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About Lars

  1. why? Lots of people seem to have a problem with pets doing lots of dmg, but nobody can give me a reason why it shouldn't be this way.
  2. If it wasn't for the cheap tactic of using the pet to do the battle for you, it'd be near impossible to solo. That's just bad design. If it wasn't impossibly hard to do it legit, ppl would do it that way, instead an exploit is found to bypass the challenge of a boss battle, while you rmb it and the pet does everything. Could you still exploit it? sure, but you'd be pretty lame, and there wouldn't be a 'no alternative' excuse. Ppl jump to exploits when they feel forced into it more often than not. Can you explain why using the tools you are given is an exploit? You don't even need to use a squire and block. Kandar beat it on a monk solo in 3 mins. There is no indication from trendy that pets are exploits, there is nothing to indicate that upgrading damage on your pet and using it in battle is unintended. Why do you think this is an exploit? You keep saying it is an exploit, but how do you define exploit and how does pet damage fall into that? As for backward barriers, it's still used as an exploit, as you know well. You didn't answer my question about mage barricades and EV walls? Are using them exploits? Do you even know why people turn spike barricades backwards (nobody with EVs does this anymore). Are all walls in general exploiting? Cause you seem to be implying that all walls are exploits since the only one that needs to be turned backwards is the spike barricade. The rest of the walls in the game function just like a backward spike barricade without needing to turn them around.
  3. First question Is your gear fully upgraded? If not, then obviously work on that. 2nd question Are you playing on hardcore to increase the loot? 3rd question Can you get to the boss in Misty Mire (spider queen). Cause if you can make it to the boss, you should be able to get gear bringing you over 1000 on tower attack in the last few waves. Same with Moraggo or Aquanos, You don't need to beat the boss, just collect loot in the last few waves. The eternia maps are you best maps for upgrades if you can defeat the first few waves. If you don't want to get a series EV. (although she is really useful. 4th question, do you have good guardians? with 2-3 people you should have an app guardian and a huntress guardian running to places to buff towers against ogres. The other can do the same or they can use DPS pets and focus more on repairing.
  4. eey guys, Jer has not forgot to do this: * Added 15 DU to 'City in the Cliffs', for a total of 140 Check the upcoming patch notes :). Yours truly, Domistroy yay, City in the Cliffs did feel a bit short, I did it last night for the first time with the 125. It worked for campaign and up to 15 to get my djinnlet(6 people), but overall just a few more DU would have been nice for another fireball and another gas, or maybe converting proxies to electric aura, and adding in a few reflects.
  5. I have no stats near 3k other than Tower HP with an EV (~2800). Most of my stats range from 1900-2500 tower attack and 700-1100 tower spd. When I was doing this with my old build probably closer to 2100 tower attack. We also did this with squires and not boosting monks. I haven't tried this build specifically yet, but this is a slight modification from my old build which held to 20 ish(pre str drain element strip). It might have held longer, but We we mostly farming for monkeys at that point so we didn't really push the build that far. And we had an unfortunate desummon which should be fixed in this new build. My old build had some desummoning problems on the top end because I tried to gas both the inside and outside with one gas trap and used to have towers on the railing to help kill wyverns. Djinn would avoid my gas and float off over the pit and you had to personally interrupt them. This one freed up DU to put gas on both the inside and out and I don't need to have towers kill wyverns. Also, you might be able to just avoid the gas on the outside north depending on how you angle your towers. My old build was pretty similar except I had 2 harpoons(pointing opposite directions on bottom with 2 proxy traps instead of the electric aura and str drain. That's more DU, and at times I didn't even have an ensnare on bottom and I could never afford darkness. The harpoons were mostly to kill wyverns/dews/djinn and the few poison immune stragglers. The proxies pretty much kill all the trash. With the build I posted the electric aura replaces the two proxies, and I'm pretty sure wyverns will never make it to the crystal with ensnare/slow/elec (kandar uses this method in citc). The inside south has wall because I did get an occasional ogre, so you could add an MM tower pointing inward to distract the ogre so they don't beat on your wall, but there aren't many that go south and it was usually at the end only. DEWs won't hit your crystal and tend to go after players, so not many go bottom. If they end up bottom at all they only have one thing to beat on, which is a wall in a str drain. I have never never had an ogre come to the outside on the south and i'm pretty sure the lightning aura with str drain/gas will kill all the other trash mobs. You could add a wall if your aura dmg is low or you range is small. On the north you could add walls on the outside, but ogres are pretty rare on the outside and the towers will draw aggro to keep your crystal safe. Either way there is 19 extra DU you could easy add in walls if you get too many ogres in any place I don't have walls.
