GemCraft - Chasing Shadows

GemCraft - Chasing Shadows

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Silmarill_SK Dec 22, 2024 @ 4:28pm
are the Amplifiers useless? or am I getting it wrong?
I have unlocked the Amp skill, but I still dont get the mechanics behind them. what is the use of upgrading gems in Amps, when I can get higher damage by upgrading a gem in the tower? or am I just missing something?
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SympliKrazi Dec 22, 2024 @ 4:44pm 
they unlock early, but they're not great until mid to late game, because on how expensive they are to build.

When a mana farm can be setup and you're not constricted by just relying on only mana from monster kills, I'd say that's the queue to try adding amps into the mix. More or less... They can be somewhat useful a bit earlier, when Beam is unlocked and it's combo'd up with orange mana leech gem (in certain maps where orange gem is available) to suck up that sweet sweet mana.

imo, if you can't create at least one grade 7 gem, it's better to avoid building amps. Although if you're on a map with pre-built amps, those are nice.
Silmarill_SK Dec 22, 2024 @ 5:14pm 
thanks for the clarification, just as I have thought - now I am too low level to benefit from Amps, seems that upgrading the attacking gem directly in the tower gets higher damage than to upgrade gemps in Amps. I will experiment with this in later levels.
Bill Wilson Dec 22, 2024 @ 9:27pm 
Originally posted by SympliKrazi:
they unlock early, but they're not great until mid to late game, because on how expensive they are to build.

Amplifiers are not obtained particularly early on in this and the masonry skill can make the first few significantly cheaper. If you go to get bolt and beam before getting curse, you're about halfway through the game by the time you get curse and can thus get amplifiers.

Originally posted by SympliKrazi:
imo, if you can't create at least one grade 7 gem, it's better to avoid building amps. Although if you're on a map with pre-built amps, those are nice.

By the time you get the amplifiers skill, you get more than enough mana per battle to create a grade 7.
Last edited by Bill Wilson; Dec 22, 2024 @ 9:33pm
SympliKrazi Dec 23, 2024 @ 2:42am 
Originally posted by Bill Wilson:
Originally posted by SympliKrazi:
they unlock early, but they're not great until mid to late game, because on how expensive they are to build.

Amplifiers are not obtained particularly early on in this and the masonry skill can make the first few significantly cheaper. If you go to get bolt and beam before getting curse, you're about halfway through the game by the time you get curse and can thus get amplifiers.

Originally posted by SympliKrazi:
imo, if you can't create at least one grade 7 gem, it's better to avoid building amps. Although if you're on a map with pre-built amps, those are nice.

By the time you get the amplifiers skill, you get more than enough mana per battle to create a grade 7.

My bad, in FW, Amps skill is like the 5 unlockable skill or something.


in that case, it's important to strategize and invest skill points in masonry to cheapen the amps. Also, if im not mistaken, trying to match gem grade in Amps with the main tower's gem grade is not the way to go because of diminishing returns. Amps can be anywhere between 3-5 grades lower than the tower they are affect and still be effective.
There are exceptions to this of course. (im leaving spoilers, in case you prefer to figure out strategy by your self, so it's not a story related spoiler) Mainly, if there are corrupted mana shards you want to siphon, but doing so weakens the gem damage, So in this scenario, you'll want to upgrade the amp gem, while leaving the tower that siphons from the corrupted mana shard at a low level
amps increase specials and fire rate. not worth in early game, but later when u can afford to build all 8 amps in first like 20 wawes, it makes game veasier and faster using 1 gem amped up with grade 1 or 2 gems
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