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Everything posted by Evilsod

  1. Oh cut the crap, strikers hit hard with a huge range and firing arc but a crap fire rate; Summit has massive detours for all enemy spawns so your towers get about 5x longer than they normally would to shoot enemies. The boss will demolish the DSTs in seconds once he's done with the barricades if you don't have powerful enough DPS to kill him quickly. Strikers are powerful but horrifically overpriced DU wise in most circumstances.
  2. pretty sure i found a hammer once with -50% block, does that mean if you try to block you take bonus damage? I've seen several weapons with negative block but no, they don't increase damage taken when blocking. It just doesn't decrease at all, it was disappointing :p
  3. Realistically you aren't going to get below ~3 seconds for Proximity Trap, ~4 seconds for Inferno Trap or ~3.5 seconds for Ethereal Spike Trap. Those are rough estimates anyway, you might get a little (read 0.1-0.5) lower towards 200 Reset Speed but its not worth the investment. I generally get to 0.25s inferno trap effect rate and leave it if I can.
  4. I've had a Bone Bow with a clip size of 1 before. Couldn't help but laugh when it also came with 6 shots per second. Aso had a few weapons with elemental damage 1 base damage 1 >
  5. I've seen it a few times when doing Summit Insane. If you have 1 in front of the centre spawn you can get a close up view of it for a few moments during the dragon spawning sequence.
  6. What he meant was that there is nothing wrong with them. I figured. He's entitled to his own opinion, but it doesn't mean it isn't full of ****. Survival waves are 3-5k enemies from fine, the only people who want to say otherwise have nothing better to do with there time and want to cling to the pathetic belief that they are better than everyone else for being able to sink 6 hours into survival.
  7. Why waste your time. Theres the odd hacked score on quite a few leaderboards. God knows how they did it but trendy don't seem to give a ****, much like they don't seem to care about hackers in general, given that they've taken no real steps to prevent it.
  8. They really should make the blunderbuss into a scattershot/shotgun. Slow firing speed but it fires lots of projectiles in a narrow cone.
  9. It doesn't matter much. An insane giraffe will have 20+ stats, an easy giraffe will have 10+ stats, give or take the odd lower 1 or negative. I've got a giraffe with -2 speed from insane so your chances are no better in that regard. Plus the minimum upgrades is 60, my 2 insane giraffes had 70-80. So yeah, higher difficulty is better but if you're willing to spend the time but don't think you'll survive, easy isn't much of a sacrifice. Only problem is how expensive they are to upgrade so you'll probably be better off with a regular pet with as close to +14 as possible.
  10. i have zero problems with DEW .. on my towers =/ all you need is a strength drain .. and your good ... http://html5.cubicleninja.com/dd/index.htm?layout=1707 thats my build for Alchem Labs.. and it works 100% for me .. from survival to mix 25 Lol, yeah right, I'll believe that when I see it. Bouncers have crap health compared to spiked blockades and up front they are gonna be taking hits from absolutely everything and getting blown up by kobolds and raped by DEWs without your constant intervention. And the back? A single harpoon? Like hell that'll stop the mobs.
  11. So far the answer seems to be DEW's, but then the game becomes "OUR HEROES VS DEW'S, and those other guys too." The sad thing is its not even that. If you were prepared to sit around for 6 hours without doing anything you could quite happily solo an entire wave 1-25 Insane Alchemy Labs without having to kill a single Dark Elf Warriors yourself. Auras and traps down for the defences, then stand on top of the alchemy equipment in the centre. From that location you should be able to reach most of your traps/auras to repair since the ones at the back don't drain/trigger as much. Because DEWs
  12. What's funny is all this talk about towers being worthless and to just use Aura's/Traps is far more likely to get Aura's/Traps nerfed than it is to get towers buffed. Because the only thing wrong with Towers is that they can be damaged where as the other two can get the job done while being invulnerable. I agree that DEW's on high level content are gamebreaking when they choose to seek out defenses. It's possible Trendy wants there to be the threat of your defenses actually going down though. Then they should fix mobs so that the only one that's a threat isn't so broken its borderline reta
  13. Squire defense are in a really bad place right now. Most of them cost way too much DU for next to no value. In fact, about the only unit that sees any real use is spike barricades because of the much larger health totals compared to magic barricades. They don't do nearly enough damage, have far too many limitations, and when coupled with the stupid DU costs, they might as well not exist. Its not just that. Harpoon Towers require you to place them such that they can pierce through a number of enemies, which means placing them directly in the enemies path which works fine right up until DEWs t
  14. What's considered acceptable, Majormer? I know the cap's 90%, but that doesn't even seem achievable with four 29% pieces. What's reasonable? It can reach 30%, its just annoying and I think you need an initial resistance of 15 or 17%, 16% leads to 29% and you can't raise it to 30%. As for reasonable... if you plan to do survival, as close to 90% as you can get it. Anything else it really makes no difference so long as you aren't critically low. DEWs aren't much of an issue so long as you have a decent weapon and decent mobility and nothing else will be a threat at all.
