Dark Templar/Dark Shrine - Bland? - Page 3
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Skee
Canada702 Posts
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Kisra
United Kingdom466 Posts
On May 12 2010 08:08 t3tsubo wrote: RUSHING for anything should be a do or die strategy. I hardly ever rush for dts, theyre more of a midgame harrass unit that I can plop down to kill workers out of the pylons i have scattered around the map. I still robo bay first, and I personally dont find it very hard to hide my DT tech, just put it in a corner or at a corner of an unused base. I tend to follow along this guy's thought processes. Dark Templar are something I use when I'm ahead or planning a frontal assault. I'll generally use a warp prism, warp about 3-4 in the back of their base, then push an expo or their front door with my main force. Sending the Dark Templars in at that point can generally snipe the command center/hatchery/nexus (An aside - is there a single word for that central building? Writing a list seems inefficient D:) or at least wreak some serious havoc. That being said, I'm a Gold player, so I'm finding tactics that tend to fluster or make my enemy panic very very effective. The same is likely not true at high Plat level where they'll be able to gauge proportional response or realise that the army attacking at the front door is going to be smaller than theirs, due to the cost of DT tech. | ||
Ideas
United States8075 Posts
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ArvickHero
10387 Posts
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DTWolfwood
38 Posts
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NB
Netherlands12045 Posts
deciding to go DTs make you lose the chance to get the other branch of tech (blink/charge/HT) but come to think of it, for example, PvP with ur foe 4gates rush into expan (which is kinda fail ![]() or with the buff of tanks, T users start having mech in their army, this mean that engineering bay and turret will less likely appear early game which "just enough" time for you to do a DT rush... same to zerg if you can pull out phoenixes dts but all of the above require an excellence timing + scouting information which can hardly pull of from 2 people as the same skill level which make DTs become a risky build. personally im still using it, alot, and die+regret since i didnt go HT but some time it turns out to be perfect xD DTs using was the Protoss' art in Starcraft and same thing goes for sc2 xD | ||
UnderWorld_Dream
Canada219 Posts
I mean, its 2x2 on the grid, and it goes tall as if it was a tower or something. So it's meant to be placed almost anywhere on the map (to hide it) and it's very unique and easy to spot. It is meant to easily reveal the tech if you manage to spot it. Thus, it can't be merged with the archives and does not need any upgrades, it's a tech-revealer building, if we can call it that way. | ||
Taekwon
United States8155 Posts
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clickrush
Switzerland3257 Posts
Leave the tech as it is and add an upgrade to the shrine: - DTs can cloak other units (with the use of energy) It would be countered by the same things that counters DTs and give the shrinetech variety. | ||
Seltsam
United States343 Posts
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stolensheep
United Kingdom306 Posts
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Ocedic
United States1808 Posts
I managed to get a DT in and he only had 1 pylon powering ALL his production buildings (lol) and destroyed it. Was a great comeback :D | ||
Morayfire73
United States298 Posts
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RifleCow
Canada637 Posts
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Ryuu314
United States12679 Posts
On May 12 2010 08:37 mity wrote: The Dark Templar is not an all in unit, since the dark shrine requires a Templar archives, if you have dts you already have the tech buildings for storm, charge, and blink. All of which are useful in a number of MUs. You fail sir. Dark Shrine does not require a templar archives. It only requires a citadel. Personally, I think DTs are perfectly fine as is. Even after detection, they still do a really good amount of damage to merit being put in with your regular army. At 3 upgrades, they do a whopping 60 damage per hit. In addition, if your opponent does not carry detection along with their army, it is easy to snipe key units during an engagement anyways. DTs need no changing. | ||
clickrush
Switzerland3257 Posts
On May 29 2010 01:23 jamie wrote: I think the whole templar tech tree is botched, they need to have one building again, and maybe bring back dark archons with new abilities! I actually like the fact that the templar tech is split. But the DT needs an upgrade at the shrine that supports his role. I do not like the suggestions here that would make DTs come out faster or that make him more of a fighting unit. so take a look at his role: DTs are harassers. they pop out where your defense and scouting is weak. and exactly this should be improved and not the other way around! The darkshrine upgrade could be one of the following (just to give a few examples): - significantly more damage to buildings (enemy has spread defenses so you build DTs and make use of it) -ability to cloack other units with energy (like I suggested above, it would be countered in the same way as DTs themselves but it would improve tactical varieties of the shrine) -significant movementspeed upgrade (this would make the immobile lategame protoss army more mobile in general. and the DTs would be more reactive) -AoE unit lockdown (like Feedback from SCBW) (remember this underused BW ability? on the DT it would make sense since its better against less units. the more units it hits the less it endures. so it would be exactly a harassing ability) -singletarget lockdown (similar as above) -income steal from a nexus/hatch/cc (again a pure harassing thing. maybe it should be only a % of the total income or a fix amount per DT) my personal preference would be the +dmg against buildings or the income steal ![]() | ||
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Mack
United States25 Posts
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TheKing
Australia186 Posts
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