rtMONSTER
03-02-2007, 1:51 PM
Hello clan Moju and other TD fans, :)
abraxas_XVI, jazzgnuen, Anti-Flag and myself(rtMONSTER) have finished burbenog TD 2.32 on expert a while ago.... afterwards, we discussed what the optimal strategy would be to defeat expert... here is how....
First, you all need to know how to build effectively. This article discusses the specifics of effective bases. Furthermore, you need very good teamwork, have fun/learning attitude, because it is easy to get discouraged losing at different levels. Start with a friendly team, stick to 1 tactic and perfect it until you finish the expert mode; otherwise, it is very hard to keep track of where you go wrong. Only then, I would suggest changing your tactic.
The hardest rounds are the magic immune rounds.. magic immune rounds can have all sorts of armor: light, normal, heavy, siege, antimagicshell etc... Furthermore, there can be both air and ground units... Thus, it is important to mix all tower damage types(normal, piercing, siege, chaos, (magic cant hit magic immune, except hero immunity negation spell)) when building your bases. Do not focus on 1 type of damage in your base, very important, always get good expensive towers from allies. Later, I will explain which towers I think are very good deal for their damage output/price.
Before I explain which towers to put in your base, a more important topic is the slowing down of enemies. If you can slow them down, you can keep them longer in the towers' attack range. Initially, to slow down siege armor, you need ice turrets..... to slow down magic immune creeps you need poison burrows... thus, ideally all bases should have 7-9 poison burrows and 6-8ice turrets.... For AOE ice slowing effect, later you should get Ice Launcher(can only hit ground, not so good) and later NovaShoker(both air and ground attack). I would also suggest getting 6-8 enchanted magic turrets, because their cold arrows slowing effect stacks with that of the ice turrets.
The best positioning of these burrows in my opinion is near the 4-way crossroad and at the path leading from the crossroad around the island.... so here is what i mean: xxx denotes (empty space),
UBER TOWERS ONLY!!! (only expensive towers go inthere), P(poisonburrow), I(iceturret), and M(enchanted magic turret), S(statis trap give stun to all type of units) and Q(quake tower), F(PermaFROST,500 range, build this much later ofcourse), L(Ancient of Lore, 400 range), W(Ancient of Wind, 500 range), N(NovaSchoker, 600 Range).. The shorter the range of a tower, the closer it should be build to the corner to the buttem left island corner(markes as UBER TOWERS ONLY!!!) inside the description to maximize the attacking range. Therefore, at corner, I would put the 400 range tower.
I repeat, the reason Permafrost, Ancient of Lore, and Ancient of Wind are at corner is to maximize their hitting range... Also the reason why the uber tower space is closest to siege attack(lvl19, lvl34,lvl37, lvl 41,etc) spot is to make the creeps attack the heavy buildings first and not do much damage to the rest of the low-HP towers.... Highest 4000 HP ultimate towers, Enfeebler, Mindripper, Skydominator and Cyrogenics towers should meet the enemy first, if you repair with builders they survive easily even at lvl41... Behind these towers, there should be sludge producers and other high damage buildings...
XXPIX XXXXXXX
XXMSP XXXXX
XXXMI XXXX
UBERx XXXXX
TOWER IMSxxxxx
ONLNW PXMxxxxx
YXXFL QIPxxxxx
xxPIQ xPIMxxxx
xxMxP Ixxxxxxx
xxSMI Pxxxxxxx
xxxxx Mxxxxxxx
The reason I don't build cheap towers at the most effective tower area of the island is because best towers need the most range effectiveness to damage the units... thus reserve the uber tower space for only expensive towers... In my opinion all races, should adapt this setup... rest of the towers may very for each player, but this setup is ideal for slowing down all sorts of enemies.
