All About Incarnate (Alpha through Destiny)
Awesome write-up, Dizzy! 5-starred and bookmarked for future usage!
Characters
Bound Kitty: Cl/Regen Scrap lvl 50! Unified Kitty: PB lvl 50! Jenoma: Eng/Pain Corr lvl 50! Operative Jenoma: Fort lvl 50! Alicia Steele: KM/WP Scrap lvl 50! and others on Pinnacle/Virtue! @Bound Kitty on Live/Beta
Thank you for this
Thanks Dispari!
One request: Would it be possible to include the various lore pet abilities (mostly just the support ones - I understand one of the seers has Fort, for example) in their portion of the list?
Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata
Utterly and completely awesome!
Lots of work...much appreciated!
End Game- LVL 50 Scrapper-DM/INV
Ripjak- LVL 50 Defender-Rad/Rad
Extruder- LVL 50 Scrapper-DM/REG
Juicie- LVL 50 Blaster-ELEC/ELEC
Mind Sync- LVL 50 Controller-MIND/FF
Thanks for reposting the guide here, it'll help. Not enough numbers info elsewhere, that I can find. Are there any solid numbers on what the pets can do for you as support and such? Or is it pretty much going to be like the characters on the wiki?
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
I can go mess with pet numbers later and post them, when I get the time.
Off the top of my head:
Battle Orbs toggle off and on Dispersion that does +5% DEF (it's not on all the time, but it's AoE). It also does mag 1 stun and immob protection. They have an ST heal that also adds protection to status effects (not sure how much or which ones).
Seers maintain Fortitude on the owner (nothing else). It's ST, but perma as long as the pet is around. It does +5% DEF, +15% DMG, and +5% ToHit. They also have an ST heal (it does around 140-150 HP).
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Any word on interface powers being nonresistable? I heard rumors but nothing confirmed.
I think they're probably not irresistible. Even self-affecting powers can be resisted unless marked as unresistable, so it's irrelevant whether it grants the power to the foe or not (that was the reasoning I read elsewhere as to why it shouldn't be resisted).
Interface effects are not marked as unresistable. They are marked as "ignores buffs and enhancements."
Thank you for this.
/off to be shocked about having to raid.
//or just consider finally cashing in the chips.
Explorer: 93%. Achiever: 40%. Socializer: 40%. Killer 33%.
Current Heroes and Villains (altitis holding at 50 currents)
To all the devs, past, present, (and may there be) future: /salute
To NCSoft: Understand that you reap what you plant, and you cannot gain what you throw away.
Question on Destiny abilties...are the buffs perma for each ability or is there some downtime before you can reactivate them?
I'm specifically looking at Clarion in Destiny for the mezz protection.
If you go the core route on any tree (and the radial on a couple like Rebirth) the effect is permanent. The base duration for all powers (other than Rebirth which starts with no lasting effect) is 60s, with a 120s recharge. At the highest levels, the duration is 120s. The effect is essentially "permanent."
There however is a minor downtime, which may effect especially the mez protection. Since there's also a cast time in there, that means there's a short 1-2s window where the power drops and you're casting the new one. If you happen to be mezzed when it drops, you won't be able to recast it.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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If you go the core route on any tree (and the radial on a couple like Rebirth) the effect is permanent. The base duration for all powers (other than Rebirth which starts with no lasting effect) is 60s, with a 120s recharge. At the highest levels, the duration is 120s. The effect is essentially "permanent."
There however is a minor downtime, which may effect especially the mez protection. Since there's also a cast time in there, that means there's a short 1-2s window where the power drops and you're casting the new one. If you happen to be mezzed when it drops, you won't be able to recast it. |
Does the +recharge from my Spiritual Core Paragon affect the recharge of Destiny abilities?
No, none of the powers are affected by recharge of any kind.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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So with the -regen stacked 4 times, would I be able to take down a giant monster?
You mention Judgement and Lore are affected by Alpha. Nothing is said about Interface but I assume PROCs are freebies, but what about Destiny? Especially END wise? And, secondarily for me, Heal wise if I take the Healing destiny. (DMG and ACC don't seem to apply for Destiny anyways)
Sorry, can't find it anywhere - what is the duration of the Interface effects?
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
What about the other Alpha modifiers i.e. END, DMG and ACC? I'm most interested in END Alpha affecting Destiny since I'm already an END hog even with VR Alpha, but I'm also curious about the other 2. Might be worth for me to get DMG or ACC if it affects Destiny.
