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Junior Defender
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Everything posted by Pheogia

  1. I would think so, but it almost seemed like they were hinting at it in the Digest, too! I suppose we'll wait and see.
  2. So, is it just me, or does it seem like TE is hyping Shards 4 as the final big update to the game? If so, I would be kind of disappointed! This is a fun game, and wouldn't mind seeing further updates and tweaks, especially now that there is the Summoner/RTS platform for them to build off of. Anyone else have thoughts on this?
  3. uhh Afk Summoners with App + Hunt Guardians equiped ? :3 Back to topic, armor only would rock :D AFK Summoners with double Seahorse? OT: Only armors would be spectacular as it would increase chances of getting upgrades in general.
  4. Better yet, could the various creatures actually give Mythical or higher quality gear on NM? I wouldn't mind as much if there was a chance to get chest-quality things.
  5. It helped me a lot. I didnt use any tower buff though. My EV has half your stats in terms of tower HP, and my countess stats are 900/1300/700/700. The rest of the guys are pretty much like yours. My walls were always at minimum size (2 or 3, never 4 DU), that allowed to use 2 ballistas during boss fight (4 DU free during the run, plus 8 DU by selling the bouncing you pointed out). Failed a couple of times but it was because of the lack of experience. I set all the towers on the first building phase,except traps ( my route is pretty much the same as yours). And you have to be aware of shark
  6. Now Sharken won't just be another trash mob like Orcs or Goblins, which was the point when they were released. Hopefully this will make them atleast a little interesting again. Good job, Trendy!
  7. I think I had to build the last Harpoon or two right as the wave began, and then rush around building the rest. It's close, though. Also, I updated the build, because I forgot that I had moved one of the central Harpoons so that it could shoot at the wall and down the stairs better. Hope this helps.
  8. I start in the map with my EV and move southwest and build those walls, then I move north and then east. I swap to my Huntress, and use the same motion to build my traps and then repeat with my Countess. I try to drop one Harpoon at each choke before the wave starts. Also, I'll add this to the layout, but one of the north Harpoons is actually on top of the sack of feed so that it can shoot down the stairs. You may want to try the map a couple of times on Hard to get a feel for the layout and to learn paths.
  9. My first posted build, so go easy on me. I'm not sure if anyone else wants/needs a build to beat Morrago post-Sharken, but I came up with this build and was able to beat the map my first try. Sharken didn't push anything. Although, they're quite unexciting now that they have been nerfed so much. Stats are in the layout notes. Layout For the first wave I build walls, traps and then some of the towers and finished the towers during the wave. Once the Boss spawns, no more spiders spawn, so I just sold the anti-spider bouncers and plopped a Harpoon wherever the Boss was. My characte
  10. this is how i've been getting by...play fast, a nerf is probably coming :( Jeremy made a comment on a thread a while ago about how Guardians don't stack with Buff Beams but Monk Auras do on purpose. This isn't going to change. Can't find the thread now, but it's here somewhere.
  11. Many of the posted suggestions here are commented on by the developers and have had action taken upon them. Seems like it's working to post here, so why stop?
  12. I was able to scrape the DU together to put a Lighting Arua instead of a Proxy at the top, and it fixed all of my Sharken problems from up there. With less stats, it has much more range, damage, and attack rate, but the extra DU isn't easy to come by.
  13. MOST of your characters have less than 1500? None of mine do. 1000 was hard enough to attain even with heavy use of the AFK shops. They simply need a new difficulty setting to bridge the chasm between current NM and Insane difficulties. I was able to beat NM Misty with less than 1000 in most of my characters (pre-Sharken, but post Queen can move Physical Beams) and That's where all my progression has come from since. Also, Nikodareus stated in a seperate thread that Insane Survival on high levels gives great entry-level Mythical gear. I didn't know this when I started playing Nightmare,
  14. I think if trendy made fireball tower knockback stop sharken charges that would go a great length to helping the app be useful. This would make them -too- good, would render and Sharken completely worthless. The Fireball tower is probably the most well-balanced tower that Apprentices have. Although, I haven't used Lightning Towers since the new patch, so those may be better now, as well.
