Temporary Powers?


AkuTenshiiZero

 

Posted

I have this power "taser dart" which is listed as a Temporary Power in my Power window. It doesn't show up in my Manage Enhancements window and I don't seem to be able to add enhancements. This taser dart is often wildly inaccurate so I'd like to be able to give it some accuracy. What is a temporary power? Is it going to go away? And is there no way to improve it?


 

Posted


temporary powers are just that...temporary. They either have a set number of uses or an in-game time-limit. Right-click on your Taser Dart and it should show the number of uses you have left on the power. Finally, you cannot enhance temporary powers at all, but some of them can benefit from the effects of inspirations.


 

Posted

[ QUOTE ]
I have this power "taser dart" which is listed as a Temporary Power in my Power window. It doesn't show up in my Manage Enhancements window and I don't seem to be able to add enhancements. This taser dart is often wildly inaccurate so I'd like to be able to give it some accuracy. What is a temporary power? Is it going to go away? And is there no way to improve it?

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Taser Dart is one of the origin powers. It is a permanent temporary power (oxymoron, I know). They used to last until you hit level 10, but, they are permanent now. Really it comes down to it cannot be enhanced (like other temp powers) but, you will always have it.

For more information, click here.

--Rad


/whereami:

 

Posted

I think the OP is talking about his Origin power.

Originally Origin powers were temp powers that disappeared at level 10. They cannot be enhanced and thusly do not appear in your enhancement screen.

They are just there to provide a little offensive boost during levels 1-10.

In issue 7 they were changed so we get to keep them after level 10.


 

Posted

As stated by others, Taser Dart is an origin specific permanent temporary power. There is no way to slot up any temp power in the game but you can increase accuracy and recharge. You do this via IO set bonuses, Build up or it's alter-ego Aim, Tactics, Hasten, outside buffs applied by other players, and/or other powers that are specific to your powersets. Just be aware that some temp powers are flagged to not accept damage buffs. Origin powers are permanent but as you get some more attack powers you should find yourself using these less if not at all.


 

Posted

Thanx for the information. Very clear.


 

Posted

[ QUOTE ]
I have this power "taser dart" which is listed as a Temporary Power in my Power window. It doesn't show up in my Manage Enhancements window and I don't seem to be able to add enhancements. This taser dart is often wildly inaccurate so I'd like to be able to give it some accuracy. What is a temporary power? Is it going to go away? And is there no way to improve it?

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That particular 'temporary' power will never go away. There are a great many temporary powers that really are temporary. None of them, nor the veteran attack powers, can be enhanced.

*HOWEVER*
There are two ways to make them more accurate.
1) IO set bonuses which give increased accuracy. These bonuses are on *YOU* and apply to all attacks.
2) Powers like Tactics, Focused Accuracy, Build Up, etc.

My level 50 scrapper has the Ghost Slaying Axe as part of his regular attack chain against various enemies since he hardly ever misses with it (Tactics and Kismet +accuracy unique IO).


Paragon City Search And Rescue
The Mentor Project

 

Posted

Taser Dart, much like every Origin-based Temporary Power, is not only not enhancable, but it would also be a complete waste of time to do so. The entire purpose of it is to give you something to use when you lack enough powers from your chosen sets. Ultimtely, you will forget your Taser Dart even exists, as it will be glaringly inferior to all the awesome powers you gain.

May I also say, never place slots into Brawl, Sprint, or Rest. They can, by default, take one enhancement each, and you will never need more than that. Personally, I suggest 1 Damage or Accuracy in Brawl, 1 Endurance Reduction in Sprint, and 1 Recharcge Reduction in Rest. Just keep them updated whenever you have an otherwise useless enhancement, and you'll be just fine.


The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

Aku - one exception to that is I know various people who use the Taser (as well as the magic origin power) to light their oil slicks.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Huh...I did not know that. I didn't even know that worked. I guess this would be the superpowered equivallent of throwing a match on the thing


The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

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May I also say, never place slots into Brawl, Sprint, or Rest. They can, by default, take one enhancement each, and you will never need more than that.

[/ QUOTE ]

... Stealth IO from the running or leaping set. May want two slots (one for that, one for end.)

I don't *tend*to, but you may.


 

Posted

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Aku - one exception to that is I know various people who use the Taser (as well as the magic origin power) to light their oil slicks.

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I have a second reason to use it. Or, rather, I USED to. Before I got the vet reward (Blackwand/Nemesis Staff), I had some characters with no ranged attacks if they exemped and lost their epic pool. I would use the origin power for pulling.


Paragon City Search And Rescue
The Mentor Project

 

Posted

[ QUOTE ]
[ QUOTE ]

May I also say, never place slots into Brawl, Sprint, or Rest. They can, by default, take one enhancement each, and you will never need more than that.

[/ QUOTE ]

... Stealth IO from the running or leaping set. May want two slots (one for that, one for end.)

I don't *tend*to, but you may.

[/ QUOTE ]

Truth be told, I put Quickfoot Run/End on mine. But that's on my Stalker, so having Stealth would be a moot point. Clever trick, though, I hadn't thought of that...


The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

My techie characters make heavy use of the Taser dart, since its hold stacks nicely with other holds. It's real neat smacking someone with a ranged attack slotted with a Devastation: Chance ot Hold, then hitting them with the Taser Dart, and seeing the tesla cage form around them because the taser's hold stacked enough mag with the proc to actually hold the enemy.