CheezyBlasters
02-28-2012, 07:05 PM
Apprentice duo/trio/quartet NMHC HoC Survival (7.18b)
Hello. I saw a request for this guide, and wanted to contribute back to the community. Been Genie farming for like a week or two, and this build should allow people with considerably lower stats to clear wave 15 and get their genie. Props go to my brother for adapting the lightning cluster idea. To clarify, this build will not work with mix mode, as wyverns spawn in back out of the main spawn point, and would need their own ensnare. This is my first post, so it may be a little rough around the edges...heh deal with it :P
First wave:
http://dundef.cubicleninja.com/index.htm?layout=22641
All you gotta do is clear out spiders, then help suppress front. Usually flawless with this setup. And I try to leave the middle chest for as long as possible (though I always seem to pop it by wave 15). Using genies should allow for full build-out during the second round and full upgrades by wave 11
Layout:
http://dundef.cubicleninja.com/index.htm?layout=22617
Our stats:
Monk Stats: 1000//1000//1200//500
Apprentice Stats: 500//1800//1200//600
Tower hp App: 2400//xx//xx//xx
Huntress #1: (repairer): 1200//1500//xx//xx
Huntress #2: 800//1200//xx//xx
For those of you who say the squire is the new apprentice, I call shenanigans! Adapted from Pure strategy, this is an odd build, but has taken our trio as far as wave 21 (where we made an avoidable mistake). Most important stats are 1200 aura for the monk and at least xx//1200//900//xx for the apprentice. It's a tight build as well, space towers just far enough apart so you can walk between them. and for the record, the traps are used as markers, do not place them on the map. Also if I use the terms front and back, front refers to the lower courtyard.
MUST HAVES:
#1: Builder apprentice should have 800+ hero hp and full res set on.
#2: 40power 80Range monk guardian on apprentice located at gas trap (Note: This char CANNOT move during the round or the lightnings will stop working. For this reason I have never tried to solo this build, but if you do, let me know how it goes.)
Mandatory Duo:
Second player wears a 40power 80range apprentice guardian, gas trap as well, floats around when repairs as necessary.
Recommended Trio:
2nd and 3rd players both wear aforementioned Apprentice guards and stand on top of tower at proximity locations, when higher hp huntress repairs, other moves to gas trap to maintain full lightning amperage
Ideal Quartet (untested but could feasibly clear wave 25):
Same as trio, but add a Monk with 500+ tower and hero boost and a genie standing on gas trap, and he is the only one to go out and repair
Alternative Quartet: HeroDPS squire/countess/barbarian with huntress guardian to amp fireballs on the active side. Would stand at proximity mine locations when not floating/repairing. Additional advantage would be roaming ogre destroyer.
The Result:
what this build is doing is allowing the lightnings to arc like mad across the map and hit max targets, and if they're all apprentice amped they tick for 10k damage in NM.
10k x 3 hits per seconds = ~30k
~30k x ~35 targets = ~900kdps per tower
~900k dps x 5 towers = ~4.5 mil dps potentially
~4.5 Mil dps x 15-20% Monk amperage == dunno, but it's epic
Not to mention the fireballs and deadly get amped too :)
Furthermore, Spider waves are handled in under 2 minutes. When spiders start, take down the remaining ground units so all 5 lightnings hit spiders as they drop. I call it the laser floyd light show haha.
Additional Note: Huntress (the huntress in front if you have trio/quartet) needs to use bird shots on lightning immune necros through the wall to minimize unit spawn time. Same goes for lightning immune spiders during the spider wave. Necros will eventually go down but spiders will not. Also, it is highly recommended that post wave 18 huntresses should use invisibility when repairing. Ninjas still hit you but Ogre spitballs and other such maladies will not, increasing the chance of a quick repair
Justifications of placement:
the three magic blockades in back create an ogre corral. Biggest problem we've encountered (most losses) is that ogres will hop the edge of the stairs randomly wave 10+ and can 2 shot a full life crystal wave 20+ (not necessarily because of pileup issues either). Seems to only be an issue on the one side though
The drain strength with 1200 range covers 2/3 magic blockades on either side, which we estimate affects at least 60% of ogres on either side
Fireballs are where they are to create tight clusters to amp...more spacing makes it harder to hit the correct 5 towers per guardian cluster
The deadly should take care of most lightning immune air. Deadlys seem to be the only tower that prefer air over ground.