You mention Judgement and Lore are affected by Alpha. Nothing is said about Interface but I assume PROCs are freebies, but what about Destiny? Especially END wise? And, secondarily for me, Heal wise if I take the Healing destiny. (DMG and ACC don't seem to apply for Destiny anyways) |
About 10 seconds.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Okay, threads and the stuff that is made from them... am I correct in that they only drop on the two raid choices (and no where else)? So, the choice is to raid or somehow find an insane amount of inf?
(assuming the four new incarnate slots have been unlocked via incarnate experience)
Explorer: 93%. Achiever: 40%. Socializer: 40%. Killer 33%.
Current Heroes and Villains (altitis holding at 50 currents)
To all the devs, past, present, (and may there be) future: /salute
To NCSoft: Understand that you reap what you plant, and you cannot gain what you throw away.
Theoretically you can also get 2 threads by doing an Apex or Tin, but that's only 1/10th of a common component. You need 60 threads just to get one common, so you'd have to run 30 task forces.
So yes, run trials or farm shards and inf.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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If a character participates in an Incarnate Trial, kills within the missions will award Incarnate Experience, which is put toward unlocking incarnate powers. |
Does this mean a toon, let's say..... a dedicated healer. Someone that really maximized their group buffing/healing/etc but they literally (including brawl) have only 3 attacks, and they don't use them, cuz well, they're a dedicated healer, not a fighter.
Say said toon has done 12 Lamdas and 5 BAF's and they have yet to get one single %point towards any of their new unlocks. Not a single percent. They have a tier4 alpha slotted, so they should be getting something shouldn't they?
Based on the observation so far, I'm lead to believe that you are not awarded Incarnate XP except if you actually attack a critter in the trial. Is this correct? Or is that toon just bugged?
So wouldn't a more accurate statement be: If a character participates in an Incarnate Trial, attacking/killing within the missions, but not being a dedicated support toon, will award Incarnate Experience, which is put toward unlocking incarnate powers?
I ask because a friend and fellow vet of almost 7 years is 2 seconds away from walking away from the game forever because she doesn't like playing attack toons. She likes playing support toons and healers. So, is she really just 100% totally and completely screwed on earning Incarnate XP (unless she spends all her threads on buying the xp instead of using them to make what she needs, thereby guaranteeing she now has to earn 3-4 time the threads any other toon needs to get the same rewards, all because she plays a non attacking toon?)
This was the first thread I could find that even talked directly about the XP part of the new incarnate system, and holy wow Dispari, you have to have the best info out there, evar. *tips hat*
Thanks for your patience!
Dai-San: "You Not true Mu, you fake Mu. Me want Mu Mu, not you Mu." ~in response to I7
Dai-San: "You point, me smash." Brutz rulz 101
Sig Truncated
Kills count for the whole team, just like regular kills for exp and inf and drops. If anyone on your team is killing somebody, you get iXP for it. Even if you flail about and lose trials you still get iXP and threads for the effort.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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If there are any errors or changes, let me know (you can PM me). Oh, and enjoy the colors.
==========Unlocking Incarnates==========
Unlocking Incarnate levels consists of physically making the slot available to the player for use. Even if the player crafts a power for a certain level, it can't be used if that level itself isn't unlocked.
Alpha:
The Alpha slot can be unlocked in one of three ways. The first involves simply completing Mender Ramiel's arc in Ouroboros once a character reaches level 50. Successful completion of the arc fully unlocks a character's Alpha slot and allows them to start earning Incarnate Shards and Incarnate Components. They will also be awarded a single Incarnate Shard for completing the arc.
The second way is to earn a voucher to unlock the slot through Astral Christy (located in Ouroboros). This requires 5 Astral Merits, but is placed in global email and can be claimed on any character on your account (provided they're already level 50 and have not otherwise unlocked the slot).
The Alpha slot may also be unlocked by earning Incarnate Experience, in the same way as other slots.
Beyond Alpha:
If a character participates in an Incarnate Trial, kills within the missions will award Incarnate Experience, which is put toward unlocking incarnate powers.
The Behavioral Adjustment Facility (BAF) raid will allow players to earn "Psychic" Incarnate Experience toward their Judgement and Lore slots. Players must fully unlock their Judgement slot before working on their Lore slot.
The Lambda Sector raid will allow players to earn "Physical" Incarnate Experience toward their Interface and Destiny slots. Players must fully unlock their Interface slot before working on their Destiny slot.
