![]() ![]() End boss' attacks remove random skills so the best tactic is to make him hit you as few times as possible. Just keep prioritizing evasion and dmg, and get a little atk speed to stay around -/+ 0%.Having two or more outposts and rathound helps take the summons' attention from you and can save you a resurrection charge. Before God, you will most likely die to angel, so make sure you have all potions and good gear before her.Try to position your outposts around your campfire to get help against bosses. Overgrown fields are also fantastic fights for rogue. You want to make the river meander through desert for maximum minus attack speed, use bookery to get as many village fights as early as possible, and to switch deserts into dunes and rocks into mountains. Reasoning: Rogue has weak talents so experience isn't useful, too much attack speed will screw you up on angel fight, and meadows are useless. Pick rock, river, desert, village, grove, fields, vamp mansion, bookery, outpost, oblivion, and arsenal.Playing rogue on 4th chapter after trying and failing a lot with forests battlefields are your friend for good loot.Tank skellies aren't needed if you have 4-5 skellies on the field and get the perk that divides dmg taken between skeletons (nearly guaranteed by loop 8 if you're building suburbs). Necromancer scales well from attack speed and experience (the abilities they get are really strong compared to rogue/warrior and synergize wonderfully together the more you get them.) Also the tome enemy seems to drop a lot of cards. It won't save a bad random gen on loop 1, but it saves all the subsequent loops. Vampires and vamp villages are the best, but spiders are okay too (unless you are rogue). ![]() Maximizing the amount of cards you get in the early loops is super important and you're shooting yourself in the foot if you try to play catch-up. If you don't get 2 spawn cards on loop 1, just abandon it and try again. ![]()
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