My skills. I don't use "Dual gem mastery", because: dual gem with skill - 15%; triple gem without skill - 10%. Effectiveness of third gem >5% bonus. Resonance =100%, Focus=500%. Easily can be converted into Replenish.
Setting defense. Level 5 pure red(enough for getting 2k kill amulet), 2 traps with orange(unlocking)+cyan (usually prefer lime, but 2 unlocks can't afford)
Wave with 18 monsters angered 4 times by level 3 gem=amulet for 50. Leftover mana go for manapooling
Unlocking lime.
Finished amplifying.
Damage Gem(note total kill. Got amulet for 2k non-combined, then upgrade it). Bloodbound's damage also multiplied.
After some time. I don't like to upping Lime component in damage gem. Usually it hit only 2-3 monsters. Manafarm gems builded this way: Start as orange+cyan, then +lime+orange till level 12. At 12 add cyan gem and got 400% paralyze. then again lime-orange.
Finishing game (get's boring)- You need summon monsters till "Monsters killed"-"monster summoned"=1.
Mine manafarm start to kill monsters around 60 wave (btw don't know your battlesettings). You did very low angering. Firepower grow faster than hp. At last run i did 15-20 angers per wave(by level 3 gem). (found average damage on damage gem and angered till 2-3 hitkills.) It looks like from 3-4k hp i upped till 400-500k. Armor unnoticeable. Giants exellent manaballoons, so random wave composition better IMO than armored(giants only even more better...) can someone give me paypal account with 5$? want exchange to webmoney . At G7 tried to restart battle till i got 2 giants-wave (1 without double-amount) in first 10 waves. And angered it 6 times by level 3 gem. Hp grow depends on starting hp. So I was able to kill 5-6 giants and build decent defense while giants make loong walk around map. And finished them when they was near my tower.
That's a lot of angering. I'll have to try something along those lines to break out level 8(?) gems by the time 10th wave hits the map: impressive.
Red is really good getting started but I'd think there'd be a point where trashing it for r/y/o would pay out better (single level 15+ gem--that's like a full mana bar every hit). _
Was messing around with my fresh game, get to pylons and cheese them as much as possible. Pulled 17 levels off the second pylon, which is enough to get most of wild gem and be able to cheese out the first pylon map about 10x more Level 70 is probably enough to pull a half mill off the first pylon map, then go do same for the second and hit level 150ish. Well, it really stops mattering at that point anyway.
8 grade gem was at 22 wave. I don't hurry. Btw it's possible earlier. Without second unlock, 3-4 amplifiers and little less angering. I don't think that trashing this gem will be good. It is one-hit killer, and i already have manafarm gem. So don't need to change it into YLO or something like. Just upping yellow color and amplify red color. Lime must be because giants - they can survive a lot (and i like to do 90+ giants). For killer gem Yellow-Lime must have. Choose between red - already have cyan - there is manafarm gem which upped shock resist green - lolwut purple - even if it will reduce armor by 1k(it's not), at 30 wave i already have 10k damage... orange - already have manafarm. blue - if you need slow, you can build it before your damage gem(and mix with purple).
But the angering seems to be needed eventually. Sure, I had this going
But it had to nuke
Had a level 18 yellow on deck, but orange I was going to combine with was only at 15 or so (level 13 is ~400k to dupe, need 16 of those for a 17). 400k mana per wave wasn't enough. I'm not exactly sure of trap skill benefits, not sure if that would be enough to viable for another hp doubling (armor is always a joke, angered a wave up to 2k armor for laughs).
Anyway, started struggling a few waves after, so called hit the pylon.
Can try more angering and see if can hit a level 20 gem earlier, and how high it needs to go before able to take max hp creeps (or not play double hp lol). Also screwed up a bit in the beginning, mana farm was killing stuff instead of farming it.
If look at your damage gem: 4k kills, if instead orange you had red your minimum damage can be doubled(i think 150% convert ratio is average) and even max damage will be 25% more. still noticeable, isn't it? Also you have overkill gem with less useful manafarm. Try with random wave composition. restart until you get giant wave less than in 10 wave. Even with 1 anger with 3 level gem, you will summon additional 1k mana. from the other hand may be harder to get "no monster reach orb" because swarms.
I pitched a red with a 1500 kills too With red, that'd be something like 13k minimum damage, somewhat higher if summon more (add 20 or so per wave is easy enough). If can keep x100 crit, that's 1.3mill per hit, which is fine for stuff in the 10s of millions hp. Think the damage multiplier comes close to doubling each gem grade, well that's easy to check. Of course monster hp double about every 15 to 20 waves too.
My level 14 mana trap (2 traps, 8 amps, level 10s in amps) was doing ok anyway, can move kill to bottom corner and set up another one of those Think I wasted too much mana extending pool anyway a couple more level 13-14 gems would have helped.
I'll throw a different pylon map tomorrow. Maybe mess with the final map, set up a ton of mana farming all the way around--that'd probably weed out the swarms if not going the easy route with armored only
About manafarm: your manafarm amplified by level 8 gems while damage gem is 19 grade. As you could saw mine gems can be like "14 farm - 12 amplify mana - 12 amplify mana- 14 damage". If you have it mine way - you have BETTER managain amount (because in manafarm you up almost only mana, not yellow+orange) with better attack speed(no 8grade gems ) and at least you can do 50-100 attacks(300% shock - they can't run away). it means 500 times more mana per MONSTER.
it's count. But pylons let you finish game earlier than summoned monsters even appear on map. So you can get insane multiplier. See video on second page.
Basically, go through waves after waves of critters enough to get as many combat amulets as you care to obtain and build a ton of shrines everywhere, plus plenty of big (G16 and above gems). Once you get bored, use the reserve gems in the shrines to blast all the monsters away and clean up the map, then move the active gems from your traps and amplifiers to towers build around the pylon, set them all to target "structures" rather than monsters, count how many monsters you have killed (make the sum of all monster types from the "stat" info panel) and anger future waves until your total monster summon count reaches just one less than the monster destroyed total. Once you're there, unpause the game. The pylon will be fully charged in a few seconds (or rather, less than a fraction of second) and all the remaining monsters and future waves are swept away. (I got rid this way of a wave that would probably have been problematic, what with having 8000+ monsters with an "e" in their armor and health point counts...)
The result is massive cheese. I jumped from level 96 (IIRC) to 178 this way... This meant finally getting to put some points in Focus and doubling the output of Replenish, maxing Recharge and Radiance, and doubling the Resonance score. Stuff like the D1 challenge which previously frustrated me as I could barely manage to reach 66K mana (not using premium features; it's too easy to kill a ton of monsters or gather a ton of mana with unlimited waves) now became easy as pie.