Temp Powers and you


ArchLight

 

Posted

With issue 17, we have been inundated with new temporary power recipes, and they are dropping like crazy. Suddenly, those nice little bonuses you get through some story arcs, or in random side missions in Mayhem or Safeguard missions, are available for use by anyone with the inf. and the inclination.

...

So, that said, is anyone actually using these? I know that I've made some good use of both the Plasmatic Taser and the Hand Grenades when I need some extra AoE, but I'm curious if anyone else is bothering with these...


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Posted

Every Stun & Hand Grenade, Envenom Dagger and Plasmatic Taser gets emailed to my global unless I have the same recipe sitting in my inbox. If I'm playing a toon that doesn't have one of those powers I claim that email and craft it.

Some of those recipes have pretty expensive salvage requirements. I had a tier two heal recipe or backup radio drop and it required a Reactive Gas to craft. That's a 2 million inf piece of salvage.

For most of my toons these temps last a long time but my stone/stone dom burns through stun grenades.

I think Plasmatic Taser is the best temp in the game though. Having a power that can sweep a mob into a corner is great, having to waste a power pick on such a power can suck (I'm looking at you Torrent).


 

Posted

Stun grenades and plasmatic tasers are awesome especially on my mastermind. Backup radio might mean more to a corruptor than my mastermind but I have a Demon Prince for most of my boss holding requirements.


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Posted

Oh yes, lots of people are bothering with these.

At the end of the last Positron Duo I did everyone ended up swapping temp power recipes and salvage for a while.

I've seen some people talking about the Envenomed Dagger's -regen quite positively.

They're all being used fairly often. Even my archery blaster makes use of the two melee temps.


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Posted

I've tried a couple of them, but they aren't proving to be very useful to me. I have built characters which are reliant, in one way or another, on one or more of the "perma-temp" powers (origin power or veteran reward), but not for temporary powers. And anything that I don't explicitly plan for, I don't tend to use. So I sell what I can, try a new one if it drops and I can't sell it, delete the rest.


 

Posted

Most of my characters keep an Envenomed Dagger around to help deal with giant monsters and archvillains, and my Kin/Ice defender used temporary attacks for most of the first thirty levels to get an attack chain.


 

Posted

Stun Grenades are hilariously powerful if your character has any kind of AoE Disorient. I've been locking down huge groups left and right on my PB.


 

Posted

On my Mastermind, I have a full attack chain of temporary powers for when I don't need to act as support. The temporary powers don't use Mastermind's hilarious damage scale.

Hand Grenades are especially powerful, along with Stun Grenades.

I also like finishing off minions with the Baseball Bat. It's just too epic!

One time, I was doing the ITF. I saw this surgeon, cast Petrifying Gaze on him, then I just casually walked up to him, took out a baseball bat, and beat the crap out of him. It was hilarious. xD


 

Posted

Quote:
Originally Posted by Bright Shadow View Post
I also like finishing off minions with the Baseball Bat. It's just too epic!

One time, I was doing the ITF. I saw this surgeon, cast Petrifying Gaze on him, then I just casually walked up to him, took out a baseball bat, and beat the crap out of him. It was hilarious. xD
That is total win right there!

I have been very surprised that the envenomed daggers aren't more popular. They completely shut down the regen of a giant monster and seriously cripple the regen of an AV. Plus they do a solid 100-160 damage on their own. I don't understand why these things are not selling at the same price as the backup radio and kinetic dampener even with their higher drop rate. But I hardly care, I'll take 'em if you don't want them =)


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Posted

Quote:
Originally Posted by GavinRuneblade View Post
That is total win right there!

I have been very surprised that the envenomed daggers aren't more popular. They completely shut down the regen of a giant monster and seriously cripple the regen of an AV. Plus they do a solid 100-160 damage on their own. I don't understand why these things are not selling at the same price as the backup radio and kinetic dampener even with their higher drop rate. But I hardly care, I'll take 'em if you don't want them =)
Yup! They help a great deal! I think they're not going for too high cause they're so common. Honestly the whole temp power business is one of the best features of Issue 17. I love them!

Oh! Recovery Serum. Another REALLY useful one for low levels.


 

Posted

They are a bother and a nusance for me. I don't craft to make them and I hate the way my recipes get filled with them so I might miss the opportunity for some rares that might actually be worth some money if I dont' drop what I'm doing to go sell, which they aren't worth anything, or just taking the time to delete them is a pain. I wisht they would come up with a separate storage place for them or allow me the option to not get them.


