For the ranger, after maxing out all skills of course, I put about 20 points in armor (10 is a must to avoid knockdowns), and now I'm pumping everything into damage. I have a long way to go still, but I'll probably put a few in HP here and there, but I want him to be a quick, mean killing machine. Since he's a quick fella, be on a constant move and HP won't be such a big issue if you play him right.
Every skill accept elven arrows for the ranger is good. Bramble is very useful for kiting and fire arrow is good for quick clearing everything hunter trap is good when you're kiting because you can lead your enemy to it.
Here is a game from last night, I didn't think these numbers were still possible but apparently they are The funny thing is, that's NPC damage, not hero And here is a game from today, I apparently 'won' coop in 31 seconds just after the other disconnected. Cool
The top pic the damage looks like two separate people's damages as the 1 is a different size to the 399
Possibly, though unlikely a unit would push out 1 damage under the influence of buffs and building boosts. As u know I'm against changing the fundamental nature of the game in terms of length (just my PERSONAL opinion) but as far as Over powered classes go, I'm up for a few tweaking here and there otherwise other classes are nearly useless to play. I tried to see if I could replicate those numbers in my previous posts by pushing for hideous damage and here are the results. Bear in mind I was not using any damage runes in this experiment Number so big it goes off screen, literally? Though it's not much because I was up Against the wall but it's in the hundreds. 995 damage from dwarf Some very fast healing, most of the time there were twice the ammount of 3 on screen but I could not screen cap them fast enough. It wasn't really that hard to replicate either I don't know what the patch did but the other classes just became obsolete.
Yeah, asside from the obvious (there were none at the time of that damage) but even those can be buffed to 4 damage. Having said this, I had another game and saw one damage in the 3000 region with another pally. Couldn't get that but there were plenty in the 1k Here is the setup, nothing special about it really. No other class can pull out this much doom and glory. I think it's the old captain stack again somehow involving longboards, but not too sure on that and I only used one longboard. Maybe at level 99 it would make sence but my paladin is only 52 If the other classes did this much then who cares, but it doesn't make sence to play anything other than this ATM if you want to be competitive at all. The length of time lasted isn't the problem, so much as the relative UBERNESS compared to other classes.
Ah cool! So possibly double it when you're maxed out - would be pretty crazy! I guess game still has some minor bugs. Just now, I allocated one SP to damage, went from 112 to 112. So a bit miffed. But when I allocated the 2nd point, it went from 112 to 114, so happy again. Guess I was lucky there! Rune/crystal bug not fixed. The legendary I use is +1 gold / -4% units, but obtained properly! Either way, no danger on the leaderboard, I hit 17 mins today on endless - it was pretty nuts/fun. Manage to eek out a bit more time with each level I go up. Currently level 47 ranger, I can only dream of hitting the hour mark, but happy as ever to compete against myself.
I had that SP bug with my ranger too. I may be missing one or two points not sure but it seemed to do the same. That's why a stat reset with a level reset is not a great idea mostly. On another note, feel like playing a game or two?
Will check back later, not in a decent wifi range at moment. Would be great to co-op with someone who knows what they're doing.
my dream legendary rune is: +35 damage + 1 gold income i wonder where most of you are putting your skill points after you finish all your talents. damage seems almost a waste since you can get so much in one run? i was thinking RUN.
So what exactly is putting those numbers up? Combination of captains and longboards and paladin buff? How do you keep the captains close by?
I put my talents exclusively in damage. (except for the Mage I may do differently he is sitting untouched other than maxed out skills) I find that sidestepping bullets, magic, troll fists, 2h swords and all the rest is no problem at all and I can keep everything as far back as I like with heavy hitting. For ranger, the trolls don't get close to the walls and catapults fall before they get a chance to shoot, defensive units take care of the pawns that break through which usually hit so little that it's not worth putting anything onto defence for. In fact my ranger has 0 defence and never sufferes for it or gets knocked over as long as targets are chosen in the correct order and hit as early as possible and far back. With paladin it helps, heal spell and shield is good enough. The warriors hp and def scales nicely and taunt is actually a good item for getting out of harms way as much as getting into it. Engineer is fine, shoot stuff that gets close and sidestep trolls. Also as an asside the faster things die, the quicker EXP comes in. As long as you don't stand still waving your arms about going shoot me pure damage has a lot going for it. Plop a rune on top and it creates behemoths. My paladin is pure damage and from the screenshots you can see I barely get a scratch
One longboard, dwarf hut, cannon tower hut, as many blunderbusses as can possibly be mustered and for the topping you sit there with the hero buffs watching the fireworks while an ally target prioritises catapults and mages. Catapults usually fill in gaps but masses of them do pretty much a decent job too. The captains were barely used in that game but two captains together will give a fair ammount of damage (that's not the op part) if a mobile force is needed but they aren't used to get those damage numbers at all.
What exactly is hitting that hard? Even with those combinations nothing hits that hard not even ballistas.