GUIDE: Incarnate Abilities
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Dumb question time, but I've never figured this part out: What about abilities that enhance multiple aspects, but enhance things that your character doesn't have?
For example, "Musculature Radial (Uncommon) - 33% DMG, DefDebuff." I get that there is a 33% DMG buff, but what about the DefDebuff? If my character has no DefDebuff powers, does this add an additional effect to some powers?
I'm confused as to the point of the Incarnate abilities. At this point, is it safe to say that you pick one thing that you want to enhance, and assume that the other features are wastes of time/chaff?
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Dumb question time, but I've never figured this part out: What about abilities that enhance multiple aspects, but enhance things that your character doesn't have?
For example, "Musculature Radial (Uncommon) - 33% DMG, DefDebuff." I get that there is a 33% DMG buff, but what about the DefDebuff? If my character has no DefDebuff powers, does this add an additional effect to some powers? I'm confused as to the point of the Incarnate abilities. At this point, is it safe to say that you pick one thing that you want to enhance, and assume that the other features are wastes of time/chaff? |
The simplest way is to think of it as an invisible HO in all of your powers. Like an HO, any effects in a power that aren't present or enhanceable will be unaffected.
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So right now there are only 2 types of Incarnate "Abilities"?
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So right now there are only 2 types of Incarnate "Abilities"?
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Right now, there is just the Alpha Power (lets avoid the word Slot for now).
You unlock access to the Alpha Power through the Mender Ramiel arc. But, by itself, that Alpha Power is empty -- it has no buffs.
So, you need to put a Booster into that Alpha Power. The ones available are the Alpha Common Boosters and the Alpha Uncommon Boosters:
List of Boosts:
Cardiac (Common) - 33% EndRedux
Cardiac Radial (Uncommon) - 33% EndRedux / 20% Damage Resist
Cardiac Core (Uncommon) - 33% EndRedux / 20% Range
Musculature (Common) - 33% Damage
Musculature Radial (Uncommon) - 33% Damage / 33% Def Debuff
Musculature Core (Uncommon) - 33% Damage / 33% Immob
Nerve (Common) - 33% Acc
Nerve Radial(Uncommon) - 33% Acc / 20% Def
Nerve Core(Uncommon) - 33% Acc / 33% Hold
Spiritual (Common) - 33% Recharge
Spiritual Radial (Uncommon) - 33% Recharge / 33% Healing
Spiritual Core (Uncommon) - 33% Recharge / 33% Stun
Boosts are *crafted* just like IOs. The recipe is already in the Incarnate Power GUI, you just need the components and shards. Shards are drops from defeating foes that drop level 50 loot (rarity equal to about a Rare Recipe). Components can come from level 50 TF/Raid reward tables, or, by crafting components from Shards.
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From my testing, recharge enhancements from alpha slot powers do NOT affect Domination, in spite of what Zombie Man has up there. On a Dominator with 117.5% global recharge and the common Spiritual Alpha enhancement (33% recharge), Domination recharges just a hair too late to be perma. Domination needs 123% recharge to be perma, just a little over the 117.5% I have, so I'm concluding that Domination is unaffected by at least the common buffs.
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Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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It enhances effects in a power that has those effects if they are normally enhanceable through slotting.
The simplest way is to think of it as an invisible HO in all of your powers. Like an HO, any effects in a power that aren't present or enhanceable will be unaffected. |
So my next question is, to an extent, why bother?
Spiritual (Common) - 33% RECH Spiritual Radial (Uncommon) - 33% RECH, heal Spiritual Core (Uncommon) - 33% RECH, stun Spiritual Partial Core Revamp (Rare) - 33% RECH, stun, heal Spiritual Total Core Revamp (Rare) - 45% RECH / 33% stun Spiritual Partial Radial Revamp (Rare) - 33% RECH, heal, slow / 16.5% stun Spiritual Total Radial Revamp (Rare) - 33% RECH, heal / 20% ToHit / 16.5% stun Spiritual Core Paragon (Very Rare) - 45% RECH / 33% stun, heal Spiritual Radial Paragon (Very Rare) - 33% RECH, heal, stun, slow, jump / 20% ToHit |
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That's how I thought it worked, thank you.
So my next question is, to an extent, why bother? Unless I'm missing something, the Common Incarnate Enhancement does the exact same thing as the Very Rare, except the Very Rare probably has a level boost. Someone talk some sense into me. |
- On an 'Incarnate Build' the Boost starts freeing up a lot of slots making going for better IO Sets feasible without gimping oneself in other areas.