  6. normaly im running all the time to repair auras, upgrade BBs, repair walls etc. Btw: is it normal that the aura range is decreased on NM? Normal: 14,69 NM: ~10 Yes, aura range is decreased on NM. btw, are you using gas traps? and have you beat Misty mire and moraggo on NM yet?
  7. btw Kandar I do hope you already know that other than activation range buff beaming dark and gas traps is useless (no boost to effective range, duration, or reset time) Since when does buff beaming not affect the reset time? They have always lowered the reset time in my experience and it is really useful to do it for sharken at higher waves. @Kandar Your MM build is very very similar to my normal build. Is there a reason you changed your MM build so much from your normal build? Do you think the overall north and middle crystal work better with the MM build?
  8. yes... first (before the halloween event) i played apprentice. Then a long time later the apprentice build was horrible. Then i pushed my squire to 74 to let him build. Now the sharken release, and the Squire sucks if you dont have 3k stats. At the moment it seems that i have to play a highlevel monk for building... also i think they ruined the game with to high stats. after a while tower stats wont matter anymore, there is nearly no change. So...why do they release more and more powerful equip? Supremace now, whats next? Do we need 5k stats to beat the next enemy then? @Lars: My EV is at 2k Tower HP, 1,5k rest. My Squire is at 1,5k Tower dmg and speed My Monk is at 1,5k Aura range and stregth before the sharken it worked fine, realy. But now...how do i get better stats if i cant beat the waves anymore? Join random games and Ninja-loot everything? realy? First off, with those stats, can I assume you're working on NM survival for gear? Also, I'm assuming you've beat mist mire and moraggo to open survival NM? If not work on those. The next parts will refer mostly to survival strat, but they are still valid in campaign. The Monster fest maps may still provide some upgrades. I haven't done them in a while though, although I did the new one once and it was much nicer to setup than OMF. I have no stats beyond 3k, and other than tower HP, My stats are mostly 2000-2500 Tower Attack and 800-1200 Tower spd for most characters. I have a clear path for upgrades (20+ survival), but it just takes time. You don't list a huntress, so flat out you need a huntress. For high level of survival I generally felt you needed a huntress for djinn before, but sharken heighten that requirement. Also a good Hero monk and a good DPS pet help a lot (until recently i was using a 96 upgrade gryphon). Your huntress doesn't need all that good of gear at first. Using only gas traps you can probably get by with less than 1000 in each stat until you find more to gear up a huntress. Gas traps scale with Tower HP, Tower Rng, Tower Spd; attack makes no difference(i think) and I would guess 500 in each would be a good starting point. I put down gas traps with my hero gear and they worked ok for quite a few waves (500-600 in each stat). Since the sharken release, A fairly standard defense at any choke is. 1-2 boosted turrets (1-2 harpoon or 1 harpoon/1fire ball) 1 ev wall (boost depends on DU and positioning) 1 boosted gas trap 1 boosted ensnare 1 boosted lightning aura You can add darkness or reflects or str drain depending on DU. Or you can swap inferno/proxy for the lightning in some cases. The gas trap needs to be a ways out, but it depends on your range. I can put the edge of the trap next to my wall and still make it to 20+ aquanos without sharken ever charging. The lightning aura needs to be able to hit all mobs stuck in the gas and preferably a bit beyond. Also the gas trap should generally be the furthest thing forward in terms of the center part. You should see some upgrades at 15+ misty/moraggo/kara/aquanos/citc and probably more in any wave past 20. The RNG is still pretty random, so from 15-20 you might only find a piece or 2, and then probably around 1-4 per wave past 20. With my stats, I still occasionally find upgrades/equivalents at 15+ and usually find something every other wave past 20.
  9. Serious question. Where are you guys in stat progression and level progression? Sharken have certainly not made things easier, but since I was using gas traps for just about every lane anyway for Djinn, I haven't really noticed sharken changing much. I am wondering at what progression level most of the people having problems are at.
