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Rogue Tower – 2 Lane Obelisk Guide

postado em 06/27/2022 Por Azarath Sem comentários em Rogue Tower – 2 Lane Obelisk Guide
  • Título: Rogue Tower
  • Data de lançamento:
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Information about Rogue Tower is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

Oh cool not too many guides here, so let’s try to re-narrate my 2 lane Obelisk win. I did use early game Shredders and a late game Lookout, but it should be possible without. (Will attempt that after a 3 lane win)

Why Obelisks

After trying out all towers I fell in love with the black pyramids called Obelisks. Either they just flicker for a fraction of a second and delete a mob from existence or they are broken and go bzzzzt for a while (meaning not enough damage, jk). The fast fire rate with the mana management is a cool gameplay, though the fire rate is apparently not fast enough for later stages to have just one obelisk rule them all.

Map Expansion

2 Lanes works best if the two starting main lanes run in parallel for a bit and have some space in between to place your towers. The idea is of course that you keep one relatively short so all your towers engage with that one first, before the mobs from the second lane arrive. Having your towers work double duty is more bang for the buck.

While lane 1 is kept short and is the last one you complete, allowing to combat the mobs on a route of like 4 para 5 azulejos, lane 2 needs a lot of management every time it branches out. You want to identify where mobs from multiple tributary lanes come together and elongate the tributaries in a manner that spaces out the mobs so they come one after each other and not all at once. This is not only important for fire rate, but also mana management, as Obelisks are hungry.

A secondary objective is to elongate the tributaries which have a chance to loop back to your towers, allowing them to work on the mobs before they reach your main defence spot between the 2 lanes. You are hoping that with the Range upgrade one of your Obelisks between the 2 main lanes is also able to work on tributaries as a side gig, ideally the one where the boss comes along (make the ones which loop back the longest).

Targets

After looking up the enemies in an online wiki as the ingame monster manual isn’t listing all, here are the highest values for different wave types:

Greens:
800 HP
1500 Armadura (the ram)

Zumbi:
5000 HP
2000 Armadura
4000 Shield ==> This means directly after the first boss you’ll have some heavy shields to work on.

Demônios:
7000 HP
12000 Armadura
2000 Escudo

Cérebros:
10000 Saúde
9000 Armadura
12000 Escudo

The late game is very shield heavy so you’ll have to shift towards upgrading shield damage early and keep doing it to the end.

What killed me most in the end game are the last boss and the 10 super fast eyes he and other enemies spawn when they’re hurt or defeated. O 10 eyes spawned from multiple enemies are a serious challenge for Obelisk fire rate, so the Obelisks are specialised in dealing with them. The final boss is what I built the Lookout tower for and he always warrants some fire priority shifting. Not sure if it was too necessary to have another tower just for this.

Super Fast Eyes which spawn from enemies:
1000 Saúde
2000 Escudo
Fortificação: -5 Base Damage from all attacks

Towers

Early game might be a bit rough if you don’t draw Obelisks and Mana Siphons. A Shredder on 400HP is a good early game clear. You might miss out on Ballistas around newly found cottages outside of your first tile for a while before you can afford them.

The first Obelisk will focus on Armor (Prioridade: Highest Armor). Once you levelled it to 1250 Armor and 500 Health it’s done. This happens fairly early but for the rest of the game you need to prepare for shield damage and those pesky eyes.

All other Obelisks are targeting the sweet spot of 2000 Shield and 1000 Health damage (Likely a bit more Health. Though Eyes have Fortification which makes them receive -5 Dano Básico, but I guess the extra Health damage and/or Bleed/Burn/Poison takes care of that before the next shot). That’s when they are done and you can place and level the next one. This happens at multipliers of 21 on HP and 40 on Shield. You want them to deliver one blow to an eye and be perfectly done with it, allowing them to shoot the next eye while not having over committed resources into any more damage on that tower.

Economia

Ballistas on cottages are ofc. free eco we always take.

However the grave-mana loop is under serious trouble with an Obelisk build. It’s like most of the time your Obelisks don’t need 90% of your mana regen/pool, but you cannot use it up on haunted houses, as there are times where all of your Obelisks are working full time and you cannot afford to have them all shut down. It comes down to:

  • Build only Haunted Houses for 2 or more adjacent graves, follow up with like 3 mana banks per house
  • Get all Mana Siphons and Mana Banks up to a pool of 2000 mana
  • Before the last expansion for the lvl 45 Brain boss delete all Haunted Houses

Techs

  • All Obelisk Upgrades (except Monster Studies I guess)
  • Especially Range is huge, especially if it allows them to engage additional lanes/tributaries. It is possible that after Range you need to invest heavily into Mana as shooting at additional lanes might enable towers which before did not work that lane, leading to them emptying your Mana pool on another lane and leaving you with no Mana when another tributary arrives at your citadel. It’s also possible that this leads to you reassigning tower priorities from “Most Shield” para “Progresso” as you don’t want them to attack tributaries while a wave is running into your citadel.
  • Mana Siphon, Mana Bank, Potentially some of the extra Mana upgrades if necessary. Keep an eye on how many are shooting and how sustainable it is. Eu consegui o 1 per kill on level 45 which seemed right at the time
  • Later Mines as you will probably take over 20 damage somewhere along the way, likely from the short main lane rushing through
  • Poison Slowing Enemies, potentially some of the Bleed/Fire/Crit effects if nothing good comes up
  • Quality over Quantity fits the game style though I didn’t do the math
  • Haunted Houses, Sessão, not too important but sometimes the best pick
  • Don’t take Banditry we eat a bit of face damage

Placement and Shifting Target Priorities

All Obelisk towers should cover the 2 main lanes which need to run in parallel for a bit. The short lane (como 3-4 tiles of running parallel with the main lane) might bring some trouble with people reaching the citadel in later levels, but it falls into the mine cushion of 38 Tower HP or so.
You don’t want the Obelisks to be too close as you want to avoid them focus the same target.
The Armor Obelisk will keep “Most Armor” as target prio, talvez “Marked” before that if you go for the Lookout Tower and need to defeat a boss.

Shield Obelisks are tricky:

  • “Most Shield” works early game
  • If they cover another lane which will arrive way later, Progress might be more important.
  • For Bosses you might need to switch priority of various towers to “most health” (either directly or through Lookout “Marked”)
  • Don’t forget to switch priority back after defeating the boss it can lose you the run
  • The last boss needs to be engaged early with this slowing poison beam. The brain will spew out lots of mobs which need to be spawned before he reaches your main def on those first 5 tiles of parallel main lanes so that your Obelisk fire rate can manage.
  • You can end up with roughly 7 Obelisks, place wisely

Isso é tudo o que estamos compartilhando hoje para isso Rogue Tower guia. Este guia foi originalmente criado e escrito por Azarath. Caso não atualizemos este guia, você pode encontrar a atualização mais recente seguindo este link.

Se você acredita que algum conteúdo deste site viola seus direitos, incluindo seus direitos de propriedade intelectual, entre em contato conosco imediatamente usando nosso formulário de contato.
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  • Título: Rogue Tower
  • Data de lançamento:
  • Desenvolvedor:
  • Editor:
Information about Rogue Tower is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

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