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Thread: Minion Mage Damage Ramp reduced by 25%, Minion Orc & Minion Ogre Damage Ramps increa

  1. #51
    0 Not allowed!
    before the nerf at exatly 2219 damage stat they have dealt only 330k dmk in nightmare at full stars, 770k while buffed with BB full stars.
    i have done some math on page two, with 400 point difference betweent my summoner and my squire, the harpoon were still stronger if you calculate the range and the speed.
    thats why i was wondering about the nerf, the damage of the mage was high-peak, like a sniper, all the other towers and weapons deal damage very fast, harpoon is piercing over a long range etc

    anyone tried to do the nightmare campaign with minions only for the archivement now?
    i could think ogre killing is now realy hard.
    to use ogres to kill ogres is nonsens in my opinion, they deal nearly the same damage like the mage before now, but the cost of them are so extremely high, that i have barely used them now.

  2. #52
    0 Not allowed!
    Ogre + mage = tank ad infinitum. Add some archers to kill stuff and you're good.

  3. #53
    0 Not allowed!
    ogre cost to many MUs, a combination of Archers and Mage is the best i think.
    My archers deal buffed and upgraded about 180k damage over 36 range.
    For tanking i use EV walls, why should i waste 13 MU for an ogre?

  4. #54
    0 Not allowed!
    For tanking i use EV walls, why should i waste 13 MU for an ogre?
    Splash damage and the fun to kill more than one enemy.
    1 vs 1 archer is the winner.
    50 vs 1 archer... shot , shot , shot there are to many of them
    50 vs 1 ogre.... ogre smash and ogre saves the day.

    for the best result orc + mage (6+7 MU)

  5. #55
    0 Not allowed!
    Quote Originally Posted by Vari View Post
    Splash damage and the fun to kill more than one enemy.
    1 vs 1 archer is the winner.
    50 vs 1 archer... shot , shot , shot there are to many of them
    50 vs 1 ogre.... ogre smash and ogre saves the day.

    for the best result orc + mage (6+7 MU)
    there are only two enemys coming that close to the walls.
    Ogres and Ninjas.
    There are some places where you can use ogres, but most of the time they wont worth it.
    If you want to do Minion-Attack only it is another thing, there the Ogre rocks. But if you have Harpoons or Fireballs in your back...dont waste the MUs.
    I use a mix of 5 Archers with 1 Mage to defend my Defense against Spiders then. Some archers as FLAK Support, and also Archers for Ground Support...
    Sometimes an Orc in small places, and if i want to fill out my MUs completely i use one spider.
    I have never used the Warrior, the Ogre only just for fun if there are enough MUs

  6. #56
    0 Not allowed!
    i wouldn't bother using warrior

  7. #57
    0 Not allowed!
    I understand that in most cases the ogre isn`t that god an archers does more for the MU when you have Harpoons or Fierballs as backup. When there is nothing an many enemys coming that way a ogre is a help.
    The best Units are Archer, Mages for Spider control Orc, for large places without backup ogre.
    Warriors are a waste of MU sure they are cool but don`t stay in a buff beam even with the hold command and die really quick.

  8. #58
    0 Not allowed!
    For tanking i use EV walls, why should i waste 13 MU for an ogre?
    Because the ogre does a lot of damage and the EV wall doesn't. I actually place ogres on each wall with a buff beam on most maps, or sometimes on gas traps. Ogres' damage were increased substantially in the latest patch and they're now quite effective. They also have a lot more HP than any wall, so you don't need to worry about them dying before the wall. If the wall does go down, the ogre can act as a safety net and should be able to keep most enemies from getting past. Minions just aren't tasty enough to enemies other than other ogres, so thats why you kinda still need the wall.

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