Nemesis Staff and Blackwand
The powers won't be part of anyone's attack chain, and likely won't be used all that often... so I don't see the fuss.
Neither of them fit all that well conceptually with the VEATs, so pick whichever one you like better. Personally, if I had to pick based on effect, and no other consideration, I would go with the Black Wand... its lack of KB would make it better for pulling if necessary.... not that the VEATs really suffer a lack of ranged powers.
I think that Nemesis staff offers better mitagation in the early on when you really need it.
Later game, you're VEAT isn't even likely to pull out one of the VET powers. Also, I've noticed that teh blackwand -tohit, doesn't even last that long.
So if you can live with the KB, I'd go lollipop over booger stick.
I am running an Crab and a Fort in almost parallel right now. I have not picked up the 33 month power on either of them. Since from what I understand, Natural origin villains get the damage bonus on both powers, SoAs need to decide based on the secondary effects.
I can't decide which ones I want. Here's my thoughts though!
The Blackwand's -tohit stacks nicely with either of their defenses. They will spend much of their career not softcapped, so any powers that get them closer to that effect are a good idea!
The Staff's knock back offers a different form of mitigation, entirely. One that has a much more visible and immediate effect, but has all its usual annoyances. Plus it has an increase in range.
Anyhow, I just can't decide for either of them.
So, could you share with me which you took on your VEATs, and possibly why?
A possible secondary consideration, if you have thought of it: whichever you took, would you still have if it didn't get the damage bonus? In other words, is knockback and range enough to sell the staff on its own, even if you were a magic origin? (I know that's not possible.)
@Gilia1
I play heroes on Champion.
I play villains on Virtue.