And we have yet again another really difficult map, but you wouldn't know it by the grades. Again it's all about getting the build right, which took me a while. I started by trying to set up the usual choke points like I did in campaign and heroic, but I was having a hard time even with Wilbur, so I knew that wouldn't cut it when it came to doing Razz.
I like when the game forces you to think outside the box, and it did in this case. I realized that no enemies ever come down the right side path, and the only enemies that use the teleporter in the lower center are the two Arachnomancers near the end. That's when I came up with setting up two choke points in the center of the map where the paths from the two top teleporters converge. It allowed me to build just three Wild Maguses instead of four, giving me the extra gold to get my Forest Keepers up and going with Ancient Oak Spears, which are crucial to taking down the Twilight Golems at the end.
Impressions
Final Grades
- Eridan - B
- Arivan - B
- Catha - B
- Reg'son - A
- Prince Denas - A
- Razz and Rags - B
- Bravebark - A
- Vez'nan - B
- Xin - A
- Phoenix - A
- Durax - A
- Lynn - B
- Bruce - B
- Lilith - B
- Wilbur - A
- Faustus - A
Best Choice
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