Everything I've learned about heists
Hey everyone! I've been doing heists for the past couple of leagues and i wanted to share what I've learned. I know most of the stuff that I've learned is out there but i felt like it was all scattered and i wanted to put it all in one place... and i understand that most of the community isn't interested heists but this is for those who are interested in them!
Build Personally, i played a modified version of this build https://pastebin.com/ywUBh7Un by AsmodeusClips on youtube for a few reasons because 1) having a high movement speed is fun 2) having a high movement speed is relevant for heists* 3) having constant phasing helps when you're trying to escape and 4) 100% elemental avoidance & 100% spell suppression almost guarantees that you can walk out of heists regardless of modifiers *heists are all about getting currency as quickly as possible and having a high movement speed helps getting in faster and getting out faster this build isn't particularly tanky nor does it deal a lot of damage but in heists you just need to avoid damage and dealing damage isn't necessary at all. I further modified this build last league and dropped all the nodes that increased my damage output for maximum speed and tankiness and I managed to finish a grand heist without dealing any damage i need to add that it wasn't particularly faster because i still had to somehow deal with the guards in the curio display rooms Leveling Rogues
Spoiler
Once you have access to heists you'll get quest contracts for Isla, Tibbs and Karst. After doing their quest contracts if you do another contract with Karst or Tibbs they'll introduce you to other rogues. Tibbs will introduce you to Tullina and if you do a contract with Tullina she'll introduce you to Nenet. Karst will introduce you to Huck, if you do a contract with Huck he'll introduce you to Niles, Niles will introduce you to Vinderi and Vinderi will introduce you to Gianna. after being introduced you can take them for contracts and grand heists While leveling your character you're likely to find a low-level grand heist blueprint. Hold on to it and level your rogues with contracts just enough for them to able to do the grand heist because they can still gain exp from grand heists and grand heists are more profitable compared to contracts and it gives you something to work towards. Rogues gain exp based on area level so if you're confident that you can run high level contracts it's more time efficient to run them. Some people say they run contracts with Huck so they can level their character faster but personally i prefer not doing any contracts with him (other than the one that is required for meeting Niles) because later on he becomes obsolete and I'd rather do maps/rotas to level up. Contracts
Spoiler
As most heist players know the most useful contracts are Deception ones because Gianna can run all of them, she gives an up to 50% discount on room and wing reveals for grand heists and deception contracts have good reward rooms once you've leveled all of your rogues you only want to run contracts with Gianna for the reveal discount and she can do Perception contracts up to level 3*, Counter-Thaumaturgy contracts up to level 4* and Deception contracts without any restrictions *She can do perception up to level 2 and counter-thaumaturgy up to level 3 normally but she can have a prefix modifier on her tool that allows her to do jobs that are one level higher (more about those modifiers later). If you're at a point where you need more deception contracts but you don't have the currency at the moment or if you think a contract is useless you can corrupt it and there's a chance for it to become a different one. If you're running low on rogue's markers you can run contracts that have Priceless or Precious heist targets. these ones yield about 2k to 3k markers so running two of them is enough to fuel a grand heist because every grand heist costs about 5k markers plus whatever you're making off of the 8 to 10 contracts you're running with Gianna for the reveals. At one point or another you're going to be forced to buy contracts. you can either buy them one by one from the trade site or buy them in bulk from TFT. buying them one by one is a lot cheaper but it takes more time and you'd have to gauge whether it's worth it to spend the extra 10-15 minutes to save about 30% on contracts. Chests and side room rewards in contracts are not affected by item rarity and item quantity so it can be considered reasonable to run contracts as normal as opposed to magic or rare. on top of higher item rarity and item quantity, a magic or rare contract also gives you "reduced alert level" and "increased time before lockdown" so if you're struggling to grab all of the loot from the side rooms due to having suboptimal gear on your rogues or if you just want some extra loot you can run them as rare. normally i would run contracts as just the way that they are and i wouldn't bother with changing the rarity. This is just something to consider. Blueprints and The Rewards
Spoiler
