Orcs Must Die! Unchained (PS4) - Rift Lord Highlands Guide (5 Star with Max)

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Published on ● Video Link: https://www.youtube.com/watch?v=ZAYZRdkqBp0



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(Patch 2.6) This was done at Account Level 66, with a mixture of tier 2 through tier 7 traps. Brimstone is at tier 7; Arrow Wall and Grinder are at tier 6; Tar and Floor Scorcher are at tier 5; Ceiling Ballista is at tier 4; Haymaker is at tier 2. Tar has the "XP Siphon" Part equipped, and I am using the "Sister Eaten By An Ogre" Trait.

One word: Haymakers. Seriously, they make this map so much easier. The reason why is because of their fantastic crowd control, and you really need it for the NW gate minions in particular. I know Haymakers have an "Epic" rarity, but that's why I used a tier 2 (as it was also all I had). It is possible to do this without Haymakers, but chances are you are going to need to come back with better damage if you don't bring them. If you have a better Haymaker, consider using the "Stunning Accumulator" Part.

Highlands is interesting, because you can see that specific minions come from specific gates. The north gate generally consists of Ogres (including Fire Giants) and Hobgoblin Shamans; the NE generally consists of Kobolds (including Kamikaze Kobolds); the NW generally consists of Fire and Earth Elementals.

So as you can see, Barricades are more or less worthless here, hence why I don't use them. Haymakers are great for 2 reasons: In the north, they'll keep Hobgoblins from healing. In the NW, they are the only crowd control (that I know of) that works against both Earth and Fire Elementals.

In the north: I make a "L" shape with the Haymakers (total of 5) so it covers both the entry and exit of that small room. Once I have the floor traps and Haymakers down, I add a couple of Ballistas. Try not to spend all your coin at the start of wave 3, as you'll need a little to trap the NE gate.

In the NE: I put down 2 Floor Scorchers where the minions enter, then I put down 3 Tar at the exit so it lines up with the wall, with the addition of Arrow Walls. Afterwards, place down Brimstone on the bridge. When you have the coin, place down a Ballista and a line of Tar over the bridge to help slow Kobolds down. Eventually you will want 2 more Brimstone (right before the Guardian) and utilize the 2 ceilings for Ballistas (the one above the 3 Tar, and the one above the Guardian).

In the NW: It starts off the same way as the north, with a line of 3 Haymakers covering the exit. I start the "L" shape again, but only use 1 Haymaker, as I can't afford any more. Try to get a line of Tar underneath the Haymakers as well. Add a few Ballistas when you can. Eventually you'll want to add more Haymakers (I do this at the start of wave 11).

After that basic set-up is complete, I basically just try to evenly distribute Ballistas among each lane, while adding in Tar and Arrow Walls here and there.

Unstable Rifts - They appear at wave 3, 6, and 12. You will need to go get them immediately as they spawn, especially if they are at the other side of the map. If you don't, chances are it'll open before you get there.

Unchained - I use my first at 8, as I don't have enough in the NW to take care of the Fire Elementals (and I'm nearly dead). I only use Unchained a second time, during the last wave so I can kill Bulgod and the north gate minions quickly.

On wave 1 - Don't try to kill anything with your Primary unless you're shooting a Hobgoblin. If you try to kill any of the Ogres or Orcs with your Primary, the Hobgoblins will probably just heal it immediately. What I do is try to use In Your Faces a couple of times against the Ogres to thin them a bit.

On wave 7/8 - In the NW, I also use the Boulder Chute trap that's at the top of the stairs. I only do this because I know my damage sucks, and it does help slightly just to keep the Fire Elementals preoccupied for a second. Another option is to just put a Guardian down to keep them slowed down.

I always cover the NE gate first when it's open, then move to the north gate, then finally the NW. This is due to the Haymakers being able to keep things at bay while I cover the other gates. The NE is priority because of how many Kobolds there are, and chances are your traps won't be enough to catch all of them.

On wave 9, you get a second group of Kobolds in the NE that follows the first group. If you've trapped the NE enough, you should be able to leave them alone.

For the first time with Max, I take the "Endorsements" upgrade at level 2. This is mostly because the extra coin really helps, but if you're using any of the cost-reduction Traits (Smashing Deals would help tremendously here), you should be fine without it.

I also take "Bad at Self-Reflection" at level 7 because I thought it might help more with the Fire Elementals. Although it didn't seem to work quite as well as I hoped, it's still helpful if you use Can't Touch This a lot like I do.

If you're not aware, the Firelings do not count for Rift points, so you can let them get into the Rift if they're close. They are worth some coin though, so it's optimal to just kill them.




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