Incarnate options for Tankers
I think I will be going Spiritual on only two tanks.Recharge on the Shield so I can get Energize closer to perma. Plus the heal will make Enegrize heal for more. I am thinking of going this way on the Fire/Fire to get Healing Flames up faster and again heal for more.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Exactly why I am going with Cardiac for pretty much every tank I make.
I think I will be going Spiritual on only two tanks.Recharge on the Shield so I can get Energize closer to perma. Plus the heal will make Enegrize heal for more. I am thinking of going this way on the Fire/Fire to get Healing Flames up faster and again heal for more. |
[color=gold][b][size=5]♪ Sometimes you feel like a Tank, Sometimes you don't! ♪[/size][/color][/b]
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Because my Ice runs a ton of toggles and he does have damage resistance through Tough. I build tanks mainly to do one thing mostly. Take as much damage as they can as long as they can.
The Cardiac has some interest only to see if I could move Hoarfrost to perma status. I dont need any Extra Accuracy, nor the defense buff ( have enough defense ) so for me the Nerve is out. Damage is a luxury for me on that tank. He does enough and can hold his own. |
Anyone know how the higher tiers of the alpha slot boosts work?
For the uncommon level, I'm going to want a Radial boost, as that ups my resistance and end reduc. However, the end boost I want to get is "Core Paragon," as Radial Paragon doesn't boost what I want as much. If I make a Radial boost, am I not going to be able to switch to the Core side later on?
If so... that's kind of annoying, as I either have to make even more Cardiac enhancements to be ready when they make higher levels, or just sit at the common boost level for a long while (or get the uncommon that doesn't help me much when it just adds on to my range). Want to know for sure before I spend shards I should not.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Anyone know how the higher tiers of the alpha slot boosts work?
For the uncommon level, I'm going to want a Radial boost, as that ups my resistance and end reduc. However, the end boost I want to get is "Core Paragon," as Radial Paragon doesn't boost what I want as much. If I make a Radial boost, am I not going to be able to switch to the Core side later on? If so... that's kind of annoying, as I either have to make even more Cardiac enhancements to be ready when they make higher levels, or just sit at the common boost level for a long while (or get the uncommon that doesn't help me much when it just adds on to my range). Want to know for sure before I spend shards I should not. |
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Aett is correct. Im doing spirit on my Stone/DM. I got the alpha and will start making both available branches and upgrade them as issues come out, columnating to Core Paragon, but if I like the others you can always not make the paragon or make the paragon and start up the other side of the tree to have both. Switching out as necessary to "channel your incarnate powers."
You also have to remember that to make any *one* paragon you need to use any *two* uncommons. You'll have to make more than one anyway. I think.
Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server
Anyone know how the higher tiers of the alpha slot boosts work?
For the uncommon level, I'm going to want a Radial boost, as that ups my resistance and end reduc. However, the end boost I want to get is "Core Paragon," as Radial Paragon doesn't boost what I want as much. If I make a Radial boost, am I not going to be able to switch to the Core side later on? |
Nothing definitive that has been available since the initial first alpha testing back during early GR beta to back up my answer though.
The way I see it, for my main (fire/fire/pyre) tank I want the alpha slot to boost his strengths. I am going cardio, can always use a boost to endo, and the +res fits nicely with the highly resistance based fire primary. It's rare that I find something that I can't hit, got plenty of damage already and with extra endo can do more (and even more now that I respecced out of fitness and got extra slots from those originally placed in flight).
I've only got 1 defensive power: Weave from fighting pool. This the Acc/Def alpha does nearly nothing for me. Recharge was tempting, but with long fights I was already sucking blue bar before +recharge and I am never at a lack of an attack (unless horrendously slowed).
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If I'm reading things correctly, you can make both a Radial Paragon and a Core Paragon, and switch them out as often as you want to. You aren't restricted to making just one or the other.
