State on StarCraft: Aggressive Protoss Vs. Zerg
With your natural secured, start +1 ground weapons and throw down two more assimilators, a robotics facility, and a twilight council. Those structures are key, so make sure to warp them in as soon as you can. Your timings might be a little different than those in the build order, but as long as you’re close, there’s not much to worry about. You also shouldn’t worry too much about pressure at this stage in the game. With a sentry, cannon, and mothership core, you’re safe against pretty much anything Zerg can throw your way.
Once your robotics facility is complete, chronoboost out a warp prism. The warp prism is going to power your mid-game harassment and force Zerg out of position later in the game when we begin to execute our timing attacks. Your twilight council should finish not long afterwards; once it’s complete, warp in a dark shrine and begin blink research. Dark templar make warp prism harassment even more deadly, and blink research gives your army some much needed mobility in the mid-game.
When you’ve finished researching warp gate, warp-in three more sentries and two additional gateways as you gear up for harassment. It’s around this time that your bases will be nearing saturation (16 probes on minerals; six probes on gas), so begin allocating chronoboost to upgrading ground weapons, researching blink, and producing units out of your robotics facility. Once your warp prism is ready, lift up either four sentries or four zealots and move out with your mothership core.
Though zealots are great at sniping queens, I really prefer sentries. If you can catch Zerg out of position and force field the ramp from their natural to main, you can do an unreal amount of damage before recalling back to safety. On the off-chance that Zerg has neglected to build spore crawlers or overseers, you have a great chance to deal a lot of damage. Three dark templar can take down a hatchery before an overseer can morph—so if you catch Zerg off-guard, you have a guaranteed hatch snipe. If all else fails, drop your sentries behind a mineral line, throw down some force fields, and focus down drones before using recall.
Even if you don’t do that much damage directly, you’re hurting the Zerg’s economy just by threatening it. What’s more, you’re keeping the Zerg pinned back while you secure your third. During all this harassment, make sure to keep upgrading ground weapons, producing immortals, and warping in blink-stalkers at home as you take another base.