Additional trials give an even amount of experience for both slots. For example, doing a Keyes trial will give you experience for both the Psychic and Physical trees.
If a player participates in a trial and has yet to unlock their Alpha slot, the experience will go toward unlocking Alpha before it's applied toward the other slots.
Buying Experience:
Besides participating in trials, players may also "buy" experience using inf and Incarnate Threads. Players can convert 1 Incarnate Thread + 1m inf into either Physical or Psychic Incarnate Experience, which will be applied to the next slot which is not yet unlocked.
Psychic experience will be applied to Alpha, Judgement, or Lore. Physical experience will be applied to Alpha, Interface, or Destiny.
Each purchased amount of experience gives approximately 3.3% exp toward Judgement and Interface, or 2.2% toward Lore or Destiny.
==========Components==========
Alpha Components:
4 shards: Any Common Alpha Component
Incarnate Shard: 1 for 1 Astral Merit from Astral Christy (this is a voucher that can be claimed on any level 50)
Dimensional Keystone: Khan TF -or- Barracuda SF
Essence of the Incarnate: Statesman TF -or- Lord Recluse SF
Ancient Nictus Fragment: Imperius TF
Hero 1 DNA Sample: Lady Gray TF
Penumbra of Rularuu: Cathedral of Pain
Gr'ai Matter: 150 vanguard merits
Infinite Tessellation: Dimensional Keystone + 8 shards
Drop of the Well: Essence of the Incarnate + 8 shards
Incarnate Infused Nictus: Ancient Nictus Fragment + 8 shards
Vandguard DNA Metamatrix: Hero 1 DNA Sample + 8 shards
Notice of the Well: Acquired through Mortimer Kal Strike Force (one time only)
Notice of the Well: Acquired through participating in weekly strike content
Notice of the Well: Drop of the Well + Incarnate Infused Nictus + Infinite Tesselation + Vanguard DNA Metamatrix + 40 shards + 50m inf
Favor of the Well: 2x Notice of the Well + 32 shards
Beyond Alpha:
Incarnate Thread: 10 for 10 Incarnate Shards + 1m inf (limit: every 20 hours)
Incarnate Thread: 5 for 10 Incarnate Shards
Incarnate Thread: 4 for 1 Astral Merit
Incarnate Thread: 20 for 1 Empyrean Merit
Incarnate Thread: 4 for 1 Astral Merit from Astral Christy (this is a voucher that can be claimed on any level 50)
Incarnate Thread: 18 for 1 Empyrian Merit from Empyrian Michael (this is a voucher that can be claimed on any level 50)
Arcane Cantrip: 20 threads
Biomorphic Goo: 20 threads
Detailed Reports: 20 threads
Enchanted Sand: 20 threads
Genomic Analysis: 20 threads
Meditation Techniques: 20 threads
Nanotech Growth Medium: 20 threads
Supercharged Capacitor: 20 threads
Cytolitic Infusion: 60 threads
Dimensional Pocket: 60 threads
Gluon Compound: 60 threads
Worn Spellbook: 60 threads
Ancient Texts: Cytolitic Infusion + Dimensional Pocket + Gluon Compound + Worn Spellbook + 100 threads + 100m inf
Exotic Isotope: Cytolitic Infusion + Dimensional Pocket + Gluon Compound + Worn Spellbook + 100 threads + 100m inf
Semi-Conscious Energy: Cytolitic Infusion + Dimensional Pocket + Gluon Compound + Worn Spellbook + 100 threads + 100m inf
Superconductive Membrane: Cytolitic Infusion + Dimensional Pocket + Gluon Compound + Worn Spellbook + 100 threads + 100m inf
Any Rare: 8 Empyrean Merits
Forbidden Technique: Ancient Texts + Exotic Isotope + Semi-Conscious Energy + Superconductive Membrane + 400m inf
Living Relic: Ancient Texts + Exotic Isotope + Semi-Conscious Energy + Superconductive Membrane + 400m inf
Self Evolving Alloy: Ancient Texts + Exotic Isotope + Semi-Conscious Energy + Superconductive Membrane + 400m inf
Thaumic Resonator: Ancient Texts + Exotic Isotope + Semi-Conscious Energy + Superconductive Membrane + 400m inf
Any Very Rare: 30 Empyrean Merits
Miscellaneous:
Astral Merit: Obtained for competing phases and earning badges in incarnate trials
Astral Merit: Obtained for competing Apex or Tin Mage task forces (limit: every 20 hours)
Astral Merit: Obtained for competing a Signature Story Arc (limit: every week)
Empyrean Merit: Obtained for completing an incarnate trial (limit: 20 hours per trial)
==========Breakdown System==========
The breakdown system that lets you turn your components back into shards. In case you spent a bunch of time getting components you won't need, you can shift them back into shards to do something else with. Note that you won't get near as many shards as the item is "worth," but you do still get some return on useless items.
