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Simple guide for newcomers. Money making amongst other things.


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Since I've typed this a number of times in-game and otherwise I've decided to consolidate it in a single post that I can then simply link to.

 

 

Simple way to make money:

 

Taskforces or doing missions arcs will award Merits (doing radio missions or Architect Missions will not). If you are to click on Salvage (on the skill bar where your powers are) you will see how many of these you have. You can then go to Atlas, go into Atlas Hall (behind the trainer), locate the ATM in the corner of the room, click on it, click on Salvage in the ATM's menu, scroll down to Enhancement Converters, and then spend all your hard earned Merits on them.

 

Afterwards type /ah, open your Salvage tab (atop your skill bar) and drag the Enhancement Converters into the Auction House window (anywhere on the window will do). Check prices. At the time I am writing this I sell my Converters for 90k a piece (which roughly makes one Merit worth 250k since one Merit is worth three Converters). If you are short on cash to pay the deposit sell a few Converters cheap, say 50k. That will fund the rest of your posting.

 

A SG colleague who had been doing nothing but story arcs reached level 22 and thought she had no money to purchase things only to discover she had 120 merits, which translated to about 35 million. More than enough to purchase all that she needed.

 

 

Simple way to make money once at level 50:

 

Once reaching level 50 there is incarnate content to do which vastly empowers a character. It cannot be understated how much it makes a character stronger. One of this content is two quick TFs colloquially known as Tinpex since they are ran together. They are the Tin Mage and Apex TFs. These give a choice for incarnate salvage material (the best choice out of the three offered) and 40 merits each. At 20 minutes or less for each that's 80 merits.

Another good daily thing to do is try to go to the Hamidon raids that happen twice a day. Myself being an Euro I can only go to one of them, but an Hamidon raid is something also ran in less than half hour despite usually being done twice in a row. Choosing merits as the reward both times grants 120 merits. If able to join both Hamidon raids that's 240 merits. On top of the 80 merits from Tinpex. So that's a daily 320 merits not including whatever else is done (doing an Imperious TF at level 50 gives something between 10 to 15 million inf in raw money not including the merits and drops).

 

 

Simple way to slot:

 

Before level 22? No need. Sort of trust me on this. The gains are minimal and not truly worth either the hassle of going to the vendors to purchase things or the money. Only once reaching 22 is it worth it to finally slot things. But don't go to a shop to purchase Single Origins gear since these need to be replaced every five levels. The cheaper and better option is to purchase generic Invention Origins. We obtain these by typing /ah, click on Enhancements, Crafted, Other.

 

I advise one accuracy, three damage, and then one recharge and one endurance reduction. If you find your endurance depleting too fast replace the recharge for a second endurance reduction.

 

 

But that said I also agree with what was brought up:

 

On 3/6/2020 at 8:36 PM, DougGraves said:

Slotting from level 12 on is totally worth it for characters that level normally.  It is not worth it for power levelers.  But if you play normally you spend a long time going from 12 to 22 and the DO and SO enhancements make a huge difference in play.

 

Doug has a good point that I should have touched on before glibly assuming everyone is like me. For me who reaches level 22 in about an hour and a half in a full team there is not much point. For someone soloing or taking it easy and who will take much longer then that extra boost combined with the low low prices has no reason to be skipped.

 

I am going to say that there is no need to wait for level 12 though. Level 10 generic IOs which can be equipped at level 7 are very cheap at around 5-10k and are worth around 10% in stats each. Since we have a hard limit of 95% but only have six slots this means a 60% boost in damage or recharge if we six slot them.

 

With one caveat which is to not buy Training Origin or Dual Origin. The reason for this is that they will go 'bad' in three levels. This is a common thing I see when people type in the team chat that they need to go buy new enhancements since theirs turned red. Do not buy TO/DOs, type /ah, go to Enhancements, Crafted, Other, and then purchase what you need.

 

These will never turn red.

 

 

More advanced way to slot:

 

You are making looooads of money now and buying generic IOs is cheap, so allow me to introduce you to the method to melt all that money! The first thing I want to say is that buying expensive things is never a waste. We are not playing other games where we purchase something and it becomes soulbound. In CoH we can purchase an expensive thing, use it, then take it out and give it to an alt or just sell it again. So it is never a waste to glance at this part of the guide and buy a few things because you can transfer them to your next alt who will be making their own money, but have the nice things that they can slot right away.

