Hey guys recently in my ladder matches I have found that zergs have been able to deal with sentry immo all-in and variations. So I was wondering what kind of builds you guys do now with the transition away from sentry immo. PvZ used to be my strongest matchup until I hadn't 'updated' my strategies to the current meta- game. So what builds do pros do now and what builds do you guys do?
I personally have started to do the 7 gate +2 blink timing because a lot of zerg have been going fast muta which imo makes holding 3 base hard but if you prefer macro games i would suggest taking a early 3rd at about 9-10 min and holding it with immortal sentry and following that up with a 4-6 colo 2:0:2 mass blink stalker composition which hits at about 16 min
What i used to do was after scouting that the zerg was going for the standard 3 base opening, I would start my third after I get my first immortal and a couple of sentries.While I build my nexus, I would build up defenses for my third base (blocking off with gateways, cannons and more stalkers). As i build my third it's common to see zergs try and deny my third so you need to keep building up your army (getting stalkers, collosi, etc.).
After you get your 3 base economy going, it's up to you, whether you wanna hit a timing right before broodlords pop out or try and "starve" your opponent with the efficiency of your army with an epic composition (this is up to you but I like to go archons, stalkers, collosi, mothership, voidrays and HTs).
Hope this works and helps.
___________________________________
Previously known as Spirit
"A genius cannot defeat someone who works hard. Someone who works hard cannot defeat someone who enjoys their work."
I have been having a lot of success with sentry-immortal recently so it's still a good build. Maybe you just haven't improved your forcefields or control to compensate for the increase in zergs production timings.
___________________________________
Namakaye-I GOT THIS!! Part of x5's Academy and Clans IXL and sR 2.0. herO #1. Editor
Immortal/sentry is still a really strong build and i use it often, but if you want to play more 3 base macro plays, getting 4 gates a robo and building immortal/sentry and expanding around 9:00 minutes is a good start and as you get uesd to it, you can make adjustments to it. Once you have expanded choose the tech path that you want to use and just try them out for yourself. Atm i am getting alot of blink stalkers with 4-5 immortals for suppport if i see roach play and then pushing out around the 15 minute mark.
IMO, yes immo sentry all-in is a strong build but as you go up higher in ranks, I believe macro is what counts. So the earlier you practice your macro, the better and it's what makes you a "better" player. Just keep immo sentry build as a viable option, it will come useful in a Bo3, Bo5, etc.
___________________________________
Previously known as Spirit
"A genius cannot defeat someone who works hard. Someone who works hard cannot defeat someone who enjoys their work."
4 gate robo sentry immortal take third, get twilight for blink and +2, sim city third and other entrances and scout with obs to determine what zerg's doing, high sentry count + more immortals if they're doing stephano roach style (constant production of immortals) and just forcefield properly.
When youre playing a passive build like this one, you need to be scouting gas timings for zerg, to see if they're going to be aggressive or passive and teching, or to see what tech path they're likely to take. You can follow this up by getting colossus, and pushing out with +3 for a strong 3 base timing (keep an obs in their base if you can to scout hive timing, when that hive finishes, push out immediately.)
Or conversely, you can take a fourth base and go for that archon mothership lategame composition.
Here's a tutorial made by Whitera on a pretty good immortal sentry build
Maybe macro more?
I think zergs in general are getting good at stopping timings, especially if you're also moving up leagues...
I don't play toss so I don't know the exact build, but a 3rd starting around 8:00 is actually fairly untouchable and holdable with good sim city + forcefields + immortals - it will feel hard to defend on some maps like Daybreak but then again, immo/sentry still works on maps like Cloud
Even the smallest donations help keep sc2sea running! All donations go towards helping our site run including our monthly server hosting fees and sc2sea sponsored community tournaments we host. Find out more here.