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Posted

IO are Invention Origin enhancements.  There are a variety of different types of enhancements you get in the game

 

For more details on what all the different types are, I would check this out - https://paragonwiki.com/wiki/Enhancements

 

For some guides from the forums - here are a couple that may apply to lower level characters.  If you like the guides, be sure to give the original poster of the guide some Inf.

 

https://forums.homecomingservers.com/index.php/topic,2344.0.html

 

https://forums.homecomingservers.com/index.php/topic,3042.0.html

 

 

There are some definite experts who like have more for you as well, but hopefully this will get you started.

 

Welcome, to beautiful Paragon City

 

"The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr

 

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Posted

One thing to note is that Invention enhancement don't decrease as you level, and the Lvl 25 or 30 ones are usually the ones people use until they hit 50 and start their Set builds.

 

If you are looking for them on the AH, also make sure to check the recipe costs as well.  Sometimes you can make them cheaper but there is a catch:

 

You need inf to make them, in addition to the recipe (which you can buy at a station, so don't overpay on the ah) and the mats.  So it might be good to go to a workstation and open up the /ah right there to make sure you aren't throwing away inf. 

~Everlasting~

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Posted

As far as what you should actually be putting in powers there are some general rules of thumb you can keep in mind that are pretty simple. First let me explain that the first 2 tiers of original types of enhancements (TO - Training Origin - about 8% and DO -  Dual Origin - about 16%) can be considered "starter gear" and not worth further discussion.

 

Enhancements with a value considered the "standard" are SO Single Origin and level 25 and up IOs, 33 and 32% respectively. Note that the different parameters in the game use different enhancement scales and these numbers are "Schedule A" the most common parameters like accuracy, damage, healing, and so on. Three of them will hit an effectiveness cap and be stopped at 94%. The most common things that use "Schedule B" are defense, damage resist, and tohit buffs and debuffs; SOs of this type are 20% and three of them will hit an effectiveness cap and be stopped at 56%. This is referred to as "ED - Enhancement Diversification." At level 50 the value of IOs is 44% which means 2 of them is close to triggering the enhancement cliff so these recs are JUST for leveling. In short, while leveling, never slot more than 3 of the same type, or if you're using sets know that there are cap numbers, typically 94% and 56%.

 

For most attack powers which are you typical bread and butter moves you want to slot 1 accuracy, 3 damage, 1 endurance; if you six slot the power you can add 1 recharge.  This can vary of course! If the attack is extra slow you may sacrifice the end reduction and cram 2 recharges in there. If the attack is really fast and a filler you may skimp on it. It's a matter of personal taste and playstyle and what the power actually does. Notably, if you use IO Sets, which contain pieces that mix attributes like "Accuracy/Damage/Recharge" as opposed to generic ones, you can tune the slotting to your liking.

 

For most defensive toggles like a personal shield such as a scrapper, stalker, or tank gets you want to 3 slot it with the defense or resistance piece. This is referring to things like a toggle that grants 25% resistance to smashing and lethal. These are generally very cheap (about 0.21 to 0.24 end cost per second) and not worth slotting for endurance reduction. Some defenses will have both defense and resistance meaning you'll have to read your power carefully and see what it gives and if the secondary aspect is as worth enhancing as the primary.

 

Many support sets have similar shields that extend to a group and cost about double what the personal ones do. Those are trickier to slot because they very often mix defense and resistance and have the higher endurance cost that makes putting a little end reduction in worthwhile. Shadow Fall in Dark Miasma powerset is a great example of that.

 

Finally there are some really expensive toggles out there like damage emitting auras - those typically need a lot of endurance reduction but it's all case by case.

 

Everyone gets inherent stamina and you should 3 slot that while leveling and use 3 endurance mod enhancements while leveling.

 

If you take Fly do not slot it for flight speed; it's capped out of the box. Hover on the other hand can go a little faster.

 

Those are the basics, hope it helped.

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See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

Posted

See subject. Also, what does IO stand for? My highest character is level 24 and I don't really know what I'm doing.

 

Don't stress about Invention Origin enhancements yet. I'd suggest sticking with Dual Origin and when possible Single Origin until you get a bit higher up. IOs are great in that they don't stop working as you level but they also don't increase in effectiveness.

 

SOs can be bought but also earned. Doing the Death From Below (DFB) or Drowning in Blood (DiB) trials which can yield 4-5 SOs per run for low level characters. (you can also a bonus at the end, up to 4 unique, one per run)

 

Here some more info:

https://paragonwiki.com/wiki/Enhancements

 

"There are four main types of Enhancements: Training, Dual Origin, Single Origin and Invention Origin (abbreviated to 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. Training, Invention Origin and Special Enhancements are usable by any character. Dual-Origin and Single-Origin Enhancements are only usable by characters based on the character's origin."

 

"Single-Origin Enhancements

 

Single-Origin Enhancements, often referred to as SOs, are even more powerful. They provide twice as much improvement as DOs (or four times as much as Training) and may be used only by a character whose origin matches the Enhancement's.

 

Single-Origin enhancements may be bought at origin-specific stores and NPCs in various zones and, at an inflated cost, from individual contacts. Currently, the lowest level Single-Origin Enhancements generally available for purchase are level 25, which are usable by characters of minimum level 22. There are, however, some particular exceptions as low as level 13 sold in Mr. Yin's store, allowing some characters to use some SOs as early as level 10. SOs are dropped by enemies for characters of level 22-50. 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.

 

SOs in certain level ranges for Heroes may only be purchased from contacts that require a mission before they will deal with you. Here is a quick reference. More detail in each contact's page and on the Stores Inventory page.

 

Origin - Contact Name - City Zone

Magic - Serafina - Brickstown

Mutant -  Penny Preston  - Founders Falls

Natural - Agent Six - Founders Falls

Science - Holsten Armitage - Brickstown

Technology -  Mark IV - Founders Falls"

 

 

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

  • 6 months later

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