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Thread: Misty NM HC survival, can't get past 23+

  1. #1
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    Misty NM HC survival, can't get past 23+

    Hey guys,
    First time here in the forums and decided to post my issue with misty so far. I've been playing with some builds that I found in ddplanner, I found one that I liked but I made some modifications to it.

    Setup




    Notes:

    -My problem always seems to be the sharkens around wave 22.

    -Minions almost never make it to my walls and I pretty much don't even have to repair them.

    -Spiders are also not an issue, they used to be but I've been dealing with them just fine.

    -I'm using darkness traps to strip elemental resistance since I'm putting 3 mages in all 4 spots. Mages are also buffed by the TBB so they deal quite a bit of damage. I know it doesn't show on the above image, but you get the idea.


    Weak points:


    - 1 & 2 are always the problem, a sharken almost always charges one of these two.
    - 3 & 4 were never breached with this setup.


    I tried to (but still failed at wave 23):

    - Replace gas traps with ensnare.
    - Removed darkness traps, bouncers and elec aura and put 2 strength drain at 1 and 2 (Made it harder to deal with spiders)
    - Put gas traps further back near the darkness trap, so they're no longer buffed by the TBB but they're also not touching my walls.

    and still no luck.

    Below are my stats since I know everyone will be asking about them

    Squire 1700/2900/1800/1700
    EV 1300/1400/900/100
    Summoner 1000/1800/1000/1300
    Monk 1000/1000/700/400
    trapper 800/800/600/800

    So what should I do?
    Thanks

  2. #2
    0 Not allowed!
    At point 1, move the gas trap closer to the darkness trap, 1 should stop being a problem that way. My weak points would be 3 and 4, in my last attempt in wave 22 it was in 4 were three sharken spawned already in charge mode and strolled all the way to the right crystal.

    I'm telling you, gas traps right now are not that effective at stopping sharken, the difference in point 1 is that it if you place it closer to the darkness trap makes a better choke point and sharken get stuck among the mob.

  3. #3
    0 Not allowed!
    I might try that, number 4 was a problem when I used the usual build of 2 walls around the tree in the middle near the crystal, but once I split the walls and added an extra harpoon there, it was no longer a weak point, at least not until wave 23.

  4. #4
    0 Not allowed!
    I'd recommend moving the gas traps further back and possibly getting some electric auras on 1+2 to clear mobs. You could save DU by changing a harp at each choke to a fireball

  5. #5
    0 Not allowed!
    I'd recommend removing some harpoons and adding some inferno trap/lightning aura above the gas trap.

    The issue with harpoons is that in higher waves they are busy with ogre and can not effectively handle sharkens/mobs/ninja.

  6. #6
    0 Not allowed!
    my stats are MUCH lower and I died in wave 22 using Kandars build on the guides section of this forum.

  7. #7
    0 Not allowed!
    As counter-intuitive as it sounds, pull your 3 and 4 defenses back towards the crystal to allow for harpoons to fire at them more often in the path, my 3 was juuuuust close enough to the crystal to not be hit by ogre swipes. My 4 was far enough back to deal with all sharken with correctly placed poons (too far forward = sharken can be over the hill a little bit, and harpoons will not hit). In spot 2, the summoner allows for this part, move your defenses forward until you can shoot the stair chokepoint. No sharken will be able to charge due to harpoons constantly hitting the same spot. Spot 1 is fine, my defense looked like that.

    Granted, I do use 4 or 5 archers on a buff beam to act as a high-damage wall backed up by mages. I also use strength drain auras and ensares. just try to reposition some chokepoints.

  8. #8
    0 Not allowed!
    You can shave off 2DU by switching the bouncers to a Shock Beam + Magic Barricade combo to deal with spiders. I've personally used them up to wave 23 before sharken and the Summoner existed, so they shouldn't need support from minions either (and my EV has worse damage stats than yours). The Electric Aura could be replaced by a Proximity Trap placed on the TBB at lane #3 to deal with the spider that drops near there, saving another 2DU (assuming the aura isn't also pulling double duty dealing with wyverns).

  9. #9
    0 Not allowed!
    There are too many harps, use more auras, use the ensare, electric gas combo for sharks, you can add an inferno near the gas, remember this combo always inside your harps range, but with those stat you dont need more than 1 harp per lane. I have lower stats than you on squire and i use the same walls on north with no problem in this map(no mix). Invest on auras and trap range, on later game no matter how many harps do you have, they all are going to do the same with a 25+ m ogre in front, you need to put half of your haprs dps on gas at your your harp range, with 1800 and buffed they should have at least 70 range, enough to cover mid/long range set up.

  10. #10
    0 Not allowed!
    Thanks for all the helpful tips guys, I went back and changed my setup quite a bit. I added a lot of traps and reduced the number of harpoons. I had to raise my traptress stats first though.

    And after a couple of tries



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