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Gemcraft labyrinth with mana
Gemcraft labyrinth with mana









It’s better to have more towers with somewhat weaker gems in them, than a few towers with stronger gems. Look at the range indicator (yellow circle) of the inserted gem to see how far it can shoot, and place it in a tower that can give it the longest path to cover.

gemcraft labyrinth with mana

It might be worth placing a tower at one square distance from the path instead of right next to it. If you want to shoot them, they should be in the gem’s range you want to place in the tower. Place your towers in positions where they can cover the longest path possible, but also look out for beacons, shards, nests, and tombs. Try to avoid making gems containing more than three base types. If you want a gem to have a strong special ability, but also benefit from the triple (or dual) bonuses, create 2 or 3 grade 1 gems, each of a different type, combine them together, and then build onward using only pure gems of the type you want to boost.

gemcraft labyrinth with mana

So if you want to use the special ability of a gem, combine it only with gems of the same type. If you combine two gems of different types, you get both specials but with a decreased power. Pure gems have the strongest special abilities. These bonuses can be further increased with the Dual gem and Triple gem mastery skills. If your level is good enough, so that you can reach, with the basic value and the bonus a value, above 50% you can increase all the levels by one.Dual gems are superior to pure gems, they get bonuses to their damage, range, and firing speed. With even more contact (4-8 gems) I even think the same level would make sense. 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.

gemcraft labyrinth with mana

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. 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. 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.

gemcraft labyrinth with mana

And by dual, I mean 0,000000000001% other color.Įdit: Actually, I'm wrong. There *should* be a point where a dual colored crit gem should outperform a pure crit gem but I haven't yet seen it.











Gemcraft labyrinth with mana