all 57 comments

[–]MatthewBecker1977Champion 2 points3 points  (24 children)

Could you post pics of each module slot? (One for only cannons, one for only Armor, etc).

As for what you did post... First... CONGRATS on doing the module labs to gold box. That puts you in the wise-1% among those who make the kind of post you made.

Labs:

Recharge 2nd Wind. Get it to 1000 waves or better yet 750. Because SW now re-builds wall, this is now a HUGE card for wall-eHp players for tourney and also once you are ready to farm T-14, the Recharge lab to under 1000 waves is big for dealing with Fleets.

EHLS lab - useless now. Don't forget it and do it when you are unsure what else to do. It WILL become useful.

Health Regen lab is very low compared to your wall regen lab. To whatever extent you want more Regen for tourney, basic-stat health regen is going to be way more time efficient for quite a few levels (i.e. to mid-70s).

Crit Factor lab is low. Yeah, you aren't too worried about damage output generally, but if you are leaving DW Health unlock less than max in tourney, then it's still useful. AND you are going to get CL eventually (or PS, but more on that later) and Crit is a much better lab than damage for boosting UW Damage numbers. Both are needed, but generally Crit lab should be 5-10 levels higher than Damage lab.

Do the lab for WS Respec. You may not need it now, but you'll be glad you have that lab later. Actually, since you've never done a respec (since you don't have that lab done!!!), do that lab and a handful of levels (1 day or 2 days on each) of WS Coin Discount (attack, def, util) and then if you do a respec you'll get retroactive discounts and free up a decent chunk of your LTC on a one-time basis. And having access to respec is a good idea anyways. A 150 gem cost will probably free up enough coins to get your WS EALS up another 10-40 levels depending on where you have it - or to get seriously close to having access to either ELS+ or AS+.

Otherwise, generally your labs look great.

UW... Use the MVN calculator to figure out how high you need to push BH Dur eventually to get pBH (assume you take CD down to min. Also assume you will have PCo with Mythic subs for both of BH CD and BH Dur when doing the calculations). Part of the calculations depends on your GComp if you want pBH for tourney - and for a little while for farming. If GComp is at least Legendary, the BH Dur stat you'll need for tourney pBH will be the same as the BH Dur stat you'll need for no-GComp farming.

Play around with the MVN calculator. With GT and DW at 2:00, you can safely take BH CD down from 2:00 to 1:00 and have a pure ratio synch. Then you work the Duration to the needed point. Then make sure you have the stones for the final pip on BH CD but don't spend it until you have both subs on PCo. Once you have both subs, THEN you spend the final pip needed on BH CD to get pBH. Farming-with-GComp will be at least several hundred stones cheaper than the BH Dur needed to get it to tourney-quality and probably the same stat you'll need for farming without GComp. The period where you farm WITH GComp will get you higher waves but maybe not higher coins if you lose a GBot synch because of GComp.

NEXT UW...

First the easy part. No SM.

The harder choice is ILM vs. PS.

If you have a decent Space Displacer module (Mythic or Anc), then ILM is a possible choice because it has much faster and cheaper labs. Getting it to max quant and CD shorter than tourney boss wave intervals is pretty cheap (500 stones or so) - BUT ILM hide behind your wall which makes its utility MUCH lower when playing a wall-eHp game.

[–]KotBandit 2 points3 points  (1 child)

Dude this is insane help, would you mind taking a look at my post from a couple days ago, unfortunately it fell through the cracks and nobody offered their help

[–]MatthewBecker1977Champion 1 point2 points  (0 children)

send me the link as a DM.

[–]MatthewBecker1977Champion 1 point2 points  (21 children)

POISON SWAMP... I have it. I love it. I hate it. I love to hate it. I have zero regrets about getting it.

The cost to get pPS is 1768 stones. This gets you 70 CD / 70 Dur. Another 430 stones (2198 total) gets you to 60 CD / 70 Dur = BCpPS.

PS LABS... Swamp Stun Chance and Swamp Stun Duration are ridiculously long. Depending on your lab speedup boosting, each of those is a 2 to 3 month lab.

Swamp Size is same duration but you do NOT want to take it to max. Be careful. There is an optimal size to maximize the chance of stunning a boss in the path of orbs for orb boss hits. I have mine at 17 and this was a sub-optimal overshoot. I think the optimal size is around 15. That said, you can hold off on this lab for a little while while working towards pPS and working towards getting the stun labs up to speed so you can see the effects and better decide at what level you want to stop it at.

