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Should I move from Misty to Aquanos?


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I make a lot of threads with possibly nublet questions, forgive me :P

So, for the past week or so, I've been working hard on my Misty build. I can make it to Wave 20 pretty easily, but then one choke or another just gets overpoweredusually it's a Djinn desummoning something which removes the buff-beam. Then ogres don't die quickly enough and a Sharken charges through the horde. I generally regard the wave-progression as this:

Waves 1 - 10 make sure you don't have an extra x chromosome
Waves 11 - 19 test the general layout of your build
Waves 20 - 30 test those faults that can be fixed by minute tweaking and turning of various structures

Anyway, the game's really unforgiving at this point. I spend a good amount of time building, and sometimes there's a small mistake made or a djinn just happens to have enough time to desummon something early onthen I've got to do it again. I'm not finding any worthwhile loot, though (and I've gone through Misty 1 - 20 a lot).

Now, would it be more fruitful to start on Aquanos? I'm sure I have the stats to take it. My question, in short, I guess, is: Would working up to Aquanos waves 1 - 19 be better than having to grind through Misty waves 1 - 19 just to test my build at wave 20?

My feeling is that I'd get a lot more done for myself getting through Aquanos's beginning waves, than having to spend time grinding through Misty's beginning waves and test the end waves. That way, when I die on Aquanos, I can just rebuidl dand restartwhile, on Misty, I'd have to go through the first 20 waves first, before I can get anything worthwhile.

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What's your build for misty? if you show us we might be able to help you out on placement issues. also a good thing to post would be your stats to measure your ability to take on aquanos.

Have you tried kandar's build for misty?

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Here's my build:
http://ddplanner.com/?l=6947,mistymire-nmhc-build

What I've recently done to deal w/ Djinn is just move the auras closer to the wall—that way Djinn would have to move closer, and they're usually dealt with. Something always ends up going down either way, though. Sharken, Spiders, and Ogres are very rarely, if ever an issue. They're pretty easily dealt with, even if I start on Wave 10 (it's just the Djinn that screw me over every time—I know no auras or traps go down from damage; I've got a pretty systematic way of going around and constantly repairing, even when not necessarily in need).

The stats of the characters I use are:
App. Tower: 2400 Tower Attack, 1300 Tower Speed
App. Tower HP: 2500 Tower HP
Squire Tower: 2300 Tower Attack, 1300 Tower Speed, 1200 Tower HP (not that HP matters much)
EV Tower: 1700 Tower HP, 1000 Tower Attack
Monk Hybrid (out during Combat Phase): 1100 Hero HP, 1500 Hero Atk, 600 Tower HP, 550 Tower Boost
Huntress Tower: 800 Tower HP, 1500 Tower Attack, 900 Tower Radius, 1200 Tower Speed

I don't like using other people's builds (no offense)—it really ruins the fun for me. It's like trying to figure out a math problem and looking up the answer in the back of the book, instead. I looked at that link, though—I've tried that double-wall thing by the trees before, and Sharken always completely wreck that wall.

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That magic blockade in the north stops ogres from the west spawn? I assume you rely on hero damage to kill those.

And seriously, add some gas traps if you're having problems with djinn. It completely removes any threat from them, lowers sharken threat levels, and in most cases lowers the damage your barricades take b/c there are no random mobs getting to them ever (not that that'd be much of a problem pre-20 with all those proxies).
Try dropping the lane proxies, and putting gas so that mobs stop pretty much as soon as your towers get LoS on them. Itll stop a lot of the stragglers from the west too.

PS
With those stats, I'd suggest starting later than W10, as anything up to 20 should be a breeze on misty and upgrading only takes ~3 waves.

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The loot is considerably much, much better in comparison to Misty. I got a Supreme monk weapon on wave 12-15(dont remember) that had 230+ on all tower stats that I got of a chest and 150+ level and stat armors drop like candy. But you really need to start using gas traps more though.

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why jump to Aquanos and not morrago ?


Moraggo is pretty hard to do without a partner due to the map size and the different levels, definitely move to aquanos if u want to keep soloing

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go to aquanos .....
I was trying to do misty and couldnt get past wave 23 and got about 6 trans items (none of which were much good) from about 25 runs
now i do aquanos and can last till wave 22 solo and have found about 50 trans items and about 10 supreme including a supreme sea sword with 286 ups
definatly go to aqua

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What dps do u use when solo is it a monk or barb or what?

Sent from my HTC Desire HD A9191 using Tapatalk 2

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What dps do u use when solo is it a monk or barb or what?

Sent from my HTC Desire HD A9191 using Tapatalk 2


Monke with nice tower and hero boost stats, thats the ideal setup, but others work as well

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Ok, so. Yes. With the release of Aqua, misty and moraggo are totally obsolete. Aqua drops way better stuff way sooner, and you can pretty much AFK solo. Duo is easier still, and gives better loot (yes it does). It took forever on misty to get 2500 gear. With Aqua I have most of my guys in 3000+.

That being said, here's some other feedback for you.