  15. The only truth in this stems from harpoon being far too OP as a "cover all" defense. People used them above app towers and other defenses in a vast majority of applications pre-sharken, and with the incoming change they will be the go-to defense at your wall yet again. My opinions on balance of defenses is something I won't rant about here, however. The sharken are still adding a necessary level of precision and risk that was not previously present, and they have shifted some emphasis over to lightning aura and traps. It may be that people with sufficiently high gear can circumvent these a
  16. I think that most of the new maps have plenty of DU available. Giving extra would simply make them easier. Original maps, I don't really have an opinion, but I would probably lean towards the "No" side, as well.
  17. If you don't kill the trash, the shark gets pushed to the middle by trash mobs, has LoS on the blockade and BAM! Sharks charging. Happens to me every time... Haha. Thanks for the advice about the west tower placement, though!
  18. I was able to finish OMF before the release of sharken with just a few towers getting destroyed. Now I can't reach the final wave because sharken moving all the towers and letting every mob enter and destroy the core. Have you tried tweaking your build or are you still using the same one as before the patch? It would stand to reason that with the addition of a new enemy type, your builds will have to be modified accordingly! At first, I said the same things, and yes, they are -difficult- to handle, but I don't think that they're -impossible- to handle, anymore. You just have to rethink y
  19. Excellent build. Works well, even with Sharken, you just have to be very specific where and how you place your towers. Also, are all three of the western towers on the buff beam? I can't comfortably cram them all on there and keep them as far back as I wanted them, so I stretched a 3 DU wall in the south to cover the bridge (barely fits, but doesn't let anything through) and pulled the western buff beam to 6.
  20. I was just able to get almost to where I usually do (to wave 19 when I usually get to wave 21) on Misty. It would seem that tower and trap placement is crucial to combat the Sharken. If your Gas Traps do not detonate at the correct location, the Sharken will get through. If your towers/Proxy Traps can't target the Sharkens while they are gassed, you will lose. Positioning your towers for maximum effectiveness seems to be the only way to combat the Sharken at this point. Make sure that a Gas Trap will detonate and stop the Sharken -before- it has a clear line of sight to your towers. Ev
  21. Haha, I just made a thread about this, although making it for each individual DftLES monsters (for new players mostly and to add some variety). I think this would be an amazing idea!
  22. [c3;447653']i dont know my monks range stat off the top of my head, but i want to say it is 500. how are you place yours? i place mine so that they are slightly overlapping my walls, with my buffbeam's end node just inside it. My Monk's range is quite a bit larger than yours is, however, they may be around the same range yours non-NM to mine in NM.I usually place mine ahead of the wall slightly, but not terribly far out for fear of Djinn.
  23. So, how would it be for game options that allowed players to opt out of spawning the QftLES monsters in the map they chose? Imagine it like an option to choose Hardcore mode or not. Now, obviously the more monsters types you remove from the map, the lower the quality of the item drops (similar to PS, but with the possibility of still being able to progress, just more slowly than if you chose to keep all three). Yes, I understand that you can use the QftLES on lower difficulties for that, however, this really doesn't reflect on how builds will work in NM with all the enemies at once. This
  24. [c3;447616']on nightmare i can only imagine they would be all the more frustrating, because the only thing i have found that has had a level of effectiveness against them, ensnare auras, are cut in radius by 60%, which often means you aura will not be large enough, even attached to a buff beam, to be large enough to catch them far enough away before their charge animation stats. but even then, you better hope you can take them down because once they start, there is no stopping it. I've found my Ensnare Aura's to be large enough in Nightmare, but the fact that once they start charging they ar
  25. I think that the original update page was actually kinda nice. If you hadn't been paying much attention, you could see the new and upcoming material, and you could easily just click away from the page if you had already seen it or didn't care. However, the new screen is just unnecessary... I know which DLCs I currently don't have and don't need Trendy telling me I should buy them every time I start up the game...
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