Is thre a way to respec a vet power choice?


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Posted

Hi:

Earlier in the game, when I received vet powers, I had a choice between Sands of Mu and Ghost Slayer Axe. Sadly I chose the axe, and truly regret it; is there a way to switch my axe choice to sands of mu?

Hugs

Stormy


 

Posted

No, but on the bright side you get a second chance to get it at 54 months.


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Posted

Hi,

what happens when you change to your second build?

Do you have to use the first builds vet power or can you choose again?

Just a thought

Cheers


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Posted

Quote:
Originally Posted by jacktar View Post
Hi,

what happens when you change to your second build?

Do you have to use the first builds vet power or can you choose again?

Just a thought

Cheers
No, sorry - the choice is for the whole character, not just the build. it doesn't reset to allow a different choice.


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Posted

For awhile, I was getting excited about the second build...sniff

Stormy


 

Posted

Did you take a break or something? You don't qualify for the 54 Months Vet Reward yet (see Eislor's post above)?


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Posted

For what it's worth, I find that I usually only use my vet attacts at lower levels. Once a character gets fleshed out with their powerset choices and pools, the vet powers start seeming really "meh". I think that fact that they are unslottable is a big factor in this. What's so great about Sands of Mu when it misses half the time and the animation delays you from firing something off that might actually hit?

Picking the "wrong" vet power can be annoying, but it's hardly a character breaker.


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Posted

Quote:
Originally Posted by Tealeaf View Post
For what it's worth, I find that I usually only use my vet attacts at lower levels. Once a character gets fleshed out with their powerset choices and pools, the vet powers start seeming really "meh". I think that fact that they are unslottable is a big factor in this. What's so great about Sands of Mu when it misses half the time and the animation delays you from firing something off that might actually hit?
Odd, I still use Sands of Mu quite a lot on my lvl 50 ma/sr scrapper. It gives me some extra aoe potential, catching two or three critters in it's cone. Sands of Mu is also a nice negative energy damage source in case I run into some critters with high smashing resist. And with a Kismet unique and 74% global accuracy it doesn't really miss that often.


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Posted

Quote:
Originally Posted by Sheline View Post
Odd, I still use Sands of Mu quite a lot on my lvl 50 ma/sr scrapper. It gives me some extra aoe potential, catching two or three critters in it's cone. Sands of Mu is also a nice negative energy damage source in case I run into some critters with high smashing resist. And with a Kismet unique and 74% global accuracy it doesn't really miss that often.
I use the sands of Mu a lot on higher level toons. Great on my dom.

I've always regreted getting the axe....


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Posted

It depends on the character. Melee ATs generally have no shortable of attack powers, while Controllers, Masterminds and the like have fewer pure damage powers.


 

Posted

I'm really enjoying the axe right now, when half the stuff that pops out of a ToT door counts as undead

I usually pick for thematics, though if I know I'm going to be fighting a lot of CoT I'll take the axe. If I don't have any particular plans I'll lean towards the sands.


 

Posted

My methodology has always been Sands of Mu, whichever weapon gives the origin bonus, and then the Undead Slaying Ax. The first two are huge boosts to low level characters with few attacks. The Ax is just gravy for whenever you encounter pesky undead, throughout the game.


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Posted

Yeah, one consolation is that the axe is really very good for killing those annoying COT ghosts. Especially if your other damage type is primarily lethal.


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Posted

Quote:
Originally Posted by Tealeaf View Post
For what it's worth, I find that I usually only use my vet attacts at lower levels. Once a character gets fleshed out with their powerset choices and pools, the vet powers start seeming really "meh". I think that fact that they are unslottable is a big factor in this. What's so great about Sands of Mu when it misses half the time and the animation delays you from firing something off that might actually hit?
True, *BUT*, my most-played character has about 40% global accuracy plus the Kismet +to hit unique and Tactics. His vet attacks don't miss very much.

Also, there are situations where the vet attacks are really useful. On a Superstrength character, when Rage drops you have a 10,000% damage debuff. However, just as the vet attacks can not be buffed, they can't be debuffed either. They work at normal effectiveness while all your other attacks will be hitting for 1-2 points.

So, yes, for most characters they start to suck at higher level. For some builds, though, they range from useful to priceless.


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Posted

Quote:
Originally Posted by DumpleBerry View Post
The Ax is just gravy for whenever you encounter pesky undead, throughout the game.
The axe is absolutely nuts against those guys. On a ghost, it does more damage than fully slotted Headsplitter.


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Posted

Quote:
Originally Posted by Ironblade View Post
On a Superstrength character, when Rage drops you have a 10,000% damage debuff. However, just as the vet attacks can not be buffed, they can't be debuffed either. They work at normal effectiveness while all your other attacks will be hitting for 1-2 points.
And when you've got the 54-month vet reward, you have three of them, which pretty much fills up the 10-second crash period. It's like its own tiny little attack chain.


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Posted

Quote:
Originally Posted by Ironblade View Post
The axe is absolutely nuts against those guys. On a ghost, it does more damage than fully slotted Headsplitter.
Fell in love with it all over again ToTing in Peregrine. Oh, I'm sorry, you're a purple Vampire boss? Take THAT!


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Posted

Quote:
Originally Posted by DumpleBerry View Post
Fell in love with it all over again ToTing in Peregrine. Oh, I'm sorry, you're a purple Vampire boss? Take THAT!
I actually took this on my Sonic/Traps corruptor (still lowbie). When I was actually able to hit, it did crazy-damage. The perfect tool for zombie invasions.



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Posted

Quote:
Originally Posted by Sheline View Post
Odd, I still use Sands of Mu quite a lot on my lvl 50 ma/sr scrapper. It gives me some extra aoe potential, catching two or three critters in it's cone.
No matter how carefully I line up my attack, 95% of the time I get a resounding "MISS!" above the other critter(s) in the cone. It is almost Urban Legend material. On the rare times I catch multiples, however, it is sweet indeed.


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Posted

I find them useful until i start getting SO's slotted. I do have three alt's that use them heavily:

A speedster toon for concept: He uses shadow maul, sands of mu, and flurry. I really wish there was more of a speedster power set for punches.
Willpower/SS tank - rage crash - you need something that does damage and sands of mu is my goto.
Mace tank - again for concept, he is an ancient weapons specialist, so he has a mace, the GS Axe, fists wrapped like ancient cestus, and right now he has a longbow from a safeguard and an sword from a croatoa mish.


 

Posted

Thank you for the kind responses...

Since most of my alts are heavely IO setted, I have lots of Accuracy gains from them. So I find using Vet attack powers at high levels to be very reliable. It is at low levels, when my IOs are not quite there, that my Vet powers are a bit random.

In my case, I sadly chose the axe for my energy blaster, who primerely fights from range. If something comes into range of my axe, I am in serious trouble. The reason I prefer the Sands of Mu over the axe, is two fold: 1) It does more damage than the axe in general; and 2) Its a cone, where the axe is a single target.

Hugs

Perhaps I should suggest to devs, when one does a respec, to include the vet power choices; what do you all think?


 

Posted

Quote:
Originally Posted by Melancton View Post
No matter how carefully I line up my attack, 95% of the time I get a resounding "MISS!" above the other critter(s) in the cone.
Well, that's not a problem with lining it up. If you get a 'Miss' message, that means you lined it up just right..... but missed.


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