Protoss – Dealing with Mutalisks

Posted by BLaM | Posted in Protoss, Protoss Strategies, Zerg Units | Posted on 07-02-2012-05-2008

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From the Forum…

Beating Mutalisk Play

Unread postby Whitewing » Tue Jan 24, 2012 1:09 am

Hello, Masters Protoss here with a brief tutorial and guide on how to defeat mutalisk play from zerg, something that gives a lot of players an incredible amount of trouble at all levels, and especially at the higher levels. This guide assumes you are using a forge fast expand. If you are not, you are going to be in a lot of trouble, you will not have the economy needed to defend without a special trick. Generally speaking, if you are not going to forge fast expand, you should do a 2 gate/stargate expand, as it allows for a void ray to hold off a bust on your expansion and to build phoenixes early enough to crush fast mutas. Do not go responsive phoenix however, unless you already have some out.The first and most important tip I can provide is active scouting, and understanding of how zerg plays. Typically, mutalisks come into play off 2 bases with a spinecrawler wall in order to protect himself while he stockpiles minerals and gas to build the mutas. The spire build time takes a long time. In this play style, the zerg will usually pop 8-10 mutalisks and send them straight to your base.

Against this style of mutalisk play, you have pretty much two options, and one of them is scouting dependent. Unless you spot the spire building with an observer or hallucinated phoenix, this option is blind and risky, so I suggest avoiding it. If you do spot the spire building, the strategy is to do an all-in off of a fast expansion with pure gateway units, usually 6-8 gateways. Fast +2 weapons and blink is a very strong variant that will usually win the game in this case. Alternatively, zealot/archon off of 8 gateways is EXTREMELY potent against this. Either way, you must have a twilight council, it should generally be built rather quickly in this matchup. Regardless, for this strategy to work, you need to hit right before the mutas pop, to do sufficient damage before they are out. Usually this involves killing all the spinecrawlers and the zerglings. By themselves, the mutas when they first pop will not be sufficient to defend, and you win right then. However, this variant is dependant on a couple of factors. Some zergs have started throwing down a roach warren just in case, and deciding not to build the mutas if they detect an all-in. If you start seeing roaches, you should back off and expand with your army, you should be able to defend, and you’ve got the tech to deal with mutas.

The second variant of muta play is when the zerg responds to your fast expansion with a fast third of his own, then opens roaches to defend, while building the spire. He doesn’t stockpile money, so fewer mutas pop out, but with the income of that third base they very quickly get to the same muta count as they’d have off two bases. This variant is extremely hard to kill with an all-in, but if you can snipe one of the bases you’ll be in great position.

The second and safer way of battling mutas requires a lot of careful maneuvering. Essentially, you are going to turtle in your own base. If you wish to use this option and you scouted the spire building, you should immediately take a third base if the mutas aren’t out yet, and throw down a couple of cannons at each base. Get blink ASAP if you don’t have it, and defend with stalkers. As soon as you can afford it, put down a second forge. If you couldn’t get the third base, you’ll have a harder time of it, but your strategy is the same, cannons at each base, blink stalkers ASAP, get second forge, and turtle until you can take your third. 2 forges is very potent against ling/muta, but not good against other zerg strats, that’s why it’s reactive.

All while doing this, you should be building probes, leaving stalkers in a good position to defend the mineral lines (generally in a middle position or split up with another group able to reinforce quickly), and attack mutas when they show up. Try to blink as they run away if you can, although if you’re out of position you can blink in to attack to prevent damage. Your goal at this point is to get to high templar and research storm as fast as possible. Once you get high templar with storm, you are able to finally leave your base, although you should still aim for around max supply. You want to leave 1-2 templar in each base and storm mutas when they show up. 1-2 storms will usually chase the mutas out of your base for a long time, since they’ll be so low on hit points your stalkers will annihilate them. If they take 3-4 storms, you’ll likely wipe them all out entirely, which puts you way ahead.

