Viva Las Vegas intermediate guide to IOs (I9)
Appendix A: The approximations.
[*] All IO's of level 35 to 50 are "about the same" for our purposes. 50 is noticeably better than 35, but 35 is about 40 is about 45. We're going to look at differences of like 30%, not differences of 3%.
[*] All IO's are about the same as green SO's for our purposes.
[*] Everything beyond three SO's gives the same value. 91% and 95% are close enough for us.
[*] .4375 is a half, .5 is a half. .625 is a half.
Appendix B: The Market.
Salvage seems to come in three categories: "Nearly free", "a few thousand", and "millions." The "millions" are... well, you're just stuck there. The "nearly free" is not something to stress about. The "few thousands" is where patience helps a lot. At high-demand times [weekends] the price of something that is fairly common can sometimes go crazy- I've seen Spell Ink go for 800,000 and the next morning it was back to 20,000. Masterwork weapons can be "last 5" for 50,000 and you can put in an order for 10,100 and it will fill in five minutes.
Any specific numbers or techniques I give will be immediately obsolete, but there is one general thing to know: Every 5 or 10 levels, the needed ingredients on a recipe change. If a level 41 "Impending Doom: Accuracy/damage/DOOM" requires a Hamidon Goo, and the level 39 version requires two Chaos Theorems... buy the 39.
Appendix C: Salvage to Watch Out For.
This is what's very expensive at time-of-writing:
Pangaean Soil
Prophecies
Hamidon Goo
Empowered Sigils
Deific Weapons
Magical Conspiracies
Soul Trapped Gem
Enchanted Impervium
Mu Vestments
Essence of the Furies
Hopefully it's cheaper when you read this.
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@Boltcutter in game.
thank you. I like the blaster example!
hey, my "prices in the market" bit is obsolete already! As predicted. . .
heh.
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@Boltcutter in game.
[ QUOTE ]
"Regen Blaster":
Devastation (any two)
Entropic Chaos (Any two)
"more damage"
This provides 22% Regeneration bonus in the two Set bonuses. You can stack this, you can put it in snipes as well as normal single-target attacks. Four powers slotted this way will get you more than 3-slotted health... and less than 1-slotted Quick Regen. So you're a long way from Regen... but it's free health! WARNING: these are probably gonna be expensive sets, especially Devastation. You need the fifth slot to get yourself up to 3 damage... Note that if you pick all "Duals" you have 5 halves of damage already!
[/ QUOTE ]
Too bad its wrong. You said it was 22% for the two? well if you used 4 of them like you said that would only be 44% regen. IIRC health STARTS at 50% regen and you get up to 95% regen when its 3 slotted. Your 4 power example doesnt even get to the base regeneration of health. But ignoring that, it is still nice to add on TOP of health.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
one power, four IO's, two set bonuses: 22% .
Four powers, sixteen IO's, eight set bonuses: 88% .
(health is 40%, or 78-ish three slotted.)
It is indeed nice to slot on top of health. I don't know how it works in practice, I haven't gone that route.
I'll clarify in the next version.
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@Boltcutter in game.
Hi,
Great guide, pitched at a very good level to tell people how to benefit from the dual/triple/quad IOs without gimping themselves worrying about the set bonuses.
Comments:
Not all builds and play styles want 1Acc/3Dam in their attacks.
Also, sometimes you would like that extra End or Rech bonus, but not for the sake of losing an entire Dam Enhancement. In those cases losing 0.5 Damage and gaining 0.5 End and 0.5 Rech can be great.
If you use triples 4 slotted you get 6 IO equivalents, if you are 6 slotting triples you have more wiggle room to get your 3Dam while gaining a whole 3 IOs worth of gravy.
Acc/Dam/Rech :Crushing Impact
Acc/Dam/End :Crushing Impact
Dam/End/Rech :Crushing Impact
Acc/Dam/Rech :Focused Smite
Dam/End/Rech :Smashing Haymaker
Acc/Dam/Rech :Pulverising Fisticuffs
3xDamage
2.5xRecharge
2xAccuracy
1.5xEndurance
Giving a total of 9 IOs worth. Not too shabby.
