Get the best upgrades for the Nexus and grind out AVP fast.
Mass Effect: Andromeda is all about colonisation, and in addition to the character level of your Ryder pathfinder of choice you also have another measurement of your progress: AVP, which stands for Andromeda Viability Points. Not Alien vs Predator, sorry. I was disappointed too.
Anyway, your Andromeda Viability Points act as a measurement of your progress in the galaxy. There are a total of five planets you can settle in the game, and if you manage to settle each successfully (which is in no way guaranteed and is based on your in-game choices) you’ll have a planetary viability measurement out of 100% for each. Each time you add to that number increases your AVP across the board. You can continue to increase your AVP even after you’ve raised a planet to 100% viability if you so wish.
Your AVP is displayed in the top-right of the main menu and is counted separately from your main EXP counter for your character. It levels up at its own unique rate too, raising the Nexus Level – or how proficient the Nexus, your galactic hub for Andromeda, is. As the Nexus levels up new areas of the station will become available.
How to earn AVP, increase planet viability and level up the Nexus quickly
There are a number of ways to increase your AVP and boost planetary viability – and doing both of these things will in turn raise your Nexus level, awarding you Cryo Bay points and unlocking more options on the Nexus itself. Here are the most reliable methods:
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Exploring and activating a Remnant Vault will net you 40% viability right away.
This happens as part of the main quest on some planets, but on others you’ll have to seek the vaults out. As well as the huge uptick in viability vaults will make some of the more difficult to travel planets far easier to explore by making the climate more agreeable.
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Establishing outposts will give you 20% viability
Establishing an outpost requires high viability to begin with, but it will reward you with 20% viability for doing so.
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Dropping Forward Stations adds 2% viability
You’ll want to drop forward stations as a priority anyway since they act as fast travel points, but when you do it’ll give you 2% extra viability
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Planet main plot completion adds 10%-20% viability
Each planet has some sort of quest that is its ‘main quest’ away from the Priority Ops of the main story of Andromeda, such as brokering terms with the Krogan or solving the turf war on Kagara. Completing this quest will add a significant chunk of viability.
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Architect Defeat and/or Enemy Base Clear will add 10% viability
Architects are nasty, gigantic boss enemies found on several of the colonist worlds. Defeating them will add around 10% viability, and the same is true for the large enemy bases found on some worlds. Some worlds have both.
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Priority Ops will add between 5% and 10% to the related planet’s viability
Some planets are deeply associated with priority ops, and in those cases you’ll gain 5-10% viability.
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Side Quest completion adds 2% to 5% to viability
Side quests all contribute to viability, and are a great way to grind for viability and AVP quickly in small increments.
Getting all planets to 100% viability isn’t that difficult and actually carries an in-game reward. Once planets are at 100% viability you can keep pushing on with quests – viability won’t rise past 100%, but your AVP will continuem to be added to your overall Nexus Level. Your Nexus Level is vital because it can be spent on…
Spending your AVP and Nexus Points on Cryo Pods
Every time your Nexus levels up from the amount of AVP you gain you not only see the Nexus grow a little busier and sometimes expand, but your AVP and Nexus Level also unlocks a new Cyro Pod Perk. When you hear SAM alert you that ‘you have AVP outstanding’, that’s what SAM is getting at. You can spend your AVP at a terminal on the Tempest or on the Nexus itself in the Operations area.
The Nexus upgrades are split into three main sections: Science, Military and Commerce. What you’re essentially doing is spending AVP to wake up certain colonists, though the colonists you awaken and their abilities will provide unique perks to you, so you have to pick carefully. Here are some of our favourites that we think you should prioritise picking up early:
The best Military Pod Perks to get early
- Advanced Training: You’ll have to unlock one other lower-level skill before this one (we recommend Reconnaissance), but this then gives you 10% bonus EXP from all encounters. Get this one early!
- Always Prepared: This pod requires the Munitions Pod be unlocked first, but this then gives you an extra consumables slot, used to equip items that give you a major boost in battle such as elemental ammo or defence buffs.
- Versatility: This pod is an upgrade of Always Prepared, adding one fourth and final slot. Having all four slots will give you a lot of options.
- Reconnaissance: Recommended above, this perk reveals hidden chests near forward stations on the open world maps. These chests contain great loot that you can use, sell, or break down for raw materials for use in crafting.
The best Science Cryo Pods to get early
- Improved Development: This upgrade will give you 10% more research data from all sources – vital if you plan to research new gear.
- Improved Development II: As above, but this adds another 10%. If you’re crafting this stuff is a big deal.
- Innovation: If you get into crafting, this adds one more augmentation slot to all your research & development projects, meaning a chance tom make things even more powerful still.
The best Commerce Cryo Pods to get early
- Trade Capacity: This is an absolute no-brainer – it ups your inventory size. At a certain point in the game this becomes absolutely vital.
- Trade Capacity II: See above! Once you have the upgrade you can do this again – it’s still not big enough, mind. I eagerly await the PC inventory mod or trainer cheat app…
- Fusion Mod Support: This is a bit of a late-game upgrade, but it halves the penalty for all fusion mods. Fusion mods are hugely powerful armor mods that also carry a hefty negative hit to offset their huge bonuses in their area of expertise. This halves those penalties, making the mods much more viable.
- Market Dominance: If you’re more interested in crafting than buying, pick this up – it’ll expand shop inventories right across the Heleus Cluster a fair bit with rarer stuff.
Mass Effect Andromeda guide: AVP, planetary viability and the best cryo pod perks to upgrade posted first on pipervictor.blogspot.com
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