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Help with Nature Affinity


NiteCloak

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Would someone be kind enough to post a screenshot (full mids build nice but not necessary) of their fully slotted Nature Affinity secondary?
Also any tips on how to play it well in a fast moving group.

I am struggling to make the best of this powerset, the heals seem weak at my level (imo) and I'd be interested to see what others feel makes this a good secondary.

Also, I am finding it is very endurance hungry and that's with 4 slotted stamina (current toon level is 33)

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Nature really needs recharge to start to shine. Some will only bother with enough recharge to perma Wild Growth. Even with a perma Hasten build, I've only gotten Wild Bastion and Overgrowth to ~6s away from perma. Once you get Overgrowth rolling, that will alleviate some of your end issues.

 

You're also working with HoT's which can feel lackluster, but Regrowth is a nice sized cone that still hits you. As a Corruptor you'll be focusing a lot of time on dmg, which means you may miss out in some of the early levels +Bloom stacking Regrowth spam, reducing heal potency overall.

 

In a fast moving group, you probably want to avoid toggles, especially for end. Lifegiving Spores is -usually- a skip and Spore Cloud is best used situationally or against hard targets. I'd focus mostly on clicking buffs on cooldown and then doing dmg. Avoid using Regrowth unless the group really needs it, or pre HoT before a fight.

 

Instead of a screenshot, I'll give a general slotting breakdown so you can make more informed building decisions. Ideally you'll be aiming for perma Hasten for buff uptime, which means lots of recharge sets and LotG mules. I don't use Hami's, but I imagine you can fit some in to enhance multiple aspects of powers and reduce slots in heals to slot more attacks.

 

  • Corrosive - As a Corruptor you could skip it, otherwise it just needs 1 accuracy.
  • Regrowth - 5 or 6 slot a heal set. Usually Preventative Medicine or Panacea for the recharge bonuses.
  • Wild Growth - 3-5 slot a resist set. Focus the slots on heavy resist/some recharge. It's easy to get perma with Hasten.
  • Spore Cloud - 4 slot Dark Watcher's for recharge. Focus -tohit/end.
  • Lifegiving Spores - Hit or miss, I usually skip it. On fast moving groups it's used less. I've heard that slotting it for heal/end can sometimes be worthwhile.
  • Wild Bastion - 5 or 6 slot a heal set. Most of the heal sets have decent recharge enhancing the power itself, you want the absorb to be enhanced with some healing. Prev Med, Panacea, or Doctored Wounds has exceptional recharge.
  • Rebirth - Can be a bit of a sleeper power. Besides a rez, it is a single target 60s HoT and gives +9 endurance every 6s. Easily perma-able on 1 person with a single recharge.
  • Entangling Aura - Hit or miss depending on build goals and where you are on a battlefield. But it's actually very nice. The hold stacks with itself, with a 4 slot Basilisk or a purple hold set, you'll quickly stack up holds on groups. Some hold sets don't reduce end much, you might have to add a slot for end unless you use it situationally.
  • Overgrowth - Either 2 regular 50+5 recharges, or 5 slot Adjusted Targeting which maxes the recharge in it.

 

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Excellent feedback and I appreciate the lengths you went to explain things power by power with examples of how they might be slotted.  This is a huge help for someone like me that cannot get their head around theory-crafting and the math behind it or min/maxing without a template to work from.

The only thing I still don't get with this powerset is the stacks of bloom.  I really have no idea what the point of them is.

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Bloom is nature's uniqueness.  Basically, you build stacks of it by using nature abilities and it decays over time.  Each stack of Bloom that an ally has increases their healing received by any power.

 

Also, assuming you're using SOs or common IOs, the 4th slot in stamina is basically wasted due to Enhancement Diversification, which you can learn more about in the link below.

 

https://homecoming.wiki/wiki/Enhancement_Diversification

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What this team needs is more Defenders

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1 hour ago, Psyonico said:

Bloom is nature's uniqueness.  Basically, you build stacks of it by using nature abilities and it decays over time.  Each stack of Bloom that an ally has increases their healing received by any power.