 

Expensive(r) IOs you will enjoy having:

 

- Performance Shifter: Chance for Endurance. Slot one of these everywhere you can. Stamina, but if playing /Regen, /Bio Armor, /Willpower or etc you might have another power that accepts one of these. It really helps with your blue bar.

 

- Panacea: Chance for  Health&Endurance. This is even better than the Performance Shifter and to boot you can slot it in straight at level ten. There can only be one slotted in since it's a unique IO, but it can go into Health.

 

- Steadfast Protection Resistance +3% Defense/Gladiator's Armor Teleport Resistance 3% Defense. I am lumping these two together since they usually go together. While this is not the guide for an advanced purview into builds we want to reach 45% defense when such a thing is possible. Those two IOs will give 3% each so that's 6% already accounted for.

 

- Archetype origins. These tend to be moderately expensive and are locked to the AT that you purchase them for (Scrapper ATO can only be used by Scrappers, not Brutes, or Defenders, etc) but are very good for a variety of reasons. The first one is that they can be slotted right at level ten. The second reason is that they grow with you. Random numbers as an example, but at level ten a damage ATO might give 10% damage, but you level and you level and its power grows, and you're level 22 and it's no longer 10% but 32% (it does cap at 33% for the sake of this simple explanation and will not continue growing to 100%). The third reason is that the bonuses these ATOs give are also usually very very good with special effects. A Tanker gets one with a chance to increase their resistances, a Scrapper gets one that increases the chance to do critical damage, a Stalker gets one that makes them go into Hide again, etc.

 

- Sudden Acceleration: Knockback to Knockdown. Any power that you really like but dammit, it throws the enemies flying away from you and it's annoying? Slot one of these babies in and suddenly they are no longer sent flying away but just sent flying up.

 

- Force Feedback: Chance for Recharge. This only works on powers that do knockback/knockup/knockdown, but what it does is give a chance for 100% recharge for 5 seconds. This is very good especially in AoE powers so it marries itself very well with the previous IO.

 

- Luck of the Gambler: 7.5% Recharge. Only five can be slotted in. They can also only be slotted in powers that give Defense (Combat Jumping, Hover, Afterburner, most Stealth powers, and then the shields Scrappers/Brutes get, etc). While moderately expensive remember that they can be transferred to another alt.

 

 

Simple explanation on attuned and crafted IOs.

 

Quoting from someone else that summarizes things:

 

Quote

Example While Leveling Up

For instance, the Focused Smite set range is level 25-40.

At level 22-25, it functions as a level 25 enhancement for aspect purposes.
At 26, it functions as if it were level 26
At 29, if functions as if it were level 29
At 31, it function as if it were level 31... and so on up to...
At level 40 and above, it functions as if it were level 40, its maximum.

Effects of Exemplaring on Aspect Enhancement Values:

When exemplaring, the effective aspect enhancement is figured as if it were the current natural level of the character, or, the maximum level of the range of enhancement if the character has outleveled it. Then the normal Exemplar Effects on Enhancements apply.

So, e.g., if the Attuned Enhancement had a range of 30-40 and the character was level 45 exemplaring to level 15, then the effective aspect enhancements would be the same as a level 40 enhancement exemplared to 15. . . .

 

Effects of Exemplaring on Set Bonuses:

For the sake of Bonus Sets, the bonus effects cut out when exemplaring more than three levels below the minimum of the Attuned Enhancement's range.

So. e.g., a level 20-40 Attuned Enhancement would have its Bonuses cut out at 16 and below but would still be 'on' at level 17 and above.

The downside is you can't "boost" attuned enhancements with enhancement boosters.

 

For a more complete overview of the system this thread has good information.

 

 

Simple decisions on whether to buy attuned or crafted IOs:

 

As a rule always buy attuned IOs.

 

Let us say a player found something that they could use. Let us, for example, say it was a Panaceia: Heal. Lets say it was a level 22 one. In this scenario it is something that the player could use, so it was crafted and used it. The raw stats it provides at level 22 are 28% but since it is not attuned it will always be 28%. If an attuned version had been available then it would have kept on growing as the player leveled. At level 50 its stats would have been 42%. As we can see it is a substantial improvement.

