Choose your Frankenstein's Towers

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Choose your Frankenstein's Towers

by kicorse » Thu May 11, 2017 10:57 pm

I'm new to this forum, so sorry in advance if something similar to this has been done before. I did have a look, and the closest thing I could find was the 'Your ''Dream Team'' of towers' topic, which is quite different....

The idea is to build the most powerful possible set of towers (for the moment, just archer towers) by combining the properties and special abilities of different Level 4 towers. In doing so, you will be creating towers that make no thematic sense, e.g. Tribal Axethrowers with Slumber Arrows, or Golden Longbows with Shrapnel Shot. That's fine. Frankenstein's creation was ugly but powerful, and that's what we're going for here as well.

There's one rule: You have to use exactly one "part" from each of the six Level 4 archery towers (from the three games) to build your Frankenstein's towers. This works because each tower has three "parts": the basic Level 4 tower and the two special abilities. So if you choose the Ranger's Hideout as one of your two basic towers, you're not allowed to choose Wrath of the Forest or Poison Arrows as a special ability on either tower. If instead you choose Wrath of the Forest on one tower, you're not allowed to choose Poison Arrows on either tower.


Here is my offering:

Tower 1: Arcane Archers with Wrath of the Forest and Totem of Weakness

This is a powerful tower that would be useful anywhere on a map, but is ideally placed upstream of choke points. The basic tower damages two enemies at a time and lowers magical resistance for the mage towers to come. Wrath of the Forest deals damage to multiple enemies while holding them in the choke point longer. Totem of Weakness helps keep the soldiers in the choke point alive while enhancing the damage from the towers to come. Wrath of the Forest and Totem of Weakness are two of the most powerful support-abilities in the game.

Tower 2: Golden Longbows with Sniper Shot and Falconer

This tower specialises in taking out individual tough enemies, while also being an excellent use of more awkwardly placed strategic points. The basic tower has outstanding range without the weaknesses of a non-upgraded Musketeer's garrison. Sniper Shot is the most flexible Insta-kill in the game, in that it still deals massive damage to enemies that are immune. Falconer is a very useful special ability on a well-placed Crossbow Fort, but with the extreme range of Golden Longbows giving it the potential to affect a lot more towers, it becomes downright OP.


Looking for drawbacks in my two selections, there is nothing quite as good as a Ranger's Hideout or a Crossbow Fort for finishing off leaking enemies, but these towers should help ensure the enemies are not in a position to threaten to escape. Similar nothing provides the great area damage of Burst Arrows or Shrapnel Shot, but that's not really the job of archer towers anyway, so these are very minor quibbles.
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Re: Choose your Frankenstein's Archer Towers

by nova_n » Fri May 12, 2017 12:14 am

arcane with wrath and totem. This is op as fucking hell. you have a crowd control-dps-support hybrid that can support itself and other abilities significantly(wrath with weakness) magic resistance removal, multi attack, concentric aoe with totem of weakness! this is the best tower in the game by far. the second one is cool, but arcane towers are already instal kills, and ehat makes the muskettet good is its crowd control burst dmg(shrapnelshot) with an instakill. that makes it aversitle tower
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Re: Choose your Frankenstein's Archer Towers

by Ninja » Fri May 12, 2017 4:04 am

Welcome to the forums, Kicorse! Thanks for making this cool topic to herald your arrival as well. :yey:

Tower 1: Rangers Hideout with Barrage and Crimson Sentence

This is the ultimate killing machine of archers. It has 4 chances to instakill per second (since RH shoots every 0.25s if my memory serves me). With Barrage it has 10 chances to instakill in an extremely fast amount of time, and is guaranteed to instakill at least once (since Barrage fires 10 times and Crimson Sentence has at least a 10% chance when fully upgraded). Besides the instakills, the tower has borderline OP, if not just straight-up OP, DPS with Barrage and the speed of the RH base tower.

Tower 2: Golden Longbow with Wrath of the Forest (WotF) and Falconer

Try to comprehend how absolutely broken WotF would be if it covered almost half of the screen. :skull:
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Re: Choose your Frankenstein's Archer Towers

by kicorse » Fri May 12, 2017 10:19 am

Nice one Ninja, your towers are crazily powerful. The idea of combining Crimson Sentence with a faster fire-rate never occurred to me, and Wrath of the Forest would be even deadlier with a greater range, even though I think there's a limit on how many enemies it can affect.