 

Also, assuming you're using SOs or common IOs, the 4th slot in stamina is basically wasted due to Enhancement Diversification, which you can learn more about in the link below.

 

https://homecoming.wiki/wiki/Enhancement_Diversification

 

 

That makes sense re: Bloom.  Thank you.

Yeah I understand ED and usually slot appropriately.  At the lower levels, when I have extra slots to assign I'll typically slap an extra one in Stamina even though the gain is marginal.

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Here is my Water/Nature Corruptor.

 

I wouldn't say it is the greatest possible build, but I found myself trying to thread many different needles with respect to enhancement set choices and power picks.

 

Spoiler

Level 50 Science Corruptor

Primary Power Set: Water Blast

Secondary Power Set: Nature Affinity

Power Pool: Speed

Power Pool: Sorcery

Power Pool: Concealment

Ancillary Pool: Dark Mastery

 

Villain Profile:

------------

Level 1: Corrosive Enzymes         

 (A) Accuracy IO: Level 50+5

 

Level 1:                 Hydro Blast        

 (A) Superior Malice of the Corruptor - Accuracy/Damage: Level 50

 (*) Superior Malice of the Corruptor - Damage/Recharge: Level 50

 (*) Superior Malice of the Corruptor - Accuracy/Damage/Recharge: Level 50

 (*) Superior Malice of the Corruptor - Damage/Endurance/Recharge: Level 50

 (*) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge: Level 50

 (*) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage: Level 50

 

Level 2:                 Water Burst       

 (*) Superior Frozen Blast - Accuracy/Damage/Endurance: Level 50

 (*) Javelin Volley - Chance of Damage (Lethal)

 (*) Bombardment - Chance of Damage (Fire)

 (*) Positron's Blast - Chance of Damage(Energy)

 (*) Impeded Swiftness - Chance of Damage(Smashing)

 (*) Force Feedback - Chance for +Recharge

 

Level 4:                 Mystic Flight      

 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50+5

 

Level 6:                 Whirlpool           

 (A) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50+5

 (*) Tempered Readiness - Endurance/Recharge/Slow: Level 50+5

 (*) Ragnarok - Damage/Recharge: Level 50+5

 

Level 8:                 Arcane Bolt        

 (A) Apocalypse - Damage/Recharge: Level 50+5

 (*) Apocalypse - Accuracy/Damage/Recharge: Level 50+5

 (*) Apocalypse - Accuracy/Recharge: Level 50+5

 (*) Apocalypse - Damage/Endurance: Level 50+5

 (*) Apocalypse - Chance of Damage (Negative): Level 50

 

 

 

Level 10:              Regrowth           

 (A) Panacea - Hea/Recharge: Level 50+5

 (*) Panacea - Heal/Endurance: Level 50+5

 (*) Panacea - Endurance/Recharge: Level 50+5

 (*) Panacea - Heal/Endurance/Recharge: Level 50+5

 (*) Panacea - Heal: Level 50+5

 

Level 12:              Dehydrate         

 (A) Superior Scourging Blast - Damage/RechargeTime: Level 50

 (*) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime: Level 50

 (*) Superior Scourging Blast - Accuracy/Damage/RechargeTime: Level 50

 (*) Touch of the Nictus - Accuracy/Healing

 (*) Touch of the Nictus - Healing

 (*) Touch of the Nictus - Chance for Negative Energy Damage

 

Level 14:              Wild Growth     

 (A) Unbreakable Guard - Endurance/RechargeTime

 (*) Unbreakable Guard - RechargeTime/Resistance

 (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

 (*) Unbreakable Guard - Resistance

 (*) Doctored Wounds - Heal/Endurance/Recharge: Level 50+5

 

Level 16:              Enflame              

 (A) Superior Frozen Blast - Damage/Endurance: Level 50

 

Level 18:              Tidal Forces       

 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

 (*) Recharge Reduction IO: Level 50+5

 

