![]() ![]() ![]() so you can trigger encounters asap.ĭo it in a zone where: you wont die. (only veiled rare items do)Īs such, if you want to farm safe houses:īe as fast as possible. dont kill kitava and have fun farming low level zones.īetrayal rewards do not improve with area levels. (you probably vendored half of these items already.) you can cull some life and sockets to push it down to level 70~. Here is a gotta go fast build with 320+% move speed. Because none of the good rewards scale with zone level, and you wont die. The important thing is to run aqueducts with x00% move speed. Have fun skipping that mastermind, exile.ĮDIT: Accidentally confused intervention with intelligence. If you want to rank up your masters fast and just farm the syndicate best place for it is the ossuary in act 10. There are a lot of situational awards and this is just my take. Vorici: If you have a 6l that you would like to get some white sockets move to research. Useful anywhere but best at research to add experience to gems. ![]() Riker: Transport for a chance to pick a currency item or intervention to pick divination card. Leo: Fortification for currency or research at rank 3 for a chance to exalt one of your items. Korell: Fortification for map fragments(uber atziri, guardians being notable ones) or research for fossils. Former lets you add an talisman implicit to rare item, latter gives you beastiary scarab. Also useful for perandus scarab at intervention. Put to research for perandus coins and chance for a cadiro deal. 24-28% quality on armour piece? Fortification. Hillock: Want 24-28% quality on wep? Move to Transport. Haku: Move to intervention for Strongbox scarab. I will list other masters that in most cases you will use as intelligence fodder but can still provide useful stuff.Īislin: Move to research for adding veiled mod.Įlreon : Move to intervention for Reliquary scarab. These in my opinion are most profitable ones. Guff: Move to transport and you can try to chaos spam an item. Rin: Move to intervention for cartography scarab which is worth a lot for now at any level. Gravicius: Move to transport and get a chance for a full stack of div cards (Kaom's, HH etc) Fortification is also solid option as it gives you a few Harbinger orbs for solid profit. At rank 3 you can create pure breachstones which cost a lot on SC at the moment.Ĭameria : Move to transport (chance for a timeworn unique) or to intervention (Sulphite scarab). Second important part to know is where to move the useful masters and I will list who and where. Generally, for profits, you should try to rank everyone up if you can and imprison the useless ones at rank 2-3 for extra intelligence. Now all that matters here is who to rank up and who to use as cannon fodder. Now that we have the board more or less set up I will go through what to try to do with every master. The aforementioned are the ones that are most common and easiest ways to move. This section has a lot of strategies and I encourage you to develop your own. If master you want is already in leadership role of a safehouse (wrong safehouse) then you can imprison them and someone else will take over the role allowing for a reroll in your case. Once they are trusted both of them might show up in the wanted role and it's likely you can move at least one of them. This is also an option that you get from betrayal. What helps to speed this up if the master is friends with somebody from the role you wish them to be in. They are pretty straight forward in the text and you will know what to choose. Sometimes you get options of switching places. To make this progress easier you can also choose for the master to buddy up with someone in the role you wish them to be in. Sometimes you get the option of betray and master will switch from one role to another. Haku: Only useful for his strongbox scarab. OPTIONAL If you want to keep 1 of the 3 that I choose to kick other masters useful to remove are:Īislin: Gives veiled items or an option to add veiled mod. Hillock: Keep if you want to get your wep/chest/flask quality up but i recommend to kick after.Įlreon: Gives you uniques and a scarab that increases uniques drop % in maps. Rare jewels being only notable but not worth it. There are 3 masters you will want to remove from your board ASAP and then ignore the mechanic where you get to kick a master out of syndicate. Once its setup you only need to play around until you get safehouse and then start again. Knowing these 3 things you are ready to set up your ideal syndicate board. Some masters are useful for intelligence. There are 17 masters and 14 spots on the table Its important to understand a few things: Killing mastermind is fun and all but after you have done it once or twice you actually want to make fat cash. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |