no colors in this one
no stylish pics either
no high rating and no nothing
i just don't like to start something i don't finish, and as far as i'm concerned,
what i wrote before was more of an intro and really didnt' say anything about protoss that people don't already know or agree with
First pylon Placement
Depending on your opponent, and your skill in micro, and also depending on your mood, you can build your pylon either close to your main or right before the ramp
putting your pylon at your ramp punishes your opponent if he has powered, because you can get early zealots, but it sets back your economy. Also if you put a pylon at your ramp and make your gateways there, muta can hurt you more as your buildings are not focused in one place early- mid game, and they can play around with you if they have a decent muta force (6 - 12 muta)
Personal preference is to go pylon in main vs a known muta/ling and/or speed ling early kind of player, and because many good zergs prefer muta over hyrda/lurk early on now that hyrdas have become considerably weaker because of hyrda speed pricier and powered up zealots, I usually go pylon in main as preference unless I think my skill is considerably better than my opponents
Build Orders
Protoss has many tactics, and there are my personal favorites, or builds that I have done in the past and have found error in
Most of these builds that are coming out from the top of my head, but of course in game I may change these builds depending on how close my probes are to the minerals and how many mineral bars there are
pylon on 8, gateway on 9, gateway on 10, and pylon on 15
crucial that after 10 u dont make antoher probe until your 15th supply pylon, so you can get those extra zealots in. This is the dreaded rush that has got my zerg
totally messed up, any good rusher with at least half decent micro (example: mine) should be able to hurt or at least scare a zerg no matter what build order he has done unless he has went early lings and those lings are in your main, or he has made a sunken, both of which would set him back a bit
pylon on 8, gateway on 10, gateway on 12, (constant probes), pylon, pylon or gas
Conservative build, depending on my scouting, if I miss or can't tell my opponent I may simply do a simple slow zealot rush. This is mostly ineffective, but can catch your opponent off guard or at best, kill a supply depot in a wallin, scare a zerg into making many lings and sunkens, or kill a protoss opponents probes and mess up his build order
pylon on 8, nexus on 14
this build is not that good, but when successful you will get your opponent scrambling to catch up with your economy and macro. there are many flaws in this build, and you must scout very well and determine what you will do while and after your expansion is set up. Depending on how slow your opponent is rushing or dropping or expanding, your build varies
Vs a rushing opponent you will make very little to no probes at certain periods of time to get those fast zealots or even canons.
Vs an opponent who expands too, you can build 2 or 3 gateways and rush him. Thats my preference to a person who expands when I expand as well, unless I sense cannons, then I will basically go goon and ob, then expand and go zealot templar dragoon archon dt, While dropping templar and cannoning opponents cliffs or ranged goon them while ugprading hard
Vs an opponent who drops, you must place units where you think the drop will be, and have a observer handy
btw, I never, under any circumstances, make a pylon on any probe number besides 8. It slows you down, period. if you don't and you will lose
pylon on 8, gate on 10, gas on 11, core on 14 - 15, then pylon for tech or gate for turbo goon. Standard fast core build for drops and tech such as dt or observer, or a goon build. Getting fast range for goons is basically bullshit, I don't recommend that ever for whatever reason. Many would disagree with me, but I think fast range is too costly and very risky, because it sets either your unit building down a little or tech and expanding.
pylon on 8, gate on 10, and pylon after. This build sucks for me, I don't use it because I don't ever remembering beating anyone noteworthy with it. Apex taught me this a long time ago, because it gives you fast 4 zealots early on which you can defend or rush with. I don't think it works for most people either, and its a build that I don't recommend.
Other ok builds i've seen people use is offensive gateway vs a zerg, and also offensive battery. I don't like either techniques personally, but they are there.
1 Expo then carriers is bullshit. U die, period.
Micro Techniques-
Trix1 - Send a zealot and a templar. Zealot distracts, then templar storms tons of zerg/protoss units. Doesn't work as well vs terran cuz tanks and mines, but it might work vs some kinds of players who groups units close to your base with nonsieged tanks and no mines.
Trix2 - Archons and reavers have splash.. and so you can hit your own zealots with it or whatever. Even your own nexus, which will hit dt's or stupid lurkers. Archon + your own zealot works pretty well vs 1 lurker.
Trix3 - Hallucination. Hallucinate a ton of archons, and send them and your real archons into an insanely powerful terran defence. Soon after send all your forces to attack and storm like crazy etc. I think this tactic isn't that great, but if the game seems kinda slow late, and you can't seem to kill your opponent, whatever works right?
Trix4 - Take an own a ledge like a terran with 7 turrets on a ledge and a ton of tanks. How do you do this? Have micro, 4 templar, and a couple of well placed canons. Now a Templar aint no tank, but sometimes it seems to me that its range is almost as good as a tank. For instance if a tank is on the ground hitting you, you can usually kill it with storm.
Trix5 - mind control an overlord for vision to his lurkers, then kill him
Trix6 - multiple storm technique, feel lazy? just take some templar and storm at the same place with a simple one-two click. It lasts longer and hurts more too.