Level 20:              Wild Bastion      

 (A) Preventive Medicine - Heal

 (*) Preventive Medicine - Heal/Endurance

 (*) Preventive Medicine - Endurance/RechargeTime

 (*) Preventive Medicine - Heal/RechargeTime

 (*) Preventive Medicine - Heal/RechargeTime/Endurance

 (*) Preventive Medicine - Chance for +Absorb

 

Level 22:              Steam Spray      

 (A) Superior Scourging Blast - Accuracy/Damage: Level 50

 (*) Superior Scourging Blast - Damage/Endurance/RechargeTime: Level 50

 (*) Superior Scourging Blast - RechargeTime/PBAoE +End: Level 50

 (*) Touch of Lady Grey - Chance for Negative Damage

 (*) Javelin Volley - Chance for Lethal Damage

 (*) Positron's Blast - Chance of Damage(Energy)

 

Level 24:              Spore Cloud      

 (A) Endurance Reduction IO: Level 50+5

 

Level 26:              Geyser

 (A) Annihilation - Accuracy/Damage

 (*) Annihilation - Damage/RechargeTime

 (*) Annihilation - Accuracy/Damage/RechargeTime

 (*) Annihilation - Accuracy/Damage/Endurance

 (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

 (*) Annihilation - Chance for Res Debuff

 

Level 28:              Infiltration          

 (A) Shield Wall - +Res (Teleportation), +5% Res (All)

 (*) Luck of the Gambler - Recharge Speed

 (*) Reactive Defenses - Scaling Resist Damage

 (*) Kismet - ToHit +6%

 (*) Blessing of the Zephyr - Knockback Protection (4 points)

 (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

 

Level 30:              Overgrowth      

 (A) Adjusted Targeting - Endurance/Recharge: Level 50+5

 (*) Adjusted Targeting - Recharge: Level 50+5

 

Level 32:              Rune of Protection         

 (A) Gladiator's Armor - TP Protection +3% Def (All)

 (*) Steadfast Protection - Resistance/+Def 3%

 

Level 35:              Dark Consumption         

 (A) Recharge Reduction IO: Level 50+5

 (*) D-Sync Conduit (EndMod/Recharge): Level 53

 (*) D-Sync Drain (EndMod/Accuracy): Level 53

 (*) Obliteration - Chance for Smashing Damage

 (*) Eradication - Chance for Energy Damage

 

Level 38:              Hasten 

 (A) Recharge Reduction IO: Level 50+5

 (*) Recharge Reduction IO: Level 50+5

 

Level 41:              Dark Embrace   

 (A) Unbreakable Guard - +Max HP

 (*) Unbreakable Guard - Resistance

 (*) Unbreakable Guard - Resistance/Endurance

 (*) Unbreakable Guard - Endurance/RechargeTime

 

Level 44:              Soul Drain           

 (A) Armageddon - Chance for Fire Damage: Level 50

 (*) Armageddon - Accuracy/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

 (*) Armageddon - Damage/Recharge: Level 50+5

 (*) Armageddon - Damage/Endurance: Level 50+5

 (*) Eradication - Chance for Energy Damage

 

Level 47:              Grant Invisibility              

 (A) Luck of the Gambler - Recharge Speed

 

Level 49:              Stealth 

 (A) Luck of the Gambler - Recharge Speed

 

Level 1: Brawl    

 (A) Empty

 

Level 1: Scourge               

 

Level 1: Sprint   

 (A) Quickfoot – Endurance/Running Speed: Level 50+5

 

Level 2: Rest      

 (A) Empty

 

Level 4: Ninja Run           

 

Level 2: Swift     

 (A) Flight Speed IO: Level 50+5

 

Level 2: Health  

 (A) Miracle - +Recovery

 (*) Panacea - +Hit Points/Endurance

 

Level 2: Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End

 (*) Performance Shifter - EndMod

 

 

 

 

 

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3 hours ago, tidge said:

Here is my Water/Nature Corruptor.

 

I wouldn't say it is the greatest possible build, but I found myself trying to thread many different needles with respect to enhancement set choices and power picks.

