I don't know if this has been mentioned yet, but using the bloodhound gems in traps after they have a decent number of kills works really well. You may lose about 50% of damage in a trap but you can get +100% or more to the special which generally works out to more total damage.
And I think the issue with the challenge gems has to do with the wording on the descriptions being misleading. It says to reach a certain wave, but in reality you need to beat all waves up to that wave. These are very different things, especially in a game like this where it's common to have previous waves still alive after a certain point.
If you cant beat normal, try Armored/Swarm mode and build defenses accordingly (bloodhound good for swarms, build multiple weak towers, armor reducing good for armored combined with any gem, build a couple strong towers)
Yes, but gems like multiple damage and mana gain work far better in the later levels. Get a high enough mana gain/chain hit/multi damage, and with a mana farm trap, you can gain thousands of mana very quickly (quicker than 100 of those armored creeps getting through your defenses)
jimmie123, I'd rather you redo the previous levels with built-in red gems for max or almost-max settings, using a grade 3 red with amp and grade 2 red, and maxed red mastery, you can get an extra level out of each of these.
i just figered that swarm only lvls with +15 waves and double monsters on a field with chain hit gems works well to get much xp, make 3 towers and 4 grade 2 gems, and place 3 of those in the towers of course, after some kills you can build an amplefier for your towers, and put in your 4th gem. unlock bloudbound when you reach 500 mana and at that time your gems wil have about 100-200 or even more kills and then combine with grade 2 bloudbounds dont make higher then grade 3 gems cause that should be enough just make more towers
Really struggling on field J4. Any suggestions? Level 49, Premium edition. Hints would be greatly appreciated. I've tried several different ideas but the giant monsters get me every time!
OK it is definitely possible to beat endurance with the 10xHP modifier - I just beat it on field J6 with 4x monsters, 10xHP, Giants only, endurance, monsters move faster, higher monster armor, banished monsters heal, banished monsters increased mana cost
I left off the "monsters get difficult faster" and the shadow modifiers - I'll try to beat it with those next .
I did it by using several grade 5 L/O towers at the start, until I could generate enough mana to create grade 6 Y/O/L gems, at which point I put a 5x amplified trap down with a grade 7 Y/O/L, and kept upgrading it and the amplifier gems as much as possible (while constantly trying to beef up mana pool multiplier).
By about wave 50-60 I was able to start angering some of the waves, and by around wave 60-65 I had cleared all monsters from the path except the new ones. By wave 70 I could anger all waves with 3x grade 6 gems and from there on out it was a cakewalk.
The first 40 or so waves are the biggest challenge, and the first 20-25 waves were only possible due to using the grade 5 wild gem I got at the start (it may have been easier if I had just farmed the mana from it (~6K) and used it for a L/O gem - not sure).
Of course, I did this @ level 500: Maxed masteries: Forge, construction, Chain hit, mana gain, multiple damage, magnify, triple gem, dual gem, deadly traps, wild gem, readiness, recharge, radiance, ritual. Banisher @ lvl 18, Focus @ lvl 98, Replenish @ lvl 178, Resonance @ lvl 108