 

This combines with the previous topic. Let us say the player buys the full Panaceia set at level 50 but does so with the Crafted (normal) version? The moment that they exemplar down further than level 47 they lose all the bonuses including the juicy 7.5% recharge. This would not happen with the attuned version, so, again, always purchase attuned.

 

But, keep in mind that this is a Simple guide. There are nuances in the end-game. If in doubt just ask because the community is very helpful (I just come from an ITF where someone who had not played since Issue 1 had just returned and was having large endurance problems. The group I was with not just flooded him with tips, but someone bought him the more important Recovery uniques and patiently explained where to slot them. The returning player immediately noticed the difference and was quite happy about it. And that is the CoH community).

 

 

Simple decisions on which salvage/recipes to keep:

 

Everything white or yellow can be vendored. Some of the yellow salvage can be worth as much as 20k or even 50k. I find this peanuts and not worth the time to check the prices considering the millions that can come in from selling merits, but it's a decision that the player can make for themselves. Keeping white and yellow salvage to craft with is not worth for the casual player since they are so cheap to obtain and we will obtain far more salvage than we will ever be able to use for casual play.

 

Orange salvage can be sold in the AH. It goes between 500-600k at the time I write this.

 

Recipes are a mixed bag. In time the player will learn which is worth what, but even nowadays I still throw everything to the AH and check the prices. Some recipes can be worth as much as 10 million, but most are worth as low as 100 inf.

 

Rule of thumb: if a recipe is worth 500k and upwards it will be worth to craft it. Even with the cost of the crafting materials and the cost of the crafting itself the profit will pretty much always be doubled, if not quadrupled. A new player that wants to make that extra bit of cash should verify the price of the attuned IO that the recipe will craft. While it would be too confusing to get into the mechanics of it just take my word for it.

 

 

Simple decisions on whether to attune an IO ourselves:

 

Rule of thumb: no.

 

A Catalyst (can be purchased from the AH) is necessary to attune an IO and they are worth 3 million.

 

Exception: Archetype Origins (described as ATOs) and event IOs. The normal version of these can be slotted as early as level 10 and are worth half the price of their Superior counterparts. The Superior counterparts have better stats and better set bonuses, but can only be slotted at level 50. So it is much cheaper to purchase the normal version and level with them, and then at level 50 purchase Catalysts and upgrade them. As a rule of thumb a normal ATO is worth between 8 to 10 mill and a Catalyst is worth 3 million while the Superior version of the ATO is usually between 20 to 25 million. The math does not add up and that only works because not enough people have read this guide 😛

 

 

Simple decisions on whether to purchase recipes from the ATM:

 

Maybe. It is basic math so if the player wants to do it, do so, but do it informed.

 

If each merit is worth 250k, is it worth it to spend 100 merits on a recipe? Check the AH. How much is the IO going for? How many merits would it cost to buy the recipe?

 

In many of the times I have seen players do this they lost money in it. A purple IO can cost between 22-25 million. Buying the recipe from the ATM costs 100 merits. That's, roughly, 27 million. Then they will have the crafting costs (490k) plus the crafting materials (invariably three orange salvage, so 500k x3).

 

 

Simple way to start a new character:

 

New character, level one.

- Locate the Pay2Win vendor (https://imgur.com/a/aX2boMG).

- Obtain all five Prestige Enhancements (usually best slotted in AoEs, but can be split between  single target attacks). Only one of each can be slotted in but they can be removed and trashed to be placed in different powers.

- Obtain double XP (be sure to pick the 100% version and ignore the fact it will prevent the gains of influence since these are a drop in the ocean that is selling Merits) and be sure to stack it eight times.

- If money was transferred from another character buy eight Defensive/Offensive/Survival Amplifiers (only really worth to do at level 1 since it becomes too expensive afterwards, but level 1-22 is when we will appreciate it the most and it is VERY good).

- Obtain Ninja/Beast run.

- Obtain Secondary Mutation (it's a small random buff, but it's free so why not?).

 

Now the path diverges.

