holepercent Posted April 12, 2009 Just to find out.. how useful has my guide been for you? The Holepercent's Guide to ETD 4.0 post any comments you might have.. as the guide for post 4.0 release is being prepared in club element.. Go to top Share this post Link to post
Guest M45T3R Posted April 12, 2009 You should put the major changelogs for 4.0 Just to give a few examples: -Windstorm, Nova, Muck and Roots have their slow reduced from 15% to 6% -Muck's attack type is now Earth -Healing is different (too lazy to explain) -Extreme is different (too lazy to explain) -Voodoo and Polar have their effects reduced to 6% -etc. Go to top Share this post Link to post
PunKZ Posted April 12, 2009 Just to find out.. how useful has my guide been for you? The Holepercent's Guide to ETD 4.0 post any comments you might have.. as the guide for post 4.0 release is being prepared in club element.. I looked at it in the beginning, and I definetly think it's good to have such a thing on the forums. So that's what I voted. Go to top Share this post Link to post
holepercent Posted April 13, 2009 the most useful/interesting parts of the guide are further down.. have to scroll.. things like build design guide, replays and my favourite: the forum draft series.. You should put the major changelogs for 4.0 Just to give a few examples: -Windstorm, Nova, Muck and Roots have their slow reduced from 15% to 6% -Muck's attack type is now Earth -Healing is different (too lazy to explain) -Extreme is different (too lazy to explain) -Voodoo and Polar have their effects reduced to 6% -etc. thanks for advice.. remember as of now, it's still a 4pb guide.. the 4.0 guide is being prepared in club element.. probably include that when the relavant towers/topics are discussed in the series.. Go to top Share this post Link to post
Guest M45T3R Posted April 13, 2009 What's club element? Can I join? Go to top Share this post Link to post
Guest M45T3R Posted April 13, 2009 Can I join? No. Thanks for answering the main question... Go to top Share this post Link to post
holepercent Posted April 14, 2009 It's a forum where all the most classified stuff are discussed.. only a select few are in it.. so as cisz said, you can't join.. Go to top Share this post Link to post
holepercent Posted April 18, 2009 for anyone who still need to refer to 4pb guide. The roots and muck tower builds DNEF Towers available: Duals: magic,corpse explosion,gunpowder,flame,blacksmith,mushroom Triples: voodoo,flamethrower,roots,quaker A reasonable build to complete. Roots and flame will provide the slows. Voodoo and blacksmith the support. Main damage would be quaker. Magic and mushroom can be worked into the build. The only tower not worth building here is disease. DNEL Towers available: Duals: corpse explosion,gunpowder,trickery,mushroom,life,quark Triples: roots,oblivion,laser,enchantment This build is slightly harder to complete with no strong aoe damage triple. Roots is the only slow. Enchantment the only support (outside of trickery). Gunpowder, mushroom and maybe laser are the stronger damage towers. Oblivion can be a source of damage if you can micro well. Quark is less effective in VH due to the micro needed. Also, you'll probably be busy building to handle the teleporting of quark well. Life towers could see some use here to provide a buffer in terms of lives. DWEF Towers available: Duals: poison,gunpowder,magic,hydro,vapour,blacksmith Triples: muck,corrosion,flamethrower,zealot One of the easier builds to complete outside of the 2 double aoe slow builds. Muck for the slow, corrosion, blacksmith for the support. Zealot is one of the strongest towers in this build. Kindle is used to clear the early waves. Hydro as a secondary 'slow'. Poison is discarded here as there are much better towers in the build. DWEL Towers available: Duals: poison,gunpowder,trickery,hydro,ice,quark Triples: muck,hail,laser,polar Slightly harder to complete. Muck and ice provides the slows. This build has less in support with only polar available. Gunpowder, hydro, hail and laser should all feature for this build. DNEW Towers available: Duals: corpse explosion,gunpowder,poison,mushroom,well,hydro Triples: roots,drowning,muck,flesh golem One of the easiest builds to complete. Roots and muck provides the slows. The damage would come from gunpowder, mushroom and hydro. Well provides strong support for all damage towers. Flesh golem/drowning could see play but i haven't tested the build before. The nova and windstorm builds LFNE Towers available: Duals: electricity,life,quark,flame,blacksmith,mushroom Triples: nova,gold,enchantment,quaker