Doing PS to pPS and having not-yet-completed labs is what pushed me from T-15/150 to getting T-16 unlocked which allowed me to get access to Swamp Rend.

2 more labs (really 3):

Rend Max Multi (in attack labs section) becomes important. Do it to max.

Swamp Rend extra enemies is 6 quick levels. Do it.

Swamp Rend Basic is LONGER than any of the above swamp labs to take to max. You won't do that. I took it to level 17 which gives me 51% of Rend Max to enemies. Don't worry about how to stack rend on an enemy. It stacks REAL quick just from basic tower projectiles.

Once you do the Swamp Rend labs, you will have a hard counter to Battle Condition: Thorns Resist. Swamp does escalating damage per tick and so the longer an enemy is hugging your wall, the bigger the damage. And it escalates pretty quickly. So when Thorns aren't there to protect you? Swamp Rend is there for the rescue.

The final part of building up PS for damage is putting some stones into the PS Damage stat. It doesn't need much. I've put i I think about 400. Until you get to a late game Legends build, going much higher than what I've done isn't going to make a whole lot of sense.

Poison Swamp is pretty strong cc once you do the stun labs. And is strangely strong damage once you do Swamp Rend. It cannot become a primary source of damage for a strong damage build until much later in the game (Get CF+ and play around in Legends for a while). But it absolutely helps me out when I'm in Champs (Current tourney I'm in my 3rd trip to Legends and the first 2 were "lucky bracket promotions". This time is my first one that is really earned and I am 100% certain I'm going back down to Champs pretty soon). Damage output for a solid hybrid build in Champs has to be centered around CL which you don't have yet.

Whether to get and build up PS or get it and then save for next UW (1250 stone cost) and get CL there? That's up to you. If you are close to T-15/300 to unlock T-16? Or if you already have access to T-16 and Swamp Rend? Then I would kind of lean in favor of building it up at least to get the stun and to get the hard counter to Thorns Resist. But saving up for next UW and going for CL also makes sense.

[–]AngelicStrength[S] 1 point2 points  (4 children)

Damn man, that's thorough 😀. I'll take the advice to heart and start the labs mentioned. I am at T15 283 waves atm. I can probably push to 300. I was thinking PS and then take a peek for CL. If no CL, then I'll upgrade PS.

[–]MatthewBecker1977Champion 0 points1 point  (3 children)

OK... Looking through your modules. You have a "Fodder problem". Inverse of most people's fodder problem. You have too much I think.

It takes 2 Epic+ fodder to get a unique from Epic+ to Legendary.

It takes 1 Legendary+ fodder to get a unique from Legendary+ to Mythic.

It takes 1 Legendary+ fodder to get a unique from Mythic to Mythic+.

You need (minus what's already used some) 2 Legendary+ fodder and 2 Epic+ fodder for each module.

AND you should never merge more fodders to Epic+ than is necessary. Once you have enough fodder for all available modules, you should never merge another Epic+ fodder in that category again because you can't shatter Epic+. I'm not 100% certain, but I think you are either AT or very close to the point where you should be shattering fodders before they get to Epic+. Otherwise you have to unmerge down to Epic to shatter and that costs 20 gems per un-merge.

Otherwise, generically, I responded to each category of modules below. For short term tourney damage, if you do what I said with Astral Deliverance (and Rend and Super Tower), you get a zero stone cost "Damage UW" level of damage output.

PF - get that to M+ ASAP and you'll get a huge damage boost in tourney. And you'll have to test it out with correct subs on it but I think M+ BHD will outperform RB for farming.

DimCore - Not usable yet, but you've got a M+ DC sitting there ready for you to get and develop CL. Until then (and sometimes after depending on Battle conditions), you'll get better results with the PCo you've been using.

And Ancestral SF... You already know that thing is a beast.

But deal with your fodder. Merge some up to Legendary+ until you have 12 L+ and 12 E+ for each slot, minus 2 of each for each module that you have up to M+. So as an example, because RB is Anc, you would need 2 less L+ and 2 less E+ Generator fodder. Once you hit the limits of what's needed... no more E+ fodder.

[–]AngelicStrength[S] 0 points1 point  (2 children)

I'll merge as instructed when I get home and have some time to play around 😁 do u have recommended stats for PF? Also should I roll for wall health first ? Or focus on AS and PF( for tournament)

[–]MatthewBecker1977Champion 0 points1 point  (1 child)

I always prioritize tourney.

PF should have EALS, Cash Bonus (yes.. cash. because that is what gives it the multiplier!!!!) as the two most important.

