Close
Login to Your Account
Page 3 of 4 FirstFirst 1234 LastLast
Results 21 to 30 of 39

Thread: [Guide]: Gamblor's Talay Mining Complex Survival non-mix build (complete wave 30)

  1. #21
    0 Not allowed!
    I'm thinking even a 3-starred build wouldn't be able to hold up against wave 25+

  2. #22
    0 Not allowed!
    Quote Originally Posted by Wally View Post
    Would being able to have it fully upgrade make it viable? Since if you start at 18, it can't be fully starred at 19.
    Actually the north got over-run, and thats where I stand - and everything was fully 3-starred on both sides. This was with the 3 proton-beam fan on both sides as well. But the ogre block party dismantled both sides very quickly, literally within 2 cooldowns of flash heal.

  3. #23
    0 Not allowed!
    yeah I seem to be only able to deal with that stuff with towerboost. Without towerboost it all just goes to to the crapper quicker then you can say wooptiedoo.

  4. #24
    0 Not allowed!
    Build is updated to version 3. Post ogre-copters. Found a way to cope with the ogre zerg at north with harpoons in a key spot out of reach of sharken, while shifting heavier minion focus to other defense points. Works extremely well, very pleased with it.

  5. #25
    0 Not allowed!
    Just wanted to let you know, i hit wave 20 (starting at wave 14 or so) on my first try with this setup. All my toons have half your tower attack stats. My minions dont have all that HP (the around 1,2k), but i was ok until then (and the first wave was a pain,obviously).
    So, its pretty solid i must say. Congrats for the crazy setup!

  6. #26
    0 Not allowed!
    Hi Calvo 22

    Glad to see you had some success with it with lower stats. Can I ask where and how it failed in wave 20, might try to adjust it to meet the needs of lower stat players.

  7. #27
    0 Not allowed!
    Sure.
    The problem was actually the same you had with your mages (I tried the full minion-non tower setup, which was updated recently i believe). The ogres found more sexy those violet old men, and they went for them.since they are always going to try to get the mages, i thought for a second setting a mage on the front of the line would be a nice idea. He will take the damage, but at least the beam fans will be still doing its job. But i haven't try it though.
    But since my attack tower stat is way lower than most of you, i think wave 20 was a nice run.
    EDIT: to be more precise, the ogre issue was on mid-east crystal. But as I said before, i still have to check how far can i get with the V3 setup.

  8. #28
    0 Not allowed!
    Yeah try the v3 setup. The 4 harpoons at north means alot more minions got pushed to other crystal defenses. As a result, they are far more stable. I got rid of the proton fans too - they were nice, but ogre-copters do not come in nicely from expected approaches, so its impossible to setup proton fans to meet them.

  9. #29
    0 Not allowed!
    Wiped to an ogre just walking up the the north crystal and one shotting it on about wave 28. It could likely be fixed by just moving the bottom archer, but I haven't tested it yet. I am curious about your reasoning for the current placement. Is he there because you don't want him to shoot the pathway the other archer covers? If the harpoons are busy and the archer misses and/or doesn't hit all the ogres isn't it game over? I recently just started playing DD again and I am not positive on exactly how the aggro mechanics of summoner minions work. Are the minions getting threat from the auras? Are they like walls and seem to have innate threat? I would really like to see the exact position of that bottom archer on north crystal if at all possible. The screenshot provided is of an older build.

  10. #30
    0 Not allowed!
    I tried this first wave and got to wave 24 before being overwhelmed. But that's actually all my fault. Here are some observations:

    1) We suffered crystal damage N, where I positioned the lone archer too close to crystal so it got hit by AoE ogre smash. This problem is solved when moving the buff beam and archer further out, until 3) happens.

    2) We suffered crystal damage SE for the same reason - I put the 6 DU buff beam too close to crystal and it got hit by AoE ogre smash. Once again, this is completely solved by moving the buff beam towards the wall.

    3) At wave 24, we can no longer heal the lone archer N because of ogre's flinching smash. We now realize that if one of us went on summoner overlord, we could've lasted through the wave and possibly more.

    All in all, great build. We haven't gotten to wave 25 yet so we don't know how bad it is. However, our mistakes so far are fixable and not because of your build. Perhaps I may need to raise my Summoner's minion health, but that's all.

    Quote Originally Posted by Saburo View Post
    Wiped to an ogre just walking up the the north crystal and one shotting it on about wave 28. It could likely be fixed by just moving the bottom archer, but I haven't tested it yet. I am curious about your reasoning for the current placement. Is he there because you don't want him to shoot the pathway the other archer covers? If the harpoons are busy and the archer misses and/or doesn't hit all the ogres isn't it game over? I recently just started playing DD again and I am not positive on exactly how the aggro mechanics of summoner minions work. Are the minions getting threat from the auras? Are they like walls and seem to have innate threat? I would really like to see the exact position of that bottom archer on north crystal if at all possible. The screenshot provided is of an older build.
    From what I noticed, the archers distract the ogres just long enough so the ogres get aggro'd by the harpoons and ignore the crystal. Without the archers, the ogres might have gone straight for the crystal because they haven't been damaged enough yet by the harpoons.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  


Trendy Ent.
Playversedungeon defenders

© 2013 Trendy Entertainment All rights reserved. All trademarks referenced herein are the properties of their respective owners.