Troacctid Posted October 30, 2009 Share Posted October 30, 2009 Okay, here's my take on the game. What do you guys think? Defense On dungeon construction, you should always be using the best monsters and traps available--Stone Golems/Razor Contructs and Whirling Blades/Poison Darts, or if you're charging an orb, the other ones. There's no need to use anything weaker. I see some people using Halls of Mirrors or Tripwire Bells--guys, no. If they fail the trap, you don't need to make it harder for them to pass other traps. Just kill them. It's like giving them a free extra life if you let them walk away. I see a lot of Vampires too, even in high-rank dungeons. They're worse than Stone Golems and Razor Constructs--don't use those either. You should never make it easy to get through your dungeon. I once saw a dungeon that had Stone Golems and Poison Darts in a checkerboard pattern through the whole dungeon. That was really easy to figure out--don't be that predictable. The easiest way to avoid predictability is to determine obstacle placement totally at random. I'd take a deck of playing cards and flip them over in a grid like my dungeon, placing monsters where black cards came up and traps where red cards came up. Of course, you should never have a dungeon with, say, only stone golems, because then you'll get raped by a single black knight and just auto-lose. Make sure you have some kind of mix. If you do have a Demon Lord, put it in a spot where it's not likely to be seen by a spy. You want it to be a surprise. Offense You should always be raiding at the top of the ladder. First, you get more rewards from it; second, the odds are very low that the players at the top are charging orbs, because if they were, they'd lose their spot, which means, ironically, that their dungeons are easier to raid than the ones lower-down. Of course, this assumes you've unlocked all the best raiders. You should always aim for the highest bounties, but that's obvious, I think. My raiding party uses two spies and a black knight. Black knights can take out any monster with almost-perfect odds; likewise with spies and traps. The spies go a long way towards removing the randomness factor that makes raiding risky, and doubly so with two spies--you will always know where the entrance to the Hoard is and what guards it, and you'll almost always know what's guarding the room in front of it as well as the first room you plan to enter. The fourth slot goes to a scout who has strong chances against both traps and monsters. You lead with the scout, and you have good odds of taking down most any obstacle that comes up, although demon lords are tough. If your scout fails, you still have backups--send in the specialist to pass the room, then have the spy be the new scout (since there's two, they're more expendable). You'll usually make it to the Hoard before both your spies are dead, and if they have all monsters and no traps, they're screwed anyway, because they have no way of stopping your black knight. I usually use a dark elf assassin for scouting, but the daemonette and the ranger seem like strong choices as well, with the former having better game against traps and the latter having better game against some monsters. Thoughts on the last raider? Orbs Orbs of Brilliance are awesome. Get as many as possible. Get 50. Get 100. They're a huge advantage. Orbs of War are great too, but not as effective because they only do anything when you buy a raider, whereas Orbs of Brilliance are always on. Orbs of Majesty are pretty much useless. Your unlocked crap doesn't go away when you reset, so there's very little advantage in starting over with slightly higher renown. Orbs of Preservation aren't particularly useful either--I typically just spend all my gold before my dungeon resets. Read my blog | Follow me on Twitter | Track my XP Link to comment Share on other sites More sharing options...
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