I'd just like to say, <ahem>,
I AM THE GREATEST!!!!!!!
...Kingdom Rush Origins player, at least.
Yes, my friends, I did it. When I first started this series this map was without a doubt the one I worried about most. It was hands down the hardest when I was doing my Impossible mode walkthrough series, and I was dreading trying to complete it with every hero. I honestly did not think I would be able to do it. I felt sure that this was going to be where I had to hand out 'F's - potentially a lot of them. But I persevered, kept at it, and I got through with every hero. There were 'D's of course - and we're talking the worst D- grades imaginable - but in any case I'm proud to show that it at least can be done with every hero.
Oh, how I loathe this map now. I was having PTSD flashbacks of Nightfang Swale iron from the original Kingdom Rush, but that map has nothing on this one. This is now officially my least favorite map in the entire series. It is grossly unfair in its setup, and getting through even with our 'A' heroes is hard and unfun.
Part of me doesn't even want to talk about the strategy for this map, I'm so sick of it, but I feel like I need to, because even with the videos there are some very subtle things going on that might not be obvious that need explaining.
I demonstrate the best solution I've found for the left-hand side in most all of the videos - focus on getting two barracks with two Arcane Archers with one rank in Burst Arrows. With as many gnolls that come down that side this is your best AoE solution. The hero commits to the right-hand side, unless it's a hero with strong AoE capabilities that would be better used on the left.
The right-hand side is an exercise in endurance and a lot of luck. One of the biggest factors on this map is the Bloodsydian crystal. For many heroes, you need it to trigger in the right time and the right way for the never-ending ogre stream to be manageable. You actually want to get the effect where enemies are teleported forward on the path. This times nicely with your Thunderbolt cooldown and groups them up nicely for maximum effect. For many of the 'D' performers, the 'D' came from this necessity of getting the right procs to be able to burn down the ogres quickly enough.
Cooldown management is beyond crucial here. For most heroes the sequence goes like this: use a Thunderbolt at the very beginning to help take down the first two Ogre Magi. Then, when it comes off cooldown again, you should have a Ogre Magi, a Blood Ogre, and two regular Ogres getting towards the end of the right-hand path. This is where the crystal proc becomes important, because if it teleports the enemies back up the path, it's pretty much a fail. Remember that Ogre Magi absorb damage from nearby enemies, so you need them all tightly bunched so that the Thunderbolt can kill the Magi by itself via the absorbed damage. After this group is taken care of there are a large number of regular ogres. A crucial decision here is whether to try to use Thunderbolt again as soon as it comes off cooldown to thin out the ogres, or whether to hold on to it until the last very large stream of gnolls appears on the left. Either option is fraught with difficultly - if you use Thunderbolt as soon as possible, it greatly helps with the ogres, but you might not be able to survive the insane numbers of gnolls that come down the left towards the end. Holding on to Thunderbolt until the gnolls appear is usually the better option, but it can be very hard to survive the huge stream of ogres in the meantime.
Speaking of the ogres, a small but critical tactic you need to follow on this map is keeping the ogres in order. What I mean is this: the ogres start walking towards your chokepoint and the first one in line starts taking damage from the ranged towers. When he gets to your blockers, if you only have a single blocker like your hero pick him up, the danger is the next ogre in line walks past him. Because he is now the forwardmost ogre, your towers will target him. Because ogres regenerate, that means you're now wasting time as your hero is fighting the original ogre's regeneration rate without any tower support. With regenerating mobs you have to use blockers very carefully so that your towers aren't constantly changing their target.
Impressions
Final Grades
- Eridan - D
- Arivan - C
- Catha - D
- Reg'son - C
- Prince Denas - D
- Razz and Rags - D
- Bravebark - A
- Vez'nan - A
- Xin - D
- Phoenix - A
- Durax - C
- Lynn - D
- Bruce - C
- Lilith - B
- Wilbur - B
- Faustus - B
Best Choice
No comments:
Post a Comment