kousoku Posted 10 hours ago Posted 10 hours ago Not sure if my title makes sense, but I’m having a hard time figuring out how to choose the right enhancements for my heroes. I know I could just look up guides for my archetype and powers and copy them, but I’d really like to understand the why behind those choices. More importantly, what steps should I take to figure out which enhancements will actually make my characters stronger? I’m not going to list my archetype or powers here because I’m looking for general concepts or techniques that I can apply to all my heroes. I want to learn how to build them out on my own. Any help would be appreciated. Thanks!
Six-Six Posted 9 hours ago Posted 9 hours ago Here's pretty much my journey. Bear in mind that it wasn't a conscious effort, more of a hindsight. I started by frequenting the AT-specific forums and discord. There, I'd pick up not only which powers to take, but also what/how to slot them. Most of the time these would be in bits of info, not a concise guide. Other times, I'd snatch a build from someone, then make little changes as I adjusted it to my play style. I believe that builds are intimate things -- the same exact build may not work as intended or work better depending on how you play. I even have several duplicate toons slotted differently, and so perform and play different (depending on the concept). Along the way, I found that I've familiarised myself with the IO sets--not all, just the ones I liked and tend to slot often. keep in mind that higher rarity is not always better. Some uncommon IOs have arguably better set bonuses than rare ones. Also, sometimes I decide that the power doesn't call for set bonuses, just an ACC and/or End IO + a proc or two. After a while, you'll start to get a feel for it and your own "style" of build. Mine depends on the AT as well as the powers. Also, it's not a finished thing. It keeps evolving. I've recently revisited some of my older toons and respec-ed them to my latest build style. My Toons
lyra Posted 8 hours ago Posted 8 hours ago the why: Simple example: you want to have an Illusion controller and the phantom army permanently active? To do this, you need to increase the army's recharge time to 60 seconds. So the main focus of the build is on sets that give recharge bonuses. how to start? load https://midsreborn.com/ and grab some builds from forum to get an idea :) It may be helpful to point out that you don't need a top build to have fun here. My only tip for non-melee characters is to grab some knockback resistance. [NPC] Fallen Gunner: Hero schmero.
laudwic Posted 8 hours ago Posted 8 hours ago First understand the different types of enhancements. Training -> Dual Origin -> Single Origin; Crafted Enhancement IO (which are like the others, but do not expire - but the closest to your level +3 the better) or Set enhancements which give you a bonus when you slot 2 or more of that set Then there are some special enhancements like Hamidon (or Hami-Os) The next thing to be aware of is that Enhancements have diminishing returns when you get beyond 3 of a single type. I don't know the math off hand (and I'm too lazy to go to the Homecoming Wiki - hint hint do a google search on the homecoming wiki) but the first three of a single type individually are far more effective than the 4th of a same type. This is to prevent you from doing things like slotting one accuracy and five damage in each attack power. When you buy Set IOs in the auction house, you can buy them attuned (look for the ones without a level) and they get better as you level. NOTE when you buy Purple IOs (level 50) buy them as Level 50 NOT attuned.
Maelwys Posted 8 hours ago Posted 8 hours ago 1 hour ago, kousoku said: Not sure if my title makes sense, but I’m having a hard time figuring out how to choose the right enhancements for my heroes. I know I could just look up guides for my archetype and powers and copy them, but I’d really like to understand the why behind those choices. More importantly, what steps should I take to figure out which enhancements will actually make my characters stronger? Planning a build is almost always an exercise in compromising (A, B, or C... pick any two!). There's no one-size fits-all approach. But there are some rules of thumb. Like "Aim for capped (95%) Accuracy versus whatever you're fighting". And "ED (Enhancement Diversification) cap your damage". And "Don't post in any thread about knockback". Technically CoDv2 ( https://cod.uberguy.net./ ) has virtually all of the raw data; but it can be hard to understand even if you're familiar with the powers and effects concerned. So if you want to really get into the ins-and-outs of particular powers and proc interactions then it's probably best to pick a particular subject and ask. There's a lot of tribal knowledge and many of us old hands have convoluted knowledge about various subjects. I'm going to drop some links to previous posts here: 1
Without_Pause Posted 7 hours ago Posted 7 hours ago 1. I grab both sets of ATOs. 2. I grab various IOs talked about here. 3. After that you are looking that the sets which can be slotted for those powers 4. You start looking at any goals of the builds, perma Hasten, soft cap, Res cap, attack chain, etc. 1 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."
