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Dungeon Defenders II game Status:
Yeah, pretty ridiculous how much it was buffed. While it was a bit too easy to start, now I can't even do the first wave. As far as loot goes, it wasn't that spectacular. The weapon drops were pretty good, but the armour was mostly crap. I got maybe 2-3 minor improvements over what I had managed to farm in Endless Spires, no armour above mythic, only a couple weapons were trans (not very good either) and an ultimate pawn shot which I need another 15 levels to wield. Didn't play survival on it, but I doubt I would have made it past wave 20. If this wasn't supposed to be another wall for us to face, it sure failed that job.
The map is still good for one thing. IF you can survive four or five waves, you can pull 4 or 5 million XP.
No map I have played gives the high amount of XP this map gives.
Perhaps that is what they meant by Stepping stone...
Then again, if that's true, having levels doesn't give you the gear you need.
I can do the Campaign on Insane, no problems at all. Even set to hardcore.
Insane Survival, not getting past wave 13. My stats are around 1k on my builders and my DPS. And according to a couple of guys with 3k gear who can barely pull off NMHCMM, my build is about perfect.
So, yeah...it's not a stepping stone. It's a cliffjump.
Are you using the 3k Builders NM build on insane? If so thats a possible ton of DU wasted, I think ogres only went up to ~8mil hp on insane. The gear that I was finding though was ~100-150 to stats with ~80 upgrades, so not much of an upgrade over 1k.
I did the map before the 15% nerf and got to wave 24, after the nerf I got to 27 (with a low geared friend) and it only failed from a badly positioned tower (shouldve moved it after crystal hit on the 1st wave starting @15), what sorta builds are ppl using? im still finding it very hard to ever use a wall anymore.
I haven't used walls since the introduction of sharken.
With the exception if I know beforehand that it only will get hit by the cogres or a dark elf or something like that slipping past.
Minion walls > all lol, well that is untill late game surv and thier DPS is really lacking in the AOE department
I guess it really depends on your monks aura size (most important thing for builds imo) but I guess on insane with a buff beam my build would be doable, got to maybe 25mil ish mana a wave on insane wave 20+, I assume it would still need attending too for 1k stats but depending on aura size it should be doable + you get the option of moving a couple things once you get the extra 10 DU making things simpler, ill post it if you want, but you do need Squire/Monk/Huntress/EV/Summoner..
The intention of the minion walls is then also to act as a wall so the mobs don't get to the inner stronghold.
But with strength drain, fireballs, electric aura and inferno traps at every of my front lines I honestly still have to find anything but ogres smashing these minions. I do on occasion put a reflect wall in front in case I know that there is a high likelihood of the copters to be raining on my parade at these walls. I use a bowling ball instead of an inferno when I am at a slope and already have measures for anti air.
It seems to help in the longetivity of the minion walls, if not for the occasional bug of these rockets passing over the reflect walls.