Grey Pilgrim

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  1. Boost Range... I dunno. I have two EM Blasters, and neither have enough slots to donate extra to Boost Range. I just give it a recharge and call it done. I figure I'm not going to always want it, so why go for more? I suppose it could be nice with more slots, but other powers need it more, I would say.

    Aid Self, it's whatever I can throw its way. Some of my Blasters have to go with the default slot (though they do/will get a little help from the Spiritual Alpha Slot). On others, I've gone for Doctored Wounds and 5-slotted it, to get a recharge boost.

    On any of them, I either retreat to use it quick if a fights going sour (and I don't want or can't use inspirations to help more), or like you, top my health off between fights. I haven't really needed any lower interrupts in it.
  2. Bummer. He never had any super huge roles, but he was always a solid character in the parts he played. Did well in The Usual Suspects and (I think?) as the priest in Baz Luhrmann Romeo and Juliet. I liked him for his award-winning In the Name of the Father as well, though I didn't get as much out of that movie as some did.

    Kind of one of those interesting actors that is always around, has minor roles, but seems a better actor than a lot of the big names, ironically.
  3. Ghetto hold? Do you mean slotting the chance for hold proc in Fire Cages? Hmmmm, I think I prefer that in Ring of Fire, as I can see me using that on bosses like I do with my Controllers... and the times when I want an immobilize, it's usually on a ST, not a big mob.

    Not that I mind it for an AOE on my Controllers, but it's usually superfluous with other controls.

    For your build, is it Permadom because while Hasten isn't perma, it's close enough to make sure Domination always recharges? My build looks like I could do that if I fire off Hasten when I use Domination, but it wouldn't keep it up indefinitely, there would be a gap after that point. Would that be much of an issue?

    I moved things around to get another Posi's Blast set into Rain of Fire, but I'm not sure I want to dump a bunch of slots out of powers that are more worthwhile, just to get more global recharge out of Boxing. And... I think I may just accept how things are, as I'd rather keep Bonfire over taking Weave (or removing any of my other powers). They all seem to fit better/be more fun. I may just accept being close to permadom but not quite with this, I guess. Or hope that the Spiritual Boost will get me close enough to Permadom because of how it affects Hasten (which is now three slotted and at a 97% boost).

    Thanks for all your help again.
  4. Still working on revising my guide in my sig, but it answers most of the questions in here. I also covered the recent changes in replies later in the guide thread.

    Anyway, to throw my two cents in, you do want to take Taunt. It used to make more sense to take it later for a Fire/Fire since you have other priorities, but I don't think there's any reason not to take it around level 20 or sooner, as you don't have to worry about picking up Stamina anymore. Taunt is useful in bringing foes at range closer, as well as making sure targets stay focused on you and not your teammates (especially true for AVs).

    For survivability, Tough helps out a lot. Even better is to layer resists with defense (by grabbing Weave, defense buffs from IOs, etc.). Some people like to go as high as they can to Smash/Lethal, but I've gotten more mileage out of getting decent defense to all positions and Psychic damage. Decent meaning in the low 20s for me. It makes a noticeable difference. I do have a more S/L focused build, and its performance was much more uneven against the more exotic damage you find late in the game. Getting more recharge so Healing Flames gets up faster is also helpful for your mitigation.

    Don't think of Rise of the Phoenix as a carte blanche to faceplant "whenever." Some people play like that, especially Fire Blasters, but a Fire tank (or any other melee character) is plenty survivable. Just think of it as an "oh crap" button when the stuff hits the fan. If you pop it fast enough, your teammates won't get hit by transferred aggro when you are defeated, and you have enough time to retoggle because of Rise of the Phoenix's effects.

    For Burn, like I said in comments in my guide, it is a must have now. I personally dumped Combustion for it, as it is so much better. Not as big of an AOE, but much more damage. Basically hits 5 targets near you with a big hit of damage, than does DoT for the rest of its damage. A little different than it used to be, but still quite good!
  5. Quote:
    Originally Posted by Sailboat View Post
    Vengeful Slice and One Thousand Cuts also have knockdown, so there's a single-target knockdown in the Attack Vitals combo and 2 area knockdowns in the Sweep combo, one at the beginning and one at the end, when they're getting back up. If you use the Sweep combo it's not too bad for mitigation.
    Yup, by the time you get to the late 30s, you can send stuff flopping up and down while hordes of orange numbers are ticking off their health. Quite fun to see.
  6. Thanks. I adjusted a few things since there wasn't any KB Protection in that new build, and I didn't want to get rid of Bonfire, either. Realized I could free up a couple slots and move them around though from what you did. Blessing of the Zephyr -kb isn't as bad as it used to be, so I went for that for one of those slots in Super Jump.

