Showing posts with label Protoss. Show all posts
Showing posts with label Protoss. Show all posts

Friday, September 24, 2010

Protoss: Going into the Void

Void Rays....

I hate them... I seriously do.... As a Zerg player they are my bane and I hate them because the protoss players can get them out so darn fast.

But that's provided I decide to go macro and not Roaches.

Well anyways despite my dislike for the Void Ray, this is a tutorial on how to get that early void ray and how to use them to end your enemies.

THEORY

Looks cool? Wait till it charges

So whats up with the Voidray?

Its an air unit with a laser which hurts like hell. Sure it might look small and takes time to charge into its awesomeness.


I don't want to face that

When charged its DPS is insane.

Here's a piece from liquidpedia.
The Prismatic Beam consists of 3 stages: The first two do not differ in terms of damage and only slightly in graphic effects. The third, however, doubles the base damage and comes with a bonus against armored units on top of that. This third stage is visually indicated by the central ray becoming brighter and thicker. The approximate DPS of the Void Ray is as follows:
  • Against non-armored targets
    • Stage 1: 5(+1) dmg / 0.6sec = 8.33 dps (+1.67 per upgrade)
    • Stage 2: 5(+1) dmg / 0.6sec = 8.33 dps (+1.67 per upgrade)
    • Stage 3: 10(+1) dmg / 0.6sec = 16.67 dps (+1.67 per upgrade)
  • Against armored targets
    • Stage 1: 5(+1) dmg / 0.6sec = 8.33 dps (+1.67 per upgrade)
    • Stage 2: 5(+1) dmg / 0.6sec = 8.33 dps (+1.67 per upgrade)
    • Stage 3: 25(+3) dmg / 0.6sec = 41.67 dps (+5.00 per upgrade)

After one initial attack, it takes an additional 6 consecutive attacks to reach the next stage: The Void Ray is therefore fully charged after its 13th consecutive attack (7.2 sec)
It remains on its current stage for another 5 seconds after having ceased fire. (Briefly) attacking anything, friendly units or structures included, within that time frame will reset the timer.

Source: http://wiki.teamliquid.net/starcraft2/Void_Ray

So as you can see. The liquidpedia entry pretty much tells you that the voidray is pretty much one of the best Air Siege units they have in the game.

Also since they attack both air and ground and fly fast with good range you can use them to take out Marauders.



They do well against Thors too!





EXAMPLES

Here are a few video examples on how to fast-tech to Voidrays and also transitioning.

This is a Video by UEN.tv


And another video by corranhorn666


I know the first one isn't much of an example but its pretty much the situation you'll see if you're gonna use the void ray rush.

Build Orders

Since both of them don't have Build Orders here's the one which I use.

9 pylon
10 Gate
10 Gas
12 Core(When your first gas finishes here send all your probes to the core)
14 Gas (the 2 food here is zealot)
16 Stargate
16 Pylon


And this is what I use when I transition. Since its a transition and its mid-game, I'll probably have double gas by then.

38 X2 Stargate
38 X2 Pylon


Things to Take Note Of

In a sense to do a Void ray rush is really so much of an all-in build but to transition to Void Rays is not as difficult as you think.

Since you pretty much need only 1 Stargate but if you're going for mass Void Rays you have to remember to build a second Stargate if you need to.


I think it works just like this one

Its always good to hotkey your Stargate at an easy to reach number like 5 or 6.

Hotkeys are really essential in this game. Most times people would go for 1 to be the main army, 2 as the flank, 3 for Spellcasters and 4 for any additional army/Nexus.


That Chick should be on Group 3!

So if you have 4 as your nexus and 5 as your stargate. Hit 5 twice and then press V then hit 4 and chronoboost that Stargate so you can get your void ray out as fast as you can.

Since if you're rushing for a Stargate at the start of the game you'll need to have that early core keeping your drone count to 16 till you get your first void ray out is pretty much advisable.


Not so important yet.

Remember since you don't have a defense yet you could probably fit in a forge into your Build Order. Most people do since its pretty much the only defense you can afford if you're rushing out Void Rays.

The Main thing about a Void Ray Rush is the element of surprise. Don't let the enemy scout you. If you need to go watch the match of IdrA vs Lotze.Prime on the recent GomTV Starcraft League Tournament.

You'll see on the second match how Lotze.Prime kept his star gate at the far end of the map instead of in his base.