I think that if people examine the IOs from this perspective and perhaps look for a couple of set bonuses that make sense for their AT, I'm a stoner so +runspeed is what I'm looking for, then they can get a lot of benefit without much maths (except adding halfs up).
I'll say it again. Well pitched guide, very useful.
Cheers,
Conker
Glad you liked it!
And very cool with the 6-fer of triples. The only thing I'd be worried about is, if some of those sets don't go all the way up to 30... I'd be cautious using too many level 25's or below in your build. Level 25 is "not quite SO" strength. Without running the numbers, I can't say if it's a real problem or not.
In next version I may back off on the 1Acc/3Dam- it's just a very good, very simple rule of thumb. (I can see a tanker wanting more end reduction, less damage.)
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@Boltcutter in game.
Hi,
The only one below SO strength is pulverising fisticuffs, so you should be able to cancel out the slightly lower percentage by taking higher level IOs from the other sets. There are other options for Dam/*/* triples in the melee set with higher level caps, but I wanted an example that had things you could get from uncommon/rare drops only without having to dip into the mission/TF/Trial pools.
Keep up the good work!
Cheers,
Conker
[ QUOTE ]
one power, four IO's, two set bonuses: 22% .
Four powers, sixteen IO's, eight set bonuses: 88% .
(health is 40%, or 78-ish three slotted.)
It is indeed nice to slot on top of health. I don't know how it works in practice, I haven't gone that route.
I'll clarify in the next version.
[/ QUOTE ]
Actually if you don't remember, they increased health's base regen to 50% sometime around issue 5 i think it was.
And isnt there a cap to the amount of type set bonuses. AT 5 i think someone mentioned. So you could only get the +regen 5 times no matter what each time's value is. So if each set bonus is 11% that makes a possible 55% regen bonus.
And just to add, myself and lots of people i talk to START at 2 accuracies, and not going below those, so 2acc/3dam on attacks. If your a regen 2acc/3dam/1rech, for anything else 2acc/3dam/1end. And work from there with Ios without losing the acc and damage. Not quite sure its possible without forfeiting accuracy. I mean, if your a multibillionare in the game and can 50 IO slot everything for all those acc bonuses maybe, otherwise im just not sure if its possible.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
[ QUOTE ]
Actually if you don't remember, they increased health's base regen to 50% sometime around issue 5 i think it was.
[/ QUOTE ]
I remember they increased health from 30% to 40%.
Regens complained because inv tanks at 90% resistance could "outregen" them. . .
yes, scrappers were complaining that tanks were tougher than the scrappers were.
City of Data agrees with my memory.
By the way, the "22%" is a 12% and a 10%. So 4 sets slotted that way is 4x12 and 4x10, still leaving room before hitting the cap.
As far as 2 Acc/3 Dam/Something Else: You can either argue with me in tedious detail, or you can get me to do your homework for you. Go to the paragonwiki page I linked and do your own math.
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So you think you're a hero, huh.
@Boltcutter in game.
[ QUOTE ]
And just to add, myself and lots of people i talk to START at 2 accuracies, and not going below those, so 2acc/3dam on attacks. If your a regen 2acc/3dam/1rech, for anything else 2acc/3dam/1end. And work from there with Ios without losing the acc and damage. Not quite sure its possible without forfeiting accuracy. I mean, if your a multibillionare in the game and can 50 IO slot everything for all those acc bonuses maybe, otherwise im just not sure if its possible.
[/ QUOTE ]
This is my previous example:
[ QUOTE ]
Acc/Dam/Rech :Crushing Impact
Acc/Dam/End :Crushing Impact
Dam/End/Rech :Crushing Impact
Acc/Dam/Rech :Focused Smite
Dam/End/Rech :Smashing Haymaker
Acc/Dam/Rech :Pulverising Fisticuffs
3xDamage
2.5xRecharge
2xAccuracy
1.5xEndurance
[/ QUOTE ]
It uses uncommon and 1 rare drop from mobs. No TF/Trial/Mission drops.
