Is enhancing worth it before 22?


all_hell

 

Posted

A friend of mine says that slotting any enhancements and building IOs is useless until 22. In fact, he says that doing so will actually disadvantage you, because you are wasting money. He sells every enhancement he gets, and all of the salvage that doesn't go into IOs for damage, accuracy, recharge, endurance reduction.

Personally, I like having my powers do more before I've played for days.

Is it really that bad? Is he just power-gaming, or is there some sense in what he says?


 

Posted

To an extent it depends how quickly you're getting from 1-22, and whether you're soloing it or or teaming. Some folks blaze through those levels so fast it doesn't matter what they've got slotted, so why spend the time/inf. Or if you're exclusively teaming the strengths of your teammates will cover any poorly slotted powers you might have. I think I'd find soloing a bit of a chore if I were doing it without any enhancing once I'm in the teens though.

Certainly pre-IOs a lot of people waited until 22 since - unless you had a high level alt feeding inf down - it'd be a struggle to afford a full set of SOs, so every drop of inf counted. Now though, inf is easier to come by (if you utilise the market to any degree) and personally I don't have any trouble affording at least generic IOs (and/or frankenslotting cheap sets) at 22, so I'll happily kit out before then.


 

Posted

The amount of money spent on TOs and DOs is negligible imho.

I kit mine out with the finest TOs and DOs I have the patience to buy. Though sometimes, I don't get around to doing it.

I don't think it's that much of a loss of money. A net mil or two I think. Idk exactly, but I am sure it's less than 5mil.

And sometimes it's nice to b able to do just a little more than I otherwise would.


 

Posted

In a good team I don't find it worth it at all, since you'll quickly outlevel them. Depending on the team though, I might also just buy accuracy DOs if we don't have defense debuffs.

But I don't really find it a waste of money, either. If you have one high leveled character, the amount you'll spend on DOs throughout your entire career is pocket change compared to what you get per mission.

So basically it comes down to how lazy I am. If I bothered to email money from my main or if I want to take the time to go to the store to buy DOs, stuff like that.


 

Posted

For teaming the main thing I slot prior to DOs is Endurance Reduction or Recharge, whichever makes more sense for the power. After DOs I start slotting semi-normally.


 

Posted

Quote:
Originally Posted by SharpCypher View Post
A friend of mine says that slotting any enhancements and building IOs is useless until 22. In fact, he says that doing so will actually disadvantage you, because you are wasting money. He sells every enhancement he gets, and all of the salvage that doesn't go into IOs for damage, accuracy, recharge, endurance reduction.

Personally, I like having my powers do more before I've played for days.

Is it really that bad? Is he just power-gaming, or is there some sense in what he says?
Now that we have the market, it's almost completely pointless to skimp on enhancements at low levels. In 30 minutes of the most elementary marketing (ie, of buying common IO recipes for less than their vendor cost, then vendoring them) you can afford to keep every power and slot you get from 1-21 filled with enhancements. Given the annoyance of dealing with low level accuracy and endurance problems, this is well worth the effort. Even in Praetoria, although Praetorian characters have to get handouts from your other characters instead of earning their own Inf.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

Posted

Quote:
Originally Posted by SharpCypher View Post
A friend of mine says that slotting any enhancements and building IOs is useless until 22. In fact, he says that doing so will actually disadvantage you, because you are wasting money. He sells every enhancement he gets, and all of the salvage that doesn't go into IOs for damage, accuracy, recharge, endurance reduction.?
your friend is living in a bizarre alternate CoH where they never introduced the market.

That's how we used to roll when SO's ruled the land and nobody could afford anything until the mid-40's.

Now?
Sell your big inspirations from the tutorial for a few hundred K, slot generics as placeholders, sell your drops on the market then blow your millions on whatever you want.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by SharpCypher View Post
A friend of mine says that slotting any enhancements and building IOs is useless until 22. In fact, he says that doing so will actually disadvantage you, because you are wasting money. He sells every enhancement he gets, and all of the salvage that doesn't go into IOs for damage, accuracy, recharge, endurance reduction.

Personally, I like having my powers do more before I've played for days.

Is it really that bad? Is he just power-gaming, or is there some sense in what he says?
In today's game if you're playing and selling your drops at the market money for DO's is absolutely a dead letter... you should fairly easily be able to buy DO's at 12 and 17 and have several million on hand by the time you hit 22. A full set of SO's at level 22 will, in round numbers, cost a million.

