Hi Everyone, figured out a build that worked for me to solo Talay on NM HC Survival last night and thought I would share. This would probably be easier to do duo then solo, one person stay north, while the other roams. I'm not sure how the build would fair with more then two players though as I haven't tried this yet.
This is non-Mixed Mode.
The build: (Read rest of notes as the minions are placed in the build to see their number, not their actual position): Build
Test build: Test build I'm still working on tweaking this one. It does seem to be lower maintenance overall. I haven't had time to run it all the way to 30 yet though, made it to 24 before got DC'd from trendy and didn't have any issues with sharken pushes.
Pictures
Blue Dot (Pit East): http://cloud-2.steampowered.com/ugc/...B70D11E6475DC/
Green Dot (Pit West): http://cloud-2.steampowered.com/ugc/...D09F44D09F1CA/
Yellow Dot (Mid Level East): http://cloud-2.steampowered.com/ugc/...2F910867A81B8/
Purple Dot (Mid Level West): http://cloud-2.steampowered.com/ugc/...D39D14C373856/
Red Dot (North): http://cloud-2.steampowered.com/ugc/...044965FCD4D0F/
Yellow Dot (Mid Level East): http://cloud-2.steampowered.com/ugc/...2F910867A81B8/
Forge: http://cloud-2.steampowered.com/ugc/...4F08EAD3B3734/
My Stats:
Trapper: 1748/2214/1715/1626
Initiate: 1329/3140/1500/2223
Summoner: 1765/2434/1554/2383 242 Minion Movement Speed
EV Wall: 3643/xxx/xxx/xxx
EV Buff Beam: 2351/3232/1276/1565
DPS Monk: 1864/1884/372/1027 2336 Tower Boost / 1278 Hero Boost w/ DPS Seahorse
Since I don't actually use my countess or app builder on this map, I moved my countess armor to my summoner to give the minions better stats.
Other information:
All Minions are on buff beams with the mage being at the end furthest from the wall. Exception being the forge minions which go on the beam with the mage in the middle. You need to group them as close to each other, at the end away from the wall, as possible with a reflect beam just in front of them, between them and the wall.
All gas traps are buffed except for nothern ones (Red dot)
Don't upgrade the gas traps.
All Auras are buffed.
Purple Dot Lightning Auras should be placed so that they also hit ogres on the level below (Green Dot), once the buff beam is fully upgraded.
In general, Lightning Auras should be placed as far out as possible while still being buffed. Strength Drain Auras should be placed back slightly from the Lightning Auras so that they just barely cover the minions when the buff beam is fully upgraded, to protect them against DEW, and if a wall gets sharkened, Ogres.
For Forge Gas Trap, you need to get naked and place the trap as close to the southwest side of the crystal as possible, then gear back up and build the rest of the traps.
Ogres do sometimes wander up to the Forge Crystal from the west and start beating on the minions. The buff beam needs to be far enough away from the crystal so it doesn't get hit while you run up there to kill it. Yes you do have about 10 seconds or so to do this, in the cases I observed. So, you have to keep an eye on this area for this situtation via your map. It is rare (happened to me 3 times with run starting at wave 18 going through 30).
Ogres will occasionally wander to the yellow dot wall, but the minions there should be able to handle it. I never had to go over to the yellow dot area for any reason. Note that sometimes ogres will walk half way towards the forge crystal just to turn around and walk back to the west spawn and get stuck, so make sure not to run up to the crystal unless you really need to.
Starting at wave 20, you'll need to spend most of your time dealing with the northern crystal (Red dot).
Sharken are a problem pushing the south east wall in the north. Make sure you are up there to buff with tower buff / kill the sharken when they are out.
The other problem spot is the purple dot starting around wave 27, occasionally sharken will get through here as well if the minions are busy with ogres at the wall. My minions were able to deal with 1 ogre at a time just fine in this situation, but if you see two, you need to run (fan jump) down there and heal up the mage / kill the ogres.
Its a proxy build unfortunately, couldn't spare the extra DU, so around every 1000 or so mobs killed, at least for my trap health, you will need to run south and heal up the green dot's proxy trap then run back north again, the rest should be fine until the the ogre phase at the end (ogre phase explained later on). I normally have tower boost going when doing this to heal up the auras down there while I'm repairing the trap, but this wasn't actually needed.
Ogre phase: This build's other annoying point is that Ogres get stuck on the top level in the west. This makes it so that once all the other mobs are dead, there are still 80 ogres to kill, 6 at a time. Making waves take any where from 17 minutes (~wave 24) to 40 minutes (wave 30). Wave 18 through 30 took 5.5 hours. Once all the mobs except ogres are dead run around and repair all the proxy traps. You need to go and aggro these ogres after all the mobs are done and drag them to the west wall of the north crystal (red dot).
You need to play a DPS char (preferably monk) for this so you can plug any holes created by sharken and boost auras / minions.
I welcome any feedback you have. I'm also curious how low of stats this will work with. Good Luck.


: 1748/2214/1715/1626
: 1329/3140/1500/2223
: 1864/1884/372/1027 2336 Tower Boost / 1278 Hero Boost w/ DPS Seahorse
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