Also each base should have magic dampener(removes bloodlust& antimagic shell), 1 Ancient of wind, 1 Ancient of Lore, 1 MindRipper, 1Novashocker, 1Enfeebler, 1 SkyDominator, 1Cyrogenics, 1-2-3 SludgeProducer(best chaos damage, all around tower in the game). Other than that, it is very important to mix damage types and not focus on 1 type of damage on all bases... To kill magic immune ground normal armor, i suggest bladeguardians and giant cactus. For air magic immune normal armor, I suggest Ancient of Wind.. All should get heros around lvl 15-20, however itis possible to beat expert without any hero usage =) We did it without any heros.
race choice... since the hardest rounds are magic immune, it helps a lot to pick races that defeat magic immune creeps easiest. Here are my favorite races and why:
To beat lvl 39 magic immune air round the easiest way, you need windultimate building, the skydominator... therefore you need windbuilder at start... wind hero is very very very good vs light armor(most air are light armor)... can ensnare with hero and cyclone with owl, fantastic combination to slow down enemy waves... at start 4-6 needler, followed by 2 bladeguardian is great... Then, start getting ice and poison from allies.
To negate spell immunity and to dispel antimagic shell(for example lvl21, antimagic shell banshee, very hard round) with magic dampener, you need magic... mindripper is also extremely helpful to defeat magic armor... build magic turrets at start 4-8 then save for sentry ward.... followed my other buildings, at start poison burrows and ice turrets from your allies.... get hero quickly and lvl up to lvl 12 asap for imba magic immunity removal...
Ice has earth builder which can summon the earth hero... Earth hero is very powerful vs siege armor.... Also giant cactus normal damage to ground and piercing to air is very cheap(220gold) for the damage it deals... Later, ice+earth can create the uber permafrost groundsplash tower(300 AOE range)... that tower alone can kill many many waves with the earth hero's earthquake spell(slows enemies %65 in large area). Ice is also needed for nova shockers... Get cyrogenics only much later... it does no damage thus be careful getting it before your base can deal good amount of damage... Best start is 6-8 ice turrets followed by 1 chilling tower, followed by sentry ward, followed by burrows, 2blade guardian etc..
Death ultimate building,Enfeebler, can slow all creeps, even magic immune creeps by %20.. However, poison ultimate building is not as much teamwork friendly, ie it it just a specific high damage attack tower. Thus, while both poison and death races can access the poison and death builders respectively, it is better to start with Deathbuidler. Initially death + poison is a powerful combination and death hero can cripple, reducing movement speed greatly... death hero also very effective vs siege due to death and decay spell... Ideal death setup is 5-6 zigg, ice turrets, poison burrows, 2-3 exuders, corruptwells (chaos damage) etc...
The most experienced, most team friendly player in this setup should either play ice+earth or death+poison, because a lot of ice turrets and poison burrows must be built in all bases.. Ice and poison builders need to be travelling a lot, thus let the more friendly, high APM(actions per minute), short reaction time players play with ice or death...
Here is some information on what to build depending the level you are at. Everyone has their favorite start, I will not say much about it, but after lvl 9-10 things start getting harder....
For lvl9 unarmored necro and lvl 11 is siege round get firebomb, get rockthrower, and/or quaketower. For magic immune dryad normal armor round(lvl11) get bladeguardians, Lvl 12 magic immune light armored Siege golems can be best killed by piercing attack-> ziggs, corrupts wells or better yet by asssasin's den. lvl 16mechanical round with normal armor, you need ice to slow them down... lvl17 invisibility, dont forget sentry wards or shades... lvl19 chimeara(flying light armor), mortar siege round with heavy armor, or raider light armor...
lvl21 antimagicshellled banshees (get magic dampener at least in 2 bases before this round or you will leak most likely), lvl 22 magic immune normal armor spell breakers-->>> get cactus in all bases... lvl 26 normal armored flying Griffons will be best killed by ancient of
wind.... lvl27 siege attack( bats usually or tanks...), lvl 34 siege again with tanks, siege armor...lvl37 again siege attack... You really need high power output(chaos, AOE or siege) damage bases to defeat these siege lvls.
