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EDIT: Figured it out--using runes that generate totems with each wave. And yes, they do give a ton of experience points too. Especially if the runes you have a high multiplier.
On a normal, non endless map, there should not be enough waves to facilitate a good run using this tactic. (unless the totems are bugged in some way - give a lot of XP early, when they are easily destroyable) Totems spawn every second wave, meaning you really only have half of whatever the map waves are. You also have to dedicate a trap, almost exclusively, for totems. ..and what about the idea of totems spawning randomly on the map and actually doing their job of making some enemies immune to damage, shielding them, etc.
I can imagine a "perfect"-like scenario where you have a map with one spawn point and which you can manage right there - a small-ish killbox where you contain all waves, so you do not have to worry where totems spawn elsewhere on the map. One that also generates enough gold to be able to upgrade traps in your killbox, and deploy/upgrade the shockwave generator all over the map.
tl;dr I get the idea, but would like to see it in action. Link to such video demonstration is what I seek.
I have no video to provide and it's been a while since I have played the game, but in regards to totem spawning, there are runes you can take that spawn a number of them every wave. And you can continue into endless afterwards, as even when you loose, you still get the exp for more level ups, more gems and therefore better traps for the next attempt.
I think the idea is be a second killbox in which an empty wall is lined by quake traps and opposed to a wall lined with chakram traps. When enough totems spawn each wave, they will eventually fill out all available wall tiles of the map and rapidly respawn in the second killbox, making the bounce effect of the chakram trap very effective.