It is only for Melee damage but as you can see it gives you your 2xAcc 3xDam along with 2.5 Recharge AND 1.5 End.
It also gives an Immob Resist and +health from crushing impact, but I was discounting them.
PBAOE You cant do as well because it doesnt have the same number of sets.
How about:
Dam/Acc/End :Multi-Strike
Dam/End/Rech :Multi-Strike
Acc/Dam :Multi-Strike
Acc/End :Multi-Strike
Acc/Dam :Cleaving Blow
Dam/Rech :Cleaving Blow
Looking at it in slightly more detail:
Scaling is 0.5 For the triples and 0.625 for the doubles
Dam 0.5 + 0.5 + 0.625 + 0.625 + 0.625 = 2.875 IOs
Acc 0.5 + 0.625 + 0.625 + 0.625 = 2.375 IOs
End 0.5 + 0.5 + 0.625 = 1.625 IOs
Rech 0.5 + 0.625 = 1.125 IOs
You even have some leeway to switch around the duos to get them from other sets. That is again using uncommons. The two sets go all the way up to 53.
Ranged has more options if you are willing to try and get one IO from the rarer sets, but if not you can still do:
Acc/Dam :Thunderstrike
Dam/End/Rech :Thunderstrike
Acc/Dam/Rech :Thunderstrike
Acc/Dam/End :Thunderstrike
Acc/Dam/Rech :Ruin
Acc/Dam :Ruin
Dam 0.625 + 0.5 + 0.5 + 0.5 + 0.5 + 0.625 = 3.25 IOs
Acc 0.625 + 0.5 + 0.5 + 0.5 + 0.625 = 2.75 IOs
End 0.5 + 0.5 = 1.0 IOs
Rech 0.5 + 0.5 + 0.5 = 1.5 IOs
Not too bad. You have your 3Dam/2Acc. Plus some bonuses from Thunderstrike which goes up to 53 and Ruin that goes up to 40. Again all uncommon salvage so once the craziness has settled, they should be relatively straightforward to acquire.
Now that doesnt get you your regen, but there are plenty of cheap ways to get the damage and accuracy you want.
For those two sets you have to spend influence because they are rare:
Acc/Dam : Devastation (Rare)
Acc/Dam/Rech : Devastation (Trial Pool)
Acc/Dam :Entropic Chaos (Uncommon)
Dam/End/Rech :Entropic Chaos (TF Pool)
Acc/Dam/Rech :Thunderstrike (Uncommon)
Acc/Dam/End :Thunderstrike (Uncommon)
This gives:
Dam 0.625 + 0.5 + 0.625 + 0.5 + 0.5 + 0.5 = 3.25 IOs
Acc 0.625 + 0.5 + 0.625 + 0.5 + 0.5 = 2.75 IOs
End 0.5 = 0.5 IOs
Rech 0.5 + 0.5 + 0.5 = 1.5 IOs
Thats not too bad and is half uncommons. You get your 22% regen, plus a recovery bonus from Thunderstrike.
Hope that helps muddy the waters some more
Cheers,
Conker
Thanks, it actually does help a lot. One question i have though is i thought that TFs and trials were linked in the same drop pool but you have Devastation and Entropic listed as trial and the other as a TF pool. Was that just a brain fart or did i miss somethwere that they are indeed separated.
I still swear health was 40 and went to 50, problem is the patch notes dont seem to go past issue 6 so trying to find it for issue 5 seems to be a lost cause. Might have to send a pm to positron to know for sure. Or just to get the true base value, at least what the devs say it should be. Wiki might have some things right but i would still feel more comfortable hearing it from a dev considering how my memory is.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
[ QUOTE ]
And isnt there a cap to the amount of type set bonuses. AT 5 i think someone mentioned. So you could only get the +regen 5 times no matter what each time's value is. So if each set bonus is 11% that makes a possible 55% regen bonus.