MoonSheep Posted 6 hours ago Posted 6 hours ago 1 hour ago, Maelwys said: Planning a build is almost always an exercise in compromising (A, B, or C... pick any two!). There's no one-size fits-all approach. But there are some rules of thumb. Like "Aim for capped (95%) Accuracy versus whatever you're fighting". And "ED (Enhancement Diversification) cap your damage". And "Don't post in any thread about knockback". Technically CoDv2 ( https://cod.uberguy.net./ ) has virtually all of the raw data; but it can be hard to understand even if you're familiar with the powers and effects concerned. So if you want to really get into the ins-and-outs of particular powers and proc interactions then it's probably best to pick a particular subject and ask. There's a lot of tribal knowledge and many of us old hands have convoluted knowledge about various subjects. I'm going to drop some links to previous posts here: you’re killing him 1 1 If you're not dying you're not living
Riverdusk Posted 6 hours ago Posted 6 hours ago (edited) All depends on what you want for the character as your main goal. For a dominator or the example already given of an illusion controller I want recharge, a lot of it. For a shield armor melee character I want to make sure I have 45%+ to all positional defenses (aoe, melee, range). Once you hit your main goal and you still have slots/sets to use, you can aim for secondary goals. After I got my recharge where I want it on my dominator I look at adding a little bit of defense. For example, no matter the character I like to hit 20%+ minimum defense overall so that I can at least cap with a medium purple inspiration in a pinch. Also, there are some special IO's I like to add to pretty much every character as well. The steadfast and gladiator armor +3 defense, the reactive defense and shield wall +resistances, the panacea +hp/+end, the performance shifter +end, unbreakable +7.5% hps, numina +recovery/+regen, miracle +recovery, winter's gift 20% slow resistance. Often preventive medicine absorb proc. Edited 6 hours ago by Riverdusk
gameboy1234 Posted 6 hours ago Posted 6 hours ago 3 hours ago, kousoku said: what steps should I take to figure out which enhancements will actually make my characters stronger? I think we need more context. Are you talking about leveling up? Like for example, are you currently level 22 and feeling a bit under-powered? Or are we talking level 40 using IO sets with bonuses? How much Inf. do you have and how much could you get without getting bored? Or are we talking about level 50 and with Incarnate powers? Those are the main phases of growth I think for this game. What you do at each level depends a lot on how you play and what sort of challenge you want, and what sort of resources and effort you want to spend. If you think you could explain your situation a bit more I think we could give you better advice.
biostem Posted 6 hours ago Posted 6 hours ago 3 hours ago, kousoku said: I’d really like to understand the why behind those choices If you're talking about basic/generic enhancement slotting, then my general approach is this: 1. If it's an attack of some type, then I definitely want to be able to hit my target, even if they are a few levels above me, so I'll slot 2 ACC enh's. Next, I'll want it to deal better damage, since my goal is to defeat that target, so I'll slot 3 DMG enh's. That leaves 1 potential slot remaining, which I will dedicate to some other aspect of the power that I need - maybe endurance management is an issue, so I'll slot an endurance cost reduction enh. Maybe I want that power to be available more often, so I'll slot a recharge time reduction enh. Maybe it's a good power, but you need a bit more range, so go with one of those. Perhaps there is some additional effect in the power you would like to take more advantage of, like to extend the duration of a hold effect, in which case, go with one of those enh's. 2. If it's a defensive or support power, my primary goal is slotting 3 of the associated enh types - DEF, RES, Heal, etc. If said power also need to hit an enemy in order to function, (and it's not an auto-hit), then the same as in #1 applies - 2 ACC. 3. Other specialty powers generally follow a similar rule to #2 - for instance, most blaster secondary sets have a "maintain" power, which grants extra endurance recovery, and for those, I want to slot 3 endurance modification enh's. If you are talking about the invention-origin, (IO), set bonuses, then that is kind of a science unto itself, and you'd be best served referring to one of the guides others in this thread have posted...
