In rare casts that this minion is used as a wall, players cannot jump over it at foot level, but Dark Elf Warriors have a harder time leaping over them. Enemy Ogres tend to target them over a nearby Eternia Crystal. Ogre Minions draw in more enemy aggro than other minions. In Redux, there are dethroned by the Spider Queen Minion which requires 30 DU to summon. Ignoring DD1 Redux, the Ogre Minion is the single most expensive and bulky defense in the game, costing 600 mana (400 in Redux) and 13 Defense Units. The Summoner has a crystallized version of this enemy as a defense. Lastly, when an Ogre's HP falls to 50%, it stops moving and attacking to roar for a few seconds. The Jester can also use her triple-sword "Damage All" wheel combination to instantly aggro ALL Ogres on the map to her. This can exploited to make Ogres almost never swing their club and only fire snot balls at its target, provided that the hero/defense remains outside the monster's melee attack range. LTs have been widely used to bring all, if not most of the Ogres to a "kill zone." When an Ogre's aggro is held by an attacking tower or hero, it does not acknowledge any player-made obstacles or even Eternia Crystals in its way. In DD1, Ogres are easily distracted by ranged towers attacking them, especially the Lightning Tower, even from far away. Their aggro behavior is crucial to manipulate on the harder maps and missions, like the Crystalline Dimension and Embermount Volcano. Whenever a regular, non-Copter Ogre spawns, its arrival is announced to everyone coupled with an ominous horn sound. Ogres would oddly fire snot balls by extending its free arm out. Copter Ogres wore bomber hats with a single goggle to cover their one eye. Ogres in the first game had a more lean figure and wielded a reinforced wooden club. When killed, the ogre may drop 2 pieces of loot.The ranged attack by the ogre may come in contact with the environment, which destroys it, preventing the attack from doing any harm from your defenses.The ogre, like other enemies, does not target auras or traps with its attacks.By doing so, you can force the ogre to throw it's ranged attack away from your defenses, preventing it's splash damage against your defenses. As a player, you can draw attention to yourself when the ogre is about to throw it's ranged attack.The sheer attack power of Rifted Ogres often leads to players not building walls since these Ogres can quickly destroy them. The snot balls they fire afterwards drastically slow down players hit for a few seconds. Their first snot ball is replaced with a Rifted Kobold which has a large explosion radius. Their melee attacks inflict over twelve times (12x) more damage than non-Rifted Ogres. In Rift Mode, Rifted Ogres are extremely dangerous to towers. The ogre seems to prefer using the ranged attack, but the attack itself has a cooldown. The attack is slow moving, but does splash damage. The ogre has a ranged attack where it throws a ball of ooze from it's left hand towards your defenses. Wall-type defenses do not have to be placed in such a way that no ground enemies except Dark Elf Warriors can physically bypass them without destroying the blockade. However, they have a larger aggro radius than other enemies, meaning that they are easier to distract from attacking a core. Ogres path to a core by default and attack whatever hero or physical defense gets in their way, as with most enemies. The projectile travels slowly and causes splash damage on impact it does not damage Eternia Crystals. They throw a snot ball at the first hero or defense they see, then throw one at their target periodically.
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