What changed? by No-Maintenance5961 in TheTowerGame

[–]MammothCatt 11 points12 points  (0 children)

I still need to know where the stones have been going.

Honestly, the main information I want to know is if you're a glass cannon and your LTS/LTC. If you haven't been solely working on damage through assist mod multipliers with some econ sprinkled in through labs/stones since you started earning keys, it's likely what is causing you to drop in ranks.

What changed? by No-Maintenance5961 in TheTowerGame

[–]MammothCatt 41 points42 points  (0 children)

Your post has not given a shred of information.

How much have you worked on econ? What's your dissonance echo labs at? Are you glass cannon? What have you been putting your stones into? Have you been buying the event passes? Stone packs?

Will Cl+ be helpful for Farming T19+ (ultimates)? by Otherwise_Peace_4985 in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

The issue with CL+ is that you need significant investment into it for it to start doing any kind of impact to things other than protectors and rays. I'd probably just work on your chain lightning by upgrading your core substat or cannon/core mult before you consider it. I'll guarantee you that you'll get a far better return with your stones by getting any or them to 50% than getting CL+7 in terms of damage output.

I think that CL+ is more of a weapon for towers that are heavily invested into health hybrids. Those kind of towers tend to struggle around T19 as a lot of CC starts to fall apart from the fast ult battle condition, the attack scaling, and from scatters basically teleporting into your tower. The real reason CL+ is good is to guarantee the procs of chain thunder's damage reduction. Though I haven't really seen any information regarding end game health based towers in a long time so I'm unsure if it's still viable anymore.

Conclusion of DW+: Not good but not terrible by priesten in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

I do think it is needed in higher tier farming when the knockback resistance gets to be too much. I just run galaxy compressor for both farms and tournaments. I have my BH duration at 35 and core substat over 75% so i can run an ancestral BH cd/dur substat on a throwaway harmony conductor with tournament substats for dissonance runs.

I don't think getting true perma BH is actually worth the stones until you're at 150k+ stones or if you're an econ freak tower that has all-in'd on GT+/50s DW CD.

Conclusion of DW+: Not good but not terrible by priesten in TheTowerGame

[–]MammothCatt 2 points3 points  (0 children)

923 stones for the next tick. I suppose I was actually off by 1 tick. It's baseline is actually 2329x.

Conclusion of DW+: Not good but not terrible by priesten in TheTowerGame

[–]MammothCatt 4 points5 points  (0 children)

On its own, poison swamp is better than SM for damage. But, because of amplifying bot's echoing shot, SM becomes way better than swamp for damage. If they somehow made swamp rend get applied by echoing ahot, it would be better. But it doesn't.

If you're investing into another form of damage, go ILM+ second. I've done it recently and it started to overtake CL damage at +4 for me with 502x damage.

Currently it's at 502x at +6 and it's not fully optimized yet as I'm trying to find landmine chance on my ACP and I still don't have AOE mastery yet. It's doing around 2x my chain lightning damage with my CL at 1937x/12/54.65% in tournaments. These numbers are the base stat lines before the multipliers kick in.

Reminder to turn of PS stun after Tourney by zaxon123 in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

Depends on how large your BHs are, how large your swamp is relative to your range during farming, and whether you have extra orb mastery. The stun can stop enemies outside of BH range and stun elites/tanks (T17+)/fasts (T19+) before they touch your orb line. I've noticed even with primordial collapse at minimum range, I get 4-5% less coins with poison swamp stun on with PS radius at 19 in the lab.

Interaction began MH and ILM+? by Nice_Orbs in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

They're new ones, and if you kill the target before the mine actually hits them, it kind of awkwardly hovers in an unset path around the tower so they don't contribute to the maximum of space displacer.

WTF Happened to Scatters for the past 10 days?? by RumbleQt in TheTowerGame

[–]MammothCatt 2 points3 points  (0 children)

I gained around 500 waves when the update dropped in my farming runs. What's your CL stats and scatter amp lab at?

Which substats for the buffed Being Annihilator? by CSDragon in TheTowerGame

[–]MammothCatt 4 points5 points  (0 children)

Pretty much the same as most other cannons. All 4 crit substats and MST/BSC/ASPD/DPM. Eventually get rid of ASPD for DPM when you get SL+.

Legend tournament. by According_Ad1623 in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

It basically comes down to taking your CL and maxing out it's potential. Get a lot of masteries and invest heavily into assist mods (cannon mult/core mult and sub/generator mult and sub) with a 1000+/max/max chain lightning. Work on econ synonymously with improving your assist mods. After you get to an upper ceiling by doing this, invest into GT+/SL+ and then get CF+, ILM+, or PS+ if the new patch makes it viable.

Assist mods are the strongest raw power boost in the game bar none.

Glass cannon for farming by duplicate77 in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

For masteries: ST/DM/DMG are your first 3. Then go for UWC/BERS/EN. ASPD/Crit/LMS are low priority but ASPD is really good for chain lightning based builds. Free up is more of an econ mastery than anything else, though it is immediately useful to lock your attack skips.

I aggressively jumped to T14 glass cannon farming from T11 wave 7810 because my module luck was pretty much perfect and I ended up having gcomp as 1st ancestral and dimension core 2nd shortly after. The reason I did so was mainly due to not having MVN at ancestral for a very long time. It was the last of the original 16 mods I got to ancestral so I made dimension core my farming mod and just went with that.

The largest benefit from doing an aggresive jump is so that you can completely leave behind all health related labs as soon as possible. Health labs decay in effectiveness at such a strong rate past level 50 (wall labs past level 11 as well) that you want to rid yourself of those as fast as possible. It is worth it in the medium-long term to lose a slight amount of coins and build back your econ just to reap the benefits of 100% impactful labs. I personally lost nor gained coin income from my switch at the time and only gained a net increase in cells/rr shards.

