We need a Unique Vendor Recipes
|
At the moment my uniques are selling at 1 chance with no takers.
The best way to create demand is to make a unique vendor recipe exaclty like the current chaos/regal recipe. A unique set of helms, boots, gloves, armor, weapons, rings, amulets will create a divine orb. With this recipe that default price for all low tier uniques would be 1-2 chaos. If a divine orb is too much i would be happy with a random unique. Or three random uniques yields a alch would work also. We just need some kind of sink to remove the excess amount of low teir uniques then again i could just vender all of them for a few alchs. Nvm, have a good day. Last bumped on Mar 21, 2016, 6:26:39 PM
This thread has been automatically archived. Replies are disabled.
|
|
|
Just vendor them for a few alch shards each. Some are worth something if they get a good corruption, but the sink for unique items is just vendoring them.
https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
|
|
Yea lol, I realized that at the end.
|
|
" You can also save some of the bases and do the chance recipe too, I think it gives 5 chance orbs. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
|
|
Chance recipe requires way too much work changing loot filters and/or running from vendor to vendor. Not really worth it.
Ill just vendor my uniques since they will never sell. Think GGG went too far in creating way too many worthless uniques. |
|
|
Chance orb recipe.
U/R/M/W = 5 Orb of Chance. Set yourself a threshold where you feel getting the alch shards/orb is more worth it. I usually use ~6 alch shards as the threshold but may sometimes go up to 10. You will get used to which uniques are below your threshold and automatically set aside rare items on those bases. When you have a unique, with or without a rare, you can add that base to your filter to grab a couple of whites. For common low level uniques you can often leave the base type in your filter as they won't drop often at high level, so you will pre-emptively collect them. Alternatively, a quick run through an appropriate low level zone can quickly get the low level white bases (and sometimes rare), I personally never show magics in my filter, just trans a white. Also, doing the vendor run on level up can get white and blue (but blues are often not worth buying) bases that you need or know you will need, soon. It's up to you if you feel using an alch to make the rare is worth it. For myself, as someone who doesn't trade, that decision lies solely in how many alchs I have/am using rather than the current community value of chance orbs. As a self found player, chance orbs are not only for chancing items but are scours and regrets via vendor trades. I can produce several hundred chance orbs at will every so often by purging my recipe tabs, I think I did a purge shortly before I stopped playing a few weeks back, so this is what my recipe tabs look like shortly afterwards.....
Spoiler
Casually casual. Last edited by TheAnuhart#4741 on Mar 21, 2016, 3:44:12 PM
|
|
|
Thats a great system thanks for sharing. Didnt even think of transmuting the whites all you would need is the rares to drop to make it worth it.
|
|
|
creating a sink for trash uniques wont make them less trash, i will rather see them geting some sort of buff or rework so they can fit a nich, i mean we have low tier uniques like springleaf or pillar of the caged god that may not be godlike tier but one can build something around them so why not do the same for the rest of the uniques?
for instance some uniques could have an upgrade say:
Spoiler
bramblejack Adds 2–4 Physical Damage to Attacks +(12 to 20) to maximum Life −2 Physical Damage taken from Attacks 40% of Melee NPC Physical Damage taken reflected to Attacker bramblejack x 2 + "x" chaos orbs = bramblejack v2 (lv 15) Adds 4–8 Physical Damage to Attacks +(18 to 30) to maximum Life −5 Physical Damage taken from Attacks 60% of Melee NPC Damage taken reflected to Attacker bramblejackv2 x 2 + "x" chaos orbs = bramblejack v3 (lv 30) Adds 8–16 Physical Damage to Attacks +(27 to 45) to maximum Life −12 Physical Damage taken from Attacks 80% of Melee NPC Damage taken reflected to Attacker bramblejackv3 x 2 + "x" chaos orbs = bramblejack v4 (lv 45) Adds 16–32 Physical Damage to Attacks +(40 to 67) to maximum Life −31 Physical Damage taken from Attacks 100% of Melee NPC Damage taken reflected to Attacker bramblejackv3 x 2 + "x" chaos orbs = bramblejack final (lv 60) Adds 32–64 Physical Damage to Attacks +(60 to 100) to maximum Life −78 Physical Damage taken from Attacks 120% of Melee NPC Damage taken reflected to Attacker great sinergy for crown of the pale king or a good option for facebreakers or pillar builds others could get a rework like ambus charge having "you take 10-15% reduced damage from crits per endurance charge when on low life" self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 |
|
|
I like the idea of upgrading the low tiers uniques.
Could be a super rare new orb, or a vendor recipe that requires the next base item in its tier and a exalt. Would open up some many new build combos :D I would like love a Tier 1 quill rain OMG the possibilites are endless. Last edited by Legendaris#4185 on Mar 21, 2016, 6:29:15 PM
|
|










