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Thread: Elf Mystic A\M strat

  1. #1
    Post Fiend jimmy1234's Avatar
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    Elf Mystic A\M strat

    I was wondering what everyone thought of this


    10% homes
    7% farms
    13%banks
    25%tower
    20%guild
    10%hosp
    15% tg

    40 dpa in d specs
    30 dpa in leets
    rest as o specs

    70% draft rate


    running with food alch magic and pop science
    3wpa raw and 1.5 tpa raw.

    any suggestions (ill be testing on gen next time around)
    Anzac ftw

  2. #2
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    Lose the hospitals. You shouldn't be running hospitals as an elf. Probably better to trade up for Rax or GS.

    Think 25% towers is too much, even if you were only going to be casting MS with all your mana.

  3. #3
    Director of Age Changes
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    As dan2k said, cut the hospitals and some of the towers (I guess you'll be playing mystic too) and get rax ... maybe even WTs.
    Raise tpa.
    Why use off specs? You can afford to train elites non-stop. Plus they give you turtle power in some situations.
    70%draft + 3 raw wpa would be like... 5 peasants/acre ... on Lord and 150 bpa in pop - that's kinda bad.
    Last edited by Avenger; 05-10-2009 at 17:23.
    Discord: Hex | IRC: Hextor / Avenger

  4. #4
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    If you cast MS all the time, with the proper science, you will surely not need more than 15% towers.

    No Hsp. 5-10% Stables. 8% Rax.

    Your draft rate should be lower than 64, especially with elves (they tend to have low BE). I would recommend 60% if you want Higher BE than 80...

    Mystics double guild power. 10% guild gives you the maximum spell duration (20% for non-mystic). If you fail most of your spells, and want stable Wizard flow, 15% is fine, but usually you can do it with 10% in a regular time war. Outside of war, keep 20% or more guilds to pump those wizzies.

    Watchtowers should be added for thief protection. 10-15% Watchtowers + Clearsight should give you some good anti theft insurance.

    Depending on your intentions of play style, you might want to put more than 3 raw WPA. The higher WPA you have, the less draft rate you should put (to keep your BE). It's up to you to find the proper balance. And remember, attacking is always the key to your kingdom's victory :)

    I recommend:

    In war

    10% homes
    7% farms
    13%banks
    15%tower
    13%guild
    10%WT
    15% tg
    8% RAX
    9% Stables

    OOW: remove the Rax and put them into Guilds

    10% homes
    7% farms
    13%banks
    15%tower
    21%guild
    10%WT
    15% tg
    9% Stables

    Good Luck :)

  5. #5
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    NO NO NO, too many banks! drop them down to 5% and allocate 5% and 3% of the freed up space to WT and TG, respectively.

    And oow, why do u want tg? are u planning on being active attacker oow? it would be better to just dice and increase banks to 20%+ along with a few more guilds for a solid wiz pump

  6. #6
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    just get rid of banks all together. Elfs dont need banks cause we got tog to maintain income. plus if you run 70 - 80 BE your banks are useless.

  7. #7
    Postaholic raiman's Avatar
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    lol

    Banks are good. Helps keep up with buildings and training in war.
    If your gonna run 70% draft(which I have at times) you'll need 20% homes at least.
    I run my homes to a % where I can maintain 90% BE.
    Figure the exact % percentage for your self.
    As your exact strat differs slightly from mine.

    homes 20%
    banks 15%
    farms 8%
    tg 5%
    forts5%
    brx 10%
    guilds 15%
    towers 10%
    wt 12%

    4 wpa
    1.5 tpa
    67% draft
    60% elites
    40% def specs

  8. #8
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    im 70% drafted also and i still get a decent income with no banks

  9. #9
    Post Fiend jimmy1234's Avatar
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    i gusse this was a waste of time my king is making everyone play orc warrior >:(
    Anzac ftw

  10. #10
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    I am interesting in playing, Elf next age. I'm currently focusing on playing Attacker/Mage, with more focus on Attacking, Elf has lots of great buff spells.

    Is the synergy between pitfalls + warhero that good?

    I'm currently looking at:
    1] War Hero: 25% more casualties is good
    2] Merchant: without Tree of Gold you will need money
    3] Mystic: Maybe casting meteors is better.

  11. #11
    Needs to get out more VT2's Avatar
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    It's not that good.
    Catwalk's crusade for legalized cheating was a stunning success, with ghettos and low-tiered teams everywhere losing their wells of knowledge to better kingdoms in the process.

    Step one: replace everything that works.
    Step two: blame the predictable epic fail on outside forces.
    Step three: keep the community informed that no progress has been made since the last update.
    Step four: thank you for your patience.

  12. #12
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    WH bad choice, extra creds for def specs? useful? no!
    Merch, if your going attacker/thief sure, A/M? nuh huh
    Mystic, good for attacker/mage

    another choice is sage, invest heavy in population/BE/channeling, that way you can run a heavy offense too

  13. #13
    Sir Postalot
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    Quote Originally Posted by Turtle Man View Post
    WH bad choice, extra creds for def specs? useful? no!
    elf/wh + PF is a nasty combo, needs to be kd wide tho =)
    Quote Originally Posted by Turtle Man View Post
    Merch, if your going attacker/thief sure, A/M? nuh huh
    wouldnt even consider it...
    Quote Originally Posted by Turtle Man View Post
    Mystic, good for attacker/mage

    another choice is sage, invest heavy in population/BE/channeling, that way you can run a heavy offense too
    elf/warrior is also a VERY nice choice, moreso if we are going back to the ages when they have QF
    Deliverance -> secrets -> anzac -> mercy -> rage -> "ghetto"

  14. #14
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    This is what i use:
    1. Homes: (22.3%)
    2. Farms: (7.1%)
    3. Banks: (15.3%)
    4. Training Grounds: (14.9%)
    5. Forts: (14.9%)
    6. Guilds: (9.2%)
    7. Towers: (4%)
    8. Stables: (12%)

    This is how it will looks like:
    Land: 1,8xx Acres
    Money: 204,087gc (30,333gc daily income)
    Food: 152,647 bushels
    Runes: 66,534 runes
    Population: 58,xxx citizens (31.75 per Acre)
    Peasants: 12,xxx (89% Building Efficiency)
    Trade Balance: 1,581,986gc (0% tax rate)

    Military Eff. with Stance: 111.27% off. / 138.45% def.
    Soldiers: 0 (64.8% estimated draft rate)
    Rangers: 0
    Archers: 15,xxx (104,xxx defense)
    Elf Lords: 19,xxx (128,xxx offense / 106,xxx defense)
    War-Horses: 13,xxx (up to 14,xxx additional offense)
    Prisoners: 0

    Total Modified Offense: 142,xxx (77.31 per Acre)
    Practical (100% elites): 142,xxx (77.31 per Acre)
    Total Modified Defense: 210,xxx (114.09 per Acre)
    Practical (0% elites): 104,xxx (56.58 per Acre)

    Thieves: 3,xxx (2.02 per Acre / 100% Stealth) + CS
    Wizards: 7,xxx (4.15 per Acre / 25% Mana) + 92% Magic Effectiveness

  15. #15
    Game Support Bishop's Avatar
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    hahaha - no barracks, no thief defense

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