[/ QUOTE ]
You can only get the same value 5 times.
So +10% regen and +12% regen (or whatever) would count as different values, and you could have each one 5 times.
@Mindshadow
Here's what I suggest in the guide in my sig as an alternative to yours for resist power slotting:
<font class="small">Code:[/color]<hr /><pre>
Titanium Coating: res/end, res/rech, res/end/rech, res
Approx bonuses: (6 slots in 4) 56% resist, 45% recharge, 45% end
</pre><hr />
The recharge does come in handy when you get a toggle drop...
It's not quite max resist, but really that 3-4% of 20-30% is not much at all. And my numbers were not for max level IOs, that probably puts you much closer. Also, you can use a different set if you have the inf, I use Titanium & Reactive because they are cheap. Of course, this also gets you whatever the 2-4 slot set bonuses are as well. I don't suggest mixing & matching sets (unless you are getting 2 from Impervium & 2 from something else), because the 3 slot bonuses tend to be decent.
Titanium gives you 1.5% hp @ 3.
Reactive gets you 1.5% energy & lethal def @ 3 & 4.
Impervium obviously has the better benefits: 2.5% recovery @ 2, 1.88% psi def @ 3, 2.25% max end @ 4.
I haven't looked at defense slotting yet, but I suspect you could do something similar.
Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata
Did you cross post this in the Player Guides section? Probably good information to have there (because guides there are never deleted by forum maintenance).
If not, drop me a private message and I'll get you set up.
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I agree the defense and resistance sets are kinda weird for personal shields where you really want something like 1 endurance reducer and 3x resistance... but you know where they shine? In area shield powers like Shadowfall and Steamy Mist. Those powers take about 15 seconds to come back up if you're detoggled, being able to sneak an SO's worth of recharge in along with 2-3 protective enhancements and 2-3 endurance reducers is a really noticeable help.
I keep seeing things like this in sets, like "hey this set is terrible in the single target version but WOW it's great in the equivalent AoE power."
SQUEEE!!!!
/em clears throat
/em swallows
Why, hello, Positron! Glad you liked it.
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@Boltcutter in game.
Nice guide. very useful
@PlasmaStream
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[ QUOTE ]
Thanks, it actually does help a lot. One question i have though is i thought that TFs and trials were linked in the same drop pool but you have Devastation and Entropic listed as trial and the other as a TF pool. Was that just a brain fart or did i miss somethwere that they are indeed separated.
[/ QUOTE ]
This page on paragonwiki indicates that Task forces drop in Pool C and TFs drop in Pool D, different pools.
Cheers,
Conker
Thanks to the rednames for pointing out this gem This is going in my Favorites. GJ Fulmens!
Another trick worth noting with the def/res slots. If you have tough and weave and were going to slot them above their starting slots, put an extra slot in tough and take it out of weave. Slot the unique def/res from steadfast protection, the 3% def is better than a slot in weave, and even if it's like a level 11 it's still some bonus res. (the 3% def is fixed, the res varies by level like a normal IO).
It's true. This game is NOT rocket surgery. - BillZBubba
Two things about that:
1. 3% is better than three slots in weave.
2. That's a million or two in influence, that unique.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
[ QUOTE ]
Two things about that:
1. 3% is better than three slots in weave.
2. That's a million or two in influence, that unique.
[/ QUOTE ]
I paid significantly less than a million for the 3 really low level ones that I've bought. The 25 cost a bit more.
It's true. This game is NOT rocket surgery. - BillZBubba
The Viva Las Vegas Intermediate Guide To IO's
This guide is for people who are confident enough to go beyond Peterpeter's guide without necessarily wanting to do algebra to get their powers to work right. If you read Peterpeter's excellent basic guide ( here ) you'll notice that it kind of stops where the IO's [in my opinion] start. This guide tends to assume level 32 to 50 characters- before that, I wouldn't worry about sets.
It is not exhaustive, it is not intricate, it will not give you the One True Path. It will help you get most of the good out of IO's without having to spend 100 million influence or breaking out a calculator.