- Part of the Boost bypasses ED. People spend 150 mil inf for 7.5% global recharge with LotG. With the uncommon recharge boost, you get more than that for every power, from 9% recharge on powers already at the ED cap and 33% for those under ED.
- The exact bonuses are not set in stone yet. They can be changed based on feedback in playtest.
- This is only the first of 10 Incarnate Slots. Don't expect one slot to make you uber Statesman. They all need to build up to something.
- For me, the uncommon boost had a noticeable effect on my toons.
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I get that the higher levels are less reduced by ED, and I like that. I still don't understand why any of the extra stuff is on there, though--they sort of all seem designed for Controller/Dominator-type sets only. Again...I'm still not getting it.
It didn't make sense to me the first time we tested them, and it still doesn't make any sense to me now.
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I find that different characters benefit from most from different boosts. My inv/SS tank is really enjoying the cardiac radial. I slot more for damage and recharge than endurance so I am seeing a noticeable endurance savings. I used to make do by using conserve power whenever it was up and the occasional blue if both rage and hasten crashed in the middle of a long fight. Now I can go forever without worrying about conserve power. I even forgot to turn off superjump and didn't notice the endurance drain.
The extra resistance is icing on the cake, improving all my resiistance by a few points.
My DM/Regen is working towards the Spiritual Radial (regen, heal). My emp/dark probably will go for that as well.
My Grav/FF controller will work towards Nerve Partial Core Revamp - 33% ACC, hold / 20% DEF. My traps/DP defender will also go for this one.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
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Hrm. Not convinced, but maybe I'm not aware of little bits and pieces of powers that have +slow and +debuff and etc. stuff added in. I've always slotted holds for hold, slows for slow, damage for damage. Is there something I'm missing?
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Hrm. Not convinced, but maybe I'm not aware of little bits and pieces of powers that have +slow and +debuff and etc. stuff added in. I've always slotted holds for hold, slows for slow, damage for damage. Is there something I'm missing?
Thanks for holding my hand. |
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
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/snickers
I think I owe some maple bacon cookies to forumites if I get some idea what Electrical Blast alternate animations look like.
I fear I was mistakenly invited to these forums, as I can't get into Closed Beta officially (I get the try a different server message).
Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.
/snickers
I think I owe some maple bacon cookies to forumites if I get some idea what Electrical Blast alternate animations look like. I fear I was mistakenly invited to these forums, as I can't get into Closed Beta officially (I get the try a different server message). |
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That's how I thought it worked, thank you.
So my next question is, to an extent, why bother? Quote:
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Uncommon and up not only gives more bonuses, but it has more ED-piercing. That means both of those +45% enhancements give at least +19.5%, even if you're already at the ED cap. So you can get at minimum, +19.5% recharge for all your powers. So just by jumping to the +45% bonus, you can more than double what the common gives.
On top of that you can also get a bonus to heal, which gives you more heal power and regen, and gives you an extra +14.3% power for all that. So all your heals are nearly 15% more powerful, and you get more regen and +HP and everything else. On top of everything having a near 20% recharge bonus. Plus there are some other random bonuses, like maybe you're MA so you get bonuses to your stuns. Or you take the other one and get a bonus to your Build Up's +ToHit.
Even if the +recharge one isn't that great, consider the +dmg one. Just about everyone can make use of an extra +19.5% damage. That's more than you get with a Defender on the team running Assault. Heck imagine slotting that on a Dom, getting +19.5% for your main attacks as well as +45% for powers like your AoE immobilize that you don't normally slot for damage but are suddenly packing a punch.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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We talked about this during the last beta and either a dev or Arcanaville spoke up to mention that they were designed SPECIFICALLY so that they A) can't boost something other than what they're supposed to boost (meaning they don't buff -DEF while buffing +DEF), and B) don't buff something a power can't be slotted for. In theory this should mean that it can't buff the recharge in Domination, and would also mean you can't buff the recharge in Mind Link (anyone feel like testing that?)
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In other words, if the power isn't slottable by damage, damage buffs from the Alpha slot will not affect it. If it isn't slottable with recharge, recharge buffs from the Alpha slot will not affect it. Basically, powers can only "inherit" buffs from the Alpha slot that they are coded to be slottable for.
The new tech is specific enough that if your power is slottable for defense buff and not defense debuff, then an Alpha ability that is explicitly coded to offer "defense debuff strength buff" will not affect that power.
