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Tactics & Strategies - Back to Index Protoss Tips Here are some tips that should hopefully make you better with Protoss. - Being protoss you have one of the most powerful early game units, the zealot. With one zealot being able to take on up to 4 marines on it's own and winning, most Protoss players choose to go with an early Zealot rush to devastate their enemy, go to the Zealot Rush strat to learn how to Zealot rush. Zealots should never be underused, even in late game they do great, especially mixed with Dragoons, that can be a very deadly force. - Use High Templar's -a lot-, most new players don't use them very often, and even a lot of experienced players don't use them enough. People just don't realize how good they are. Most people just don't use them because they are too micro-intensive, which is true to some extent, you do need to be able to hit "t" fast and point and click with accuracy to cast Psi-Storm, and then make sure none of your units go into it, but it's not really that hard. One High Temp can kill hordes of oncoming zerglings or infantry with the easiest of ease. It works great if you have a ton of enemy units charging up your ramp, you just cast Psi-Storm over the ramp, and the enemy units are seveirly weakened, if not killed. High Templar's 'Hallucination' is great as well. You can cast it onto an enemy unit and it will create two of that unit that are under your control and will attack the enemy. The only problem is that they are (as the spell states) 'hallucinations' and don't do any damage. It's works great for Scouting and intimidation. You can cast it onto a scout a bunch of time until you have a bunch of scout hallucinations and then run them into the enemy base and see what they're doing. You can intimidate people easily too, since they don't know if a unit is a hallucination or not, so you could have what appears to be 48 archons or carriers when you only have 6 real units. Back to Index |
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