 

  Reveal hidden contents

Level 50 Science Corruptor

Primary Power Set: Water Blast

Secondary Power Set: Nature Affinity

Power Pool: Speed

Power Pool: Sorcery

Power Pool: Concealment

Ancillary Pool: Dark Mastery

 

Villain Profile:

------------

Level 1: Corrosive Enzymes         

 (A) Accuracy IO: Level 50+5

 

Level 1:                 Hydro Blast        

 (A) Superior Malice of the Corruptor - Accuracy/Damage: Level 50

 (*) Superior Malice of the Corruptor - Damage/Recharge: Level 50

 (*) Superior Malice of the Corruptor - Accuracy/Damage/Recharge: Level 50

 (*) Superior Malice of the Corruptor - Damage/Endurance/Recharge: Level 50

 (*) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge: Level 50

 (*) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage: Level 50

 

Level 2:                 Water Burst       

 (*) Superior Frozen Blast - Accuracy/Damage/Endurance: Level 50

 (*) Javelin Volley - Chance of Damage (Lethal)

 (*) Bombardment - Chance of Damage (Fire)

 (*) Positron's Blast - Chance of Damage(Energy)

 (*) Impeded Swiftness - Chance of Damage(Smashing)

 (*) Force Feedback - Chance for +Recharge

 

Level 4:                 Mystic Flight      

 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50+5

 

Level 6:                 Whirlpool           

 (A) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50+5

 (*) Tempered Readiness - Endurance/Recharge/Slow: Level 50+5

 (*) Ragnarok - Damage/Recharge: Level 50+5

 

Level 8:                 Arcane Bolt        

 (A) Apocalypse - Damage/Recharge: Level 50+5

 (*) Apocalypse - Accuracy/Damage/Recharge: Level 50+5

 (*) Apocalypse - Accuracy/Recharge: Level 50+5

 (*) Apocalypse - Damage/Endurance: Level 50+5

 (*) Apocalypse - Chance of Damage (Negative): Level 50

 

 

 

Level 10:              Regrowth           

 (A) Panacea - Hea/Recharge: Level 50+5

 (*) Panacea - Heal/Endurance: Level 50+5

 (*) Panacea - Endurance/Recharge: Level 50+5

 (*) Panacea - Heal/Endurance/Recharge: Level 50+5

 (*) Panacea - Heal: Level 50+5

 

Level 12:              Dehydrate         

 (A) Superior Scourging Blast - Damage/RechargeTime: Level 50

 (*) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime: Level 50

 (*) Superior Scourging Blast - Accuracy/Damage/RechargeTime: Level 50

 (*) Touch of the Nictus - Accuracy/Healing

 (*) Touch of the Nictus - Healing

 (*) Touch of the Nictus - Chance for Negative Energy Damage

 

Level 14:              Wild Growth     

 (A) Unbreakable Guard - Endurance/RechargeTime

 (*) Unbreakable Guard - RechargeTime/Resistance

 (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

 (*) Unbreakable Guard - Resistance

 (*) Doctored Wounds - Heal/Endurance/Recharge: Level 50+5

 

Level 16:              Enflame              

 (A) Superior Frozen Blast - Damage/Endurance: Level 50

 

Level 18:              Tidal Forces       

 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

 (*) Recharge Reduction IO: Level 50+5

 

Level 20:              Wild Bastion      

 (A) Preventive Medicine - Heal

 (*) Preventive Medicine - Heal/Endurance

 (*) Preventive Medicine - Endurance/RechargeTime

 (*) Preventive Medicine - Heal/RechargeTime

 (*) Preventive Medicine - Heal/RechargeTime/Endurance

 (*) Preventive Medicine - Chance for +Absorb

 

Level 22:              Steam Spray      

 (A) Superior Scourging Blast - Accuracy/Damage: Level 50

 (*) Superior Scourging Blast - Damage/Endurance/RechargeTime: Level 50

 (*) Superior Scourging Blast - RechargeTime/PBAoE +End: Level 50

 (*) Touch of Lady Grey - Chance for Negative Damage

 (*) Javelin Volley - Chance for Lethal Damage

 (*) Positron's Blast - Chance of Damage(Energy)