  15. Physical resistance is always a priority. Elemental immune enemies deal twice the damage of ones without an immunity as they deal their regular physical damage and an equal magnitude elemental damage on top of it.
  16. This is what has been bugging me, I just haven't been able to put it into words. I miss not having to rely on my dps characters, and being able to keep tower builders out. While I enjoy being able to help the towers out, I want them to do the heavy lifting, not use them as something to slow/weaken the mobs so I can come over and shoot them. I love watching my fireball towers eat stuff up, but I can't babysit them on my mage cause warriors kill me if i try to repair. Thats kinda the point, but it goes a little too far in survival/mix mode. Even with ~80% resistances, 5k health and a fair
  17. Never had a problem keeping all auras & traps up with a engineer pet. AOE heal repairs pretty much everything in one go and due to there pretty slow deterioration rate the pet keeps up fine. The walls however require manual repair once in a while. I find repair pets more important for me than anything as once the ninja chaos gets out of hand I cant repair anything without being interrupted. If playing with others having a fairy is quite nice. Since when did the engineer AoE repair?
  18. Katana and Scimitar (Couteau Weapon) have the same speed, Fist (High Five Weapon) and Shield is only slightly faster. The fast swinging weapons are more like Shotguns, having a High Burst Damage but the numbers seem to be to and far between. Like with my Couteau it can do either 15,000 or 25,000 for a starting hit and can end with 28,000 or 35,000, making the dps vary from 170k to 220k Since when did damage dealt vary under the same circumstances? My katana hits for exactly 9000 with its first hit, then 9900, then 11250 x2. It always has done and always will do for the given value of hero at
  19. thats my issue, the bigger slower weapon also gets more dps (around 5k) on the dummy My katana has a dps of around 41k, my giant nightmare sword with about 200 more base damage does around 33k dps. Maybe if you had absolutely massive damage so the extra % inflicted from the combo made up for the slower attack speed but I dunno how likely that is or just how high you'd have to take the damage/hero attack to get to that point. But then my sword is ~3300 base damage and I've only got around 110 hero attack.
  20. Well the last few waves have 900 dark elf warriors on regular survival insane alchemy labs. It wasn't too bad using strength drains and barricades with a proxy under them but that doesn't come close to the ones on mix mode that have upto 120k+ before wave 20 and apparently 200k+ after it (I never looked closely enough).
  21. Removed the extra 5000 enemies in survival and pure strategy. (increased enemy health and speed 200% to compensate)
  22. The point is that you guys whine entirely too much. Uh oh, fanboy alert. Any criticism = whining. What high levels are we talking about? We use 80% towers 20% auras on Insane Summit, Glitterhelm, etc and they work just fine. Are you talking about challenges? Insane Summit is pathetic. Insane Glitterhelm is only tricky because you can't be everywhere at once to kill the ogres. They don't even compare to high wave survival/mix mode where ninjas have anywhere from 50-200k health which is currently the only mode worth doing at the moment if you want loot and also the most tedious. Nightmare w
  23. One resolution I see to this, is to have the armor of the player who built the tower also effect that tower. Something like this pretty much NEEDS to be done at this point. I can't help but wonder why that wasn't the case already. Then change the Squire Guardian to buff tower hp to make it marginally less useless.
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