    Bouncing ideas around always helps me out: thanks!
  7. Quote:
    Originally Posted by Simian_Stalker View Post
    On my DP/NRG I went with the Musculature Radial Boost (Increases Damage and Defense Debuff effects by 33%). More damage is always good and I wanted to see if the defense debuff would be helpful. Unfortunately, I just read that unless you are using the lethal ammo that the defense debuff doesn't take affect.

    I may have to re-think my use of the Musculature Radial Boost, since I generally use the fire ammo.
    Meh, it's there for the times when you use standard ammo, at least, and you get a bigger damage boost. If it's a big worry for you, you can always go with the other Ultra Rare Musculature boost to increase your endurance recovery from Stamina (could either free a slot while doing that, or if you one or two slot like me, just get more endurance).
  8. Just played with someone last night who had 84, but it's interesting to hear you can go beyond 100. Not sure why you'd want to stockpile so many, to be honest, but have at it.

    Reason I think that is I don't know how the higher levels of the Alpha slot are going to work, let alone the other Incarnate slots, so I'm not going to stockpile... mostly working on getting Alpha powers for my favorite characters so they can get in on the new TFs, which I find fun and interesting.
  9. I've been trying out a few Dominator combinations, and was actually working with a Clockwork concept for an Elec/Elec when I thought Fire/Fire would be more fun (especially when I remember Clockwork seemed to toss out Plasma Fire at me). I have a lot of experience with Fire on melee toons, but not as much with control or Dominators.

    So, I was hoping for some feedback on my build I put together. I don't have too much cash, but I think I can reach to the Purple sets I have in mind with this build (I also already have some from drops over the past year as well). Given that, how is this for a mid-range cost build? I'm going to shoot for the Spiritual Boost, so I didn't really get Perma Hasten or Perma Dom. Wanted to pick up some ranged defense as well, but I'm not sure if what I have is enough with the controls I have, and Smoke as a power. Any feedback would be appreciated.

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Maitre d'Flame: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Fiery Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-Acc/Rchg(11), Lock-EndRdx/Rchg/Hold(19), Lock-Rchg/Hold(36), Lock-%Hold(42)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(42)
    Level 2: Incinerate -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Dam%(33)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(25), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29)
    Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(40)
    Level 8: Smoke -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(45), DarkWD-ToHitDeb/Rchg(45)
    Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(31)
    Level 12: Flashfire -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(15), Amaze-Stun(17), Amaze-EndRdx/Stun(21), Amaze-Stun/Rchg(37)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29), UbrkCons-Acc/Rchg(34), UbrkCons-Acc/Hold/Rchg(45)
    Level 20: Hot Feet -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(31), P'ngTtl-Acc/EndRdx(34), P'ngTtl-Acc/Slow(50)
    Level 22: Embrace of Fire -- RechRdx-I(A)
    Level 24: Boxing -- F'dSmite-Acc/Dmg(A)
    Level 26: Bonfire -- KinCrsh-Rechg/EndRdx(A)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Ring of Fire -- GravAnch-Acc/Rchg(A), GravAnch-Acc/Immob/Rchg(31), GravAnch-Immob/EndRdx(34), GravAnch-Immob(36), GravAnch-Hold%(37)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(36), BriL'shp-Acc/Dmg/EndRdx(37)
    Level 35: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(43)
    Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(42)
    Level 41: Rain of Fire -- Det'tn-Dmg/EndRdx/Rng(A), Posi-Dmg/EndRdx(43), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48)
    Level 47: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-EndRdx(48)
    Level 49: Melt Armor -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(50), AnWeak-Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23)
  10. Eh, I'm honestly wondering how necessary it's really going to be to push a Fiery Aura Tanker's S/L resists beyond what regular shields, Tough, and the Cardiac Boost can do for you. I just have the Uncommon slotted in Grey Pilgrim, and he really doesn't notice much. Sometimes I would notice when a lot of damage was going his way on the LGTF, for instance, and now it's... kind of a cakewalk, even in the crowded rooms when he's basically soloing. It also makes a dramatic difference when he's soloed Arachnos, who could sometimes be a pain with their defense debuffs.