 

Level 24:              Spore Cloud      

 (A) Endurance Reduction IO: Level 50+5

 

Level 26:              Geyser

 (A) Annihilation - Accuracy/Damage

 (*) Annihilation - Damage/RechargeTime

 (*) Annihilation - Accuracy/Damage/RechargeTime

 (*) Annihilation - Accuracy/Damage/Endurance

 (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

 (*) Annihilation - Chance for Res Debuff

 

Level 28:              Infiltration          

 (A) Shield Wall - +Res (Teleportation), +5% Res (All)

 (*) Luck of the Gambler - Recharge Speed

 (*) Reactive Defenses - Scaling Resist Damage

 (*) Kismet - ToHit +6%

 (*) Blessing of the Zephyr - Knockback Protection (4 points)

 (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

 

Level 30:              Overgrowth      

 (A) Adjusted Targeting - Endurance/Recharge: Level 50+5

 (*) Adjusted Targeting - Recharge: Level 50+5

 

Level 32:              Rune of Protection         

 (A) Gladiator's Armor - TP Protection +3% Def (All)

 (*) Steadfast Protection - Resistance/+Def 3%

 

Level 35:              Dark Consumption         

 (A) Recharge Reduction IO: Level 50+5

 (*) D-Sync Conduit (EndMod/Recharge): Level 53

 (*) D-Sync Drain (EndMod/Accuracy): Level 53

 (*) Obliteration - Chance for Smashing Damage

 (*) Eradication - Chance for Energy Damage

 

Level 38:              Hasten 

 (A) Recharge Reduction IO: Level 50+5

 (*) Recharge Reduction IO: Level 50+5

 

Level 41:              Dark Embrace   

 (A) Unbreakable Guard - +Max HP

 (*) Unbreakable Guard - Resistance

 (*) Unbreakable Guard - Resistance/Endurance

 (*) Unbreakable Guard - Endurance/RechargeTime

 

Level 44:              Soul Drain           

 (A) Armageddon - Chance for Fire Damage: Level 50

 (*) Armageddon - Accuracy/Recharge: Level 50+5

 (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

 (*) Armageddon - Damage/Recharge: Level 50+5

 (*) Armageddon - Damage/Endurance: Level 50+5

 (*) Eradication - Chance for Energy Damage

 

Level 47:              Grant Invisibility              

 (A) Luck of the Gambler - Recharge Speed

 

Level 49:              Stealth 

 (A) Luck of the Gambler - Recharge Speed

 

Level 1: Brawl    

 (A) Empty

 

Level 1: Scourge               

 

Level 1: Sprint   

 (A) Quickfoot – Endurance/Running Speed: Level 50+5

 

Level 2: Rest      

 (A) Empty

 

Level 4: Ninja Run           

 

Level 2: Swift     

 (A) Flight Speed IO: Level 50+5

 

Level 2: Health  

 (A) Miracle - +Recovery

 (*) Panacea - +Hit Points/Endurance

 

Level 2: Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End

 (*) Performance Shifter - EndMod

 

 

 

 

 

 

That's an expensive build.  I noticed +5 on set IO's.  I didn't even know you combine Set IO's?

 

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8 minutes ago, NiteCloak said:

 

That's an expensive build.  I noticed +5 on set IO's.  I didn't even know you combine Set IO's?

 

You can +5 non-veryrare/non-pvp set IOs, but then you can't attune them. Some people boost them because they don't plan on exemplaring to a lower level then when the IOs level range.

 

Very rare and PvP IOs should never be attuned via a catalyst because they already work down to lvl 10, so +5 boosting them is the only logical choice.

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11 minutes ago, NiteCloak said:

That's an expensive build.  I noticed +5 on set IO's.  I didn't even know you combine Set IO's?

Enhancement Boosters. not combined   (SeaphimKensai explained better)

Edited by lemming
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20 minutes ago, SeraphimKensai said:

...PvP IOs should never be attuned via a catalyst because they already work down to lvl 10, so +5 boosting them is the only logical choice.