You have used Golden Longbows twice (the tower itself, and Crimson Sentence), Crossbow Fort twice (both special abilities) and Musketeer's Garrison and Arcane Archers no times. If you want to keep to my arbitrary rule about using each tower once, turning Tower 2 into a Musketeer's Garrison would only slightly weaken it - it would still be OP. I'm not sure which one out of Barrage and Falconer I would sacrifice.
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Re: Choose your Frankenstein's Archer Towers

by Ninja » Fri May 12, 2017 7:17 pm

kicorse wrote:Nice one Ninja, your towers are crazily powerful. The idea of combining Crimson Sentence with a faster fire-rate never occurred to me, and Wrath of the Forest would be even deadlier with a greater range, even though I think there's a limit on how many enemies it can affect.

You have used Golden Longbows twice (the tower itself, and Crimson Sentence), Crossbow Fort twice (both special abilities) and Musketeer's Garrison and Arcane Archers no times. If you want to keep to my arbitrary rule about using each tower once, turning Tower 2 into a Musketeer's Garrison would only slightly weaken it - it would still be OP. I'm not sure which one out of Barrage and Falconer I would sacrifice.


Thank you. I think that WotF probably affects a large percentage of the enemies in its area rather than having a numerical limitation because I've seen
WotF capture some very large groups of enemies at certain times and only a few from small groups of adversaries. So, it would still be OP even when taking into account its limitations.

Oh, I though you only meant that I couldn't use two attributes of one tower for a single creation, not that I had to make use of an attribute of every tower.Image

I'll post a revision below (I'm keeping the first over the second since it is just insanely broken):

Tower 1: Rangers Hideout with Barrage and Crimson Sentence

This is the ultimate killing machine of archers. It has 4 chances to instakill per second (since RH shoots every 0.25s if my memory serves me). With Barrage it has 10 chances to instakill in an extremely fast amount of time, and is guaranteed to instakill at least once (since Barrage fires 10 times and Crimson Sentence has at least a 10% chance when fully upgraded). Besides the instakills, the tower has borderline OP, if not just straight-up OP, DPS with Barrage and the speed of the RH base tower.

Tower 2: Arcane Archers with Shrapnel Shot and Totem of Weakness (ToW)

Here's some broken crowd control. When Shrapnel Shot hits enemies afflicted by ToW, it deals a whopping 840 area damage. On top of that, Arcane Archers can shoot two Shrapnel Shots in succession (since it's the only archer tower in which the archers shoot at the same time rather than taking turns) and the tower has good base damage when its abilities are on cooldown.
Last edited by Ninja on Sat May 13, 2017 3:34 am, edited 1 time in total.
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Re: Choose your Frankenstein's Archer Towers

by Minuet » Fri May 12, 2017 9:40 pm

Welcome o/

Here's mine, not really intended to be the most powerful combo, just something I thought would be interesting.

Arcane Archers with Totem of Silence and Barrage
Supreme mage-killer, lowers magic resistance and seals their abilities. Barrage helps give the tower a needed DPS boost as to not entirely lock them in a supportive position, and if the passive ability of the AAs applied on every hit of barrage, you could annihilate anything that would resist magic.

Rangers Hideout with Crimson Sentence and Sniper Shot
Instakills galore cause why not. They'll have mediocre crowd control but that's better left to Artillery towers so they're not rendered completely redundant *cough*Origins*cough*, and a guaranteed instant kill every 30~ seconds + a small chance 4 times a second means that they dont need crowd control to pull their weight.
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Re: Choose your Frankenstein's Archer Towers

by nova_n » Sat May 13, 2017 12:42 am

NINJA YOU STOLE THE ONE I WAS ABOUT TO POST!!!!lol

Anyways:

Arcanist archers: Poison arrows with barrage[/color]

This is multi target poison. This means it tags enemies with twice the range. And poison barrage? this is a pure DPS tower

Musketeer:Poison arrows with magic arrows

This is armor piercing dps
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Re: Choose your Frankenstein's Archer Towers

by nova_n » Sat May 13, 2017 12:54 am

Well there are 6C1*12C2 towers you can make

6* 66 =396

Some archers are trash though
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Re: Choose your Frankenstein's Archer Towers

by nova_n » Sat May 13, 2017 12:59 am

For other support archers

golden longbow with spirit totem and slumber arrows

golden longbow with weakness totem and falconeer
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Re: Choose your Frankenstein's Archer Towers

by RaZoR LeAf » Sat May 13, 2017 9:06 am

Golden Longbow with Full Mythril Jacket (boost base attack by a max of 90) would be the most powerful Archer in the series. Plus any ither skill would make it formidable.
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Re: Choose your Frankenstein's Archer Towers

by Magnus0 » Sat May 13, 2017 9:51 am

Since most of the most powerful archer combinations have already been posted, I´m going to do the same thing for mages instead.

