Dungeon Defenders

Dungeon Defenders

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Best tower class?
What's the best tower class these days (and why)? Summoner?
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Jack 9. Sep. 2013 um 11:04 
Almost all class towers are needed (excluding apprentice) when you're talking endgame nightmare survival, but generally the best tower class is Squire/Countess because harpoons are pretty much the bulk of any build you're ever gonna make. They pierce and do fantastic damage.

Apprentice towers aren't useless endgame, fireballs are a great alternative to harps if you have gas traps laying inside a strength drain aura since they cost 1 DU less and have splash damage. Lightning towers are great too even if they're a bit expensive since they can potentially zap the entire map and stunlock spiders, but generally most people stick with harpoons.

Summoner is also very good because minion walls are what you're gonna want in endgame nightmare as well since Sharken won't charge them. If you don't plan on reaching endgame I'd recommend either Squire, Apprentice or Summoner.
Zuletzt bearbeitet von Jack; 9. Sep. 2013 um 11:28
Road 9. Sep. 2013 um 13:08 
i'll read into this a little more by assuming you ment which one to lvl first?

its easily monk=summoner>squire>traptress

auras and minions are even on the scale both builders are required in all maps almost never will you say to your self i dont need auras or minions. these 2 together make almost all maps do able with a capable dps. the other 2 are bonuses.
Qwahzi 9. Sep. 2013 um 13:33 
Awesome, thanks for the advice! I just got my Summoner and Aura Monk to 74, so I'll start working on getting some decent builder gear for them. I'll probably work on a Countess after that.
Really all of them but the Huntress and Apprentice are heavily used late game. Squires slightly less than Summoners but heavily used none the less. In my opinion at lower stats it's

(Mind you I started before Nightmare was added to this game and I never restarted from scratch. So it's a quite dated opinion as I've progressed as each DLC has released and not jumped in mid way.)

Squire > Monk > Series EV > Summoner > Huntress for high stats (2-3k+) replace Summoner with Squire

The idea behind all my builds are to have Electric Auras to decimate weaker Creeps, use Gas Traps if Electric Auras can't kill them quickly. This allows archers to focus fire Ogres and Copters without being overrun by Creeps.

Therefore, Huntress to me are only as useful as my Auras are weak.
If I can kill everything and leave my Archers to deal with Ogres then they don't need reinforced by Gas Traps.

I will only rarely use a Huntress after that point as the DU is better spent on Harpoons.

It is important to note on maps with tight quarters (Tinkerer's Lab/Akatiti) I do use Traps instead of Harpoons. This is because the Choke Points are so cramped It's impossible for me to make space for them instead of just placing down an Inferno/Gas trap. I do use Traps when I have excess DU or I don't have enough room to protect Harpoons.

I'm also a firm believer in Minion Walls which is a Buff Beam laid across a choke point lined with Archers and a mage a 4 DU buff beam distance behind them.

This allows for the Mage to heal the Archers and the Buff Beam increases the archers resistance to wall status. This uses less DU than Spiked Blockades, takes less space, and enable security for Spiders/Flyers.

Where the mage is I usually lay a 4 DU buff beam and place my Harpoons on each cornor and move a mage to the middle there then place a Reflection Wall (Forget the correct tower name) infront of the Archers and behind the Harpoons to protect from Projectiles.

That's essentially my strategy and I've completed nearly every map in the game and geared myself with this strategy ever since the Summoner was released. There is almost no map I can not beat with some minor variation to this strategy. The ones I can think of that may be impossible alone is Tinkerer's Lab.

I use Harpoons less and it's extremely rare for me to use traps but for progression's sake up to this point, they have been vital for me to achieve 5-6K stats.
Zuletzt bearbeitet von FLOORSCRAPS; 10. Sep. 2013 um 9:07
Ursprünglich geschrieben von Avous:
Really all of them but the Huntress and Apprentice are heavily used late game. Squires slightly less than Summoners but heavily used none the less. In my opinion at lower stats it's

(Mind you I started before Nightmare was added to this game and I never restarted from scratch. So it's a quite dated opinion as I've progressed as each DLC has released and not jumped in mid way.)

