holepercent Posted February 10, 2008 The holepercent's guide to 4.0 UPDATE: my full guide is in the making in club element. once i have content for every section, the guide would be transferred over to the strategy forums. random and pick guides, this build list, build design and placement guides, replay HQ and other random extras. would take some or should i say a long time before i successfully complete the full guide... For all interested: The Element TD DRAFT!! (mainly for inhouse 3-5 players of around equal skill) the draft starts with the removal of the 5 duals and 7 triples from the pool the pool consists of the 15 duals and 20 triples. Each player removes from the pool a dual of his choice. 5 duals are removed. if less than 5 players, host picks the rest of the removals. Each player votes 3 triples to be removed from the pool, 7 triples with most votes are removed from the pool duals removed from the pool cannot be built, not even as intermediates to triples. triples removed from the pool cannot be build. next, the elementals are drafted Each player picks a element and a tier, like fire3. any tier, including higher tiers, can be picked. Other players can pick the lower tier if they also want that element at that tier. Or you could pick the lower tier at your next pick. see the example below. If host desires, interest and pures must also be drafted, in which case, no more pures and interest will be added after the draft ends. If not, host can add interest and pures himself after the elements are picked. each player has 2-3 picks. at the end, combine all the picks. the optimum is around 15 (12 elementals, 2 interest, 1 extra pure). all legal tiers are added into the pool. if only tier1 and 3 is picked, tier1 and 2 enters the pool. lowest tier available is added.. downgrade to lowest possible if lower tiers are not drafted. example: 4players (12 picks total, 3 picks each) draft order (player 1,2,3,4,4,3,2,1,1,2,3,4) earth3, water1, fire2, nature1, nature 2, earth1, light2, water2, fire1, earth2, dark1, water3. final elements in the pool: water1-3, earth1-3, fire1-2, nature1-2, dark1, light1. Usually, 2 interests and a extra pure is added (host choice/drafted) order is decided by the players in game but only those in the pool can be summoned. the format provided some excitement and fun for all in trying to work around the restrictions of the towers and elements removed from the pool. Build list for 4-element builds DNEF Duals: magic,disease,gunpowder,flame,blacksmith,mushroom Triples: voodoo,flamethrower,roots,quaker DNEL Duals: disease,gunpowder,trickery,mushroom,life,quark Triples: roots,oblivion,laser,enchantment DWEF Duals: poison,gunpowder,magic,hydro,kindle,blacksmith Triples: muck,corrosion,flamethrower,zealot DWEL Duals: poison,gunpowder,trickery,hydro,ice,quark Triples: muck,hail,laser,polar DNEW Duals: disease,gunpowder,poison,mushroom,well,hydro Triples: roots,drowning,muck,flesh golem LFNE Duals: electricity,life,quark,flame,blacksmith,mushroom Triples: nova,gold,enchantment,quaker LFND Duals: electricity,life,trickery,flame,magic,disease Triples: nova,jinx,oblivion,voodoo LWFE Duals: ice,electricity,quark,kindle,hydro,blacksmith Triples: windstorm,polar,gold,zealot LWFD Duals: ice,electricity,trickery,kindle,poison,magic Triples: windstorm,hail,jinx,corrosion LFNW Duals: electricity,life,ice,flame,kindle,well Triples: nova,windstorm,tidal,impulse LDFE Duals: trickery,electricity,quark,magic,gunpowder,blacksmith Triples: jinx,laser,gold,flamethrower LDWN Duals: trickery,ice,life,poison,disease,well Triples: hail,oblivion,tidal,drowning LWNE Duals: ice,life,quark,well,hydro,mushroom Triples: tidal,polar,enchantment,flesh golem DWFN Duals: poison,magic,disease,kindle,well,flame Triples: corrosion,drowning,voodoo,impulse WFNE Duals: kindle,well,hydro,flame,blacksmith,mushroom Triples: impulse,zealot,flesh golem,quaker Build list for 5-element builds LDWFN: Duals: trickery, ice, electricity, life, poison, magic, disease, kindle, well, flame, Triples: hail, jinx, oblivion, windstorm, tidal, nova, corrosion, drowning, voodoo, impulse LDWFE: Duals: trickery, ice, electricity, quark, poison, magic, gunpowder, kindle, hydro, blacksmith Triples: hail, jinx, laser, windstorm, polar, gold, corrosion, muck, flamethrower, zealot LDWNE: Duals: trickery, ice, life, quark, poison, disease, gunpowder, well, hydro, mushroom Triples: hail, oblivion, laser, tidal, polar, enchantment, drowning, muck, roots, flesh golem LDFNE: Duals: trickery, electricity, life, quark, magic, disease, gunpowder, flame, blacksmith, mushroom Triples: jinx, oblivion, laser, nova, gold, enchantment, voodoo, flamethrower, roots, quaker LWFNE: Duals: ice, electricity, life, quark, kindle, well, hydro, flame, blacksmith, mushroom Triples: windstorm, tidal, polar, nova, gold, enchantment, impulse, zealot, flesh golem, quaker DWFNE: Duals: poison, magic, disease, gunpowder, kindle, well, hydro, flame, blacksmith, mushroom Triples: corrosion, drowning, muck, voodoo, flamethrower, roots, impulse, zealot, flesh golem, quaker Build list for 6-element builds LDWFNE: Duals: trickery, ice, electricity, life, quark, poison, magic, disease, gunpowder, kindle, well, hydro, flame, blacksmith, mushroom Triples: hail, jinx, oblivion, laser, windstorm, tidal, polar, nova, gold, enchantment, corrosion, drowning, muck, voodoo, flamethrower, roots, impulse, zealot, flesh golem, quaker Go to top Share this post Link to post