Proxy bases do work on occasion. Just don't do it often.

And again this build only works if your opponent doesn't have a lot of anti-air so it doesn't work well against Terrans but good against most Protoss and Zerg players since AA for them requires a bit of teching up.

Now here's a mental checklist to help you keep a note on things if you're rushing.
1. Build Pylon yet?
2. Early Gate?
3. First Gas?
4. Early Core?
5. Second gas up?
6. PROBES!
7. Stargate?
8. CHRONOBOOST!
9. Pylon?

If you're transitioning you won't need much of a checklist. Its more of remember to build pylons instead of probes and remembering to get gas and stuff. Unless you're going for a mass zealot build which I hope none of you are doing since its the easiest thing to counter, you'll probably already have double gas.



Well I hope that tutorial would be able to help you.

I really had to scour all over the net just to put that one together man. Most people do the Void rush weirdly and stuff. Its quite common in the lower tiers already for protoss players.

Just most of them do it wrongly and I hope this tutorial actually helps them do it right.

They tend to miss out on the defense part when they rush and thus they start to fail.

But I hope they actually can improve instead of just rushing void rays all the time.

This was another article by Fireport written for thebronzeleagueplayer.blogspot.com Signing Off

Monday, September 13, 2010

Protoss: Interview with TheGreenMachine

Hey guys, I recently did an email interview with TheGreenMachine after my friends asked me a few questions about how to deal with Terran Mech.

Here's the interview.


Hey TheGreenMachine, How are you Doing today?

doin great

So many players have been complaining that Terran are OP after they go mech, whats your view on this?

I think mech vs zerg is very strong, in my games I have experimented with zerg you are forced to go hive in order to do some damage to a mech ball. Everything below hive feels ineffective vs tanks and thors even catching tanks unsieged.

And so, how do you deal with the mech ball?(feel free to post a wall of text)

'As a protoss player I don't feel mech is very strong at all, I've fought lots of meching terrans and I just out-expand them. I keep 1 base ahead of them at all times and mass tier 1 zealots and stalkers off gateways. Its known as the "macro style protoss". Later on when terran feels content with his pure anti-ground army I can just cut all ground army production and hit him with 6 stargates making 100% voidrays and he often dies instantly. A big strength protoss don't often use is chronoboost, it allows you to tech-switch extremely efficiently.

A problem some protoss have is they feel like they should make a little bit of everything to fight off terran's little bit of everything 'marine, tank, hellion, thor, medivac, viking' army. Best way to fight it is to counter whatever he is defending strongest with. If hes going heavy marine you could go collosus or templar, if its low anti air mass voidrays, if its lots of ghosts go fewer stalkers/sentry, if its mass viking just go immortal instead of collosus. As soon as terran has a super mech+ghost ball he thinks is invincible just go for a wild 180 degree tech switch and chronoboost it off your multiple bases, he will usually die instantly.

Also, never let the terran army siege up outside your front door. If he gets to a point where he can siege your mineral line or keep you from expanding, you have already lost. Instead, do things like warp prism harass, voidray harass, sending in a few units after his army leaves, or intercepting his army en route. All these things will keep the terran from getting in a static position in a place that will hurt you. Maps like steppes of war are very strong for a marine+tank player because they can leap frog to your base fairly easily so be prepared to fight off tanks head-on with a map like that.'

Ah that's interesting, so do you have any words of encouragement for lower league players?

'Just start out with a simple BO every protoss should use up until 20 supply, then slowly add on any structure you need while constantly making probes. Expand when your opponent expands (or before them), scout often, micro your units. Remember that seconds matter in PvT: 1 missed forcefield, 1 late immortal, 1 missing observer, or 1 good EMP could lose you the game immediately, so keep your build order and unit control tight. Don't forget that every lower league game loss is because of 1) letting your macro slip or 2) not scouting. Don't let either of those happen and you'll get into diamond in no time.

Thanks The Green Machine.

TheGreenMachine is a diamond ranked protoss player in the NA Server. He helps out a lot of new players at SC2Armory.com.



Wow that was rather insightful. I mean like I have never thought of dealing with the Terrans by forcing them to move around like that.

Well anyways I hope that was useful for all the Protoss players out there who read this blog and I hope that you guys get up to Diamond soon!

This was another interview done by Fireport for thebronzeleagueplayer.blogspot.com.

Fireport Signing Off!