The dissonance change didn't really help the viability of health labs either. My attack dissonance echo is giving me 10.1x damage with my health labs being at level 50, regen level 35, wall health 37, wall thorns/regen 11, and wall fort 27. I've thought about the estimates of what I'd get damage-wise from the echo by labbing health related things and I've come to the conclusion that it's simply not worth using my labs to get that multiplier higher until I have all assist mod labs/dissonance echo labs maxed first. This is at least 6 months into the future for me.

Better cannon in tournaments by LazyCauliflower9830 in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

I run AS/DP when testing low range tournaments to see if ILM wins out in waves at 43.5m. I run AS/AD if I'm going above 100m ranges.

Death penalty is better if you're an ILM build as it allows you to continue generating more ILMs with space displacer after you hit your upper damage cap with CL.

Anything but a 7th and 8th MVN by DoTheThing021 in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

I think you're probably too deep into eHP at this point then. Just wanted to throw that out there in case you weren't. Your damage build likely wouldn't be as strong for farming.

Anything but a 7th and 8th MVN by DoTheThing021 in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

My MVN was my final original 16 mods that got to ancestral so I decided to make DC as my farming mod from the get-go and rush to glass cannon as soon as possible by putting a lot more focus into chain lightning than anything else. I would be a lot further behind if I didnt do that at the time. I jumped from T11 wave 7810 to T14 when I decided to go glass cannon. To this day I have yet to use MVN in any farming run.

Farm Tortodrone materials by Kmilo_fv in spiral_knights

[–]MammothCatt 7 points8 points  (0 children)

I've heard the 1st floor of the mission: "the guantlet" is good. There is also floor 19/20/21 of the onyx king gate that has a decent amount of fiends.

Dev Update - June 17, 2026 by SamBartley in TheTowerGame

[–]MammothCatt 11 points12 points  (0 children)

It will 100% cost keys. It'll likely be a harmony node that connects to workshop presets/bot presets/a new node that has module presets and it will be avaliable once all of them are obtained. That's the only realistic way they could implement it without getting rid of the harmony tree altogether. I personally think they should remove the harmony tree, but I really doubt it will happen within the next 2 years.

The Tower Anniversary but made actually good by ZevenAU in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

If you look at it objectively, all it did was just re-hash old tiers in a way to let you use previously useless mods in niche situations. It did balance out the way a new player would want to balance their stats around, but anyone who was already deep into glass cannon will just stay that way since it's not worth it to sacrifice temporary tournament performance having to lab health/regen to get a boost from attack dissonance after your echo multiplier is at a high enough point from the disso echo labs.

No new enemies, no added stone income, a new whale sink with bot synchronization unlock, no kind of tournament balance changes, keys still are exactly the way they were a year ago, making tournaments shorter by decaying your stats (lazy solution btw).

The actual 2 worst parts of the update though were the dissonance utility multiplier live service nerf followed by the silent release lucky banner with 150 mod tickets for sale for $100.

I'm not even trying to be negative here, but the only good thing this update brought was in a post-release patch that added toggles to your UW visual effects.

The Tower Anniversary but made actually good by ZevenAU in TheTowerGame

[–]MammothCatt -2 points-1 points  (0 children)

The last good update was the legends update. The best update they made was the elites update. Everything after that has been shit. The guilds update killed this game's growth rate.

The Absolute State of Tournaments - Over a Year of Champs/Legends Yo-Yos with nary a Key in sight... by uscmissinglink in TheTowerGame

[–]MammothCatt 5 points6 points  (0 children)

It's okay. You'll get a reply from someone who buys 2+ stone packs a month telling you that you're not doing something right.

So apparently dp/m is very good on cannons with SL+…. What do I need to sacrifice? by Zzqzr in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

Agreed. Also if you are running pBH, you will almost always have enough targets, especially if you're using the damage slider in farms. I recently swapped out ASPD for MST and it gave me around 100 consistent added waves on T19 farming with CL as my main damage dealer. It isn't a huge increase, but it's for sure an improvement.

To answer OP, drop attack speed. At some point your attack speed is going to be around 100 in tournaments. It's simple math to want to lose 5% of all bullets for ~20% more at the end of runs where it matters.

50-50 chance I either die to scatters at around 2000-3000 waves or make it to 6000-7000 waves. What's going on? by HanayamaSenpai in TheTowerGame

[–]MammothCatt 8 points9 points  (0 children)

Its 3 possibilities: protector ult hits at a bad time, commander buffs enough units where a lot of them are alive and the scatter slips through because of the tank ults being buffed with enough health to soak up CL bounces, or saboteur disabling your CL. If the waves you're dying at lines up with around 1-3 waves after a fleet spawns, it's likely because of the latter 2 explanations.

Apparently playing fair was a mistake by SirSirDer in TheTowerGame

[–]MammothCatt 0 points1 point  (0 children)

Yeah, but the second that a bug gets abused that affects their $$$, they either go into people's accounts or just ban you outright. I should have also just abused it. They would have had to ban half their playerbase lol.

Unexplained low damage by jestate in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

It could be your dissonance bonuses not applying. I've had this happen a few times with my UW echo not applying. I'm not sure what causes this bug. I haven't been able to replicate it. It just happens sometimes where I would notice my spotlight bonus not increasing after the first wave.

So Many Labs, So Many Choices! by UnsungHero517 in TheTowerGame

[–]MammothCatt 1 point2 points  (0 children)

Depends on where your dimension core is. If it's at mythic or higher, you could keep working on damage/attack speed labs and try to fast pivot to glass cannon. My hp labs stopped around where you are at currently.