A

Honestly though, yes. If you get an oracle and it wont kill a bunch of workers its still very very useful. If you can envision their army at the 10 min mark when the medivacs first pop youve basically shut down their timing, as you can prepare and play as greedy as you need to in order to make up for the fact you didnt get as many worker kills as you might have wanted.

Also making an early engineering bay and turrets cuts into not only scv build time but helps delay the second orbital which also costs 150 minerals. So it slows down their mules which is super nice. If you lose the oracle you can't play greedy and you can't be sure to deal with the 2 medivac drop. So you end up behind because you have no map vision.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
April 19 2014 17:48 GMT
#5079
On April 20 2014 02:12 ZeromuS wrote:
Show nested quote +
On April 20 2014 02:02 Thieving Magpie wrote:
On April 20 2014 01:58 vhapter wrote:
On April 18 2014 16:25 Ben... wrote:
On April 17 2014 05:43 DinoMight wrote:
Do all Terrans just get blind turrets now? It's getting very difficult to do damage with Oracles/DTs even when you deny scouting completely.

I think the cheesiest thing you can do right now is play a macro game.

Seems like it. I gave up on oracles. Can't get anything done with them anymore. Except I can't win macro games either because I keep getting completely wrecked in the midgame. My PvT winrate is now in the low 30s. It usually is in the mid-60s and has been since WOL since it has always been my favourite matchup. Playing macro style PvT is quite tough these days. There's so many powerful midgame timings now that they can do in response to scouting what tech you are going.



If everyone is building turrets blindly, wouldn't it be much easier to just kill them with a blink all in? But honestly, even if they do get turrets, it shouldn't be a problem. Use your oracle to scout army movement, spot thirds, kill scvs at their third before they have a turret up, clear any watch towers that are taken by marines, etc. It's usually possible to kill a few scvs that are outside turret range too. You also have the option of getting a robo for observers afterwards if you feel like it or even make a few phoenixes, say 3-4, to shut down any drops.

There's no reason to consider an oracle opener a cheesy style. You should still be able to get a few things done with it as long as you work on this different skill set. An oracle in the hands of a good player can do a lot more than just get a whole bunch of worker kills by sheer luck. Whether you think it's worth it is a different story though.


What your suggesting is to use good micro, game sense, and scouting to more effectively use units outside of their intended design--stop it


Yeah, we are protoss we are only allowed to 1 - A

Honestly though, yes. If you get an oracle and it wont kill a bunch of workers its still very very useful. If you can envision their army at the 10 min mark when the medivacs first pop youve basically shut down their timing, as you can prepare and play as greedy as you need to in order to make up for the fact you didnt get as many worker kills as you might have wanted.

Also making an early engineering bay and turrets cuts into not only scv build time but helps delay the second orbital which also costs 150 minerals. So it slows down their mules which is super nice. If you lose the oracle you can't play greedy and you can't be sure to deal with the 2 medivac drop. So you end up behind because you have no map vision.


eBay + 2 turrets is 325 minerals + mining time. If you add a 3rd turret its 425 + more mining time, if you leave the minimum 4 marines that's 200 minerals of troops stuck at home.

Going for an Oracle Opening is NOT "cheesy" play and for the most part is more akin to a banshee opening. Both are bad only if you lose the unit.
Hark, what baseball through yonder window breaks?
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
April 19 2014 18:20 GMT
#5080
On April 20 2014 02:48 Thieving Magpie wrote:
Show nested quote +
On April 20 2014 02:12 ZeromuS wrote:
On April 20 2014 02:02 Thieving Magpie wrote:
On April 20 2014 01:58 vhapter wrote:
On April 18 2014 16:25 Ben... wrote:
On April 17 2014 05:43 DinoMight wrote:
Do all Terrans just get blind turrets now? It's getting very difficult to do damage with Oracles/DTs even when you deny scouting completely.

I think the cheesiest thing you can do right now is play a macro game.

Seems like it. I gave up on oracles. Can't get anything done with them anymore. Except I can't win macro games either because I keep getting completely wrecked in the midgame. My PvT winrate is now in the low 30s. It usually is in the mid-60s and has been since WOL since it has always been my favourite matchup. Playing macro style PvT is quite tough these days. There's so many powerful midgame timings now that they can do in response to scouting what tech you are going.



If everyone is building turrets blindly, wouldn't it be much easier to just kill them with a blink all in? But honestly, even if they do get turrets, it shouldn't be a problem. Use your oracle to scout army movement, spot thirds, kill scvs at their third before they have a turret up, clear any watch towers that are taken by marines, etc. It's usually possible to kill a few scvs that are outside turret range too. You also have the option of getting a robo for observers afterwards if you feel like it or even make a few phoenixes, say 3-4, to shut down any drops.

There's no reason to consider an oracle opener a cheesy style. You should still be able to get a few things done with it as long as you work on this different skill set. An oracle in the hands of a good player can do a lot more than just get a whole bunch of worker kills by sheer luck. Whether you think it's worth it is a different story though.


What your suggesting is to use good micro, game sense, and scouting to more effectively use units outside of their intended design--stop it


Yeah, we are protoss we are only allowed to 1 - A

Honestly though, yes. If you get an oracle and it wont kill a bunch of workers its still very very useful. If you can envision their army at the 10 min mark when the medivacs first pop youve basically shut down their timing, as you can prepare and play as greedy as you need to in order to make up for the fact you didnt get as many worker kills as you might have wanted.

Also making an early engineering bay and turrets cuts into not only scv build time but helps delay the second orbital which also costs 150 minerals. So it slows down their mules which is super nice. If you lose the oracle you can't play greedy and you can't be sure to deal with the 2 medivac drop. So you end up behind because you have no map vision.


eBay + 2 turrets is 325 minerals + mining time. If you add a 3rd turret its 425 + more mining time, if you leave the minimum 4 marines that's 200 minerals of troops stuck at home.

Going for an Oracle Opening is NOT "cheesy" play and for the most part is more akin to a banshee opening. Both are bad only if you lose the unit.


Don't forget that one oracle forces the Terran player to stay at home until ~8:00. For 300/300 total, that's the cheapest map control in the entire matchup. I always talk about using oracle openings as "aggressive" openings, even if you play very passively behind it. The power of the oracle isn't really how much damage it can do, but rather how much space it gives you to do whatever you want; the fact that it can decimate an entire mineral line or at least pick off workers here and there is an added bonus.
StrategyAllyssa Grey <3<3
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