Powers my new character has
To be fair, a new play could purchase a large chunk of the powers you also possess. Only a few are veteran rewards, though having two staffs and a melee cone at level 1 doesn't suck.
Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)
Yeah, a lot of those are available to anyone. I was just thinking about this when I set up a new character in Praetoria and how much of a leg-up my characters have over a new player's.
And in case anyone is wondering, I'm not complaining, nor am I bragging.
[SIZE=1][COLOR=Yellow][U]Virtue Heroes (Serenity's Children):[/U] [B]@Eek a Mouse, The Devil's Mark, Outlaw Sniper, Gas-Soaked Rag Man, Amazon Prime, Friday's Child, Hot Blooded,[/B][B]Flower of the Moon[/B], [B]Rouge Demon Hunter[/B], Stimulated Emission, Animatronic Wench, [B]Lennie Small[/B]
[U]Virtue Villains (Serenity's Orphans):[/U][/COLOR][/SIZE][SIZE=1][COLOR=Yellow] [/COLOR][/SIZE] [SIZE=1][COLOR=Yellow] [B]Eek a Rat[/B], [B]Bomb Blondeshell[/B], Babe Brute, Jeanne Dark, Fallen Angle[/COLOR][/SIZE]
I have made a conscious decision to attempt a new character the 'old fashioned' way this time around. I made an elec/elec dominator and purposely did not pick up any of my vet powers, or place any of my purchased powers on my tray.
My plan is to *try* and not use them until level 20, and to not fund my character from any of my other characters. I'm not sure how far I will get before I rip my hair out!
Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)
Good luck!
[SIZE=1][COLOR=Yellow][U]Virtue Heroes (Serenity's Children):[/U] [B]@Eek a Mouse, The Devil's Mark, Outlaw Sniper, Gas-Soaked Rag Man, Amazon Prime, Friday's Child, Hot Blooded,[/B][B]Flower of the Moon[/B], [B]Rouge Demon Hunter[/B], Stimulated Emission, Animatronic Wench, [B]Lennie Small[/B]
[U]Virtue Villains (Serenity's Orphans):[/U][/COLOR][/SIZE][SIZE=1][COLOR=Yellow] [/COLOR][/SIZE] [SIZE=1][COLOR=Yellow] [B]Eek a Rat[/B], [B]Bomb Blondeshell[/B], Babe Brute, Jeanne Dark, Fallen Angle[/COLOR][/SIZE]
By level 10, I've thrown the Jet Pack and Jump Pack on top of that.
I agree, though, while I use the Vet Reward attacks on Defenders, Controllers, Masterminds and Corruptors, as well as those where it fits concept, for the most part I don't really use them. In fact, in two cases I have chosen to use a Revolver purchased from the Market in place of either the Blackwand or Nemesis staff. It's not really that expensive currently to keep buying it and the salvage required. (In fact, I usually find the salvage on my other characters and just mail it to the one with the Revolver)
And the Prestige Sprints, while they are separate powers, aren't really all useful. You really only need one of them. I suppose being able to change the effect is nice, but they're all the same in terms of gameplay.
By level 10, I've thrown the Jet Pack and Jump Pack on top of that.
I agree, though, while I use the Vet Reward attacks on Defenders, Controllers, Masterminds and Corruptors, as well as those where it fits concept, for the most part I don't really use them. In fact, in two cases I have chosen to use a Revolver purchased from the Market in place of either the Blackwand or Nemesis staff. It's not really that expensive currently to keep buying it and the salvage required. (In fact, I usually find the salvage on my other characters and just mail it to the one with the Revolver) And the Prestige Sprints, while they are separate powers, aren't really all useful. You really only need one of them. I suppose being able to change the effect is nice, but they're all the same in terms of gameplay. |
Edit: Of course anyone with vet power probably can get around that easy enough anyway so this really only applies to new players without highish level alts or vet powers.
By level 10, I've thrown the Jet Pack and Jump Pack on top of that.
And the Prestige Sprints, while they are separate powers, aren't really all useful. You really only need one of them. I suppose being able to change the effect is nice, but they're all the same in terms of gameplay. |
Also, I initially listed the Prestige Sprints separately under the argument that they are as useful as Walk or the non-combat pet. But I decided to lump them together.
The comparison wasn't about combat effectiveness or usefulness. It was just about the vast number of powers available to a 69-month veteran right from the start.
[SIZE=1][COLOR=Yellow][U]Virtue Heroes (Serenity's Children):[/U] [B]@Eek a Mouse, The Devil's Mark, Outlaw Sniper, Gas-Soaked Rag Man, Amazon Prime, Friday's Child, Hot Blooded,[/B][B]Flower of the Moon[/B], [B]Rouge Demon Hunter[/B], Stimulated Emission, Animatronic Wench, [B]Lennie Small[/B]
[U]Virtue Villains (Serenity's Orphans):[/U][/COLOR][/SIZE][SIZE=1][COLOR=Yellow] [/COLOR][/SIZE] [SIZE=1][COLOR=Yellow] [B]Eek a Rat[/B], [B]Bomb Blondeshell[/B], Babe Brute, Jeanne Dark, Fallen Angle[/COLOR][/SIZE]
I can see how you feel. Back then when i was a beginner i always felt bad when seeing all the vets power, now there's even more, and while i'm a 1,5 years vet and i have a lot of powers already, i know there's still a lot more i'm missing and i kinda feel it's weird to have such difference on starter powers. But most of them are just QoL stuff anyway, the only ones that really make a difference are the attack ones. They really help to fill the lowbie attack chains or have some "big hitter" once in a while instead of spaming brawl and a lvl 1 power.
Dark armor lover.
The Claws/DA Scrapper guide.
I've found the vet attacks (Sands of Mu, ghost slaying ax, staffs) to be something of a mixed blessing. I'm pretty much addicted to using them on lowbies because I hate standing there with nothing to do while I wait for my three powers to recharge And then to miss with two). Trouble is, they're pretty End-heavy and tend to leave me gasping more at the end of a fight than I would have otherwise.
But this addiction, I cannot break!
And the Prestige Sprints, while they are separate powers, aren't really all useful. You really only need one of them. I suppose being able to change the effect is nice, but they're all the same in terms of gameplay.
|

