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Tristaris

What are build ideas that you'd like to see in game?

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With new builds being implemented, what are some that you'd like to see? Let your imagination run wild! (Not too wild, of course, make it realistic.)

My idea is for spike blockades!

Defense health reduces the recharge time of spike blockades, and causing their attacks to crush enemies armor, increasing physical, and magical damage taken by x% of your defense power.

This would allow projectiles to get a very nice boost, to anything that's sitting on your walls, ensuring things die very quick. 

Just an idea, is all. Let's hear what yours are?


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I'd like a large sphere for the monk that allows the serenity aura to provide its damage protection to defenses.  It would be a lower-cost way to beef up defense HP than the boost flag, but without the added benefit of additional defense power to the boosted towers.

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@Zuqual quote:

I was hoping the monk build was going to be serenity auras buffing player dps.

There's a sphere that does this already. I believe the bonus damage is 35%? or so.

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Training dummies cast provoke
you can now spam them during combat phase and lure mobs around the shop, while you go off to repair something else

Earthshatter Mage towers.
Make it entangle them
if it crits, it gets bonus attack speed.. (get a crit build and watch them go ham) 

Poison Dart towers - Area of effect
Make it so you can select an area, (artillery style) and it will layer the ground in poison, longer they stand in it, the more stacks they get, as opposed to single target shooting something.

SGT anti air
The SGT will add an explosive charge to an enemy flier. When they die and thier body hits the ground they explode, dealing some form of damage, debuff or elemental attack. (makes killing birds over mobs rewarding, and would be fun to see)

Flame burst knockback/Cannonball knockback
Same boat, buff the knockback, make it so if it crits something goes flying. 


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I like the knife throwing dummy at x revs. If the dummy spins fast enough knives fly out.

Boost aura boosts base damage and crit percentage, may make them usable again.

Apprentice marked enemies have increased % chance of crit damage based on Apprentice ability power.

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apprentice arcane barracked, instead of knock back when it explodes it freezes targets in an area allowing possible shatter combo.

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Gravity Field(monk)

Similar to the Frostbite tower, this aura slows down all enemies including specials and bosses in the area. While slowed, all enemies deal 50% reduced damage and take an additional 50% magical damage.

Feeding Aura(monk)

A large aura covering approximately the size of the LSA aura with range spheres. Enemies that are killed within the aura give bonus gold. The higher the DP, the higher gold bonus X%.

Sentinel(squire)

Replacing the forever useless training dummy, the Sentinel acts as an improved barricade though at a higher cost. The sentinel at all times has a constant taunt aura surrounding him that can be increased via spheres. When attacked by ranged enemies, the sentinel will stand guard and gain increased resistance. When attacked by melee enemies, the sentinel will strike back. Each attack heals X% of his total health bar. The sentinel attacks in a wide arc capable of hitting 5 enemies at once.

When upgraded to tier 3, the sentinel gains increased max HP X% with each killing blow.

When upgraded to tier 4, the sentinel gives nearby towers/auras/traps increased DP/DS with relation to the current DP of the character selected.

When upgraded to the highest tier, the sentinel gains a passive life regeneration, equivalent to that of 'trollblood'. 

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I want to see a Squire Howitzer build, replace the ***ty cannon uber with a Howitzer cannon.  The Howitzer is a long range area of effect support cannon designed for bombardment, which does not fire on it's own at enemies but relies on normal cannons within it's area of effect (control radius) to acquire targets for the Howitzer.


Howitzer damage is calculated based on the range from the Howitzer to the target, so it is suited for strategic setups where the Howitzer is well behind the front line. (longer the range, the more damage)


For example, you have a blockade and 3 normal cannons and a Howitzer that is setup further behind the cannons (with the 3 cannons within it's area of effect), as the normal cannons start to shoot at a target, this will cause the Howitzer to launch barrages of bombardments at the targets the cannons are shooting at.


Passives for Gear:

Cannoneer: Increases the Howitzer support radius to allow a Howitzer to support cannons spread over wider distances.

Cannon Fodder: Increases the area of the explosions

Cannon Barrage: +x-y% Increases the probability that the Howitzer will support additional cannons during it's firing phase. (For example, a total of +75% would give a 75% chance to support a 2nd cannon, a 50% chance to support a 3rd cannon, 25% chance to support a 4th cannon and 5% (minimum) chance to support any other cannons in control zone).

Spheres:

Uber Sphere: Howitzer

Large Sphere: Inferno Shells (The Howitzer fires explosive shells which cause elemental damage and can ignite oiled targets.  Howitzer will favour targets in physical or neutral resist lanes)

Large Sphere: Shrapnel Shells (The Howitzer fires shrapnel shells which cause physical damage and can shatter frozen targets.  Howitzer will favour targets in elemental or neutral resist lanes)

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@Vim quote:

I want to see a Squire Howitzer build, replace the ***ty cannon uber with a Howitzer cannon.  The Howitzer is a long range area of effect support cannon designed for bombardment, which does not fire on it's own at enemies but relies on normal cannons within it's area of effect (control radius) to acquire targets for the Howitzer.


Howitzer damage is calculated based on the range from the Howitzer to the target, so it is suited for strategic setups where the Howitzer is well behind the front line. (longer the range, the more damage)


For example, you have a blockade and 3 normal cannons and a Howitzer that is setup further behind the cannons (with the 3 cannons within it's area of effect), as the normal cannons start to shoot at a target, this will cause the Howitzer to launch barrages of bombardments at the targets the cannons are shooting at.


Passives for Gear:

Cannoneer: Increases the Howitzer support radius to allow a Howitzer to support cannons spread over wider distances.

Cannon Fodder: Increases the area of the explosions

Cannon Barrage: +x-y% Increases the probability that the Howitzer will support additional cannons during it's firing phase. (For example, a total of +75% would give a 75% chance to support a 2nd cannon, a 50% chance to support a 3rd cannon, 25% chance to support a 4th cannon and 5% (minimum) chance to support any other cannons in control zone).

Spheres:

Uber Sphere: Howitzer

Large Sphere: Inferno Shells (The Howitzer fires explosive shells which cause elemental damage and can ignite oiled targets.  Howitzer will favour targets in physical or neutral resist lanes)

Large Sphere: Shrapnel Shells (The Howitzer fires shrapnel shells which cause physical damage and can shatter frozen targets.  Howitzer will favour targets in elemental or neutral resist lanes)

Certainly sounds interesting.

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i have a crazy idea to balance the game perfectly...

freezing boost auras!!! 

why not, the frostboost tower boosts better, so the boost aura should freeze better. it only makes sense (i say while i cry). 

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