Sunday, September 12, 2010

Protoss: The 4 Gate

So you've played Starcraft 2 for a month and you've heard of the Protoss 4 Gate.

So what is this 4 gate that they are talking about?

People in the lower tiers usually go for the 2 Gate Proxy which is basically a rush and a form of cheese.

Well ok nothing weird about 4 Gate. Its nothing special after all. Its just 4 Warpgates right? OR IS IT!!! DUN DUN DUNNNNN!


THEORY

Again with the theory. Isn't there enough theory to go around!!!

And the answer is No.

We always need theory and the theory behind this opener/mid-game build would be Macro.

Why is it Macro intensive! ITS PROTOSS!

Well that's why its macro intensive. Because you have 4 gates and you need to keep pumping out troops for this to work.

This works better than the 3 Barracks push which the Terran has and definitely causes Zerg players a lot of misery if they don't know how to deal with a 4 gate.(I'll come up with the counter in a bit)

The 4 gate allows you to create a good strong mixed army in he early game and with additional gates you'll probably have a nearly unbeatable army by the time mid-game ends and you're about to reach like tier 3.5 tech or something.

The whole theory behind it in a nutshell would be to get units out as fast as possible and as efficient as possible.


Examples


Well after looking around the net for a bit I've found that HuskyStarcraft has made a youtube video on how to do the 4 Gate.



And again here's another video by ForceSC2


And this is Day9's Video



Build Order

So this is Husky's Build Order

9 Pylon
10 Chrono boost 2 workers
12 Gateway
12 Chrono boost 2 workers
13/14 Assimilator
16 Pylon
18 Cybernetics Core
18ish Assimilator (asap)

And this is Force SC2's

(9) Pylon
(11) Gateway
(13) Assimulator
(15) Cybernetics Core
(21) Warp Gate Research
(25) Gateway
(25) Gateway
(26) Gateway

If you can't really tell the Husky's build is slightly slower compared to Force's due to an early double gas drop instead of reaching for Gateways first.

It helps in macro in the long term however.


Things to take note of


From Husky

Put 3 probes on gas ASAP. You should have 100 gas for Warpgate/Stalker as soon as the cybernetics core finishes.

You should push out after your first wave of units spawns from your warpgates. Continue pressure for 2-3 waves of units. If you cant end the game then, back up and start to macro up! Remember, you are not behind if you do this build correctly as long as you save some units from your original attack.

From Force

- Use your scouting probe to drop proxy pylons near your opponents base, drop in multiple locations for support if one pylon gets destroyed

- If you see a fast expansion in conjunction with high tech (Lair / Hydra Den) push out as soon as Warp Gate is finished researching, giving them too much time will put them at a huge tech and economic advantage

- Hydralisks are very dangerous to your gateway units especially on creep, be careful and micro properly

NOTE: Build orders should never stay static and are subject to change based on what your opponent is doing Remember this is an RTS: use your brain, be adaptable, profit.

In General the basics apply. You have to scout and you have to make sure that your build can push through in the first push before you force it through.

If you like because of your warp tech you can actually add a proxy pylon near your opponents base and you can reinforce your enemy really really really fast.

Here's A Mental Checklist:

1. Have I Scouted?
2. Have I been scouted?
3. Do I have my gate?
4. Is my Gas out?
5. Have I gotten my Core for Warp?
6. Is he getting a 4 gate counter?

Counters that are known for the 4 Gate.

Zerg - Mass Hydralisks with Roaches on Creep.
Protoss - Watch for 4 gates as a counter. Also if they go for high Templars start teching for Air
Terran - Marauders and Siege-tanks. Look out for the Dusty Cloud Fist!



I've compiled this from fighting 4 gate players and also from seeing many different replays and basically running around the net for the easiest ways to learn the 4 gate.

I hope it has been useful for all you Protoss players out there for this is equivalent to the ultimate fall-back tactics of the other races like the 3 Barracks Push or the Early Hatch Mass Lings/Mutas.

This is Fireport here with another article for thebronzeleagueplayer.blogspot.com Signing Off

Saturday, September 11, 2010

Protoss: Different Openers

So you're new at the game and you don't really have any idea what to do using the Protoss. I mean hey the Protoss are freaking gold-armored glowing aliens(in Ultra). So yeah they are freaking cool with their lasers and what not.

Not to mention those ever noob-slaying DT's.

But how would I start?

How do I get there?

Is there a method for me to get there without sacrificing early economy?

