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Dungeon Defenders II game Status:
If you are using gas/snare/whatever traps & auras PROPERLY and Sharken are still owning you, it is either your gear or your overall tower placement that is the problem.
Gas Trap alone will stun for anywhere between 35 seconds and 50+, so your towers have a sh*tload of time to finish off ogres and then kill sharken - harpoons can even kill sharken with their piercing while focusing Ogres.
Sharken are tough against defenses who can not kill fast enough (or properly stunlock the enemy till death).
However Sharken are completely helpless against properly geared and placed defenses.
I'm glad it's working for you. I swear by it!
So, I tried the wall-less build for MM, and I'm pretty stoked about it. No more plowing of choke points! I do have a bit of an AoE damage reduction, so 2+ ogres can require some extra attention, but my general setup is now minion archers + mages to act as walls, backed up by gas/proximity/inferno/ensnare/strength drain. I use DSTs behind corners (so sharken can't see them), but due to decreased minions in my central area, spiders are more troublesome than before. It's cool, just needs some tweaking. On my first try of the new build I got to wave 11/12, second try I got to wave 12, so it clearly is viable. Thanks for the suggestion!
If you want any help with builds, I'm more than happy to share.
I would just like to say that should say "up to" for the gas duration. sharken can easily walk into a gas trap part way through its activation or if you are really unlucky arrive when it is resetting. Long reset times and relatively small range can be problem in early NM where you might have the stats to kill the enemies, provided your walls stay in place, but can't get the coverage to stop sharks consistently.
Originally Posted by Bogdanov89
Several months on I actually like the addition of Spiders and Djinn, but the Sharken just don't feel right. Unlike Spiders which are easily cleaned out if there are gaps in your build the only thing Sharken do pretty much necessitates stopping them before they get to do anything. And unlike Djinn which float above defenses presenting a clean target, Sharken aproach defenses in the mass of enemies so heros cant be relied upon to disrupt or stop them on most levels so your defenses have to be able to. I think the problem is the middle ground with sharken is virtually non existant, stop them and relax or don't and fail unlike Djinn and Spiders with can be nicely cleaned up by the player if the build isn't quite tight or towers are a bit lacking.
It does take more DU, but there is a trick someone mentioned earlier you can use to minimize this. Place two gas traps as close together as possible whilst naked (and maybe still reduce their trigger radius 10%). Upgrade one all the way, but only upgrade the other one to 1 level below it. By doing this, enemies won't trigger both at the same time, and the second trap will be up during the short time the first one is down. But the longer your trap duration is and the shorter the reset time is, the less of a problem this becomes.
Long reset times and relatively small range can be problem in early NM where you might have the stats to kill the enemies, provided your walls stay in place, but can't get the coverage to stop sharks consistently.
Sharken are by far the best Mob added to dungeon defenders.
Finally someone that gets them. :P
Originally Posted by Raziel666
Spiders + Djinn never gave me that Nightmare factor. Sharken are the real deal. They were nerfed 20 minutes after release FFS, so most of you have never seen day 1 Sharken. Which were alot worse then this.
Done with Hacked Defenders.
Bring on DD2.
Now those were nuts Don't know why they thought a charge distance longer than unbuffed tower range was a good thing...
Originally Posted by KnowsNoLimits
Day 1 djinn definetely gave the NM factor too. Then super mega gold spiders (I'm not kidding, they 1 shot anything)