Guest inDe_eD Posted February 10, 2008 This will be very helpful to refer to. Go to top Share this post Link to post
Guest Ubernuber Posted February 15, 2008 So, here we go with my first entry for DENW. Maybe not the easiest combo, but it has 2 AoE slows (roots + muck). It's not perfect (far from it, actually), but I killed 8 Ronalds. And hey, I finished at all. I noticed 4 element builds are fairly hard, compared to 5 or all element builds. DENW 8 ronalds.w3g Go to top Share this post Link to post
holepercent Posted March 14, 2008 a replay just for fun.. i didn't expect to actually finish this game but it ended up that the waves came and i found myself facing ronalds... enjoy! unfortunately played in short mode so i can't upload this for the great ronald hunt... eletd_pbeta_074_pub_61_41ronald.w3g Go to top Share this post Link to post
holepercent Posted March 28, 2008 and here i go again. another 6-element game ending with periodics. eletd_pbeta_099_pub_61_14ronalds.w3g Go to top Share this post Link to post
Noddy Posted April 5, 2008 holepercent , can add me in msn ? I din know u are singaporean too LOL [email protected] Go to top Share this post Link to post
holepercent Posted April 20, 2008 Build design guide by holepercent Contents Introduction The basics of element td (for newcomers) Types of towers (damage and support) Choosing the damage towers Choosing the support towers Combining the build Tower placements and notes on individual towers Useful links Introduction This would be my personal guide (as well as a collection of info typed up by other players) on nearly everything (well, i can't possibly cover everything, new things will be discovered by others) about the game, covering as much as possible the strategies to complete the game and how to maximise every tower. Some of the info is from my own playing experience, others are provided by cisz, jolin012 and the rest of the community. Which do you want me to type up first? The pick or random guide? PM me your vote! The basics Most of the info is on the main site itself. but for convienence, i'll post some here. light - 200% to darkness, 50% to earth dark - 200% to water, 50% to light water - 200% to fire, 50% to darkness fire - 200% to nature, 50% to water nature - 200% to earth, 50% to fire earth - 200% to light, 50% to nature fast - creeps move faster undead- when killed, revives with 1/3 health mechnical - becomes invulnerable when mana hits 12 for 1.5sec healing - regains hp Types of towers There are basically 2 types of towers, damage towers and support towers. The support towers are further divided into aoe slows (muck, roots, windstorm, nova), armor reducers (corrosion and enchantment), damage amplification (polar and voodoo), tower amplification (well and blacksmith) and trickery tower. These are the 3 super duals and 8 super triples. Ice (single target slow, damage over time) and flame (single target slow, damage amplification) can be considered as support towers. All other towers are considered damage towers. However, this division is not entirely accurate. Some support towers can deal more damage than what is classified damage towers. Ice and flame are not always considered support towers. However, for conveience, the division will stay as it is. This is not something i can say why, it's been that way for a long time and commonly used by other players as well... I'll start on the guide (whichever it is, pick or random) once the votes are in. Pick and random have different approaches, so the guide is slightly different Useful links vh replays by myself (played in vh rnd but it shows stuff like tower placement, choices and stuff) Double no-leak by cisz and jolin012 VH ronald hunt Cisz's replay pack Go to top Share this post Link to post
DDRKirby(ISQ) Posted April 20, 2008 IMHO ice/flame should be considered support ^^; Go to top Share this post Link to post
holepercent Posted April 25, 2008 Time to revive some old challenges (to be played in 4.0pb, vh pick single player, non-chaos, non-short, non-extreme, well i don't mind if you seriously want to do extreme) just for fun starting with this one: The mirco/planning challenge: Survive until level 40 using only cannons and arrows. Elemental cannons, elemental arrows and interest are included. (some of you might find this familiar. i ran this challenge for 3.0) Go to top Share this post Link to post
holepercent Posted April 26, 2008 as good as it gets. all 6 elements from the start. enjoy! eletd_pbeta_132_pub_61_41ronald.w3g Go to top Share this post Link to post
