Im mainly a terran player but not a good one by any means. I tried playing some protoss vs computer just to get the build down and such and I'm very confused. With terran its pretty simple to me but with Protoss I get very lost. First I try to put down a pylon at 9 but it seems like I get supply locked, then I try to throw down a gateway and produce some Zealots AND put down a Cybernetics Core at the same time to tech Warp gates in. Doing all this requires a lot of minerals and I'm having to decide if I should get probes or get a Core or what. Anywho, any tips? Build orders?
Pylon at 9/10, get probe 10/10 AFTER the pylon. Then make 3 probes, chrono boosting the nexus to get them faster Then gateway and go from there.
It sounds like you probably aren't making enough probes. As protoss you really only need 1 probe to build all of your buildings. If you are having such trouble just keep it not mining. It is also important to know that the most efficient mining of each mineral rock is to have 2 probes collecting from it. Generally speaking, let the computer AI do it for you, just set the worker rally point. This means you should have 16 probes (there are 8 mineral patches at your base, and all bases for that matter). For gas 3 is the ideal number to have gathering. Go to youtube and look at the build orders of some of the higher level players. Don't even focus on the fighting just watch the building production and probes etc.
Another tip, you should be Chrono Boosting the **** out of everything as much as possible. +50% production rates are INSANE for Probes, Zealots, and Stalkers. It slowly loses effectiveness as you get higher into the teirs, but it's a killer boost for early economy and getting those Zealots out asap.
This. ^_^ As far as Protoss eco goes, you should have 3 probes for every mineral patch and geyser, imo this is more important for Protoss than the other two races combined, and you want to get an expo within a reasonable time period and deny the enemy an expo. Photon Cannons are your friend, 3 in your mineral line will stop an early banshee harass and deter small worker raids (make sure you're using 2 pylons & 3 cannons with one cannon being overlapped by your pylons). You may also want to have 3 at your entrance (for support against early rushes), especially if you have sentries, FF the ramp and watch all hell break lose as your cannons and sentries rape the would be rush. Always get the speed upgrade for zealots, 15 Zealots can take on approx 30 marines with minimal loss (about 3-4 lots down) when marines are not micro'd properly, with proper micro the zealots will all die (charge reduces casualties by getting zealots right into the fray). Never try to micro zealots against weak targets in large numbers (such a lings, marines, etc.), this is a waste of your time (as you could be micro'ing your stalkers and sentries), a simple attack move will suffice, if the enemy comes at you in small numbers then please for the love of god, micro your *** off to prevent small force trading (I always micro zealots vs zealots and come out on top). If you see that your opponent is going ground, build Colossi and get the Thermal Lance upgrade, you will not survive otherwise (Mass lings, MMM, and mass zealots will overwhelm you without Colossi). Colossi are not that hard to get imo, you just have to be smart about your spending, minerals come easily so focus on Zealots (your meatshield so to speak), and grab a couple sentries, and then chrono boost your colossi to completion. Muta Ball, if you see this coming and don't change your strat, you will die. Mass Phoenix + Micro is the only way to stop this, Mass blink stalkers won't with this for you unless you can get a 2:1 ratio on the mutas and micro the hell out of your stalkers. I think those are the most common problems we as Protoss players suffer from. Btw: Void Ray rush is for those who have no skill, if you have skill, then don't be afraid to show it off, and if you think VRs are invincible, you're gravely mistaken, blink stalkers+observer = gg VR, or mass phoenixes (hit and run on a major scale). Edit: I failed to mention that a good number of High Templar (with Psi Storm) or Archons can annihilate a Muta ball in quick order.
Keldain speaks truth, but forgot to emphasize how awesome archons are against zerg now. With that extra biological damage and recent addition of splash damage on their attacks they should be an extra boost to help you against zerg players do not forget to get a couple of these babies they are worth it. Also watch some videos on Plat. Protoss players and observe how they fort up their choke. This is important since Protoss don't have structures that move or lift off the ground. This should help you in the early game to stay alive and expand. Most low level players don't know how to do anything after their first rush fails. Goodluck
chrono boost could also be saved for research, too. psi storm, blink, colossus range, etc. are all good abilities to chronoboost.
Boost units if they are necessary for pressure and/or defense. The only exception to this is boosting your first stalker so you can kill their ****ing scout sooner. Other than that it's all about research, economy, and higher tier units IMO. Sometimes I'll boost warp gates but usually not.
Send all probes to attack your Nexus as soon as the game starts and I think the game will be over before the first scout of the enemy reaches your base unless its an overlord. If its zerg maybe you could try sending all probes to their base and your purchased probe on rally with his base then attack him. Im sure its one good way to piss off your enemy? Thumbs up for this wonderful strat to lose haha