Wild Magus with critical mass and and earth elemental

A Wild Magus´ attack speed combined with critical mass kills pretty much every weak enemy in range and the earth elemental blocks anything that can survive the crowd control.


Necromancer with timelapse and teleport

This tower acts as a complete stop to approaching enemies. The skeletons block smaller enemies, and the combination of timelapse and teleport creates a cycle that is literally impossible for isolated groups of enemies to get trough. The main weakness of this tower is that it deals like no damage.
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Re: Choose your Frankenstein Towers

by AerisDraco » Sat May 13, 2017 12:33 pm

Well, if we're allowed to change tower types, I present my artillery:

DWAARP + Waste Disposal + Clobber
If Waste Disposal affects the entire range, it effectively ensures no enemies will be able to escape the tower's range, all the while be slowed and stunned to oblivion.

Arch-Druid + Overcharge + Wasp Missiles
While on paper the Mecha seems a better choice for Overcharge, the Arch-Druid attacks only a little bit slower, but also has a larger range. In addition, missiles are cool, and they'd be even cooler if they created an Overcharge when they hit.

A few questions:
1. Are we allowed to shuffle tower innates? Like the triple shot of the High Elf or the Magus' damage boost?
2. What happens if the DWAARP gets cluster bomb?
3. What happens if any non-Tesla tower gets supercharge?
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Re: Choose your Frankenstein's Archer Towers

by kicorse » Sat May 13, 2017 2:57 pm

Magnus0 wrote:Since most of the most powerful archer combinations have already been posted, I´m going to do the same thing for mages instead.

Wild Magus with critical mass and and earth elemental

Necromancer with timelapse and teleport


Great. I was wondering whether to move onto mages either here or in another thread. Looks like the decision's been made.

Also, those two towers are going to be hard to beat. I think that the fast fire of the Wild Magus with Critical Mass is the only opportunity for a crazy OP combination among the mages. Timelapse is a must, for its high DPS per gold more than its blocking power, and the best thing about the Necromancer is the tower rather than its abilities (at least, the Death Rider wouldn't be very useful without skeletons nearby).

Personally, I'd rejig the towers a little bit:

Wild Magus with critical mass and death ray

Necromancer with timelapse and earth elemental

Just think of the area damage the Earth Elemental could do in amongst those skeletons. I've also gone for Death Ray over Teleport because the other three special abilities deal damage to multiple enemies, so I think that a powerful weapon against individual giant enemies is needed.

Funny, I was sure I was going to pick the Sorcerer as one of the basic towers, as it might be the most useful non-upgraded tower in the games (controversial I know) but its abilities are not as good. This just seems to work better....
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Re: Choose your Frankenstein's Archer Towers

by Ninja » Sat May 13, 2017 3:09 pm

RaZoR LeAf wrote:Golden Longbow with Full Mythril Jacket (boost base attack by a max of 90) would be the most powerful Archer in the series. Plus any other skill would make it formidable.


To be most effective, it would have Barrage. Barrage would have an average of 500 damage every 8 seconds. Also, it's effectively the same tower if you use Musketeer Garrison as the base tower instead of GL. :twisted:

Here's another set of towers:

Tower 1: Arcane Archers with Crimson Sentence and Poison Arrows

This tower makes optimal use of each basic attack. If you average the base damage of the tower (minus the part where you divide by 2 since the AA tower shoots 2 arrows simultaneously) and add the total poison damage that each arrow will cause, the tower deals approximately 103 damage every time the elves shoot at the same enemy, and it deals ~51.5 damage when 2 enemies are attacked. On top of this, each arrow lowers magic resistance and has a reasonable chance to instakill (which is doubled if both arrows hit one enemy).

Tower 2: Musketeer Garrison with Falconer and Totem of Weakness

This tower can cause harm from just about anywhere on any map, and it can spawn Totems in that same massive range. Therefore, it is a powerful leak catcher and support tower.
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Re: Choose your Frankenstein Towers

by kicorse » Sat May 13, 2017 3:28 pm

AerisDraco wrote:Well, if we're allowed to change tower types, I present my artillery:

DWAARP + Waste Disposal + Clobber
If Waste Disposal affects the entire range, it effectively ensures no enemies will be able to escape the tower's range, all the while be slowed and stunned to oblivion.

