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im not sure what you mean by ''but it only worth at high enough level, specifically, when killing enemies doesnt provide enough mana to upgrade your killgem''.
As for the last part, at some point in the game monster health grows faster than you can get mana from kills to upgrade your killgem.
TTT
AAA
A= amplifier (with pure orange gem inside)
T= trap with red-orange-white gem inside
And that's how a fairly standard manafarm is made. Just put that on the way of the monsters so they have to walk over the traps to get to your orb, and don't forget to keep your killgem far enough away from there that it doesn't start killing monsters until after they've gone through the farm. (Also, the mouse's scrollwheel can let you adjust a tower's range, which is useful to let monsters go through unharmed.)
One cluster of amps and traps for the farm, one different cluster of amps and a tower for the killgem in another location.
Ideally the killgem should not be able to kill things before they go through the farm.
And if it sounds like it would cost a lot of mana to set up, it's because yes, it does. If you're low on mana, start the farm with just the traps, and put most of your starting mana on building the killgem setup. The killgem and its tower is the biggest priority, followed by the killgem's amplifiers, followed by the farm's traps, followed by the farm's amplifiers. (you could also go back and forth with the amplifiers; one for the killgem followed by one for the farm, followed by another for the killgem, and so on.)
Having a very basic farm with just the traps at first allows you to build the rest of the farm a lot faster than trying to build everything at once right at the start.
Having more mana and a stronger farm will snowball itself and kill most of the anemies anyway.
Besides, if you have the orbs the monsters have to go back over the kill gem and the mana farm. very handy for those pesky giants in the beginning.