Well now there is, its called the 12 Gate Opener.


THEORY

Following tradition here's a little theory to tell you why you should use this opener.

Well firstly I know you could easily go for a 10 gate opener but then again that would set you back by a few probes. Also its harder to recover your economy with 10 Gate. Having a 12 gate will ensure that your economy is well maintained and also allows you to get gas for Stalkers and sentries who are both really important for you.

This allows you to rush out stalkers in case of a 5RR also helps you with dealing with zerglings who rush in in case you didn't wall up in time.


Examples
Here is an example of a 10 gate but a good way to go for 12 gate too courtesy of Plexa

Here's another video by Gemini where he shows a basic Protoss Opener

Part 2

Part 3



BUILD ORDER
Here is a build order from Gemini

9 pylon
12 gateway
14-15 gas
16 pylon
17 core
19-21 gas

This is Plexa's
Plexa's Korean Style Warp Gate Rush

10/10 Pylon
10/18 Gateway
12/18 Gas
15/18 Cybernetics Core
18/18 3x Gateway
18/18 Pylon
- Build several pylons near / in your opponents base
- Warp in Zealots



Things to Take Note
From Plexa
- Probes are only shown as +1 supply in the build order
- Use Chrono Boost for probes between 10-12 and 12-14
- Chrono Boost the Warpgate Research as many times as possible
- Pull of Probes out of the Assimilator, when you have 50 gas
- Since you cut your economy early on, you have to deal your opponent a heavy blow. If it works, you can either finish him or macro up to get ahead in economy.
Here's a Team Liquid Forum link to read if you're into Plexa's 10 gate: here

And basically thats all there is to note for actually except if you do see a early refinery in your terran opponents base make sure you make Stalkers instead of Zealots. They deal with Terrans better anyways.

Here's a Mental Checklist
1. Did I make Probes?
2. Have I chrono boosted what I'm supposed to be building?
3. Do I have enough pylons?
4. Whats my opponents starting attack unit? (Zerglings - Zealots, Pretty much everything else - Stalkers)



Well I hope this guide despite my inability to play Protoss was help full.

This is Fireport here with another article for thebronzeleagueplayer.blogspot.com signing Off

Gemini is a diamond league player who plays on the NA Server, his main race is as a protoss player. This article was written with his help. You can check him out at http://www.youtube.com/user/GeminiStarCraft

Friday, September 10, 2010

Protoss: Dark Templars

Ah the magic of Zeratul and his brethren who are permanently cloaked.

The Dark Templar are a bunch of guys who cut away from the Khala and thus cut away from the light.

Well at least they still need a little to actually see.

But yeah the Dark Templar despite being Expensive and easy to kill are, in the right hands, the most effective way to deal with your opponents.



THEORY

Since you're in lower tiers and many of your opponents are probably massing units and 1 basing, having Dark Templars are a good method of dealing with many of your opponents. They are especially effective against Zerg players who tend not to have any overseers to help detect units.

Dealing with Terrans are easier with the Dark Templar. You can easily sneak into his base when he opens his gate and clear out his mineral line while his army marches towards your base.

Even if he did scan out your Dark Templar. As long as you've made it into his base and started killing his SCV's. You're probably already at an economic advantage over him.

However against Protoss players you might have some trouble fighting them since Photon cannons themselves are detectors.

So if you scout a cannon early game remember not to go DT. Unless you mass them.


EXAMPLES


and Part 2


Those 2 videos brought to you by Starcraft Noob Trainer are quite good examples at how you can go for a DT rush and win in the game via macro.




TACTICS


Well Since you're gonna be using the DT's its always good to remember that micro is very important and start by taking out Queens then drones or in a Terran base take out the mules first before SCV's. That way you stop the super mining before cutting them down for supply incase your enemy is supply capped.

DT's are also permanently cloaked and thus without overseers or Turrets you're probably safe until the Terrans start Scanning around for you.

Another method that you can do is include DT's into your Massed army to deal extra damage without losing more units than needed.



THINGS TO LOOK OUT FOR

Well for one look out for ravens and overseers moving around and also observers who may be scouting your base. So to do this rush its quite advisable to have cannons around incase they scout your Dark Shrine.

Another point would be to HIDE YOUR DARK SHRINE.

No matter what since the Dark Shrines take forever to build keep them away from easy scouting.

