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Fear not, Q4 is easily beatable at WL 200, you just need the correct strategy.
1. Increase the gem grade (requires mana) - This could be done by having an orange gem in a trap near the entrances, although without the chain hit gem it might not be as useful as you want (also, a slow gem targeting random monsters before the mana gem in the trap)
2. Increase gem damage through amplifiers
3. Increase gem damage through skills (Resonance or True Colours)
4. Get more gem types to use on the field that deal increased damage (White/Black/Yellow/Red). This is done by unlocking skill tomes.
I would go to field L6 and obtain the Poolbound gem, and field R1 to obtain the Critical Hit gem by unlocking the skill tomes at those fields.
Remember, that adding battle traits increases the number of waves of monsters, so the difficulty is increased. Remove the orblets and Swarmling domination traits and it will be 14 waves shorter compared to if they are set to 7 each.
In answer to your shorter question: How does one deal with giants without the critical hit, poolbound, or bloodbound gems? The answer is to obtain those gems.
Edit: You can also increase your damage through Talisman fragments.
2. This was with no giant domination and no haste (I still used orblets and mana lock), so there's nothing I can turn down to make it "easier".
3. My problem is that the giants take hundreds or thousands of hits near the end of the level, and without critical hit, bloodbound, or poolbound, I'm not sure how to *not* make them do that.
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I ran into a similar problem on K2. There's just a lot of giant waves, and although I can do with the early ones easily and the middle ones with spells, it seems like the giant health just outpaces my gem damage at the end.
On both Q4 and K2 there's abundant mana shards, and with those I get ahead of the game -- but after they run out, I start to fall behind.
I replayed K2 using a pure orange gem (I had only ever used them in traps in GC:Labyrinth) instead of the slow/poison I was previously using, and that allowed me to get a G12 gem which was helpful, but it was still a matter of not being able to kill the giants at the end until after they'd already grabbed orblets and were marching back.
But on K3, for instance, which has critical hit available, I can turn Giant Dominance up to 7 and breeze through the level no sweat.
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Skills are:
True Colors 15
Beam, Bolt, Curse, Freeze, Fury, Mana Stream 12
Amplifiers, Fusion, Masonry, Traps 6
1,155 unspent points
I know I could spend a bunch of those points, but since I play with Mana Lock 7 I like to have enough for a G5 and to bomb the first six waves with 4 G1s each.
Colors aside, you'll get them eventually, let's get at skills.
Put at 0 (zero) the following:
Bolt, Curse, Freeze, Fury
Amplifiers, Traps
as wasting all that mana on minimal CD reduction or exp isn't worth it. Amp skill is very weak and won't make a difference at 6. Traps are just not useful enough at your level.
Your reasons about having a good starter is sound, a G5 is mandatory at that point.
reinvest back your points into True Colors, Mana Stream, Fusion and Leech skill:
18 18 18 15 should be reasonable
keep Masonry/Beam at 3-6 points
Done this, just slot a good pure orange gem with beam and a couple of amps and let it do the ugly work, you should get enough mana to make everything you wish.
Ultimately, I'd ditch all traits that make your life harder (EXPECIALLY mana lock, which I actively discourage using before WL 1k) and rush to hextiles L/R for white/yellow, you will do exp runs after you got the basic colors.