If all you want to know is "How do I slot? What do I buy?" go to the Examples section. I play with numbers because I enjoy it; other people don't have to like what I like.
First: The basic knowledge.
Almost all of you know almost all of this but I wanted to go over it anyway. If you miss one of these things, you could burn a million influence on something that doesn't work in your build.
[*] Enhancement Diversification means anything over 90% is pretty much wasted. That's three SO's or [after level 25] three IO's.
[*] You cannot slot the EXACT same enhancement ["Mako's Bite Accuracy/Damage"] twice in the same power. You can slot two Mako's Bite- one acc/damage, one damage/endurance- in the same power. You can slot two acc/damage if they are from different sets( Mako's Bite and Crushing Blow) in the same power. You can slot two Mako's Bite acc/damage in two different powers.
[*] Pay attention to what an enhancement tells you it goes into. When you hover over the picture of the enhancement, you will see something like "Ranged Damage".
[*] You want at least one SO of accuracy in each attack power; for most powers I like 1.5 .
[*] If you slot two or more of the same set ["Mako's Bite Acc/Damage" and "Mako's Bite Acc/Damage/Endurance/Recharge"] in the same power, you get a little bonus for each thing you slot . Five slots? You get a bonus for 2, different bonus for the 3rd, different bonus for the 4th and different bonus for the 5th. You get all four of those bonuses.
[*] You can add the same "little bonus" up to five times. No more than five, even if they're from different sets. 3% Resistance and 3.11% Resistance are different little bonuses!
[*] "Recovery" means Endurance Recovery, like Stamina gives; "Regeneration" means HP Regeneration, like Health gives.
[*] [u]IMPORTANT[u] : price out the salvage before you buy the "set IO". If something says it needs "Pangaean Soil", at the moment you have to be a 3-millionaire to get it.
Second: The Math.
Can you add halves? Good. If you want to know the approximations I used, I listed those in appendix A.
Ignoring IO's that give "special benefits" [like chance to stun or anti-knockback] all IO's either do one thing [like Red Fortune: Defense] or two or more things [Red Fortune: Defense/Endurance.] If they do two or more things, count each thing as half an IO of benefit. Attack/Damage/Range? Half/half/half. (I will call them "Duals", "Triples", and "Quads". ) There are two exceptions we care about:
[*] A quad, like Mako's Bite: Accuracy/Damage/Endurance/Recharge (or Acc/Dam/End/Rech for short) it is a little weak. If you slot a quad and a dual that do the same thing [Acc/Dam and Acc/Dam/End/Rech] you still end up with more than two "halves" in Acc and Dam, but ... you might come up short if you use quads and triples only.
[*] Two duals that cover the same thing give you some gravy. [Acc/Dam and Dam/Rech gives you more than one Dam. ] Three duals gives you a little less than two full IO's. Four duals produces five halves.
No matter what else, you want to get, at least, 1 Accuracy and 3 Damage in damage powers, at least 3 Defense in defense powers... get as good as what you're doing now.
That's it!
Third and most importantly: Slotting set IO's to get a lot more out of a power.
"how much more?" Well, if you JUST take the example of a ranged attack power 6-slotted with generic IO's versus one 6-slotted with Thunderstrike, and you pretend there are no set bonuses:
Generic:
<font class="small">Code:[/color]<hr /><pre>
Acc
Dam
Dam
Dam
Rech
End
-------
1 Acc, 3 Dam, 1 Rech, 1 End.
</pre><hr />
Thunderstrike:
<font class="small">Code:[/color]<hr /><pre>
Acc / Dam
Dam/ End
Dam/ Rech
Acc/ Dam/ End
Acc/ Dam/ Rech
Dam/ End/ Rech
__________________
1.5 Acc, 3 Dam, 1.5 End, 1.5 Rech
</pre><hr />
Half an Acc IO, half an End IO, and half a Rech IO better- not counting the "gravy" from duals .