 

Option A) Solo missions. Go for it. I would offer the advice to run two Death from Below and collect the Recovery and Damage buffs and once at 15 do the same with Drowning in Blood. While these buffs are not huge they do stack with each others (Amplifier, Secondary Mutation, Death from Below and Drowning in Blood) making the early experience much nicer. This is not necessary though, but give it a try and see how it works out.

 

Option B) Teaming! This is how I personally do it: Level 1. Do the above with the P2W vendor. Create a Death from Below group, do the thing, pick Recovery as my buff. Once finished I am level 8. I then do Positron part one and part two taskforce. By then I am level 22 and I sell the merits I earned and these pay for my generic IOs. I then continue through the Synapse taskforce, Penelope Yin taskforce, Moonfire taskforce, Citadel taskforce, Manticore taskforce and Numina taskforce which leaves me at around 36-37 without having had to repeat content and with a boatload of Merits to my name.

 

 

Simple way to transfer IOs from one character to the next:

 

Alright, you made your character, bought a lot of nice stuff but now you are not feeling it anymore and want to play something else but you have all your expensive IOs slotted in. Type /respec. You get one every 10 levels. Even when you run out of the free ones you can get more by running a specific taskforce, or more simply, simply purchase a Respec recipe from the Auction House. At the time I type this they cost around two million which as we saw above regarding Merits is not very expensive.

 

If only one, or two, or three IOs are to be removed from a build then Unslotters can be purchased from the AH.  They cost around 150k each so make a decision based between cost of a Respec recipe (keeping in mind five respecs are free) and Unslotters. Once purchased just drag the slotted IO to remove it.

 

The simplest possible way to transfer the IOs is to mail them to the new character but only one IO can be mailed at a time which makes the simplest way not the easiest way.

 

The easiest way is:

 

- Return to Atlas Hall

- See the Super Group registry NPC

- Create a SG.

- Leave the Atlas Hall, locate the SG base entrance (blue portal in the distance on top of my character https://imgur.com/a/jJxAfe9) and go in.

- Once inside hit the Base Editor, search for Enhancement Table and lay down two or three down. Click Options, then Exit Base Editor.

- Click on the Enhancement Table and make sure to tweak the settings of each table into allowing members to place and remove IOs from them. Now drop all the IOs into the tables.

- Assuming that you have made the alt, lets call him AwesomeDude, you then invite the alt so it can come in. We do this by typing /altinvite AwesomeDude.

 

This is it, none of this needs to be done again. From now on every alt you make can throw their IOs into the tables and the new alts can go pick them up.

 

Do remember that only the Super Group owner can alter the settings of the tables, so remember which character it is and don't just delete it without transferring the SG leadership.

 

 

Simple things to know:

 

 

- The difficulty slider is one of the things that sets CoH apart from other games. In other games we can and do walk the whole leveling experience on easy mode often sighing at how we kill one easy enemy after another while doing quests, but in City of Heroes this can be changed to have more enemies, stronger enemies, to have bosses, or not have bosses, to have Arch-Villains, or not. This allows to customize the playing experience. Playing a character who has lots of AoE? Then more enemies can be obtained. Playing a character with a strong single target damage but no AoES? Less enemies but higher level so that they give more XP. At some point when very well geared we can even go for the max of fighting enemies +4 to us and set to spawn as if we were in a full eight person team.

 

The difficulty settings are down below on the right corner of the chat window in the little balloon icon. Choose 'Set Notoriety' and mess with the settings. If the difficulty turned out to be too much the /leaveteam command can be used to reset the mission to mess with the settings again

 

 

- Trying to buy something in the AH and no prices are being shown? This is a known bug and a work around is to bid for 1 inf and click on 'Find'.

 

 

- So you just made eeeeeeverything perfect on your character. You have the keybinds set to the familiar pattern, you removed the extra chat channels you were not interested in and added the ones you were, you moved the UI, everything is JUST right. ...and then you make an alt and everything is back to the basics. Alright, lets fix this. Log into a character that has everything set perfect as you want and then:

 

Menu, Options, Keybindings, Save to default file (if you had already made a new character and everything is in the basic default then click on 'load default file')

Menu, Options, Windows, scroll all the way down and click Save to default in both Chat Settings File and Windows Settings File (same as above).

 

Now every new character you make will have these settings automatically loaded when they are created.

