Is the Sands of Mu vet power the same strength for everyone?


Firebeam

 

Posted

So whether youre a controller or a blaster its the same strength for both?


Global: @Fire Beam

 

Posted

Yes, temp powers have exactly the same stats for all ATs.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
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Posted

This can be quite handy for Controllers and Masterminds, which otherwise have to expend a lot of effort and endurance to deal damage. Of course, the inverse is also true, Temp Powers get no penalty from AT modifiers, but they get no BONUS, either.

In other words, your Temp Powers will not be effected by Containment, Fury, Defiance, Assassination, or any other AT Inherent. They also do not Taunt as with Gauntlet. (Although they draw aggro from the damage as normal)

Temp Powers also tend to miss, since they cannot be slotted and thus have only the base 75% accuracy. It can help to have a +ToHit bonus or a -Def debuff on your foe before trying to use it. On my meleers I typically only use it following a Build Up.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
Temp Powers also tend to miss, since they cannot be slotted and thus have only the base 75% accuracy. It can help to have a +ToHit bonus or a -Def debuff on your foe before trying to use it. On my meleers I typically only use it following a Build Up.
I find them useful on Superstrength characters; Rage doesn't boost vet attack damage, but does make them more accurate. And they still hit for full damage even when Rage crashes and your damage is debuffed.

I also find Sands useful on my Earth Controllers; with all that -Def they hit all the time. Earth Control solo at pre-pet levels is a lot more tolerable with 2 vet attacks.


Arc #40529 : The Furies of the Earth