Earth elementals also add some useful tanks to your army to round out your forces if you're playing as High Elf or Goblin. Earthquake is an impressively noteworthy spell because almost all of Rogue's lategame units will be flying or floating, allowing you to earthquake without hurting your forces at all. Rogue's lacking ranged options can make city defense difficult, so every edge you can get in defending your city with racial archers is much appreciated, and regeneration is one of the largest in the game. Being able to rebuild quickly while using Scorched Earth from destruction can be a brutal combination that allows you to make war against you a highly unappealing prospect.Įarth gives you access to regenerating city walls and Earthquake. Blight can be an issue if you're not playing goblins however.Įxpander meshes with Explorer nicely, allowing you to grow your empire at a breakneck pace, but doesn't offer any particularly noteworthy combat benefits. Its mastery skills give you potent damage spells, which rogue lacks, and wreck, which makes juggernauts into easy kills. Hasty Plunder and Scorched Earth are both excellent justifications to take destruction adept, giving you the ability to deny your enemies cities and keep your economic edge. Creation is mostly just taken because it has a high potency heal for sustaining your exploration, and a resurrect to revive your scoundrels to continue exploding machines.ĭestruction is best taken as goblin, though you can certainly make use of it as anyone else by using bards and shadow stalkers to offset the penalties. Iron Will removes the penalty from settling in poor territory, but temperate terrain is good for everyone. Other than that, Rogue has the best synergy with Creation, Destruction, Expander and Earth.Ĭreation gives the rogue access to healing and Terraforming. Assassins gain the ability to traverse massive swaths of land both in and out of battle, and scoundrels need it for machine hunting. There's no way around it, the effect it has on your combat prowess is simply too large not to. Of all the rogue races, goblins have the best early game by far, but they can fall off massively later.Įxplorer is a must take for Rogue. Goblins also don't mind blight, letting you play a Destruction magic focus and completely flood the map with blight. They're even squishier than high elves on the other hand. On the other hand, Swarm Darters are the most powerful ranged unit in the game for Rogues, due to their ability to ignore Line of Sight penalities. Their damage favors poison heavily, which rogue already does, pushing you dangerously close to single element damage when blight is resisted rather often come endgame. They're a bit better than orc from what I've seen. Human Irregulars are absolutly obsoleted by Scoundrels almost from the start as well. Their ranged is solid, but not amazing as well, and their melee avoid the high elf issue of being obscenely squishy. Humans get access to an early healer in the Priest unit. I can't really suggest them, but they're by no means terrible. Orc, I've yet to really experiment with, but from what I have seen, they're an alright choice that doesn't really have a solid edge for Rogue. They're a solid choice if you don't mind squishy units, having a pretty even power curve all game long, and making backstab abuse easier. High Elf is great for general ranged combat, with storm sisters and archers both being standouts, but you're not going to take much else from them. Draconian flyers, however, are perhaps the best Racial T3's for rogues in the game. As such, Dwarf is a lacking choice, and Draconian is somewhat situational, having access to AoE being a double edged sword when your units are encircling the enemy. Their later units are universally melee, and their early units are only crossbow users at best. Rogue has an issue of having lackluster access to ranged options. The first thing when you're creating your character, is, as always, their Race and what magic you want to focus on.
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