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Thread: The Protoss Players Thread

  1. #171

    Default Re: The Protoss Players Thread

    Why are they useless?

    In PvZ, you can use them to great effect vs a mutaling zerg, and even vs a hydra heavy build, getting an early phoenix or 2 to hunt ovies and harass drones and queens before lair makes them extremely useful to slow down zerg. In any matchup even.

    Once u have 3 phoenix (4 vs Terran), you can kill 6-8 workers really fast, and gain an econ advantage that way. In battles, you can lift siege tanks, Immortals, stalkers and even roaches and basically have a "stasis field"-like effect where half the army is disabled in early game.

  2. #172
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    Default Re: The Protoss Players Thread

    Hydras + Roaches cook my chargelots, stalkers and immortals. Even in equal numbers, my guys are trapped behind each other cause stalkers dont let the damn zealots through. Not to mention hydras and roaches fire over each other nicely.

    Any thoughts? Ya I know colossi cook these guys but im talkin early on before techin to the spidy's is cost effective.

    Oh and warp prisms + immortals make great base busters

    Also, any word on them nerfing the base hydra dmg to a multiplier like other units use? They do way too much damage to all armor types imo.

  3. #173

    Default Re: The Protoss Players Thread

    keep your zealots and stalekrs in sepparate ctrl grops so you can move teh zealots in front before engaging. also, your units are faster on netural ground: use that to fight him where it suits you, and use sentry-support to furhter enhance that by isolating parts of his army or trapping them to deny retreat...

    also try to flank the hydras with zealots; hydras are dealing the great damage and zealots are much better at killing hydras than they are at killing roaches. stalkers (and esp immortlas) will handle roaches if you keep them in good position - focus fire is good.
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  4. #174

    Default Re: The Protoss Players Thread

    Quote Originally Posted by Westerner View Post
    Even in equal numbers, my guys are trapped behind each other cause stalkers dont let the damn zealots through.
    Research Blink?

    Doh!

  5. #175
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    Default Re: The Protoss Players Thread

    7
    8 pylon Chrono boost
    9
    10
    11 gateway Chrono boost
    12
    13 Assimilator
    14 pylon
    Then I get Core then Branch from there, but I always get Warp Gate no matter what. Personally Warp Gate (even w/o many gateways) is too important to just skip, even if you are going robo or air =)
    Last edited by jqn210; 05-27-2010 at 08:29 PM. Reason: Messed up SORRY
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  6. #176

    Default Re: The Protoss Players Thread

    I was wondering what you guys' strategy is on Desert oasis?

    This is by far my worst map. Not cause i lose much on it, but because i hate the layout, having a hard time expanding and such.

    So mostly, i just go for a one base game. I usually try to go zealot/stalker/sentry, with a few immortals if the game gets a little longer.

    Please post some replays, and i'd be forever grateful


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  7. #177
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    Default Re: The Protoss Players Thread

    meh...wrong person to ask here, i always get pwned on desert oasis due to drops that i know are gonna happen and yet dont prepare for :P lol

    had a tourney match against a terrain i had on the run to turtle....and didnt occur to me that i should expand and beat him that way :P lol yes im cool like that lol
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  8. #178
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    Default Re: The Protoss Players Thread

    Quote Originally Posted by Dropsonic View Post
    I was wondering what you guys' strategy is on Desert oasis?

    This is by far my worst map. Not cause i lose much on it, but because i hate the layout, having a hard time expanding and such.

    So mostly, i just go for a one base game. I usually try to go zealot/stalker/sentry, with a few immortals if the game gets a little longer.

    Please post some replays, and i'd be forever grateful
    The watchtowers are really important in this map. This is one of those maps where you actually have to fight over them IMO. You want to get an obs and check to see if anybody has secured either a gold or island expansion, and if not, take one yourself. Scouting is key here, and despite the formidable ground distance b/w bases you still want to check for cheese & proxy because it's a 2 player map.

    Base trading is very common in this map. So when you're wrecking his base while he's wrecking yours what you do is pull all your probes and expand to HIS side of the map so that after you get done wrecking his base you can go defend your new expo.

  9. #179

    Default Re: The Protoss Players Thread

    I have a question: how i'm supposed to expand in Desert Oasis in PvZ, if my units are ass-slow, and theirs are very fast? If they know what they're doing, and build Zerglings and Mutalisks, it's damn difficult to defend my main and an expansion there.

  10. #180
    Gradius's Avatar SC:L Addict
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    Default Re: The Protoss Players Thread

    Quote Originally Posted by Norfindel View Post
    I have a question: how i'm supposed to expand in Desert Oasis in PvZ, if my units are ass-slow, and theirs are very fast? If they know what they're doing, and build Zerglings and Mutalisks, it's damn difficult to defend my main and an expansion there.
    Yeah it is tough, but Stalker/Sentry does well against that unit composition. Blink is pretty important on that map too IMO. When you expand you want to make a pylon first and then your nexus, so you can lay down some cannons. He'll inevitably harass you when your army is off on some other side of the map, so when he does warp in your units to whatever is under attack (your expo or your main).

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