Due
to an unforeseen delay today, I don't have the time to begin
recounting Day 2. But as an intermission, let's talk Power House (as
I promised I would elaborate on it in the last entry.)The Power House
is where heroes go to train up new powers and purchase talents, super
stats, etc as they level up. But it's also much more than that.
You enter this odd looking structure as
you would any mission door and are immediately greeted with swarms of
people gathered around a central ring of trainers. Hope you've
mastered using the Z key to interact with objects and NPCs, because
you'll find it difficult to find and click on a trainer.
As you level up, you gain all sorts of
ways to progress your character. Super Stats level up with you and
boost.. well, whatever it is they boost. Strength lets you hit things
harder, Ego lets you shoot things harder, Constitution lets you be
hit harder, etc. Super Stats also add to your damage. Super Stats are
also the second most boring thing to agonize over here. Talents would
be the most boring, as they simply boost stats.
Specializations are based off your
super stats (I think) and act like talents would in WoW. So, passive
boosts according to whatever you put points into. Starting at 10, you
earn a specialization point every level. These are more interesting,
but ultimately just more numbers. Let's get to the meat of the power
house: Powers and Advantages.
Power Armor
This is your
power's menu. As an AT, you'll simply be told which power you're
being given at any certain level. Relieves some stress, for sure, but
you're more or less locked into a certain build. Every so often, you
can choose between two powers. Yay. But that's the point of AT's:
It's not as mind-numbingly difficult as a Free Form AT. Because, you
see... if you're free form:
Elemental Trees. Notice the top left tab, and the five icons. These are powers from all icons.
That's one category of powers. Notice there are six tabs. Each tab has 3+ specific icons, such as Wind powers vs Fire Powers.
As another example, this the Martial Arts category, which has Dual Blade, Unarmed, Single Blade and Claw power types.
Holy
Hell. Yes, you can pick and choose from the lot of these. Want a beam
sword on your wind summoning guy? Go for it. Want your dark sorcerer
to use a machine gun? Why not. Maybe your martial artist should use
both fists and pistols. Of course he should. And you can do that
here. Granted, sticking to your powerset unlocks more powers faster,
but the freedom to choose is what really counts. This, right here,
blows City out of the water. It's also a metric ton to take in. See
all these people gathered here? They're trying to decide what's best
to choose next. Insanity.
Thankfully,
you're not locked into a power right after you take it, providing you
don't leave the Power House. The power house has multiple floors that
you can use to test your new powers. Stand on a laser pad and get
blasted to test that new defense. Go shoot some test dummys to see
how that new laser pistol or shoulder minigun looks. Maybe use the
“danger room” (I can't remember the actual name) to re-create
holographic groups appropriate for your level range and test the
powers in an actual combat situation.
Unsatisfied? Go back to the main lobby
and untrain for free. The Power House is an awesome concept. Once
you're satisfied, just exit and everything will be locked into place.
Should you decide that the shoulder minigun isn't cutting it in a
couple levels, you can always come back and untrain for some ingame
cash. This, though potentially expensive depending on how far you
roll back, beats searching for hours for a Respec Trial group.
And that's the powerhouse, as well as a
rough look at the Free Form character. I'll try to work in some of
Day 2 tomorrow!
- @Epsicon
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