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A quick overview though...
Mandatory heroes for higher end nightmare maps:
Aura Monk
Apprentice
Summoner (ONLY tower HP and tower dmg stat, do NOT bother putting points in range/rate it does nothing)
EV (buff beam scales so horribly you can use a literally naked low level EV for all it matters tbh, but it gets a tiny buff if you throw thousands of points into tower hp and tower dmg)
Traptress (very useful, especially gas trap but once your app gets strong enough it can be pointless in most maps. great for challenge maps tho)
Best DPS heroes:
Monk (best overall/general purpose and great for most bosses, has a ridiculous pet scaling multiplier compared to other heroes + hero boost on top of that)
EV (using the beam ability for bosses, otherwise honestly kinda trash. requires the staff from Embermount to be worth it otherwise stick to monk/barb)
Barbarian (hawk for bosses/ogres, decent mob dps but largely inferior to monk tbh)
Everyone else is leagues below these three but they can still succeed (jester/huntress are ok ranged dps, app can also do solid dps)
TIPS:
Nightmare = pet dmg scaling goes WAAAY up but hero goes significantly down (hence pets are ur main DPS for most heroes in nightmare) and tower dmg goes up as well as hero hp for the most noticeable changes
Spider minion webs target = target takes 2x dmg
buff beam boosts tower dps 2-3x roughly depending on tower
monk tower boost can boost tower DPS by around 2-4x
Summoner booster can boost tower dps around 0.8-2.5x or so (I forget precisely) with app + huntress guardian pets
Hero who built X tower on field actively boosts their towers DPS by 30% or so
stacking these various buffs can be a massive dps boost (ex DST goes from around 1-2m DPS to 8-20m+ depending on what is stacked)
Good builds almost never need a hero dps so DPS heroes are pretty pointless for most of the game's content (esp survival because they neuter drops if anything but summoner is out).
Seahorse/megachicken are top tier DPS pets, and dragon is a bit behind them with all three being very viable and fairly easy to get.
Tavern Def Campaign HC NM gives the most exp per time invested, Tinkerer's gives most per single run but is a bit slower per run but also gives Blaster Rifles, Akakiti gives acceptable exp/mana but isn't really ideal for it there unless you are OP enough to not struggle on the map and is mainly about good stat stick and a few dps weapons, Moonbase campaign = some pretty great pets (fish/treadmill mainly) and ok weapons for getting a massive boost in stats for how easy it is, Coastal Bazaar survival = best loot armor farm in game, the map with 2 cupid boss and you try to prevent matching pairs is the best accessory farm map in the game (can get up to 8 per run with 4 char split screen emulator and secret on map)
Accessories aren't worth your attention until around 2.5k+ stats by which point you are probably making some decent mana. Accessories look ludicrously expensive to upgrade but after the first 30m or so levels worth of mana (might be first 40 upgrades-ish?) every upgrade after is 1 mana each (so particularly high upgrade accessories with good stats can get insane results, like 250 ups can end up with some stats at around 500ish from a mere accessory)
summoner mage heals nearby weakened minions/heroes so they can be useful for self repairing walls on buff beams (EV buff beam under them and inside a str drain + slow aura to help them survive). Most common formation is a bunch of archers and some supporting mages.
buff beam boost tower performance immensely so they are the priority tower to upgrade above all other tower types 99% of the time
get genie pet for upgrading/repairing fast and put it on a jester with prioritized cast rate stat = super fast upgrade of towers on map
Don't stress on perfecting yourself in the game, the difficulty isn't that high and pretty much everything is nearly viable including other hero towers just outclassed at worst but not worthless.
"Summoner (ONLY tower HP and tower dmg stat, do NOT bother putting points in range/rate it does nothing)" - Other guides have said the exact opposite in that points should only go into rate/range and attack speed (Stats useless on some like Ogres).
