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Junior Defender
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About Eterlik

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  1. can confirm snaking sands with speed relict + range shard + range ascention work really well :) (if only emp orcs warent a thing ^^)
  2. As Little magic hat said, it is recomended to play solo. Every player that is in your game , not only doubles the hp of all enemys, but also their damage. So your walls die lot faster. also on chaos 2 it is recomended to not place traps in the path of the enemy. For example if you use dryad defenses place them on unreachable spots or behind your wals so they dont get deactivated by the emp orcs (carefull when you got a trap like sandtrap on the path and this gets stunned and a flying hornet or nimbus is close to the enemy the also get stunned) for Chaos 3 you basicly only use non projectile towers and dryad defenses. Also keep in mind that the aggro generation of tower has been reduced on all tower so you can actually place those near the path and they wont get attacked. (helpfull for flamethrower) hope this could help you a bit
  3. when you delete a fully geared character all the items are transfered to your inventory. So you can make a new gunwitch and play her to lvl 50 (just spam throne room assault or harbinger) and one she reaches lvl 50 jsut give her her old gear
  4. i dropped Vampiric Empowerement in chaos 3 i think
  5. So far the update is fun and all, but 1 thing is really tiresome. from chaos 2 and higher some enemys start to ignore blockades. even when 2 blockades block the whole road there are some slippery enemys that just ignore those and somehow sneak by and 2 hit the crystal which leaves no chance to react on it. I have seen it happen when with the emp orcs after they disable a trap there is a high chance they ignore blokades when they stood right next to them. Also in chaos 4 the berserk orcs tend to often attack blockades 2-3 times and then just walk past them (guess they are bored of blockades?). Its tiresome if the towers are able to handle the difficulty but then some where on the map 1 lonly enemy ignores those blockades and kills the crystal. I dont know if this is intended behaviour or a bug. but i would love if this could be removed or at least the health of crystals increased to be able to reakt on those enemys
  6. On the map "The dead road" siegeroller happen to stuck in spawn when they spawn on north east side. 
  7. http://wiki.dungeondefenders2.com/wiki/Shards The wiki page is better then mine :-P I'm gonna try write down which shards i dropped from which chaos levels. If anyone wants to help just write down what shards you dropped and i try to add them to the list Campaign: Hero: Worm scarf - Reduce damage recived by 3% - 34%(Head) Bulwark - Increase armor by 4% - 40% (Chest) Jackpot - you have a 2%-10% chance to quadruple the gold you pick up (Chest) Speed boost - 100 - 500 movementspeed (Boots) Quake - when jumping deal damage on landing (Boots) Construction - increase repair,upgrade speed by 125% - 200%during combat (Gloves) Critical strike - increase hero crit by 3% - 10% (Gloves) Channel - resotre 1 - 15 ability mana every 5s (helm) (does NOT work on dryad and Mystic) Defense: Fortification - increase defense health by x% - 34% Panic Fire - when defense gets damaged 5% - 15% chance to increase attackspeed by 50% Press your luck - when defense gets damaged 5% - 15% chance to increase Critchance by 30% Chaos1: Hero: Eve - Heat dispenser module - autoattacks reduce heat by 4% more heat (Weapon) Gunwitch - Price of power - Increases the Damage of "Two at twice the price" by "x%" - 40% (Gloves) Defense: Lavemancer - oil spil - gives oil geyser a 5% chance to stun enemies for 2 s Destruction - Increase the defense power by "x%" - 34% Defensive critical damage - Increase the defense critical damage Defensive critical strike - increase the defense critical chance by 1% - 15% Chaos2: Hero: Defense: Vampiric Empowerment - Increase the defense power by "x%" - 60% of defense health Dryad - Corruption's bargain - when max level blessing costs no mana in pure from and -1 mana per second in corrupt form Gunwitch - Enduring Drop - Increase bookdrop duration by 0.5s - "X" seconds(14 ranks) (Head) Mana Capacitor - Increase ability Rescource by 10 - 100 (Head) Knight - Enduring Slam - Saismic slam stun duration increase by 0.5s - "x"s (15 ranks) (Shield) Chaos3: Hero: Defense: Eve - Atomic Capacity - Gives your attomic launcher 1 - 3 additional atomic missile Summoner - Darkest Syphon - Increases angle of basic attack by 3 - "x" (got 9 ranks) (Chest) Chaos4: Hero: Defense: Chaos5: Hero: Defense: For now its not much but will become more with time :)
  8. fully agree to the first post For me it also feels annoying when i place a relic on a tower slot and i cant see anymore what tower actually is improved by the relic. When i want to replace a relic on a tower i always end up removing the relic which i think the tower was and then see if its the correct one and then finaly equip the new relic.
  9. Today we get a new patch which should change the whole current endgame. After siege roller there wasnt much change cause they worked for 4-6 months on the update for today ^^ Sometime today the will let us see the chnagelogs so you can see whats new ^^ Or watch the devsteam video from the latest news there they show most changes
  10. if your niece says it, it must be true. So now you semi officialy carry the title of "the most powerful hero" Filthylopez ;) She got an A in grade 2 maths so clearly she knows more than I do. I trust her judgement I agree on that :)
  11. if your niece says it, it must be true. So now you semi officialy carry the title of "the most powerful hero" Filthylopez ;)
  12. least mana used ... then at some patch a tower could turn out as strong as pdt for a while and the ranking would be full with 1 tower builds. Doenst sound so apppealing to me ^^
  13. today/tomorrow(for some people) the new patch arrives and the devs said they rebalanced every turrent in game. So the current strongest hero could become medicore after patch. Wait some time after the patch and then ask again i guess ^^
  14. The current SAS system doesn't do that at all though. Every level gives the same amount of stat no matter what. The current SAS system does it :) Lets take Eve2 health stat. (without any equipment at all) with 0 points in hero health, ev2 got 4,425 healthpoints with 50 points in hero health she got 11,340 healthpoints (an increase of 6,915 health which is 138 hp per spend point) with 100 points in hero health she got 18,218 hp (from 50 to 100 points it would be an increase of 6878 health which is 137.56 health per point) 150 points in hero health she got 18,593 hp (from 100 to 150 points the increase is mearly 375 hp ... which is 7.5hp per point spend) 200 points hero health she gets 18,968 hp (from 150 to 200 points spend the increase is again only 375hp which is 7.5 hp per point spend) So from this values you gain ALOT less from spending more then 100 points into a stat. if you dont belive me feel free to try it out :)
  15. Now that i think about it. what if the ascension points spend in the passives got a worse scaling with more points in them like its in the current SAS system atm. like 1 point = 1% dmg increase 10 points = 5% dmg increase (total) 100 points = 10% damage increase. (total) So it would make more sense to spread the points instead of focusing on just 1 passive.
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