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and then do lotso grinding
How it works though, is you start the map with a slow trap which lows everything down (to the max of 70% slow), then they go over a series of traps with orange gems in, amplified with orange gems as well, which generates mana (aka a mana farm). After the farm, you have a lantern with a red gem, and finally they die to your pure yellow killgems (at low level, a tower is best, though later on traps are much better for killing).
From the very start waves are enraged as much as possible to get massive amounts of xp per monster (eg a million exp per kill instead of 1000), whiteout is cast as soon as it's available to get more xp per kill, and as the endurance run goes on, the enrage gem is slowly lowered so that you keep killing enemies easily (and if you're killing them too easily, raise the enrage gem)
A decent setup, you can cast whiteout on the farm area and it'll either last until your killing area, or, your path bends round and you catch mobs in the farm as well as another path just before they die.
1) Overall first you need to beat all maps and unlock all gems / traits.
2) Now go try collecting secret achievement codes, maybe you will get few usefull ones.
3) Farm 60k cores to unlock full talisman.
4) Get +1 to all skills talisman fragments.
5) Have WL atleast 300, for more skillpoints.
Enrage is the key. Even without Fury, each grade is +25% multiplicative XP gain.
Traits: 12 in Dark Masonry, Overcrowd, Corrupted Banishment and Ritual. Everything else is a trap option - just enrage more.
Run early maps (low base hp) with a good 9x9 tile road, preferably on an edge of the field so you can fit a full mana farm in with 6 amps. Even better if the map lets you extend the farm further on. You want a kill gem of pure crit with 8 amps on the other side of the map so you have coverage vs fliers and beacons.
I have a second tower beside 3 of the kill gem amps to cover early game. I'll take this out to beacon hunt when I need to. Later on, you can just build a single wall in any 2x2 space to stop beacons from spawning.
Combo freeze and whiteout together on the mana farm; it's too early to use it for XP directly. It's optimal to hit it at the end of a wave when the traps would be idle, but any time the monsters are on all three traps is fine. More mana, faster > earlier and stronger enrage > more XP.
Enrage as much as you can if the kills are fast/instant - at your level you could manage g5-7 in the mid waves. If the kill gem is having problems, scale it back - the non-enraged wave will give you enough space to clear the overenraged wave.
For traits always use lvl 12 adaptive carpace, masonary, more monsters, faster wave stones, more bosses. i dont agree to banishment trait, cuz it can kill you fast.
But thge verdict is to play Chasing Shadows. It s much more fun than this one.
Agree to your paln. most important mod is deep learning gems, then wealthly monsters, then spellprep.
Also, once you reach 300 achievemnts , reset them to get 240 skill points one time bonus. do it before its too late. i did it on 440 achievemnts and got them back fast. Write down special codes before reset though.
1) It causes lag eventually;
2) It is weak;
3) It uses too much money to maintain (8 amplifiers);
4) It will shoot unpredictable if enemies not dieing in 1-3 shots, so will be hard to put slow and bleed properly;
5) It will reach high range and kill monsters before they reach mana-farm.
Now to explain all above: use kill-trap instead
1) It has no lags;
2) It is much stronger than tower;
3) Cheaper (only 6 amps, instead of 8);
4) Always predictable, easy to place slow gem and bleed gem right before kill-trap;
4.2) You can even amplify slow and bleed with 6 amps each to further skyrocket dmg;
5) It won't cause any problems with mana farm.
Hm, is there a certain point at which you shouldn't pay attention to markings?
BUT! Horisontal rows just adding +2000 or so mana per wave, which is useless at high wizard level. Since even at WL 300 i am getting thousands of mana from first waves when monters walking over mana-farm. Talisman bonus becomes pointless.
Only way to tell if you are overenraged on a trap is when the kill trap leaks. And then you're done for.
Though I don't understand point 4, why would a tower cause slow/bleed problems if it kills slower? You should be using an 6x amped debuff trap after the mana traps regardless if the kill gem is in a tower or trap
And 5? Scroll the mouse-wheel. You can reduce tower range.
Also you can put another yellow trap 1 lvl lower than the main one to react in time.
My bleed and slow right now have only 17s duration, so if i use killer-tower, it attacks closest to orb, which is already has no debuffs, since monster swarming all the battlefield and jumping into orb over and over.
It will require constant micro-management, which i would like to avoid. And some maps have really annoying structure where you are forced to place mana farm and kill-gem too close to each other. Reducing range may be bad idea then.
I get over 60s in my traps with Barrage, with just True Colors + Trap skill. No skill points spent (rank 50/40 respectively). Assuming you've got enough points in those, that'll fix itself over time.
Right you are about the last bit, some stages are awkward. I've only selected early linear stages that favour a long range maze (on at least one entry) after a full mana farm so far (Y1, Y2, Q1, R2 etc). I've not yet felt I was running out of those stages either.
And eh. I hit pause every time I freeze + whiteout my mana farm every few seconds so I didn't really notice the range scrolling as my biggest micro. Range only goes up a little in later grades anyway, after wave 80 or so it's mostly locked in at 60-65% range for good.