  10. He has a different opinion, one I happen to agree with (and some others I've seen him getting stick for having), he's not refusing others opinions, just doesn't agree and rather than keep saying the same thing he's decided he's said his peice and repeating it won't help matters. Quite refreshing on a forum tbh. A tweak to make it solo able without resorting to cheap tactics, where your involvement is minimal at best, seems a positive step, and weaker tentacles seem the best idea IMO. I'm not saying I wouldn't go with cheap tricks, but I'd rather do it by my ability and tactics, not hiding behind my pet, not using backward blockades, or anything *some* could call an exploit, however legit it could equally be argued to be. That's not being 2-faced, just kinda being forced into a corner with no viable alternative, otherwise I'd gladly take them. The issue I have with your statement is that changing the boss doesn't fix the so called "cheap tactics." So if the tactic is really cheap, shouldn't they change the broken mechanic and then worry about the boss? Also apparently you think backwards blockades are cheap? Do you also think using mage barricades or EV walls are cheap? They use the same mechanic that backwards blockades do.
  11. They work on a similar mechanic to sappers. If you gas them before they charge/light up they will be stunned. If the light up/charge first they are immune.
  12. Please tell me what your post has to do with accessories? And specifically toggling them? My point, specifically in that post, is to point out that where do we draw the line. You can't see armor, because it would take up the whole character, making them all look the same. Accessories are designed to be completely opposite to that. Customization. Where is the customization if you can't see it? Players are too wrapped up about OMG stats! rather than the application of those stats. Part of the problem is in relation to progression, but that's an argument for another thread. I'm not trying to come accross as rude, or anything other than giving a totally honest opinion. If they made them invisible, they might as well have not made them at all, and rather coded in that every piece of equipment now drops with +20 in every stat after the RNG has done its job. People aren't asking for them to be forced invisible. They are asking for customization on which ones they don't want to see to be able to customize their look without losing stats. Where do you draw the line? If they gave +30 to each stat is that enough? Is +50 enough? I think the point most people are making is that they do give stats and they have upgrades so using them will increase your stats. Since wearing them does help, they don't always want to be forced to see them. I don't think it is all that unreasonable to ask. Honestly, if they are meant only for aesthetic why put stats on them at all? I'm pretty sure few would be complaining about seeing accessories clash if they had no stats. It almost seems like there were two teams working on accessories one wanting to give the player base a stat boost to help progression, and another wanting to give people more costumes. Personally I will be using whatever hideous clashing accessories give me the best stats along with my Romney costume. I will look horrible, but I'm not really a big aesthetics guy anyway. I would love to change out of the Romney costume and if accessories could be hidden, I might hide mine on some characters, but overall it'd just be a nice option to have. Or they could just remove all stats and upgrades from accessories. I would be fine with that too.
  13. Are you talking survival or campaign mode? I haven't played it in campaign for quite a while(did it before they boosted the DU), but it seems to have enough DU for survival at the moment. At the moment I seem to be able to put 3 turrets on the top both sides along with the needed auras/walls/buff beams and have enough to cover bottom. I also haven't done the map much post sharken, but I had gas everywhere before anyway, so I don't think much would change in my build Ok, here's a build for kara. It has 19 DU left, but what is in there is what I would consider the essentials. You could add more walls. Probably the outer north could use them. I occasionally get an ogre on the outer north, but pretty rarely. In the str drain you can usually kill them quickly and have the turrets tank. You could add some infernos/proxies, probably inner north. You could add a MM or harpoon on the south pointing inward to distract ogres, but last time I played ogres only rarely went south and always to the middle if they did. I usually just ran down there cause it only happened at the end of the wave. You could add some more walls to the south outside, but I've never had an ogre there and the gas/slowing/electric/str drain should really hold them. I always had problems with DEWs on this map so way back I added in str drains to the top, but now that str drains remove elements, I was able to free up 6-12 DU from my old builds cause I no longer need darkness. Also, I used to have 2 harpoons south, but I'm pretty sure lightning/ensnare/str drain will cover wyverns now, which frees up a bit more DU since I used to have 2 proxies, and 2 harpoons. http://ddplanner.com/?l=5138,partial-kara-build
  14. they already boosted jungle once, do you think it really needs that much more DU?
  15. I'm pretty much good with just leaving it as it is. So if we can't agree to disagree can we at least just agree to possibly agree? I'm good with either. Alright, I guess we both find it acceptable but are not particularly found of it.
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