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Dungeon Defenders II game Status:
[Guide] OMF at around 1k stats (1-8 people)
Here's the build
Hybrid squire recommended for building, and can still hit you, as well as the occasional Djinn
Tested with 8 people (Guardian/Imps/DPS pets)
8xx/11xx/5xx/9xx Squire builder (active)
9xx/10xx/5xx/5xx EV builder
3xx/3xx/1xx/2xx Ranger trapper (He's in Godly lol)
9xx/10xx/4xx/8xx Monk builder
8xx/7xx/3xx/6xx Apprentice builder
Start with monk, gather mana since he's faster then place Heal Aura (you don't have to this wave but it saves a lot of mana). Swap to EV and place walls and inner reflects, as well as buff beam on front so it barely hits front turrent when built. Swap to Squire and place bowling ball and turret beside, then back 3 turrets. Wave 1 should start then.
Swap to App and place lightning (this takes care of stuck mobs for the most part). Swap to Monk and build str drain and snare. Swap to EV and place remaining buffs and reflects. Swap to trapper and place darkness and gas. Place inferno (see next wave for how) until you feel you can't wait longer then swap back to squire. Focus on getting buff beams up to max.
Swap back to trapper and place infernos. They should be as small as possible along the buff beam. The furthest one should be within gas trap range for djinn's despawn. If it isn't, take them off buff beam.
With an imp the waves are AFK-able until the end of them, where Djinn like to hide. Then you need to DPS them down or into turret range. I use my Companion Cube, but anything works.
Front EV wall - kinda important, barely 5 DU, http://steamcommunity.com/id/bladeki...272234?tab=all
Back EV wall - 2 DU, http://steamcommunity.com/id/bladeki...258383?tab=all
End of build 1: http://steamcommunity.com/id/bladeki...223197?tab=all
End of build 2: http://steamcommunity.com/id/bladeki...215788?tab=all or http://steamcommunity.com/id/bladeki...208062?tab=all
All but a few infernos: http://steamcommunity.com/id/bladeki...192668?tab=all
edit: oh wait! 7! but you cant stack them?
edit, edit: derp, "smallest possible"
The rest of the DU is spent on infernos. You can move them out of the way to count them if you want. There are 7 by my count. They clear the weaker mobs out and weaken everything else.
interesting, i'll try that tonight
Works in 7.29b. Also took awhile to get it to work but i figured out why - you want a smaller range gas trap so mobs actually get hit.
Never mind. I totally missed the first link you posted. Late night. Apologies