/cleartray
http://www.fimfiction.net/story/36641/My-Little-Exalt
Heh.
To be honest, I haven't claimed any of my vet rewards on a new character in ages. I have the buff pet...it dies too easy. Vet attacks miss too much for my taste and burn through my endurance too fast. Base teleporter does no good when you're not in an SG. I have no desire to have a non-combat pet following me around. The prestige sprints annoy me.
The Jump Pack is the only thing I actually USE at low levels.
I dunno, I guess I'm just not that impressed with the vet powers. The vetspecs and costume changes get more use than any of them for me.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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
Getting that first vet attack made a lot of diffeence with lowbie characters. I expect getting the staff (soon) will be as good too. WHich in my opinion is thier design - getting vets interested in playing lower level characters - thus playing with new players.
That is a real strength of the vet reward system.
/confession: I am a temp power junkie & often spend a million or so on lowbie characters getting the taser, the wonderful envemoned dagger, recovery serum, with the hammer/bat/something for my low on attacks characters. The back up radio is useful at lower level pugs when someone leaves the mission and leaves you short staffed
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
I have made a conscious decision to attempt a new character the 'old fashioned' way this time around. I made an elec/elec dominator and purposely did not pick up any of my vet powers, or place any of my purchased powers on my tray.
My plan is to *try* and not use them until level 20, and to not fund my character from any of my other characters. I'm not sure how far I will get before I rip my hair out! ![]() |

For me personally, it bugs me to see unused powers. Even if they aren't in my trays, they're cluttering up my 'Powers' window. Because of that, I only ever claim the SG Base Transporter power and Assemble the Team from my Vet reward window.
As far as booster pack powers, I don't use anything but Mystic Fortune and Secondary Mutation, so everything else stays out of my trays.
I also go out of my way to delete all the temp powers I can from my Powers window so they aren't cluttering it.

Edit:
That's a usable command!?!

That would have been VERY helpful after those tons of times I've respec'd and instead manually picked out each power from my trays.
I tend to not claim my vet reward powers. I like my toons to follow a theme, and it breaks that for me to see my characters pull out a big staff or wand that don't fit them thematically.
I will never give up ninja run and the jump pack from the good vs evil edition however!
I'm complaining.
The powers you get for being a Vet, inparticularly Sands & Wands I feel are almost too strong.
Hopefully in CoH2 these powers won't exist.
Also, Ninja Run is unfair. Even if it can't be slotted, it's still a $10 advantage over the average joe.
Whining about everything since 2006.
Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484
Powers my new character has at level 5:
Four Primary/Secondary Powers
AT Inherent Power
Origin Power
Rest
Brawl
Sprint
Walk
Five Prestige Power Sprints
Jump Pack
Ninja Run
Self-Destruct
Mystic Fortune
Secondary Mutation
Shadowy Presence
Sands of Mu
Nemesis Staff
Blackwand
Supergroup Base Transporter
Mission Transporter
Pocket-D VIP Transporter
Non-combat Pet
Combat Buff Pet
Assemble the Team
Reveal
Raptor Pack (purchased)
Powers a new player character has at level 5:
Four Primary/Secondary Powers
AT Inherent Power
Origin Power
Rest
Brawl
Sprint
Walk
Raptor Pack (purchased, if they know)
[SIZE=1][COLOR=Yellow][U]Virtue Heroes (Serenity's Children):[/U] [B]@Eek a Mouse, The Devil's Mark, Outlaw Sniper, Gas-Soaked Rag Man, Amazon Prime, Friday's Child, Hot Blooded,[/B][B]Flower of the Moon[/B], [B]Rouge Demon Hunter[/B], Stimulated Emission, Animatronic Wench, [B]Lennie Small[/B]
[U]Virtue Villains (Serenity's Orphans):[/U][/COLOR][/SIZE][SIZE=1][COLOR=Yellow] [/COLOR][/SIZE] [SIZE=1][COLOR=Yellow] [B]Eek a Rat[/B], [B]Bomb Blondeshell[/B], Babe Brute, Jeanne Dark, Fallen Angle[/COLOR][/SIZE]