Squire > Monk > Series EV > Summoner > Huntress for high stats (2-3k+) replace Summoner with Squire

The idea behind all my builds are to have Electric Auras to decimate weaker Creeps, use Gas Traps if Electric Auras can't kill them quickly. This allows archers to focus fire Ogres and Copters without being overrun by Creeps.

Therefore, Huntress to me are only as useful as my Auras are weak.
If I can kill everything and leave my Archers to deal with Ogres then they don't need reinforced by Gas Traps.

I will only rarely use a Huntress after that point as the DU is better spent on Harpoons.

It is important to note on maps with tight quarters (Tinkerer's Lab/Akatiti) I do use Traps instead of Harpoons. This is because the Choke Points are so cramped It's impossible for me to make space for them instead of just placing down an Inferno/Gas trap. I do use Traps when I have excess DU or I don't have enough room to protect Harpoons.

I'm also a firm believer in Minion Walls which is a Buff Beam laid across a choke point lined with Archers and a mage a 3 DU buff beam distance behind them.

This allows for the Mage to heal the Archers and the Buff Beam increase their resistance to wall status. This uses less DU than Spiked Blockades, takes less space, and enable security for Spiders/Flyers.

Where the mage is I usually lay a 3 DU buff beam and place my Harpoons on each cornor and move a mage to the middle there then place a Reflection Wall (Forget the correct tower name) infront of the Archers and behind the Harpoons to protect from Projectiles.

That's essentially my strategy and I've completed nearly every map in the game and geared myself with this strategy ever since the Summoner was released. There is almost no map I can not beat with some minor variation to this strategy. The ones I can think of that may be impossible alone is Tinkerer's Lab.

I use Harpoons less and it's extremely rare for me to use traps but for progression's sake up to this point, they have been vital for me to achieve 5-6K stats.

Quick note: Buff Beams are 4 DU minimum.
Well speaking of Tinkerers Lab - I still cannot for the life of me get a buiild to work for survival - _
There is always one crystal being dessimated in seconds - I havent tried the butch strength builk yet - just electric, strength drain, gas, harps and buffs - that may be my next attempt - wasted most of today gettiing nowhere again. Does anyone have a build that works - And no Black Mambos No 5 does not work for me; upper right crystal destroyed first wave every time from Ogre attacking minions.
Alot of the builds I've seen lately involved just pure summoner as far as tower damage goes. Unfortunately summoner lacks splash damage, but its archers hit harder than any other tower in the game.
Qwahzi 9. Sep. 2013 um 18:15 
From all of these posts, it seems like anything will work (except Barbarian and Jester) as long as I have decent gear and a good setup. Different solutions to the same problem.
Ursprünglich geschrieben von Qwahzi:
From all of these posts, it seems like anything will work (except Barbarian and Jester) as long as I have decent gear and a good setup. Different solutions to the same problem.

They all work, its just which ones work with 'worse' gear. The apprentice/adept used to be the easiest & most efficient way to break into nightmare to farm mythicals when it first came out, but I don't even know anymore the best option.
Ursprünglich geschrieben von Daedrac:
Quick note: Buff Beams are 4 DU minimum.

Thanks I havent played in awhile I thought they were 3-5 DU.
Ursprünglich geschrieben von Qwahzi:
From all of these posts, it seems like anything will work (except Barbarian and Jester) as long as I have decent gear and a good setup. Different solutions to the same problem.

Barbarian has it's own place among the stars. There is no better boss slayer in the game. It hits the hardest with absolutely no class coming close to their damage output. Jester is an alternative for ranged damage but for raw damage the Barbarian always wins.

The Jester uses Wild Magic if you ever played Dungeons and Dragons. Everything about their towers are random. They attack faster than regular class towers and are cheaper but they are completely random. If you set up your defense and have a similiarly statted Jester you can summon presents and use Move Defense at the start of the round to move her random towers into position to use them, save DU, and have faster hitting towers. But due to the random element most people do not bother.
Zuletzt bearbeitet von FLOORSCRAPS; 10. Sep. 2013 um 8:02
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