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[Guide]Crystalline Dimension NMHC solo
I've seen a few people asking around for Crystalline Dimension builds and figured I'd post the ones I've been using to clear it solo. I'm sure it works with multiple people, but haven't tested it yet.
First off, the proof that it actually works...the Super Legendary Monk!
For the record: from my math it seems to give a ~92.5% HP increase and ~20% DPS increase (including pet) over the normal monk costume. Same speed as the Legendary Monk. EDIT: Nope, it's slower than the Legendary Monk...annoying.
Stats used to clear this are as follows:
Countess: 1401/3168/1138/1441 (optional)
Series EV: 2133/3340/1542/1516
DPS Monk: 1917/2117/xx/1307 690/821 resists 90/90/77/78 w/71k Stone's Throw and 18.9k Seahorse.
If you want to do it on NMHC, CAP FIRE RESIST FIRST. Trust me. Get an extra piece if you need to with lower stats just to cap fire resist, and equip it before the final boss. It helps TREMENDOUSLY for the final boss.
Couple of notes in general: build beams -> auras -> traps -> harpoons (if using) -> minions. Have all-female builders without rocks if possible, to set up faster. Everything is buffed except 2 minions in section 3, some gas traps in the boss gauntlet, and some reflection beams. Aura stacks should all be on top of each other like normal.
Section I: Legendary Huntress
In-game screenshot with everything (except harpoon) built: http://cloud.steampowered.com/ugc/57...4C1644C28E13B/
Youtube video: http://www.youtube.com/watch?v=u7kve5rtnLE
The easiest section. Build everything as quick as you can. If you choose to forego the harpoon NW, move the aura stack back so that it covers the crystal. Upgrade the buff beam NW first, then run around upgrading buff beams.
Before you enter the portal to go to section 2, switch to different characters and collect as much mana as you can. It's not necessary, but having upgraded buff beams section 2 makes it a lot easier.
Section II: Legendary Monk
In-game screenshot with everything built: http://cloud-2.steampowered.com/ugc/...E6415FA44AAA6/
Youtube video: http://www.youtube.com/watch?v=_eBh4M4n6MQ
It's a little hard to see everything in the in-game screenshot here, so refer to the planner for what to build. Reflection triangles are placed in the middle of the buff beams to cover as much of it as possible, and all minions hide inside the triangles. Yes, it's cramped, but it works. Harpoons are, again, optional, but you'd better make sure those auras are as close to the crystal as possible if you don't use them. Use the extra DU on more proxy mines.
Upgrading buff beams is critical here: generally, any choke with a starred or 3-starred buff beam can basically hold itself unless it gets a massive ogre train. 3-chevrons is iffy, anything less is in trouble if it gets ogre swarmed. Upgrade north first.
Before you go into section 3, you NEED to cap mana on several characters to have enough to build everything in section 3. I generally cap mana on 6 characters before entering the portal; takes a while, but it's worth it.
Section III: Legendary Mage
In-game screenshot with everything built: http://cloud.steampowered.com/ugc/57...3.resizedimage (Note: taken after the waves were finished, changed one thing around after)
Youtube video possibly coming after build is finalized, we'll see.
After noticing that people were STILL having lots of trouble with this section, I went and took another look at my build. I ended up editing it massively to help improve it's stability. There are still some things that could be stronger, but overall I think it's much more solid than the original.
I axed two of the seven choke spots and beefed up the others. Legendary mage defenses can now stand up to an ogre without falling provided it's upgraded. I ended up having to add a buffed archer+mage combo to the bottom layer; this is the weakest part of the build. It'll only really fall if it gets hit by an ogre though...which is rare. All of the copter ogres at that spot generally go for the ogre+mage above it, so only wandering ogres ever really get there.
Speaking of wandering ogres, be careful of normal ogres following you around! If one gets in the wrong spot, it could start hitting a crystal! Make sure there is sufficient distance between minions and crystals (except SE) to prevent stray ogre swipes on the crystal.
SW and SE both have an additional mage, spider, proxy mine, and inferno trap. SW's buff beam is also extended to 5DU so the mages are farther from the ogre. There is a lone reflector in front of that ogre. NE has a spider and a proxy. Everywhere else has a proxy added. I set a nonbuffed gas+proxy combo near the north crystal to prevent trash mobs from getting there, but I'm not sure if that's actually necessary...not sure what it'd get replaced by though.
Note that with the proxy mines, the trash will be killed faster and there may be more copters in the ending zerg. If you can't handle it, try deleting some proxies. Also make sure to upgrade/repair the proxies! 2-chevrons before the first wave is generally enough, just watch them.
In-game screenshot with everything built: http://cloud.steampowered.com/ugc/57...FF2E35C2C833C/
Youtube video: http://www.youtube.com/watch?v=l0CKZqdnJOo
This is the hard one. The one everyone seems to have trouble with. So did I, until I came up with this build.
So yeah, ogre minions. Yes, it works. It's still not easy. I tried it with archers+mages, same with the other two sections, and got stomped repeatedly. So I tried ogres, and holy crap it works. You do need to cart in mana from section 2 to have enough to build them all though, preferably with extra for upgrades.
Pay attention to the markers I put on the planner. North and southwest just get a lot of enemies charging toward them, southeast gets a lot of enemies, djinn, wyverns, AND copters. Hence the two ogre minions and two gas traps there. The two mages marked with the green markers NW/NE take a lot of damage from coptered-in ogres, but a few upgrades and they'll hold up. The mage SW just dies for reasons I can't explain, upgrade it quick.
