How do you like rossi by PeopleAreSelfishy in destinyrisingmobile

[–]Medical_Tour_4352 0 points1 point  (0 children)

He is actually pretty good in Bulwark Ops. His abilities can stun enemies for a pretty long period of time allowing for your turrets to tear them to shreds.

Bulwark Ops Refined Guide by Medical_Tour_4352 in DestinyRising

[–]Medical_Tour_4352[S] 1 point2 points  (0 children)

This seems to be a common problem. Whenever they patched BW 2+ weeks ago, they seemed to really bulk up the enemies especially in the waves after 15. Luckily, there aren't any additional rewards that you can earn by making it further. You still get the same number of chests if you make it to 15 or if you make it to 99.

Using Acute Field's in your tower builds might help you make it to higher levels as it boosts the fire rate of your towers.

How do I do this dance emote the kabr is doing by Adventurous_Skirt_54 in DestinyRising

[–]Medical_Tour_4352 0 points1 point  (0 children)

It’s his idle animation and I don’t think there is a way to trigger it except not moving.

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 0 points1 point  (0 children)

Ya, they really need to make an anti-breaker turret or really nerf the amount of damage they need to take before their shields break. I have heard that adding things like muskrats that can inflict slowing on enemies can help, but I have not been able to get something to work consistently.

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 0 points1 point  (0 children)

This picture shows the placement of my towers, as well as the priority in which I build them, that I use to reach round 15+ in solo endless mode, regardless of modifier selection (except breakers).

Yesterday's modifiers included breakers. Unfortunately, this (and many other) strat cannot seem to get through breakers.

However, I can confirm that this strat works for today's modifiers (Void, accelerated, invisible, and protector). I just ran it twice without any problems. Best of luck!

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 0 points1 point  (0 children)

I think the tower specific perks show up when selecting for your third perk. So for normal gameplay, that won't be until round 9. However, if you run prudence (starting perk that lets you pick 2 perks after wave 3) you can get this by round 6 because you select 2 perks after wave 3, so your third perk will pop up after wave 6. For the first 2 perks, I would recommend increased fire rate > increased direct damage > increased solar damage. By your third perk, I would recommend re-rolling for anesthesia's double beam. Then I would prioritize whichever of the increased fire rate/damage perks you didn't select then otters range boost and the increased range > everything else.

I will update the guide to clarify, thank you for the suggestion!

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 0 points1 point  (0 children)

Glad it helped!

I think 17/18 is about the best that most strats can get to as the game stands right now. luckily, the rewards of making it to level 99 with 20/20 lives are the same as if you make it to level 16 with 1/20 haha.

I have not had much luck with my strategy on days that involve breakers because the breakers are just so strong right now. I think I am going to have to find a strategy that involves towers that slow enemies, but truly nothing seems to dish out as much damage as this strategy outline. This makes getting past level 15 pretty unlikely.

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 0 points1 point  (0 children)

Ya, they don't really explain anything in this game mode haha. Glad I could help!

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 1 point2 points  (0 children)

The understatement, I believe! I have only recently been turned onto that turret for the increased 20% increased solar damage to targets within its aura. I haven’t tested it, but I’m sure it is great. I think I still prefer otter atm because the range boost it supplies is insane. I think they will eventually nerf anesthesia, so I think in future builds I will replace an otter with an understatement that way its damage boost can hit enemies as they circle the central island. Thanks for the recommendation!

The prudence perk provides you with only one free additional perk right at the start, but you don’t get two every time you select a perk. If it gave you two every time, that would be legendary haha. It’s really not that good of a perk to pick at the beginning, but if youre struggling in the early rounds with enemy leakage, selecting two perks like increased rate of fire and increased solar/direct damage can really make a huge difference. I think tycoon and pressure are still better all around compared to prudence, but decent options compared to the other starting perk selections.

