(1) This is the most difficult achievement in the game. There is danger of runners, and biggies to take care of. Earn 5 skulls on every level on War Mage difficulty. I found no way to avoid that if you don't want to face tank.Īlmost all the difficulty is in wave 1 and 2. Melee (blade with life steal, health trinket, freedom trinket) makes this a bit easier but it's not my playstyle (I am bad at it), so this approach is not based on face tanking. I don't think this is a great strategy either but it gives you at least some tradeoff for par time and kill efficiency without losing much control despite lanes not being merged. I tried this map on so many strategies it's not funny. I think I used mana trinket and trap reset. Traps: Arrow (penetrate), Tar (keep slow), Dart Spitter (ice), Brim (faster), Ballista (arcane) They will help also keep the occasional stranglers at bay. Waves 4-end: Keep adding ballistas in the area where the two choke points are. This is meant to help with barricade attackers primarily and take some pressure of the lane. THere is an overpass where I put a dart spitter center and brimstone underneath and arrow walls on both sides. I did build a pre filter at the beginning of that right hallway. Strengthen your choke points with more tar and more dart spitters. Transition 3-4: If you made it here unscathed you have a very good shot at making it. Try as best you can to keep everything held at choke. This is the last wave that is really hard. Focus on early arrow walls but star supplementing with ballistas and floor brim to help with runners. Now you have tar in the same firing line and a way to stone staff CC both waves at the same spot without having to merge too far back making par easier. Transition 2-3: Build the same choke point on the left gate side. But there is a small stone area where you can hide from both gate and hallway archers. Watch for archers that can snipe you just out of the gate if you go too far back in the hallway towards the rift. Again watch for runners and stone elementals. Wave 2: Use stone staff on anything that gets to the choke point you created. YOu can place it in the middle between the two gate lanes so it will help within the future in both lanes. Placve one dart spitter (ice) near the choke point. spam arrow walls in hallways just opposite to where you just fought and barricade lear the end of the hallway with one tar trap to create a kill spot for whatever gets there. Keep an eye out for runners and use CC to catch them. ![]() Dodge archers using zig zag and the right spot next to the gate just around the corner there. Use stone staff and try to keep everything CC'd in the area enclosed by the arrow walls. Wave 1: Arrow wall near the entrance, no barricades. ![]() I do not have a good strategy, but I ended up beating the map with the following approach: ![]() Early on, you’re definitely going to want to be standing at those gates, as the traps won’t be enough to stop your foes alone.I agree that the first wave difficulty is very high. ![]() Once a wave of orcs descends on a gate, they break in and then move through it unimpeded. You then trap the gates and do your best to hold the line. Levels start by offering a certain amount of points you can use to build traps and usually just one or two gates active. These are staggered to give you time to sufficiently trap each one. Gate of mindĮach level in Orcs Must Die! 3 has a specific number of gates from which the enemies can enter the map. Fire is extremely useful until you attempt to use it on a fire orc that walks away from it completely unharmed. These considerations can be important because some gates will specifically unleash different types of enemies that might not be vulnerable to the kind of damage you’ve selected. For the brimstone panel, it turns them from fire damage to arcane damage, while the buzzsaw trap can gain a chance to freeze foes it hits. The equippable upgrades, on the other hand, typically change the type of damage done or add alternate abilities.
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