 

 

- Would you like to see numbers on your Hit Point and Endurance bar? Well, you cannot have it, but, you can monitor it.

 

Click on Powers on top of your skill bar. Click Combat Attributes. What I personally choose to monitor is: current HP, regeneration rate, recovery rate, slash defense, fire defense, energy defense, last hit chance, recharge, influence,

 

This is because since slash and smash, and fire and Cold, and energy and negative,  are tied together monitoring just one of those is enough.

 

 

- Want to try a comic book filter for the game? Menu, Options, Graphics&Audio, then click on Experimental Graphics Settings.

 

- Want Time Stamps in your chat? Menu, Options, Windows, Beta Features, Chat Timestamps.

 

- Want numbers for your cooldowns? Menu, Options, Windows, Beta Features, Power Recharge Indicator.

 

- Want to see your FPS? /showfps 1

 

- Names and healthbars over the enemies (if no longer wanted then use 0 instead of 1). This makes locating a boss in a crowd much simpler:

 

/optionset ShowVillainName 1
/optionset ShowVillainBars 1

 

- The map can be detached by clicking on the little blue button at its corner and then moved to anywhere on the screen so it is always visible.

 

- A simple way to travel the game is using base macros. This will create a button in your skill bar which can be clicked and will lead to a base with portals to near all zones: /macro Portals "enterbasefrompasscode ZONE-8888"

 

- This will increase your view distance making things a lot more detailed. Reduce the numbers if your computer chokes: /vis_scale 20

 

- Don't know where everyone in your team is? There is a little blue arrow on the right side of the team window that shows their location if they aren't in the same zone. The little blue arrow is also useful to see the icons if you are in charge of throwing shields or buffs on the team, but it can become very cluttered. Use this to diminish the icon clutter: /optionset buffsettings 1184529

 

- Simple keybinds that I use:

 

- /bind F10 toggle incarnate

- /bind F11 ah

- /bind F12 toggle costume

- /bind o toggle friends

 

 

On 1/26/2020 at 3:14 PM, Veelectric Boogaloo said:

'(The amplifiers)... are only really worth it at level 1' bit is only true for new broke folks. Once your money situation is fixed they're worth it for every toon, especially defensive amp.

 

Great guide though. A command that might be worth adding is /leaveteam. I see tons of folks in help asking how to reset a mission and it's much easier than finding the exit, getting another mission, setting it, etc. Doesn't work for ouro/tf/ae without killing the arc but great for solo mishes.

 

Edited by Sovera
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@sovera in Everlasting - I love teaming up so hit me up.

 

Simple guide for newcomers. - Money making included among other things.

 

Fire Armor/Martial Arts: the Brunker - Altitis cure.

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I would skip the Secondary Mutation power in favor of Inner Inspiration. The ability to generate 3 inspirations every 25 minutes (IIRC) often big ones, which come up pretty often, that you can sell for 8-60k. Easy money if you don't have a rich sugar dady alt to fund your new guy. Much better than a random power you need to keep refreshing.

 

Also, on a first time toon, you should do the tutorial, where you get two big inspirations. If you save them an sell in the AH you can make 20-50K once you are done. Funding those enhancements you don't think are worth it. Which, by the way, I kind of disagree with. At least that it is worthless. At level 7 a level 10 training enhancement will give about a 20% bonus. Just one. That means a power doing 10 point with two damage enhancements will do 14. Maybe the difference between 2 shotting something instead of 3 shots to kill it.

 

And if you want to power through those levels below 20 without worrying about buying enhancements, all you need to do is make 3-5 runs of DFB with double XP on will get you to level 15-20 easily. And will give you 12% buff to Accuracy, Damage, Defense and Recovery. (One different buff for each run). Which will only last you a couple levels by that time, since they expire at level 22. But then you can do DIB, which I think gives similar buffs that last a few more levels.

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47 minutes ago, quixoteprog said:

I would skip the Secondary Mutation power in favor of Inner Inspiration. The ability to generate 3 inspirations every 25 minutes (IIRC) often big ones, which come up pretty often, that you can sell for 8-60k. Easy money if you don't have a rich sugar dady alt to fund your new guy. Much better than a random power you need to keep refreshing.