Blueprints can have up to 4 wings and 28 side rooms. When you pick up a blueprint you can see how many wings and side rooms it has and if you hold the "Highlight items and objects" button (Alt on pc) you can see what kind of rooms it has and how many of those are revealed ![]() As for the side rooms only the Currency, Divination cards and Harbinger rooms are worth revealing. other room types do offer some value but not as much as these three because currency rooms give you a lot of chaos, regret, vaal, alchemy and transmutation orbs, divination rooms give you stacked decks which are worth a lot of currency and harbinger rooms which give you ancient shards, exalted shards and ancient orbs. If a blueprint has a lot of good side rooms (at least 15 IMHO) it can be worth it to split the blueprint however splitting a blueprint leaves all of the wings (except for one) and room unrevealed which means you'd have to put in some extra time, currency and contracts for the second blueprint. Something to consider is that I was not able to turn a blueprint into a different one by corrupting it. Blueprints have different rewards based on their locations. Repository and Tunnels Blueprints (Alternate Quality Gems)
Spoiler
These blueprints offer Alternate quality gems and prime and secondary lenses which are considered to be the best grand heist rewards. it's because that on average gems sell for more compared to what other blueprint reward types offer. Once you're in the curio display room you can check the price of gems on the trade site or ninja. Ninja is usually quicker but sometimes the prices are incorrect. If the curio display room that you're in contains a prime or secondary lens they're usually worth more than the gems that are offered alongside them so if you messed up and tripped the alarm and you’re seeing a lens it is safe to pick it up. If you managed to get prime or secondary lens you can sell them raw or you can do a bit of gambling with them. For a prime lens, if you use it on a 20/20 summon skeletons there’s a 33% chance for it to become anomalous and if it does it’s worth 4 or 5 times the price of the lens and if it doesn’t and becomes a different quality you can keep the gem until you get another prime lens and the odds are always 33%. If you manage to get anomalous under 5 tries you will make a profit compared to selling the lens raw. (you have a 55% chance to get anomalous with two tries and an 80% chance to get it with four tries.) For a secondary lens, if you use it on a 20/20 normal quality inspiration you have a 50% chance to get anomalous and 50% chance to get divergent. Anomalous inspiration is worth less than a lens but divergent is worth more than one. If you sell whatever you get from using the lens, on average you’ll make a profit compared to selling the lens raw. If you’re looking for a more serious gamble, you can use the secondary lens on a 20/20 anomalous cast when damage taken. It is better to use the lens an anomalous CWDT because it has the highest weight and that will boost your odds of getting a divergent CWDT when using the lens. You have a 28.57% chance of getting a divergent one but it is one of the most expensive alternate quality gems. On the other hand, if you get a normal quality CWDT it becomes nearly worthless. It is a bigger gamble but on average you will profit more from this method compared to using it an inspiration gem. Laboratory and Prohibited Library Blueprints (Replicas and Experimented Items)
Spoiler
These blueprints offer Replica unique items and rare items that can be worth something. These blueprints are usually not that profitable but some notable replicas and rare items with specific implicit modifiers can be found in them. some of notable replicas are replica Alberon's warpath and replica headhunter One of the Important implicit modifiers that you can find on the rare items is "Secrets of suffering" which appears on Alternating scepters. Smuggler's Den and Underbelly Blueprints (Thieves' Trinkets and Currency)
Spoiler
These blueprints Offer Trinkets that help with heists in one way or another, basic currencies and delirium orbs. Also you need to run at least one of these grand heists for the trinket slot on your character. As for the non-trinket rewards delirium orbs can be valuable and usually you have the option to take a few stacked decks or chaos orbs and if none of those are available you can just pick whatever you need at the moment. As for the trinkets they are a few modifiers that you should look out for. not all of them are particularly valuable but they can be helpful. " this modifier is the rarest and most valuable one you can get on a trinket and it's so expensive you could argue that selling it is more profitable than trying to get value from the modifier itself " This one is also very rare and valuable and it's considerably cheaper because regal orbs are relatively rare in heists. " These modifiers don't help if you're focusing on doing heists but if you're someone who wants to do a lot of maps and still benefits from the existence of heists you could allocate the heist nodes on the atlas tree, get one of these trinkets and sell contracts, blueprints and markers. " I know this modifier might not look that appealing but Deception contracts can have Armor side rooms and the chests in those rooms drop up to 8 chromatic orbs without anything affecting them " Having these modifiers can help completing the exalted shards vendor recipe and some of the influenced modifiers can be quite valuable. For example: A shaper influenced shield can have the modifier "Recover (3-5) % of Energy Shield when you Block". " The benefits of modifier are self-explanatory. Mansion, Records Office and Bunker Blueprints (Enchanted Armaments)
Spoiler
