Rapid firing, lower cost Ranged Towers will deal some damage to every enemy that passes nearby.By the same token, a Melee Tower right at an enemy entrance will spend much of the level completely overrun and not slowing down enemies at all. And because enemies will be weakened by the time they near the exit, the Melee Tower is less likely to be completely overrun and temporarily useless. This is the point where a lucky enemy who slips through your other defenses can be stopped. If you use any Melee Towers at all on a level, you will want at least one of them close to the exit, supported by at least one magic or ranged tower that is as powerful as possible.The teleport would be wasted in this case. There may be no benefit to bunching up enemies in its range because the tower will do the same damage each second whether there is one enemy in range or ten. On the other hand, a Magic Tower or Ranged Tower is likely to be constantly firing with multiple enemies in range. Other towers that slow enemies such as Melee Towers, Rangers Hideout with Wrath of the Forest, or Magic Towers with Slow Curse upgrade, combine well with Artillery for the same reason. When the teleport operates it will relocate earlier enemies on top of later enemies and the Artillery will hurt both with one shot.
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