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Thread: [GUIDE] City of Cliffs Survival wave 20 + Solo to 6 man.

  1. #1
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    [GUIDE] City of Cliffs Survival wave 20 + Solo to 6 man.

    This build has functioned for me to wave 23 solo and 23 to 30 duo.

    PRIMARY BUILD
    http://ddplanner.com/?l=4715,kandar-city-of-cliffs MIX MODE

    SECONDARY BUILD
    http://ddplanner.com/?l=5980,city-of-cliffs-alternate MIX MODE
    ------------------------------------------------------------------------------------------------------
    Secondary build notes:
    Lay the northmost electric aura at East, Get naked, lay the 3 stack of auras at east, put your clothes back on.
    Both Electric auras in East are effected by the buff beam.

    -------------------------------------------------------------------------------------------------
    Test build section
    None at the moement
    ---------------------------------------------------------------------------------------------------
    Pictures

    Video of tower placements. See Notes below for additional information.







    Key notes:
    -Requires 1000 Monk aura range. ish.. i have 1100 and i haven't tried it with less.
    -All blockades are covered by electric, snare, drain,
    -birds are never an issue
    -Make sure your buff beam nodes are not positioned on the ends of your blockades to make replacing a blockade easier if one gets pushed. There is a ton of mini ogres and ogres in this zone and once in a while a shark will get his way. it will depend on your aura damage mostly.
    -Boost the East area during the begining and end to stay problem free.
    -Waves 25+ Use a Seahorse pet or an excellent monkey pet

    TO DO:

    Done for now~ Functions well.

  2. #2
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    So, I've been having a think about this.

    West, what about 2 MMs on AA instead of the single harp? Since the harp is rarely using its piercing to full advantage anyway, the DPS might be a fraction more for single target DPS off 2 * MM.

    Edit: just to give numbers, with similar stats in the tav, harp gives 60k DPS, 2 MMs give 62 (inactive builders on both). Plus, will track 2 targets if you space them out a bit (interestingly perhaps, boosted this went to more like 190 vs 220)

  3. #3
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    i see the harpoon underperforming too but MM's would need to be boosted. i haven't setup the west boost yet. When i do i need to connect it with the blockade / explosive as well. or at least try to. At that time the MM's will be a viable choice. Their range will go beyond 40 yards. with the buff beam.

  4. #4
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    Thanks Kandar.
    For a matter of interest how does the wave 20 loot compare to Misty? Will see for myself but won't get a chance for a couple of days.

  5. #5
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    Quote Originally Posted by Kandar View Post
    i see the harpoon underperforming too but MM's would need to be boosted. i haven't setup the west boost yet. When i do i need to connect it with the blockade / explosive as well. or at least try to.
    That's going to be super tricky, since you need to cover northwest too. Hrm.

    I just had a play, for what it's worth, you can angle the nw wall on the steps, put the harps on the same trap/wall boost. Problem is, those harps are so far forward, they lose any wyv coverage at all.

    Edit: you could pull the wall back and make it biggerer, but you'd lose DU.

  6. #6
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    This map is terrible to build the first wave. For those who can try it, here's an idea to buff west wall and provide better wyvern coverage in West (buffed MM is better than non buffed Harpoon in my tavern). To free up the DU's I replaced North East Wyvern harpoon with a MM.

    http://ddplanner.com/?l=2127,kandar-...ffs-in-testing

  7. #7
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    i don't suggest building wave 1 unless you have to. Start on wave 10 or later. its much easier.

    if you do have to start on wave 1, build the walls and harpoons before wave 1. but also put down an explosive trap on the north side of the East crystal. Thats all there is to it really.. Before wave 2, put down EV stuff, wave 3 huntard stuff, wave 4 finish up.

    For campaign, they should put more time between waves on this map. If you have more then one player, make sure you're using EV portals to help you build faster.

  8. #8
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    Quote Originally Posted by Ravenous0001 View Post
    This map is terrible to build the first wave. For those who can try it, here's an idea to buff west wall and provide better wyvern coverage in West (buffed MM is better than non buffed Harpoon in my tavern). To free up the DU's I replaced North East Wyvern harpoon with a MM.

    http://ddplanner.com/?l=2127,kandar-...ffs-in-testing
    That is the general idea except a single MM would never work. it must be two and for that i have to round up some serious DU.

    First thought that comes to mind is redoing the South crystal so that its functional without a gas trap. Right now that gas trap stops genies from desummoning while behind the rock. Stretch that 4 DU wall to 5 and i no longer need the gas trap.

  9. #9
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    i did it in a little test starting on wave 20 solo.. i bet a good duo team can start on wave 20 with this build.

  10. #10
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    the planner is being buggy for me. I have a fix for the west AA that works well. Will update it soon.

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