    Might still help to go higher on the ITF, as I haven't tried soloing on the wall and other areas much just yet. Defense debuffs are actually the biggest issue for the Wall of Fire build in my signature, but having a bit more defense from Maneuvers and more resist might have done the ticket for Cimerorans. Worked for Arachnos.
  11. Personally going Spiritual on my two Blasters with crashless nukes (Archery and Dual Pistols) so their nukes get back up faster (and Aim or Build Up). Works like a charm for my Archer so far.

    Still getting my Energy/Energy to 50, but once I do, he's actually going to go Musculature. He's going to have more than enough recharge for his regular attacks (via his IOs), so I'm mostly wanting him to hit even harder. Picked up Assault to take the concept even further.
  12. Quote:
    Originally Posted by Emberly View Post
    Amen. No amount of +recharge is gonna mitigate that alpha, and nothing should live long enough for you to have to burn them twice
    True, but I like having a bit of recharge along with defense. Helpful all around for any Fiery Aura character.

    Anyway, I'm late to this posting party since my account had lapsed over the holidays, but Fiery Aura is quite good. Any set requires knowing its strengths and weaknesses, and as long as you play to those with Fiery Aura, you should be set. My Wall of Fire guide in my sig is for tanks, but a lot of the same methodology works for Brutes and Scrappers, really. Capitalize on your offense, layer your mitigation, make good use of Healing Flames.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I agree. I min-max a bit but it's not my primary focus (most of my characters have power-sets that are considered second rate and my main is an AR/Dev Blaster) and I still find Dual Pistols to be lacking. The problem I find with it is that the animation times on a lot of the powers are horrible which makes the set feel very clunky to play. In particular Empty Clips and Bullet Rain have very long animation times for what are quite weak AoEs. Executioner's Shot is also annoyingly long to animate but it's not quite as bad since it does at least hit hard. In any case the net result is that playing the set feels like all flash and no substance, you get pretty animations but it doesn't feel like you're actually doing anything.
    Some of the animations are long, but many of them are quite on par with other sets. Personally, I love opening with Empty Clips then Bullet Rain. With an Achilles -res in Empty Clips and a damage proc in (as well as using fire ammunition), I see mobs keel over just from those sometimes. The combo worked nicely before the procs were in there, too.

    With Piercing Rounds and Hail of Bullets thrown in, Dual Pistols is quite good for AOE. I'm enjoying it quite a bit, and I'm not skipping any type of content out there, either.

    To the OP, I would actually recommend taking Swap Ammo sooner, and using Fire Ammunition as much as possible, unless you need the extra mitigation from the KB. I miss the KB with Fire ammunition, but the damage makes up for it. If you don't know this already, I've read some good number crunching that shows you should always use Fire Ammunition if you want a damage boost. Even when a mob is fire resistant (not many of those), you do more damage than with another type. So I'd say that swapping ammo isn't a good idea, other than for the KB in standard rounds.

    At any rate, I didn't take Swap Ammo myself until 22, but with Inherent Fitness, it's even easier to fit in sooner. It does make a difference. Also, Dual Pistols has a built in accuracy buff, so you should be able to hit more reliably than other non-weapon based Blast sets.

    I'm not sure what you mean about "so few" Dual Pistols characters. I saw hordes of them about when the set was first released to people that pre-purchased GR, and plenty more when GR came out. Now, it's about on par with other blast sets out there. The set is middle of the road, and people sometimes seem to think everything must be "teh uberz #1" for it to be any good.

    The set has strengths and weaknesses that can work just fine in game. It might not be for some people just for what they like, but by the numbers, it's a middle of the road set.
  14. I thought the upper level salvage market was flooded more because of the Winter Event. That didn't seem to be saturated until the Winter Event hit, anyway. My mid-level guys are having fun selling their excess salvage right now, though.

    Flux, I have 50s that I don't care to play much more, either. Though I figure most of us shipped those off to other servers or deleted them... I sure did. If anything, though, I don't mind trying out new things. It's okay if they're not all Incarnate material.
  15. Quote:
    Originally Posted by Satanic_Hamster View Post
    If that's correct, I find that to be.... Frightening.
    Eh, not really. I don't find it that surprising, either. Uncommons take more work to make than commons, so why shouldn't the rare and very rare? You are getting a lot more of a boost for those, after all. And you don't HAVE to go that high for any character. Even one common or uncommon alpha boost can make a big difference in a character. The uncommon Cardiac for Grey Pilgrim makes a huge difference for him. He had no issues anywhere on the LGTF, and I used to have to worry about about end drain with the Riders, etc. I should tool him around with Cimerorans to see how he does there, as the main other thing I had to worry about for him was defense debuffs, as he doesn't have resist for those.