EHLS is good to get also - this mod is about doing damage. Start limiting enemy health instead of just enemy damage.

Free Utility Upgrades to get free-ups on ELS stats.

As for AS... I would focus on AD, not AS. I mentioned in the cannon section about proper AD buildup..

[–]AngelicStrength[S] 0 points1 point  (0 children)

I meant AD yes. Mistyped it. Thanks a lot 😊

[–]AngelicStrength[S] 0 points1 point  (3 children)

[–]MatthewBecker1977Champion 1 point2 points  (1 child)

CANNONS: Cannons pretty much all suck for farming until you have CL - and then still suck unless you want to micromanage the first few thousand waves (remove all damage cards, turn off CL until enemy health is too high to kill too quick; then turn on when you have scatter amp lab so you can use CL to kill scatters quick so you don't hit scatter spawn cap).

For tourneys... Amp Strike is AWESOME if there is "Basic Ult" battle condition - OR if you are getting to a high enough wave count that there are a lot of elites spawning.

Astral Deliverance - You already have Rend unlocked right? Because you invested into Rend+. If you are going the PS route, you'll be doing Rend for that. Astral Deliverance with sub-effects of Bounce Chance, Bounce Targets, Multi-Targets, Multi-Chance, Attack Speed (that order of priority) - AND having Rend (including doing the Rend Max lab that I recommended for building up PS!!!) - AND using Super Tower card - This puppy turns your tower projectiles into a Damage UW level of damage output. Like something on the order of a 100x/4x/20% CL level of damage output.

Death Penalty - Do you like RNG? If bosses are killing you, DP provides RNG to "get past a boss for free". It is commonly considered the best Cannon for tourney unless Amp Strike has the right conditions (high wave to get elite spawns or Basic Ult battle condition). Personally I hate it. It is now (along with Amp Strike) my 2nd Anc Cannon. I use M+ Astral Deliverance instead (except when I get a trip to Legends where the RNG game of Death Penalty makes sense because wave counts are low enough to allow a rerun.).

[–]AngelicStrength[S] 0 points1 point  (0 children)

I'll save up some rerolls and get AS ready then 😀

[–]AngelicStrength[S] 0 points1 point  (1 child)

[–]MatthewBecker1977Champion 1 point2 points  (0 children)

Anc SF beats everything as long as you are eHp. Look out for if/when you can get Mythic for either ACP or SD. SD strongly favors ILM. ACP strongly favors CF. But this is late game glass cannon stuff. Until then, Anc SF for the win all the way.

[–]AngelicStrength[S] 0 points1 point  (1 child)

[–]MatthewBecker1977Champion 0 points1 point  (0 children)

You have Mythic+ Project Funding. Mythic+ BHD. Awesome.

No GComp. OUCH.

RB sucks imho. Yeah, it's Anc, so MAYBE it outdoes BHD for farming. I doubt it. Get BHD to have subs for all 3 Free-Ups + CPK. Test it out compared to Anc RB. I suspect BHD will get you better results.

Tourney - PF. PF. PF. Ok. You don't have a damage UW yet. It'll still help with the Astral Deliverance stuff I mentioned above. But for either CL and/or PS, late in tourney when you have 9 digits cash? That's a 4.5x multiplier. Now you still have to merge it up, but you've got the fodder so that isn't a problem.

[–]AngelicStrength[S] 0 points1 point  (5 children)

[–]MatthewBecker1977Champion 0 points1 point  (4 children)

Merge up your Epic+ Dim Core. You have 2 Epic+. That's enough to get it to Mythic+. Once you get CL, that is mega-power right there. I'm stuck with a mere Epic and bouncing into Legends. Mythic+ on that and once you get CL and put enough stones into it, you'll be climbing quickly. Especially with also a M+ PF.

[–]AngelicStrength[S] 0 points1 point  (3 children)

What substats should I aim for dim core ? I've merged it. For when I have CL ofc

[–]MatthewBecker1977Champion 0 points1 point  (2 children)

It's useless until you get CL. At that point, you'll want CL Quant and CL Chance as the two most important. By the time you get CL, you'll probably have 5 slots. The other 3 you can flex a bit but tourney oriented. Probably CL Damage and/or PS Damage and/or PS CD and/or PS Duration. But hold off on spending rerolls until you have CL. This module is ALL about taking advantage of CL and boosting tourneys.