Lvl36,38 and/or 39(Dragons flying magic immune, probably light armor, get SkyDominator up in all bases by then or 2-3 Sludge) Don't forget to build Ancient of Lores(400 Range, thus at corner) and much later Permafrost(500 range, thus next to corner spot) in all bases..... SludgeProducer(poison,460 gold) is very well-rounded tower with 800 range, very fast attack speed, uber damage and chaos attack.... I suggest 2-3 sludge producers in all bases.
Also to defeat normal armor air, build 1 Ancient of Wind. Giant Cactus is very effective killing light armored air units too, it is also very nice vs normal armor magic immune ground creeps.... Make balanced, mixed attack type bases.
Here is also stuff that annoys me during games... Many people report similar issues.
1. Telling that you beat burbenog TD on expert, whereas all you did was beating the rigged high bounty version or the much easier lisk versions. 2.32 is the last , hardest , originial burbenog TD... try it a few times and you will see it is not so easy to beat it... If you really beat it, congratulations, show us the replay or screenshot to prove your point.
2. Not building under the shadow of friendly builder... I have left various games where allies were repeatedly not careful in placing the towers where I wanted, so be careful. Tower placement is extremely important, your ally can get mad if you don't do what he asks exactly.
3. Long reaction times, ie: Not cedeing quickly enough, not sending the builder as quickyly as possible. This is team TD, so act like one. When your ally needs you, help him ASAP.
4. Worrying too much about killcount, going killgreedy when rest of the bases are too weak vs siege attack... It is obvious that if all bases are not balanced, then the siege rounds will leak and the killhungry player will lose as well.
5. Building in a way that uses the most effective tower spots for the longest range towers, leaving no effective room for short range towers...
6. Pretending to be expert, but then doing 4 of the major sins of team TD.... 1) not helping your allies 2) not mixing your towers' attack type sufficiently 3) placing your towers not ideally 4) not using any slow effects. You are being incongruent.. You can learn from other better players, it is normal, everyone can improve. Don't act like uber experts, we are all learning how to play better.
7. I will leave the game whenever I sense that lack of teamwork will eventually cost us the game. One bad, non-friendly player can ruin the whole team, so pick your team carefully.
Good luck, have fun with burbenog TD and report me back your victories ;)
rtMONSTER
abraxas_XVI, jazzgnuen, Anti-Flag and myself(rtMONSTER) have finished burbenog TD 2.32 on expert a while ago.... afterwards, we discussed what the optimal strategy would be to defeat expert... here is how....
First, you all need to know how to build effectively. This article discusses the specifics of effective bases. Furthermore, you need very good teamwork, have fun/learning attitude, because it is easy to get discouraged losing at different levels. Start with a friendly team, stick to 1 tactic and perfect it until you finish the expert mode; otherwise, it is very hard to keep track of where you go wrong. Only then, I would suggest changing your tactic.
The hardest rounds are the magic immune rounds.. magic immune rounds can have all sorts of armor: light, normal, heavy, siege, antimagicshell etc... Furthermore, there can be both air and ground units... Thus, it is important to mix all tower damage types(normal, piercing, siege, chaos, (magic cant hit magic immune, except hero immunity negation spell)) when building your bases. Do not focus on 1 type of damage in your base, very important, always get good expensive towers from allies. Later, I will explain which towers I think are very good deal for their damage output/price.
Before I explain which towers to put in your base, a more important topic is the slowing down of enemies. If you can slow them down, you can keep them longer in the towers' attack range. Initially, to slow down siege armor, you need ice turrets..... to slow down magic immune creeps you need poison burrows... thus, ideally all bases should have 7-9 poison burrows and 6-8ice turrets.... For AOE ice slowing effect, later you should get Ice Launcher(can only hit ground, not so good) and later NovaShoker(both air and ground attack). I would also suggest getting 6-8 enchanted magic turrets, because their cold arrows slowing effect stacks with that of the ice turrets.