    I would guess some new TFs are coming that will give us higher level shards, etc. That, or just give us more shards. You can play any level 50 content and get them, so just relax and play the game. You can get them while running your beloved Dr. Q TF, you know!

    Anyway, I'm not really sweating this, just wondering where the alpha slot is going to go.

    Voo, are there any alts you brought to 50 that you really dislike playing? I guess I have a couple (MMs mostly from Isos that I gave up on ), but I shifted them to other servers already. I also have a few that I like, but not enough to run Incarnate stuff with. I guess I'm not really running into any issues with the new system that I didn't have to worry about with characters before. If I don't like them, I usually delete them before making it to 50.
  16. Quote:
    Originally Posted by Jerikko View Post
    I doubt that is it, they had a massive layoff after CoV was released as well. This is normal before huge launches in MMO's. They stock up on staff to get things done faster and then once released, the developers go on to the next project.

    It is sad, however, that this go round we lost BaB's and Castle; but I am sure both were on their terms and not the company. And who knows, maybe they are secretly both going over to City of Heroes 2 and cannot tell us due to contractual reasons. :P
    Castle leaving has nothing to do with the layoff at all. As he said himself, it's been six years, and it's time for something new. People used to hang out in the same job for decades, but that's hardly true anymore, but especially of creative development. With how games are developed these days, there's no way you'd probably be working on a game for that long, anyway (unless it's Duke Nukem Forever... then what--six years is like nothing?).

    So I can understand wanting to move on. And heck, after revising and revamping the game as much as he has, I can understand wanting to tackle the next challenge. Though I'm quite sad to see him go.
  17. I'll be around tomorrow night, my account lapses... Thursday, I think. Finally found out that NCSoft puts time in as Greenwich mean time for when your account lapses, and it tracks it by the hour: even though your account only says a certain day.

    Anyway, that's okay, since I'll be out for the holidays for a bit. Be back soonish, but I'll be on this week. I'm definitely not going to be around next week.
  18. Read the text of the Very Rare boost: it says "Ability Cost: Any Two Rare." I've also heard a couple posters say it, but not say the source. That's the only bit I could find to back up those statements. I'm not sure why the devs left it so sketchy, but I am rather reluctant to build more than one cardiac boost for Grey Pilgrim until I know for sure what we need to do for those ultra rare.

    I'm probably not going to aim for those with all my Incarnates, either, so I wouldn't worry too much about farming, Ham. Unless you need "teh uberz" for each one of your Incarnates, I'm going to guess that not all of them need to ignore Enhancement Diversification so much. I know mine don't. And you can get shards from the new TFs, so it's not like you HAVE to do those same TFs. I've heard shout-outs for ITFs the last couple times I've been on, and chosen not to join. Need a break from that one for a little bit.

    For the Castle stuff, I'm glad he had the foresight (and the okay, presumably) to post about his leaving. BAB leaving was just... not done right.
  19. Grey Pilgrim

    Fire/Energy

    Quote:
    Originally Posted by Patient_V View Post
    No point building for melee defense if you can joust with any measure of competency. Go for ranged defense and get within a purple of the soft-cap. Cardiac for the Alpha unless you run with a crew that can cover for your inevitable endurance issues.
    What inevitable endurance issues? Blasters have quite good DPE, so most of mine have been getting by on two slots in Stamina, etc., for a long time. Even when they have a couple toggles.

    I've preferred my blasters with Ranged defense as you describe, but I think some of that is a personal preference thing. S/L gets the job done pretty well.

    Quote:
    Originally Posted by Another_Fan View Post
    The new TFs are quite the rude shock. They are fun in their own right but they seem designed to poke a finger in the eye of everyone that built for S/L defense, or defense without debuff resistance.
    Yup, they're all dialed up to 11. Tougher for everyone, and requires more brain power. Heh, I've done better than most I've played with in adapting to the Apex TF, as not everyone has jousted as much as I have over the years with my Blasters.

    Quote:
    Originally Posted by Obitus View Post
    Ranged DEF + Hover + RES shield is definitely safer in the general case than S/L DEF + DEF shield, not least because you're exposed to fewer high-damage attacks.

    Still, both have their flaws. S/L DEF will cover you against a lot of AoEs. Ranged DEF won't. S/L DEF generally gives you a little more room for +recharge bonuses too, given that you get so much DEF from one power. S/L DEF allow you to blap (and in some cases actually encourages you to blap because some mobs only use S/L attacks in melee).

