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freonsmurf
05-04-04, 11:02 AM
As you may or may not know, there are several shops in CoH. From some unknown reseason these shops are not listed on any map and a pain in the arse to locate. Most of the shops sell ehancers and DO's.


In Steel Canyon, real close to the Bronze Way marker there is a shop named Freedom Corps. This shop only sells training enhancements. The prices to buy enhancements are half price of all the other shops and they buy back enhancements at double the price. Wish I would of known about this sooner, I could of save so much money. 15 Run Enhance was only 600 inf, check the price at Orion/Cooke and it was around 1500. Vice versa is true for selling back enhancements.

From what I understand, there is a shop for each kind of enhancements. So one for science, one for tech, etc etc. And the rates at the speciality shops are different from the generic places.

So, save your money and shop smart. Shop Freedom Corp.

Kroe
05-04-04, 11:10 AM
damn, that sounds too good to be true heh. I have a sneaking suspicion that will be fixed before long. :)

Phantom Rogue
05-04-04, 11:12 AM
Also the fact its Training makes it useless after level 12 ;)

Training is 8%, Dual is 16%, Single is 33% ;)

Dont bother with buying training, EVER, from the start save all yer inf until level 12, its not worth it.

Meddik
05-04-04, 11:20 AM
Info about, and Maps to store locations

http://coh.warcry.com/index.php/content/compendium/view.php?view=store

freonsmurf
05-04-04, 12:46 PM
Training ehancements come in the 15 and 20 variety. So unless you have 150k to stack DO's in every slot they will be useful to lvl 26.

Training still gives 8% not 0%, so disregard phantoms post about it being completely useless. And they can still be stacked for greater effect.

Also, outside of the 10 DO's available in most shops, the DO's for the other skills are not available untill lvl 23 in some fubar hazard zone. So the trainings for movement and etc will be useful.

Barrister
05-04-04, 12:58 PM
Also, if you are selling DO's or SO's back to an NPC shop, you will get a LOT more if you sell it in a shop taht specializes in that origin. ie, selling a mutant/tech do will get alot more in a mutant or tech shop than in a generic, or scinece, or whatever other shop.

Also, training enhacers cost ~25% more in an origin specific shop than from a generic/training shop.

Phantom Rogue
05-04-04, 01:42 PM
Training IS useless.

I dont know about you, but at level 16, i have stacked DO enhancers in every slot that I need. (dont bother with useless skills)

And thats with about 20k more inf on me still.

And I have the Damage and Acc enh's (most expensive)

And it is worthless to buy. The Stuff you are hunting should give you them anyway ;) So save your inf for stuff that isnt a common drop (level 23 [i think]) mobs drop DO enhancers anyway. So you can save more inf that way.

Just be smart and dont waste inf on training when you can get DO.

Meddik
05-04-04, 07:10 PM
If so, you must not be a healer/support character

At 12, I had enough for 2, only 2 DOs.

You know the little bonuses you get for getting the last shot in on a group of thugs? The one that only one person in the group gets? Let me tell you, that stuff seems small, but it adds up quick.

Take a look at this thread, about the problems I'm referring to.

http://boards.cityofheroes.com/showflat.php?Cat=&Number=305970&page=0&view=collap sed&sb=5&o=&fpart=1

Argyll
05-04-04, 08:22 PM
At 12 I only had enough for 3, almost 4 damage / recharge DOs. 'Course, the few times I've been in pick up groups were miserable failures, so make of that what you will.

Freedom Corps does rock for selling, though. Much love for pointing that place out to me.

Kroe
05-05-04, 11:35 PM
if you're a defener you have some blasting too Med, and healers aren't like clerics in EQ wwhere youhave to spend every second hoarding endurance for complete heals. Most blast powers have a sniper shot. I quite often got teh last shot when playing with a tanker and a controller.

Jayan
05-06-04, 05:33 AM
This is good info.

Tried to make my way to the store in steel canon last night and got owned so hard when I took a wrong turn. But it was fun none the less. Maybe today I will actually print the map.

Small Zero level 4 Grav/Rad -Pinnacle-

Meddik
05-06-04, 06:31 AM
if you're a defener you have some blasting too Med, and healers aren't like clerics in EQ wwhere youhave to spend every second hoarding endurance for complete heals. Most blast powers have a sniper shot. I quite often got teh last shot when playing with a tanker and a controller.

Well, Unfortunately, I took Psi Blast. While it is almost never resisted, as compared to other attack types and damage is good, the animations are very slow. Which means, unless I'm the one to open open up combat with attacks, the badguy will more than likely be dead by the time my shot hits.

Oh, and in large groups (6-8), I generally do need every second hoarding endurance for heals, and I generally trade off any acc/dmg/def/luck inspirations I get for other people's endurance inspirations. :) Of course, thats one reason I lean toward smaller groups.

But even then, there is a fairly big diff between what a Defender/Controller gets and what a Scrapper/Blaster gets.

El Sorriso
05-06-04, 03:56 PM
Some of the enhancements are hard to test...but judging from the damage ones (the training ones not the DO or SO) they definitely make a difference.

According to the strategy guide, nearly every single training enhancement gives you an 8.3% boost. Double origin gives you twice as much, and Single origin gives you twice as much as double origin.

I say go ahead and spend. You will gain more influence from 12-14 than you will from 1-12. So you really aren't losing that much by buying training enhancements and seeing what they do.

Kroe
05-06-04, 10:59 PM
yeah with groups of 7 or 8 your healing becomes alot more important. Another reason I often try to keep groups down to 6 or less unless it's a bunch of friends messing around heh.

freonsmurf
05-07-04, 09:07 AM
Damn, really noticed for the first time how much a difference DO's make.

I love how you can tweak powers to fit your playstyle with enhancements.

Naica
05-09-04, 06:13 PM
I just replaced a 12++ healing with a 15 DO, and it raised about 10 - 15 points (I was in groups with different levels and seemed to get different numbers off them, dunno if that is normal). Honestly, that's about the same raise I was getting from a ++ enhancement.

If you can afford them, yeah, they will be better in the long run, but it's probably better to bank your inf and then get a three of each for each slot they are going into if you want to see dramatic difference right off.

Alturick
05-11-04, 06:36 AM
Well at 12 I bought DO's for all my damage and endurance draining needs... then I waited till 18 to upgrade any of them.


Yeah I had a heck of a power slump till then, and I dropped 80k influence upgrading (and I'm still not completely done), but I managed to get most of my enhancements up to 20+ level with single DO upgrades.


20 + 15 = 20+ at 75% chance

Not really sure I would do it the same way again.

Meddik
05-11-04, 08:07 AM
It would be nic if they had them more than every 5 levels in the stores, so that you only have 1 possible level to do your upgrades in.

Nymm
05-14-04, 12:33 PM
At 21 I've only had to do store upgrades for 3 of the DO's I bought at 12. The rest have all been improved by drops. Plus, most of my training I still had have been replaced by dropped DOs. Also got SO from task force, so that helped a bit as well.

Now next level will be the real issue, do I start buying SOs or stick with DOs until 27? hmmmmmmmm

Dime
05-14-04, 11:17 PM
Has anyone found a place like freedom corp to sell their DO's at? I love the inflated price freedom corps buys the training ones at so was hoping there was one for DO's as well.

Yalum
05-14-04, 11:58 PM
Stores that sell that type of DO will pay double the standard prices.