Do you use the five starting enhancements?


BackFire

 

Posted

Unless there are recipes that I'm unaware of which allow those unique enhancements to be Invented, they are not really Inventions regardless of how hexagonal and shapely they appear. And they are not part of a set with associated set bonuses, either.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Tenzhi View Post
Unless there are recipes that I'm unaware of which allow those unique enhancements to be Invented, they are not really Inventions regardless of how hexagonal and shapely they appear. And they are not part of a set with associated set bonuses, either.
Trust me, I'd have stronger words if they were No, they're not Inventions or Sets, and that's why I find nothing wrong with the things. They act like them, though, and it bugs me. Luckily, I don't need them to enjoy myself, so no-one loses anything


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I've been using them just to clear out the inventory space. This means that I've been slotting some powers with two of them on some characters.

In order to avoid "losing effectiveness" in the first half of the 20's (though all you really lose is the low-likelihood procs), I replaced the pair of reward-O's with an SO damage and an SO recharge, rather than two damages, as I otherwise might have done. This meant that I slotted recharge on this character much earlier than I otherwise would have, which is interesting.

I also replaced the "chance for knockdown" one with a Kinetic Combat proc I'd been saving for that character since the last round of power proliferation was announced.


"Bombarding the CoH/V fora with verbosity since January, 2006"

Djinniman, level 50 inv/fire tanker, on Victory
-and 40 others on various servers

A CoH Comic: Kid Eros in "One Light"

 

Posted

I mainly slot them because I can't sell them. The bonuses are nice, too, but without them I'm more apt to slot Accuracy and Endurance Reduction in the early levels. Deleting them out-of-hand would seem so wasteful.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Tenzhi View Post
I mainly slot them because I can't sell them. The bonuses are nice, too, but without them I'm more apt to slot Accuracy and Endurance Reduction in the early levels. Deleting them out-of-hand would seem so wasteful.
That's the one thing which frustrated me, actually, though I can't say I'm surprised. With players essentially being able to manufacture these by just making new characters, it's only natural they'd be soulbound. I honestly would have wanted to give mine away, but it turns out I can't. Oh, well. The trash can fairy never refuses donations.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
(I believe they're in T6 or 7).
Tier 7 slot 7


 

Posted

Been using them on new characters since Going Rogue. OF course, I've only had a handful of new characters since then, but why look a gift horse in the mouth, I say. Better than TOs, good enough until lvl 20 or I get a better drop


 

Posted

I put 2 of them with damage procs in each of my first 2 attack powers.

This way I get equivalent to 1 Damage SO and 1 Recharge SO, plus two procs, using 2 slots. When I upgrade to real SOs I'll just replace them with 1 Damage and 1 Recharge. By then the procs have stopped working anyhow, so there's no "hit" to performance.


@Oathbound & @Oathbound Too

 

Posted

i use them until i get to SO levels (which is about the time when their procs stop working anyway)


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Still, that's me. Are you using your starting enhancements to hold you over until level 22?
On my newest masterminds, I've been putting those enhancements into the minion henchmen power. Yes, all five of them.

For the rest of my new characters, I've put them into their attacks as soon as they have room for them. They're rather useful.


 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
Knockdown in Caltrops is fun!
I'm loving it in Fireball, but ^^^ is genius!!


Craft your inventions in AE!!

Play "Crafter's Cafe" - Arc #487283. A 1 mission, NON-COMBAT AE arc with workable invention tables!

 

Posted

I've been slotting them one apiece in my attacks as I level up, but this thread is giving me some better ideas. Too bad fire/fire doms don't get Rain of Fire, but it could be handy in, say, Fire Cages...


Blood Widow Ricki * Tide Shifter * T-34 * Opposite Reaction * Shaolin Midnight * ChernobylCheerleader

 

Posted

I use them because they're free... but there are times I forget I have them slotted and wonder why my holds are causing knockdown.


You don't hit smiling monsters - Sister Flame

 

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I use them. Why not? They're better than anything a level 1 character can buy and use.


 

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I use them ALL THE FREAKING TIME. They're awesome.

Quote:
Originally Posted by FredrikSvanberg View Post
I love slotting the chance for knockdown proc in Brawl.
I prefer putting it in a damage aura, or a low level AoE, like Fireball, Shadow Maul, etc.


@Roderick

 

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Quote:
Originally Posted by Fleeting Whisper View Post
These are the enhancements you got if you purchased Going Rogue: Complete Collection.
If you preordered it, I think only from one specific vendor.

And a friend of mine is doing a traps/ toon who is doing nothing but putting all of them in Caltrops.


 

Posted

When I was first exposed to them in beta I was hoarding them and allocating them one per attack power.

Now, I just put three slots in each of my first two attacks as soon as feasible and dump all five enhancements into them. If it's a melee archetype, I'll sometimes put the knockback proc into brawl as someone else suggested.

Yeah, they're way better than depending on TO drops.


 

Posted

Yeah, I been using the heck out of 'em since GR. I almost always put the chance for knockdown in Brawl, and the other four in my first two attacks, making sure to split the Chance for Psi and Chance for NRG.

Unless I'm a Mastermind, and then they all go in my first tier pets- which is hilarious when more than one triggers. I kinda wish there was a chance for Fire one instead of one of the Smash / Lethal ones

and Sam, it's only the proc that goes away, they still give +16% to each Dmg and Rech all the way to 50, so theres really no need to replace them anytime soon.


 

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Quote:
Originally Posted by DarkGob View Post
No, but only because I've been forgetting that I have them now.
It turns out I don't actually have them, so that's the actual reason.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

I definitely use them. They're like SOs at level 1. Since they're as good as SO's, I don't replace them until I slot IOs for set bonuses around level 35.