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http://www.youtube.com/results?search_query=moraggo+desert+town
Moraggo Desert Town on Dddplaner.com, build by Avarice[ddplanner.com]
Start out on the Monk and go north from the bank, pick up the chest on the left alcove, go across the bridge and grab the mana from the donkey. There will be a rope leading off to the left onto the roof of a building where another chest is located. Walk across and grab that. *Note: This is where the (yellow?) carpet will drop you off at.
Then, jump down to the left and grab the chest in the southeast corner of that area, donkey mana from the northwest, and head toward the nearest crystal up the stairs. Lay down your auras (str drain, electric, slow) slightly off of the crystal with the largest area being the side where the mobs come in from the north.
Go up the stairs and take the chest on the left near the market stands. Go up the next set of stairs toward where you spawned and lay down your auras (same as before) on the platform leading into the building. Once inside, hook a left and grab that chest, then the one on the raised platform in the middle of the room. Turn around and go straight up the stairs toward the next crystal, which is in a hallway. This is going to be the most easily defensible points, but if you're doing nightmare, which this build is described for, still lay down your three auras here.
Turn around and go down the hall, but catch the chest that's off to the right on the platform looking out on the entrance. Backtrack to the hall and exit through that door. Birds and goblin copters will come out to the left. More on that in the Squire section. Turn to the right and lay down your auras on the crystal, with the side leading to a straightway minion path being the priority for centering your auras. You don't really get much traffic at all from the right (where the birds and copters come from).
If you want, grab donkey mana from the one by the crystal now, jump down to the right of the crystal you just put auras on, grab the donkey and chest there, head up the stairs back toward that crystal, go straight toward the bird spawn, make a right and go toward the lower-level minion spawn, there will be a donkey at the end of the path on the left and a chest hidden in an alcove further up on the right. Grab those, turn around and go up the set of stairs on the left. There will be a chest at the top, get that, make a left and go toward the minion spawn. There will be a raised platform on the left with a chest on top, snag that, then turn around and jump on the carpet for transport back near the box.
Switch to a squire and lay down a harpoon in the doorway of the building facing out. You will get gob copters and dunk fodder from the north and directly from the east of that point. Go towards the southwestern points and lay down a harpoon in the hallway I mentioned earlier as being the most easily defended, put it butt-up against the crystal. Exit the building toward the next crystal.
You'll want your harps on the same platform as the crystal. I suggest putting them as close to the crystal as possible so that they are within the auras and don't get unsummoned by the occasional Djinn that finds itself just inside the doorway to the building nearby. Make a line of three of them as close as possible, creating a wall, because eventually gob copters WILL drop ogres that you can't dunk fast enough. Spiders will also come up the small set of stairs leading to this platform and can cause a problem if your harps aren't far enough back to take care of them before they start blowing web everywhere. If your auras aren't big enough you should have enough DU to give these harps their own set of auras to help mitigate being spider'd, djinn'd, and ogre'd to oblivion.
Now, go back to the yellow carpet you took earlier and go for a ride. Drop down and put a bumper or a wall on the set of stairs leading down to the crystal in the middle of the map. This will prevent instant bone-age from the minions spawning on the platform above it. This is probably the singlemost difficultly defended crystal due to it's confined space and minion rush on two sides. You have to allocate more DU than most turtle nightmare strats should because of it. I could probably set this area up better, but for now, I suggest laying down either a bowling ball or harpoon turret at the top of the stairs leading to the crystal in the building to take care of the mobs on the wall/bumper you just put down.
Back to the bank and switch to summoner. Lay down archers in a line facing minion spawns from the crystals, with the exception of mid, where you want them to prioritize the choke of the hall where minions will come around the corner, not the stairs, and the southwest crystal on the outside of the building, where you want to create a wall out of them instead of a line. You should be able to get down at least 3 in each area. If you don't have enough mana/time, don't worry about the hallway inside the building. Your auras/harps should be sufficient enough for the first wave.
You'll want to end up with I believe 6 archers on each point, with a mage in the middle.
Lay down 4 DU buff beams on the minions. Walk them on so that they'll all fit, with the order being a double row, four archers in front, mage in the center, two archers in the rear. You may have enough MU to lay down spiders. If that's the case, put the spiders down first and mages directly on top of them. You can't walk them on, however.
The only other buff beam should go down on the three harps you put down on the southwest side for gobcops/ogres.
That *should* be all of the DU/MU. If you end up with more feel free to slap down more harps to back up your minion lines.
Surprisingly enough, I'm too lazy to make a ddplanner of this right now, and I can't record anything because I play in 640x480, but if you need a better explanation, I can do a live demonstration in-game. I play just about every day.
http://ddplanner.com/?l=19482,avs-moraggo-survival
So you totally have more DU than I described. Can supplement with huntress gas traps or wtfever you feel like. I don't really use walls except for in mid, because it aggroes kobolds and mages into sh*tf**king your build unecessarily.
Reflectors can help with gobcop missiles on your minions, because those things do an exorbitant amount of damage. Extra harps on the southwest crystal will help cull the crowd so your archers won't have to deal with too much.
Aside from that, that's pretty much it.
Worked like a charm, i kneel before you!