Dungeon Defenders

Dungeon Defenders

57 Achievements

413-505h

PS3
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Defender of Etheria

Defender of Etheria

Reached Hero Level 70

21.3%

How to unlock the Defender of Etheria achievement in Dungeon Defenders - Definitive Guide

My suggestion for this is Deeper Well. Doing an entire stage of DW typically takes about 10 minutes and you'll be gaining a level almost every stage up until about level 40, at which point you'll need two runs to get to the next level. The real advantage here is this is very easily done solo with 3 inactive controllers, which is important. Adding players increases the amount of enemies in each wave and makes them stronger, so not all maps are possible with 3 inactives, and that is why we are using DW. Let's start at the beginning though...

This guide requires an apprentice. You'll be building your apprentice as a tower character. No damage and health (you won't be fighting) and no movement speed as that is useless for this stage. Overcharge and mana burst are also irrelevant, don't put any points in them. In the early levels when you only get 2-3 points put a point in tower health and damage for 2, and tower health/damage/attack speed when you get three. Once you get four, put a point in all four tower stats. Once you start getting 5, put one in everything except damage, which gets two. Once damage is maxed, aim for attack speed, then health, then area of effect. After you have all the tower stats maxed (they cap at 70) you'll have 19 points total left over, put them in casting speed.

Ideally I would suggest playing through the game once before power leveling. You'll have gained enough levels to have access to all the towers you need and some decent equipment. However if you don't wish to do this, starting off I would just suggest playing the DW map a few times to learn how the map works. Most importantly, you'll get some experience. You only have access to the magic missile tower from the start and it's not realistically possible to do this stage with just MM towers. You need to level up to get access to the rest of the towers so just concentrate on surviving as long as possible. Actively attack enemies to try and help your towers out, without barriers they will pass right by the towers. Put two missile towers at the top of the two ramps that lead up to the crystal with the mana from the chests for the first wave and keep making them. Once you can place barriers, put them on the ramps leading to the missile towers. Once you can use fireball towers, place them with the missile towers behind the barriers. You will most likely be incapable of surviving till the end the first few times you play because you don't have the better towers, this is alright, just concentrate on experience.

Once you've gained access to the fireball towers (and the barriers that unlock before them) it is realistically possible to finish the stage on easy/medium. Here is a map of what your placement should look like, it was taken with a phone so it's fairly poor quality, apologies.

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The blue arrows are the two lanes enemies will come from every wave. The red arrows show the lanes where the big orcs will come from. They come as early as wave 3 or as late as the last wave, depending on the difficulty and number of players. If you notice, the towers are concentrated on the blue lanes, but placed in such a way that their attack cone covers the red lanes. This is important, since the vast majority of the enemies come down the blue lanes, but you obviously need to kill the big orcs coming from the red lanes as well.

What you see there is 4 missile towers, 2 fireball towers, and a lightning tower on each blue lane. It's a tad hard to write a build guide for this, as the difficulty and amount of players dictate how much mana you get, but a rough guide would be to use the 160 from the chests on the first wave on two missile towers on each blue lane, then get the barriers up after wave 1, then the rest of the missile towers, lightning tower, and fireball towers as you get the proper amount of mana. After that, just spend mana on upgrading the barriers.

Even when you unlock the deadly striker tower, don't bother with it. It does a ton of damage, but has a long reload speed and it's attack cone is smaller than the MM and fireball tower's. It might seem like a good idea for the orcs (I thought it would be), but I found replacing them with a lightning tower yielded much better results. The extra defense units this freed up allowed for an extra fireball tower on each side, which I also think helped.

I did medium DW up until about level 20, then switched to hard around 25, and then did insane around level 30. I started doing two players around level 40. The significance of using multiple players is that you can use multiple classes from the same GT's account. This means you could have your second controller be your huntress for example. Since every character gets experience after each wave regardless of participation, this allows you to level up multiple classes on the same account while only actually using one. An accomplishment (which is tied to an achievement, the one for getting all accomplishements) requires you have each of the four classes at level 70, which is the main point of doing this.

At around level fifty 3 characters should be doable, and after 55-60 4 players should be easily doable. You might be able to do it earlier if you get your hands on some good equipment, so keep an eye on the shop whenever you are in the tavern. It's not really necessary to upgrade your equipment to do this map, but if you want to do so, only upgrade the tower abilities as they do the vast majority of the work.

Although this is out of the scope of the achievement, I'll mention this : you can change heroes during the build phases. Once you get your apprentice to 70, remove one player (and it's controller) and then after you build your towers in each build wave with the apprentice, switch your apprentice out for the character you removed, using the forge. They'll get experience for the monsters the apprentice's towers kill. The extra experience isn't much, but it helps. After the wave ends, switch back to the apprentice and build towers, and then repeat as necessary.
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30 Oct 2011 00:10

4 Comments
Hmm, did then nerf the Exp at some point? I just tried this, and barely got any exp as a level 22 Squire, let alone a full level. Or do I need the full 4 players at this point for that?

"I did medium DW up until about level 20, then switched to hard around 25, and then did insane around level 30. I started doing two players around level 40."

No, from reading that I should still be getting a full level at 22 alone on Medium, they must have really nerfed the amount of exp you get after the game came out. At level 22, I need about 181,000 exp to go to 23, and this on medium solo only got me about 3000-4000 exp.

