Is thre a way to respec a vet power choice?
As far as I know there is no option to change once you have chosen a vet power for a character.
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No, but on the bright side you get a second chance to get it at 54 months.
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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
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For awhile, I was getting excited about the second build...sniff
Stormy
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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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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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?
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Sheline: lvl 50 ma/sr scrapper
Thor's Kitten: lvl 50 ela/mace tanker
Hellfrost: lvl 50 ice/rad corruptor
And many more. What can I say? I'm an alt-o-holic.
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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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I've always regreted getting the axe....
I don't suffer from altitis, I enjoy every minute of it.
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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.
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.
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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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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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?
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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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If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
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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.
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?
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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