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I don't want to waste incarnate shards, etc., on a line of the Cardiac boost that I'm not going to use... I only have so much time to play the game! I have no interest in making two Cardiacs on one character, as only the Core Paragon is of interest to me at the end of the line. If I have extra shards on my Fire/Fire Tanker, I'd rather have an alternate Spiritual boost for the +recharge and +heal.
I'm going to guess that they are going to lock them out, given how the lines are on this graph and in game, but I'm not happy about it. So I either have to get an uncommon in a line I don't want to go further in, or sit with an uncommon that is only partially the boost I want until they let us go further with the Alpha Boost. *sighs* End reduc is nice, but range does squat for me.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Ahhh....okay then, no, you won't be able to do that. I believe that you can only upgrade to ones within the same tree.
However, if you make one, you should be able to gather enough parts to make the other one before the level 3 ones are available.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
...
I have one question. Never thought of it until Aett's post. is there a limit to how many Shards you can hold at one time?
I know for a fact you can hold 12 at once (Highest I got before I converted them).
[color=gold][b][size=5]♪ Sometimes you feel like a Tank, Sometimes you don't! ♪[/size][/color][/b]
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No, what I was asking is if I could make an uncommon Radial boost, and use that to make a partial core revamp later on, which is in a different tree in the Cardial line. Because for some reason, there is no resist damage boost in the Core line at the uncommon level, and that's how far we can currently unlock. Eventually, however, the Core line boosts more of your resist damage (not sure why they set up the uncommons as they did, to be honest).
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My other tanks will likely go Nerve for the +def, and Radial will work as well as Core since the extra +Acc won't be missed.
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No, what I was asking is if I could make an uncommon Radial boost, and use that to make a partial core revamp later on, which is in a different tree in the Cardial line. Because for some reason, there is no resist damage boost in the Core line at the uncommon level, and that's how far we can currently unlock. Eventually, however, the Core line boosts more of your resist damage (not sure why they set up the uncommons as they did, to be honest).
I don't want to waste incarnate shards, etc., on a line of the Cardiac boost that I'm not going to use... I only have so much time to play the game! I have no interest in making two Cardiacs on one character, as only the Core Paragon is of interest to me at the end of the line. If I have extra shards on my Fire/Fire Tanker, I'd rather have an alternate Spiritual boost for the +recharge and +heal. I'm going to guess that they are going to lock them out, given how the lines are on this graph and in game, but I'm not happy about it. So I either have to get an uncommon in a line I don't want to go further in, or sit with an uncommon that is only partially the boost I want until they let us go further with the Alpha Boost. *sighs* End reduc is nice, but range does squat for me. |
What it looks like, in game, is that all four of the rare boosts are on a line, and from the center, a branch comes out, leading to the two very rares. Combining that with the information from the site you linked, where the Very Rare boosts have the line [Ability Cost: Any 2 Rare], leads me to believe that...
If you want the Cardiac Core Paragon, you would need to craft, say, a Cardiac Partial Core Revamp and a Cardiac Total Radial Revamp.
It look like you could follow one line, getting the two rares on that line, and switch over to the other side for the very rare.
Mind you, that's just interpretation.
Though I do have to wonder if 'any two rare' means that I could, say, get two rare Cardiac boosts, and craft them into a very rare Spiritual boost.
Again, this is only my interpretation of the information available to me.
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Yeah, the in game chart has each tree side connected, so now I don't know what to think. *sighs* It'd be nice to have some clearer info on this, as it's hard to plan out with what we have.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
How are you planning to use the Incarnate slot? What do you expect your tank to get out of it?
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And I'll most likely go the same route with my Elec/Stone/Pyre. Having Energize and Power Sink recharging that much faster should boost his survivability nicely.
Winteriel Ice/Fire/Soul Tanker | @TBoxer Global | City of Heroes R.I.P. (2004-2012)
Going with End/Res myself. At least on my Electric Tanker, Most people say Electric tankers shouldn't have End issues, but I do.
Running normal powers etc I dont run out before Power Sink isup, but if I go Heavy AoE ( Footstomp, Electric Fenses, and Ball Lightning) I can bottum my End bar out with all my toggles if Im not careful. The Alpha slot with the first End has made a pretty big difference. So much that I can run Manvuers in the background now as well as all my toggles and go AoE happy and be ok.