The best positioning of these burrows in my opinion is near the 4-way crossroad and at the path leading from the crossroad around the island.... so here is what i mean: xxx denotes (empty space),
UBER TOWERS ONLY!!! (only expensive towers go inthere), P(poisonburrow), I(iceturret), and M(enchanted magic turret), S(statis trap give stun to all type of units) and Q(quake tower), F(PermaFROST,500 range, build this much later ofcourse), L(Ancient of Lore, 400 range), W(Ancient of Wind, 500 range), N(NovaSchoker, 600 Range).. The shorter the range of a tower, the closer it should be build to the corner to the buttem left island corner(markes as UBER TOWERS ONLY!!!) inside the description to maximize the attacking range. Therefore, at corner, I would put the 400 range tower.
I repeat, the reason Permafrost, Ancient of Lore, and Ancient of Wind are at corner is to maximize their hitting range... Also the reason why the uber tower space is closest to siege attack(lvl19, lvl34,lvl37, lvl 41,etc) spot is to make the creeps attack the heavy buildings first and not do much damage to the rest of the low-HP towers.... Highest 4000 HP ultimate towers, Enfeebler, Mindripper, Skydominator and Cyrogenics towers should meet the enemy first, if you repair with builders they survive easily even at lvl41... Behind these towers, there should be sludge producers and other high damage buildings...
XXPIX XXXXXXX
XXMSP XXXXX
XXXMI XXXX
UBERx XXXXX
TOWER IMSxxxxx
ONLNW PXMxxxxx
YXXFL QIPxxxxx
xxPIQ xPIMxxxx
xxMxP Ixxxxxxx
xxSMI Pxxxxxxx
xxxxx Mxxxxxxx
The reason I don't build cheap towers at the most effective tower area of the island is because best towers need the most range effectiveness to damage the units... thus reserve the uber tower space for only expensive towers... In my opinion all races, should adapt this setup... rest of the towers may very for each player, but this setup is ideal for slowing down all sorts of enemies.
Also each base should have magic dampener(removes bloodlust& antimagic shell), 1 Ancient of wind, 1 Ancient of Lore, 1 MindRipper, 1Novashocker, 1Enfeebler, 1 SkyDominator, 1Cyrogenics, 1-2-3 SludgeProducer(best chaos damage, all around tower in the game). Other than that, it is very important to mix damage types and not focus on 1 type of damage on all bases... To kill magic immune ground normal armor, i suggest bladeguardians and giant cactus. For air magic immune normal armor, I suggest Ancient of Wind.. All should get heros around lvl 15-20, however itis possible to beat expert without any hero usage =) We did it without any heros.
race choice... since the hardest rounds are magic immune, it helps a lot to pick races that defeat magic immune creeps easiest. Here are my favorite races and why:
To beat lvl 39 magic immune air round the easiest way, you need windultimate building, the skydominator... therefore you need windbuilder at start... wind hero is very very very good vs light armor(most air are light armor)... can ensnare with hero and cyclone with owl, fantastic combination to slow down enemy waves... at start 4-6 needler, followed by 2 bladeguardian is great... Then, start getting ice and poison from allies.
To negate spell immunity and to dispel antimagic shell(for example lvl21, antimagic shell banshee, very hard round) with magic dampener, you need magic... mindripper is also extremely helpful to defeat magic armor... build magic turrets at start 4-8 then save for sentry ward.... followed my other buildings, at start poison burrows and ice turrets from your allies.... get hero quickly and lvl up to lvl 12 asap for imba magic immunity removal...
Ice has earth builder which can summon the earth hero... Earth hero is very powerful vs siege armor.... Also giant cactus normal damage to ground and piercing to air is very cheap(220gold) for the damage it deals... Later, ice+earth can create the uber permafrost groundsplash tower(300 AOE range)... that tower alone can kill many many waves with the earth hero's earthquake spell(slows enemies %65 in large area). Ice is also needed for nova shockers... Get cyrogenics only much later... it does no damage thus be careful getting it before your base can deal good amount of damage... Best start is 6-8 ice turrets followed by 1 chilling tower, followed by sentry ward, followed by burrows, 2blade guardian etc..
