Origin related to Enhancement & Powers ( Origins )


Campro

 

Posted

Where can I find detailed information as to how it relates to what Origin I pick?

For example, what benefits, enhancements, etc. do I get for picking Science, Mutation, Magic, Technology, Natural?

Links to other forum posts or externals sites would be helpful. I have searched and am having trouble finding more detailed Origin information.

Thank you


 

Posted

Quote:
Originally Posted by Campro View Post
For example, what benefits, enhancements, etc. do I get for picking Science, Mutation, Magic, Technology, Natural?
None.

Really. Origin is irrelevant for about 95% of gameplay. The only thing it changes is which stores you can get your DO/SO enhancements from and some of the text in dialogues.

Also, you get a really crappy "origin power."


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Posted

Also, the second set of titles, available at level 25 I think, are origin themed.




In Paragon City since June 2005.

 

Posted

Quote:
Originally Posted by Campro View Post
Where can I find detailed information as to how it relates to what Origin I pick?

For example, what benefits, enhancements, etc. do I get for picking Science, Mutation, Magic, Technology, Natural?

Links to other forum posts or externals sites would be helpful. I have searched and am having trouble finding more detailed Origin information.

Thank you
WAY back (as in pre-beta) origin had an effect. (There was also a larger set of origins.) It would affect how many powers you could select, and how far they could be developed.

That system was scrapped.

Origin, now, is really more for flavor. The only things it affects right now:
- Origin temp power. Low damage, unenhanceable, really meant to give you something extra to use before level 10 (when it used to disappear) when you didn't have many powers. Slight differences between them, but really not worth mentioning.

- Some dialog choices/dialog results. (Not many, and none that affect how an arc plays out or what you do next.)

- Some other temporary powers - there are 1-2 that change depending on your origin. The Nemesis Staff and Blackwand (unenhanceable "vet reward" powers) will do extra damage depending on your origin.

- They USED to determine your starting contact before the Freedom launch on heroside (excluding Kheldians.) They no longer do. Unfortunately.

- And yes, they affect title choices.


So, pick whatever fits your character best, if you have a theme or backstory in mind for them. Otherwise, pick Magic. Solely for having your SOs show up at the top of the list in the "all origin" stores like the Vanguard quartermaster.


 

Posted

One place where Origin really matters:

The Trick Arrow set has Oil Slick Arrow, which requires an Energy or Fire attack to light the Oil Slick. Depending upon your other powerset, you may need your Origin power to light the Oil Slick. Magic and Tech Origins have an origin power with Energy damage. As a result, you may want to make sure that your Trick Arrow Character is Magic or Tech Origin unless his other powerset includes Energy or Fire damage.

My Illusion/Trick Arrow Controller had to rely upon his Tech origin power to light the Oil Slick (for levels 35-40) until I hit level 41 and took Fireball from the Fire APP set.


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Posted

Origin does matter when it comes to which Yin SO you can use.


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Posted

Quote:
Originally Posted by Local_Man View Post
One place where Origin really matters:

The Trick Arrow set has Oil Slick Arrow, which requires an Energy or Fire attack to light the Oil Slick. Depending upon your other powerset, you may need your Origin power to light the Oil Slick. Magic and Tech Origins have an origin power with Energy damage. As a result, you may want to make sure that your Trick Arrow Character is Magic or Tech Origin unless his other powerset includes Energy or Fire damage.

My Illusion/Trick Arrow Controller had to rely upon his Tech origin power to light the Oil Slick (for levels 35-40) until I hit level 41 and took Fireball from the Fire APP set.
I'll add another nod to the Tech origin and it's origin power: the Taser. This is especially appropriate for a Controller because the Taser does a hold. It is great to use after you've cast your regular single target hold power to stack the holds so you can immediately stop a boss. While it only lasts a few seconds, it is usually long enough for your regular hold power to recharge and then it can take over. Note, you will lose some effectiveness as your Beginner's Luck's accuracy boost wears down, but if you can pop in a Kismet +tohit IO or some accuracy set bonuses or Tactics, it can be useful for your whole career.


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