Here's a Mental Checklist

1. Do they have detectors?
2. Whats the build?
3. Did they see my Shrine?
4. Have i boosted my DTs out?
5. Do I have my expansions and have i dealt with his?




As much as I'm no expert on Protoss I'm pretty sure this tutorial can assist you abit with getting Dark Templars and using them effectively.

This is Fireport here with another Article for thebronzeleagueplayer.blogspot.com Signing Off!

Thursday, September 9, 2010

Anti-Cheese: To Counter The Cannon Rush

I'm sure you've faced the Cheesy Protoss Player who has used this on you before.

Hmm How to deal with it?

I mean seriously how can I deal with this?


Well there are 3 things to take note of when you start seeing pylons set up in your base.

- Is there a probe?
- Did you Scout his Forge?
- Are there anymore pylons or buildings warping in now?

As much as most of the times the only thing you need to do is scout out a cannon rush to end it, most people will probably end up pumping troops to deal with cannons. Its not like its the wrong thing to do, but its not the most efficient.

Now lets split this into Races on how to deal with the Cannon Rush

ZERG

Yes the ever swarming, massing, macro loving Zerg.

There are a few ways to deal with cannons as a Zerg player. You probably could go with mass roaches to deal with cannons since roaches pretty much are the best at soaking up damage early game in the Zerg Arsenal.

However if you don't have that much time, and trust me you won't have, you should probably go with spine crawlers and trying to expand your creep as fast and as far as possible. After all only Zerg can build on creep.

Spine Crawlers are pretty much the best at dealing with Cannon Rushes.

Well to deal with one as a Zerg player one must remember Macro and need not micro as much.

First of all after you dropped your pool you should know whether or not he has a pylon on your base. Build a Spine crawler on the exterior of your creep to deal with any incoming cannons.

No matter what remember to keep building Zerglings and build 2 spinecrawlers to deal with cannon rushes.

Here's a video to show how Zergs can deal with Cannon Rushes courtesy of ForceSC2



TERRAN
The ever adapting and ever evolving Terran probably has one of the best ways to counter off a Cannon rush by using a wall off to ensure that the probes don't get in. But if you can't wall off, try to get marauders out to help you deal with any cannons in your base.

If they get the cannons too close to your command center feel free to load up and lift off to any other nearby mineral field.

The technique however we'll be talking about today will be the proxy barracks in the base of a cannon rusher.

By dealing with a cannon rusher you'll notice that his base will probably be empty and only have a forge at most. You won't see any gates or anything so don't worry about Zealots.

Here's a good example of what to do courtesy of ForceSC2




PROTOSS

Ah what to do when you're in a Protoss Mirror match and don't know how to deal with the annoying cannon rush?

Well the technique is pretty much the same as that in Terran. USE UNITS TO DEAL WITH THEM.

What you'd probably want to do to deal with the cannon rush is to get a proxy pylon near his base with a gateway there and just rush into his base to clear him out.

Its a base race but as long as you keep getting minerals and keep 1 probe alive near your proxy pylon you'll probably have the game in the bag.

Here's a good example as shown by ForceSC2




Well there you have it. 3 Very simple methods of defeating Cannon Rushes and how to deal with them as each race.

Of course there are various things to note which I shall give you a nice mental checklist now that you should remember when fighting cannon rushers.

1. Scout, I cannot emphasize enough how important it is to scout.
2. See a probe? Chase it
3. See a pylon in your base? Go a head and use your anti-cheese, its bound to work.
4. Don't let him leap frog! No matter what don't let him constantly build cannons within the perimeter of the last cannon, that way you'll never be able to deal with his cannons.
5. Don't panic. Panicking is the worst thing you can do as a player while dealing with cheese. No matter what you do Don't panic.

And there you have it folks a short tutorial of how to deal with cannon rushes for every race.

This is Fireport with another article for thebronzeleagueplayer.blogspot.com signing out!

Protoss: Interview with Gemini on PvT Against Early MMM Balls

Many of my Protoss friends have been finding trouble with dealing with Early MMM (Marine,Marauder,Medivac) balls within the first 15 minutes of the game and have voiced out to me and asked me what to do.

Well the problem now is that I'm a Zerg player and I hardly ever touch Protoss. So I did the next best thing.

I called in a friend of mine, Gemini, and asked him on help on how to deal with the Early MMM ball.

Here's our interview.

----------------------------------

Hi Gemini, how are you today?

Oh I'm just peachy.