The entire time you are doing this, you should be scouting, particularly for a greater spire. You must know brood lord timings, if he hits you with brood lords when you don’t have a mothership, you’re in a lot of trouble. If you detect a greater spire, get a mothership ASAP.

Be aware that zerg will likely take the entire map during this time. Your goal should be to warp in zealots in various locations and snipe bases if possible. You can use DT’s, but their cost makes it very hard, and if you lose them without killing bases, you’re in a lot of trouble. If you do not think you can manage it (don’t want to risk a warp prism with mutas out and no pylons on the map), you’ll have to let zerg have the bases, if you go after them with your army you’re dead by counter attack, and if you go after them with just zealots walking from your base you’ll lose them. At this point, your goal should be to go straight for the zerg main and kill off the tech structures, while bringing some high templar with your army. Kill the tech, and it doesn’t matter how many bases he has, he can’t make fighting units.

StarCraft 2 Protoss Mechanics Talk

Posted by Knightmare | Posted in General Strategy, Protoss, Protoss Build Orders, Protoss Buildings, Protoss Strategies, Protoss Units | Posted on 14-01-2012-05-2008

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StarCraft 2 Protoss Zeratrul Hyrdralisk Kill

In order to play the Protoss well you need to understand how their mechanics work and their advantages and disadvantages. Every race in Starcraft 2 is very unique. The units in Starcraft 2 are largely asymmetrical. There is a basic idea of tech levels, but otherwise the units found in each level are much different. The Protoss Zealot, for example, is much different from the Terran Marine or the Zerg Zergling.

The differences between the races go even deeper than that, however. Each race has its own way of building structures and units. In this guide we’re going to take a look at the basics of the Protoss and highlight some of their unique mechanics. These mechanics are very important, and they make it possible for the Protoss to execute strategies that are not available to any other race.

The Protoss race has the quickest, easiest and most efficient building mechanic in the game. Protoss buildings are not built, but are rather “warped in.” The idea is that the Protoss already have all of their structures built elsewhere, and the buildings merely need to be teleported to your location. Because of this no construction is required. In order to build a new structure, you merely need to send your Probe to the location and place the building. The warp process will begin, and the probe is free to go back to mining resources or whatever other task it was performing.This provides a small benefit to the overall efficiency of the Protoss mining operation, since workers have to be taken off the line less often. Building a base simply requires less micro-management for Protoss players.

Another real advantage of this comes in the construction of buildings which are not in your base. A common part of Protoss strategy is the construction of proxy buildings. A probe can easily move to a location, construct a Pylon and a few other buildings, and then move on. Note, however, that Protoss buildings can only be built in the radius of a Pylon. Protoss strategy must always be mindful of this. Pylons are your lifeblood – they provide supply for building units and they provide power for buildings in your radius.

If a Protoss building is within the radius of a Pylon and that Pylon is destroyed the building WILL NO LONGER FUNCTION. This is very important to remember! New players often use Protoss strategies which require a proxy base to be built near an enemy base, but they place their Pylon in a vulnerable position. You must place your Pylons behind other buildings so they are hard to get to!

One of the most important mechanics in Protoss strategy is the Warp Gate. The Warp Gate is built by converting a Gateway. It costs nothing, but you have to research the Warp Gate technology at your Cybernetics Core. Warp Gates produce units, but when you construct a unit at a Warp Gate it can be instantly teleported to anywhere within the radius of any Pylon you have. Instead of taking time to build, the construction of the unit has a “cooldown” timer – once it is refreshed, you can teleport in another unit from that Warp Gate. Overall, Warp Gates do construct units slightly quicker than standard Gateways, so there is no reason not to obtain Warp Gates as soon as possible. The importance of the Warp Gate in Protoss strategy can’t be overstated.

The Protoss is the only race which can instantly call in reinforcements to a battle. Many Protoss players use this strategy defensively, but good Protoss players also use Warp Gates offensively. Remember, you can warp units anywhere in the radius of any Pylon. If you hide a Pylon near the enemy base you can warp in units to his front door. This is a very effective way to maintain pressure on your opponent – do this often!

