I really like this level. Unlike Ancient Gate, you can't cheese it by setting up chokepoints before the rivers, making you think long and hard about the Mogwai. It took me a little bit to figure out the right build strategy. My first thought on going all-in with Bone Flingers was "this will never work", but it turned out to be the right strategy (plus a single Shadow Archer with insta-kill on the bottom lane to take care of the High Sorcerers).
Even with this build though it keeps you on your toes. The multiple waves of Arcane Magi accompanied by all sorts of different units can get out of hand quickly. The Magi seem to get off teleport chains very easily on this map, and you can quickly find a couple of Nian teleported from the entrance to 75% of the way down the path in the blink of an eye. It's a good exercise in managing resources (Soul Impact, hero spells, and reinforcements) and knowing which waves to early call and which to let time out.
Impressions
- Help contain the Mogwai before they reach water
- Efficiently burn down the Nian before they can break through your chokepoint and reach water
- Move from hotspot to hotspot across the map
Final Grades
- Veruk - B
- Asra - B
- Oloch - C
- Margosa - B
- Mortemis - B
- Tramin - A
- Jigou - B
- Beresad - A
- Doom Tank SG-11 - A
- Jun'pai - A
- Eiskalt - A
- Murglun - A
- Jack O'Lantern - A
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