These blueprints don't yield a lot on average but they still can have some notable drops. For example: You can get a decent body armor with the implicit "All sockets linked" which gives you access to a cheap 6-link and Expedition's end, tailoring and tempering orbs are also quite valuable which drop in these grand heists. Heist Equipment
Spoiler
Each one of your rogues can equip up to 4 pieces of equipment. A gear, a tool, a brooch and a cloak. Each one of them has one or more modifiers that are beneficial for your grand heists and/or contracts. I also took the liberty of including the cost of crafting these pieces of gear because I’ve noticed that the pricing on the market is quite random. Brooches
Spoiler
The best modifier you can get on a brooch is the suffix " This modifier helps both in grand heists and contracts. In grand heists this modifier stacks with each rogue that has it so If all of your rogues from a wing have this modifier on their brooches there’s a 45% chance for basic currency to be duplicated. And for contracts this is still the best modifier because if you’re running mostly deception contracts you’ll be getting a lot of stacked decks and stacked decks are in fact basic currency. Crafting this modifier alone on average costs 119 alterations orbs and 17 augmentation orbs (or 30 chaos.) * There’s another modifier that you can get on a brooch that can help only with contracts and that’s the prefix " This modifier doesn’t look too appealing but it makes it so that on average you gain about 300 markers from each contract. And if you’re mainly running heists you’re likely to run out of markers sooner or later and markers are expensive. Crafting this modifier alongside the aforementioned basic currency duplication modifier costs about 451 alteration orbs and a good bit of augmentation, regal, scouring and transmutation orbs (or 190 chaos.) * Cloaks
Spoiler
The best modifier you can get on a cloak is the suffix " This modifier is only usable for grand heists but having three rogues equipping a cloak with this modifier makes it so that you have a 15% chance to grab two items from the curio display room. On average this will go off twice every three grand heists and it has the potential to significantly increase your income. Crafting this modifier alone costs 221 alteration orbs and 62 augmentation orbs (or 55 chaos.) * There’s another notable modifier and that is the suffix " This modifier is useful both for contracts and grand heists. Although I would not bother crafting them alongside each other since it costs an insane amount of currency to have them both on a cloak. However, crafting this modifier alone costs 45 alteration orbs and 13 augmentation orbs (or 11 chaos.) * Tools
Spoiler
The best modifier that you can get on a heist tool is shared between all of them and it’s the prefix " This modifier is particularly good for Gianna because it gives her access to more contracts and subsequently reducing the cost of running a grand heist. Gianna gives discount on room and wing reveals based on her deception level. Having this modifier on her tool gives an extra 5% discount on reveals. On top of that job level also affects job speed which is somewhat of a relevant modifier. Each of your rogues come with a perk that can range from crippling to worthless to insanely valuable and these perks are affected the rogue’s primary job level (the one(s) that go the highest) and as a result this modifier can be good on other rogues as well since it boosts their perks. Another thing to consider is that if you don’t like the perk that a rogue is offering you can replace them with another rogue but you are required to give them a tool with the aforementioned modifier. For example: Personally, I don’t like the passive perk that Niles offers because it has next to no relevance in grand heists. So instead of taking him I gave Nenet a “+1 to level of all jobs” tool and that way she can do level 5 counter-thaumaturgy jobs and her passive perk is significantly better. Crafting this modifier alone costs 216 alteration orbs and 44 augmentation orbs (or 52c). * On the market an item with this modifier goes for about double that amount if not more. The other notable modifier that you can get on a heist tool is specific to each one of them. And it’s the prefix that boosts the level of that specific job. For example: the silkweave sole base type that only Tullina is able to equip can have the modifier " This is the lesser version of “+1 to level of all jobs” modifier. It still improves the job speed of their primary job and boosts their passive perk but it doesn’t allow them to take on more jobs. Something to consider is that both of these modifiers can appear on a single item but such an item is incredibly rare and crafting it can be very costly. If you only want to boost the passive perk of a rogue you can opt for trying to craft either one of these modifiers on an item which can be quite cost efficient since it only costs 108 alteration orbs and 22 augmentation orbs (or 26 chaos.) * Gear
Spoiler
There are no relevant modifiers that you can get on a heist gear other than the prefix " since you will be dealing most of the damage. Crafting this modifier costs 63 alteration orbs and 14 augmentation orbs (or 15 chaos.) * * calculations and prices are based on craftofexile and the current market Last bumped on Jun 14, 2022, 3:42:50 PM
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