I always outfit with DO's at 12 because it does make a big difference in your performance. Now I can agree with IO's in the low levels; excepting for some special ones like Stealth, knockback and so forth those are generally best waiting a bit for... I start IO sets at 27 on most characters.

My normal progression is:
1-11 - whatever TO enhancement drops and is useful gets slotted.
12-21 - I slot DO's in all slots, buying a set at 12 and another at 17.
22-30 - SO's get slotted at this point.
27-35 - I start working on my final IO build; by 35 I generally have replaced all SO's with set IO's and a few common IO's in things like Fitness.
35-50 - I keep updating my IO build as I gain slots and powers and generally slot mostly level 30-37 IO's.

I manage all this out of the character's own resources by marketing drops and playing the game. I usually have over 30 million cash on hand after buying IO's by level 35, by level 50 that's usually 150 million or more, even with spending for IO's while leveling.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Here's a tip to making enough money to slot your new characters quick and easy.

If you can get to preatoria and you're a resistance member, go to Imperial Underground to the resistance base. There's a market interface down there, and a vendor like... 100 ft away. Bid 1500 or so (or less depending on the bidders/sellers ratio and current going rate) for level 35 common IO recipes. Run over to the vendor and sell them straight back for 7000 a piece. Note: some are worth more than others, but you'll always make a profit doing this.

Also works very easily in Kings Row due to the proximity of vendors to the auction house. Not sure where the best place to do it in the Rogue Isles is, though.

Slotting pre-22 is very effective, especially for recharge and endurance reduction. Accuracy is worth it once you start getting into your teens, as the bonus lowbie accuracy begins to wear off. By level 17 you can slot up with level 20 common IOs for near SO level performance. By 22 you can fill up with level 25 common IOs which are as good as SOs and NEVER wear off. You can keep those all the way to 50 and never have to worry about replacing them.


 

Posted

Lazy method with virtual zero market time:

Mail yourself a million inf.

Level 4, grab email, run to market, put in bids for stacks of 10 acc, dmg, endrdx, rch, and (insert toon's specialty) lvl 15 crafteds, so that you don't even have to figure ahead your slots at 12-ish. Slot the ones you don't use at 13, 15, 17, and/or sell 'em for profit.


 

Posted

The time it takes me to craft a bunch of endredux, damage, and accuracy when I make level 7 is pretty trivial.

The time it saves me by the time I make level 12 is huge. So is the fact that I can keep going with those basic enhancements, because they're IOs and aren't degrading; I'm still getting 11.7% to everything. At 17, it's probably worth redoing with level 20s, and I tend to pick up a handful of 2/3 stat things and frankenslot. It's still cheap, and you know what? Three level 20 acc/dam/rech IOs are better than level 25 acc, dam, and rech SOs are even at level 22. And they don't get worse as you level.

If you don't mind spending an hour here and there messing around with WW/BM, it's pretty much a good use of time. Alternatively, craft stacks of 'em on someone else and leave them in your base enhancement table.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
Here's a tip to making enough money to slot your new characters quick and easy.

If you can get to preatoria and you're a resistance member, go to Imperial Underground to the resistance base. There's a market interface down there, and a vendor like... 100 ft away. Bid 1500 or so (or less depending on the bidders/sellers ratio and current going rate) for level 35 common IO recipes. Run over to the vendor and sell them straight back for 7000 a piece. Note: some are worth more than others, but you'll always make a profit doing this.
You can usually get level 45 common IO recipes for 150-200 (if you're a bit patient), and they vendor for 18-40k. And level 50s can occasionally be gotten for around 10-20k, and vendor for 40-115k...


 

Posted

Awesome, guys! Thanks for all the info. I enjoy crafting and marketing, so I'm glad to hear that I'm not shooting myself in the foot, as my friend says.

See you in the city.


 

Posted

Although I would say it's still pointless to buy enhancements before level 12. TOs do crap, whereas DOs (and their level 15 IO equivalents) are at least noticeable.


 

Posted

Seems to me the biggest thing here is whether you primarily team or solo. Also if you have been living in a cave the last couple of years.

If you do not at least slot up Acc, then you are going to be missing, a lot, especially as you rise in level and your base Acc decreases, and most definitely against all the +1s in the missions. Now on a team that’s not a big deal as long as the rest of the team is hitting. Hells, it's even better because you wont be agroing MOBs. Of course this means that your pretty much just leaching off of the team. Solo your going to feel those misses. Your going to be taking more damage, and using more endurance, and if you are going up against +1s your going to be doing a lot of face-planting.

