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Favourite Trap?
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    Ele posted on Oct 12, 2011 1:08:05 AM - Report post
     
    Just wanting to see what peoples favourite trap is!

    Mine has to be the Spring trap, never knew Orcs could fly!
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    Talic posted on Oct 12, 2011 8:08:06 AM - Report post
     
    For now, combination of slowing spikes, barricades, arrow walls, pushers/spring trap and those chopchop walls. Soon propably crushers too.
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    Monkey007 posted on Oct 12, 2011 8:22:04 AM - Report post
     
    Technically it's not a trap, but my favorite is the Auto-ballista.
    5 of those things can take down an Ogre, no problem.

    That is to say, you REALLY need those things on nightmare mode. 😵

    [Edited by Monkey007, 10/12/2011 8:22:43 AM]
    --
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    Ele posted on Oct 12, 2011 8:24:35 AM - Report post
     
    Not tried nightmare mode yet, is it really a nightmare?
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    Monkey007 posted on Oct 12, 2011 8:28:40 AM - Report post
     
    Oooooooh yes.

    1. No more preparation time, the moment you start the map you get the spellbook shoved in your face, and when you close it. 3...2...1.. START!

    2. No more breaks every 3 rounds, EVERY wave starts after 3 seconds. (So you only have 3 seconds to remove traps if you made a mistake).

    3. VERY few lives (Rift points), usually under 10.

    4. The strongest enemies show up in the first few levels, 6 ogres charging you after 2-3 waves, etc.

    Edit: Oh, and because there are no breaks every 3 rounds, your guardians (Archers, etc) no longer resurrect.
    If they die, they stay dead the entire map, unless you quickly remove them during the 3 seconds of rest.

    [Edited by Monkey007, 10/12/2011 8:31:13 AM]
    --
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    Ele posted on Oct 12, 2011 8:30:27 AM - Report post
     
    Okay, I'm hiding!

    I'm only just starting War Mage, so maybe I'll pick up a few tricks
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    GetTwisted posted on Oct 15, 2011 8:04:53 AM - Report post
     
    sounds like an interesting game
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    PRIMARCH
    jtd0060 posted on Oct 26, 2011 6:40:32 AM - Report post
     
    The best set that I have found thus far is the Swinging mace trap with tar pits under them and the reenforced decoy sitting just on the outer edge of the tar pits - and for bonus points you take the steel weavers and get the regenerating guardians so that the decoy will heal. If you have no ceiling space you can replace the mace traps with the wall grinders.
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