Random SOS thoughts of a random player

Niff1erTick1erNiff1erTick1er Posts: 64 ✭✭
in SOS Assignments #1 latest comment 27 August, 2020, 04:20 am.


  1. With so many SOS skills (which require DADA books) that only grant Spell Books, doesn't that imply that this will be a critical resource once they release the Combat Training update? It would be really bizarre if it wasn't.
  2. Has anyone figured out Proficiency and Efficacy for Trace Charms? I assume one bumps %'s for orange or red traces (I only use this trace on Reds) and the other is the number of traces that appear. Hopefully the bugs will be fixed soon.
  3. For me at least, the most important / useful skill *by far* is the Trace Charm followed by overall Spell Mastery, then Family specific Mastery and Departure Denial. Effective use of the Trace Charm on Reds will I think give you FAR more XP than any other skill (as well as SOS Manuals and I assume the occasional gold, potion, or key). Sometimes it duplicates the base trace, so for horrifically rare traces or just that last thing you need to prestige a page, I would think that this would be a priority. So far, I've seen about a 10-15% chance of getting an additional Trace Charm charge from a Family Treasure Trunk.
  4. Next would be overall Spell Mastery skills which help with all traces, even Oddities (which there are no SOS skills for that I see). I can now one shot a dragon with a critical (which is ridiculous btw, they really should fix that). I would assume it also helps in towers, but that's just my assumption.
  5. After that, it's pretty much a jumbled tie depending on where skills are placed, how much I have to spend to open skills lower on a tree etc.
  • For me, energy efficiency is most important, so increasing the probability of nabbing a trace with one energy is #1. The more traces I can nab in one shot, the faster I can progress. So I try to finish Mastery skills first.
  • Virtually tied with Family specific Mastery are the Departure Denial skills. My reasoning is that spells are one energy each 100% of the time, while departure rates, however annoying, are not 100%. So for me, I'll balance spending books on Mastery about.... 3:2? over departure skills.
  • Lower on my list are the potion brew time reductions. If I start four potions then go to bed, the next morning it's not going to be significantly different. I'm still able to not run out of potions. The only potion skills I have gone out of my way for are the bumps to Baruffio's Brain duration, XP, and brewtime, as well as Potent Exstimulo uses. etc.
  • Last on my list of usefulness would be Treasure Trunk Wizarding XP Boosts. Assuming they keep a level 60 cap, this is the only skill with a limited shelf life. Since it only pops with a family treasure trunk, there are SO many other things to spend books on first
Reply

Comments

  • WitchHikerWitchHiker Posts: 410 ✭✭✭
    #219 August, 2020, 02:08 am.

    This new ‘system’ is completely worthless!


    those Inn and greenhouse charms are useless and since launch, very few severe foundables are appearing therefor e trace charm is moot.


    anyone else finding a loss of interest in this game since this sinking SOS launch?

  • KodokmagKodokmag Posts: 1,283 ✭✭✭✭✭
    #319 August, 2020, 03:15 am.

    i think proficiency in traces charm is wizarding xp bonus in percentage, its always added 0,1 every upgrade and when capturing traces from traces charm the WXP is increase after updating the proficiency.

    but i could be wrong though.


    and i a kind of agree with @WitchHiker emegency traces (red beam) also become rarer, even recently i didnt use my daily traces charm for a few day for didnt encounter the red beam.

  • Niff1erTick1erNiff1erTick1er Posts: 64 ✭✭
    #426 August, 2020, 11:04 pm.

    @WitchHiker , I've found that going out at dusk I get a horned serpent (red) at least 90% of the time.

    The Trace Charm (if and when it works correctly!!), with a Baruffio, has given me 11,000+ XP with all the various family trunks popping.

    It's as if they are nerffing getting to level 60.


    I agree with the Greenhouse charm but...

    It makes me wonder if this is a hint of things to come. That key ingredients like mushrooms, powdered dragon claw etc will be even more obscure, requiring an investment in the various Greenhouse skills.


    If the free energy laying around ever goes away, then the Inn Charm buffed with Proficiency/Efficiency will be very handy as well. But as I said, I'll start with many other skills that grant an immediate benefit.

  • BenTigerBenTiger Posts: 603 ✭✭✭✭✭
    #527 August, 2020, 02:16 am.

    @Niff1erTick1er The Inn charm will always be nearly useless. The timer only lasts for one spin of the inn and all the energy stays at +1 each. The skill to get extra charges from chests is broken, so you never get extra charges... so, you get one chance a more energy, then several +1 energy drops for a gain of maybe 15 total energy once a day.

  • MtPolluxMtPollux Posts: 856 ✭✭✭✭✭
    #627 August, 2020, 04:20 am.

    It's kind of an edge case, but the inn charm could be useful for a group that plays together (maybe a family) in an energy sparse area. Since it can be shared, if everyone builds up their inn charm then they could take turns using them and everyone could get 40-60 energy per day.


    But for the most part, yes, the inn charm is not worth investing a single extra book into

Sign In or Register to comment.