Also as has been mentioned now that we have the market, and global email, there is absolutely no reason not to at least slot Accs, and even Endurance Reductions. I put a couple of 5kinf emails out on my global and pick one up with a lowb at lvl 2. I can make this back 30 fold just by selling the large inspirations I get in the tutorial. I also bop in and out of the AE, to top off my characters levels, and I cash out my tickets at level ten. When you pick up a recipe that will make you 30mil, 5k isn't even a thought.

For me the lvl 20 IOs are well worth their cost, whatever their type.

I suggest your buddy comes out of their cave, and I suggest you slot up with at least Acc. Because whether you care or not if you miss a lot, solo that's up to you, but if you run on teams your teammates are going to start noticing, and then start caring, and in this day and age of The Market and Global Email there is absolutely no reason, unless you are a Newb.


 

Posted

With each of my characters I start slotting training ones at lvl 7 and switch to DO's the second I hit 12. While more often than not I email these new characters starting cash these days I never use to bother untill I was ready to start buying sets. To afford all those T's, DO's and SO's was achievable without having to play the market. It was just a matter of making a point of dropping into Wentworths whenever I filled up on salvage and put it up for sale. This usually generates enough inf to keep you properly enhanced. It also has a nice added benefit of keeping up stocks of salvage for sale.


 

Posted

Quote:
Originally Posted by Neogumbercules View Post
Here's a tip to making enough money to slot your new characters quick and easy.

If you can get to preatoria and you're a resistance member, go to Imperial Underground to the resistance base. There's a market interface down there, and a vendor like... 100 ft away. Bid 1500 or so (or less depending on the bidders/sellers ratio and current going rate) for level 35 common IO recipes. Run over to the vendor and sell them straight back for 7000 a piece. Note: some are worth more than others, but you'll always make a profit doing this.

Also works very easily in Kings Row due to the proximity of vendors to the auction house. Not sure where the best place to do it in the Rogue Isles is, though.

Slotting pre-22 is very effective, especially for recharge and endurance reduction. Accuracy is worth it once you start getting into your teens, as the bonus lowbie accuracy begins to wear off. By level 17 you can slot up with level 20 common IOs for near SO level performance. By 22 you can fill up with level 25 common IOs which are as good as SOs and NEVER wear off. You can keep those all the way to 50 and never have to worry about replacing them.
This is what I do for quick cash. I don't slot IOs before 30ish. A level 20 IO is worth crap compared to a level 22 SO and how long does it take to go those two levels?

The zone for the quick generic IO recipe flip in the Rogues is Sharkhead. A bit further run than the skip from WW to the contacts in Kings Row, but shorter than the jaunt from WW to the Tech store in Talos. Usually range is the IO recipe you can go nuts with.


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HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

As an example of cost... I sent an alt i lvld in praetoria 200k inf to play with to kit him out as i pleased... I found around the late teens i needed another 100k to keep him kitted till he hit paragon... in the midst of this buying of TO/DOs I did use recipes i found as drops along with found salvage to make some basic IOs as well so that ate up some of my cash.

so by lvl 21 I spent roughly 300k inf on TOs and DOs... its really a pittance to anyone who isn't leveling their first toon.


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Posted

I don't generally use IO's before the lvl 25 ones, but DO's are definitly worth it. There is a noticable difference between no enhancements and dual origin enhancements.

Training enhancements don't really do much though.

One tip I would give to people is that while SO's cap out in effectiveness at roughly 3 slots, DO's do not. So sometimes its worth having 4-5 of the same type of enhancement. 1 Acc, 5 Damage. Takes us back to pre-ED times, but for DO's it does work, gets you closer to that 95%


 

Posted

Aside from all the other stuff mentioned...

My high levels tend to have the level 15-20 common IOs for acc, dam, end, etc. memorized, and dump a bunch in the bases. They don't tend to miss the INF, and it helps the lowbies out. Plus, hey, if you're badging or anything, there's a few right there. (I don't really care about that, but for some it is a consideration.)


 

Posted

Yes, absolutely. I don't generally bother with TOs, but I slot DOs on all of my characters. The difference between a character with no DOs and a character with them at level 12+ is definitely noticeable. And the amount of money that a couple sets of DOs costs compared to how much money anyone who uses the market has by that level is pretty negligible. Unless your friend is vendoring literally everything he gets, in which case he probably is very short on money.


