Dungeon Defenders II

Dungeon Defenders II

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11_MJ Mar 11, 2017 @ 9:09pm
What do orb and mark use for?
see title
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Showing 1-8 of 8 comments
The_Technomancer Mar 11, 2017 @ 9:11pm 
Orbs are attack speed and marks are defense crit.
11_MJ Mar 11, 2017 @ 9:13pm 
Originally posted by The_Technomancer:
Orbs are attack speed and marks are defense crit.
i know, but tell me how they are usefull
Furill Mar 11, 2017 @ 9:17pm 
Originally posted by 11_MJ:
Originally posted by The_Technomancer:
Orbs are attack speed and marks are defense crit.
i know, but tell me how they are usefull

Well if you want (as an example) your darts to hit faster you can go for Orbs to up there attack rate. or if you want them to hit harder on crits then you put in the Marks.

For me personally i dont know which tower would be good to put them in as it feels like you miss a lot off Attack damage this way.
NeedtoDie Mar 11, 2017 @ 9:18pm 
Some towers like sneaking sands use orbs. PDT was great with orbs and marks before nerf, I don't know how it is, now.
The_Technomancer Mar 11, 2017 @ 9:19pm 
Originally posted by 11_MJ:
Originally posted by The_Technomancer:
Orbs are attack speed and marks are defense crit.
i know, but tell me how they are usefull
Some defenses with proc chances or naturally high damage might make more of speed like the Colossus or cannon ball towers with the stun shard. The PDT was great with marks before the nerf to crit chance but focusing ascension and shards on crit chance and damage for a tower can work instead of defense power in some cases. Though I will agree they are probably some of the worst relics compared to the others.
[R] Nerva Mar 11, 2017 @ 9:25pm 
Orbs are for towers that need to fire rapidly, but don't deal a lot of damage and either don't have, or don't use, defense health. Traps are a good example, particularly traps that deal CC, like Geyser Traps, Oil Geyser Traps, or Snaking Sands traps.

Marks are for those who want Crit instead of raw Defense Power. Mainly only useful on damage-dealing towers, particularly damage-dealing towers that have enough range that they aren't likely to take hits - Skeletal Archers, Sand Vipers, etc.
11_MJ Mar 11, 2017 @ 9:42pm 
Originally posted by R Combat Haberdasher:
Orbs are for towers that need to fire rapidly, but don't deal a lot of damage and either don't have, or don't use, defense health. Traps are a good example, particularly traps that deal CC, like Geyser Traps, Oil Geyser Traps, or Snaking Sands traps.

Marks are for those who want Crit instead of raw Defense Power. Mainly only useful on damage-dealing towers, particularly damage-dealing towers that have enough range that they aren't likely to take hits - Skeletal Archers, Sand Vipers, etc.
Skeletal Archers have shard-rain of oil, it need dp better, and i didnt find how the crit is useful for it as i tested, and the command doesnt crit
[R] Nerva Mar 11, 2017 @ 9:52pm 
Originally posted by 11_MJ:
Skeletal Archers have shard-rain of oil, it need dp better, and i didnt find how the crit is useful for it as i tested, and the command doesnt crit

Depends on what you're using your Direct Command for. If you got fire to set the oil off, then sure - go DP on your archers. If you don't have or don't use Rain of Oil, then use a mark, go crit, and command your Ramsters instead. If you've got Rain of Oil, Mana Capacitor, and Abyssal Mandate, as well as maxed Mana Cap ascension, use a DP/DHP/DSpd Medallion, load it up with Destruction, Vampiric Empowerment, and Rain of Oil, and command both your Archers AND Ramsters.
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Date Posted: Mar 11, 2017 @ 9:09pm
Posts: 8