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I only have two Incarnates so far (both slotted with their rares now). One is my main, an Emp/Dark defender, and the other is my Ill/Storm controller.
The first Kahn team I got on with my empath last night was very debuff heavy. We had a /Storm contoller, a /Kin controller, a Dark/ defender, and a /Dark corruptor. The remainder of the team consisted of a tank, a scrapper, and a blaster. Reichsmann folded like one-ply, and then we mopped up the AVs we'd been ignoring (except the Countess, I believe--I think she had died to pets and spillover from the AoEs). -
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As to the "poof", the text says that it "evaporates into thin air". While that means it's no longer physically present at the time, it doesn't necessarily mean that it's gone for good; it depends on how you choose to roleplay it. For Balanced, I choose to play it as the locket moving on to its next part in their destiny; it is likely now in the hands of one of their fathers, reminding him of the past, but Balanced is still connected to it.
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For my main, it's a locket that belonged to their mother. It holds pictures of two men, one dark and one fair, who otherwise bear a striking resemblance to one another. Like all of their other possessions, it disappeared during the century they spent trapped in a caved-in section of Oranbega. Somehow, Trapdoor stumbled across it, and now they have it back.
Aside from their powers, the pictures are the only link they have to their fathers. -
Quote:I posted my teasing "It's in the mid-70s here" post earlier in the thread in anticipation of just such a whiplash. Saturday afternoon, it was 76F when I got everything loaded in the truck. Right now, it's about 15F, and there are sheets of ice on the roads everywhere they haven't been ground away by the (understandably light, but undeniably idiotic) traffic.That is the kind of whiplash season change that I'm used to.
It could certainly be worse, though--my sympathies to those laboring under truly frigid temps, and especially to those at risk of getting snowed in. Stay warm and safe. -
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As I recall, Burkholder is supposed to be something of a coward and opportunist. It's possible that his "run" AI setting is cranked to 11 to simulate screaming, pants-wetting wussiness. It's annoying, but at least it's sort of plausible.
Regular mobs running away so much is a nuisance. I've got the impression that debuffs, especially AoE debuffs, really push the "Run away!" button. That can make it a royal pain for some sets, including Traps. I try to make sure my debuffers always have a good immobilize (or an excellent slow or two), but sometimes it's not enough, or concept doesn't allow for it.
Worst of all, in my opinion, are panicky giant monsters. Deathsurge and Scrapyard are notorious in this regard; I've chased Scrapyard over half the island with a single lowbie corruptor. Even if running away is WAI for most mobs, giant monsters really ought to stand their ground more. -
On Saturday, I helped put on a game for my LARP. We were out in the park all day. Fortunately, I didn't have to wear one of the heavy costumes, because I sweated enough in jeans and t-shirt while we were hauling props back to the truck.
Ow! Knock it off! Where are you guys finding rocks, anyway? I thought they were all buried under eighteen feet of snow or something....
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Agreed, though I would be dubious about making them solo-only. I would likely solo them on all my Incarnates, if only because I tend to think of Incarnation in roleplay terms as a personal journey. I wouldn't want anyone who only wants to team to be locked out of them, though--there are Incarnate concepts that would fit that mold as well.
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The powers in the screenies aren't powers your character will get from the Lore slot, they're powers for the Lore pets (note the references to Lore allies, offensive allies, and support allies). That is not inconsistent with what we saw before.
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Quote:We've gleaned a few details from things that have shown up in-game. I believe it has been shown that the Lore slot will allow you to summon two pets, which may be based on existing factions--I think one Lore we found allowed you to summon Praetorian Clockwork allies, but I don't recall for certain. These pets may be either offensive or support types, and you can mix and match (one of each type or two of either type). The support pets don't attack at all, but they're also indestructible, as the Lore Protection power shows.From what I've heard and seen on other leaks, the Lore slot gives you a pet. So these must be different buffs you can get on that pet.
The Interface slot appeared to allow you to add a secondary effect to your attack powers. I think there was a screenshot of an altered enhancement screen that had an extra slot connected to the powers, but I can't find it now. Does anyone else remember it?
Of course, it's entirely possible this stuff is wrong, or that it will change before it's released, since it's based on leaks of things that are a long way from release. -
Quote:An SG-mate of mine said something like this in Pocket D once. Following an abrupt, pointy death, she found a golden title over her head that said, "Pwned by TA".And that doesn't change the fact that he's still a bow defender. That is, after all, little better then being a stalker, melee player without mez protection, or a person without a travel power. Sure they're on the team, but you can smell their gimpness from across the map. It's just unpleasant and unfair to all those involved.
