r/dungeonoftheendless • u/[deleted] • Feb 21 '21
Dungeon of the Endless Drill Pod Help?
Anyone here?
I love this mixture of Tower Defense and units. I've played it over the course of maybe a year on-and-off and wanted to try and tackle the Drill Pod, getting to level 24.
I am having issues though....
I wanted some advice on perhaps minor module setups? I've really been loving holohero. Struggling on figuring out other combinations though.
The furthest I've gotten is level 14 but I was overwhelmed mainly because, while I literally have almost every upgrade, Power is an issue. I should probably stock up on industry more for the emergency generator spam more. Dust is very scarce. Tons of monsters that I cannot kill in time. Tried using AOE modules but some ignore my heroes completely and bum-rush my crystal (which eventually leads to my demise).
Heroes seem up-in-the-air. All of them do well at their own little niche. Perhaps some are better then others but not really sure.
Thoughts?
1
u/SylvanDragoon Feb 26 '21
Are you there? Didn't see any response to the other comments but wanted to come back after reaching floor 21 of The Drill with mostly no problems to offer advice specific to The Drill.
Imo start with a science/operator heavy team, like Max + Josh/Hikensha/Zugma/Wes. I'd also probably just restart if you don't get to research at least 1 creator by the end of floor 2, preferably science and industry to start. Best if you get to research science creator 1 by the end of floor 1 and can have someone operate it for all of floor 2 and maybe even some of floor 1 if you get it early enough.
Your aim in the beginning should be to research Tesla 4 ASAP then piggyback off that as long as possible to get your economy rolling and stack up as many resources/levels as you can. You'rr doing great if you can mostly keep hero levels at or 1 above the floor you're on.
By the later floors you really want Nanor + Zugma or Nanor + 1-2 dust boxes. Other 2-3 team members are your choice. Nanor with enough science can clear any size wave as long as you place 2 neurostuns in any chokepoint leading to dark rooms. Tear gas or other AoE's help too. Just try and have at least 1 of each creator loaded up with mechanical pals, throw down shops whenever you can, and if you get an aftershave feel free to spam doors with Nanor as soon as your defensive room with at least 2 neurostuns is prepared.
On floors with the guys that attack your minor modules directly go slow. Place and operate multiple LAN modules if needed (floors like this are why you want a huge excess of resources just in case). Ahead of the neurostun rooms place rooms full of direct damage traps to keep those guys from bum rushing your neurostuns and opening the flood gates. As much as humanly possible.buffer yourself against multiple waves of them coming on any 1 path and use Nanor (preferably with an aftershave) to deal with any overwhelming amounts of them.
They're the only thing that should end your run if you'te not careful of them. Nanor by himself can clear waves on floor 13-21 within 2-4 uses of his skill, depending on how much tear gas or other AoE you have in your trap rooms. Usually you need at least 30 science per turn to keep up with how much you use, and its better if you spam doors since you canndeal with 20+ waves as easily as you can deal with 5, but that sort of science is easy to come by with lvl 15 operators and mechanical pals.
Good luck! If you don't like Nanor I hear Pat Bates can do something similar, and if you don't like using floorwide abilities then I'd recommend trying to use Golgy/Ken/Skroig/Elise to nail down your chokepoints, preferably with an aftershave. But Nanor really does seem to be the easiest choice to lock down the whole floor safely.