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Castle Defense Special


shockerizgod
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Now releasing the new “Castle Defense” game mode in Happy Wars!

Castle Defense is a game mode in which up to 8 players cooperate to defend their castle from a vast number of enemies who approach in waves.

 

Many of the enemy characters are not found in any other mode.

Players obtain “meat” in proportion to their activity during the game. Use the meat to power-up.

 

Protect your castle to the very end through teamwork and meat!

By participating in Castle Defense mode, you can receive as rewards 8 different types of Cleric gear, including the “Desert King’s Turban”, “Desert King’s Shield”, “Jinn’s lamp”, “Desert King’s Shield”, “Eastern Turban”, “Eastern Armor”, “Eastern Lamp”, and “Persian Shield”.

 

“Castle Defense” mode, part 1 is available until September 11 (Wed).

 

**And stay tuned for a helpful guide to Castle Defense!**

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Does anybody have stats for the new items?

 

I'll have special challenge page up for it in a few hours, I need to run errands in town.

 

Shield is identical to last events shield in terms of stats and fixed buff. Just a diff name/image.

Edited by _DaNnY_
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So I played this all day yesterday with my team and some other players that are pretty good. We were able to get to Final Wave with about 2:00 on the clock and it just kept sending waves of bombs at us, we ran out of time because we were unable to Miracle the bombs and Meteor Storms are too unreliable. I'm thinking you either get to the final wave with 3-4 minutes on the clock or you're just going to have to get really lucky wiping out all the obnoxious bomb enemies.

 

Our plan is pretty simple, but it takes extreme coordination and speed to pull it off. I'm going to share the basics with you:

 

- Happy Miracle: You need like 4 people on your team with Shorten Cooldown on their clerics ready to rip Happy Miracles as soon as there's more than 5 enemies on the field. Chasing them around when there's a timer is not an option. You have to miracle them, wipe them out, and get on with the waves. You need to be Happy Miracling as soon as Wave 1, so someone on your team has to start with it.

 

- Wall/Dispel: there needs to always be a wall in front of your door. Bonus points if you have a few out in the field because the enemies will run to them and attack them. This wall will be placed there by a cleric who is dispelling EVERYTHING. The cleric needs to cruise around dispelling ladders, healing friends, and if at all possible, providing Sacred Song between waves and Sacred Armor or Dash to allies. This is THE most important role to be played, and this player should be skilled enough to avoid dying.

 

- Ballistas: Wave 3, Wave 6, and the end of Wave 9 you need 4 ballistas up and shooting at the large enemies. The ballista players need to be coordinated enough to rip Happy Miracles on top of the castle if the medium-sized enemies come out, or if the enemies get in the castle via ladder. These large enemies will appear at the end of waves of mages that do meteor storms and attack unmanned ballistas, so you need to know when these enemies are coming and already be up in the castle building any broken ballistas back up or you're going to be screwed and lose during these waves.

 

- Berserkers: Rush+ for killing stragglers and rush warriors, and Charged Attack+ for killing groups at spawn points, spin-blade for everything else. You could use a warrior, but the AI is stupid and the DPS of a berserker simply means it's a better bet for this.

 

That's the basic strategy. Throwing a lightning mage in the mix will help eliminate enemies a little faster when they're being erratic and running away a lot. When Gate Crasher comes out in Wave 6, you need three ballistas shooting at it and maybe one warrior trying to slow it down if you want any chance at all of getting to Wave 7; Gate Crasher ends games. You're either ready for him in advance or you're going to lose. If the timer runs out at any point, you will lose, and the last two waves seem to last forever so you better make extremely good time on early waves and get your team used to ripping Happy Miracles when you're surrounded by 50 enemies. The game will give you extra meat and a small text notification if you have succeeded in making good time during a wave.

 

Any way, good fucking luck. Even with a solid strategy, this is a race against the clock and the people doing the killing need to be efficient, coordinated, and on-point for the entire 27 minutes. There can't be a wave where everyone is dying or there's two enemies at the end that take 60 seconds to kill because people assume the one guy attacking them will kill them... or you WILL run out of time.

Edited by The Nerevarine
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Is this special challenge broken? I did a FULL 27 minutes and own 10+ meats and we didn't get a single wave completed while the top leader had almost 100 kills. Can anyone explain or experienced this as well. Also I only got 1 bonus point......

