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New protoss strategies

Discussion in 'StarCraft 2 Strategy Discussion' started by Patuljak, Jul 25, 2007.

New protoss strategies

  1. LordofAngels

    LordofAngels New Member

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    If Immortals only hit ground, that is sad...... they are formal Dragoons afterall, so I think they should hit air too.....

    I always loved Protoss. They have the best units, the best utility, and best at making the game interesting. Protoss in one's team always makes the opponents guessing with sheer power.

    However, I think Protoss's abilities are overlooked because of lack of micro available for Protoss. Other than hit & run for Dragoons, autoattacking Carriers, and drop Reavers, I think Protoss is pretty much straight forward, and pro players can micro and own the army easily in SC. I liked the apporach to putting micro avilable units in Protoss. I think it will make Protoss much more deadly and exiting to play in.

    I'm not a big fan of early Zelot Rush, but is is rather effective. However, when going well towards the end of the game, Zelots are wasted away like Zerglings. With new rush ability, I think Zelots will be able to kill at least 2 more Marines before dying. But I still think Zelots cannot be microed too much, since Rush ability will need few seconds of cool down ability to use it too frequently. But I think Zelots now make a good begining offensive unit as well as threatning card even towards the end of the game.

    Stalkers, I believe, will be very effective when used correctly. However, I don't think it will meet many people's expectaitons when used against Terrans. It is likely in order to protect the buildings and main economy, the Command Center will be turned into Planetary Defense, and its power can crack open Stalkers during Stalker's cool down phase. However, Stalker will be proabably good at anywhere else. It can easily take the cliff and get around ground defense in the enterance. Or it can simply blink right infront of SeigeTank for good counter. Plus it can have infinite possiblities with Immortal or Zelots. If Zelots and Immortals take the first damage, Stalkter can charge right on the front line, and it will take time for any opponent to change its target, even with micro. That will give enough time for Immortal and Zelots to do more than just exchange fires.
    I think Stalkers will be most effective in PvP rounds, when mostly the defense is made of Zelots. SInce minerals tend to be besides the cliff, if the Stalkers get into the base and Zelots rush in, Stalker can blink up into the cliff and destroy Protoss's major weakness: economy.

    I had no idea about High Templar having Statis ability, and I think its a fresh apporach. The very fact that it can render any turrets useless will make Templars even more formittable. Psi Storm with Statis will make a great combo with ranged units, and maybe it can be used as anti-defiler, by making the units inside the dark swarm imobile. This will make High Templar even more needed unit, and it is more likely that more micros can be done with these guys roaming in the battlefield.
    HighTemplars, in my opinion, will be best with any race combination, but especially with other race matchup, like Zerg or Terran. Terrans like to make a stationary outpost with Tanks and Turrets, maybe Goliot[probably changing more into Vikings, since Goliot is now obsolite]. With this, Protoss users can't really use Statis because of money it will be wasted building Fleet Becon and StarGate. Statis will be able to be utilized earlier on in the game, and Terrans cannot perform their famous defensive lines to cornor the Protoss.
    Zerg's Defiler is very much an issue for Protoss's arsinal. Apart from Zelots, nearly every unit in Protoss Weapons of War is ranged to some extent, while Zerg can always rely on Zergling/Ultrarisk combo. Defilers can simply Dark Swarm wherever to protect from the weapon fire, and Protoss has no option than retreat to cease further damage. However, with HighTemplar's Statis, Protoss can easily disable the Zerglings inside the swarm, and wait for Dark Swarm to clear out. Plus this also gives the Protoss users to search for the Defiler to eleminate. This combined with few Stroms will make Zerg Users think twice before rushing in as soon as Defiler is created.

