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At low wizard levels, you'll end up killing some waves when you transition to more enraging and upgraded gems, until you have enough armour on the monsters. You'll just have to accept it, and manage it to be the least number of waves you can.
High grade managems, especially with amps, shoot very fast, so they will kill monsters unless the max damage of the manatrap is below their armour. So concentrate on the armour and enraging that as much as the killtrap can handle. You may still kill a wave or two when upgrading /combining but it won't be much. Most of your XP comes in the later waves, so don't worry about it.
You have to make sure the hit farm gems don't kill anything, which can be a problem because of their crit (hence the red black alternative with no crit). But once you have bolt on the killtrap, you can then use hit farm killgems of the same grade as the killgem, and because of the armour there'll be no problem. If you want to start farming hits immediately, you'll have to have a lower level gem to avoid it killing stuff.
Kill trap? I always use a kill tower changing range accordingly, such a pain sometimes especially to kill beacons all over the map and then immediately reduce range to not kill stuff on my mana farm, set to structures except of certain fields where thare are dangers such as the corrupted mana shard that will take away my damage and the sleeping hive which will make unkillable swarmlings to kill the monsters, do I have to use a kill trap and it is hard to get 6 amplifiers for a trap on many fields, so it would have to be the trap itself on example B3 no amplifiers, but B3 trap only. But on B3, How do I kill a spire there, that is a problem as he will possibly prevent me from even beating the level normally.
So back to my question, anger with only grade 1 gems, as for beacons I am walling since they are my source of lag in this game nothing else I can build lots of towers and stuff and have several thousand monsters onscreen, but beacons are such a source of lag that I just eventually wall off the whole map and only dying spires reallow beacons to be built. Back to angering question, so I anger until their armor is more than the max damage of the mana gem in trap so they cannot die on the mana farm. But what if my kill tower couldn't defeat those monsters and then they take my orblets and kill me since they become too strong for the kill tower to handle.
1000 grade 1 gems on one wave? Are you serious? For me this is suicide, they get on wave 1, 10^35 hp (max fury and on haunting) which is the same hp as monsters in wave 600 on A5 haunting endurance how are you people able to anger that much? Also with 45 fusion, it will cost 18000 mana to anger each wave.
"High grade managems, especially with amps, shoot very fast, so they will kill monsters unless the max damage of the manatrap is below their armour. So concentrate on the armour and enraging that as much as the killtrap can handle. You may still kill a wave or two when upgrading /combining but it won't be much. Most of your XP comes in the later waves, so don't worry about it.", Most of my xp? for mana gems I care that monsters don't die on mana gems for mana, not xp in this situation since I think only my killgem is usually giving xp. However, I do have to allow stuff to die on my manafarm when I upgrade it.
The above is about your first comment.
First of all I have seen the guide about hitfarming and the use of strong chain hit amplifiers and grade 2 black red gems for getting hits. However, my concern for chain hit is how to use it to figure out my damage for the purposes of angering waves which is what this discussion is about.
More towers does not give more lag for me, only more beacons give more lag especially if 999 beacon giants are being destroyed by a kill tower set to structure and reach the whole map this makes my game freeze or go to extremely slow less than 1 frame per socond rate as far as beacons are concerned, this is why I simply wall the whole map so that they can't build beacons this to a lesser extent applies to angering waves.
For bloodbound, http://gemcraft.wikia.com/wiki/Black_Gems will show hit levels for black gems. And I see the guide which suggest using beam with max beam skill and put in lots of red black grade 2 traps and towers also with beam and they can't kill the monsters, but get lots of hits. I didn't do this on my first endurance run, but will think about hit farming on my second endurance run. Also my manafarm alone, got about 37 million hits which brought it to hit level 30. For my kill gem, got about 15 million hits for the kill tower which is hit level 28 and this is without any hit farm boosts. When hit farming at the end I just combine them into my mana and kill gems to get those extra hit levels.
We are straying to much from the main topic here which is angering the waves.
So only grade 1 gems, I was increasing my gem grade every 15 waves and using 50 gem bombs per wave and until I got grade 15 gems 50 of those give 999 giants. So angering only with grade 1 gems to give them incredible amounts of armor, then I can even use purple gems to cut all the extra armor after they get past the mana farm. Then I need to be able to kill those monsters. So I should use kill trap then instead of tower, and then use a weaker gem maybe white color in tower with 8 amplifiers to kill stuff such as shadows and early beacons built before I can afford the walls to block them also white gem bombs are more effective on buildings than other color gems as gem bombs.
So for next endurance, anger using only grade 1 gems until armor > mana farm gem max damage. Lets see if I can even survive them.
I don't recommend the hit farming guide, only the extreme endgame endurance guide, which also includes hit farming (kill)gems. You can have some red amps for a red black beacon tower just to get enough range to hit some beacons (especially when using mana lock), but once I have a lot of mana (like e11 after first lock) I switch to a killtower for beacons for complicated reasons to do with my use of GemCombiner, which has great large combines for killgems. I'm not going to even attempt to explain that, I refer you to the extreme endgame guide and the optimal skill distribution guide. At high grades, beam is pointless on towers when they already fire as fast as possible, it does not get you more hits. And bloodbound quickly gets you more chain than there are monsters on screen. You can only hit them once with chain, so no more is needed.
Please understand, if you max your talisman at maybe level 1000 you won't get 60000 mana, just 4500 mana. That isn't so much, so the skill bonus is more important. To be precise, you also get talisman bonuses of up to 150 mana per frag, so that can add another 2250 mana. You decide if it's worth having that now and taking the time and cores to upgrade your talisman now, or do it later. If you have level 1000, I'd say do it if you can get frags with +1 to all skills. It's nice having 60 fusion!
Later on you can also farm for talisman frags with specific attributes, if you have the patience. The most powerful elements are increased freeze duration and increased WoE damage, both of which are found on inner talisman pieces. These are not necessary to complete endurance, though - all you need for that is the +15 to all skills.
However, I won't think about beating endurance w/o 15 frags with +1 to all skill
The hitfarming is valuable - I usually end between hl35 and hl40. I use a killgem grade 31 (2000s, 4.000.000c) or two, enhanced with barrage. Make sure you do not amplify one of these gems accidentally with high grade manaamps...
And yes, it is needed to enrage with some hundred gems... If you can't do it in wave one, wait till wave 12 or so, with WL 1000, there is no thinking about that, it needs i.e. WL 6k or so...
1. A5 and got 10 billion xp and reached wizard level 2292
2. B1 and got 56 billion xp and
I am now wizard level 4085. Thanks for your help.
Use g1 gems only.
Early on, pre-Bolt spell, bomb such that mob HP + armor is less than Killtrap Max damage. Use a Killtower set for structure if you wish, place it far enough away that it will not mess with the manafarm area much. This *should*, thanks to the Critical Damage on the killgems, provide enough armor that the monsters walk right past the Manafarm area without hindrance.
Once you have Bolt on your Killtrap, enrage such that monster HP is near, but still under, your Killtrap's maximum damage. Monster armor will ensure that your Killtower cannot kill the monsters, but will have no trouble with beacons or flyers/spires. Note that it shold not take long for your Bolt spell to be readied, even without any points in the skill. A few waves is all, really. The only troublesome part is before it is readied, as its lack severely gimps your Killtrap, and thus your ability to enrage monsters.