When I ultimately got my hands on Starcraft II, I could hardly help but notice that a handful of abilities observed in the hugely famous World of Warcraft made their way into the game, specially on the Protoss side. In Protoss vs Terran matches, these types of new capabilities, mostly assigned to lower tier units, can produce a large impact should they be explored and set into play. With the Terran race becoming viewed by quite a few in the early going to be the strongest race in StarCraft II, Protoss players are going to require all the help they can get, and some brilliant micro consumption with these talents, can go a long way.
Charge may be researched for zealots, which happens to be exceptionally valuable. With this particular ability, a zealot will charge at high speeds toward the nearby enemy ground unit, reducing the space immediately between it and ranged attackers like marines and marauders. Closing the length on ranged units to protect yourself from getting kited is important enough, but with the marauders' researched ability for concussive shells, which stall approaching enemy units, charge becomes an absolute must. A pack of zealots with charge can simply overtake a pack of marauders or marines, but be aware. You may notice medivacs, you might wish to cool off and get some anti-air in the location, like stalkers or void rays.
Next up is blink, the power that may be researched for stalkers. Blink permits an individual stalker to phase forward through space immediately, to another nearby location. This has a couple of awesome uses. I enjoy putting it to use to phase my stalkers somewhere between enemy forces, isolating the enemy army and making it simpler to take care of and harder for my rival to send in reinforcements. Stalkers may also blink across gaps, provided they are small enough. On certain maps, you'll discover you can actually blink stalkers around the map directly into the rear of an unsuspecting enemy's base, crippling economy and maybe grabbing a pretty simple win. Otherwise, if you have a well-hidden observer, you can blink stalkers from low to high ground, without needing to use a choke point. This is useful if you might want to enter behind a well stocked Terran wall, though you will continue to watch out for siege tanks.
Anything to fight off a Terran wall or a full troop of marauders and marines is more than welcome. The once downtrodden Terran race in StarCraft I is now a mighty potential in StarCraft II, played out by most of the current best gamers on the planet. All these familiar little moves highlight a very important element to remember in StarCraft II: research your upgrades. When playing, you need to err on the side of caution and consider that your particular enemy brings totally upgraded units, with researched abilities, to the fore, except if you've done some thorough scouting and realize for a fact they haven't yet.
With these capabilities, good Protoss players may become professionals of the quick attack. Blink is ideal for fast retreats, especially when using the high ground-low ground tactic. This can lead to a reduction in units lost, plus a healthier economy. Charge makes zealot strikes lightning quick, and can overpower slower Terran players who have not finished developing a wall, or who may have too few marines to fight a zealot rush.
Charge may be researched for zealots, which happens to be exceptionally valuable. With this particular ability, a zealot will charge at high speeds toward the nearby enemy ground unit, reducing the space immediately between it and ranged attackers like marines and marauders. Closing the length on ranged units to protect yourself from getting kited is important enough, but with the marauders' researched ability for concussive shells, which stall approaching enemy units, charge becomes an absolute must. A pack of zealots with charge can simply overtake a pack of marauders or marines, but be aware. You may notice medivacs, you might wish to cool off and get some anti-air in the location, like stalkers or void rays.
Next up is blink, the power that may be researched for stalkers. Blink permits an individual stalker to phase forward through space immediately, to another nearby location. This has a couple of awesome uses. I enjoy putting it to use to phase my stalkers somewhere between enemy forces, isolating the enemy army and making it simpler to take care of and harder for my rival to send in reinforcements. Stalkers may also blink across gaps, provided they are small enough. On certain maps, you'll discover you can actually blink stalkers around the map directly into the rear of an unsuspecting enemy's base, crippling economy and maybe grabbing a pretty simple win. Otherwise, if you have a well-hidden observer, you can blink stalkers from low to high ground, without needing to use a choke point. This is useful if you might want to enter behind a well stocked Terran wall, though you will continue to watch out for siege tanks.
Anything to fight off a Terran wall or a full troop of marauders and marines is more than welcome. The once downtrodden Terran race in StarCraft I is now a mighty potential in StarCraft II, played out by most of the current best gamers on the planet. All these familiar little moves highlight a very important element to remember in StarCraft II: research your upgrades. When playing, you need to err on the side of caution and consider that your particular enemy brings totally upgraded units, with researched abilities, to the fore, except if you've done some thorough scouting and realize for a fact they haven't yet.
With these capabilities, good Protoss players may become professionals of the quick attack. Blink is ideal for fast retreats, especially when using the high ground-low ground tactic. This can lead to a reduction in units lost, plus a healthier economy. Charge makes zealot strikes lightning quick, and can overpower slower Terran players who have not finished developing a wall, or who may have too few marines to fight a zealot rush.
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