 

Yeah I have the same thing going for the special challenge at least my first time I have not seen anything special like enemies or anything and it defeats the purpose of it. Meats could never be spent either for me.

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The worst part about these challenges is that you always end up with a world full of absolute idiots on your team. People who can't/won't play defense, people who don't know how to prioritize targets, people who don't know how to protect mages, or keep ballistae up and running.

 

I spent an entire game as the ONLY Cleric on my team. I used that entire time defending the interior of the castle and keeping the ballistae up and running despite the multiple destructions. I was the only one keeping them off the walls (with my crappy weighted 5 equipment only at level 6) and the only one trying to use the turrets to shoot the golems. So, we get to Wave 6 when three golems spawn... What happens? I'm the only one up on the walls shooting the golems. I had 5 turrets up at that point, and nobody helping. They breached the door and made it to the tower without ANYONE except me inside the castle. My allies only showed up once the tower was three seconds away from destruction.

 

Another time, we had a mage readying up his Meteor Storm on Wave 4 to easily destroy all the undead. We had 7 of the 8 players in it. He allowed three enemies to walk in BEHIND US while we were waiting for him to cast it, then walk up to him, right NEXT to him, and then HIT HIM without ever casting the spell.

 

What needs to happen on these special challenges is not let anyone in who isn't at least level 35... AT least that way you know they know how to play the game or have invested enough time to figure out how to do things and what to do.

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What needs to happen on these special challenges is not let anyone in who isn't at least level 35... AT least that way you know they know how to play the game or have invested enough time to figure out how to do things and what to do.

 

You'd be surprised how many people over Rank 50 not knowing the basics of Cleric rushing. Then again, those players only ever play Co-op for XP, which is awful for everyone else who gets matched up with those kinds of players in anything outside of that.

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You'd be surprised how many people over Rank 50 not knowing the basics of Cleric rushing. Then again, those players only ever play Co-op for XP, which is awful for everyone else who gets matched up with those kinds of players in anything outside of that.

 

I'm 38 and don't know how to execute Cleric Rushing. Then again, I don't usually (or ever) play as a Cleric. I typically play a Warrior or a Mage. As a Mage, I have a LOT of experience in STOPPING the Cleric Rushes and keeping them off the gate and walls. You'd be surprised how many wins you can obtain with a single Mage on Defense to kill Cleric Rushers. If a Cleric is Rushing and has to stop to fight a Mage who can inflict all sorts of fun status effects on him... He's not just a sitting duck... But he's a sitting duck nowhere near his teammates to help out, and he's not anyplace on the battlefield that he should be to help his team win. I also play a Warrior sometimes when I want to play offensively. We typically lose those games because without me being a Mage on defense against Cleric Rushers... Nobody else will do the job.

 

There's a reason a "Cleric Rush" even exists at all. It's because most of the people who play Happy Wars are blithering idiots out to "lone wolf" the entire game. If players didn't receive XP for casting beneficial effects on each other, nobody would do it. This is kind of sad, considering the game is practically designed around teamwork. If players left 2 or 3 of themselves to play Defense at the castle and at the first/second tower, a Cleric Rush wouldn't exist at all because it would be absolute suicide as well as a waste of time and resources to even execute. What's even better is that while playing defense, all you have to do is open up your map to see the enemies coming and from which direction as well as how many. The only way the enemy sneaks past defenses in Happy Wars is if there aren't any.

 

It took me all of three games to figure out that everyone online plays to "rush the castle" if they can. They typically do this with a few clerics and maybe a warrior escort. The disadvantage to this was obvious to me the moment I saw it in practice (I spent two games trying to figure out how enemies got past us and got inside so quickly). The obvious disadvantage is that the warriors and clerics are melee classes without much in the way to combat a clever mage. A clever mage with enchantments. Winds to stun, knockback, and cancel the more powerful skills. Lightning to nullify any sort of movement boost they may have (like Rush) as well as cancel anything that needs to be "charged" to execute. Ice to keep them still while you get behind them and smack them to death in the back while they take a stun from each hit and sometimes another "frozen" status or two on subsequent hits. Fire... Well, it's basically worthless. If the damage output was something like 100% more damage, it might be worth it in PvP... But as of right now, it's not anything near useful. You're better off with ANY other enchantment than fire. Mostly just because of the added effects these abilities provide. Let's also not forgot how stupid most melee class players act... If you cast a lightning bolt on yourself and don't move too far from it... they'll close the distance and try to kill you while ignoring the lightning. Much of the time, they run right into the firing line instead of trying to maneuver around it.

