Base Empowerment Buffs


Adeon Hawkwood

 

Posted

Have people forgotten about them?/Have no idea about them? It seems like nobody uses them, and when I use them on my character I get a question here or there about it.

Or are they known and just provide so little that they aren't worth it?


 

Posted

Generally there are of little use.

A couple which I use periodically are the knockback protection and the +end drain resistance one (maybe if I was thinking of a synapse on a lowbie rather than an exemped character).



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Posted

I use them all the time and specifically keep the appropiate salvage pieces on my salvage racks (knockback protection and recovery are very useful for lowbies, and the recharge buff is useful for toons of every level)


 

Posted

Bases? I think I saw one of those things once. They're involved with them 'supergroup' doohickies those kids in Atlas are so keen about, right?


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

I use the eff out of them.

Every time I get ready to run a SF or w/e I go to my stations and try to clear out as much salvage as possible.

My favorites are:

Grant Invisibility--you can stay invisible even when I click on glowies

Increase attack speed--a 20% bonus for a few pieces of salvage I'd vendor or delete anyway

I also like to get +res for w/e kind of enemies I am about to face

And +lethal res for general purposes--it's only 5%, but it's free

And the crafting @ empowerment stations counts toward you crafting badges.


 

Posted

I don't use them all the time, but I make use out of them from time to time.

I just go down the line and start grabbing the buffs I think I'll find useful, untill I can't create any more of them


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Just a quick note here... Base Empowerments last for an hour... not the 15 min.s stated in the description text.
Also, you can stack different empowerments (invis + hold resist + psi resist...).

The trick is to have the salvage available for your favorite buffs. With the 30 item restriction on base salvage, it likely means you'll need to keep reserves in your personal inventory.

ETA:
Another little note, the stations come in 3 tiers, one built off of the other. The tier 3 stations have pretty much everything on them.

ALSO, the tech and arcane versions have slightly different recipes for some buffs. We keep a tier 3 of each "style", so that if we're missing salvage for the recipes on one, we can check the other... more options are usually a good thing.

.


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Posted

Every now and then someone on the forums will bring up how these things are awesomesauce smothered in bacon, but in the end I always forget they're there. And when I do remember, I've already sacrificed all my salvage on the altar of Wentsworth.


 

Posted

I generally use Empowerment Stations when I'm having a lot of trouble with a mission. When I end up back at the base stocking up on Inspirations, I'll put on some Empowerment buffs as well. Generally, I'll use what is specific to the problem I am having, I have found the mez protections come up more often than trying to use the Resistances. Invisibility is also useful too, and I'll often just add it simply because it'll just help overall.


 

Posted

They're OK.
I have the Tier 3 set up in my bases, but the bonuses are small and I'm not a big fan of the green smog that surrounds you after using half of them. The 20% Recharge boost is one of the better ones, but even so I can't be bothered zoning into the base to grab them half the time.

Grant Invis is very useful for non-Stalkers who wish to run the Spy Hunt arc redside for 16 merits in around 20 minutes (+90 min logged off). Although I dont think I've ever put that one into practice...


 

Posted

They're nice little buffs to have around as catch alls for any situation. I generally use the stealth and the psi and toxic resists the mosts since I like running the Abandoned Sewer Trial.


 

Posted

My low level characters are about as addicted to the -kb buff as Trolls are to their superdyne.

The others are fun.


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Posted

Quote:
Originally Posted by Silverado View Post
I use them all the time and specifically keep the appropiate salvage pieces on my salvage racks (knockback protection and recovery are very useful for lowbies, and the recharge buff is useful for toons of every level)
Ditto. A hidden gem in the game.


 

Posted

I'm a big fan of the empowerment buffs on my Ill/Rad since I can get a cheap easy 20% global recharge buff for my PA that gives me breathing room in AV/GM soloing trips. Even if you are perma already having a little bit of cushion in exchange for some junk salvage you were going to toss onto WW or vendor anyway is never a bad thing.


 

Posted

Quote:
Originally Posted by Griff Mender View Post
Even if you are perma already having a little bit of cushion in exchange for some junk salvage you were going to toss onto WW or vendor anyway is never a bad thing.
That's a huge selling point for me. It's by far the best use of most of my salvage afaict.

I just craft til I run out of powers to get. There are some I really like, but I take w/e I can get. It's faster and often more useful than vendoring the crap.


 

Posted

I use the +recharge a lot, the grant Invs a fair bit, and the +perception frequently.

I also use up any spare salvage I have with buffs.

In particular, if I die in a missions, its nearly always head to base, and empower up.


I don't suffer from altitis, I enjoy every minute of it.

Thank you Devs & Community people for a great game.

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Posted

Not only the buffs but theres a second good point to using them if you are a badge hunter...

Crafting them adds to your total crafting badges like the 500 made one (can't remember the name) which make it easier to get those badges as doing the various lvl IO badges doesn't finish them for you.


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Posted

thanks for reminding me I had forgotten about them completely.


 

Posted

I really only use the +recharge one. It's really nice for keeping up permadom/perma AM.


japan

 

Posted

I use them whenever I remember them. Great feature!


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Posted

I used to use them for my fire blaster's DA adventurings, but it's been a long time.

you know what'd be cool, if you could craft them from the portable workbench...


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Posted

I haven't seen these at all. There was a reference to "base salvage" earlier, are these dependent on stuff we can't get anymore? Or is it just regular salvage?


 

Posted

Quote:
Originally Posted by seebs View Post
I haven't seen these at all. There was a reference to "base salvage" earlier, are these dependent on stuff we can't get anymore? Or is it just regular salvage?
They use regular salvage. To use them you need a base with an Empowerment Station:
http://wiki.cohtitan.com/wiki/Worksh...ms#Empowerment

The first level stations are purchased directly for Prestige, the higher level ones are crafted from the previous station and require prestige to place. Each level has all of the buffs from the previous level plus some new ones. For the most part the Tier 2 station has all of the buffs you will really want. The Tier 3 station only adds Hold Resistance and Psionic Resistance which aren't hugely useful (mez resistance isn't that great and the Psionic resistance buff is only 5%).


 

Posted

Woah. Those look seriously awesome to my untrained eye. Cheap components, hour-long buffs that would make a lot of content way easier.


 

Posted

Quote:
Originally Posted by seebs View Post
Woah. Those look seriously awesome to my untrained eye. Cheap components, hour-long buffs that would make a lot of content way easier.
Some are some aren't. The resistance ones aren't hugely useful (the damage resistance ones give 5% resistance which isn't really noticeable and mez resistance in general is almost useless in most situations) but some of the others are handy. In particular:

Grant Invisibility (for stealthing missions, plus unlike most such buffs it doesn't get suppressed when you attack or click a glowie)
Increase Attack Speed (+20% recharge is handy to have)
Knockback Protection (10 points of KB protection covers almost all NPC attacks with kb)
Endurance Drain Resistance (only 20% but it can make a difference if you're struggling against enemies with lots of drain attacks)
Increase Recovery (+17% recovery is slightly better than slotting the Miracle +Recovery IO)