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Crafting items for Might?

Archived PostArchived Post Posts: 1,156,071 Arc User
edited September 2009 in Items and Crafting
Maybe I just haven't gotten far enough yet, but I have one character doing Science and one doing Arms and have not seen a single "Power Replacer" for Might attacks, nor have I had one drop. I've had tons for both Single and Dual Blade plus many for several other frameworks. Am I just missing something here? Did I choose the wrong path somehow? Is there a place with a clear explanation of what Crafting path offers enhancements for what Power Frameworks?
On a related note, I've only ever seen 1 "Power Replacement" item for Power Armor. Are the Blades/Munitions/Martial Arts ones just that much more common?
Post edited by Archived Post on

Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    nope. nothing for might. has always been that way. asked for some in closed and in open after the forum wipe... sorta gave up after that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I got an item thats enhances powers titled as "fighting". But I havent come across power replacers as such.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Seriously? So if I play a Might character there's just nothing for me? That's ****ing ridiculous! I mean what the hell? Have they ever given a reason?

    Separate question: I've had several items that don't seem to do anything. Things like the "Shorty blaster", the "crybaby grenade" and the gun thing you can get from the ghost in Burnside. Are they supposed to do something? Are they broke? Do they not work with Might or Power Armor characters? Because they don't list a Framework they have to be placed with...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    I came across one for might in beta which added toxic damage to might powers. Which I used with the def combo might power I had.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    If the items in question are like "primary offense" etc, you may need to activate them by clicking from gear menu.

    I got a nice ghost revolver from the snake gulch ghost town... gunslingers legacy or something. VERY good cone damage and it looks like a ghost revolver.. Has 1,5 minute recharge though. I used it on my munitions character (I like collecting different weapons because shes a weapons master) by quickly equipping it when I wanted, then switched back to the normal item when it was done.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    bigbywolfe wrote:
    Seriously? So if I play a Might character there's just nothing for me? That's ****ing ridiculous! I mean what the hell? Have they ever given a reason?

    Separate question: I've had several items that don't seem to do anything. Things like the "Shorty blaster", the "crybaby grenade" and the gun thing you can get from the ghost in Burnside. Are they supposed to do something? Are they broke? Do they not work with Might or Power Armor characters? Because they don't list a Framework they have to be placed with...

    try crybaby with smoke grenade ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    If the items in question are like "primary offense" etc, you may need to activate them by clicking from gear menu.

    I got a nice ghost revolver from the snake gulch ghost town... gunslingers legacy or something. VERY good cone damage and it looks like a ghost revolver.. Has 1,5 minute recharge though. I used it on my munitions character (I like collecting different weapons because shes a weapons master) by quickly equipping it when I wanted, then switched back to the normal item when it was done.

    Gunslinger Legacy was the one I was thinking of. I had it equipped as my Primary Offense item and it did nothing. Nothing in the description says you have to activate it. I didnt' know any slotted Offense or Defense things ever needed to be activated. Nothing in the description makes that clear, and since they aren't usable/consumable items how are we supposed to know that? Am I just dumb for not realizing this or something?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Mutations. If you sepcialize in mutations in science there are a lot of things you can make for Might. But yes, its still not a lot compared to other power choices.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Quick FYI, anything that works for Martial Arts FIST attacks will work for Might attacks.

    I have tested and confirmed this, just haven't seen anything worthwhile to use myself.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Arti wrote:
    Quick FYI, anything that works for Martial Arts FIST attacks will work for Might attacks.

    I have tested and confirmed this, just haven't seen anything worthwhile to use myself.

    Yeah but... there is like two of those. At least MA gets a few kick replacers also.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited September 2009
    Arti wrote:
    Quick FYI, anything that works for Martial Arts FIST attacks will work for Might attacks.

    I have tested and confirmed this, just haven't seen anything worthwhile to use myself.
    Mutations. If you sepcialize in mutations in science there are a lot of things you can make for Might. But yes, its still not a lot compared to other power choices.

    Thanks for the info both of you. I wish there was some way to know this information before choosing your crafting and such.
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