Death ultimate building,Enfeebler, can slow all creeps, even magic immune creeps by %20.. However, poison ultimate building is not as much teamwork friendly, ie it it just a specific high damage attack tower. Thus, while both poison and death races can access the poison and death builders respectively, it is better to start with Deathbuidler. Initially death + poison is a powerful combination and death hero can cripple, reducing movement speed greatly... death hero also very effective vs siege due to death and decay spell... Ideal death setup is 5-6 zigg, ice turrets, poison burrows, 2-3 exuders, corruptwells (chaos damage) etc...
The most experienced, most team friendly player in this setup should either play ice+earth or death+poison, because a lot of ice turrets and poison burrows must be built in all bases.. Ice and poison builders need to be travelling a lot, thus let the more friendly, high APM(actions per minute), short reaction time players play with ice or death...
Here is some information on what to build depending the level you are at. Everyone has their favorite start, I will not say much about it, but after lvl 9-10 things start getting harder....
For lvl9 unarmored necro and lvl 11 is siege round get firebomb, get rockthrower, and/or quaketower. For magic immune dryad normal armor round(lvl11) get bladeguardians, Lvl 12 magic immune light armored Siege golems can be best killed by piercing attack-> ziggs, corrupts wells or better yet by asssasin's den. lvl 16mechanical round with normal armor, you need ice to slow them down... lvl17 invisibility, dont forget sentry wards or shades... lvl19 chimeara(flying light armor), mortar siege round with heavy armor, or raider light armor...
lvl21 antimagicshellled banshees (get magic dampener at least in 2 bases before this round or you will leak most likely), lvl 22 magic immune normal armor spell breakers-->>> get cactus in all bases... lvl 26 normal armored flying Griffons will be best killed by ancient of
wind.... lvl27 siege attack( bats usually or tanks...), lvl 34 siege again with tanks, siege armor...lvl37 again siege attack... You really need high power output(chaos, AOE or siege) damage bases to defeat these siege lvls.
Lvl36,38 and/or 39(Dragons flying magic immune, probably light armor, get SkyDominator up in all bases by then or 2-3 Sludge) Don't forget to build Ancient of Lores(400 Range, thus at corner) and much later Permafrost(500 range, thus next to corner spot) in all bases..... SludgeProducer(poison,460 gold) is very well-rounded tower with 800 range, very fast attack speed, uber damage and chaos attack.... I suggest 2-3 sludge producers in all bases.
Also to defeat normal armor air, build 1 Ancient of Wind. Giant Cactus is very effective killing light armored air units too, it is also very nice vs normal armor magic immune ground creeps.... Make balanced, mixed attack type bases.
Here is also stuff that annoys me during games... Many people report similar issues.
1. Telling that you beat burbenog TD on expert, whereas all you did was beating the rigged high bounty version or the much easier lisk versions. 2.32 is the last , hardest , originial burbenog TD... try it a few times and you will see it is not so easy to beat it... If you really beat it, congratulations, show us the replay or screenshot to prove your point.
2. Not building under the shadow of friendly builder... I have left various games where allies were repeatedly not careful in placing the towers where I wanted, so be careful. Tower placement is extremely important, your ally can get mad if you don't do what he asks exactly.
3. Long reaction times, ie: Not cedeing quickly enough, not sending the builder as quickyly as possible. This is team TD, so act like one. When your ally needs you, help him ASAP.
4. Worrying too much about killcount, going killgreedy when rest of the bases are too weak vs siege attack... It is obvious that if all bases are not balanced, then the siege rounds will leak and the killhungry player will lose as well.
5. Building in a way that uses the most effective tower spots for the longest range towers, leaving no effective room for short range towers...
6. Pretending to be expert, but then doing 4 of the major sins of team TD.... 1) not helping your allies 2) not mixing your towers' attack type sufficiently 3) placing your towers not ideally 4) not using any slow effects. You are being incongruent.. You can learn from other better players, it is normal, everyone can improve. Don't act like uber experts, we are all learning how to play better.
7. I will leave the game whenever I sense that lack of teamwork will eventually cost us the game. One bad, non-friendly player can ruin the whole team, so pick your team carefully.
Good luck, have fun with burbenog TD and report me back your victories ;)
rtMONSTER