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This level is annoying, but I got it with everyone under 30, mostly 26-29, but a few archers were recently added and leveled only up to 16-19. It's a tedious level having more to do with patience and care than anything else. You can't just go AFK and expect a dead sheep. But with a lot of re-summoning, I got the sheep dead a little bit before it could round the bottom-right corner. This area is pretty good for a last burst of damage, since there aren't too many rocks stopping your whole party from getting Inspire from multiple healers. None of my equipment was significantly better than the stuff you buy in the last store; I haven't done the last few Extreme challenges yet, and it's not necessary.
I spent most of my scrap respecing my six archers as well as my two ice mages (only needed two). Luckily, I already had a few berserkers who had Flurry and Madness maxed, as these are quite indispensable in the main game anyway. The same goes for Healers with Zeal + Inspire.
By now, you should have a good feel for how to place archers so that after a couple boosts, they'll cover as much of the track as possible while also getting Inspire boosts frequently. It can be finicky, but you don't have to be perfect, either.
For archers, the useful upgrades are bleed, poison, crit, rapid shot, and range. Extra one-point investments in other attack skills such as Black Out The Sun aren't a waste, but armor pen, for example, is a waste. Only one archer needs poison, and only one archer needs bleed, probably not the same archer, unless it's a high-level one.
Archers should typically be boosted to 3 for Rapid Shot. Higher boosts are quite useful later when you have more Psi to work with, especially since they can sometimes work effectively for a fair amount of time without being resold. The best candidate for a boost is one who is high level, will be firing on the sheep for a long time, and will be getting Inspire from all three healers for the while. Eventually, all archers can be kept at 5 at all times.
The one who applies bleed needn't be that high a level. All that is needed is perhaps bleed and range maxed.
The one who applies poison should have crit and range so that a more effective poison is applied. From reading their blog, it sounds like only the most potent of any effect is ever active, with the durations stacking, so that one strong poison re-applied constantly is all that you could ever really need here. I'm not sure if crits up the poison potency, but I'd guess so and you may as well get the base damage from it anyway.
The rest of the archers should just hit over and over. Rapid Shot should be maxed, as well as range and crit. Crit and Rapid Shot if you don't have the levels for more, because then you can just deploy and boost to 3 and leave them until you earn more psi.
Ice mages need to max Chill. You may as well max Ice Ball and Ice Shard, the latter because it doesn't cost much psi to boost them both to 2 and more damage is useful. Like another comment said, spamming slows until they've pretty much stacked to last forever will do it, and then you would probably be better off having berserkers. No dragons allowed.
Berserkers are good for DPS when boosted to 3; they should be used continuously after your slows have been stacked up, since no one else will be using that space directly by the road. An unboosted berserker can farm the little sheep for psi without trouble. Berserkers can be boosted over 5 if you're swimming in Psi, but they have to be frequently sold and re-placed, making it more efficient to level up your archers. Early on, sometimes I alternated Ice Mage with Berserker.
Healers need to actually hit the sheep for Zeal to go off, I think. They need to be max level if you deploy them at all, and you have to place them so that they cover a lot of the sheep's path as well as a lot of allied squares. Any summon who is getting zealed by three healers more or less has Inspire continuously, if you look at the numbers. Good times.
You can respec Azra to have Frenzy at 9, but I didn't bother; I'd already spent more scrap on this dumb level than I wanted to. :-/
*Some parts of the map are easier to get three Inspire buffs on your whole troop all at once than others. When you are at a good part of the map, it is better to use Frenzy then. If you're close to a point like that but not there yet, you should wait.
Whew, I'm glad that's over with. I kind of hate having to redo my whole party just to do one level... Guess I won't be getting Evni anytime soon.
TL;DR:
- 6 archers, 4 berserkers, 3 healers, 2 ice mages
- Always recall idle defenders
One unboosted berserker to farm little sheep is plenty
One archer with Bleed and Range max
- One archer with Range, Poison, and Crit max
- Other archers need Range, Crit, and Rapid Shot in some combination high as possible
- Always one-point (or more) Rapid Shot, and start archers at 3.
Boost to 5 when possible
Healers should always be at max or not in play at all. Try to have three casting Zeal with max Inspire at all times before too long, with most defenders getting most of the buffs. Build Healers AFTER you have your ice mages and 6 archers out, otherwise there's nothing to buff.
Ice Mages need to max Chill. Spam slow until it's stacked indefinitely, then stop summoning these. If you misjudge the duration, just summon one next to the sheep again ASAP. Can be boosted 2 for added damage from level 9 Ice Shard, but that probably won't matter much either way. Never upgrade past 2.
Berserkers need to be 3, with max Flurry and Madness. After healer and archer, you can upgrade these to 5 when there is extra psi and you don't have to move too many units around soon.
Frenzy should be spammed. Level 9 is useful, but not necessary.
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answered
Feb 13 '12 at 2:26
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