Protoss units are the only units in Starcraft 2 which have shields. Shields are like a unit’s health, but shields regenerate. Also, note that Protoss units cannot be repaired at all (unless you are in 2v2 and your partner is terran, he will lose gas and inerals by repairing Mechanical units, note that buildings are not mechanical) once they take damage to their actual health, which means that Protoss units which are damaged in battle remain somewhat weaker than the units of other races, which can either be healed or can be repaired.

The Chrono Boost is a special ability given to the Protoss Nexus. It requires 25 energy, and the effect of Chrono Boost is that it increases the production or research speed of a building for a short period of time. Your Nexus can hold 100 energy, so you can store a maximum of four Chrono Boosts at a time. Of course, any energy beyond 100 is wasted, so you don’t want your Nexus to be sitting around with 100 energy. Chrono Boost is an important part of Protoss strategy because it gives the Protoss player the ability to accelerate certain parts of a build order. For example, let’s say that you’re playing Protoss and you’re going for a two-gate rush strategy. If you do this, you’ll be using a lot of Chrono Boost on your Gateways in order to produce Zealots as quickly as possible. You’ll need to do this to beat Zergling rushes. On the other hand, let’s say you have decided to try and rush out Void Rays. With this strategy you’re best using your early Chrono Boosts on your Nexus to rush out more workers, and then once your Stargate is complete you can start using the Chrono Boost to rush out your first Void Ray. Many players neglect Chrono Boost in their strategies. It can hard to remember to check and make sure your Chrono Boost is constantly being used. Remembering is important, however, as it can mark the difference between a strategy that succeeds or fails.

Now the Protoss are a powerful race, but as with any race in Starcraft 2 you need to use their mechanics well. If you don’t make proper use of their benefits you will have trouble once you start getting into the Gold and Platinum leagues. On the other hand, simply remembering the mechanics and executing strategies which take advantage of them is often enough to put you into high Platinum, if not Diamond. Learn the race well and you will be rewarded. Good Luck, Have Fun

 

OpGKnight

In Due Time

Posted by Knightmare | Posted in Protoss, Protoss Build Orders, Protoss Strategies | Posted on 03-12-2011-05-2008

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Protoss as a race has a very interesting Macro mechanic, Chronoboost . Located at the Nexus, this ability can be activated using 25 energy and is used to increase the production or research speed at the target building by 50%. Chronoboost is used in 3 different ways, Economy, Technology, or Production. This allows the building to do 30 seconds of work in 20 seconds, so production/research will complete 10 seconds earlier. This will work on any of your unit production buildings, as well as research buildings, creating interesting decision making scenarios where you must choose between opting for faster tech or faster unit production. (Little know fact it makes shields regenerate faster, Who knew!) Now for the newer players and/or those in Bronze Silver, Gold, or low Platinum, think of Chronoboost as a build fixer. What i mean by this is: If you forget to lets say get charge right away, or your gas count was a little low, you can use Chronoboost to get you back up to speed. Your being attacked? Warp in and Chrono out your Warp Gates for ease of use. In the higher tiers of Starcraft, think of Chronoboost as a part of your build, for example: devoting Chrono only to workers, or getting super fast Warp Gate/blink etc. In most cases you will find Chrono best used for workers, however tailor the game to your needs not the other way around. Now with this said, I am not Tassadar, use Chrono often and wisely and you can turn a close game into an easy win. Good Luck, Have Fun.

Killer PvT build

Posted by BLaM | Posted in Protoss, Protoss Build Orders, Protoss Strategies | Posted on 06-11-2011-05-2008

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This was pulled from the Forum

PvT killer build

Unread postby Tailz » Sat Nov 05, 2011 2:08 am

Hey my fellow Brotoss.

Lately I’ve been trying a new build against T that seems to work very effectively. It was inspired by Slayers_Alicia’s build which he used to knock IMMvp down to Code A. Alicia used a 3gate sentry expand vs MVP, only he moved out to pressure with 5 sentries, not the usual 8-10, or even 12 in oGsMC’s usual style.