And it works effect by effect, so an Alpha ability that buffs multiple things will have each buff "find" the appropriate powers separately and independently. Meaning: a power doesn't have to be slottable for both endred *and* resistance to receive the buffs from Cardiac Radial. If you have Cardiac Radial, all powers slottable with endred will receive the endred buff, and separately all powers slottable with resistance will receive the resistance buff.
*However* there is a really big catch to all of that. Suppose a hypothetical power were slottable with both defense buff and defense debuff. An Alpha ability that enhanced defense debuff would increase *both* the defense buffing and the defense debuffing of that power. Why? Because the defense debuff strength would pass to the power, because the power is slottable for it. But "defense debuff strength" is really no different quantitatively as defense buff strength: the same buff boosts both things. Defense debuff strength/enhancement and defense buff strength/enhancement are really the same thing with two different names. It is because the Alpha slot buffs follow *names* that "defense debuff strength" will buff powers slottable for defense debuff but not defense buff. But once that buff lands on the power, it will buff everything that power does that has anything to do with defense - buffing and debuffing (assuming those effects can be increased with strength buffs at all).
I hope that makes sense. That's my recollection of how the Alphas worked in beta. Also: the tech to do the above isn't hard coded into the Incarnate system, so the devs are free to make the Alpha abilities work that way, or not, and also its possible for the devs to make a mistake and not code them to work that way, so testing *can* show powers inheriting buffs they should not, like Domination getting recharge-buffed by an Alpha. It would just mean that most likely a typo got into the powers database, and it should be reported as a bug whenever a power is buffed by Alpha, when it is not specifically slottable for that kind of buff explicitly, unless the devs state otherwise.
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I'm still not seeing any benefit, outside of the level shift and an ED-immune boost to a single aspect of a power. I know, that's not too shabby. Even so. with respect, the example that was provided to me was a regen/scrapper. What if I wanted to do something with my Crab Spider?
Still confused.
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I'm still not seeing any benefit, outside of the level shift and an ED-immune boost to a single aspect of a power. I know, that's not too shabby. Even so. with respect, the example that was provided to me was a regen/scrapper. What if I wanted to do something with my Crab Spider?
Still confused. |
However, if you want to get clever, powers which you would have previously slotted with three common IO (or +3 SO) enhancements, you can now slot with two, freeing up enhancement slots to use in different powers.
There is a huge range of posibilities though. You might go for Nerve Radial. If you had Combat Training: Offensive, you would never need to slot another accuracy enhancement in any power, and you would be able to push up your defense total as well. Or consider Musclature radial. Ever slot Supression for Defense Debuff? No? Well, it is now, and it does more damage as well. Or with Cardiac Core Paragon, forget about slotting those powers for end reduction, your damage resistance is increased, and all your ranged attacks have increased range. Very nice for cones like Supression.
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The simplest thing is to just go for the +20% damage on all damage powers.
However, if you want to get clever, powers which you would have previously slotted with three common IO (or +3 SO) enhancements, you can now slot with two, freeing up enhancement slots to use in different powers. There is a huge range of posibilities though. You might go for Nerve Radial. If you had Combat Training: Offensive, you would never need to slot another accuracy enhancement in any power, and you would be able to push up your defense total as well. Or consider Musclature radial. Ever slot Supression for Defense Debuff? No? Well, it is now, and it does more damage as well. Or with Cardiac Core Paragon, forget about slotting those powers for end reduction, your damage resistance is increased, and all your ranged attacks have increased range. Very nice for cones like Supression. |
I get that the balancing act is part of the fun/challenge of this, but the Alpha Slot abilities don't seem complimentary at all.
There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.
I got a dumb question
I am following all that about global enhancements, affecting certain aspects of powers, to hit and surpass the ed caps.
My question, how are these funneling into IO global bonus? Do they just max your recharge on powers, then global recharge kicks in? So i you have power with a 66% recharge from a set, then it will boost to 99% rech from alpha, and then global recharge from IO sets kick for another 6.25% or say 45% global from stacking? right?
these slots are supposed to enhance us, in conjunction with the sets...
Since so many people build defense builds using IO set bonuses. Specifically toons like fire tankers, and warshades, have no powers with defense, can build decent defense on top of resistance builds using IOs. Will the 20 def buff (that i thought i saw in closed GR), then kick into a 20% def buff to your IO defense? since you have no defense powers in the first place? or 20% bonus on having 0 def "powers" per say, is still 0.
the last discussion of this stuff kinda went into the whole ed cap and limited usefullness if you were a serious max/min, and eventually it was pulled form 18. I never saw this question in that discussion, but might have just missed it. Hope i haven't missed it in this thread already if it was mentioned.
thanks
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