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DE Rogue A/t
+30% spell damage (good for both offensive and self-spells - in my case it will be used for selves)
no runes needed (ToG spam)
+2 stealth/h (no comment needed)
+1 off spec
5/6 6.5 nw 800 gc elites
i need constructive feedback on whay can i improve:
6-7 elites/acre, 3-4 raw tpa, 2 wpa, all other troops are off specs.
Buildings:
Farms 8%
Banks 10%
Barracks 5%
TGs 18%
Guilds 7%
GS 15%
Hospitals 15%
TDs 20%
Dungeons 2%
Planning on heavily investing in crime and alchemy.
This should give me a decent military with no flexibility whatsoever, an outstanding economy and a good thievery power.
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All elite Defense
Farms 8%
Barracks 14%
TGs 14%
Forts 10%
Guilds 10%
Hospitals 14%
TDs 20%
Stables 8%
Dungeons 2%
I like to have some stables because when your BE goes down in war then they become much better than TG although they increase NW. 20% TD is needed as DE does not have any thievery mod like gnome. Decent amount of hospitals for all elite defense.
7% Guilds is too low and 5% rax is too little. Banks are good in the start of the age but a DE A/T can TOG in war and even steal gc if needed to. TOG is not a good option for A/M but I believe a A/T should use it in war.
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DE/Rogues will be cool. Invisibility baby!!
I don't believe in dungeons, so i say scrap it and put in TGs. Otherwise, looks solide.
I'd have more hospitals too.
Farms 8%
Barracks 10%
TGs 18%
Forts 10%
Guilds 10%
Hospitals 16%
TDs 20%
Stables 8%
If you're dedicated to AW-ing your enemies since the beginning of war, you may spare some mana throwing some spells on them when the time comes.
I don't know the number-crunching details but i believe at some size you are going to need homes for A/T. Not too sure about this tho, what do you guys think of homes?
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You three can stop pretending already.
We all know you're horny for some T/M action.
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Sure VT2, we all are horny for some t/m actions. But my kingdom needs attackers. I`ve never played DE until now, and i want to play them. The purpose was to determine if a/t is viable with DE.
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Farms 8%
Barracks 10%
TGs 22%
Guilds 10%
Hospitals 10%
TDs 30%
Stables 10%
hehe my edit ;)
-67% thief losses at 80% BE (33% thief losses), +50% theif eff.
why 30% TDs? so you can really make use of that 5 stealth/hour, you need your tpa to stay high through a war and not be dropping off by the end of it into nothingness.
20%TDs = -51% losses +38% modifer (49% thief losses)
30%TDs = -67% losses +50% modifer (33% thief losses)
differnce? 33 x 1.50 (+50%) = 49.5%
you ll have like 50% lower losses on thievery if you run 30% TDs instead of 20% and it ll show if you use your theifs ALOT which hopefully you will since you go /rogue.
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If you want to play attack thief go Human rogue or human merchant. =)
I played it last age so i know it works really really great. Since as Human you can have better defense and offense then a DE..And if u pump sci correctly..you can become a very successful thief too :D
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DE/Rogue is alot harder to do than human/rogue, and will have less Attack ability and less room for TPA.
Im inclinded to agree, if you want A/T you should be a human or possible a gnome (id pick human).
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I'd go something like that.
1. Homes: 40 (10%)
2. Farms: 32 (8%) (obviously drop with science)
3. Banks: 40 (10%)
4. Training Grounds: 80 (20%)
5. Hospitals: 60 (15%)
6. Guilds: 60 (15%) (assuming your gaining acres in war and not the other way around)
7. Thieves' Dens: 80 (20%)
8. Dungeons: 8 (2%)
Total Land: 400 Acres (100% built)
** Effects Summary (Available Buildings Only) **
1. +320 maximum population, +27% birth rate
2. Produce 2,800 bushels (3,500 with FL)
3. 1,000gc, +11.25% income
4. +24% offense bonus
5. 25.5% cure plague, -38.25% military losses
6. Training about 1.2 wizards per hour
7. -64% losses, +48% effectiveness
8. 160 prisoners (480 offense, 80gc, 80 jobs)
OOW pump guilds and banks for ToG.
Keep more elites than off specs so your not always a target. You can send them out when need to. Run 2 raw wpa 3.5 raw tpa.
You will have to let your pessies drop so ToG will become more lof a crutch than a bonus.
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I`ve already played Hu/Ro :). I want something else. And with the new changes it is not that much better to pick human.
DE cant turtle, Humans are ambushable.
Humans will get more thievery modifiers from science, DE has +1 stealth.
Humans have +25% income, DE can spam ToG.
Humans have -25% magic and a weak spellbook, DEs have no runes needed and +30% magic strength...
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What about this:
Farms 8%
TGs 17%
Barracks 10%
Hospital 15%
Guilds 15%
TDs 28%
Stables 5%
Dungeons 2%
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I like it, but I think you should have atleast 10% stables or none at all.
it looks better than your first posting I think, 10% rax is enough for 2/day which is all you should aim for as a A/T DE. I think you can lower Hospitals abit, ToG is not to be underestimated and it ll be your main source of income and also what you burn every mana% you have on.
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Farms 8%
TGs 20%
Barracks 10%
Hospital 20%
Guilds 15%
TDs 25%
Dungeons 2%
If u want to go DE a/t then I think this will suit you better?
If u want to play DE thats fine..but even with the changes..I still think Humans are better then DE as A/T :D
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Because of diminishing returns you always need to split TGs and forts evenly.
Running 10% TG 10% forts gives roughly 3% higher efficency (depending on BE) than 20% TG 0% forts.
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You really dont need so many if any hospitals.
Your only going to be training off/def specs in war and you get credits through attacking which will cover atleast half of the casualties in each attack.
Also with 5% barracks you arent gonna have an under 12 hour attack time you need to be running atleast 10% there.