Bleeding is nice for the extra 5% crit chance if you get the upgrade, though. Poison can slow if you stack enough, and shields are a pain. The different damage over time upgrades are nicer than they look, but poison is probably your best bet.They have the potential to increase your damage output dramatically. Despite the RNG, they were key to success in my own ballista only run. They also unlock hidden upgrades such as 5% crit chance for all towers which is quite good. Universities can be annoying due to the RNG, but they are powerful.It is a single card though, so not the worst for polluting your deck of upgrades, but I also cannot recommend them. The chance to repair and extra hitpoints are nice if you misjudge a wave or two, but getting them means using an upgrade and gold to survive mistakes rather than investing more in actually killing enemies. That said, remember that they require you to spend precious upgrade cards on them. Since it relies on tombs that appear after wave 15 to generate income, their usefulness is pretty variable. They can seem terrible to decent, but a lot of feedback and the info card at the end of the game shows it can potentially contribute >10% of your income. The haunted house is alright, but never mandatory.For example, do you really want to unlock armor and burn damage on shredders? Ask yourself why you'll want to unlock that tower in a game and if you'll have other towers to pick up the slack in other ways. Focus on what the towers are good at when it comes to upgrading them.This can be mildly annoying to nearly disastrous if you're going for certain achievements. This can quickly pollute your upgrade pool if you're not careful. Any card you unlock (yellow background) can appear whenever you get a chest or upgrade in game as long as you have the prerequisites. This not only locks everything, but also sets your XP to zero, so be careful. In the current state of the game, the only way to remove a card from your unlocks is to reset your XP. Two can work for turrets meant to pick off stragglers but avoid jack of all trades if you can.įeel free to suggest more clever combinations in the comments! Generally I recommend focusing on one stat for maximum damage. You can replace the stats for something like least armor and least health later in the game when the fast enemies are shielded. Good for killing weak enemies before they wander into some other turret's range and cause that one to fire and go on cooldown for instance. With things like ballista with slow arrows, this will usually cause them to focus fire too. Obviously, you also want your turrets to shoot at the things they're good at killing, so here's a few combinations that I like: If they spent most of their time "looking" at health only targets, then that's what will level. Basically, they gain XP for what they target rather than what they damage. Priorities are super useful and even if your turret isn't actively firing, it affects which damage type they level for. Basically, every building that is not a tower is fair game. Q: Do other buildings count for the achievements?Ī: All of the achievements that need you to use specific tower types can be completed even if you use mines, mana banks, mana siphons, universities, and haunted houses. ![]() It's a potentially powerful mechanic, but it is essentially gambling and you could get unlucky. If it succeeds, every tower will deal more damage of that type. Then, every time you start a level, a dice is rolled for each stat and each university. You can also pay to increase the percentage on a particular stat. Once you place a university, depending on your upgrades and the cards you picked, they will have a percentage associated with Health/Armour/Shields. Those usually start spawning around level 25 and later, but they are not guaranteed to appear. For example, this means you can control which stats will level on tesla towers even if they hit everything in their range.Ī: They need to be next to an occult shrine. Check the section on priorities for more info.Ī: They gain experience over time based on what they target within their range, even if they don't fire. If there are two targets with the same value, then your defenses will shoot the closest to the tower. ![]() Each priority you set has a hidden value and that value gets increased more the closer to the top it is. Selling upgraded towers only returns the purchase price of the tower, not the value of any levels gained.Ī: The order in which priorities are put in used not to matter, but now it does (Patch 1.0.12). However, towers can be upgraded by paying money and they will gain levels over time naturally. ![]() Q: Is there a downside to selling towers?Ī: If they are level 1, then no. You should always use higher terrain if possible. A: It not only increases their range, but also their base damage.
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