 

Posted

Quote:
Originally Posted by firespray View Post
Yes, absolutely. I don't generally bother with TOs, but I slot DOs on all of my characters. The difference between a character with no DOs and a character with them at level 12+ is definitely noticeable. And the amount of money that a couple sets of DOs costs compared to how much money anyone who uses the market has by that level is pretty negligible. Unless your friend is vendoring literally everything he gets, in which case he probably is very short on money.
I sometimes feel amused remembering how I used to run around to make sure I was selling all my enhancement drops at the matching vendors because they sold for more that way. I like the new way better. Working the market, even the low risk stuff that literally cannot lose you money, is a far more efficient method of bankrolling a new character.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

Posted

Quote:
Originally Posted by Jabbrwock View Post
I sometimes feel amused remembering how I used to run around to make sure I was selling all my enhancement drops at the matching vendors because they sold for more that way. I like the new way better. Working the market, even the low risk stuff that literally cannot lose you money, is a far more efficient method of bankrolling a new character.
And if all else fails, just mail yourself some inf.


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

Quote:
Originally Posted by Psylenz View Post
This is what I do for quick cash. I don't slot IOs before 30ish. A level 20 IO is worth crap compared to a level 22 SO and how long does it take to go those two levels?
Five. You can slot a level 20 IO at level 17.

At 22, you're actually slotting a level 25 SO. While a level 25 IO isn't quite as good as a scaled-up level 25 SO at level 22, by the time you make 26 the level 25 is competitive -- and if you got 2-3 aspect things, you have another 25%-50% buff.

Compare your totals for:

1. One each accuracy, endredux, damage SOs.
2. One acc/end/damage IO, one acc/end, one acc/dam.

The IOs are competitive, and never go bad. Similarly, at level 7, you can craft level 10 IOs which are better than level 10 TOs, and which don't decay at all -- so there is no level at which they're worse even if you don't use sets. Same for level 15 IOs at level 12.

The level 22 character using level 25 SOs is the first case most people encounter (not counting Yin-Os) where the SOs can be better, but by that time you can easily be doing set pieces with bonuses -- and it only takes a couple of things like +10% regen on top of your other bonuses to be pretty rewarding.


 

Posted

Quote:
Originally Posted by Psylenz View Post
This is what I do for quick cash. I don't slot IOs before 30ish. A level 20 IO is worth crap compared to a level 22 SO and how long does it take to go those two levels?
I call shenanigans. A level 20 dual is worth more than a +0 SO, and a level 20 triple is worth more than a +3 SO. And you can slot that level 20 IO at Character level 17.

But the real level where IOs take the lead is 24, I will grant you that, and 25 opens up a slew of better options than below. Still, they are very close.

compare:
1 Acc, 2 Dam:
+0: 33.3/66.6 = 99.9% total
+3: 38.3/76.6 = 114.9% total

Acc/dam/end/rech
Acc/dam/rech
dam/end/rech
24%Acc/36%Dam/ 24%End/36%Rech = 121.6% total

So you can get better focus, but at a cost of total performance.

Looking at 6 slots (ignoring ED for a moment):
2 Acc, 3 Dam, 1 End
+0: 66.6/99.9/33.3 = 199.8% total
+3:76.6/114.9/38.3 = 229.8% Total

Acc/dam/end/rech
Acc/dam/rech
dam/end/rech
Acc/Dam x3

72% acc/84.8% dam/ 24%end/ 36.8% rech = 217.6% total

ED will actually hit the damage and make the IOs a LOT closer in performance. Still you're already better than the +0 SOs and less than 12% off the +3 SOs.

You call 12% spread over 6 slots ignoring ED crap by comparison?

You are either unaware of the numbers or blatantly lying or you have a bizarre definition of "crap by comparison". I'll give you the benefit of the doubt and assume you never looked at the numbers.

Once you hit character level 22 and can slot level 25 IOs you can do this:
Decimation (all but buildup)
Ruin Acc/Dam/Rech
Acc 88%/Dam 92%/End 36%/Rech 48% = 264% total
Set Bonus: 1% health, 2% endurance, 6.25% rech

So by the time you hit character level 22 and slot level 25 IOs, they are worth 34.2% more (1 full SO worth) than even +3 SOs.


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