Incarnate question from a 7 year noob.


Adeon Hawkwood

 

Posted

I looked around ten minutes for some information that directly applies to my question, but I only got references, so I am hoping to get a blessing from the build geniuses.

I have a bots/bubbler MM. I read somewhere awhile back that set bonuses from the IOs do not affect the pets. Is this the same for the Incarnate Alpha power as well? I have gotten conflicting info in-game, so I thought I would come here and get the straight poop as it were. Yes.... I said poop.

If it does not, my MM has three attacks and then a hold and an immobile from Mako. Other than the endurance Incarnate, I can't really think of how any of the others would do much. Maybe the regen one for the heal? But outside of that, I am kind of wondering what to do with him Incarnate wise.


 

Posted

The Alpha Slot is treated like an enhancement placed into each power. If you take, for example, the Musculature Boost, it's exactly like putting an additional damage SO into each power that takes a damage SO: your attacks will do more damage, and so will the bots' attacks.


 

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And more importantly if you get the rare/very rare boosts the level shift will also apply to your pets.


 

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Also remember that the Alpha Slot won't buff a power unless the power accepts a SO of the appropriate type. So a Musculature won't boost Sands of Mu, because it can't be slotted at all, for example.

Also, there's a few powers that can't take straight recharge enhancements, but can get recharge from multi-aspect Set IOs. Vengeance is an example open to everyone. Since you can't put a Recharge SO in it, it gets no benefit from a Spiritual Alpha.


@Roderick

 

Posted

Quote:
Originally Posted by tremorr View Post
If it does not, my MM has three attacks and then a hold and an immobile from Mako. Other than the endurance Incarnate, I can't really think of how any of the others would do much. Maybe the regen one for the heal? But outside of that, I am kind of wondering what to do with him Incarnate wise.
Generally speaking, Spiritual (recharge) and Cardiac (End Reduction) are often the most useful based on the primary boost; most builds are often rubbing up against the ED cap damage wise, and outside of debuffs/enemy buffs most builds are slotted in such a way that under normal circumstances chance to-hit is seldom under 95%.

That said, Bots/FF/Leviathan (generally speaking, without knowing the specifics of your build):
  • CARDIAC
    • Primary; End reduction
      • Self explanatory, most things take end reduction. Summoning/equipping your bots will take less endurance. Your buffs and toggles require less endurance, as do your (few) attacks.
    • Secondary; Range/resist
      • not too useful, range is nice, and it helps School of Sharks (and teleport, if you have it). Unless you're running Tough or Shark Skin resist isn't helping you
    • Tertiary; Fear/sleep/intangibility
      • Not much in here for you unless you're dabbling in the Presence pool.
  • MUSCULATURE
    • Primary; damage
      • As I said earlier, most builds already slot for ED cap in terms of damage, not that there's anything wrong with wanting a little extra oomph. I tend to shy away from musculature unless there's good synergy with something in the secondary/tertiary.
      • Does apply the enhancement value to your bots. something to consider
    • Secondary; Immobilize/Def-Debuff
      • Immobilize helps School of Sharks. Doesn't look like you benefit from debuff at all.
    • Tertiary; End Mod/Run/Tohit-Debuff
      • End mod could assist the Inerrant Stamina, if you have endurance issues it's something to consider (that said I don't know many masterminds that have endurance issues beyond setting up the pets)
      • Not sure how useful the run is in this era of inherent fitness/ninja run... If you like to move about quickly in missions, it could free up the slot in SS or Sprint for a stealth IO (or knockback protection in SS)
  • NERVE
    • Primary; Accuracy
      • Bonus accuracy. Chances are you can hit 95% of the time anyway, but can be helpful in some situations.
    • Secondary; Hold/Defense
      • This is what makes Nerve tempting on a bots/ff mastermind. The defense. It will boost all your bubbles, maneuvers, and the bubbles your protector bots cast on you and your bots.
      • The leviathan hold will last longer
    • Tertiary; Taunt/confuse/fly
      • Taunt could be useful if you're into the presence pool.
      • If your MM gets around by flying, this could free up that slot for stealth or one of the universal travel IOs.
  • SPIRITUAL
    • Primary; Recharge
      • Your two Shields recharge quicker, might mean a little less down time when reapplying shields to team mates/bots/both
      • What few attacks you have recharge quicker giving you a better attack chain (and lets you fire off your hold more often).
    • Secondary; Heal/Disorient
      • Outside of pool powers, you might not have much use for heal, but your protector bots take it, so presumably they'd heal your other bots for a greater percentage of health. I never see them use it in combat, personally - and after combat it's probably faster to dismiss and resummon seriously injured bots anyway. Oh, right - and health from inerrant fitness.
      • Protector bots and the assault bots take disorient, as does photon grenade (if you took it)
    • Tertiary; Slow/jump/tohit buff
      • Jump - again, depending on your travel power choice, if any, could free up a slot for special IOs.
      • Tohit buff might help if you took tactics
Personally, I'd go with nerve, and (if i was running it) consider dropping tactics for another power choice (or if it was playing host to important set bonuses/procs, keep both). Core, but might consider radial if I took flight and/or Presence.