holepercent Posted May 16, 2008 Random Guide Part I : The replay analysis (early game) wave 1-15 can be handled with the standard arrow openings. Hence, i'll start from wave 16.. anyway the games were played in short mode... my usual opening for wave 16 is 4 amplified elemental towers. guidelines for picking the element: first choice is always 200% damage. otherwise, earth or fire unless 50% damage. Failing which, i usually use light or darkness at V. if none of the above, usually i'll pick nature over water unless undead wave in which case water over nature. Duals considered over building 4 amplified elemental towers are electricity, gunpowder unless 50% damage. #74 Opening elements: FDW Towers available: magic, kindle, poison, corrosion Wave 16: darkness, healing Opening defense: kindle, 2 amplified darkness Wave 17: water same as opening defense Wave 18: earth Defense: Kindle, 2 amplified fire, 1 amplified water Wave 19: nature Defense: as above + amplified darkness Wave 20: earth Defense: 2 kindle, 2 amplified fire, water upgraded to amplified water in midwave Analysis: basic defense with mainly elemental towers and kindle. amplified dark and amplified water in wave 19 should have been amplified fire to take advantage of the 200% damage. Elemental: water2 The defense starts with 2 kindle and 3 amplified water. The 3 amplifiled water are sold and replaced with 3 amplified darkness and one darkness tower which is sold later. Elemental is not killed before the wave starts Wave 21: non-elemental, undead Here is where the first major leaks occur. After the leaks, 1 kindle is sold and the other kindle upgraded to corrosion. Amplified water and water is added. Here, i also focused fire too much on the elemental when i should be more concerned with the wave. When in doubt, clear the wave before the elemental. It is better to leak the elemental than leak 10 creeps of the ave. Here is also where upgrading to corrosion should be done before the wave started i feel. Wave 22: water, healing the water is upgraded to amplified water wave 23: darkness, fast All water towers are sold and replaced with 3 amplified darkness. wave 24: water, undead Amplified darkness is added. One of the amplified darkness and sold and magic tower is added, along with a basic darkness tower. wave 25: earth 2 Amplified darkness are sold, replaced with 2 amplified fire. Analysis: Wave 21 could be improved. Armour reduction can be strong even in the early game. Corrosion can in some cases be a solo tower although it is more of a supporter after some damage is in play. 200% damage should always be the towers of choice. Elemental: Earth This is basically a simple catch with no difficulty. Wave 26: Earth, fast Defense: Corrosion, amplified, magic, 2 amplified fire, amplified water. Amplified and magic tower is sold. wave 27: fire Sells everything, build and upgrades up to muck, corrosion and amplified water. wave 28: light Amplified water is replaced with 2 amplified earth. Kindle is added. wave 29: nature Amplified earth is sold. 2 amplified fire and 3 basic darkness towers are added. wave 30: water, healing amplified fire is sold. Basic darkness is upgraded to amplified darkness. Analysis: AoE slows should almost always be build once they are available. Where possible, prepare for the next wave. Build the basic towers for the next wave in their positions, once the current wave is over, upgrade. Kindle isn't really the tower after wave 25 as the damage is insignificant compared to the hp of the creeps. Go to top Share this post Link to post
holepercent Posted May 18, 2008 #99 Opening elements: EWF Wave 16: fire, mechnical 4 amplified water wave 17: darkness 5 amplified earth wave 18: light 4 amplified earth 1 hydro tower wave 19: light healing 4 amplified earth 1 hydro tower wave 20: non-elemental 4 amplified earth 1 hydro tower 4 basic water towers added midwave Elemental: nature The earth towers were sold and basic water towers upgraded to amplified. wave 21: fire undead 5 amplified water 1 hydro midwave: 1 amplified water upgraded to hydro wave 22: water healing 4 amplified water 2 hydro towers wave 23: earth mechnical 1 hydro tower 1 quaker wave 24: darkness 1 hydro tower 1 quaker midwave: 1 flame tower added wave 25: water 1 hydro 1 quaker 1 flame elemental: light wave 26: light undead 1 hydro 1 quaker 1 flame midwave: amplified light added wave 27: water 1 quaker 1 nova midwave: 1 electricity tower added wave 28: earth, wave 29: non-elemental 1 quaker 1 nova 1 electricity tower wave 30: water 1 quaker 1 nova 1 electricity midwave: electricity upgraded to windstorm Overall analysis: this is essentially a simple game. 200% for amplified towers. AoE slows (nova, windstorm), AoE damage (quaker), multi-target (electricity) for the defense. No tier2 elementals were summoned so the elemental catches are straightforward. Go to top Share this post Link to post
Cheng Posted May 19, 2008 nice early game guide HOLY! keep it up ! Go to top Share this post Link to post
holepercent Posted June 7, 2008 one experimental game.. opening electricity rush at VII. then a move down to IV before moving up to IV VII, before moving the defense further up until i ended up playing at / VIII VII. made some key mistakes/underbuilding that led to mass leaks on some levels. 6-element build as usual. the ronald hunt kill zone didn't work out so only 40 ronalds killed. eletd_pbeta_163_pub_61_40ronalds.w3g Go to top Share this post Link to post