Power Choice: Sands, Axe, Blackwand, or Nemesisstaff
I generally grab Sands, Wand, and Nemi. If I'm going for a slayer/weapon theme, I'll take the axe.
I generally grab Sands, Wand, and Nemi. If I'm going for a slayer/weapon theme, I'll take the axe.
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I generally don't bother with all three.. 1, or even 2 are helpful until you have a decent chain, but three is mostly a waste of spots on the tray, in my opinion. Given that, and the temp powers limited value, get what ever you like. If you aren't melee focused, tho, get Neme and Wand first, then either power you hope to rarely use last...
If you are are a melee type, get whichever, as it is probably on your chain between a real power and Brawl..
I generally don't bother with all three.. 1, or even 2 are helpful until you have a decent chain, but three is mostly a waste of spots on the tray, in my opinion. Given that, and the temp powers limited value, get what ever you like. If you aren't melee focused, tho, get Neme and Wand first, then either power you hope to rarely use last...
If you are are a melee type, get whichever, as it is probably on your chain between a real power and Brawl.. |
The powers in the second choice (the one with 4 options) don't give the origin bonuses anyway, so even if you could still pick the Nemesis Staff, it wouldn't give you a bonus for being tech.
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By the way, you now have to be very careful when picking -- the second choice pops up first in the email list, so you might accidentally pick the wrong first choice. I nearly did this twice.
"Hey! You knocked generic cola all over your precious D20 books!"
ED: Now I know how Nancy Kerrigan felt: "Why...?!? Why...?!?"
On most of my characters I end up taking the two ranged plus one of the two non-ranged choices. On a lot of them I take the Sands, but lately I've switched over to the axe for a lot of characters.
As an AoE attack, Sands is a little annoying. It's very fiddly in its range and cone arc, and you have to spend as much time lining it up as you do actually using it. And its animation lasts for-fricking-ever. And by the time I've gotten two or three real attacks I almost never use whatever the melee vet power is anymore anyway.
So lately, I figure I might as well just take the axe, because that way at least I have something that'll do a little extra damage to ghosties, which is a decent enough reason for using it every now and then—as opposed to Sands of Mu, which is just a slow attack that doesn't have any point except when I'm exemped so low I don't have anything else.
Seriously, at the way early stages, your biggest problem is a lack of anything to round out an attack chain, and the ax helps as well here as any of the others.. Later, after you should have a chain, all of the temp powers are lacking, assuming you actually slot your real powers.
That said, the ax is weaker in my experience, than Sands or the dmg bonus ranged. It's not a lot different in the 3rd position as far as temp powers go, though..