Backwards magic blockades seem to attract extra attention/wrath from spiders. Also the One Magic blockade at the bottom of the stairs will cause ogres to stop and attack it instead of proceeding to your crystal. Plus they take the spitballs instead of your core of towers
Ensnares in back need to be at the top of the lower stairs so they still cover air well but don't overlap onto dark energy (this slows down spawn time and increases "stuck" guys substantially). Ensnares in front may require re-equipping gear so they can overlap
Ideas for future testing:
a harpoon and a fireball in front for extra dps (harpoons don't work well in back, their pierce fails, but perhaps in front...)
Trade the middle lightning for a monk/app guardian amped proximity trap for anti spider. This frees up enough units to make the front defenses 1 spike blockade on the outside then two magic blockades closer to the crystal (the outside one takes much more damage than the two interior blockades due to ninja hits wave 18+). However this drops global dps by ~1mil....harsh.
If you move the deadly back into the monk amp cluster, it will permatarget air. Unless it's air wave, it will spend 5 shots on a single air before it becomes targetable. Nice to have air 110% under control, but once again, ~1 Mil dps drop :(
Additional Note about genies:
Once you get your genie, don't be surprised when it stinks. Takes a lot of runs to get a 150^+ genie. I would suggest that if you're going to build this, get a controller/controller emulator working so you can get 2+ genies a run.
Most important stat ranges (reference to determine how good your genie is):
#1 500-2000 collection
#2 Hero attack x - ~140
For maximum collection rate get collection to 5k then level hero attack
After that a good genie has 100+ to repair, hero hp, and both skills (though I did find myself a tower hp genie once that should hit 307, not too shabby). This determination comes from a different post, linked here for further detail: http://forums.trendyent.com/showthread.php?32590-Some-Math-on-Genies&highlight=genie
Good luck on the genie farming, and if you like/use my build, gimme an "all hail" instead of a thanks rofl
Hello. I saw a request for this guide, and wanted to contribute back to the community. Been Genie farming for like a week or two, and this build should allow people with considerably lower stats to clear wave 15 and get their genie. Props go to my brother for adapting the lightning cluster idea. To clarify, this build will not work with mix mode, as wyverns spawn in back out of the main spawn point, and would need their own ensnare. This is my first post, so it may be a little rough around the edges...heh deal with it :P
First wave:
http://dundef.cubicleninja.com/index.htm?layout=22641
All you gotta do is clear out spiders, then help suppress front. Usually flawless with this setup. And I try to leave the middle chest for as long as possible (though I always seem to pop it by wave 15). Using genies should allow for full build-out during the second round and full upgrades by wave 11
Layout:
http://dundef.cubicleninja.com/index.htm?layout=22617
Our stats:
Monk Stats: 1000//1000//1200//500
Apprentice Stats: 500//1800//1200//600
Tower hp App: 2400//xx//xx//xx
Huntress #1: (repairer): 1200//1500//xx//xx
Huntress #2: 800//1200//xx//xx
For those of you who say the squire is the new apprentice, I call shenanigans! Adapted from Pure strategy, this is an odd build, but has taken our trio as far as wave 21 (where we made an avoidable mistake). Most important stats are 1200 aura for the monk and at least xx//1200//900//xx for the apprentice. It's a tight build as well, space towers just far enough apart so you can walk between them. and for the record, the traps are used as markers, do not place them on the map. Also if I use the terms front and back, front refers to the lower courtyard.
MUST HAVES:
#1: Builder apprentice should have 800+ hero hp and full res set on.
#2: 40power 80Range monk guardian on apprentice located at gas trap (Note: This char CANNOT move during the round or the lightnings will stop working. For this reason I have never tried to solo this build, but if you do, let me know how it goes.)
Mandatory Duo:
Second player wears a 40power 80range apprentice guardian, gas trap as well, floats around when repairs as necessary.