@Joshua.

 

Posted

I like them and tend to craft them when I can because you never know when you are going to need a ___(fill in the blank)____ power. But I feel the drop rate is currently too high.

I have had doubles of the same power several times and it's not uncommon for me to end up with 3 or 4 temp powers after an hour or two of playing. I like them all, but you CAN have too much of a good thing.


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Posted

I might keep the buffing or healing ones, but temp power attacks miss far too often in my experience to be worthwhile.


 

Posted

Quote:
Originally Posted by Godpants View Post
I might keep the buffing or healing ones, but temp power attacks miss far too often in my experience to be worthwhile.
But on non-damage ATs they often make up for the accuracy with significantly higher damage. Also, if you're debuffed, sometimes they are better than your normal attacks (like during a rage crash).


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by GavinRuneblade View Post
But on non-damage ATs they often make up for the accuracy with significantly higher damage. Also, if you're debuffed, sometimes they are better than your normal attacks (like during a rage crash).
I thought temps experienced the damage debuff the same as normal attacks, and the veteran powers (e.g. Sands of Mu, Nemesis Staff) were the only ones that ignored your current damage bonus (or penalty).


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Posted

Quote:
Originally Posted by Godpants View Post
I might keep the buffing or healing ones, but temp power attacks miss far too often in my experience to be worthwhile.
They get better on a team with stacked Tactics. Other than that, yeah, they 'can' miss a lot.

I really only use them if I have a yellow insp or two I need cleared out of my tray and want to use something 'different' to change the pace. Although, some of them, such as Plasmatic Taser, can be quite useful for the 'get away from me' knockback damage mitigation, or when you simply need another attack because your recharge is debuffed to heck.


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Posted

With stacked Tactics, it might be fun to do a temp powers rampage. Clear a radio/paper mission using only temp powers for offense

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Posted

Quote:
Originally Posted by Necrotron_RO View Post
I thought temps experienced the damage debuff the same as normal attacks, and the veteran powers (e.g. Sands of Mu, Nemesis Staff) were the only ones that ignored your current damage bonus (or penalty).
Hmm, I didn't know there was a difference between a vet power and the temp version of it. I'm not saying there is or isn't, saying I don't know.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

I've been getting a lot of usage out of recovery serum and plasmatic taser. I have been getting some usage out of the medkits. I know and dislike the jetpack (half an hour? Reeeeallly?) I expect there are others I haven't really discovered yet that will become "fairly standard"- especially if I'm exemping a lot. The dagger and the backup radio look juicy.


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Posted

I smell a new challenge if the drop rates don't change: level a character from 1-50 using only temporary powers. Temporary powers may come from any source except origin and veteran abilities. You may farm temporaries and salvage with another character, so long as the temporary-only toon only uses temporaries. No permanent passives may be used, excluding AT inherents. Domination may also be allowed, simply because it wouldn't be fair to block Doms from using their inherent when everyone else gets theirs, though maybe not since not all ATs can use their inherents with temps.


 

Posted

I've posted this in other topics about the same question but yeah I collect them for the most part.


However, on my Claws/SR Brute, I have used the Recovery Serum and the Hand Grenades. The Hand Grenades power is actually pretty powerful/useful


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Posted

Quote:
Originally Posted by Godpants View Post
I might keep the buffing or healing ones, but temp power attacks miss far too often in my experience to be worthwhile.
I've never been lucky to find healing or buffing ones. My recipes always get filled up with St. Louis Sluggers or somesuch.


@Joshua.

 

Posted

I find the temp powers most useful at the very beginning of the game and the very end. In the beginning of the game having the extra attacks as filler is nice while very late game once I have accuracy and recharge bonuses from IO sets the attacks again become useful especially when facing enemies with significant slow effects.


 

Posted

I have one character that is collecting Temp powers kind of like how others collect badges. So these are just more sauce for the goose.

While I do feel the drop rate is a little high I have not gotten all I want or stocked up on the ones I want surplus of yet. Feel free to change it with the next issue.


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Posted

I play toons that get some sort of -def on the enemies (swords, acid mortars, friends with swords) and I love Plasmatic taser. Luckily people through the high level one for cheap, and finally theres a use for Thorns and Temp analyzers.

Yeah all that salvage that the Rewards team put in but never used in recipes finally gets a use. (over exaggerated but pretty darn close)