I've played quite some games since my last posts here.During those games I (hope I) learned a lot about the citadel upgrades.
I only play 3v3 Conquest so everything in here relates to 3v3 Conquest games.Shorter 1v1 / 2v2 games are played diffrent.Longer 4v4 / 5v5 games are played diffrent.You can still use this as a guideline, but a lot of things will be diffrent.
Here are the most common upgrades:- Fortified Structure- Building Firepower- Currency- Experience- Reinforcements- Blacksmith / Armory
I won't talk about Graveyard, Fort Upgrade and Finger of God since I don't have much experience with those.
Fortified Structure
This is a great upgrade unless you're able to constantly guard your towers and keep the other team off them.It keeps your towers alive, giving you more map control and visibility.
This upgrade is definetly the first upgrade you should get in any game, unless you're totally owning the other team.I've only used level 1 so far, but if your team is losing and the other team is pushing your towers you might want to put some more levels in this.
Building Firepower
A usefull upgrade if the enemy team is pushing your towers early.Don't get this upgrade if the enemy isn't trying to take your towers down.I've never gotten this upgrade past level 1 but it might be usefull if the other team is pushing your towers.
Currency
This is probably THE most important upgrade in the game, it wins games if taken and loses games if forgotten.I don't know the exact maths, but the first upgrade at level 3 will give each member on your side 4 extra gold each tick. I've read the first level pays itself back within 5 minutes.
I only play 3v3, in those games you should only use the first currency level. The other levels only add 2 gold each tick and cost a lot more. I've read the level 5 upgrade takes 15 minutes to pay itself back and the level 7 upgrade will take even longer.
In short games only learn the first upgrade, in longer games learn the second upgrade, don't think the third upgrade is ever good.
There's a topic on these forums somewhere explaining the exact maths if you're interested, I might add a link here later.
Experience
I've read some stuff about this upgrade on the forum, I've tried it a few times myself but I don't like it.I'll explain the two diffrent points of view, you'll have to decide for yourself.
#1: If you learn upgrade 1 & 2 at level 2 & level 4 your team will get more experience. If the other team gets priests early you will get even more experience.
#2: (I use this option) If you don't learn any experience upgrades you have more gold to buy equipment, wich in return will make it easier to kill the enemy demigods, wich will earn you more experience than the xp upgrades. Another advantage is that you're less likely to die yourself and give the enemy team more experience / gold.I never actually calculated this and it depends on how many kills you can get, but I prefer this method.
In 3v3 games never go past the second upgrade at lvl 4, it will just be wasted money.In longer games the other upgrades might be usefull, but I don't think so.
Reinforcements
These are very game dependant.
Here are some general guidelines:- Don't get any of these upgrades for as long as possible or untill your war rank is 8.- If the other team is pushing you far back with their creep waves, get some of your own creeps too.- If the other team is pushing you back without their creeps, get priests but no other upgrades yet.
Once you hit war rank 6-7 start getting priests / angels, or just save gold to get them at war rank 8.Once you hit war rank 8 get priests / angels / cats NOW!At war rank 10 get giants NOW!
Blacksmith
Armory
Do not get these upgrades untill you have cats and/or giants.These are end-game upgrades, only used to make your creeps destroy the enemy citadel faster.Put all your end-game gold in these upgrades, don't buy artifacts, buy these upgrades!Ofcourse save enough money for tele's / flag locks and make sure you have some decent equipment first too. (decent doesn't mean artifacts, I've never bought an artifact in 100+ games)
Good résumé.
My method:
- Fortified Structure 1, I buy it asap after the beginning, usually when I return to citadel the first time.
- Currency 1, I buy it as soon as I got War Rank 3. I can return to citadel only for that.
- Priests, when I have difficulties to stand my lane, when I want to push on towers or when ennemy buy their own priests.
Angels, not that important, between WR 6 and 8.
Catapultasaurii, it would be the most effective to buy them as soon as WR 8 is reached.
Giants, it would be the most effective to buy them as soon as WR 10 is reached.
- Armory & Blacksmith, I agree on "Put all your end-game gold in these upgrades, don't buy artifacts, buy these upgrades!" except I sometimes buy level 1 Armory same time than Priests.
Nothing else usually.
Pssh, more priest hating. It is not easy to see the impact of priests and separate it from your own play skill, luck, ect. But the effect is quite large. I have never lost a game where my team had a priest advantage (we had priests other team did not) for 5 minutes or longer. Priests can tear towers by themselves, greatly increase pressure on enemy DGs trying to push you out of lanes, and let you stay out on the battlefield much longer.
