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ViR-GiN-iA last won the day on March 7 2020

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  1. I'm unsure if the ability to drop pets will be put into the game, but as of right now you can't drop pets to friends. When people say better loot happens in multiplayer they mean the following: More players per game means more mobs. More mobs means more chance to drop legendary loot More legendary loot means better loot drop chances than solo. Maybe when trading happens, pets will be able to be passed onto you from your friends.
  2. The best workaround I can think of is to first ensure you're both on the same region from the home screen. Then you'll have to both join the town, I personally see the same players at the town day after day so it shouldn't be hard to meet up there but keep joining town till you find eachother and party up to find a match. I'm not sure about in game friends because I play alone and have no friends. But I think this should work until your friend decides to spend at least $5 on something.
  3. Sorry it's not so immediate, but you should be able to evolve if you take the materials needed to evolve the pet and move it to a different slot location in your bag. This bug has plagued the game for a while now.
  4. So the most common and basic set up that will work for most towers is: {Destruction, Deadly Strikes, Def. Rate}. As for the best way to farm these well there's really only two conditions in my opinion. Condition 1: You already farm C7 -If you are farming in C7 then yes you really should be farming shards you need, if this is you then make sure you shoot for those win streaks at 3+ wins in a row in any given chaos level to get 2 shards from that C(x) level. The reason I say you farm C7 is because farming for shards is really much easier with C7 gear (or any higher tier gear than your current). Condition 2: You are trying to get into C7 -I started playing this game about a month ago so I have recently climbed from Campaign > Chaos > End-game. And I personally think it is better to farm up 2+ chaos levels before you begin hunting for specific shards (for example I would not hunt for c4 shards without c6 or higher just because it's much faster). If you are not able to progress due to lack of some shards then it may be worth it to farm for them only to progress just a bit further. On average you open ~69 shard packs before finding a shard you want. With bad RNG this number can raise or lower.
  5. So I have just tested the following scenario: I have a boost aura with the mods: {Melee-Boom, Anti-melee, Def rate} I placed these down in each lane, within these auras I placed multiple hornets with no relic on. The results were hornets that do not make enemies go boom. So no mods do not transfer from boost aura to a boosted tower. That being said I do not use boost auras very often and I'm not sure the best way to build them.
  6. Okay so I've been listening to you and now I'm starting to jump into onslaught and there's a few mechanics I don't quite understand. The first being frost enemies, these guys have been over running at first but I have been countering them with flame ramsters (working really well). However I have problems with control burn frost lanes as these lanes take up so much DU, I use 2 ramsters for the frost and currently EV2 WM with stun mod and tenacity mod (both max green). What are good ways to handle control burn lanes on their own, as well as frost enemies with control burn? -PDTs seem to be good here but right now mine aren't too strong, maybe I can make a slime dryad? What are the mechanics of frost enemies? They seem to freeze my nodes? My most commonly used towers are the following: -trees because I don't have mystic walls I have been using them as blockades. -hornets have my strongest shards,mods,and relic on them. I use them on cyborcs lanes in well hidden areas and just place them where I feel defenses are weak. -WM for basic lanes with no cyborcs, these babies have been able to solely handle with just one tree. -PDTs have been my main use on control burn lanes along with WM I rely heavily on WM stuns but pdts are more like insurance in case cyborcs are in my control burn lanes. -ramsters are my go to anti-frost. If there's a frost enemy then there's a ramsters and if there's only frost then I'll use multiple ramsters (3 max per lane). -LSA are my smite towers used to weed out any mobs that make it to my blockades. (I have another relic for "anti-fly" with this tower but it's experimental). -SGT this tower speaks for itself. If I'm still not sure what I'm doing in onsluaght so making new characters, adjusting towers, and any advise helps.
  7. I'd like to jump into this by starting off with advise to listen to jaws. This man has made me go from zero to hero in about a week (though I learned the game very quickly thanks to thousands of original DD hours). None the less I agree with what he's said about PDT specifically. The cool thing about mods is the fact that it allows us players to truly customize builds the way we want. One tower I personally made was Anti-flyer lightning strikes. I've always loved this tower and being able to spend only 20-40 du to deal with flyers is great. By utilizing these mods:{def rate, def range, anti-range} it allowed me to max out my tower rate with the shard, save a deadly strikes for destruction because the range gambit is enough for me, and use a vamp empower shard to add some more damage. By no means is this tower perfect for Anti-flyer but it does what I want and need it to do, fine tuning can come later. My point is think about what you want the tower to do and build mods around that. Most importantly have fun :)
  8. If you actively play abysslord during combat phases then it will drop tomes more frequently from my experience. But at minimum he will need to be in your deck. This is the same for all heros.