Otherwise I'd go with a core spiritual


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Posted

Quote:
Originally Posted by The Grim Heaper View Post
    • Tertiary; Taunt/confuse/fly
      • Taunt could be useful if you're into the presence pool.
      • If your MM gets around by flying, this could free up that slot for stealth or one of the universal travel IOs.
The flight speed in Fly was buffed, so that Fly on its own hits the Flightspeed cap by default. Slotting Fly for Flightspeed is a waste -- I generally just put in an EndRdx and/or a Stealth or -Knockback. The Raptor Pack also flies at speed cap. Buffing Flightspeed only really helps with Hover, so this buff will only affect Hover. Maybe Group Fly . . . I haven't checked that one.


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Posted

Quote:
Originally Posted by Local_Man View Post
The Raptor Pack also flies at speed cap.
Close, but no.

paragonwiki.com/wiki/Flight#Calculating_Flight_Speed_of_Temporary_Fly_P owers

Although, it's possible that lower levels have a lower flyspeed cap that is being hit by Temp Fly powers. But at level 50, you are not flightspeed capped with Temp Fly powers.


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Posted

Quote:
Originally Posted by The Grim Heaper View Post
  • NERVE
    • Primary; Accuracy
      • Bonus accuracy. Chances are you can hit 95% of the time anyway, but can be helpful in some situations.

This might not quite be true. Your pets don't hit with the same base ToHit as you do. Plus, if you're like me and slot for things besides Accuracy/Damage (for example, Defense and EndRedux in the Protector Bots) you might not be even close to capped Accuracy in the pets.

Suffice to say that I went Nerve and I'm very happy with it. It's a big boost to my pets accuracy, and the Defense allows me to hit the soft-cap (with Power Boost) with my bubbles. And it allows you to add more Auras into a power set like Robotics, which doesn't have any extra pet powers to take the Aura IOs.


 

Posted

Quote:
Originally Posted by Local_Man View Post
The flight speed in Fly was buffed, so that Fly on its own hits the Flightspeed cap by default. Slotting Fly for Flightspeed is a waste -- I generally just put in an EndRdx and/or a Stealth or -Knockback. The Raptor Pack also flies at speed cap. Buffing Flightspeed only really helps with Hover, so this buff will only affect Hover. Maybe Group Fly . . . I haven't checked that one.
Really? I know they changed fly from needing a little over one slot to bring it in line with other travel powers, but i thought you still needed to put SOMETHING in there to hit the cap. But looking at the wiki, you're right. ... Looks like I get to slot more KB protection/slow resist in a few builds

And gameboy's right, I had kinda forgotten about the level reduction for mm pets when there's more than one of the critter for the first two pet powers. With That in mind I'd definately go with Nerve - helps your pets get a little more edge on that level penalty, and buffs the defensive powers.

Keep in mind this may not be the best choice for all Masterminds, but for the sets you have it would seem to provide the most synergy.


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Posted

Quote:
Originally Posted by Local_Man View Post
The flight speed in Fly was buffed, so that Fly on its own hits the Flightspeed cap by default. Slotting Fly for Flightspeed is a waste -- I generally just put in an EndRdx and/or a Stealth or -Knockback. The Raptor Pack also flies at speed cap. Buffing Flightspeed only really helps with Hover, so this buff will only affect Hover. Maybe Group Fly . . . I haven't checked that one.
Speaking as someone who started in i3... wow.

Further, it is Local Man pointing this out, and all of his other pointers I have taken to the bank.

Back in i3, not only did it take about 3 Flightspeed enhances to hit the cap, Flight was a HUGE EndHog, and if you did not stop enroute or slot it accordingly, you would run out of End and plunge to your demise... because you would invariably land in a pile of purple-con baddies who were Oh So Happy To See You Land And Have Just One Hitpoint Left.

So as I have been respeccing my first lvl 50s to take advantage of Inherent Stamina, I am picking up a bunch of slots from Fly and Hover. Since you can slot a Stealth IO in Hover, I am also getting to pick up Stealth Pool powers and slots as well.

Just wow. This is not your Father's Flight.


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Posted

Oh yeah. Remember when it used to work like this?



 

Posted

That whole series was sooooo great.

But I was never able to tell if that Kurtz cartoon was a joke or a documentary.

Hover has certainly improved. A LOT!


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Posted

Quote:
Originally Posted by Melancton View Post
Speaking as someone who started in i3... wow.

......


you would run out of End and plunge to your demise... because you would invariably land in a pile of purple-con baddies who were Oh So Happy To See You Land And Have Just One Hitpoint Left.
But it was so much funnier when it was someone else at lvl 50 plummetting into a bunch of lvl 1 mobs who then made their 5% to hit roll and finished them off.


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Posted

Quote:
Originally Posted by Gaia View Post
But it was so much funnier when it was someone else at lvl 50 plummetting into a bunch of lvl 1 mobs who then made their 5% to hit roll and finished them off.
Okay, now that IS funny.


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Posted

Thanks for the help everyone, Im going to try damage at first, and then give the other suggestions a try.


 

Posted

I've skimmed this thread and might have missed it if someone else said it, but I don't think the Spiritual Alphas will make the pets attack any faster, just in case you're wondering, since pets not longer get recharge bonuses at all. They might benefit from the +damage in Musculature, for example, but not from the recharge in Spiritual.


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Posted

Well see, yea.


 

Posted

Quote:
Originally Posted by Sailboat View Post
I've skimmed this thread and might have missed it if someone else said it, but I don't think the Spiritual Alphas will make the pets attack any faster, just in case you're wondering, since pets not longer get recharge bonuses at all. They might benefit from the +damage in Musculature, for example, but not from the recharge in Spiritual.
It won't. As this work just like an enhancement being slotted into the power, at best it will make the pet power recharge faster.


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