SSo it really depends on your biult, just because you have a end recovery doesn't mean you should nessaryly skip the End/Res as a option.
And on the other end.. I have 5 Resistance powers, tacking on more resistance x5 is very hard to skip.
Main: Praetor Imperium Elec/SS/Mu
You can craft down either side of the tree and not worry about the closing one side off.
You craft the first enhancement, and that opens up the next two. When you craft one of the uncommons, you lose the first slot, so you craft the first boost again, and then you'll be able to craft the other uncommon. That's what we know.
We also know that to craft the Ultra-rare you'll need any two rares.
My guess is that to craft one rare, you'll need to use two uncommons.
So it won't hurt at all to get the End/Res first, and it'll probably be something you need to use in the future anyway.
I went with Cardiac on my WP/WM. I respec'ed into a build that's softcapped for defense, and now I'm having some endurance issues.
Thank you, Champion.
[color=gold][b][size=5]♪ Sometimes you feel like a Tank, Sometimes you don't! ♪[/size][/color][/b]
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I think the limit is around 999, like normal salvage.
You guys are making me consider the spirtiual boost on my claw/elec brute (i know, not a tanker, but a close cousin) due to energy alone..
My SS/invuln brute is gonna get the end/res one, due to the massive crashes from rage and hasten cutting his end bar in half (or more) plus the extra resistance probably won't hurt. I managed to get him softcapped with 1 (or maybe 2) people in melee range, and rage covers the dam/acc caps from all those kinetic combats, so end is my only issue
My ice/kin tanker i haven't really decided on. spirtual probably wouldn't be a bad idea, due to energy absorbtion, hasten, siphon power, and hoarfrost, and i don't think he'll have need for much else (damage would be good, due to siphon power, endurance is covered from energy absorbtion, and acc is again covered from siphon power..)
My willpower/fire is looking at either the end/res (willpower could use more resistance) or the acc/def one, due to needing more defense. Spiritual probably wouldn't be bad either, and i'll have the end management to handle the increased recharge.. hmmm...
You can craft down either side of the tree and not worry about the closing one side off.
You craft the first enhancement, and that opens up the next two. When you craft one of the uncommons, you lose the first slot, so you craft the first boost again, and then you'll be able to craft the other uncommon. That's what we know. We also know that to craft the Ultra-rare you'll need any two rares. My guess is that to craft one rare, you'll need to use two uncommons. So it won't hurt at all to get the End/Res first, and it'll probably be something you need to use in the future anyway. |
Yeah, I added on Maneuvers to my Fire/Fire, and before Cardiac, I had to choose between that and Tough... now, it's all toggles on and no issues. Pretty much only need Consume for the darn end drainers out there.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
On my Willpower/Fire/Fire tanker I went with Spiritual for recharge/heals. My tanking build (Solid overall) is almost done being IOed, defense/resist is great, regeneration/recovery on him is fantastic, and with fire I have a good balance of powerful ST attacks (Greater fire sword/Incinerate) as well as AoE (Fire sword circle, Combustion, Fire ball, Melt Armor). The build is great and although more accuracy would be helpful, I just find recharge so much better for him. He is more built around defense/resistance than shear damage output so recharge helps keep my AoEs and strong STs up and rdy to burn through anything. Plus the healing adds to the benefits so my regen, as if it weren't high enough as it is, is a little better. For my farming build that has fantastic S/L resistance/defense is probably going to go Muscular(w/e it was) or maybe even recharge again for more damage.
i now have cardiac on my farm build and my defensive build i have nerve.
both very happy with!
My positional defenses are all ~50% so I'm guessing either Damage or Recharge. I'm leaning towards Recharge/Stun figuring that some recharge will help Active Defense stack more for more 95% DDR goodness and allow me more damage by virtue of my big-hitting powers cycling faster. Basically, Recharge will make me stronger on multiple fronts. Plus it might help me budge that blue bar