As for the getting past 20 hump: if you're planning on taking misty 30 (and you have the stats for it), your build should be able to handle misty 19 as the first wave. There's enough mana to put all buffs at 3 stars, which is all that really matters. The rest you can upgrade as you play. If a barebuild can't get you through 19, then it's unlikely you'll clear 30.

Maybe also your walls need some love. EV with 1700 walling is not good enough for solo. You -need- 3000 tower hp to give you breathing space. Build 2 EVs for now, so that you can get one with tower HP high enough to be useful.

The reason djinn and sharken are taking you to pieces (especially north misty) is lack of gas.
Sadly, the only way to combat them both is gas (there are other things that work on djinn, but not sharken, so they're pointless). Exceptions include: very long lanes where harps can fire straight down them. Problem is, all it takes is an off-centre ogre with 40m HP or a djinn summoning to ruin that. So, gas.
Not using gas on misty is brave. Not using it on aqua is suicide.

You also don't mention aura range, so it's hard to know if you can double-duty auras on 2 chokes at a time. You want to be.

Other people's builds: I find it's more like a rough guide than an exact solution. It can give you ideas for towers you hadn't considred, and make you think about why they're doing something.

Your build. Want some feedback. Ignore this if you don't. You need 12 DU for gas. Personally I'd switch out proxies for starters.
West : why do you have the lone MM like that in the se corner of the west? Angle the most western harp and FB to do double duty.
Centre: Any unbuffed proxy is a wasted trap. Better to have a buffed MM tower instead. It'll be doing a lot more damage.
South: The extra MM is probably overkill.
North and East: Because these chokes are so close together (or can be), you want to try and combine resources for them. Having auras, towers, blocks, reflects and reverse proxies at each seems like a big waste of DU.

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Thanks a bunch for your guys' help. I really appreciate the tips—apparently my lack of gas traps is very, very bad—I'm going to fix that and see how things go (also, I'll start at Wave 19. If I should be able to start there w/ a bare build, then ****, I will; that saves a lot of time). I'm definitely going to move to Aqua, but I think I'll try finishing Misty at least once, just because I've been meandering over this build for so long and it'd be really satisfying.

So...

The buffed MM in the Western choke is angled to deal with Wyrvs, and the other lone one is angled to hit lane and Wyrvs. In the center, all proxies are buffed. The North and Eastern chokes had always given me the most trouble. Whenever I tried combining them, Sharken would wreck the walls in lower waves (even w/ gas-traps up).

I'm going to remove the lane-Proxies for gas-traps, and remove the southern MM tower, but I think for now I'm going to keep those two lanes separate (my Monk's aura-range isn't high enough to cover two chokes if I were to place them closer together; perhaps I should make a separate aura-monk and switch the one I'm using now to pure DPS/Tower Boost?).

Where do I place the gas traps? Should they be being buffed near the choke, or be placed relatively far outwards? Also, if I were to make an aura-Monk, what are the main tower stats I want to focus on?

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Holy hell.

So, the reason I had Darkness Traps in the Western and Southern chokes is because I figured, with the extra Wyrv-MMs also hitting lane, I didn't need a Str. Drain—so what I ended up doing was removing the extra MMs, and removing the Proxies in the Northern and Central chokes (so I left the Darkness Traps w/ the same mentality; I don't need Str. Drain w/ the extra Proxy firepower in lane). I added a gas trap further back in the lane at every choke and started on Wave 19.

Granted, I lost at around 800/1000, but I saw how much gas traps improved the build immediately. I think I'll be able to get to 30 today—thanks again, gents. I won't underestimate the usage of gas traps again.

(On another note: I don't mind using other people's builds/suggestions after I spend a lot of time trying to perfect my own. I guess I just learn the mechanics of the game better that way.)

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I lost at around 800/1000, but I saw how much gas traps improved the build immediately. I think I'll be able to get to 30 today—thanks again, gents. I won't underestimate the usage of gas traps again.


Unless you have a time limit (like on Monsterfests) gas traps are absolutely vital.

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Granted, I lost at around 800/1000, but I saw how much gas traps improved the build immediately. I think I'll be able to get to 30 today—thanks again, gents. I won't underestimate the usage of gas traps again.


Give me a little while to go get some food from Taco Bell and I can make all the gas traps you'll ever need.

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Tips for gas - hard to say exactly without knowing your trap range, but far enough out that sharks don't start charging, but close enough in that electric auras (if used) can be zapping a few rows deep at the edges. If they're not aura-covered, then still in sight/range of towers. Regardless, your gas traps are likely never to be buffed, even at extreme ranges, unless the buff is poking out beyond your walls for some reason. Happens on a couple of more esoteric builds I do. Same for darkness. There's rarely a reason to buff that, and it wants to be in front of the gas anyway.

I would definitely build an aura monk. If you can make that monk survivable enough for active play, so much the better, but personally I'd rather spend points on range than resists.

I use a dedicated DPS monk with boosts at 600 or so. Does the job fine.

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definitely move to aquanos the loot drops are much better ive been able to find upgrades quicker over misty

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