Lankhr, what you say about B/R is true, but I am lazy. Using up one trap position with B/R guarantees monsters will always be over O/R -- no active play required. Alternately, you can trap one monster with a cyan/orange, and make sure the monster can't ever die. It becomes a permanent mana source. Part of playing for points is being able to let the board just play out on its own.
There are three levels with all 8 colours(last one not included).They are #42, #55 and #65. Do you think it's better to go for prismatic gems instead of Lime/Yellow and Red/Yellow for damage in these levels? It's faster as long as you have enough mana coming.
More about the 8-colour levels:
#42 has loads of early giant waves(6, 10, 15, 16, 18, 22, 33, 36, 56..) and an exp shrine with two charges and armor piercing with three but a short road (19 blocks from the main building). It is not an 3x endurance level.
#55 doesn't have as much giants(6, 10, 28, 45, 58, 60...) but it is an 3x endurance level. It has an exp shrine with 1 charge, a transmute shrine with 2 and an anger shrine with 3 charges. it's got two healer beacons and a shield beacon. The healer is close to the start and the other beacons are at the alternative road. The main road of #55 is only 21 blocks but it has longer alternative roads.
I forgot to mention earlier that #65 is not an 3x endurance level.
Lankhr, what is afk? I'm new in internet era. I know ROFL, brb, lol.
Guys, i think C/R/P is important in traps, we need to focus more on specials rather than damage in trap? R/O/Y, it's like 5 traps become one in U path?
Three colours have less speed than dual and the specials are weaker I'd stick to the duals rather than three colours. What about prismatics in traps in the 8 colour levels?
R/O/Y is faster than R/O in traps because of yellow's special...
Comparing R/O to R/O/Y:
Speed: R/O maxed at 670 and R/O/Y maxed at 1071! Range: R/O maxed at 45 and R/O/Y maxed at 59 Damage: R/O has +76% to minimum and +92% to maximum damage with dual mastery maxed which R/O/Y doesn't get.
Omniphobiac, if I'm going for damage, I prefer R/Y over any triples for traps, and yet a L/Y for towers (no triples in there, you are at some 2-3 grades disadvantage with a triple compared to dual). R/Y trap is maxed at 1138 speed, and 61 range, which is sometimes enough to cross a tower to the other side of the road I've seen a R/Y trap cover the tower with its attack animations. R/O/Ys were a better alternative back at 1.0 because of the worthless dual mastery with only a 16% bonus maxed, you could get way more from firing speed of yellows. I mostly get way enough mana from just 8 R/O maxed traps, so I can spend the rest of the road for R/P-R/C-R/Y-R/P... this combo seems to work very good, but you still need towers to complement them, either L/B or R/Y or L/Y or whatever else. The slowing trap is needed, but no more than 2, one before a set of R/Os, and one before a set of R/Ps if you go for these only. A trap before R/Ys is optional and is not really needed.
Speaking about 8-colour levels - I think do you really need a level to be 8-colored? You start with 8 grade 3 gems and 8 grade 2 gems with all your skills maxed anyway, and you can max your skills right after a single #2 endurance at wizard level 36 or higher. (I was lazy and I've played #1 first)
surfthenet, C/R/P? Well, these are better than R/P and R/C placed aside, so if you definitely go this way, you might use them and R/Ys in between for a good damage output, which will outweigh the 14% (60/70 is ~0.86) specials disadvantage and lack of both firing speed and damage. However, to hold a monster you would have to pump such a trap to grade 9 or higher, while with duals you are pretty much set with grade 6 supergemmed or grade 7 normally combined R/C and R/P.
bk1022, a mere 5% of a grade advantage are not much, unless you're running for the most-perfect score ever. If you play an endurance, then your "a few waves" might reach 5, which is mostly enough for another grade or two upwards, with better outcome, but if you play a finite level, you are limited with a single wave which outweighs your 5% extra bonus, so there you might have to satisfy with a grade 9 or 10 gem.
That mean there are not really good games with all 8 gems (and a prismatic isn't that good, is it?). The only game that is worth for exp, is #55, but it has many disadvantage!
Well, I play this but I get bored at around 350 mil points, it just takes too long. SO I mess around. On the one level (#73) there is a 7-color gem and since I get gems of all colors, I made it a prismatic and built it to lvl 15. The damage kept increasing in a trap.
I took all the RO gems except one lvl 10 out of the traps and put the lvl 15 prismatic in the trap. Between those two gems at about lvl 65 (or higher, maybe to lvl 84) they kept the path completely clear (and I had no significant lag). By then I've stopped bombing the waves, though.
sorting it out and only using 2 gems would take forever, I accidentally forgot to keep my gems from the beginning to make it prismatic, but just kept going anyway.
Its an awesome game. GameInABottle did a good job of keeping the basic game close to the original while still adding enough interesting new features to keep us old vets coming back. Love the fact that the difficulty got upped as well, I felt like after the first few hours playing the original GemCraft, I could just stomp through any level i wanted.