 

Also, on a first time toon, you should do the tutorial, where you get two big inspirations. If you save them an sell in the AH you can make 20-50K once you are done. Funding those enhancements you don't think are worth it. Which, by the way, I kind of disagree with. At least that it is worthless. At level 7 a level 10 training enhancement will give about a 20% bonus. Just one. That means a power doing 10 point with two damage enhancements will do 14. Maybe the difference between 2 shotting something instead of 3 shots to kill it.

 

And if you want to power through those levels below 20 without worrying about buying enhancements, all you need to do is make 3-5 runs of DFB with double XP on will get you to level 15-20 easily. And will give you 12% buff to Accuracy, Damage, Defense and Recovery. (One different buff for each run). Which will only last you a couple levels by that time, since they expire at level 22. But then you can do DIB, which I think gives similar buffs that last a few more levels.

I don't find generating inspirations useful. I can go naked from spawning at the steps to doing one DFB, then Posi 1 and 2 and come out A) at level 22, and B) with 26 merits which translates into 78 Converters, which, roughly, translates to 7 million inf. Even just doing Posi 1 alone gives 11 merits which is turned into 33 Converters, and that's about 3 million. So, yeah, I mean, sure, 20-50k isn't BAD, and doing the tutorial for those extra two big inspirations isn't BAD but it's like I said above, a drop in the ocean that is selling Merits.

 

As for slotting TOs and DOs it's a matter of opinion. With all the buffs we get I don't think that they are useful. With double XP on it takes about an hour and a half. It takes longer to go to a shop and purchase them, then replace them when they expire after five levels, than to just move on and get a few more levels. I can see the case being made for a character that is strictly soloing though but even then TOs and DOs will turn red quickly.

@sovera in Everlasting - I love teaming up so hit me up.

 

Simple guide for newcomers. - Money making included among other things.

 

Fire Armor/Martial Arts: the Brunker - Altitis cure.

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1 hour ago, Sovera said:

I don't find generating inspirations useful. I can go naked from spawning at the steps to doing one DFB, then Posi 1 and 2 and come out A) at level 22, and B) with 26 merits which translates into 78 Converters, which, roughly, translates to 7 million inf. Even just doing Posi 1 alone gives 11 merits which is turned into 33 Converters, and that's about 3 million. So, yeah, I mean, sure, 20-50k isn't BAD, and doing the tutorial for those extra two big inspirations isn't BAD but it's like I said above, a drop in the ocean that is selling Merits.

 

As for slotting TOs and DOs it's a matter of opinion. With all the buffs we get I don't think that they are useful. With double XP on it takes about an hour and a half. It takes longer to go to a shop and purchase them, then replace them when they expire after five levels, than to just move on and get a few more levels. I can see the case being made for a character that is strictly soloing though but even then TOs and DOs will turn red quickly.

What you seem to be arguing is that Secondary Mutation + running a TF then doing some work in the AH is better at making influence than clicking Inner Inspiration and typing "/ah".  Well... sure?

 

My argument, however, was that having Inner Insp. is better than SM because you get a constant source of insp. ONE of the things you can do with it are sell the big ones. If however you are rolling in cash because you spent 2 hours running a task force, buying converters, buying enhancements, converting them, listing them, then you can save up your inspirations and use them to kill stuff or survive. Holding on to the ones you can use and having a predictable boost. Just seems much better to me than a random power that may or may not be useful to your AT or for whatever you are doing at the time.

 

I would suggest that if you are wanting to make money, though, then do farming. That is way more fun to me than grinding a TF to get merits. In the time it takes you to do a TF and all the converting and AH stuff you can make 20-30 million influence. Buy 2-3 hero/villain packs that will net you merits, converters and rare enhancements all of which you can use to scratch that "AH wheeler dealer" itch if you like. And no need to spam the LFG channel.

 

 

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2 minutes ago, quixoteprog said:

What you seem to be arguing is that Secondary Mutation + running a TF then doing some work in the AH is better at making influence than clicking Inner Inspiration and typing "/ah".  Well... sure?