Arch-Druid + Overcharge + Wasp Missiles
While on paper the Mecha seems a better choice for Overcharge, the Arch-Druid attacks only a little bit slower, but also has a larger range. In addition, missiles are cool, and they'd be even cooler if they created an Overcharge when they hit.

A few questions:
1. Are we allowed to shuffle tower innates? Like the triple shot of the High Elf or the Magus' damage boost?
2. What happens if the DWAARP gets cluster bomb?
3. What happens if any non-Tesla tower gets supercharge?


Waste disposal on a DWAARP! That didn't occur to me because I don't find it a very useful ability on a Battle Mecha, but you're right. Not much is going to get past that! The other tower looks very tough too: definitely agree on Arch-Druid vs Mecha. Those wasp missiles need to be a dragonbreath launcher if you want to keep to the "use every tower once" rule.

On your questions:
1. Hmmm, so we could have an Arcane Wizard that fires triple bolts, lowers armour, stores up power when idle, turns enemies into skeletons and gets a damage boost over time? That's not the game I was playing, but I have no problem with other people playing it!

2. This is the Cluster Launcher Xtreme? My first thought is that it would be the same on a DWAARP as on a Big Bertha, as it is independent of the basic tower's fire-rate and range. I suppose you could argue that it should instead create lots of earthquakes all over the map, with a DWAARP sized AOE. Is that what you were thinking?

3. Wouldn't Supercharged Bolt be an entirely useless ability on non-Tesla artillery tower, as they can already hit an unlimited number of targets?
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Re: Choose your Frankenstein's Archer Towers

by AerisDraco » Sat May 13, 2017 9:29 pm

Whoops, meant to change the wasp missiles thing.
Anyway, the questions:
I didn't mean for the innate switching to be stackable, just that we could switch them.
I just wasn't sure on the effects of the Cluster Launcher.
I'm not sure, would it do nothing or would it multiply projectiles?
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Re: Choose your Frankenstein's Archer Towers

by nova_n » Sat May 13, 2017 10:58 pm

Multi tower combo

1 tower(excluding barracks)

6 of those

12 abilities

== 3 different attacks

== 1 tower with 2 abilites

2 towers(excluding barracks)

12 of those

24 abilities

== 2 towers with 4 abilites

== 6 different attacks

==1 tower with 5 abilities


no 2 abilities form the same tower

So now to make some thing overbroken as fucking hell,

Dwaarp with wasp missles with dragon breath missles with totem of weakness with posion arrows, and adavakedavra

anti air with practically no cooldown with massive aoe+stun,now with support,still with anti tank, but less expensive now, and aoe poison
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Re: Choose your Frankenstein's Archer Towers

by nova_n » Sat May 13, 2017 11:41 pm

nother one.

this has a barracks ability

so


2 towers

12 abilities+18 barracks abilities

2 towers 30 abilities

= 2 towers with 5 abilities

= 1 tower with 6 abilities

Ready?

Necromancer + golem + toughness + shield of valor + healing light + dodge +totem of weakness

Now enemies do less damage to possibly infinite targets with crazy hp, a golem with crazy hp, self healing targets, armored targets and targets that DODGE attacks. This is overbroken
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Re: Choose your Frankenstein's Archer Towers

by RaZoR LeAf » Sun May 14, 2017 12:59 pm

Ninja wrote:Tower 2: Golden Longbow with Wrath of the Forest (WotF) and Falconer

Try to comprehend how absolutely broken WotF would be if it covered almost half of the screen. :skull:


Ninja wrote:Tower 2: Musketeer Garrison with Falconer and Totem of Weakness

This tower can cause harm from just about anywhere on any map, and it can spawn Totems in that same massive range. Therefore, it is a powerful leak catcher and support tower.


Out of interest, I screengrabbed the Crossbow Fort and checked all the size increases on photoshop, then did the same to mock up how much Falconer would increase the range of both the Golden Longbow and the Musketeer Garrison:

Image

Image


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Re: Choose your Frankenstein's Towers

by nova_n » Sun May 14, 2017 7:45 pm

wouldnt golden long bow with falconeer and ToW be better
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