Recommended Trio:
2nd and 3rd players both wear aforementioned Apprentice guards and stand on top of tower at proximity locations, when higher hp huntress repairs, other moves to gas trap to maintain full lightning amperage
Ideal Quartet (untested but could feasibly clear wave 25):
Same as trio, but add a Monk with 500+ tower and hero boost and a genie standing on gas trap, and he is the only one to go out and repair
Alternative Quartet: HeroDPS squire/countess/barbarian with huntress guardian to amp fireballs on the active side. Would stand at proximity mine locations when not floating/repairing. Additional advantage would be roaming ogre destroyer.
The Result:
what this build is doing is allowing the lightnings to arc like mad across the map and hit max targets, and if they're all apprentice amped they tick for 10k damage in NM.
10k x 3 hits per seconds = ~30k
~30k x ~35 targets = ~900kdps per tower
~900k dps x 5 towers = ~4.5 mil dps potentially
~4.5 Mil dps x 15-20% Monk amperage == dunno, but it's epic
Not to mention the fireballs and deadly get amped too :)
Furthermore, Spider waves are handled in under 2 minutes. When spiders start, take down the remaining ground units so all 5 lightnings hit spiders as they drop. I call it the laser floyd light show haha.
Additional Note: Huntress (the huntress in front if you have trio/quartet) needs to use bird shots on lightning immune necros through the wall to minimize unit spawn time. Same goes for lightning immune spiders during the spider wave. Necros will eventually go down but spiders will not. Also, it is highly recommended that post wave 18 huntresses should use invisibility when repairing. Ninjas still hit you but Ogre spitballs and other such maladies will not, increasing the chance of a quick repair
Justifications of placement:
the three magic blockades in back create an ogre corral. Biggest problem we've encountered (most losses) is that ogres will hop the edge of the stairs randomly wave 10+ and can 2 shot a full life crystal wave 20+ (not necessarily because of pileup issues either). Seems to only be an issue on the one side though
The drain strength with 1200 range covers 2/3 magic blockades on either side, which we estimate affects at least 60% of ogres on either side
Fireballs are where they are to create tight clusters to amp...more spacing makes it harder to hit the correct 5 towers per guardian cluster
The deadly should take care of most lightning immune air. Deadlys seem to be the only tower that prefer air over ground.
Backwards magic blockades seem to attract extra attention/wrath from spiders. Also the One Magic blockade at the bottom of the stairs will cause ogres to stop and attack it instead of proceeding to your crystal. Plus they take the spitballs instead of your core of towers
Ensnares in back need to be at the top of the lower stairs so they still cover air well but don't overlap onto dark energy (this slows down spawn time and increases "stuck" guys substantially). Ensnares in front may require re-equipping gear so they can overlap
Ideas for future testing:
a harpoon and a fireball in front for extra dps (harpoons don't work well in back, their pierce fails, but perhaps in front...)
Trade the middle lightning for a monk/app guardian amped proximity trap for anti spider. This frees up enough units to make the front defenses 1 spike blockade on the outside then two magic blockades closer to the crystal (the outside one takes much more damage than the two interior blockades due to ninja hits wave 18+). However this drops global dps by ~1mil....harsh.
If you move the deadly back into the monk amp cluster, it will permatarget air. Unless it's air wave, it will spend 5 shots on a single air before it becomes targetable. Nice to have air 110% under control, but once again, ~1 Mil dps drop :(
Additional Note about genies:
Once you get your genie, don't be surprised when it stinks. Takes a lot of runs to get a 150^+ genie. I would suggest that if you're going to build this, get a controller/controller emulator working so you can get 2+ genies a run.
Most important stat ranges (reference to determine how good your genie is):
#1 500-2000 collection
#2 Hero attack x - ~140
For maximum collection rate get collection to 5k then level hero attack
After that a good genie has 100+ to repair, hero hp, and both skills (though I did find myself a tower hp genie once that should hit 307, not too shabby). This determination comes from a different post, linked here for further detail: http://forums.trendyent.com/showthread.php?32590-Some-Math-on-Genies&highlight=genie
Good luck on the genie farming, and if you like/use my build, gimme an "all hail" instead of a thanks rofl