coyot wrote:I think that on this level, slow start AND slow end would be very powerful combination.
coyot wrote:And a berzerker that can hit two spawns and give them bleed IS a good thing without any doubt.
randy wrote:Thanks for the tips! I finally squeezed some time and beat the level.
Turned out I have underestimated rangers for the whole game. I was thinking rangers have the worst attack growth and mediocre dps/psi. I have neglected rangers and pass the game so far with no more than boost 3 rangers. It is the very very last level (ng+ ex) made me realized that ranger is a good alternative from over-investing in particular lane with uncertain waves. That very last level is a ranger stage.
This is how I passed the level; well positioned boosted rangers covering paths to Azra, spread out ice mages provide coverage to rangers firing fields, expendable melees for debuff, leave Zelemir undefended creeps won't go from red to Zelemir, anything else would be solved by unlimited psi income.
coyot wrote:Or your character builds? Levels like these really tend to demand very good decisions
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