For those of you who want to play Endless Mode with Engineer. I made this guide specifically for those of you who want to play with the Engineer and her traps.
TL;RD
Utiliser Skeleton Scientists as your first monster group to enhance your traps. Then try to give the invading heroes the Broken Armor ou Cible facile penalties and use the Energy Converter trap to massive amounts of damage and empower your second monster group or Master with absurdly high Barrier points in the process. Getting the artifacts Spiked Shield, Enchanted Cogs ou Mysterious Screwdriver makes the run very easy.
La configuration
Before entering Endless Mode we set up the following Talents, Monstres, Traps and Monster types:
Talents
Ce que nous’re aiming for is the talent that gives traps a 20% chance to get Multiaction (1). To get to this talent you automatically also get the talent that reduces the price of upgrading traps by 20%, and from there you can also put 2 points in the talent that increase the chance that traps in the dungeon gain Enhance Trap (1) par 20% for each monster defeated.
Monstres & Pièges
We select 4 Skeleton Scientists et 1 Ironclad Mantis. For traps we select 2 Energy Converters, so we have more choice in what spécifique trap-room we put the traps.
Monster Types
Here we select Skeletons and Dragons. We are gonna need 2 plus Skeleton Scientists to be sure we always got 3 of them in the first room. Et ça’s always nice if you can get a Salamandre plus tard, because this monster can dish out a lot of damage and synergises nicely with our mostly Physical damage.
The Payoff
This Master is a little difficult to get started, and with this setup the first few adventurers might get your Master to low health fast. The power of this setup also depends beaucoup on the random placement of rooms, so if you are unlucky you might end up with a very short run the first time.
The First Adventurers
- Place one of the Energy Converters in the first trap-room.
- Be sure to put all 3 Skeleton Scientists in the first monster-room.
- Place your second Energy Converter in the second trap-room.
- For the second monster-room I checked the heroes and saw that they we’re all doing damage to the monster in the front. This is why I put the Skeleton Scientist in front and the Ironclad Mantis behind it.
- For the first attack I always choose the Phéromones. The penalty Bounty (5) will not always be useful, par exemple. when heroes get killed by traps, but still worth it if the right monster gets the killing blow. For the other attacks just spam Toxines. Unfortunately this hero-party had a monk, which cleanses a penalty with the highest stacks, so any stacks are removed anyway.
- With the monsters and trap I managed to kill 2 héros. Since there is no more trap coming, and the monk has high Poison resistance, je choisis Sampling here to grant even more Barrier Points to the next monsters. On all other occasions I use Targeting Drone instead to apply Cible facile to the heroes and our Traps to more damage.
- The last hero I just kill with Onde de choc et Phéromones because he has low Air resistance. If the Ironclad Mantis had a little bit more Barrier Points I would’ve chosen the Swirling Blades attack instead.
- After killing all the heroes I choose to recruit the Skeleton Majorette, because at later levels this monster gets Esquiver (2), making it a perfect tank. Le Mécanicien was a close second choice otherwise.
Example Next Weeks
After clearing a run you can choose to swap the Skeleton Scientist with full Motivation in room 2 with the one with the lowest Motivation in room 1 juste pour être sûr.
I choose the Trainer on the 2nd week to level up 2 Skeleton Scientists. This should be your top priority from now on. Get all your Skeleton Scientists to level 4 as fast as possible so they get their passive with applies Enhanced Trap (1) to the next trap when it is defeated. Au niveau 4 this becomes Enhance Trap (2).
On the the 3rd week I choose the Therapist. Since we only got 4 Skeleton Scientists, we want to keep them going with high Motivation so they won’t be unavailable. Once we get 6 d'entre eux, we can put 3 in our garrison and swap them out when necessary.
On the 4th week I chose an Event and unfortunately got a chance to recruit Rare monster which I couldn’je n'ai pas les moyens.
I also wanted to show that for the second Adventurers run on the 5th week you can already notice some benefits from the training. As the level 2 Skeleton Scientists mourir, they increased the damage of the Energy Converter par 200%, and the trap does some nice Physical damage to the hero in the back. This in turn also grants our Ironclad Mantis quelques Barrier Points which increase his Swirling Blades attaque.
The Schedule, Monstres, Traps and Artifacts
If you manage to survive the first few weeks, and got your Skeleton Scientists to a minimum of level 4, you will notice that traps you place after them will start hurting a lot. And with more damage you will be getting more Barrier Points and your monsters in the 2nd monster-room should stop dying.
Schedule priority
You should try to get another trap as soon as possible. Le Baliste is a prime choice as it also does Physical damage and applies Broken Armor, which in turn helps increase it’s own damage if this trap has Multiaction. The other trap you want to look out for is the Leurre, which is a Rare reward and applies Multiaction to the next régulier piège. On level 4 this applies Multiaction (2), and when this trap gets Multiaction itself trough any means, this means the next regular trap will trigger 4 fois (ou plus!)
The best schedule choices (if you have the resources) sont:
- Alchimiste — if you have a surplus of Blood or Tears. (tu auras besoin beaucoup of Tears later on)
- Business Trip — si tu’re still looking for a specific artifact or need more Blood or Tears.
