Why traps for the farm and wall? They give much higher special bonus. I have had wave 1000+ groups summoned with a lvl20 gem hit the wall and burn up before getting past the first trap. This is a stiff wall that holds any leakers while it burns them down and also gives the killtowers more time to pound on them. The Hadron wall: a line of traps with amps on the sides at the end (but within range of kill towers) with yellow(x) lime(x-1) blue(x-1) or yellow(x) lime(x-1) cyan(x-1) (shock) gems. Place this far enough away from the mana farm that upgraded levels won't fire into your farm. They do high damage (with the multiplier) to several monsters at once (with chain). the gems are yellow x with lime (x-1) (ex yellow 3 with a lime 2). The Killzone: a line of towers with amps on both sides. It will not do much damage later on, but that's not it's main function (to gather mana). This chain hits mana gain while holding them there for a while. mix a lime 2 with blue 2, making a l3, mix with an orange3 to make a OLB4. Mana farm: a line of amped traps with orange - lime - blue, ususally level x orange, level (x-1) lime and (x-1) blue, mix the lime blue then mix into the orange. When I play all armored endurance, I get 3 areas set up: I did this for the first time on H11, and ended up with a total multiplier of 7583. For example, it takes about 4-6 grade 19s in a shrine to kill off a monster with 3 billion HP, so save yourself the trouble.
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