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AMPS ... any coherent explanation for the non-min/maxers?

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Flay
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AMPS ... any coherent explanation for the non-min/maxers?

Post by Flay » Sun May 18, 2014 2:38 pm

Perhaps I am kinda dumb, lazy or some of column A and some of column B, but WTH are AMPS? Are they meant to be a time-sink so you can get an extra talent point somewhere? Not only that, but from the eye of somebody who gets frustrated very easily, the whole AMP system, of having to find multiple AMPS and keys and loot drops to unlock particular AMPS (all with no clear tech tree showing exactly WHAT you need) is to me, beyond annoying. Is anybody aware of a blog or other webpage with an explanation that makes sense?

all I've found are people asking pretty much the same questions i am. And many assuming it is a feature added to give the illusion of depth but could (and perhaps should) have been replaced with 2 more talent points or whatever.

Azidex
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Re: AMPS ... any coherent explanation for the non-min/maxers

Post by Azidex » Sun May 18, 2014 2:44 pm

here is a list of all the amps in the game and their locations... all they are, are extra abilities and passives that help you.

https://www.dropbox.com/s/41u3ui5jbu48p ... 81%29.xlsx

Also this website below is a good build website that tells you which amps to have and gives you a bit of a guideline as to what amps you need for each build.

http://ws-base.com/

hope this helps.

Priest
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Re: AMPS ... any coherent explanation for the non-min/maxers

Post by Priest » Sun May 18, 2014 2:52 pm

To be honest I'm not quite sure what you're asking. If you hover your mouse over an amp it will tell you exactly what the amp does. For example, there are amps that will increase critical strike, assault power, etc... There are three tiers of amps, and you can't put points into tier 2 without a certain number in tier 1. Lets just look at one "tree" the assault tree which every class has. http://ws-base.com/builds/generator/warrior (be sure to click on amps) The first tier for warrior has three paths, assault power, crit severity and crit hit. You have to put three points into any or one of these before you can place points into the second tier.

Now some amps you already have and you just need to put points into them as you earn them while leveling. However, there are some that are quest rewards, purchased from vendors, or world drops. You cannot put points into these until you've found them. Sometimes you can also find them on the auction house. You can also most likely youtube a video. I think I remember watching one when I first got interested in Wildstar.

Hope this helps.
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Flay
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Re: AMPS ... any coherent explanation for the non-min/maxers

Post by Flay » Sun May 18, 2014 5:22 pm

so i believe the sum of the responses leads to the conclusion that AMPS (talking about loot drops, rep vendors etc) are merely puzzle pieces required to unlock otherwise blocked selections in the "talent" tree? It would probably have made my question clearer if they had given the two very different yet related mechanisms slightly different names. The AMPS that you simply pick after you level up is very straight forward. Then they decided to throw a bunch of little blue cylinders out in the world, give them the exact same name, and expect everyone to intuitively know that they are different yet the same.

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Livnthedream
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Re: AMPS ... any coherent explanation for the non-min/maxers

Post by Livnthedream » Sun May 18, 2014 5:34 pm

Flay wrote:so i believe the sum of the responses leads to the conclusion that AMPS (talking about loot drops, rep vendors etc) are merely puzzle pieces required to unlock otherwise blocked selections in the "talent" tree? It would probably have made my question clearer if they had given the two very different yet related mechanisms slightly different names. The AMPS that you simply pick after you level up is very straight forward. Then they decided to throw a bunch of little blue cylinders out in the world, give them the exact same name, and expect everyone to intuitively know that they are different yet the same.
Huh? Its all pretty strait forward. You get t1 for "free" but have to put in a little bit of effort to unlock t2 and t3, which is where most of the specialization comes from (in terms of amps, tiers actually give you much more in terms of actual specialization). The amps themselves can be gotten in a number of different ways, with really all of them being tied to all sorts of different content.

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bbates024
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Re: AMPS ... any coherent explanation for the non-min/maxers

Post by bbates024 » Sun May 18, 2014 7:30 pm

Once you know where to get them aka the link above the AMP system seems pretty straight forward. Also if your lazy or make some extra cash you can liist them on the auction house. So if you get a drop for another class and don't plan on having an alt for it try and sell that bad boy.

I see two real main directions with AMPS unless your a major PVP'er cause then one of your builds is going to be chalk full of those.

Healer rock your support tree get the extra support power then pick up the extra crit chance and crit severity from the Hybrid tree. Then work on getting your favorite tier two abilities unlock.

DPS Go to your Assault tree pick up assault power then I like to grab something that has armor penetration and Life steal then go for Crit chance and strike through as well as the Crit chance and severity.

Anyways until you hit fifty and start digging into best in class builds most of it is whatever makes it easier for you to level.

On my SS for DPS I picked up Deadly Chain for my tier two and filled out all the tier one in Assault Hybrid and life steal I was able to roll though mobs about 3-4 levels higher then me without to much of an issue. Just watch out for the big red guys because they will still lay a hurting on you.

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