 

A cleric rush is basically easily disrupted and destroyed with a single mage who just keeps everyone either running from him or chasing him instead of assaulting anything nearby the castle. It's especially nasty if that team of 3 on your door tries to have two chase you, or one chase you, and assault different sides of the castle at once instead of trying to cut you off and box you in. Which is, pretty much how it always plays out. Cleric summons building supplies, it's easy to get a wind trap or a few hits in on the Cleric while he's using the hammer. Doesn't even matter if a Warrior or Berserker is following you. It's easy enough to maneuver and land a blow or two on the Cleric every few seconds as you stay just ahead of whomever is trying to kill you. It's even better if you freeze them and don't knock them out of the freeze. It's about a 1.5 second "shake out" for most players.

 

Anyway... The Cleric Rush only works on players who don't know how to play. It only exists because so few players know how to play. It's a maneuver that can cost the team executing it the entire game if you just have one or two mages on defense.

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Another time, we had a mage readying up his Meteor Storm on Wave 4 to easily destroy all the undead. We had 7 of the 8 players in it. He allowed three enemies to walk in BEHIND US while we were waiting for him to cast it, then walk up to him, right NEXT to him, and then HIT HIM without ever casting the spell.

 

This happens so often in quickmatches too. I guess people think you are invulnerable while preparing the teamskill. I really don't think it's lagg.

 

I'd say this challenge is impossible playing with randoms. :(

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Anyway... The Cleric Rush only works on players who don't know how to play. It only exists because so few players know how to play. It's a maneuver that can cost the team executing it the entire game if you just have one or two mages on defense.

 

Interesting analogy, and yeah, Cleric rushing is not a foolproof strategy. The reason why it happens more often is to get matches finished as quickly as possible for league points (as you get 10 points for taking down the tower regardless of time). If your team consists of 8 good players who know what they're doing, then a team of seven rushing towards the castle with clerics on all sides to build can overwhelm a team pretty fast if the numbers outmatch those who stay to play defense.

 

Having a Zephyr at your castle to lay cyclone traps near the tower should give you time to break in and get the win. Clearly though, if you don't have at least Construction Rate Lv. 2, then you should probably try to defend your team who are taking down the tower, either with Super Guard if you're a Warrior or Dual Spin with Berserker.

 

In hindsight, you should only try doing it at the very start, and if the other team catch onto you, then having a couple of people rush to the gate and inflicting damage while others play defense is still better than getting scattered between the two.

 

On a somewhat similar note, I would hope by now that randoms would avoid taking down the spawn towers in Special Challenge and just go for the gate in a group to maximize on points in less time. Playing with nothing but randoms who don't do that makes it seem pointless in even trying.

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This event is very good imo, however it's hard to get a good team, and even with a good team a single mistake could lead to defeat.

Today I managed to get in a great team (like 3-4 immortals, probably premades I guess) and we got flawlessly to wave 7, door still almost full, waves cleared pretty fast, then a single onslaught went bad and they managed to build the ram and broke the doors in like 3 secs. We still cleared wave 7, but 8 was too much without the door. Still great match anyway, and somehow got the weapon from the blue chest (maybe getting mvp did the trick?).

 

Imho they should have put in rewards an accessory with tactical power 3, because it's basically a must if you want to play as cleric in the challenge and not everyone owns premium accessories (or maybe just me, but I only got back to the game in a few weeks to complete the 500 pts). Maybe that way there won't be 80% bad zerk players ruining most on the matches...

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We did it! Just killed the Big Boss with a team of randoms! (great players, really got lucky to find 7 pros)

We managed to win with 3 mins to spare and doors @ 40%, I don't know the others, but I made great use of bonus exp lvl 3 and bonus exp for team skills and capped hp, ap, attack and meat by the final wave.

The hardest waves are, imho, those with rugby helmets zombies (they can ohko almost anyone) and the wave with big samurai guys (they also destroy anyone). The last wave is easy with 4 clerics on ballistas and zerks-mages killing small enemies and luring big ones away from the castle.

Reward is 100 points towards gold chest, I also got the special item from the blue chest, but I bet it was just luck! (2nd sp weapon, too bad I'm looking for the armor >_<)

Good luck everyone, keep defending your castle! ^_^

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