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Armouredblood

Defender-In-Training
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About Armouredblood

  1. Summoner gets monk rewards, since barb and ev cover the other classes. I haven't done this with a summoner though, so you might get something different.
  2. He wont' really be useful until you get steam saws or etherian greatswords. The monk's boosts completely outweighs however good barbs are at ogrekilling until then.
  3. I'm pretty sure it's impossible to actually hack upgrade values, only the stats numbers. Unless it's open and he modded it.
  4. With 85k and 70k steam saws and 2.7k atk and a propellor cat, my barb does 17m hawk strikes. I don't doubt with 120k steam saws he could hit 30m. Monk boost just makes it crazy. Of course I haven't tried the monk reward wep from sky city, I saw afran's palantir vid and saw him doing 30k per shot with like 2k atk unboosted with a genie. Nowhere near enough to equip a prop cat over a seahorse, but much better than completely relying on pet damage. Like sicarius I prefer barb for the tanky hp. If I had better hp on my monk (only 1.4k) I'd use it, but it's much better to help my towers take do
  5. I did nonmix survival of sky city to 30 a few nights ago and found quite a few trans upgrades over aq. As annoying as it is to lose loot over the side I'd rather take that than have to grind 10 runs of aq for the same number of trans as 1 run of sky. I have no comment on supreme/ult armors because they never drop for me.
  6. Since the last buff to apprentice there hasn't been much reason to stick with one over the other for me. Fireballs do roughly the same damage/du now, and lightning towers were always fun at lower levels. Only difference really is using magicades or spike blocks to wall.
  7. I'm sure this one has been suggested somewhere already; invert the camera for a while. Inverted, not rotated. Or into the q key perspective, and holding the q key returns them to an over-the-shoulder view. Sudden game of red light: green light. visible everywhere, signs rotate out from the walls/ceiling/floor and make a noise, then switch to red after 1 second, then green after a random time (3-7 seconds). If the player moves during the red light it gets sent to a penalty box in a cage above the map. Another player/(tavernkeeper if solo) has to hit/shoot a switch to release the player.
  8. Aura stack buffed can cover all the side paths with 2k range + one for the top. Add gas, walls and minions and get on something with enough DPS to take out the masses of ogres (Barb excels on this map. Hawk can hit every ogre on a wall :D) To be specific, put your auras on top of/next to the barrel debris next to the pillar between the middle/top lanes. You can then put a 5 du buff beam that will connect them on the middle walkway where there is no railing. For each lane, a 5 du buff beam with a couple archers and a mage will provide enough dps to catch the ogres' attention/kill djinn and c
  9. yeah 4k summoner atk is pretty high ... How many upgrades would you say it would take to keep your minions alive until wave 20? 2-3 chevrons? That might be ok with less stats. Now to get around to making a dps summoner.
  10. It's the buffed ones you have to watch out for. They can 2 shot minions out of buff beams in later waves, and have taken down a 3 chevroned half health archer on a buff beam (1.8k thp) in their crash.
  11. This, and their freaking insane damage (which is normally working in tandem with a tanking ogre which for some reason has more than normal ogre HP). That damage is the worst for me. I've had to put reflectors in front of all my minion walls and even some towers, and that's no guarantee they won't just fly up and shoot OVER the reflector. And forget running between cores on sky city - I get out from behind a reflector/far back in my defenses, and I have to gtfo or I get 1-2shotted by gold copters, that mass up since nothing will kill them until I try to get around to it or my defenses have b
  12. Definitely moraggo, it's just a really bright map with cool music and quite a few options on where to build, versus sky city and aquanos where you have maybe 3 optional chokepoints in aq and 1 or 2 in sky (so far - working out something). Though it was pretty ridiculous finding out the copters can spawn where djinn do on that map. Karathiki and crystalline dimensions come next. Kara I can't really play, but it's got such an awesome atmosphere. crystalline I can play, mostly, but has just as good of an atmosphere.
  13. That gas trap isn't for Sharken, it's for the Djinn who like to hang around the corner there and desummon bits of your build. (I've grown to truly hate that "desummoning" sound... :D ) That never happened to me either ... perhaps you put your towers too far into the alcove.
  14. I'm not sure you'd need the gas trap top left, I got to 26 and the wall never got pushed. Same for that enrage in the middle, it's already covered by the gas trap, unless it works on copters I doubt it's helping much. And only 2 fireball towers north, is kinda weird but I guess your app/squire builders are probably closer together than mine so the aoe makes up for the lesser dps. I'll have to try the minion wall on mid, it'd be nice to detach the buff beam from the wall so ogres can't quite reach the harps/fb. I have yet to try mix since shards 4 hit, I wonder just how much gets switched u
  15. Heh, it's almost to the point it's a towerless tower defense game, especially on talay.
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