Eventually, there will be a chart laid out. This is where all statistics will be put. Especially useful against an early wave that bunched up behind a door, before coming to your traps. You can get off 3 additional shots in a very short time by doing this. When you upgrade this trap, the cool down is reset and it is ready to fire again. Average is 2.5 per GL up to max of 122 damage per bolt. It will be your bread and butter in most of the dungeons. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. This is the highest damaging trap save the hex trap, and way cheaper. Especially in waves where the adventurers have healers, it is important to make an instant kill. It also works well against high hit point monsters, it can work even perpendicular to the corridor when they come in great enough numbers. The bolts fly faster than the fastest adventurer can walk. This trap works best against the grain, but in long corridors it can fire the adventurers in the back as well. StrategiesĪny ideas on how to use the trap, All opinions welcome. With more levels, the damage bonus continues to increase, but there are no further upgrades to enable. With 15 levels in bolt trap, you enable the ability to level up you bolt trap to a Tier 4 trap (see below). Inferno trap superior to everything In Dungeon Warfare 2, I'm currently level 176, playing maps with roughly 127 waves, my main traps around level 65. With 10 levels in bolt trap, you enable the ability to level up you bolt trap to a Tier 3 trap (see below). With 5 levels in bolt trap, you enable the ability to level up you bolt trap to a Tier 2 trap (see below). This is in addition to any upgrade bonus you receive from Tier 2, 3 and 4. Using the various traps at your disposal, you must slice, crush, launch, tear, burn, freeze, melt, impale, transmute, grind, electrocute, and warp these greedy adventurers out of existence. The bolts do not target and therefore fly past your demons, skeletons and lichs.įor each level in trap mastery you put in the bolt trap, you receive a 1% damage bonus per bolt. Community Enemies Sign in to edit The goal of the game is to prevent Enemies from reaching the Nexus. They fly until they hit an enemy or hit a wall. The bolts have no distance limit and always fly straight. So a 7 hit point enemy will take two tier 1 bolts to take down, the remaining 5 damage is lost, and one bolt remains to damage the enemy behind it for 6 damage. Should another enemy be in It's path, the sequence continues, until all bolts are spent.Īll damage of one bolt is spent on the enemy it hit, no left over damage bleeds onto the next enemy. If the damage of one bolt is enough to kill the first enemy it can hit, the other two bolts continue to fly onward. The trap has a trigger range of 3 and shoots three bolts. This is where you will write a brief description of the aesthetic appearance of the trap. It has a medium cool down time and high damage. The bolt Trap is a medium ranged shooting trap that hurls deadly bolts down a corridor to leave your enemies as so much hamburger.
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