Iron mode is slightly more difficult than heroic mode - as it should be - but still pretty much a repeat of the first two modes in terms of strategy. Given the Arcane Wizard and Ballista Outpost, we choose to go all-in with Wizards, and yet again it's just a matter of steadily upgrading all of them at your two choke points. I'm wondering if Ironhide meant the Ballistas to be used for Flying Sentries - using the Final Nail ability to stun them to keep them from escaping - but their physical DPS would then be rubbish against all the armored enemies. Disintegrate is such a better ability anyway, so as mentioned we just ignore the Ballistas.
You might be thinking the free level 4 Paladins in the middle is meant to implement a kind of "swinging gate" choke point strategy, but honestly you're overwhelmed by the mobs most of the time so that all they really do is just slow up the mobs somewhat. They're nice, but not worth investing any more money in.
Impressions
Grades are pretty bog-standard and unremarkable here, and not too bad all things considered. Stregi earns the only 'C'-tier grade. Drowsy Return is a nice hero spell, but when both exit lanes are getting overwhelmed simultaneously on the final wave it's not as much of a game changer as you might think.
Final Grades
- Vesper - B
- Raelyn - B-
- Nyru - B
- Torres - B-
- Anya - B
- Grimson - B
- Broden - A+
- Therien - B+
- Onagro - B
- Warhead - B+
- Lumenir - A
- Kosmyr - A+
- Stregi - C
- Bonehart - A+
- Sylvara - A+
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