![]() ![]() There is also a thing that difference is not that large at those numbers 3/500 is less than 1%, so there is no need to suffer of uncertainty because of hard decision. So yeah, I am not certain which one is the best. Skillpoints affect only single stat - damage/reset speed/gold, while masteries usually have 2, for example damage and capacity on grinder, or damage and reset speed on most other traps. Last patch removed the cap on cost increase for additional traps so maybe rockets won't be as effective now because you can't spam them as easily as before. So I started switching to rockets that allow for very funny BOOM BOOM BOOM builds where room is constantly shaking and explosions are everywhere. ![]() For example, I like grinder but it is useless at later waves in endless mode. If you plan to use a lot of different traps then skillpoint allows more variety.įavorite trap can change. If you plan to use 1-3 main types later then mastery will be better (especially +3 that I have not seen yet). You also need to consider that skillpoint will affect all traps while mastery only affects single type. I didn't know about mastery limit, I am only around 25 mastery at max. However, do not rely on this strategy, as once the door breaks, the spike traps receive a massive disadvantage since their targets no longer stay in one place. Because they stop in place to attack, the spike trap is the ideal candidate. Originally posted by archmag:Mastery points for your favourite traps will result in more gems (if your trap is level 15, mastery is worth 15 gems, if your trap is level 100, mastery is worth 100 gems).It is very strongly worth considering that trap mastery still works even after you've reached the cap (Traps can be leveled to 500 with gems) which means that it is likely that trap mastery (especially of those points that give +3) is much better than "just" a skill point if it is indeed a favorite trap of yours. Strategy 1 Place spike traps before doors to ensure any stragglers are eliminated. But there may be a patch soon for this issue where you will be able to choose which items to save. Even though I think it won't be useful later when you get a ton of items from later levels and can't keep them all anyway. I also sometimes take it with similar priority to item rarity. Skill points>mastery for favorite trap>gold increase>item rarity>mastery for random trap>gems>everything else.īut I don't always follow those priorities, when I started I was taking gems and even took a map once, thinking it was really special but it disappeared after 1 run.Įdit: Forgot about item quantity. Gold increase may be helpful if you can get it to good values, but it only influences beginning of the level. Item rarity seems small and there is no instant effect so it does not feel satisfying (that's why it was removed from items in GW2 so that people won't need to choose between invisible effect that improve your drops and actual power). Mastery points for your favourite traps will result in more gems (if your trap is level 15, mastery is worth 15 gems, if your trap is level 100, mastery is worth 100 gems). Plus you get a ton of gems after each level up - when you get level 60, you get 60 gems. Can't you get infinite gems from etherial maps anyway? Only 3 per run, but still. ![]()
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