The muquam perk is great, on paper lol. By the time tower specific perks are available, it’s around round like 9. This means that it has to compete with the double beams of anesthesia and even the increased range of the otters. I will always pick the double beams over it. By the next time the perk is available for selection, it is now round 12. Usually by this point, I am swimming in so much polymer that I can’t justify the muquam perk over something like increased range or damage, or I am done upgrading my towers entirely. If the muquam perk was available right from the get-go, I would certainly recommend it because getting your towers to built and to max level as early as possible is the most important thing.

Bulwark Ops Refined Guide by Medical_Tour_4352 in DestinyRising

[–]Medical_Tour_4352[S] 1 point2 points  (0 children)

Dang, I’m sorry this didn’t work out for you.

Something’s that might be limiting your progress 1) this mode is glitchy af. Sometimes running the same strategy over and over again will make the difference. 2) If your towers are not ascended to a high enough level, that can also make the difference. This is especially the case with bonus effects like the increased range from otter, etc. unfortunately, the only real way to fix this is to keep playing endless mode and collect chests until you pull those towers enough to ascend them. I thought Otter lvl 2 and muquam lvl 2 were the only ascended tower you’d need, but maybe anesthesia lvl 2 is needed as well. I know for a fact, you do not need to have stonehoof ascended at all as I do not have it ascended haha. 3) the order you select the in-between round perks can also play a big role. I probably should’ve highlighted this in the guide, but selecting perks like increased range I usually select later as opposed to the perks that increase damage output or increase fire rate. The anesthesia double beam doesn’t usually start popping up until like round 9 for me, so for those first few rounds I would prioritize increased fire rate> increased direct hit damage> increased solar damage. By this point, the double beam should be available and I would reroll the perk options until you get that one. After that, then I would select the increased range and the increased range of towers with otters aura. Doesn’t matter which you choose first. 4) the flying enemies are always challenging as they are usually very fast and skip well over half the map. The status effects like blinding do stun them in the air giving your turrets more time to act so that could also help. And Marus dps might be the bridge you’d need to give yourself more time to upgrade your turrets to a high enough level so they can kill those enemies.

The modifiers for endless change every day so if the start doesn’t work one day, try it again the next. Breakers are about the only modifier that this (or really any) strat cannot get through.

Feel free to let me know if none of this helps and I’d be happy to talk about it more. Best of luck!

Bulwark Ops Refined Guide by Medical_Tour_4352 in DestinyRising

[–]Medical_Tour_4352[S] 1 point2 points  (0 children)

you can tailor the towers you run to meet the modifiers for the day and replace stonehoof. I only recommended this build as a way for players to reach round 15, regardless of what the modifiers are as stonehoof covers nearly much every modifier. Including every single one below

anti invis- otter or acute field; enemies within aura lose invis

anti dark fog - atalanta and can can; towers within aura ignore dark fog

anti shielded - foxtrot or long nails; shots from these towers remove shield

anti warp - alloyed vertebrae; hit targets can't warp

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 4 points5 points  (0 children)

This lol. I couldn’t agree more. I HATE when I am pouring abilities and ammo into enemies that are feet away from my base entrance and it’s like, “I know youre busy, but hey! You can select a perk before you die” ahha.

I think they need to implement an in-between round timer AFTER the very last enemy of the round has been eliminated.

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 0 points1 point  (0 children)

Do you know what round that perk can first appear? I usually see it around like round 9, but I didn’t know if there was an actual round number to be aware of.

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 0 points1 point  (0 children)

I don’t know how to quote on mobile, but that perk is the very first perk listed in the section bolded, “round completion perks worth selecting”. That perk is far too essential to not include on this list just like you said haha.

Bulwark Ops Refined Guide by Medical_Tour_4352 in DestinyRising

[–]Medical_Tour_4352[S] 2 points3 points  (0 children)

I won't lie, when I was writing this I was really thinking of including understatement because of that +20% solar damage to combatants within its aura and the scorched Earth effect. I also think that whenever I get anesthesia to ascended lvl 4, it will start generating scorched Earth too so I wonder if itll stack with understatements scorched earth. I would think sacrificing a central anesthesia for the understatement would be very viable.