Trix7 - shuttle can hold a zealot and a reaver. Drop zealot, take in the tank drops or sunken hits, then drop the reaver to kill drones.
Trix8 - Not really a trick but.. since i've seen a not of stupid people not understand this. When you have a reaver, you can click a ton of scarabs then place it into the shuttle. Scarabs will keep building, you dont' have to wait.
Trix9 - Have your probes touch a mineral bar to have to scout through units.
Trix10 - Uh not like Trix6. Templar rain. Probey' or upgraded probe or probe, whatever you want to call the lil' bitch, was no doubt the best at this technique when he played well, in my opinion. Grab a shitload of templar, or 3, and then storm in 4 places, in the path which your opponent is attack moving into you
Trix11 - Again, not really a trick. Many newbs don't do this, which is build multiple forges or another core, to get more upgrades in. Simple, simple stuff, and if you have money you absofuckinglutley should do this. This goes double for gateways, don't limit yourself to a measily 15 gateways, keep builiding gateways if you have what seems to be limitless money and keep pumping those units out. There is not limit for how many expansions you can have either.
Trix12 - ok I admit this "bug" tricked me and pissed the fuck out of me and the biggest dis is that I was quoted in forum for my stupidity. Place observer over the terran turret, it wont fire if it is right ontop of it.
Trix13 - Talk about how much you love doing this one strat and how you are godly in it, show a replay in how you owned someone doing it, and when the guy u showed it to challenges you, do another strat
Flanking - An easy technique to understand, A very difficult technique to master. Flanking is self explanatory, putting groups of units in different places and closing in on one large group of your opponents forces. Knowing which places to flank, and knowing what units to flank with in what situation is essential to master flanking
The hardest thing about flanking is to know what to do when your opponent finds out one of your flanking groups and is attacking it individually, instead of blinding hitting head on
Usually vs terran, early on flanking is necessary vs a mini tank rusher. Right before mid game terran may rush you with tanks and vultures, and the best thing to do against that is to flank. 4 groups of 4 units each are ncessary (zealots and goons). Use your judgement, if those tanks and vultures are in a large amount, you may have to flank with a larger amount. Premeditated flanking is something you can do. Building 3 gateways in an expansion-like place so that the units there can help flank when the time comes for flanking, is a very smart thing to do vs terran. Also if that doesn't work, Most terran containments can be defeated by 1/0/0 speed upgraded zealots of about 14. If your really paranoid, you can make 2 shuttles full of 4 zealots and dt's mixed to drop as well as your 14 zealots to blow apart any pathetic containment a terran can muster up.
Protoss is weak vs zerg if you don't hurt them early. Lurkers are a pain now that you cant storm them and kill them with one hit. It's good that zealots are powered up, so that zealot rushing is almost mandatory to keep this matchup balanced. If the positions are 12:00 and 3:00, expect to lose if you don't rush. Speedling and easy flanking, give zerg a considerable advantage in these positions, and despite popular opinion that protoss is the stronger race in these positions, its not.
Corsair usage works, but the way it works is knowing how to micro the corsairs and where to put them early on. If you are corsair rushing, don't go for the ovie that you see if your a good microer, run that sair into the zerg main to scout his tech and kill the ovies there. Then go back and kill the ovie that you will see which direction is has run to. Find it, kill it, then patrol from one side of the map to the next to find any ovies that are hiding from you.
Reaver drops suck. They don't work, for me anyway, and its not because of my micro. They are absolutely fucking pathetic, if you are going reavers, attack with them. Reavers are strong as power support units, and helps win battles. Making double robo bays was a skill that I learned and forgotten, so I won't go into that. Double robo bay builds are a real test of skill, for islands and for land, and to be honest, I haven't ever gotten good enough with the build order for double robo bays to make it work.
ISLAND PROTOSS
Well I'm not that great at this anymore, used to be very good tho. Protoss vs protoss you go reavers first then get air attack, and get carriers. No templars until air is 3/3.
Protoss vs terran, use templar drops (dt and ht) early on. Don't ever bother with observers unless you sense wriaths and even then try to hold it off with canons and goons until you have a decent corsair force (12). You won't get contained by wriaths before you get an expo up anyway, unless you blow.
Protoss vs zerg, do anything you want. Think like your playing land, in a way. Goon ob vs fast lurks, sairs if you want to kill ovie, reaver drop, whatever. A lot of things work, but the most important thing is that you must make templar and archon sometime in the game unless you kill him early.
Bah.. i couldn't think of anything I do that was uniquely me, my style and my strategy, or that was more advanced strategy rather than basics. My first report got mixed reaction, most of which was good, when i went online. Hope you enjoyed this non-colorful short, BRIEF report
Any suggestions if interested in a part 3, whatever you want to know, any specific strats, thinking, or strategy on anything, not only protoss, can be asked in the comments.
i wrote this while listening to "Nas - The Message", an amazing song
Nas - The message
contemplating wars, that i was cool with before
we used to score together uptown in the roar
a thug changes
a love changes
and best friends become strangers
www.audiogalaxy.com to get it
last comment.. I miss the old probe reports, even if they were spam :)