This force must comprise of mostly zealots (as zealots + Guardian shield takes forever to kill). Your Stalker numbers really depend on what his unit composition will consist of: if it is pure marine, you can get away with 1 (or 2 if you’re not as confident with your Force Field trapping because its easier to micro with Stalkers vs Marines than with Zealots). If he has some Marauders, you may want to push with 2-3, and still keep your primary force consisting of Zealots. The reason for that is that Marauders with concussive shells can prove very annoying, and having a ranged unit to counter his ranged unit will help a ton. If he is teching, (only a few units at the ramp, gets gas(ses) fast, etc) then you will want more Stalkers, because it could mean Hellions (roast your “Light” Sentries and Zealots), the 1-1-1 with tanks (which will be standing behind his other units, therefore you need a ranged unit to pick them off faster), or fast air (Medivacs or Banshees, in both cases you will want to have anti-air). The push ends when all your zealots are dead: retreat your Sentries and Stalkers to allow them to fight another day.

Now, where this build differs from Slayers_Alicia’s version, is that I do this off of 1 gas geyser, instead of 2. The reason I chose to try this out was to have more mineral income, and therefore get a faster economic boost earlier on, at the cost of delaying my tech choice. In Alicia’s version of the push, you use 2 gasses, warp in majority zealots, have a lot of gas stockpiled up and can react with the appropriate tech path to counter your opponent’s next move. (Alicia’s personal favourite was with DTs.) One thing I’ve found though, is that some Terrans will mule up and go for a quick timing push (if they went MM, they move with stim and possibly an upgrade; if they were teching, they will move out with a bunker+siege push, etc.) and if they time this right, they can kill you before your tech comes into play. Keep in mind, their MM ball timing attack will be stronger now due to the fact that you’ve burned most of your FF’s with the initial push, and you’ve been spending your gas on tech, not more sentries.

I’ll give you guys a simple illustration. With Alicia’s version of the build, he will be going for fast DT, or colo, or whatever else. But colo without the range upgrade will get slaughtered by Terran’s timing push with siege tanks, stimmed MM (esp without many forcefields left), or banshees. Building a DT shrine takes forever to build. Going VR will work if they’ve halted Marine production, but that’s a far gamble, esp. if you hit him hard with Zealots.

Now with my version. After the attack, I retreat my Sentries and Stalkers and only then get all my gasses after retreating from the push (FOR UPGRADES!), throw up 3 more gateways, start the Nexus at my third. And THEN go for tech. (It’s still smart to throw up a robo for an obs or to start colo tech asap. The difference between this opener and Alicia’s is that you will have more Probes, a way faster third base, a bigger army to defend vs a timing push with, and much faster upgrades. And also, if you added in the robo like I recommended, you could do some pretty good damage with 1 or 2 warp prisms + 6 gates.

Now, the rough, unpolished build order:
(keep in mind that this build is not fully developed yet, as I’m still constantly tweaking it for improvement etc.)

9 Pylon
11 Assimilator <– This is how I pull off 3gate sentry without only 1 gas
13 Gate
15/16 pylon
.. (continue as you would with 3gate FE, but stay on 1 gas)

I use 2-3x chronoboost on WarpGate, and the rest on probes.

I’m still trying to figure out which works better, making zealots with your first warp round because zealots have the fastest cooldown rate and warp in sentries on the way to your opponent, or make sentries with your first warp round to mount up as much energy as possible, and then warp in zealots at a proxy location. Way 1 allows for more units faster, whereas Way 2 would possibly allow you a couple more FF’s. Chronoboost timings on warpgates still has to be tested.

Please feel free to comment and question. I’m mostly on EU or KR server, and I will be glad to talk about the build, have a partner for testing this out, etc.