So either I'm doing something wrong, or this method is sadly no longer viable. Guess I'll add another player or two to see if that changes anything, or bump it up to hard.
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By EarthboundX on 24 Apr 2020 03:48
So if I already put some points into stuff I shouldn't have, is there any way to re-apply my upgrade points?
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By Seraph Metatron on 07 Nov 2011 16:51
OK, upped it to Hard and I got a ton more exp, even beat it on Insane around level 23-24 Squire. Went back down to Hard with two extra controllers, and that worked as well.

So if this seems like it doesn't work on Medium, up your difficulty and/or add in more controllers.
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By EarthboundX on 24 Apr 2020 10:03
At the tavern you can respec your character (talk to the shopkeeper), it costs 100k mana though. Which if you are just starting out, is quite a bit O_o
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By LV 1 Blue Slime on 08 Nov 2011 01:39
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Before i start with my solution i just want to say that this solution is a, sort of, follow up to LV 1 Blue Slime's solution in the sense that i myself used that author's solution first but found for later level's my solution did come in handy.

I recommend following LV 1 Blue Slime's solution (to the T) using primarily the apprentice and focusing level up points on the defense stat's (this will make the run's much quicker). At around level 40 with a tower build apprentice you will probably notice the Deeper Well has become rather easy and as LV 1 Blue Slime suggest's you may now want to add an extra character. Focus first on one inactive controller with a squire, by following the same guide and using the apprentice defense's you will level up in no time.

Now, onto my solution. When your squire character has levelled up to around 40 (assuming you have focused your point's on defense stat's) i now suggest trying Rampart's. Don't jump in at the deep end! First get a feel for the map this way you can learn both the enemy pattern's and what level of difficulty you are capable of.
If you followed LV 1 Blue Slime's solution and took my suggestion of creating a apprentice and squire tower builds you should be able to start solo runs on hard.

I have one defense set up i use that. when done correctly, never fail's, it is however by no means the definitive set up and you may want to manipulate it and that's fine. As you will see from the picture below you only need to block three path's. The set up i have used will allow you to complete runs without having to get involved in the combat at all EXCEPT the first wave in which you WILL need to keep an eye on the Wyvern's to ensure you get a juicy 30k flawless victory bonus!
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This is what your initial set up should look like. You may notice there is no barrier on the left side but this is because the bowling ball tower, when combined with the small path, is unstoppable. Your main focus for this first wave is just to collect mana crystal's... safely (decent bonus exp for not taking damage) and take out the wyvern's, do not leave it to the harpoon tower for this first wave.
I suggest using your apprentice for the ranged damage but IMO having a huntress as a second inactive controller is the best as she is fast and her invisibilty allow's you to collect mana crystals without taking damage, just watch out for those kobold's!!
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As you can see the second build phase is going to be harpoon turret heavy with the additional bouncer blockade to the left in front of the bowling ball tower (just to be safe) and the extra bowling ball tower placed on the very edge of the roof pointing toward's the path that the enemies come down. I suggest upgrading the left bowling ball tower (as it is the sole defense for the left, as such) and the bottom bouncer blockade. Apart from those upgrade's you wont have to bother for the second wave.

From this point it is really down to personal opinion and preferences as to what to upgrade at what point for the last waves i will add a picture below to give you an idea of what i usually go for. Aslong as you keep an eye out for the wyvern's you can pretty much let the defenses do all the work just try and collect what crystal's you can for upgrading.
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Once youve played a few times you can stick on extra controllers for higher score's but in my opinion just one extra controller is enough, there is an easily manageable amount of enemies with a good end score. The average your looking at for solo on hard mode is between 175k to 200k and you can easily add an extra 50k to that with just one extra controller. I just want to mention that this method is also a very good cash (mana) cow your looking at between 200k and 300k per run with some good equips in there and with an average total time of around 15 minute's (once you learn the set up) you cant go wrong!
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26 Jan 2012 13:35

3 Comments
well since i cant vote ill at least comment, works quite well. once i finally get an achievement in this game i will vote up but until then thanx, i found i needed to adjust the location of the harpoon turrets on the big roof slightly but overall good setup
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By Sir Stratsavvy on 30 Apr 2013 02:57
Thanks! Glad it helped
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By Kymebul on 30 Apr 2013 10:14
there's ur vote up :) in my experience, especially on hard with extra controller, its best to use 2 or even 3 (usually 3 is overkill but better safe than sorry) harpoons on the pinnacle of the roof, lined up with the steeple, both facing towards the enemy spawn not one facing towards crystal. This will render the harpoon turrets you used right next to the cluster of two crystals obsolete. you can also easily get away with just two bouncers on the bottom route side by side with 2 harpoons behind them. i also experimented putting the bottom bouncers at the end of the end of the bridge at the bottom of the second flight of stairs with, once again, two harpoons backing them up. this also met with success.
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By Sir Stratsavvy on 07 May 2013 23:32
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XP increases quickly on the higher difficulties, bonuses for completing a wave without taking damage or the crystal taking damage offer large XP bonuses on Insane difficulty. Also you can build your defenses on a stronger character and switch to a lower level one during the game to get XP faster.

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This is the maximum level possible in the Core Game. We recommend you focus on developing a Tower-Squire to this level first, who will be your main pillar of defense throughout the rest of the game. For leveling tips, please refer to Step 1 of the Roadmap and our Encyclopedia.

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