Dungeon Defenders II

Dungeon Defenders II

What do orb and mark use for?
see title
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18/8 megjegyzés mutatása
Orbs are attack speed and marks are defense crit.
The_Technomancer eredeti hozzászólása:
Orbs are attack speed and marks are defense crit.
i know, but tell me how they are usefull
11_MJ eredeti hozzászólása:
The_Technomancer eredeti hozzászólása:
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.
Some towers like sneaking sands use orbs. PDT was great with orbs and marks before nerf, I don't know how it is, now.
11_MJ eredeti hozzászólása:
The_Technomancer eredeti hozzászólása:
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.
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.
R Combat Haberdasher eredeti hozzászólása:
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
11_MJ eredeti hozzászólása:
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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18/8 megjegyzés mutatása
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Közzétéve: 2017. márc. 11., 21:09
Hozzászólások: 8