Set bonus on that would be something like 1/8 of a recharge and 1/4 of an Acc IO- you really get most of the benefit out of just "adding extra slots to the power. "
"So which sets should I use?" It doesn't matter. I used Thunderstrike because it's cheap, common, easy to find, flexible, and nicely balanced. The melee equivalent is Crushing Impact. But the point here is, if you had a Devastation Dam/Recharge, with a Ruin Acc/Dam/Rech, it wouldn't matter. The main thing is that they add up to more than 1 IO of benefit.
If you are thinking about another set for some reason, go to this complex, weird Paragonwiki page:
http://paragonwiki.com/Invention_Ori...hancement_Sets
There's a ton of great information there, but you don't need all of it.
Five things, you need.
FIRST: The "yellow gunsights" are comparatively easy to find and slot. Critters drop them when arrested. The "red gunsights" are harder, but still possible just from drops. There are also "mission completion" IO's, which show up fairly regularly. Everything else comes from trials [like respecs] and task forces. This means that they are REALLY rare and usually expensive. Not only is the IO rare, so are the ingredients- and the ingredients can cost a lot more than the recipe .
SECOND: If you have a particular IO already and you like it, use it. Look up the set it's in and admire it.
THIRD: You may really find an idea cool- like "chance to disorient" in Executioner's Contract, or "anti-knockback" in Steadfast Protection.
FOURTH: You might see a set bonus you like. For instance... "Four slot this set for extra damage to everything you own." Work towards that.
FIFTH: Always make sure you're not neglecting the basics. Total up to 1 Acc/3 Damage, or 3 Damage resistance. At least.
DEFENSE WORKS DIFFERENTLY:
The "D" powers (Defense or Damage resistance) work differently. There's not really a go-to power set for D-powers, for me. Why? I don't want what the D-sets do. For an attack, there's real benefits to accuracy, damage, endurance AND recharge. For most D-powers, there's "D" and... maybe endurance. A D/recharge invention is just "half a D" for nearly every Scrapper and Tanker power out there. On the other hand, since normally you slot one End and three D, at most, you COULD put in more slots and get set bonuses with them. Seems like a waste of slots to me, but I'm still learning. Here's five ideas I can think of- haven't experimentally compared them.
From simplest to most complex:
1. Four slots: Pick any two "D/End" powers, and fill the other two slots with generic D-power enhancements. You get gravy on D and gravy on End and it's the same otherwise. EVERY set has a D/end power in it. ( Note: I tried this and a firetank armor went from 38.3% End Reduction/57.3% damage reduction to 49.2% End reduction and 58.3% damage reduction. )
2. Four slots: Pick any two "D/End"powers and the matching "D" powers from their sets. This gives you two small set bonuses, for free, and is otherwise the same as 1.
3. Four, five, or six slots: Slot the set and only the set. If you find a set bonus you really like, and want a bunch of, you might want to slot for it. You may also, in this case, end up under three SO's of "D" bonus. You better REALLY like that set bonus.
4. Five or six slots: 4-slot or 5-slot a set, and slot a generic "D" to get you over the desired 3-slot limit.
5. Five slots: The Bonus. If there's a single IO that gives you something you want [like the Impervium Armor "psi resist" or the Steadfast "+3% global defense"] you can slot like option 1 or 2 above (2 D/end and 2 D) and add the extra goodie in an extra slot.
SET BONUSES:
There are a lot of set bonuses, and most of them are weird and useless. .63% fire/cold resistance, yay? However, there are a LOT of set bonuses, so some of them are going to be helpful to some people. However, it's math-intensive and beyond the scope of this guide.
[u]WARNING[u]: If you try to get the 5-slot or 6-slot bonus, you may actually be hurting what the power is supposed to do! There is a snipe set where, if you 6-slot it, you get like 1.5 IO's of damage... in that case, you better love the bonus more than you love the snipe.
