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Question about enhancements


savair

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I am confused I get these enhancements that say you can only use them to help out other enhancements but I get no option to use them. OR I will get an enhancement that does not say I unable to use it but I cant find a time to use it. Also, how many slots can a power have for enhancements

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Are you by any chance referring to one or both of these?

image.png.b0daf4c5db212df3ab8c0a2c60762bb5.png

 

If so, you go into the manage window, click on a power, then click on an enhancement.  If it works with one or both of these, it displays to the side, and you can select one to merge with the enhancement.

image.png.573514812a5785b4b588d3bc9b180f1b.png

 

Before doing that, however, I'd advise reading up on each.  There's permanent effects from these, and they don't mix, so you'll likely want to know exactly what you're doing, especially since most are acquired at a cost.

 

Enhancement Booster Salvage

Enhancement Catalyst Salvage

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All powers can have up to a total of six (6) slots - the default slot, plus five more that you may choose to add as you level.

 

From https://homecoming.wiki/wiki/Enhancements:

 

"Enhancement Types
There are three main types of Enhancements: Dual Origin, Single Origin and Invention Origin (abbreviated to DO, SO, and IO respectively). There are also several kinds of Special Enhancements, usually as rewards of a particularly difficult task set to players. Invention Origin and Special Enhancements are usable by any character. Dual-Origin and Single-Origin Enhancements are only usable by characters with an appropriate origin.

DOs and SOs improve only one particular aspect of a power. Special Enhancements improve multiple aspects. IOs may do either, or have a separate effect that affects the character in general, not the power they are slotted in.

 

Dual-Origin Enhancements
Dual-Origin Enhancements, often referred to as DOs, are half as powerful as Single-Origin, but much cheaper. DOs may only be used by a character whose origin matches one of the Enhancement's two. For example, a Natural/Magic DO is only usable by characters of a Natural or a Magical origin.

Dual-Origin Enhancements may be bought at origin-specific stores and NPCs in various zones and from individual contacts. They are available from stores and as drops at any level.

Each Origin only "crosses" with two others in Dual-Origin Enhancements. This may be relevant when deciding which stores to visit.


Single-Origin Enhancements
Single-Origin Enhancements, often referred to as SOs, provide twice as much improvement as DOs.

Single-Origin enhancements may be bought at origin-specific stores and NPCs in various zones and from individual contacts. They are available from stores and as drops at any level. SOs are also sometimes provided as mission bonuses, and in the cases of Task Forces and Story Arcs, the player may even choose the aspect.

Most stores sell enhancements of all origins, but only display appropriate ones for your character. Unlocking Mr. Yin provides access to a limited selection of cheaper SO-strength enhancements.

 

Invention Origin Enhancements
Invention Origin Enhancements, often referred to as IOs, are usable by all character archetypes and origins, but must be crafted from recipes by using an Invention Worktable in a supergroup base or at a University. Invention Origin Enhancements only appear for level 10 and above.

 

Invention Origin Enhancements fall in to two categories: Standard (aka Common) Invention Origin Enhancements and Invention Origin Enhancement Sets. Both IO enhancement categories require three parts to create: a recipe, Invention Salvage and inf, and both can only be created at an invention worktable.

Both Invention Origin Enhancement categories always provide the same bonus to a power, regardless of character level - they never expire as a character advances in levels, and a lower level IO can still be slotted by a high level character. Generally though, the higher the level of the IO, the higher the benefit that it gives. A level 50 Invention Origin Enhancement provides approximately 27% more benefit compared to an even-level Single Origin Enhancement, and is less than 11% better than a +3-level SO. 

 

Standard Invention Origin Enhancements can be purchased (using inf) at a fixed cost, at any level, at an invention worktable, or if other players are selling them, through the Auction House . Standard IO Enhancements are only available at levels divisible by 5 (i.e. 10, 15, 20 etc). Standard IO Enhancements only ever improve one aspect of a power (much like a TO, DO or SO) and provide no other benefits apart from not expiring as the player levels.

 

Invention Origin Enhancement Sets (like Sting of the Manticore) are unable to be purchased dierectly with inf. They have to be earned, as either a dropped recipe from a defeated enemy, or completion of a mission, trial or task force. Both recipes and completed enhancements can, however, be auctioned through the Auction House, at a price to be determined by the seller. Recipes and certain archetype specific enhancements can also be purchased from a merit vendor using reward merits.

IO Enhancement sets are available at every level (i.e. not only those levels divisible by 5) and provide two further benefits to the player:

 

Firstly, not only do they give the standard bonuses to a power, many of them improve more than one aspect (like Range/Accuracy) which allows for more effective and diverse slotting options.
Secondly, IO sets also provide special effects when different members of the same set are slotted in the same power. You cannot put multiple identical IO set Enhancements into the same single power, but you may put multiple identical IO set Enhancements into different powers."

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Semi-related. As someone who has played the game for a long time, even a new player can simply sell anything not IO related and just use IOs even if they are common IOs. You can IO out a build using commons for dirt cheap and that build will work perfectly fine for the vast majority of content. Even before IOs, I got to where I didn't slot anything until level 22 for SOs. Now, I would simply craft level 25 common IOs at 22 if I wanted to do it as low cost as possible. These days I generally do slotting in three stages.

 

1. Use a stash of uncommon attuned IOs and mix and match as needed and putting in desirable one off IOs until around level 27. If I get any bonus, then that's already better than a common IO.

2. Once I hit level 27, I can slot pretty much anything for the build outside of purples, etc.

3. Hit 50 and go all out.

 

But again, you can slot in level 25 common IOs at level 22  and be fine. 

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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4 hours ago, savair said:

I am confused I get these enhancements that say you can only use them to help out other enhancements but I get no option to use them. OR I will get an enhancement that does not say I unable to use it but I cant find a time to use it. Also, how many slots can a power have for enhancements

If you go into the enhancement screen, then click on a slotted enhancement, you will get another screen where you can do things like combine or boost said enhancements;  That sounds like what you're talking about.

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