 

This is not entirely true.  There are occasions that you MAY want to attune a PVP IO.  Yes, you keep set bonuses as you exemp down below their level just like purple IOs.  However,  purples are lvl 50 only and can only be slotted at lvl 47+ and provide a static bonus value.  Because PVP IOs are lvl 10-50, normal IO rules still apply when leveling up with them.  For instance...

  • A level 10 Shield Wall only provides 7% defense while a lvl 50 one provides 25.5% defense. 
  • That level 10 Shield Wall will not put out more defense as you level up unless you catalyze/attune it. 
  • And if you +5 boost it, making it lvl 15, it will only give 11.5% Def max even when you're lvl 50, and you'll never get the 25.5% that a lvl 50 IO of the same would give.   

If you only slot lvl 50 PVP IOs from the start, then yes of course, do not attune and boost instead.  But if you use the lower level ones and slot them early (like i do a lot because i want the set bonuses as I lvl up), then you may want to attune them so you get the full bonus the IO can provide as I level up to 50.  ....Then at level 50, if you want to really min/max (but don't have to), yank them out and sell on the AH and buy unattuned ones so you can boost.

 

...But there are times when you may want to attune a PVP IO.  🙂 

 

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1 hour ago, NiteCloak said:

 

That's an expensive build.  I noticed +5 on set IO's.  I didn't even know you combine Set IO's?

 

 

I didn't mean to cause sticker shock!

 

There are different strategies for ATO/Very Rare/Winter ownership. I used to simply market to get them but I have a glut of merits so they are often used. My SG base has accumulated plenty of catalysts as well as attuned PVP and other commonly used pieces that came as drops or converter roulette. I typically use the attuned PVP pieces until I can swap in level 50s (which get boosted). If you play enough content you will accumulate PVP recipes and merits long before level 50. If you keep playing at level 50, you will accumulate Catalysts.

 

I usually force the new character to pay for its own boosters and common IOs. I'm all over the place when it comes to "where do HamiO/DSyncs come from?" in any given build... could be I earned and kept them, could be I bought them. My market habits have become "wasteful" in terms of Inf and Merits, but that's me. ¯\_(ツ)_/¯

 

Generally: before level 50 I am using leftover Overwhelming Force or attuned PVP sets until I lean into the Very Rare pieces. I see the main advantages of the Very Rare sets as being the (commonly occurring 4- and 5-piece) global bonuses to Accuracy and Recharge... plus they way they exemplar down. Almost all AT play better with these Global bonuses, but I can only think of one character in my stable (a War Mace Scrapper) that felt like it has painfully slow until the Very Rare Global Recharge helped the attack chain.... most ATs can play just fine without them.

 

1 hour ago, SeraphimKensai said:

Very rare and PvP IOs should never be attuned via a catalyst because they already work down to lvl 10, so +5 boosting them is the only logical choice.

 

Just repeating myself: PVP recipes will drop at all levels, so I typically craft and attune these at whatever level. The attuned ones can be slotted very early in a career and will level up with the character, as @Frozen Burn wrote. It is easy to pull those out of a build during a respec or simply with unslotters. As was written above, the Auction House can be used to 'convert' to/from attuned, for a price.

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1 hour ago, tidge said:

 

Quote

I didn't mean to cause sticker shock!

 

LoL.    I left the game for almost 3 years, came back recently and its like I missed the 'big giveaway' or some such.  I am not account rich on influence so have to pick and choose my way through.  I have a farmer but I noticed that the inf gain (and xp) since I last used him 3 years ago has been dramatically nerfed so I guess there are other canny ways to earn money these days. I just don't know what they are.

 

Quote

I usually force the new character to pay for its own boosters and common IOs. I'm all over the place when it comes to "where do HamiO/DSyncs come from?" in any given build... could be I earned and kept them, could be I bought them. My market habits have become "wasteful" in terms of Inf and Merits, but that's me. ¯\_(ツ)_/¯

 

I love the honesty!

 

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