- Ingénieur — if you have enough Tears and Gold, always be sure to upgrade (one of your) Energy Converters. Also be sure to upgrade the Leurre niveler 4 as soon as possible if you have one.
- Pillage — si vous le pouvez, also choose to Upgrade a Trap comme récompense.
After this you can choose the following options based on your available resources:
- Marché noir — if you have a lot of monsters you got as rewards from runs. Be sure to keep some monsters around to send on Business Trips.
- Collectionneurs — always useful for extra Gold if you can spare the Life or Blood.
- Médecin — if your Master is low on health and/or a Collectors option is coming up.
- Événement — best choice if you’re uncertain if the other options are a good idea.
- Siège — once you get some more traps, this can be a good source for Gold.
- Entraînement — if you have a surplus of Blood, be sure to upgrade your Master.
The following options I tend to avoid:
- Course — le 250 Gold you spend to upgrade a monster is not worth it if you sell the monster on the Black Market later on, and we don’t wanna sent off our goblins.
- Marchand — you will get monsters as rewards from runs. No need to buy them. You might be lucky and get a rare trap like Leurre en option, but this chance to too low to count on.
- Sanctuaire — only useful if you get to Champions in week 300+, but the penalties are still sub par.
- Seminar — same as Sanctuary, but the bonuses are usually not worth it.
- Therapist — this is only really useful in the beginning to keep our Skeleton Scientists en jeu.
Monstres
Be sure to upgrade your monsters to level 4, but more levels are not necessary. This is because we are either not using them for damage but for their passives, or the damage they do scales of the amount of Barrier Points we can give them. Besides your Skeleton Scientists and Ironclad Mantes you can keep an eye out for the following monsters:
- Skeleton Majorette — Comme indiqué ci-dessus, this monster gets Esquiver (2) au niveau 4 making it a really good tank.
- Roaster — This Mech get gets a passive that he gains Power equivalent to 100% of the Barrier Points it has. This is not as good as the Ironclad Mantis, but still good as it does Fire damage instead of the Air and Physical damage we do on all other accounts.
- Salamandre — The damage of this monster increases as he grows in levels and the penalties he applies (Broken Armor, Vulnerable et/ou Tiredness) are good as well.
Pièges
Besides the Energy Converter you start with, try to get one or more of the following traps:
- Baliste — Should your Energy Converter not hit the hero in the back for full damage for any reason, or if the hero has the ability where it dodges the first trap in the dungeon, the Ballista is a good alternative to use.
- Gnome technician — Si vous ne’T avoir un Leurre trap yet, this is a good second choice to place as a first trap if the first trap-room happens to be in front of your first monster-room as it give the next trap Enhanced Trap (1).
- Leurre — As this is a rare trap, you will usually only get this as a rewards from defeating Champions or if you’re lucky as an option from the Marchand. The Multiaction this trap give the next régulier trap is always good. Also take not it’s only a regular trap it enhances and not your Advanced Trap you can choose after week 43, which is a good thing if your trap-rooms happen to spawn behind your Advanced Trap room.
Advanced Trap
We pick the Defensive Turret here because of multiple reasons: 1) It does Physical damage, which we are focusing on. 2) Avec ça’s first upgrade it can apply Broken Armor, which again increases Physical damage taken. Et 3) It benefits from Enhanced Trap, which we apply with our Skeleton Scientists entre autres.
Le Tesla Cannon et Grenadier are sub-par options as they do less damage from the get-go and since we are not focused on lowering Air of Fire resistances, the damage will not become any better.
Artefacts
Bat Mask, « A random available monster from the Garrison comes to replace the first monster defeated (once per dungeon). » — Puisque nous’re keeping 3 Skeleton Scientists in our Garrison anyway, getting in another one in the first monster-room as soon as one dies will net another 200% extra damage to the next trap. If all 4 Skeleton Scientists mourir, the next trap will get Enhanced Trap (8) at minimum.
Enchanted Cogs, « All Traps gain Enhanced Trap (1). » — Should be self-explanatory.
Magic Purse, « Training price of monsters and upgrading price of traps reduced by 30%. » — Should be self-explanatory as well.
Mysterious Screwdriver, « The first regular trap of a dungeon gains Multiaction (1). » — This will also work on Leurre pièges, which in turn gives Multiaction (2) to the next regular trap.
Prank Pie, « The first attack suffered by each hero applies Easy Target (5). » — This artifact is optional, but can prove useful if you can’t apply Cible facile via other ways.
Spiked Shield, « When a hero makes a monster lose Barrier points, they lose that much Life. » — At later weeks (300+) the damage heroes do is more then you can do with your monsters, so let them just kill themselves.
The Closing Argument
If you get the correct order of rooms you can get some crazy combinations like getting 6000+ Barrier Points on your Master, which give her the ability to insta-kill any hero with her Mechanical Resonance capacité. After week 328 I decided to end my run, but could probably go on for another 100 weeks easy.
Thanks for reading this guide and be sure to leave your Endless Mode record for the Engineer in the comments.
C'est tout ce que nous partageons aujourd'hui pour cela Légende des gardiens guide. Ce guide a été initialement créé et rédigé par Co9. Si nous ne parvenons pas à mettre à jour ce guide, vous pouvez trouver la dernière mise à jour en suivant ceci lien.