Author:
Simulacrum
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Date:
12/18/2012 4:33:41 PM
Subject:
King of the Hill has been patched for sure
I made it to wave 43 and got eaten by armored ogres.
pro endless right here
My setup:
crossbow with headshot restores mana
ice amulet
push traps with stun (should have used extra range)
spring traps with sometimes flips heavies
void wall with skeletons
brimstone with burn longer
zappers with stun
autoballistas with extra range
spike walls with . . . I forget -- stun or something
The stars of the show were the autoballistas and the wall spikes.
I read somewhere about a guy who put autoballistas in the north bat room, but instead of putting them on the ceiling, he put them on the sides of the causeways paralleling the lava. I put about four on each side and never had to worry about bats. This worked great. Of course, I shot them and iced them for form's sake while I was waiting for the other monsters, but I probably didn't have to until about wave 38 or so.
Some other guy on the OMD2 forum spammed wall spikes all over the level, claiming that it really helped with heavies, especially earth lords. I was skeptical but tried it anyway. It works. Just line every tile you can with these and heavies are pretty much helpless -- well, until the late waves. From about wave 1-37, they constantly knock heavies down the stairs. In the long south hall, a combination of brimstone, zappers, and wall spikes absolutely murdered gnoll hunters, grenadiers, and even cyclops mages. On the east and west short stairways, they worked beautifully (along with brimstone and zappers, of course).
To thin out the little orcs, I used a few push traps and spring traps as I could spare the money. I wish I could have put out more, as it was really my preoccupation with the little guys that made me divide my attention. Never underestimate the common orc.
I sort of doubt that this setup would work quite as well in co-op. Would need more damage. But the principle is sound.