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Dungeon Defenders II game Status:
Royal Guardens Mobile: Strategy and Tips
Royal Gardens Mobile--Solved.
Ok, this is a beast of a level for a freshly leveled Character and a big "whatever" for the supposedly "easy" setting (379 Mobs Solo on last wave). I have no idea how you are supposed to do this on Medium with only 60pts per talent etc. but I guess I'll have to start trying next. Anyways, if you are doing Throne Room Insane and Oakvale Crossing Hard you are ready for this level on Easy...But enough whining, maybe I'll get some gear in Ramps now that I am past this after many more attempts than I am willing to admit.
The true difficulty with the level is the Wyverns as you don't have enough DU to easily cover the crystals while shutting down the choke points. As well, each level after 6/9 has Wyverns that are mixed in that some have no resist, some are Magic resist and some are Fire resist so you can't shut them down with just Magic Missiles or only Fireball towers. You then run up against a shortage of DU trying both types of Apprentice towers and your choke points start leaking mobs. Squire Catapults are far too expensive in DU and have a very slow rate of fire and overall dps, so not an option with typical gear when you arrive at this map in normal progression.
The solution? Use the Ethereal Spike traps backed up by one Fireball Tower. This way you can use only 12DU on the north and 8DU on the South and West to adequately defend them. Once you have the pathing of the Angry Birds down they fly right into them (boom) and then the fireball is there if they resist. See online guides for details on the pathing. When positioned just right they also do double duty on the choke point .
After that a Huntress (mine was 69) spec-ed max damage and with max Piercing Shot and an Apprentice maxed for tower damage (mine was 60, and get him a full set of gear maxed for Tower Damage and Tower rate of fire to max dps of the towers he places) are pretty much required unless you are uber gamer. Given the clunky controls of Mobile versus what I assume are the hot-keyable controls and precise movement of PC you better be skilled. I don't see this happening with a Squire alone as his air defenses are terribly expensive and you need a ranged attack. Believe me it will save your bacon and a huge amount of time on this large map when a distant crystal has a mob break through the choke point and the crystal's hp will drop FAST when an Red Orc with 6k hp (I think) hits it.
I leveled a Huntress especially for this and spent what it took to put all points into damage on her weapon as Piercing Shot scales off of that stat. It is uber quick to level one after you have other toons to set defenses for you.
As well of course, the Mobile versions has 2 Ogres as compared the supposed "insane" video I watched (total joke easy looking when the dude has Spike Catapults that hit for over 1000 per strike and only one Ogre....pfft).
This is why you need max rank Piercing Shot to knock the first Ogre out fast (spawns East) and then get to the other before he reaches your crystal (spawns West, randomly chooses one of the staircases to come down). As a freshly leveled toon a Huntress does way more burst dps than any other class and can drop Ogres fast with invisible impunity.
Hang out on the lawn farming the nasty Mages for mana (they can heal so much as to make the skeles immune to your Bow, kill them aggressively as fast as possible) and then pop invis once the first Ogre is announced. Take him out quick then check your map for which staircase the next is coming down and head there still invis otherwise it will be on cool down and you will get hurt. By farming up a lot of mana from the mobs coming up the lawn you can easily stay invis long enough to get both Ogres safely. Just don't forget to turn it off. An Apprentice doesn't do anywhere near the dps and doesn't have the invis option either that makes Ogres with a Huntress remarkably easy mode.
Dark elves will pwn your behind (ouch that must have hurt...), try to stay near traps and run to them for help to kill the Elf or likely die. You need to position the one tower per crystal to cover the crystal too as they WILL head straight for one and end the round quick.
Pop a cap or two in the Kobolds when you get a chance up North. They will chew through your static defenses quick in the later waves. They hit for 950 and can one shot my Huntress too if you let a fuse lit one too close.
If you have time drift up to the North crystal where most of the Wyverns attack and help out and repair etc. The two West staircases should be locked down with proper trap stacking and good stats to make them powerful but you will be running North to South and back again (hope you have Super Mario skilz) to get a mob that makes it through the choke point from bad timing on proximity mines etc. (put points in Trap reset time) and repair Magic Barricades which are your last line of defense from Kobolds and Orcs with high HP.
Don't place your traps too far down on the lawn, once you know the mob's pathing really well you can set them at the very top right before the stairs and add Magic blockades to give the Ogre/skeles something to hesitate on.
Lastly and crucially, Keep an eye on your map for the Wyverns. Once in awhile one of them will get stuck in it's pathing (you will see it stuck on the map) and instead of heading for the North Crystal from the NEast it will loop around and come at the South Crystal from the East. Unfortunately you cannot afford to cover this path with an Ethereal Spike trap for this maybe once a round out of the 9 Waves occurrence. If you forget or get busy you won't get there in time and will wonder wth is going on with a full health mob raping your crystal. Also the Ethereal Spike plus fire ball tower is not completely fool proof as the Wyverns have high HP and hit really hard if they get on a Crystal. This is where the powerful ranged ability of the Huntress is key. Watch your map!
Good luck. I was an endgame raider for 2 years in WoW and this is definitely a long and challenging encounter to figure out when you are bringing freshly leveled and geared toons to it for the first time. No more details, more than half the fun of this game is the precise placement of your assets. If you are struggling you must spend some time watching how the mobs are reacting to your chosen choke point and adjust your placement of traps etc. Precision is key here so that you can max their effectiveness and still repair them quickly before you get jumped by dark elves (fat fingers make Mobile hard). Did I tell you the Elves are Nasty? They are like the ones I have seen when trying insane levels when I was way too under geared. You die so fast you almost don't know what got you.
ps. Devs, Don't make it easier! With so few maps available on Mobile we need something to really challenge people before they see everything. Once you get to the end...well, farming for some legendary weapon when you are totally geared as it is, is not all that exciting, imo. The challenge and game play should carry you. Keep it challenging!
Originally Posted by Haugus
After Royal Gardens you move on to Ramparts which is not hard at all on Easy or Medium. Once you beat it a few times you will have a very good weapon, Valor's Bonesharder and will be doing mad dps (like 45K). This is like 10 times the dps I had when I first beat Royal Gardens.
With this weapon RG on Medium is not too bad. You will have to beef up air defenses for Wyverns that have twice the HP as Easy, and the Red Orcs have like 12k HP and you will have to deal with some leakage consequently through your choke points. But the Ogres drop fast and you can pull it off. It feels about the same as Easy with a freshly leveled toon and it didn't take too long to rearrange assets to come up with a set up that worked.