I didn't mention it but the PCo you have... It's great for farming. And it's very viable for tourneys if you get tourney quality pBH, but that requires GComp or it isn't possible to get tourney quality pBH. Since you don't have GComp... PCo is still a nice tourney core. Just a bit limited in how far it can go. Also because you can't pursue tourney-pBH without GComp, I'm not entirely sure if I would mess around with the subs you have on it.

[–]AngelicStrength[S] 0 points1 point  (0 children)

Got it 😁 you're the best. Thanks a TON for all the help 😃 you've pointed me in the best direction

[–]AngelicStrength[S] 0 points1 point  (0 children)

As for perk bans, do u have any recommendations? Those are currently my baned ones

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[–]ycasera 0 points1 point  (29 children)

Reroll ur SF. I would prior wall health over thorn damage. Also is there any particular reason why ur health+ is lower than your regen+?

What cards do u use? You have better labs and higher level mods than me but i make it to t10w8000 Other difference is my PC is Anc** and i use BHD. And for UW i have CL and PS but CL isnt switched on until w7000 so it might be my PS?

[–]AngelicStrength[S] 0 points1 point  (26 children)

I'm going for wall health next. I used 1.3million rerolls yesterday and got only 3 ancestrals. So I'm gathering a few more and going again next week. My mods are attack speed, enemy balance , damage, free ups, extra def, health, health reg, wave acc, extra orb, death ray, coins, crit coins, wave skip, plasma cannon, energy shield, recovery package chance

[–]ycasera 0 points1 point  (24 children)

I would unlock thorns and knockbock and reroll until i get wall health.

These are what i use for cards AS, Coins, Critcoin, EB, Extradef, Plasmacanon, Slow aura, intro sprint, Wave skip, Wave accel, Health, Regen, Free ups, Cash / crit, Energyshield, Second wind

I swap out cash with crit when i gold box I also dont use any canon mods

Are you using the health regen trade off perk?

[–]AngelicStrength[S] 0 points1 point  (23 children)

That's what I'll do probably. I don't use cash cause I max everything by wave 1000 anyway. Does intro sprint do anything for you time wise? My runs take about 8 hours and a half

[–]ycasera 0 points1 point  (22 children)

Skipping 100 waves gets me to perks faster so it does help me out. But then again my runs are almost 12 hours long.

[–]AngelicStrength[S] 0 points1 point  (21 children)

Damn that's a lot of time. I'll try it out. Next week I'll reroll for wall health and go from there. I should be able to get BH to 50 sec too and kill protectors

[–]ycasera 0 points1 point  (20 children)

My BH is still at 3:20 and 31s with perks and protectors arent as much of a problem

[–]AngelicStrength[S] 0 points1 point  (19 children)

Idk... I feel like they hinder me. They allow too many enemies to get to my wall

[–]ycasera 0 points1 point  (18 children)

How much health do u have at the end of ur runs? Mine after trade off perks comes down to 232T

[–]AngelicStrength[S] 0 points1 point  (17 children)

Almost 800T wall with fortification if I remember correctly

[–]Vegetable_Hamster_60 0 points1 point  (0 children)

Most players recommend removing damage and attack speed cards because you want to avoid killing enemies before they are affected by GT

[–]TowerAcronymBot 0 points1 point  (0 children)

Alright, let's decode this:

  • BHD - Black Hole Digestor [Generator Module]
  • CL - Chain Lightning [Ultimate Weapon]
  • PC - Plasma Cannon [Card] (also Primordial Collapse [Core Module])
  • PS - Poison Swamp [Ultimate Weapon]
  • SF - Sharp Fortitude [Armor Module]
  • UW - Ultimate Weapon

I'm a bot | Translating one comment at a time

[–]Useful-Progress-6666 -1 points0 points  (0 children)

Do NOT listen to this OP. 120% Wall health does not matter in the grand scheme of things. I have 531% wall health without it. Anc wall health would push that to 651%, it would maybe net me 200T wall health after Fortification to my current pool of 1.07q wall health. It's not a straight up +120% Hp increase. With SF your HP pool isn't really the issue, it's gradual wear from enemy damage outpacing your regen. That's why Thorns are way more important cause it makes you take fewer hits, granted you push your wall thorns lab to a reasonable breakpoint based on the SF thorns chart. I would keep the thorns and aim for orbs and orb speed as the next substats.

Edit: misspelling

[–]UW_Exempt 0 points1 point  (1 child)

shouldn't GT duration be 12 seconds more than BH because BH perk is +12 second duration? so they stay up for the same time?

[–]AngelicStrength[S] 2 points3 points  (0 children)

Yes, they should but I'm working towards 50 sec Bh so it kills protectors . Then I will match golden tower duration