Think about it. How can we say that priests are not worth buying, while at the same time, always responding to enemy priests by buying priests? If priests really weren't worth buying, we would respond by doing nothing.
@ Dielan
I never buy priests in response to the enemy buying them, I also discourage my team to do it.
If you can keep pushing the enemy or even just hold them without priests when they have priests you'll get more exp and gold than the other team.But as mentioned, if you can't hold them or push them you should buy priests.
I've played all kinds of games, no priests, enemy has priests we don't, we have priests they don't, never noticed the diffrence. Both as assassin and general.
Also I have NEVER seen priests take down a tower, they just die with the normal creep wave.
Ofcourse I could be wrong.
priests give staying power, thats undeniable. you dont have to run back to the cit all the time for healing.
BUT, if your team has generals with monks then you dont really need additional priests. though it depends on the players and if they are sharing their priests. thats not always the case.
I have
lol had to be said
Preists do give you an advantage however its marred compared to the massive one offered by giants and catas
I love it when the other team gets priests and I'm playing oak. Leveling food is good If they get them @ warscore 3, I'll usually be 15 before they turn 10.
Also, you don't gain XP from killing enemy demigods, just gold. Killing them frees up your lane, but you still get the same xp from creeps regardless of the enemy standing there or not. Biggest thing that will get you more levels is not dying and not running back to the citadel every 1-2 levels.
If you have a Sedna on your team with HW2, priests are a big plus. She buffs the priests dramatically, as is well known, even with the High Priest glitch removed. And since they heal independently of minion priests like Monks - Bishops, you can get double the healing if you're in lane with a General and close to triple the healing if that General is Sedna. Put an ooze UB and a healing Sedna in a lane with priests at WS3 and they can push all the way to the citadel if they want.
The splash damage numbers don't look right. I've watched towers do full damage to all targets in a small radius from their attack point too many times to think it is only 10% of the base damage.
actually they only heal independantly of clerics high priests and bishops not monks.
@ RAWRRRR
Maybe killing enemy demigods doesn't give you xp directly (thx for telling me that, didn't know)But they still give you indirect xp since your lane is cleared and you can kill more creeps
I've never noticed an xp diffrence with the other team when we had xp 1 & 2I always notice a rather big (2-3 lvls) xp diffrence when we kill the other team often
your lane being free of enemy dg's doesnt provide you with extra xp either. You split xp with your allies only. I.E. 2 of you are in one lane, killing off creeps at the flag while your opponent has 1 guy sitting near the tower. You are both getting 50% of the 231 xp from the enemy creep wave, while the enemy is getting 100% of the xp for killing / being around your creeps dying, even to the tower. If you kill him, he gets 0 xp while he's dead, and you each still get 50% of 231 xp for clearing enemy creep waves.
Basically what I'm saying is.. doesn't matter if your lane is clear, you still get the same xp regardless of enemy demigod presence. When you kill the other team, you gain a ~30 second leveling advantage if you stay in the field rather than running back to base while they are dead. That's 1-2 creepwaves. Not a big deal unless you do it multiple times. If you're killing the enemy 5 times each before midgame, more than likely it really doesn't matter WHAT you do..
I kinda changed my mind about priests these last few games
They're really great, seen them take down some towers now.
Still wouldn't get them too early unless the enemy is using them to push you back (and they're actually pushing you back too)
I don't see a reason to give the enemy more xp and gold just to get a little more pushing early game, unless ofcourse you need the extra push
hmm okay, but you will still outlvl the enemy more by killing them than by getting the xp upgrades
and if the enemy has 1000 gold more worth of equip it will be much harder to kill them / hold them
tbh I'm not that good a player so I could be wrong, this is just how I see things
I would actually disagree that a free lane doesn't provide more xp. I know that in theory you can get the same amount of the lane enemy or not, but you also get to do peripherals, like capturing an extra flag, tagging more creeps (for gold) and maybe killing a tower (again for gold). The indirect advantages of not having someone competing with the lane definately turn into gold and to a lesser extent xp. And of course, as a team you will have more levels than the opponent because they miss a few waves, and that is pretty big.
If I recall, two waves of creeps is 482 experience, which is about 10% of what you have made when you get to level 8. That's at least as good as that citadel upgrade .
exactly what I was trying to sayI posted my last post while you were writing this one
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