![]() can be useful for picking off tough enemies but for the price you are usually better placing another Bolt trap or spring trap. Hex trap - Transforms a single enemy into a frog, which at later levels can even cause the frog to explode or transform them into a demon minion! Costs mega bucks, high cooldown, has no range, frog still hops about triggering your traps to fire and absorbs damage. Fairly cheap but like a lot of crowd control options isnt actually worth it. T3 pretty rubbish.īlack hole trap - Pulls enemies to one area over the course of a few seconds knocking them out of position and grouping them. ![]() You can get extra damage with activations but can only be used for finishing low hp foes. Spear trap - Does weak AoE damage after a fairly long cooldown. Lich tomb - Places a large hit point minion that does decent damage to single targets and summons extra minions! Is cheap and easy to place. great but not always useful due to restrictions. Requires exact positioning of your dungeon to gain decent gold but when it can be positioned right this sets up the rest of your dungeon. Not sure i advise leveling up more than once. Works better against enemies that like to group together. It hits fliers and the T4 upgrade makes it the best at shield stripping. Soul Harvester - Impending Doom - Maximum damage per tick is now capped to (Mastery level 100). The thing preventing this being brilliant is the price which is rather large for its performance. Update 1.1.2 Dungeon Warfare 2 - Groquest Changelogs Balance Changes Blackhole Trap - Spatial Rift - Maximum damage is now capped to (Mastery level 100). Does decent burst damage but works best on low hp enemies. Lightning trap - Strikes enemies or allies in proximity with each other, the bounces can travel through walls. Very useful to complete the BLood runes but the money is often better spent elsewhere. Only works on small groups though so best at the back end of a dungeon to catch stragglers. Grinder - Enemies that step on it get grinded up proper nasty like in good sharpish time. Its upgraded versions can kill things ok but who wants to sink over 1500 unto a trap that delays the enemy a second or so then - nothing. Unfortunately rarely worth slowing the enemy down. Slime trap - Slow down enemies that enter it where the freezing trap only slows those it hits. Moderate price but is very much worth it un most cases. T1īarricade - Potentailly map breaking with the added utility of being able to wipe out groups. Great for stripping shields and killing weak mobs. Perfect when enemies are standing still, like when fighting a door or Lich. Spike trap - AOE dps with good cooldown, later versions do enough damage to pile on the damage and the double strike T4 version does great burst damage. Teir 2 are the solid in certain circumstances Teir 3 are mostly useless but might have a tiny niche. Teir 1 are the best, the essientals - the go to traps. Ive experimented with all the traps and to help provide insight ill explain my decisions. I felt it was fair to do Teir list of traps. ![]() Ive done most of this using the Blood rune, including the last level. Ive completed the game, and defeated most of the workshop content. ![]()
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