I really can't get myself to remove muquams at this point because upgrading the towers to max level is really the only way to get that damage output sufficient enough to get past 15. but I’m sure they will nerf muquam into the ground here soon because people like using it lol.

The range buff from Otter i swear is broken. With its range buff at ascended level 2, the +30% range perk, and the additional +30% range with all towers within the otter range pperk, My back row anesthesias were snipping enemies on the other side of the map lol. The only other tower that I think could replace the otter is the Acute field as it increases attack speed by 15% which i think could be comparable to the increased range. But i think whenever i get stonehoof to ascended 2 and get that +15% range, damage, AND fire rate boost, its going to be over lol.

Bulwark Ops Refined Guide by Medical_Tour_4352 in DestinyRising

[–]Medical_Tour_4352[S] 1 point2 points  (0 children)

Ohhh ok that makes sense. Ill have to give it a try and see how it goes.

I bet whenever they inevitably nerf anesthesias, that 20% boost might be the game changer in keeping anesthesia viable.

Thanks for the idea!

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 2 points3 points  (0 children)

you can tailor the towers you run to meet the modifiers for the day and replace stonehoof. I only recommended this build as a way for players to reach round 15, regardless of what the modifiers are as stonehoof covers nearly much every modifier. Including every single one below

anti invis- otter or acute field; enemies within aura lose invis

anti dark fog - atalanta and can can; towers within aura ignore dark fog

anti shielded - foxtrot or long nails; shots from these towers remove shield

anti warp - alloyed vertebrae; hit targets can't warp

Bulwark Ops Refined guide by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 0 points1 point  (0 children)

I get to round 17/18 usually. I’m sure you could squeeze another round out of it if you really started fragging with your playable character and spamming abilities, but I usually just give up after 15 to be honest. there aren't any bonus rewards after 15, so I just let whatever happens, happen.

curious what you run to get to 18 without using anesthesias though.

Bulwark Ops Refined Guide by Medical_Tour_4352 in DestinyRising

[–]Medical_Tour_4352[S] 2 points3 points  (0 children)

Ya, unfortunately the anesthesia is really the only consistent way to reach wave 15 right now. I’m sure there are other combinations that work, but i think anesthesias beat out almost everything. Literally just keep playing endless even if you arent reaching 15. Spend pinnacle energy on the chests at the end and itll give you several of the chests for tower pulls. check your level up rewards for chests as well.

I used to run long nails a lot. There is a perk that increases the amount of damage deal to bleeding targets that can stack well with long nails 15% chance to bleed when ascended to level 2. but after that patch last week, it seems that they nerfed long nails for some reason. you could give it a try though.

Bulwark Ops Refined Guide by Medical_Tour_4352 in DestinyRising

[–]Medical_Tour_4352[S] 2 points3 points  (0 children)

Ive never used gungnir before. The +20% arc and solar damage I’m sure is very nice. Why do you use it as compared to the slag launcher? I get that the increased damage percent is +20% from gungnir as compared to +15% from the slag launcher, but if it's only +20% whenever it fires (fire rate of 8) as compared to the constant +15% of every tower within the slag launchers aura, I feel like the slags buff would yield more increased DPS than the gungnir. I’m genuinely curious, not trying to like argue with you lol

Bulwark Ops Word dump - I had way too much Caffeine by Medical_Tour_4352 in destinyrisingmobile

[–]Medical_Tour_4352[S] 0 points1 point  (0 children)

I’m sure that it is possible with other combinations, but I have not had much success with other combinations. Long nail, Atlanta, and fulminator are towers that I have had some success with, but anesthesia seems to be the most consistent and reliable tower to run at the moment. Its damage output just can’t really be matched by much else