    Collosus is a really cool unit. With few of those you can obililate any defense it may have. I think it will be effective economic rushers as well, since their rays can switch targets accordingly. It can be replacement for Rever and Dragoon when it comes into Ground Zelot Support. Since Collosus is big, they can easily take many fires as a bait while Zelots rush in. The Marines and Tanks will also take much damage for Zelots to finish the job quickly.
    My opinion is that Collosus is great for TvP matches. Terrans really now have little need for Turrets since they no longer have Detectors. So mass producing Turrets like before will be more obsolite for the Terran users..... the stationary outpost strategy will now include more of scanner or Raidar Towers instead of Turrets since Vikings are out. Using that advantage, Collosus can get around and attack enemies' economy with ease. It is very unlikely for Vikings to be stationed in every multi, plus it will have more of a scanner or Raidar towers in the base..... and Bunkers will be usually out of range when Collosus blows down on SCV's. This will force Terran unsers to build Turrets combining with Scanner or Raidar Towers, which can waste money that could be used to build Thor, Tanks, or BC's. It could seriouly affect Terran users, while Protoss can easily just spawn few Collosus as a threat, and change tactics to other buildings. It is essential for most users to build Robotic Support Bay because of Shuttle[not Phase Prism]'s Speed upgrade anyways. It wouldn't hurt for few Collosus for base deffense as well.

    I think Twilight Arcon will be supreme assult unit along with DT or Arcons, even if Twilight's attack is little less. Its FeedBack ability can easily hurt any magic units that pose a threat to the heavy attackers, and combining with other units can be unsuspecting magic unit in premisis....... since Many users are used to seeing Templars or red Dark Arcons when they want to spot magical unit. Twillight Arcon, in my opinion, is still being developed at more abilities.... and although its attack might be lower, it can be effective unit to bring around.
    For any races, Twillight Arcon is good combination to go around, especially when your army is massive. Twillight can walk in front lines, taking the damage with enormous shield plus damaging magic units such as Defiler, Ghost, HT, and Nomads. Twillight Arcon can also become a great support unit to bring around when air assulting. Probles with Yamato Cannos is now solved with Twillight Arcon's feedback plus its high attack power. And Queen isn't much of a insnare threat if they don't have mana to do so. I'm expecting more micro from this unit for Protoss. Twillight Arcon can devestate any of the opponent's strategy by making the magic units useless, and its attack and shield will become much of a use as well. It will make a great addition to the field of battle, both in air support and ground support.

    Immortals...... well, the name said it all. Immortals have great shield rating, especially if reasearched hardened shield [I do believe Immortals have to research for Hardened Shield.... correct me if I'm wrong.] So it will make great additional support unit for Zelots. But instead of classic "Dragoon on back, Zelots on Front", it will be more of "Immortals on Front, Zelots on Back". Immortals can take damage from heavy attackers while Zelots quickly dash into the battle from behind. It will make a sweet attack that will leave more devestaion than normal Dragoon/Zelot Rush. Immortals, I believe will become a damage taker for the team, with hardened shield and great hp/shield rate. However, I cannot immagine Immortals acting alone like what Dragoons did. They are just too darn expensive and slow to be doing that.

