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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.
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.
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