The gas traps are set far out to choke the pathways for a reason; to spread out the copter spawns. Kill all the trash too fast and you'll get swarmed by 15+ copters at the end. 20+ djinn will come at the end regardless though (mostly SW and NE), so be prepared.
The Legendary Mage mainly gets attacked by wyverns, however very rarely a copter ogre, copter, or djinn will wander up there, so keep tabs on it. 3 chevrons on the buff beam up top should be enough.
If you're solo, start southeast and run counterclockwise, upgrading buff beams/mages, repairing auras/mages/reflection beams (yes, reflection beams, those clones kill them surprisingly quick), and killing off ogres. Should a buff beam fall, 3-star the ogre at that spot and he'll last quite a while.
Before entering the portal, make sure you have full health then enter on your aura builder with full mana!
Section IV: Legendary Knight/Boss Gauntlet
In-game screenshot with everything built: http://cloud.steampowered.com/ugc/57...F059F5A86E2CC/
Youtube video: http://www.youtube.com/watch?v=l0CKZqdnJOo (starts at 24:17)
Build as quickly as you can. Auras -> buff beams -> traps. Gas trap the ENTIRE perimeter. If you're quick, you should have time to 3-chevron each buff beam before the bosses arrive. Do note however, the time decreases by 5 for each extra player. Multiple people will need to build if you have 3-4 players to finish in time.
The auras/traps will prevent all but ogres from reaching the crystal. You will need to kill the ogres as they spawn yourself. Good luck killing the dragon if you're solo...wait for him to breathe fire before attacking!
Equip your max fire resist gear and have full health/mana on your DPS character before entering the portal!
Section V: Old One
To prevent spoiling too much, I will only give four pieces of advice: auras don't work after the first section, shockwaves are instant death, don't walk into the fire like an idiot, and keep as much mana as possible for healing!
...though...if you REALLY want a "strategy guide" on this guy, I suppose I can divulge what I've found...
Feet: Stomping on you with both feet = instadeath. For that reason, you only want to be close to his feet for the second or two he's inbetween attacks. Jump the shockwaves from both feet stomping the ground! Nothing else is truly threatening here, except the ground fire obviously.
Hands/Chest: There is a pattern to his attacks. His attacks can be split into four categories: Slamming one or both of his hands down onto the platform*: The chest lasers (single or triple): The hand-fireball: And calling down lots of fireballs onto the platform. If he does one attack from a specific category, he CANNOT use it again until he taunts! For example: if he fires triple chest lasers, he can't use that attack OR the single chest laser until he taunts you. He will do attacks from 2-4 categories before he taunts, and the order seems random from there. From what I've seen though, he can't do two attacks from the same category back-to-back with a taunt in the middle (for example, hand-fireball -> taunt -> hand-fireball). This may be a coincidence though.
*It seems that, upon further testing, he can do two attacks from this category. It is rare though, and there's always an attack in between them.
The hand-fireball does do a significant amount of damage if it hits you straight-on. The triple chest lasers and the double-hand slam shockwaves are the biggest threats by a VERY long shot though. Try to stay in the middle to jump the shockwaves, but not so close to him that the triple chest lasers instakill you. There is absolutely NO warning to the triple chest lasers, so you need to stay alert. They can't reach the far side of the platform (I think...). There is virtually no threat of being knocked off the cliff if you stay in the middle, though only one category of attacks knocks you off.
Head: That arm sweep move? The attack where he moves one of his arms across the platform in an attempt to knock you off? That doesn't reach the far side of the platform! For that reason, I HIGHLY suggest standing at the far side until his first attack, and then jumping in to destroy him. HOWEVER, if you let him survive past the first attack he may do some breath move that can and will kill you INSTANTLY. Try not to let this get off, if you see his head pull back GET AWAY FROM HIS FACE AND OFF TO THE SIDE!
Now with 100% more video of the Old One getting his face smashed in!
Now with extra 4-player version done solo!
Hope these builds work for you, feedback is welcome!
VERY nice work man. I was wondering if it was soloable and almost all of my builders are in similar stat ranges so I will have to get this a shot tomorrow! Thanks man looking forward to getting it done :]
Good work on the builds mate
I will try later, my DPS stats are a little better, but my builders aren't quite as good. Hopefully it will still work on NM though.
And do you know if the Legendary Monk, not super, gives some stat boosts as well?
The legendary costumes don't give an attack boost.
The super legendary costumes buffs will always be better.
PSN | classic22us
Steam | 22classic22
genius here people...............
you are AMAZING...................
Tried this with 2 people and it still worked wonderfully, I now haz epic lewts!
how did you build is so fast solo? I was duoing (we wasted NO time) and we were struggling to keep up with your times..
Man, I'm impressed. Lots of unusual tricks in there, must be fun!
I would like to know if anyone has done this with quite lower huntress stats, my summoner stats are a little higher then that. My DPS monks stats are 3.1k but crappy wep 50k wrench. (ish). Also summoner has perfect rocks so he will have the phase shift in order to put down stuff. That being said my countess is nearly the same, maybe 100 less in stats. My ev is quite low 2k perhaps. (if i remember correctly) and my huntress is also at 2k ish, as well as my aura monk. my aura monk is nearly 2.2k in all stats
question I forgot to ask, I'm guessing these are done rock-less?