    I really think MotherShip even with the major degrading, will make good strategy usage for Protoss. If it can cloak other units as Blizzard said, its gonna be around the same as hell of a strong Arbiter with the TimeBomb and super weapon. I think using MotherShip well can reduce the loss of tropps, and overall improve the air support. MotherShip can fire multiple fires in a given time, and I think that will really get MotherShip into a heavy support unit for Carriers at the very least.
    MotherShip will be really usefull for any defense cracking as well as defense in the base. Time Bomb itself is a lifesaver, since even though it might not slow down every damage, even the smallest of attacks counts in a long run, and every second that troops surviving counts. Also Planet Cracker, although little weakened, it can still give advantages as of destroying terran deffenses, and will make more reason for Turrets, which means Terran users will waste more money to build turrets and scanner towers.
    I like to consider MotherShip as a new Queen in Protoss. It can be powerful unit for assult, but I think it can always become a decoy. Even with degraded attack strength, MotherShip is still strong unit, and I believe it will throw opponent in uproar if it shows up in any multi or main base. Also, MotherShip is extremely hard to crack down with just a group of Marines. Enemy will divide the army from the outskirt of the base into the base being attacked, and your main army can rush in and destory the weakened outskirt base. MotherShip then can just slip out using a TimeBomb. Even if MotherShip does not survive, it will still leave the impact for an enemy, and I think what you will give to the enemy is about equal as what you will suffer at the MAXIMUM.
    I think MotherShip will also serve as a psycological attack at enemy. Just by having some MotherShip in the fireld of battle is enough to render Enemy into state of Chaos, and maybe even to the extent of making mass amount of turrets to just counter it. However, until reasonable MotherShip is made, I think it will be up to Macro to make sure the tech for MotherShip is not shown. I really think the MotherShip needs to be hidden until it states a threat, and that will be around 1 to start a riot. Also, I think MotherShip, even one, is about ok to have even with degraded abilities because of the power it posses. And its fun to see others panic about it.

    Arcon and Dark Templars are no new stuff, but I think with combinations it will become even more great. The fact that new units will be there, there will be alot of replacing this and that in strategies. For example, I think the all famous DT detection with spider mine is pretty much obsolete for now. So early DT rush will be even more effective. I mean, Reapers cannot demo charge everywhere.... well, they can but who in their right mind will blow their own base up for couple of annoying DT?
    Arcon will also bring out a fresh approach as it did before. I think now Zelots will be in the back of Arcons. It was always annoying to see the Hydras or Marines Microing their way out of range with Arcons, and I think New dash ability will fix that micro from happening to Arcons. Zelots will buy time for Arcons to come into range, and I think that is a very good plan for already existing and proven to be excellent Zelot/Arcon Rush.

    Although I hate the idea of making Corsairs Obsolete, I thnk Pheonix can fit the shoes for already Obsolete and unusable Scout reasonably well. Its about as fast as Scout and with the overload ability, it will be a great unit to have in battle. Also it will be great for Pheonix to be hanging around with ground units incase of Banshee appearing out of nowhere. I think with few Pheonixs hanging around as scout/air support unit, most users will think twice before sending in heavy damage dealers to attack.
    However, I really think that overload ability shouldn't be used as attack. I think it should be used as deffense. Pheonix can overCharge to destroy air rush, or buy time. The chances are that air units will tred the circle around Pheonix's range or retreat and come back when they are about finished. In the mean Time the ranged units or other air fleet can return to the base for counter. Since Overload ability is just too heavy for any fast assult unit such as Banshee or Mutals to handle. I also think that since Phase Cannon's ability will work hand in hand with Pheonix. They can buy time while Phase Cannons can move into more reasonable spot of fire.
    The guarding will also be reasonable job for Pheonix. Pheonix can be a threat with overload ability for air units. So many units that cannot stand the heat will get out of the way. Also, this becomes a huge threat when Pheonix is great in numbers. It can go around with Carriers and MotherShips, or even WarpRays. For guarding. BC cannot target it with Yamato since its so uneffective, so while BC is fighting, Pheonix can overload, and basically wear down BC for Carrier and MotherShip to finish the job. AfterWards MotherShip or Carrier can defend Pheonix from any kind of attack that will happen during short time of cooldown. Its a good threat when couple of Pheonix is going around with huge fleets.

    I think that's all I have in my head at the present moment. However, if any of this is wrong, please tell me. I would love to know what I have to fix..... I feel kinda dumb stating the obious in the post though... forgive me for that.
     
  2. brc9210

    brc9210 New Member

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    I think many people are overestimating the colossus a little bit. Its a great unit but i could see 2 tanks easily taking it down especially since they are stronger than before. Plus a few vikings in air would just destroy it without any damage. Zealots charge ability while defintley effective wont cause them to take down an extra 2 rines especially if the marines have the shield upgrade.