

With even more contact (4-8 gems) I even think the same level would make sense. They do high damage (with the multiplier) to several monsters at once (with chain). the gems are yellow x with lime (x-1) (ex yellow 3 with a lime 2). Just what felt right (but is probably wrong)Īt your level, I estimate that about 1/3 of the special abilities are transferred through the amps, so I would tend to get closer to two levels if the amps only amplify one gem, and at two or three gems, move up to one level. The Killzone: a line of towers with amps on both sides. Endgame manafarming uses mana leech+bloodbound+chain hit in smallest amount possible for gaining mana, slow+blood+as little CH as possible for slowing things to increase mana gain and crit+blood+a particle of chain hit for killing stuff (all above as main trap/tower gems, amps use pure gems) for what I was told/used. This is a thing I've been meaning to ask about - has anyone run the math to figure out what the ideal level split between trap and amp gems should be? I've generally been running 2-3 levels below trap gem in my amps except for mana traps, where I've been using one level lower. To complete the level, the player must throw seven Grade 7 gems at it to dislodge the Gem from its socket. And by dual, I mean 0,000000000001% other color. GemCraft Chapter Zero (GC0) The Gem of Eternity is a special structure, appearing only in Level 78, the final level in the game. Originally posted by Smulch//Faerwin:There *should* be a point where a dual colored crit gem should outperform a pure crit gem but I haven't yet seen it.


I keep my amp 3 levels lower than the gem they are amplifying In some tight maps, you can use an amp for slow gem but it's rarely needed. Some monsters may get banished once or twice, however it should not destroy the orb because the monsters do not consume too much mana. Based on some quick maths, it's impossible for a dual gem to outpace a pure gem.Ĭrit gems x5/6 in trap for killing, unless it's a farm map (faster with towers at that point), all using bolt enhancementīlood gem in a lantern near the crit gems, make space for ampsġ crit gem in a tower surrounded by amps for aerial killsġ blood gem in a tower surrounded by amps for aerial killsĪs many lanterns as needed with rank 23 blue gem set with random targetįor amps, in the mana farm, I only build an amp when it's gonna hit 3 traps or more unless there's a trap that wouldn't have any amp otherwise, then I build one.įor amps with crit gems, I build them even if it only hit one. Start the F1 level without traits then build a few traps along the monsters' path. And by dual, I mean 0,000000000001% other color.Įdit: Actually, I'm wrong. They can easily hold their own for the first 8 or 9 waves, but excel when you get poison or Mana gain gems behind them.
#Gemcraft chapter 0 best gems for apmlifying plus
They have a great amount of damage, a quite fast fire rate, and a decent enough range, plus perhaps the best effect to start a strategy. There *should* be a point where a dual colored crit gem should outperform a pure crit gem but I haven't yet seen it. These are possibly the best gems in the game.