 

My argument, however, was that having Inner Insp. is better than SM because you get a constant source of insp. ONE of the things you can do with it are sell the big ones. If however you are rolling in cash because you spent 2 hours running a task force, buying converters, buying enhancements, converting them, listing them, then you can save up your inspirations and use them to kill stuff or survive. Holding on to the ones you can use and having a predictable boost. Just seems much better to me than a random power that may or may not be useful to your AT or for whatever you are doing at the time.

 

I would suggest that if you are wanting to make money, though, then do farming. That is way more fun to me than grinding a TF to get merits. In the time it takes you to do a TF and all the converting and AH stuff you can make 20-30 million influence. Buy 2-3 hero/villain packs that will net you merits, converters and rare enhancements all of which you can use to scratch that "AH wheeler dealer" itch if you like. And no need to spam the LFG channel.

 

 

We seem to be miscommunicating.

 

Posi 1 takes 40 minutes to run and earns 3 million. The second miscommunication appears to be that I am suggesting to to buy Converters, buy enhancements, convert them, then put them on the AH. Please re-read more carefully. I said 'buy converters, type /ah, throw them in there'. And the final miscommunication appears to be grinding TFs. I said leveling a new character. Doing the TFs gives XP that we need to level, doing TFs gives Merits that are worth money, and doing the TFs gives the +HP accolade. So for a new character this is a triple whammy.

 

Once at 50 and if you want to farm in the AE or earn merits and play the AH is up to the person, but has no bearing with what I said and my advice for a leveling route.

 

I rank the selling of insps at the same level of people advising to sell their common salvage for 1 inf because sometimes people will buy for 250 inf and booyah it is all profit, woo. If people want to do it that's fine, but I'm not going to advise anyone to do so when the game throws us inf by the millions where 250 inf or 100k every 25 minutes is a drop in a bucket.

@sovera in Everlasting - I love teaming up so hit me up.

 

Simple guide for newcomers. - Money making included among other things.

 

Fire Armor/Martial Arts: the Brunker - Altitis cure.

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'(The amplifiers)... are only really worth it at level 1' bit is only true for new broke folks. Once your money situation is fixed they're worth it for every toon, especially defensive amp.

 

Great guide though. A command that might be worth adding is /leaveteam. I see tons of folks in help asking how to reset a mission and it's much easier than finding the exit, getting another mission, setting it, etc. Doesn't work for ouro/tf/ae without killing the arc but great for solo mishes.

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Another way to get quick cash at level 1 is to find all the exploration badges in AP. With the jump pack and ninja run from the PTW vendor, you can do it in about 5 to 10 minutes. After you find all 8 of them you get 5 reward merits which can then buy 15 converters and get you about 1.2 million from the AH.

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2 hours ago, Crimsonpyre said:

Another way to get quick cash at level 1 is to find all the exploration badges in AP. With the jump pack and ninja run from the PTW vendor, you can do it in about 5 to 10 minutes. After you find all 8 of them you get 5 reward merits which can then buy 15 converters and get you about 1.2 million from the AH.

That's not very new player though. It implies having Videot installed and when someone is at the point of having that they should know what they are up to 🙂

@sovera in Everlasting - I love teaming up so hit me up.

 

Simple guide for newcomers. - Money making included among other things.

 

Fire Armor/Martial Arts: the Brunker - Altitis cure.

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  • 4 weeks later

You may want to look at the AH at some expensive recipes. The prices vary wildly over very short periods of time, so if you can pick the bottom and top of the market for a pricey recipe, you can start flipping great numbers of them. That should get you going, later you might want to find a cheap recipe that crafts into an expensive enhancement. After that you will be a billionaire, I expect.

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  • 2 weeks later

Slotting from level 12 on is totally worth it for characters that level normally.  It is not worth it for power levelers.  But if you play normally you spend a long time going from 12 to 22 and the DO and SO enhancements make a huge difference in play.

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On 3/6/2020 at 8:36 PM, DougGraves said:

Slotting from level 12 on is totally worth it for characters that level normally.  It is not worth it for power levelers.  But if you play normally you spend a long time going from 12 to 22 and the DO and SO enhancements make a huge difference in play.

You have a good point and I agree with you. I edited the guide.

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@sovera in Everlasting - I love teaming up so hit me up.

 

Simple guide for newcomers. - Money making included among other things.

 

Fire Armor/Martial Arts: the Brunker - Altitis cure.

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