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Thread: Faery/Mystic build

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    Faery/Mystic build

    This is the first time I am playing Faery/Mystic....Build advice? I am a very active player in a warring kingdom...I want to be able to do MS, (yes I know elf/mystic would be better for MS) but I want the 30% damage on spells to be able to do heavy NM chains....Anyway,thoughts?

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    Towers. You'll need a bloody lot of towers to make use of that mana. The first 1-2 wars will be quite miserable for you in this respect. You'd have to run 40%+ towers just to cast the "easy" stuff like FBs and self-spells, and it will barely be enough even then. You should invest heavily into channeling sci as soon as possible to help with that, or make a deal with your attackers so that they'd run slightly higher tower % and feed you those runes.

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    you''ll be fine.... Either run very high towers/science to produce enough runes, or you some of your stealth to supllement runes til u have it figured out...

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    Yeah I get the high sci''s/towers, but looking more for a basic build to start off. i.e percentages of homes, farms, guilds, towers, TD's...My estimate is this, and again I haven't played Faery so dont hammer me too much...lol, but this is the start up build i'm looking at. This is after wiz pump...As i get further into the age i can drop the high % of towers...

    10% homes
    15% guilds
    30%towers
    20% TD's
    15% WT's
    5% Farms
    5% Schools


    TD's are because I plan to steal as well...Don't know about banks or not since I can ToG....Thoughts, criticism's, better ideas?
    Last edited by Starvd; 19-03-2014 at 10:19.

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    Quote Originally Posted by Starvd View Post
    Yeah I get the high sci''s/towers, but looking more for a basic build to start off. i.e percentages of homes, farms, guilds, towers, TD's...My estimate is this, and again I haven't played Faery so dont hammer me too much...lol, but this is the start up build i'm looking at. This is after wiz pump...As i get further into the age i can drop the high % of towers...

    10% homes
    15% guilds
    30%towers
    20% TD's
    15% WT's
    5% Farms
    5% Schools

    TD's are because I plan to steal as well...Don't know about banks or not since I can ToG....Thoughts, criticism's, better ideas?

    Schools won't be worth it.
    5% Farms probably won't be enough.
    Not sure on the homes either. I think more is better, so not sure if 10% is enough to justify their use.

    Otherwise a decent start.

    Banks are always handy. Can never have too much money as whiney attackers are always demanding gold, based on my experience as a Faery :)

    Forts might also be handy to help push your defense up.

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    So, newb question, but would you mind explaining why homes are good as faeries? I don't get it. For example, at 400 acres my max pop is 8,000. At 20% homes, I get an additional 640 max pop. It doesn't really seem worth it in place of other buildings. The increased birth rate doesn't seem all that useful either, since I'm not getting big gains from attacking that need me to repopulate. Anyway, I've seem a few people mention homes for faeries, I just don't understand why - can you explain?

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    with 400 acres you are going to be 10k population and 20% homes is +800

    Army is 7k (+800 from homes.) This results in 11.5% bigger army, but you arent going to change your numbers of d specs and tpa. Assuming 1k thieves and 2k d specs, that leaves 4k leets. 800 is +20%. 20% TG's dont even cover this on their own since youll be on 75BE at best, not to mention the economic benefits to homes.

    In short homes are absolutely worth any amount you put into them, providing you have maxed your nw free stats.
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    providing you have maxed your nw free stats.
    What does this mean? What's a NW free stat?

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    Quote Originally Posted by TywinLannister View Post
    What does this mean? What's a NW free stat?
    TG's provide you offense while the only loss is the opportunity cost of not using the land for something else. Everything other than TG's that can directly boost offense tacks extra networth onto your province. However there is a point where even thou that networth is free, the benefit gained from TG's is just so poor compared to a networth adding building that it makes sense to just use the nw building.

    With a 7 off leet this was 15% TG's in the last few ages(6 off about 12%.) With stables and homes being buffed that number isnt widely known just yet, only a handful of people will have bothered calculating it, and those people will be reluctant to share something that might give them an advantage.

    Its a very safe bet however that no matter how big the changes having 15% TG's will provide more benefit than homes and or stables on orc/ud and dwarf, and these should only be used after allocating build space for said TG's
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    would forts be the t/m equivalent of TG in that statement?

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    What kind of army should faery mystic build? 50/50 dspec and elites?

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    Quote Originally Posted by TywinLannister View Post
    What kind of army should faery mystic build? 50/50 dspec and elites?
    I used to go mostly elites with a few defense specs per acre for dragon and then train defense specs in war with credits I had banked.

    Though now with dragon slaying equal to what troops are I guess go full elite out of war and use credits for specs in war.

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    Quote Originally Posted by TywinLannister View Post
    What kind of army should faery mystic build? 50/50 dspec and elites?
    all elite for sure, and bank specialist credits for war. since beastmasters can slay now, there is no need to keep dspecs for that purpose, and being able to hold specs in reserve is basically expanding your available pool of troops. it also means that a faery can train offspec instead of defspec during war, if such a thing is useful.

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    Does that apply to coming OOP as well? Trying to train mostly elites? Or do you use your spec credits for off and def early game, early plunder, etc?

    Also, what TPA do you shoot for OOP?

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    Quote Originally Posted by TywinLannister View Post
    Does that apply to coming OOP as well? Trying to train mostly elites? Or do you use your spec credits for off and def early game, early plunder, etc?

    Also, what TPA do you shoot for OOP?
    depends on what you'd like to do, and what your kingdom is planning on. i'd either try to train elites as early as possible or train as many thieves as possible, and train only the defense specialists necessary to avoid being doubled by most attackers oop. save the rest for a situation where you need to train stuff fast (i.e., war). since you can't build truly unbreakable defense oop, you have to bank on either having offense yourself (which is quite possible), or lucking out and not getting hit (and having a kingdom that can retaliate for you.

    you are not likely to find a useful plunder target early on, but you are likely to find gold stockpiles large enough to rob. better to send the location of plunderable money piles to attackers in your kingdoms, especially undeads, and use thieves to steal the less useful money piles.

    whether playing attacker or training only defense, i would still explore acres as soon as protection drops, since the explored acres will pay off their cost within 48 hours, and 1k extra defspec will not be enough to deter an attacker from hitting.

    outside of protection, definitely train pure elites and don't look back. you should only ever train specialists with credits, and you should save those credits for situations where you need to mass-train defense or offense quickly.

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