If you are curious you can easily test by swapping tower stats with good range/rate armor/pets from one char to a summoner. If I take a char with 4-6k+ stats in rate/range on my summoner and build an archer then strip him to 0 range/rate he will lose maybe around 0.2 range/rate for a massive loss of 4-6k stats, aka nothing. The scaling exists but it is so negligible it is worthless. Same for series EV buff beam rate/range and to a much lesser extent tdmg/thp on buff beam. Buff beam does scale a bit with dmg/thp but it is pretty small (can actually add up a bit to like an extra 20% for those two stats at like 5k+ stats so it isn't 100% worthless but, honestly, not a worthwhile focus compared to improving your other char's stats).
For summoner tdmg and thp improve dramatically with minions. Difference of a 10k archer hp vs around 200k is pretty dramatic at a 2000% increase with like 4-6kish stats for example. This is even more apparent because the mage minion's aoe heal effect is based on the target's max HP % so more hp on minions = better mage heal per heal. This has a particularly noticeable impact on ogre and orc (the blue axe ones are called orcs iirc?) because they have insane HP, ex my orcs and ogres can get around 400k and just under 800k hp) meaning a % max HP heal on them is several times more potent than archers. Some players focus on tower dmg with secondary emphasis on tower hp but this is actually incorrect despite being more common then thp first then tdmg second. Reason is minion dmg isn't horrible but it doesn't scale dramatically compared to towers and minions actually make up very little of your overall DPS on a map. A group of minions at one location might put out around 1m-3m DPS combined but a single tower can easily do 1m-20m+ DPS to a single target (not even factoring in the potential for some towers to hit multiple or one like lightning to do 2-8m dps at upper stat/build setups to 70+ targets each at once). Also, if your minions are tanky enough then even if you kill a bit slower because they aren't contributing as much dmg so long as your minion wall can't be breached you wont lose even if it is a bit slower in contrast to having a bit faster clear but the potential for a wall to fall meaning possibility to lose.
Some additional tips regarding minion walls...
put them on buff beams but if you are doing harder maps where your minion walls are failing try taking the mage minion off the wall and putting it far enough back to be outside ogre swing range aoe but still heal (mage can heal about 6 archers back to back in terms of range which is rather significant, or roughly to just outside your reach range for max distance you can upgrade/repair a target from with a hero). this is because mages are by far the lowest HP of all minions.
also if you got a small enough path in some maps you can stick the normally prohibitively expensive orcs and even ogres in those spots and have them virtually unkillable on a buff beam. You can also do something like a wall of orcs/ogres in one heavily hammered spot using up most ur MU but less defenses to support DPS that spot since it wont fall with such tanky walls and then use normal walls with heavier DPS focus from towers in other spots on map (such imbalanced builds can be really potent).
Gas traps + AoE towers (inferno trap/lightning aura, cheap DU but powerful proxi/ethereal traps, additional assistance from lightning towers but don't rely on them exclusively for aoe of trash mobs cause they have a target # cap) + str drain to disable elemental affinity of those in it + slow aura to further reduce mobs reaching walls deals with trash mobs pretty much entirely meaning only ogres will reach walls with a proper build.
Str drain + ensnare aura + buff beam + minion walls (or non dmg normal walls with heavy DPS from towers to draw aggro) can make the remaining mobs (just ogres) easier to focus fire on while not doing enough dmg to walls to breach. This and the above trash mob handling are the basic build loops for high end nightmare, to which you may have some experience with from local play but Idk the extent of what you've done. Don't underestimate ways to boost your DPS (buff beams, 1-2 spider minions webbing targets, monk tower boost, etc.)
I also suggest emphasizing tower range for monk until about 2k tower range than tower dmg primarily after that point (range doesn't scale significantly past 2kish but still does a little) as it will make your auras far more capable with good range in NM
Playing solo is fine and very doable, and actually makes some content (survivals) much easier but also reduces amount of loot you can get. More players = increase HP + dmg of enemies (spikes at 4 players in particular) and higher loot cap (loot allowed on ground, something like 30/70/90/130? or approximately like that per 1/2/3/4 players so 4 players really boosts max amount of loot in a survival... but they can also be your own chars via split screen using a controller plugged in or emulators of controllers to add more chars). Do note going solo means initial waves in campaign runs might be harder and more time strict and bosses may be more difficult alone until you get your characters adequately setup so you may seek assistance for some of those missions or skip them for other types that better fit solo play.