UNIQUE IO's:
Some of the invention-origin enhancements are unique- only one can be slotted on your entire character- and some might as well be because you will probably only ever see one per character. They usually give something HUGE, almost like having a pool power. There are three big ones in heals [Miracle, Numina's Convalescence, and Regenerative Tissue] which, if you got all three, would nearly replace (unslotted) Health and Stamina . There's three that give Stealth and fit in a travel power. There's one that might replace Acrobatics [I haven't tried it myself.] There's one that's nearly Tactics-level .There's one that gives you Build Up (!) at random after any attack. Yes, for the full ten seconds.
At the moment, they're selling for something like 40 million each and there's a line of people bidding on them, with "0 for sale" . They're Wonka Golden tickets. Worrying about them will just give you stress.
EXAMPLES:
Putting it all together, here are some examples. All are attacks, all can be done fairly cheaply. You can often build stepping stones on the way- so for "Do everything better and faster" you can do the paired Accuracies first, then the paired Endurance later. Watch out for "slotting one set IO and temporarily gimping the power!"
[u]FOUR SLOTS:[u]
"Gravy" - this is a VERY slight improvement to the power. But it's the easiest thing to put in. You replace one "A" and one "B" with two "A/B" IO's. EVERY attack set has an Acc/Dam; I checked.
Acc/Dam (Any set)
Acc/Dam (any other set)
two Damage (generic)
"Just Slightly Better". This is, as it says, just a little better at both Endurance and Recharge. Half an SO better.
Acc/Damage/End (Thunderstrike or Ruin/ranged; Crushing Impact/melee)
Acc/Damage/Rech (thunderstrike or Crushing IMpact)
two Damage
"5 slots for the price of 4": (ranged) Like it says, free End Reduction!
Acc/Dam/End (Thunderstrike)
Acc/dam/End (Ruin)
Damage (Generic)
Damage (Generic)
"Do Everything Badly At Once": (Melee) Don't do this without a REALLY good reason. This gives you just under one Acc, just under three Dam, just under one End and just under one Recharge. To add insult to injury, pulverizing fisticuffs is available at "worse than SO" levels only.
Acc/dam/End/Rech (Mako's bite)
Acc/dam/End/Rech (pulverizing fisticuffs)
Damage (generic)
Damage(generic)
[u]FIVE OR MORE SLOTS:[u]
"Do Everything Better At Once": (melee)
Same as Do Everything Badly, but you put an Acc/Damage/End or Acc/damage/Rech [depending on which you care about] from Crushing IMpact in. You now have a really good power in five slots.
"Do Everything Better And Faster"(Blaster version):
Acc/dam/Rech (Thunderstrike)
Acc/Dam/Rech(Ruin)
Dam/Rech/End (Thunderstrike)
Dam/Rec/End (Maelstrom's Fury)
Damage (generic)
You now have a 5-slotted attack with one accuracy, three damage, two IO's of recharge and one of Endurance.
[u]INTRO TO SET BONUSES:[u]
These are a couple of things I set up to show what set bonuses CAN do for you. As my thinking changes, these will probably become obsolete.
"Regen Blaster":
Devastation (any two)
Entropic Chaos (Any two)
"more damage"
This provides 22% Regeneration bonus in the two Set bonuses. You can stack this, you can put it in snipes as well as normal single-target attacks. Four powers slotted this way will get you more than 3-slotted health... and less than 1-slotted Quick Regen. So you're a long way from Regen... but it's free health! WARNING: these are probably gonna be expensive sets, especially Devastation. You need the fifth slot to get yourself up to 3 damage... Note that if you pick all "Duals" you have 5 halves of damage already!
"Faster and meaner".
5-slot two melee attacks with Crushing Impact. Might get expensive. But you get +10% recharge, +14% accuracy [that's like "half an SO" of accuracy, across the board.] You may feel you need a sixth slot to get you over "three damage". I recommend the remaining Crushing Impact IO, because it looks so nice slotting the whole set.
CONCLUSION:
Inventions let you blow stuff up faster, better, and more accurately with no loss of damage. Let me know how it goes!
This guide is dedicated to Viva Las Vegas, my SG, and to my wife... who blows stuff up REAL good.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.