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Dungeon Defenders II game Status:
[Guide] Alchemy Laboratory NM Survival 7.30d
i know there are several threads about Alchemy Lab Survivals, but i didn't want to hijack another thread with my Layout. I tested this layout a few minutes ago from Wave 20-25 and I went through it like a breeze.
I don't know if this has any correlation to the Strengh Drain Buff/Fix, but it didn't feel like Nightmare at all.
Sharks and Ogres weren't a problem. The strange thing is, I didn't notice any Warriors, were they removed from Alchemy Labs?
Tomorrow I will test it out on MixMode. I am also not quite sure, how low your stats can be, to successfully reach the end of Wave 25, so it would be nice, if someone with lower stats tests this out.
will try it now could u post ur stats
Thank you for this, I was so afraid to try the Lab with these sharkens around, but they never moved any of my walls except once where I didn't pay attention during the first round.
BUT, I experienced some extreme clogging in front of the Gas Traps by mobs coming from the lower doors, which caused me to run around like an idiot to hunt those masses down with my dps monk + pet XD In Mixed Mode it was even worse (imagine 50+ Mages sitting at one point blocking everything... ugh). I made some small changes which work pretty well so far on NM HC MM (wave 13 right now because of disconnect XD)
I got rid of the strength drains and one buffbeam and replaced them with 4 proxies and an ensnare and moved the lightning auras around. I still have to run around sometimes, but it's not so extreme anymore.
My stats are these if someone is interested ^^
+ DPS monk with the robot pet from the lab which rocks for clearing out masses of mobs (yay for piercing XD)
Also this is my first serious attempt at NM HC MM, and I'm more then pleased with the result so far.
edit: wave 14 in mm cleared with the edited build (Got a great trans tower robot *happydance*), though now the mobs from the upper doors clog... I'll see if a proxie in the middle can fix the problem, we'll see. Also the walls might need a little rapairing during the wave as the strength drain is gone, but other then that it's easy going ^^
You got me thinking about this; so this morning I tried a run.
You get really good range boost with buff beams.
You can cover both ramps in front stairwell with a buff and a single trap.
Two buffed traps in the rear will cover spiders and lanes
Two buffed auras will cover almost the entire main floor of the map.
Was cruizing with 4 up to 22 then got DC'd
Other than the rear two gas, everything is buffed
Sorry if this only works based on my stats; it was a little cloggy but not too bad at all.
EDIT: My trap radius stat is 800; so around there should work...
EDIT 2: Mixed Mode, HC, Nightmare
This build just lead to my first Giraffe. Thanks.
Likewise! Thank you very much for posting it. Went like a dream with no losses at all from wave 3 to 25 - even levelled a new Initiate up to 70 from wave 10 once everything was at 3 stars :-)
Originally Posted by soulfringe
I did bring in a dps monk from 20-25 for the defences boost, but I don't really think it was necessary - walls were barely touched at all through all of the waves.