EV 1.75 has the most amount of health, the longest flight time (16 seconds) and gets a damage bonus. Though 1.75 moves the slowest, she is the best choice for DPS. The Jetpacking Bounty Hunter and Series 1.5/ 1.75 models grant hovering. The attack's duration depends on how much mana was gathered, up to 18 seconds with a full 3,600 mana tank.Īll of EV's alternate costumes increase her health at the cost of speed. This beam does massive damage to all enemies caught in its short range, even those behind cover. No mana she draws in will go to her casting reserves, until either the beam is fully charged or the ability is deactivated prior to firing.Īttacking while this ability is active unleashes the devastating Proton Charge Blast. Proton Charge Blast (xx-second cooldown) ĮV holds up her arm cannon to magnetize dropped mana in a larger radius than normal, in order to charge up a powerful beam. The decoy explodes after 10 seconds or taking too much damage. Series EV deploys a stationary hologram of herself to distract and blow up on enemies. If one boosted defense is lost, everything else falls apart.Ībilities Holographic Decoy (100 mana, 15-second cooldown) Their Nightmare prevalence overall escalates the necessity to maintain defenses far beyond Insane difficulty. If you are using minions for walls to not aggro Ogres specifically, buffing them might be unnecessary which saves DU for other defenses.īuff Beams are a must to complete the hardest defense missions on Nightmare. Minions on Buff Beams do not attack faster, despite the fact their "Attack Rate" statistic is increased. Traps get an expanded detection radius, but their area of effect does not change. Not all hero defenses receive equal benefits from a Tower Buff Beam. The Tower Buff Beam only goes down to a Djinn de-summoning it or when ANY buffed defense is destroyed/ sold during combat. ![]() These boosts do not stack with other Buff Beams. They take less damage from enemies, hit harder, have more range and attack faster. Affected defenses are indicated by red lines converging into them. Like traps, this beam has a finite amount of charges for health and goes down once its last charge is consumed.Īn invaluable mechanism that powers up all other defenses touching it. What would be the range stat for beams is instead dedicated to the Shock Beam's stun time. It does not affect enemies immune to lightning. This beam damages and stuns enemies along its length. Encasing them in reflectors will prevent this from happening. Though Ogre snot balls are far less deadly than the monster's melee, these projectiles landing direct hits on fragile defenses can still be worrisome. They can also stop Dark Elf Archers from sneaking arrows into a core. Reflectors are capable of protecting heroes and defenses from dangerous projectiles, like spider webs and copter rockets. It does not block Harbinger lightning balls or most boss projectiles. The Reflection Beam takes exactly 25 damage for every projectile it blocks. This tall barrier bounces back enemy projectiles which can then hurt enemies for multiplied damage. As long as they are targeting a hero or a different defense outside their melee range, the Ogre(s) will never swing their club(s) to attack the Physical Beam. This is a super-reliable blockade to hold aggravated Ogres in-place. Sharken will attempt to push this beam on-sight. The Physical Beam is the only beam defense enemies can target and damage directly. The narrower the path is, the greater the chance is to damage the same enemies multiple times.Ī simple flexible wall that blocks off enemies, but not heroes. Though often treated like a perpendicular tripwire, installing the beam in parallel with a walkway is usually more effective. The Proton Beam damages enemies along its length. Longer beams cost more Defense Units, but cover more ground and have more health/charges. Series EV creates two-point beams which can be drawn to variable lengths. ![]() Unlike the other heroes, EV has a definitive best DPS weapon: the Ember Sceptre, from Embermount Volcano. The latter class weapons get effectively a 20% damage penalty, vs. Series EV can equip any two Apprentice or Huntress weapons and quickly switch between them. 7.2 Tesla Bomb (100 mana, x-second cooldown).7.1 SAM Unit (150 Mana, 8 Defense Units). ![]()
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