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This progress update video is listed on The Tower - Knowledge Hub, a platform where I seek to make resources and information about the game a lot more interconnected and less fleeting, siloed and one-dimensional than what is typically shared elsewhere. You’ll find anything from Tools & Infographics, Abbreviations, Glossary, Guides & Strategies and more.
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Video Embed:
https://www.youtube.com/watch?v=uQ3nSvqLaVc
Direct URL: https://www.youtube.com/watch?v=uQ3nSvqLaVc
Text version:
Hi, so we’ve finished 2 tournaments since my last update and have had some key progress! So let me take you through that.
Also, just letting you know that I’m working on a detailed Orb Devo Guide for Increased Coin Gain & Progression that I will soon publish. I just have some remaining bits to record, such as respeccing to not have wall for a little while so that I can record and better show how to run Orb Devo without a wall, as I’m sure this will be relevant for many of you. So, anyways, stay tuned for that. It should be published later this week.
Workshop:
- The week started out just focusing on EALS and EHLS . But, as I’ve gotten promoted to Legend Tournament after my last tournament, I’ve then had to make a pivot and upgrade my Health, Damage and Regen workshop a lot more. And that’s simply because the Legend tournaments that I will soon to is gonna be super short, so it will be important to have some decent strength from the beginning and cheaper and quicker to max these stats in the run.
Enhancements:
- This week, not much has gone into enhancements as a result of focusing on the workshop with the coins.
Card
- Nothing new. Just pulled two single cards for mission. Also, with the Fast teleporting through the Wall at higher waves, I am basically always have Slow Aura Card on now as that helps to deal with and my 14th slot was always anyways a flex slot of sorts when running Orb Devo , so it was easy to make room for. And this is also the reason why I haven’t wasted any more gems yet on card slots, as 14 is perfectly fine for Orb Devo, though it is too little for tournaments and so I will need to upgrade it later - but now all Gems are going for pulling modules.
Perk
- In terms of perks, I’ve also experimented with some tweaks here to address the Fast teleporting issue. And the major one has basically been that, when I’m active, I’ve stopped taking the knockback tradeoff. And that is simply so that, at the very end of the run, when Fasts are teleporting inside the wall, I then have better knockback and targetting Fasts so that they get held away from the tower more easily and pushed to the wall.
- I’ve also gotten my 12th auto-perk, which is nice as now I finally have a spot for Death Wave (DW) perk - that will make my AFK runs even better. And, since I’ve basically gotten so strong now that I can do orb devo without the 50-50 until alll perks have been collected in a run, I can take this out now and add Cash perk, which will be really nice in boosting my EALS more consistently.
- And ofc, when I’ve been active, I’ve banned common perks instead of purple perks - but I still normally ban purple end-runners for nicer AFK.