Tailz

The Classic Protoss 4Gate Build

Posted by BLaM | Posted in Protoss Build Orders, Protoss Strategies | Posted on 19-10-2011-05-2008

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You either use it or you’ve run into it. The most standard opening for any Protoss player. Don’t worry guys, stay tuned to the blog, we’ll roll out some unique builds shortly but we need to build steam on the classics. It allows you to stave off any Zerg rush, beat back any Terran aggression, and apply some pressure of your own if you so choose. Reliant primarily on Gateway units make sure you get that early sentry for walling your ramp and giving your early units that armor boost. If you’re going to pressure then it’s a Proxy pylon FTW to reinforce on their doorstep. When it comes to StarCraft 2 strategy guides this one is always included.

 

  • 10 – Pylon
  • 12 – Gateway
  • 14 – Assimilator
  • 16 – Pylon
  • 17 – Cybernetics Core
  • 19 – Gas
  • 21 - Warp Gate Research
  • 22 – Zealot
  • 24 – Pylon
  • 24 – Gateway
  • 27 – Stalker
  • 30 – 2x Gateways
  • 30 – 2x Sentries
  • 32 – Twilight Council
  • 32 – Pylon
  • 32 - Convert Gateways to Warp Gates
  • 32 – 2x Stalkers

Now… several variations of the build, of which the above is only one, have you getting the 2nd-4th Gateway all at once. This one allows for a quicker Stalker/Sentry early on though sacrifices a small amount of economy which we feel is better against Terran/Zerg. Against Protoss you may choose to get minerals over army early and save up for those 3 Gateways all at once.

So… Protoss players… what variations do you employ? Any tweaks you can recommend? This build is sitting in the forum as well under Protoss Builds if you’d like to head over there to discuss and make yourself eligible for our Heart of the Swarm drawing.

Two Gate Protoss Strategy Starting Build Order

Posted by BLaM | Posted in Protoss Build Orders, Protoss Strategies | Posted on 10-06-2010-05-2008

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Cody Conners writes the following to Day 9 about his standard “two-gate” protoss strategy starting build order:

In a number of dailies you’ve mentioned your preference for two-gate style Protoss builds. Figuring that you, with your heart of hearts, wouldn’t try and lead anyone astray I decided to give it a shot. All I can say, my friend, is hoooooly shit.

I used to favor a four-gate build (ala WhiteRA a month or so ago), with a big, daunting push around 58 food (around 7 minutes). But let me tell you, Day9, the two-gate style builds that I have experimented with just feel so natural. First off, it’s extremely pleasant to be able to get that expansion up earlier. Second off, the build … See Morephilosophically/ideally satisfying. Because I’m two gating early and getting the cybernetics core up sometime later, I have this solid proletariat, zealot push I can make in the early game. It’s so gratifying seeing my blue-collar, zealots rolling five deep and cleaning up any poorly planned zerg FE expansion builds. Do you know how many zerglings a zealot can kill, Sean? A lot, a whole lot. And the cool things is, the number of zerglings that can be killed increases exponentially with the number of zealots you have. It’s like the number of zealots you have squared will give you the number of zerglings you can slay. I can’t even count how many gallons of zergling blood has been spilled since I started two gating.

Good lord, and the economy, Sean, the fucking economy. Like I said before, I was expanding sometime near 58 food before (as/after I was making my first four-gate push). Now, because four-gating served me well for weeks and weeks, so I’m not going to talk too much shit about my old habits, but the transition to the mid/late game is just so much … See Moresmoother with this two-gate, earlish expand build. I have so much money flowing in, so early. Like tons of money. I feel like Battle.net should take in to account inflation and adjust my mineral/gas account accordingly, because I’m making so much bank.

I went 15/0 right before the beta closed, 15 and fucking 0. Obviously, success like that comes with rewards. My girlfriend can barely keep her hands off me, strangers on the street cannot help but notice the steeze that I exude as they walk past me, and I think the Korean foreign exchange student my girlfriend tutors looks at me differently now. We haven’t ever talked, but I think he just knows I kill it at Starcraft.

Thanks a million Day9. (Sorry it took 4 posts, was hella long.)