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
Item Build
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!
I love that build but I have one question about the towers.
If I have two towrrs in oen area will they do more damage then only having one? I know if I have two they link together but I am unsure if it actually does more damage.
Your version of the Rook Tower Strat more cloesly resembles mine. Rather than buying Heart, I buy mana regen items and equipment, to make sure I have constant a influx of regenerating mana to keep spamming towers. More than likely, if you play it right, you won't even need health items. Boulder throw is absolutely essential, when you can trick an enemy noob demigod into trapping himself into your tower farm, then turning around and Bouldering him. He's fucked. Not only is he being swarmed by your towers, he's being hit by your archers, trebechuet, and possibly a hammer smash to the face. Absolute ownage.
Pyapiopi, from what I've seen and get from it... they link to increase distance. I don't think it affects damage. I think it just links the towers together so that you can form a chain of attacks hitting further than if you didn't have a link.
@Protocept00: Ok, I can believe that boulder roll would prove to be a valuable addition to the build. My question now is, do you think I ought to add more than 1 level and where should you add the first one?
What's with all these guides suggesting groffling? It's terribad.
And you should get structural at lvl 2, generally, to heal off your own tower in emergancies.
I'd also wait for getting tower of light after you have lvl 2 power, lvl 2 structural, and boulder roll. Living is much more important.
And JSZephyr, getting lvl 1 boulder roll ASAP is a priority, but lvl 2 can wait until after you get lvl 1 god strength and such.
nice write up.
does anyone else think trebuchet is a POS. My build is the same, but instead of trebuchet i get gods strenght. and instead of stats i get more boulder, the longer stun i find clutch.
i like your item choices better than brazens. except for groffling.
maybe replace groffling for orb of defiance?
I tend to skip stats and go for boulder roll, as for items, as soon as I can buy a heart I'll dump all mana items and buy more armor and healthregen items. Mana seriously isn't a problem anymore then!
@innociv: Thanks for the advice, some of your comments resulted in changes. I dropped Groffling and rearranged some of the skill build, Tower of Light is pushed back some, etc. Boulder Roll is now at level 5 but I stuck with arrows over structural transfer at level 2 because I just don't ever have enough mana to be able to be using structural transfer that early. Additionally, I need as much staying power in the lane as possible against ranged heroes.
@subtlesalmon: Thanks for the orb of defiance suggestion. It's in the build now and it seems to help alot. Still a fan of the treb though, as it allows me to cancel other people who use heart of life as they flee, or to get free hits on towers without ever leaving my farm.
tower linking is a purely visual effect, its been pointed out in many threads. you take damage depending on how many towers have range on you, no range increase.
Yeah nothing is better than sitting with your 4 towers and when the enemy DG tries to ignore the towers and nuke you popping orb of defiance.
Ok trebuchet is useful for seige but arent we getting structural transfer? And as far as long range hitting other DG's, I find that trebuchet misses a moving demigod at least 75% of the time.
for skills i would do:
1 - Tower 1
2 - Shoulder 1
3 - nothing
4 - tower 2
5 - Shoulder 2, Boulder 1
6 - Structural Transfer 1
7 - Tower 3
8 - Structural Transfer 2
9 - Structural Transfer 3
10 - Tower 4
11 - Structural Transfer 4
12-17 Gods Strenght / Boulder Roll
I find that with this structural transfer kick when you're starting to really need it
I've been playing Rook heavily lately. I max towers ASAP as well, but I think that Rook's Tower of Light should be taken ASAP. It's deadly in combination with his towers. Structural Transfer and Stats are skipped in favor of his hammer. Yes it's hard to land but it's the highest damaging spell in the game, and it's AOE, and it slows when maxed.
Itemwise I just get one single item: Heart of Life. I get Amulet of Teleport as favor item, skip any consumables and start saving for that HoL. Once I get HoL I can stay on the battlefield forever. Every extra penny I make I spend on citadel upgrades, and Rook makes a lot of money with his multi-attacking skills and HoL. When citadel is maxed and game not over I get that 12k mantle that teleports you a short distance.
I'm realy need advice how to deal with Unclean Beast (1vs1). He's Spite ability pawnd me many times. I try tower farming and Hammer Slam with Boulder Roll.... all is useless. I'm looking now for any ideas how Rook can stop UB, and what can help me not to die after UB Spite.
If you are against a good UB i wouldnt use this build for 1v1. Boulder roll + hammer demolishes UB. I usually take anhklet as favor and boots of speed as my third peice when im facing UB. If he stacks attack speed instead of HP, which most do, stack armor.
So, 1vs1 against UB I should use hammer + boulder roll instead of tower farming. Is this an answer on UB Spite?
I've been trying the build out ALOT and it works completely fine against UB's spit.
Essentially, against UB spits, here are your answers:
1) Nom a tower, preferably one of your older ones. You'll heal more than it hurts.
2) Pop Orb of Defiance; you take no damage from poison while the poison effect runs out and UB still takes damage from your towers.
3) Play farther back in your farm. What I mean by this is drop towers in the front to move forwards but then back up to the rear of your farm while you're on cooldown. It means more time that UB (or anyone) has to walk through your towers before reaching you. This can be either a deterrant or just an opportunity for you to get a kill.
4) Or just beat him up and heal the damage later (obviously the risky option, so be cautious).
As far as I have seen in all the matches I've played, there isn't a terrible matchup 1v1 against any Demigod. The problems with this build are mostly that it's not mobile and that the enemy team can gang up on you.
Also, to be honest, Hammer Slam doesn't hit people who are intelligent. It CAN hit them if you get lucky or if you have maxed boulder roll, but the amount of damage it does just isn't worth it by the time you have boulder roll 3. Feel free to create your own versions of this build or to try completely different rook builds, but if you want to go tower happy, Hammer Slam is not for you.
I thought the Trebuchet is a little too late for level 11. You can forgoe Structural Transfer points and get Trebuchet earlier, like in Level 8, which gives you a nice ranged attack while turtling inside a group of towers.
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