Just sayin'. -
I'll join you. I'm very, very happy with the arc. The story isn't exactly what I envisioned when we were asking for more fluff during the GR beta (though in a few bits, it comes about as close as it could short of using my example dialog verbatim). It definitely hits the mark on the "feel" I was looking for, though--a distinctive, challenging, but soloable, arc that showcases the existing Incarnates while still distinguishing your character from them. It no longer feels like you're buying your apotheosis from a vending machine.
Now, so long as they continue to make a solo path available for all the Incarnate material, for the sake of those characters for whom Incarnation is a personal journey, I will stay very happy with it. -
Quote:Part of the problem, I think, is that it's split between actual origin and bureaucratic "Origin".Unfortunately, origin exists in a funny twilight where the devs don't want to leverage it too much in gameplay, because they want it to be a "free option" for the players. But gameplay and lore is sufficiently entangled with origin that its not a completely free choice in the sense that some things depend on it (enhancements, stores, etc) and some storylines imply particular aspects of origins canonically. That makes it difficult to integrate more than it is now, and difficult to disentangle any more than it is now. Its sort of painted into a corner at the moment.
The actual origin is what plays into your backstory, enhancements, and some mission dialog--it's where the character's powers really come from.
Bureaucratic "Origin", on the other hand, is just a pigeonhole. Like most other bacteria, bureaucracies fission when they get big enough. The FBSA, for example, split into the "Origin" departments, and now some paper-pusher has the job of shoehorning each new super into one department or another--no matter how much lube is required. They probably just go by keywords; a regular guy with an ax gets the Natural form to fill out in triplicate, but a regular guy with a magic ax gets the Magic form, even if he can't spell "spell".
The problem is that only the bureaucratic Origin can be used as a trigger in the game, so when you base in-game stuff on it, you sometimes get conflicts. Not every Magic character can talk to lightning elementals, for example--and just how many of Iron-Crutch Li's earrings can one person wear at a time, anyway*?
You can usually handwave your way around these things, fortunately, but the devs need to be very careful when adding Origin-specific material. The bureaucratic Origins are just too broad to be reliably used as story hooks.
*(Seriously, that's a big hoop.)
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Quote:1) Because "any two Rares" means you can combine any of the four Rares to make either of the Very Rares. The in-game chart may be more aligned with the crafting requirements, while the chart on the website may be more aligned with the effects. As a result, all of the things that can be used to make a Very Rare run together in the in-game chart before splitting back out to the final boosts.Three problems.
1) The chart differs from the in-game chart, which links all the rares together before splitting to the very rares.
2) If assuming it's not linked, why any two rares, as opposed to the rares underneath them?
3) Is that rare boost slot, OR rare components? It may very well mean any two rare components, along with ALL boost slots underneath them.
2) Perhaps because it affords the player more flexibility in the boosts they have available during the (potentially quite long) process of assembling the parts for their Very Rare. There seems to be little point in having both a Cardiac Total Core Revamp and a Cardiac Boost or Cardiac Core Boost. On the other hand, having a Cardiac Total Core Revamp and a Musculature Radial Boost could provide a useful degree of flexibility--you might use the Cardiac to cover your endurance while running solo, and switch to the Musculature when you team up with an Empath or Kin who can provide you with unlimited endurance. Most people might not bother to switch, but having the option beats having a useless lesser boost sitting there while you gather bits for the next upgrade.
3) We don't even know that there will be rare components, though it's certainly possible. However, the ability cost is specifically listed as "Any 2 Rare", not "Any 2 Rare, plus some other stuff". Moreover, it's listed that way in a chart that doesn't include components at all, but which does contain boosts labeled as "Rare". Granting that this is all speculation, it makes more sense to ground our speculation on things that are actually included in the chart rather than hypothetical things that may be added later.
Again, it's all guesswork. We don't know what the Rare boosts will cost--they might require rare components, for example--so any estimates of the total cost of a Very Rare are quite shaky. The numbers and reasoning I offered are simply what I used to set a goal for my main; hopefully, it will at least put me within striking distance of my Very Rare boost when the rest of the Alpha Slot goes live.