Have to agree with Rannen in that, though crypts are normally better in most levels, there are a few cases later on where Fire temples placed in the towers are key to managing stealth waves. Level 15 is really the only level I had issues with but swapping moderately exp'ed fire temples in the towers were exactly what was required to beat the wave 40 bottle neck. Keep in mind they need to be high level to be worth a darn hehe.
Seriously, the wisdom badge has to be the worst milestone I've seen in a flash game that I can recall. We are supposed to be mind readers figuring out what the creator "thinks" is the best tower setup? it's bad enough trying to figure it out on levels with only 4 or so towers alone but the higher levels where you need many more towers is just silly.
I am not going to touch this game again until the bug where replayed levels do not add exp is fixed. Bad enough you have to guestimate the wisdom badge reqs, worse that you cannot ever get it if you miss it the first time.
Same deal as before; all you need are the starting towers. Make a maze with the cheap greens, place blue lightning for maximum pathing. Only upgrade the lightning towers. For multiple incoming paths, just start the maze near the exit, since they all have to path there.
Yeah the paladin has to be one of the best support characters. Mana regen, single heal, a good nuke, and a good area attack. What's not to love about the paly... other than it's lack of good special attack
I liked warrior for dps, he's fast and has two main skills, stun that takes out non bosses for 3ish turns and chaos attack that does ok damage but really ramps up the chaos bar. His special attack is good damage and stun on non bosses and compliments the paly well.
Seriously though, paly + whatever damage you want, prolly rolls over the game.
Another winner of a game! Was having issues with the all slow + magma towers setup so changed up a bit... Start off with 2x piercers facing left on the far right.. as I got the cash I then placed slow towers alternating (3 total). Before adding the magma towers, I placed a 3rd piercer on the far right so it could shoot as the monsters walked over the magmas, repeat. Works fine up to pride easy, do not need to see invis and the +1 arrow damage helps.
neat game but be nice to see the goal on the level itself. When you win a round and go to next, you have no idea how many shots you can get for the award without going back to level select.
The grinding option says it pulls monster of similar level but what it really does is pull in monsters at the high end of the zone's level. This really hurts the casting classes that do not get the hp to survive a 2x 30 or 40 or 50 level 'pull' as you 'grind', even using a nice shield. Maybe put in an option to not pull in monsters 2 levels higher than you when grinding?