A reasonable but slightly more challenging build to complete. There's nova and flame for slow, enchantment and blacksmith for support. Quaker, electricity and mushroom for damage. It feels like there is enough damage but i did have some problems completing the build (not sure about others). LFND Towers available: Duals: electricity,life,trickery,flame,magic,corpse explosion Triples: nova,radius,oblivion,voodoo A more challenging build to complete. Nova and flame for slow, voodoo for support. This build lacks a strong damage triple. Electricity and magic would be the damage for this build. Again, oblivion can be used if you can micro. LWFE Towers available: Duals: ice,electricity,quark,vapour,hydro,blacksmith Triples: windstorm,polar,gold,zealot A decent build to complete. Windstorm and ice for the slows, polar and blacksmith for the support. Zealot is a strong triple for this build. Kindle for the early waves, which can be upgraded to zealot after the early game. Hydro can be used as a damage and supporting 'slow' tower. LWFD Towers available: Duals: ice,electricity,trickery,vapour,poison,magic Triples: windstorm,hail,radius,corrosion One of the easier builds outside of the double aoe slow builds. Windstorm and ice for slow, corrosion for support. Kindle for early waves, to be upgraded to corrosion. Electricity, magic and hail can be used for damage. LFNW Towers available: Duals: electricity,life,ice,flame,vapour,well Triples: nova,windstorm,tidal,impulse One of the 2 easiest builds to complete. Nova, windstorm and ice for slow. Tidal, impulse, electricity for damage. Well for support. Non aoe-slow Builds LDFE Towers available: Duals: trickery,electricity,quark,magic,gunpowder,blacksmith Triples: radius,laser,gold,flamethrower One of the hardest builds to complete. No slows and strong support towers outside of blacksmith. I haven't managed to complete this build so far... LDWN Towers available: Duals: trickery,ice,life,poison,corpse explosion,well Triples: hail,oblivion,tidal,drowning This build is challenging. I managed to do it but just barely with spamming of tidals and well towers at VII, V and I. Ice is the only slow available. Hail would see play here. Someone could test a drowning tower build here... LWNE Towers available: Duals: ice,life,quark,well,hydro,mushroom Triples: tidal,polar,enchantment,flesh golem Rather challenging build, although easier than the above one. Again, spamming of tidals and wells, with help from enchantment, mushroom, hydro and ice DWFN Towers available: Duals: poison,magic,corpse explosion,vapour,well,flame Triples: corrosion,drowning,voodoo,impulse One of the easier build of this set but still challenging to complete. Corrosion, voodoo, flame, well for support. Impulse, magic (upgrades to voodoo), kindle (upgrades to corrosion) as damage. The build lacks a strong aoe damage triple though so make the best of single-target towers. WFNE Towers available: Duals: vapour,well,hydro,flame,blacksmith,mushroom Triples: impulse,zealot,flesh golem,quaker The other easier build of this set. A decent set of damage towers but no aoe slows available. Both well and blacksmith are available. Flame is the only source of slowing available. Quaker and zealot as the strong triples. In duals, kindle, hydro, mushroom are the towers to use. Single-targetters would be stronger here without aoe slows. Go to top Share this post Link to post
Karawasa Posted April 20, 2009 Can't wait to get an updated version on the site . Go to top Share this post Link to post
holepercent Posted April 24, 2009 Summerised Changelog for 4.0 Support towers nerfed to 7%. Jinx, disease, golem, quark, flame, ice remade. vapour is water damage Electricity is fire damage ice is light damage poison is water damage muck is earth damage Healing remade, aoe heal upon death Fast increased movespeed Extreme now gains 1% healing, no speed boost darkness, life, gold, mushroom, electricity changed to 1100 range quaker changed to 500 range Trickery fixed Weather added tower cost standardised Composite nerfed to 80% New terrain Stronger tier3 elementals Pure cost and damage reduced Creep hp growth model changed Balancing of all towers will add to the list and reorganise soon.. Go to top Share this post Link to post
Cisz Posted April 24, 2009 Mushroom was changed to 1100 too, right? Go to top Share this post Link to post
m0rph1ing Posted April 24, 2009 As was electricity. Also quaker nerfed to 500 range. Go to top Share this post Link to post
holepercent Posted April 25, 2009 Updated.. the list was typed from memory without reference.. Go to top Share this post Link to post