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Saturday, April 5, 2014

Gemcraft: Chasing Shadows Strategy - Turtling

The two gems do a max of 1k damage (0 on these swarmlings), but it's the orb that cleans them up.

Note: The damage boost on the orb was removed a day after it was released but I'll still leave this post up here for historical purposes.

The new Gemcraft Chasing Shadows is finally out, and after a few hours found a viable strategy to power level early game. They added quite a bit of new features, including dropping gems on your orb to increase its damage done to monsters (before being banished). Which is specifically what this post will cover here - turtling.

It works wonders on levels with lots of swarmlings (B3 being a notable example), where they have low hp and you can anger them a lot to jack up their XP. And even more if you spend shadow cores to up traits Haste and Beacon Storm (the latter giving you free XP if the map doesn't spawn any).

  • You're gonna need a bit of mana reserves for this one (be at least lv10 first). Level up Fusion and Mana Storm as high as it can go, and True Colors when you unlock it. Getting bunches of Achievements will help with this one.
  • Create a grade one gem, drop it on your orb to increase its damage, until it's minimum damage is at least the hit points on the first few waves. Use red / green if possible, since they grant more minimum damage on the orb. If you have spare mana, you can repeatedly balance betwen angering the next few waves and upping the orb damage.
  • Start the first wave - the first pack of monsters should hit the orb and die instantly granting you mana.
  • Use that to keep upgrading your orb damage to keep up with the increased hp in later waves. If your mana's near full let it level up first.
  • If there are giants on the field, you have more than enough mana to create high grade gems and have them specifically target Giants (Bolt is useful here). Don't use anger on them - they don't give out enough XP anyways.
  • One you see the last wave and no giants are there, you can use high strength gems to upgrade both the orb and incoming monsters. (Higher grade gems dropped to anger them uses up more mana, but it has a larger XP multiplier and more monsters compared to a wave angered to the same HP with low grade gems.)
  • Plan appropriately if there are some special conditions you need to meet to complete the stage (like wizard tower levels)

Angering them enough times gives enormous amounts of XP and causes their armor to go through the roof (several thousand when angered enough), but as long as your minimum damage is a bit under their HP, it's no bother since the orb usually one shots them. If they don't they get another pass but it's not like they'll survive the second time through. The number of beacons on the field don't matter, as it doesn't stop this strategy from working.

Considering that it nets tons of XP (as in tens or hundreds of thousands) in the first few map tiles, and that it detracts heavily from its intended purpose of the game (it allows you to complete maps without placing any gems in towers at all), it might be nerfed in the future.


Chris Edwards said...

This does not work in any way whatsoever. Did it really work before?

Dropping gems on your orb does not cause damage to banished monsters. It lowers the mana cost of banishment. That's it.

Nathaniel Johnson said...

How could this possibly work? The orb doesn't damage monsters.

Anonymous said...

The orb doing damage thing might be a now-nerfed thing.