Snarky Posted 6 hours ago Posted 6 hours ago When i started building it was mostly melee. So, solid up the armors, get endurance stability, and get attacks set up hard. then, blasters. Trying to “soft cap defense 45%”. then Dominators. Global recharge rules all, and maybe ranged defense as a secondary goal my current corruptor is very relaxed. I got as much +range global as possible because i have learned how good that is on dark dark. I did not worry about defense, because my dark dark playstyle deals with that through tricks. (I rely on AT and powersets there more than build). Then various other cool things that help. Of course attacks are set up to hit hard. I did not PROC bomb, although some showed up naturally. I just built solid and made some fun choices. Then i just rely on playstyle and AT powersets
Ukase Posted 5 hours ago Posted 5 hours ago 4 hours ago, kousoku said: how to choose the right enhancements for my heroes I've been playing this game a long time. I wouldn't say I'm the best builder out there, but given some of the utter trash I see on these forums and the HC Discord and other discord channels, I definitively know I'm likely better than the average. Opinions will vary. So, there are many ways to build a character. None of them are wrong. None of them are right. Some will be optimal, some less so. Some much less so. The first thing in order for me to make a good build is to understand how I, the player, will use the character. If I make a character just to do one event, my build decisions are much simpler; if it's a character that I intend to experience as much as the game has to offer, I will likely need to use more than one build. But - before I talk about multiple builds, I'll share how I build my characters before Mids came out. First - am I hitting what I aim at? There's a thing called perception bias, and it's real. I remember the 2 misses against the EB when we're both left with a sliver of health far more clearly then when I froze the EB with my freeze ray for 1/2 a second. Mids is a tool that can aid in determining if you need to find a way to make your attacks more accurate, but if you're playing your character, if you're honest with yourself, your own eyes can tell you that. There's accuracy against npcs your own level, and there's accuracy against +5's. Both will require different amounts of accuracy. So, to start, I slot one accuracy SO in each attack. (this assumes you can afford them - not so cheap for a newer player) If I can't, I slot the best thing I can afford. If I can only afford Dual Origins, I'll slot 2 of them - to start. And I'll slot 1 damage, 1 recharge (or 1 end reduction) if the power uses more endurance than I might expect, like over 12 points of endurance. This is just for leveling up; And during the fighting, I'll look and see if my endurance use is a problem. I don't ever really assess damage because it doesn't matter - it's not enough. No matter what I slot in any attack, it will never do enough damage. So, I ensure I can hit what I'm aiming at, to the best of my ability, and it doesn't use so much endurance that I can't use the next attack. There are some passive accolades you may acquire to help with this, and before you get those, most public SGs will have base empowerment zones that will allow you to boost your end recovery for 2 pieces of common salvage, and one piece of uncommon salvage. The machine will tell you what those pieces are. I slot, I look and observe. Am I dying a lot? I should try to determine why. Did I join one of "those" teams where the team lead thinks a level 12 tank has enough armor to save the team from +4/8 mobs with no buffs or debuffs or sufficient dps? That can happen. Not often, but it can. But am I solo and set to +4/8 on a level 6 blaster? That's a great excuse to die early and often. But, if I'm dying because I can't kill them fast enough, I can look at my damage, or my defense and resistances. Since I know I'll never be able to boost damage that high without inspirations or external buffs, I might as well look to the fight pool or leadership pool. Or something else, like Sorcery for the Rune of Protection. It all depends on how often I'm landing in trouble. Just anecdotally, I was in Striga Isle trying to clobber Vampyri out in the wild. I only needed 23 more to get the slayer badge. And, I noticed I was missing a lot. This wasn't because of my build, it was because of getting debuffed by the Vamps. In those cases, I have two choices. Pop yellows as a reaction, or pop purple (lucks) to be proactive. If they don't hit me, they can't debuff me. It's better to use purples, imo. As for various debuff toggles like lingering radiation, I check to ensure I have the endurance to run them. If not, I increase my rate of recovery, or find a way to decrease my endurance use. Once I know I have my endurance use under control, then I can consider boosting recharge rates. That's how I would build my characters if I didn't have mids, or didn't trust it. (and there's evidence to suggest a "Trust but verify" approach with Mids would be best.
Nostromo21 Posted 51 minutes ago Posted 51 minutes ago (edited) I would think that any SOs/IOs will take you up to level cap easily, so long as you slot to improve the powers strengths that you're after. And don't use more than 3 of the same enhancement within each power's 6 slots. That's it. Now, if you want to do super-hard endgame content (solo or in groups), you'll probably want to start slotting ATOs/uniques/sets/special origin enhancements, and of course, procs...it's all about the proc, bout the procs, bout the procs! 😉 Edited 49 minutes ago by Nostromo21 Game over man, game over!
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now