The format of this build was originally created by Brazen of this post (http://forums.demigodthegame.com/349631) and I liked it very much so I decided to use it. I am open to criticisms and suggestions as to how to improve the build.
Skill Build
Level 1 |
Power of the Tower I |
Level 2 |
Archer Tower |
Level 3 |
Structural Transfer I
|
Level 4 |
Power of the Tower II |
Level 5 |
Boulder Roll I |
Level 6 |
Structural Transfer II |
Level 7 |
Power of the Tower III |
Level 8 |
Tower of Light |
Level 9 |
God Strength I |
Level 10 |
Power of the Tower IV |
Level 11 |
Trebuchet |
Level 12 |
God Strength II |
Level 13 |
Structural Transfer III |
Level 14 |
Boulder Roll II |
Level 15 |
Poisoned Arrows |
Level 16 |
God Strength III |
Level 17 |
Boulder Roll III |
Level 18 |
Stat I |
Level 19 |
Stat II |
Level 20 |
Stat III |
Item Build
Scaled Helm |
550 Gold |
Plenor Crown
|
1500 Gold |
Banded Armor
|
550 Gold
|
Nimoth Chest Armor
|
1500 Gold
|
Vlemish Faceguard
|
1750 Gold
|
Orb of Defiance |
3700 Gold |
Bulwark of the Ages |
16000 Gold |
Favor Item
Staff of Renewal (1100 Favor) +200 HP/+175 Mana/-20% Ability Cooldown <-I fully approve of Brazen's choice of favor item
Strategy
A note: Both consumables and citadel upgrades are not listed in the list of items to buy because I believe the value of both of those things depend highly on the way your game is progressing. Portal scrolls are a must, but you buy as you need. Citadel tower health upgrades and currency l are musts but maybe it'll interfere with your build or an ally will cover for you. Essentially, use your brain, look at the situation, and make good buys.
General Strategy: It's tower whoring build! Your job is to be indistructible as you push your way down the map. You want to make a tidy little tower farm and set one tower at a time closer and closer to your destination at the enemy citadel. The main problems with this strategy are a lack of mobility (which will have to be remedied by your team). So a few things that need to mentioned are the fact that your kills will come from people trying to kill you and failing not from you hunting them and hitting them with a silly hammer smash. As a result I fully expect that people playing this build won't end the match with 50 kills or such craziness and therfore I have set up this build with the idea of not terribly large amounts of money in mind.
Early game: Pick a lane, grab the flag, and plop some towers down just on your side of the flag. Ideally you'll have both towers done before the first wave arrives. Then you play the game of seeing if you can snag a kill without being lured much beyond your towers. If the opportunity presents itself, jump on it, but early kills are nice but not necessary. Additionally, since you're rook, you should probably be able to keep the flag in your lane to yourself. I chose the arrows over the first structural transfer for the additional staying power in the lane against more ranged heroes.
Additionally, mana is probably a problem here, which is why the equipment build is set up so mana heavy in the beginning. You'll have to be somewhat conservative with your mana, but your goal is still a large tower farm.
Finally, after tweaking the build I find that Boulder Roll is in fact super useful very early. At level 5 you can have 4 towers up and an enemy DG may decide to try picking you off sooner rather than later. You should actually try to encourage this; see if you can goad them into attacking your tower farm. If they do, run up and smack them once or twice and when they try to disengage, hit them with the Boulder Roll for the stun. Then, once again, if you can make the kill, do so, but if there are too many threats outside of range of your towers, just let the DG go.
Mid game (levels 7-13): You should be picking up some armor and more mana items and by this point be maxing out your tower skill. You want to push when you can, and defend when you can't. If your team is getting driven back, you might be able to single handedly defend one of lanes by placing your towers right in front of a row of permanent towers and holding ground. This can free up your team to do other things or attempt another attack. Also, try not to be seperated from your towers, as this is where most, if not all, of your deaths will occur.
You'll also be picking up the Orb of Defiance here. Not only does it have health and armor benefits, but it also gives you 5 seconds of invulnerability upon activation. The drawback? You can't move or attack. BUT YOU DON'T NEED TO MOVE OR ATTACK! Now if someone comes after you in your tower farm, just orb it up and let your towers pile on damage for you. If they try to run, Boulder Roll is still the answer. You've been building towards this level of near invincibility all game and now you're getting close.
End game: You should be keeping up around 8 towers all the time now. Your allies will use them as a safe haven, somewhere to teleport to, or as a lure for enemy demigods looking to slow your advance. You'll use them for health, extra damage, and relative safety. You should also make sure that if you're structural transferring part of your tower farm to aim for the older towers, the ones which might have fallen soon anyway, since you don't want to make things any easier for your enemies.
And now you win! That's right, there's no 'magic step' or anything. You just move that farm slowly, own a lane, and eventually you'll be in front of the citadel smacking away with 8 towers at your back. Obviously winning isn't a guarantee, but with a bit of luck and good teammates you should be able to tower whore your way to victory. I realize that by the time you reach the end of my build you may not have actually reached the end of the map and at that point I would recommend you just nab some tasty artifacts. I approve of the use of Bracelet of Rage, Deathbringer, and the All Father's Ring if you manage to get large chunks of money but none are required to get a win using this strat. Finally, I'm up in the air about using the Heart of Life. At some point they're gonna fix the bug, and when they do I don't know if it'll be worth having in this strategy. You can always heal under fire with structural transfer, and the passive mana regen included in this build will most likely be sufficient.
Miscellaneous Question and Answer:
How much extra damage does the link between two towers do?
NONE! NADA! Zip, zero, zilch. The links between towers are there for your amusement. The only possible combat enhancement they provide is the possibility of distracting your enemy with how pretty they are.
Do citadel upgrades affect my towers?
Once again, no effect. Your towers are affected by the level of your Power of the Tower ability alone. However, you should still purchase citadel upgrades so your team doesn't hate you!