Orcs Must Die! Unchained (PS4) - Rift Lord Confluence Guide (5 Star with Max)
(Patch 2.6) This was done at Account Level 59, with a mixture of tier 4 through tier 6 traps. Brimstone, Arrow Wall, and Grinder are at tier 6; Great Wall Barricade, Tar, and Swinging Mace are at tier 5; Floor Scorcher is at tier 4. Tar has the "XP Siphon" Part equipped, and I am using the "Grandmother Eaten by Troll" Trait.
I think this map was built for Max. The biggest issue with this map is the coin generation, as it is extremely low, and it can be difficult to trap both areas decently. Bringing in Max can really help because of this, but also bringing in Subsidized Parts, or any of the cost-reduction Traits will help.
There will also be a huge group of Kobolds on a couple of different waves, which again, Max is great for. Since he attacks so fast, he clears them out very quickly (particularly with the "Persistent" upgrade at level 10).
Barricade strategy - I block off the NW entry to the Rift, then block the hall just NW of that, so they will get manipulated to walk down the lane where the Guardian is, then walk back. When the NE gate opens (wave 5) I block off the SE entry to the Rift, and then I place a couple of Barricades just north of the NE Guardian spot to force them into Grinders.
The first thing you'll see is that I don't trap the NW lane very much. The reason for this is because I'm trying to preserve my coin; having more damage in the NE is better, because the minion's path gets a little strange over there. The NW gate also doesn't need it quite as much, particularly if you bring one of the "Anchor" Guardians, which will help the damage.
I put down a lot of Tar for a few reasons - It has a low cost; it slows down the Kobolds; and I get the extra experience from the XP Siphon. You will eventually want to trap more than what I have, but what I have down should be enough for the first 4 waves, as the NW gate closes upon wave 5. I would recommend using Unchained for wave 4 though, just due to how long it is.
Having over 9,000 (!) coin for wave 5 I think is ideal, because putting up a couple of Grinders and Arrow Walls can go a long way when the NE gate initially opens. What you'll see is that around 1/3 of the minions will decide down the SE lane...but they'll get to the corner and realize they can't go that way, and come back up. This is primarily what affects the Par Time using this strategy, as having them walk back there, and come back up, does waste some time. However, if you can put enough traps down, you can reduce the time you're wasting having to hunt them down.
For the most part, you don't want to actually hunt them down as they move to the SE, but proactively try to prevent them moving down there in the first place. For the ones that get by, just let them go and come back up, because you need to pay attention to the minions going towards the Guardian, especially if there are not a lot of traps down.
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