    It's ultimately a matter of preference. I ended up using the dual-build option for the first time on my Blaster (Fire/Mental) because I couldn't make up my mind. In most situations, the ranged-DEF variant is more sturdy. In teams, that build is almost always better. But it's also fun to play quasi-Scrapper on occasion.
    Yeah, I did like getting in to the thick of things with my E^3 Blaster, so my misgivings are probably more personal. I just felt like I was getting mezzed more on him, but I know that's based on personal perception, which is faulty. At worst, that meant he was stuck to two attacks while the mobs were all out of endurance, heh.
  20. I wasn't sure if I should PM you, Castle, but I did anyway. Hope your inbox isn't too full. I am quite sad to see you go and liked all the work you did on this game, even though I disagreed with you sometimes (Burn took how long to un-nerf?).

    I also loved your posting and your humor, even when there was some grouchiness towards you, or vice versa. I'm quite with the first few posters who shouted "Nooooo!" as I don't want you to go. All the same, good luck in the future, and maybe see you in game.

    There are a couple west coast types in my SG that I hardly see since I'm a midwesterner. Are you in my SG on Victory?
  21. I'm interested to see where they go with this. According to the GR website, we'll need two rare alphas to make an ultra rare alpha boost, so part of me is debating whether I should start working on second (different) Cardiac Boost for Grey Pilgrim, or start working on the Spiritual line. He could do either right now, but I'm reluctant to "waste shards" until I know where the alpha boost is going.

    On a bigger note, Castle is leaving the game as he needs something different. I know some of you have had issues with him, but he and BAB did many of the things that I think were best for this game in the past few years, and provided some consistency that we could point to in balance. I'm slightly worried about where things will go, though I'm assuming Black Scorpion and others have been around long enough that they won't change how things have been going too much, especially with War Witch at the helm.

    Somewhat curious as to what his leaving will do to the new Incarnate stuff, but it sounds like a lot of it is planned already, and Posi was heading it anyway, I guess.
  22. Grey Pilgrim

    Fire/Energy

    I'm kind of getting more bummed on S/L for Blasters, actually. It's harder to get and more expensive, and can be more affected by mez (depending on how you build). It might just be my own experience, but it also seemed like my E^3 build gets hit by more mez than my builds with Ranged defense (the E^3 has S/L in the mid-30s).

    I'm not entirely sure Fire/EM needs it, either. You can send things running or get close to death from ranged, and then either drop things quickly that get close with your melee attacks, or pick apart people that are running from Rain of Fire.

    Another Fan's point about the Spiritual Boost helps as well if you do want to go for S/L (or even Ranged if you want more recharge).
  23. Huh, weird. I don't really have a way to check it, either. I'm not going to go for more than one type of Alpha boost on my Blaster with Spiritual, and my main tanker that has Cardiac will probably get Spiritual eventually... but he's working on the second Cardiac Uncommon (if I'm reading things right, you need two rares for that final ultra rare level). Kind of leery of moving forward until I know for sure, though.

    I might do it just to test this, though. It's not like I don't like playing my main, and it'll help me revise my guide for Alpha slot info.
  24. Others have had some success reverifying files or restarting their computers. Hopefully they'll get this settled so user's don't have to fix it themselves.
  25. Quote:
    Originally Posted by Antigonus View Post
    There actually appears to be a bug with the Spiritual enhancement in the Alpha slot.

    I encountered it just today on my villain Stalker, and recalled hearing others mentioning that they didn't see improvement in recharge. I had the Cardiac enhancement slotted when I got the shards I needed for Sprirtual. I crafted the Spiritual and replaced the Cardiac in the Alpha slot. After a couple of missions I noticed no perceivable effect on any of my powers. This build had only basic IOs, and no set bonuses so it was pretty apparent. I confirmed this by switching back and forth between Incarnates slots and timing the powers with a stop watch. Hovering over the powers showed no improvement in recharge time either.

    After doing this for a while I did one last attempt at switching, but this time I did it differently. This time I first REMOVED the Cardiac enhancement, then slotted the Spiritual as opposed to just replacing the Cardiac. This time when I hovered over the powers, they showed a recharge bonus and there was a noticable improvement.

    It's not game breaking by any means and only seems to effect some players. I bugged this and PMed this information to Castle, so hopefully it is something they can resolve quickly.
    Well, I just checked mine, and it's working. Removed the Spiritual, saw that powers were recharging slower, and put it back in. Powers were back to recharging faster.

    How well are your powers slotted for recharge? If they're close to the ED cap already, Spiritual is only going to boost them so much beyond ED levels. I wonder if there's some goofup with the 5 minute cooldown between changing Alpha Slot enhancements?