  9. If by mods you mean ampoules then here's a recent discussion: https://dungeondefenders.com/2/topic/156761/c8-ampoule-drop-rate (Sorry can't link on phone)
  10. Hello defenders, I want to start this post off by first asking if this exists: Does a single target tower with an anti-melee mod prioritize hitting a melee mob over ranged if both are within range? Imagine the following example, you have a Lightning Strike aura with the mods: chaos servo, anti-melee, anti-orc. If you're unable to tell this could be an LSA specialized to track and kill lady orcs. However if there are multiple mobs within range of this LSA, does this LSA have the power to first check the state of enemies within it's range, determine that there is a {choas && melee && orc} mob according to mods, then smite the living **** out of those lady orcs before anything else? My assumption to the answer of this question is no, I believe that running this logic for each tower for each mod is expensive in performance/runtime along with considering conditions where there's say both anti-melee and anti-range then how would the tower react? However, what do you think? Assuming this isn't already implemented could you see yourself making builds that give the player an option to filter out the mobs a certain tower hits before hitting a lower proity target? Or is something like this not necessary because a good builder will know how to position/counter those mobs that they do have special towers for? Personally I think this would be a cool addition, but not a needed one. When you think mods they modify something already known. Mods are already really, really,..., Really strong. And maybe giving them more "power" isn't worth the time. TL;DR: Should mods affect attack priority of towers to enemies?
  11. This is a known bug, you should be able to fix it by un-equiping your pet and moving it into a different inventory spot. If you have auto sort on then toggling it off and on should do the trick!
  12. I'm in your boat as well. I recently hit c7 and still can't use ancient power. Basically you trade off your gear, Ascension points and shards for permanent returns, better Ascension trees, and a minimum Ascension level(we're talking being able to earn like double exp and gold the more you reset). You should not worry about this yet. It becomes available at a minimum of 250 Ascension points and onslaught floor 60 I think? But your returned Ascension points would be maybe 20 or 60... I'm not even sure just not worth it. Anyways if you're familiar with juicebags he has a whole video about when to do the first reset which explains pretty much all you need to know. In short don't do a first reset until you retain a minimum of 210 Ascension points. Only reset if you don't mind pretty much hard resetting and you plan on playing a lot. And you can check the amount of Ascension levels you'll keep at the ancient power on the back left part of town.
  13. I'm no trendy support team and my best advice would be to reinstall the game... But if you've done that on a while machine then I have a from that won't work, worth a try. To address this micro lag problem it's probably a graphics card issue but could be network sided. try to track your computer disc useage ,memory, and network to see if any of those are out of line. Ensure you have your graphics drivers updated and other software in your machine. But this could be a known issue on trendys side..sorry not sure but giving my best advice
  14. The log gives some good information here. It's initializing a connection it seems. But there is certainly an error thrown in some method of the file "versions.blob" as shown here: "B:\steam\steamapps\common\Dungeon Defenders 2\DunDef2\Versions.blob' error ()" Now I don't develop for trendy so I don't know what's in this file causing the errors and I know you're on the help forums so maybe overseer [[166314,users]] will see this and can shine some light on it.
  15. To add onto this I will explain some simple counters and mechanics of how these guys work for you: C1: Vanguards- -carry shields to guard their front -usual counter is Flame Aura -Place towers like Poison Dart or Cannon Ball strategically shooting behind these mobs. C2: Cyborks- -Disable auras, nodes, nests, etc. -usual counter is Poison Dart or Cannon Ball C3: Geodes- -Big purple bubbles that deflect projectiles -usual counter is Flame Aura but other non-projectile towers work too (Ramsters) C4: Berserker Orcs- -These ladies will force you to build walls breaking into C4, I'm not sure what they exactly do but they run fast, hit hard, and usually run right past most of your walls -Best counter is walling of in ways that your own hero can't walk through on either side of the wall. -If your hero can pass the wall then assume Berserker orcs can too. C5: Dark Assassins- -Hide in the shadows, they will telegraph their attack when you see purple smoke around your hero. -Best counter is Crowd Control (Achieved through: Stun fire Cannon ball shard, Shocking revelation EV2 WM mod. -Another counter is Pet abilities the most common is Sparkle Party (ability earned on a cat... re-roll till you get it), there is also an earth pet ability that is a knock up. C6: Hex Throwers- -notoriously known for their sniping abilities. They will go for nearby crystals and walls right out the spawn. -The HARD COUNTER is EV2s Reflect Beam which will turn any projectiles away that comes towards it. -another way to counter these guys is abuse Line of sight (LoS) where you place walls in ways where the throwers need to turn a corner before they can throw their darts. C7: Kobolts(EMP): -Flying EMP bombers that target towers -Hard countered by Flame Aura/Weapon Mfr -they will come out the normal spawn doors so its easy to spawn camp them. -Be careful to not place towers too close to the spawns unless you're sure your defenses will kill the bomber before it hits the tower. Hope this information helps and happy defending!
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