So, many players in the lower tiers nowadays are having problems dealing with early MMM balls and have no idea how to deal with the large balls of bio and healing. Whats your advice on it?

So basically what the deal is with this, is that since Marauders are so damn good against all the gateway units, you're basically forced to get some of the more fancy units such as Colossus, High Templar, and Archons.

If you're having trouble dealing with say, a 3rax MM pressure in the first 10 minutes of the game, all you can hope to do is have a few sentries, and Force Field the ramp like no other. Then, as you're doing that you should be teching to Colossus as soon as you possibly can. Then once the first colossus gets out you should be able to hold off the initial push. Push him back a little bit, and look to expand.

After you expand you're gonna want to also go for HT's. Storm is the most critical thing against MMM. Feeback as well so the Medivacs can't heal. Then once your HT's are out of energy morph them into Archons.

Dealing with this kind of composition is very micro intensive, so that's why I'm thinking lower league players are having troubles dealing with it. They need to have precise hotkeys and very good unit control to quickly be able to storm and 1a or pull back if needed. If you're too slow, the very easy to maneuver MMM ball will just dodge all your storm and completely decimate you.

Charge is also extremely helpful and should be gotten shortly after storm or around the same time if you can afford it. Try to expand as much as possible, don't wait for one expansion to run dry before expanding again. You also want to try and keep the Terran from expanding as much as possible. A good way to do this is probably after your 2nd expansion, put pylons around the map for easy warp in harassment locations. You can easily have a few HT's and chargelots ready at any expansion any time to deny and kill of some SCV's.

You also want to try and push as hard as you can. If you see you're pushing him back, try and push even further. The thing I've realized with PvT is that you can't really let up. You have to continue to try and push him back as far as you can while constantly bringing more and more reinforcements in. Another reason why I think lower leagues are having difficulties dealing with this.

It basically comes down to the right unit choices (Colossus, HT's, Archons, Chargelots, anything) and good micro. And good focus.


Is there a build order?

I wouldn't necessarily say there's a "build order", because I don't want it to sound that specific. Because what a lot of lower league players will do is see a build order, and think they need to follow exactly what it says, and if it doesn't work instead of trying to change it around and fix it up, they just abandon it and say it doesn't work. Which is why I don't necessarily like giving out exact build orders. Except for the 9 pylon, 12 gateway, 14-15 gas, 16 pylon, 17 core, 19-21 gas which should be followed as the opener for basically every game. If I would have to do a quick overview of the strategy then this is how it would go.

Hold off any initial pushes with Force Fields and quickly tech to colossus. After you push him back, expand and go for templar tech. Keep expanding and adding on more gateways and upgrading and always making more units. That's really the basics of what you should do. It's up to the player to adjust this into his own liking, which is what a lot of lower league players don't necessarily do, and I want to encourage this.


Do you have a cast on your Youtube Channel that deals with this problem?

I have one I believe, but it's a bit old however I'll link it anyway.

Part 1: http://www.youtube.com/watch?v=92OSdIZY9j4

Part 2: http://www.youtube.com/watch?annotation_id=annotation_20638&v=6X3ypDFn18s&feature=iv

I also have a replay that greatly shows this in action, so If you're willing to watch a 52 minute replay then here it is: http://www.sc2replayed.com/replays/74969-1v1-terran-protoss-metalopolis


Any last words of advice to Protoss players who are still in bronze and are aiming for diamond?

Just learn to macro first. Get a good set of hotkeys that are comfortable, and just learn to keep your money low before anything else. Also, Day9 is a very good SC legend that you should watch to learn lot's of new stuff. You can search him on youtube or tune in to his Dailies on http://Ustream.com/Day9tv every Sunday - Thursday at 7:05 PST(-7 GMT). Shameless plugging

Thanks Gemini for your words of advice and encouragement.

No problem, always glad to help out.

Gemini is a Diamond League Protoss player from the NA server who does shoutcast on his channel which can be viewed at http://www.youtube.com/user/GeminiStarCraft. Besides doing casting Gemini also contributes and helps lower league players on the SC2Armory forum.
----------------

I found that rather interesting and quite enlightening. It definitely would help my Protoss play when ever I decide to use them Gold Armored Aliens xD.

For all you Protoss players out there I hope you've liked this interview and that its helpful to all of you.


This is Fireport here with another article for thebronzeleagueplayer.blogspot.com Signing Off.