Breakdown System:
Common Alpha Components: 1 shard
Uncommon Alpha Components: 2-3 shards
Notice of the Well: 4-6 shards
Notice of the Well: 40 threads
Favor of the Well: 8-12 shards
Common Non-Alpha Components: 4 threads
Uncommon Non-Alpha Components: 8-10 threads
Rare Non-Alpha Components: 20-24 threads
Very Rare Non-Alpha Components: 36-44 threads
==========What Each Power Does==========
**********Alpha Slot**********
Alpha slot powers act like a global enhancement. They apply to any power in your entire build that accepts that type of enhancement. If your regen power accepts heals, the Alpha power that gives heal will work in it. It will not work in powers that don't accept those enhancements. So recharge will not affect Mind Link or MM pets.
1/6 of common Alpha ignores ED, 1/3 of uncommon ignores ED, 1/2 of rare ignores ED, and 2/3 of very rare ignores ED. Rare and Very Rare apply a level shift which applies all the time for all content, as long as the player is still level 45.
Alpha bonuses apply to Judgement and Lore levels of incarnate, except for recharge.
Agility:
Agility: 33% EndMod
Agility Core: 33% EndMod / 33% RECH
Agility Radial: 33% EndMod / 20% DEF
Agility Total Core Revamp: 45% EndMod / 33% RECH
Agility Partial Core Revamp: 33% EndMod, RECH / 20% DEF
Agility Partial Radial Revamp: 33% EndMod, run / 20% DEF / 16.5% RECH
Agility Total Radial Revamp: 33% EndMod, jump / 20% DEF / 16.5% RECH
Agility Core Paragon: 45% EndMod / 33% RECH / 20% DEF
Agility Radial Paragon: 33% EndMod, RECH, run, jump, fly / 20% DEF
Cardiac:
Cardiac: 33% END
Cardiac Core: 33% END / 20% range
Cardiac Radial: 33% END / 20% RES
Cardiac Total Core Revamp: 45% END / 20% range
Cardiac Partial Core Revamp: 33% END / 20% RES, range
Cardiac Partial Radial Revamp: 33% END, fear / 20% RES / 10% range
Cardiac Total Radial Revamp: 33% END, sleep / 20% RES / 10% range
Cardiac Core Paragon: 45% END / 20% RES, range
Cardiac Radial Paragon: 33% END, fear, sleep, intangible / 20% RES, range
Intuition:
Intuiton: 33% hold
Intuiton Core: 33% hold, DefDebuff
Intuiton Radial: 33% hold / 20% range
Intuiton Total Core: 45% hold / 33% DefDebuff
Intuiton Partial Core: 33% hold, DefDebuff / 20% range
Intuiton Partial Radial: 33% hold, DMG / 20% range / 16.5% DefDebuff
Intuiton Total Radial: 33% hold, ToHitDebuff / 20% range / 16.5% DefDebuff
Intuiton Core Paragon: 45% hold / 33% DefDebuff / 20% range
Intuiton Radial Paragon: 33% hold, DefDebuff, ToHitDebuff, DMG, slow / 20% range
Musculature:
Musculature: 33% DMG
Musculature Core: 33% DMG, immob
Musculature Radial: 33% DMG, DefDebuff
Musculature Total Core Revamp: 45% DMG / 33% immob
Musculature Partial Core Revamp: 33% DMG, immob, DefDebuff
Musculature Partial Radial Revamp: 33% DMG, DefDebuff / 20% ToHitDebuff / 16.5% immob
Musculature Total Radial Revamp: 33% DMG, DefDebuff, EndMod / 16.5% immob
Musculature Core Paragon: 45% DMG / 33% immob, DefDebuff
Musculature Radial Paragon: 33% DMG, immob, DefDebuff, EndMod, run / 20% ToHitDebuff
Nerve:
Nerve: 33% ACC
Nerve Core: 33% ACC, hold
Nerve Radial: 33% ACC / 20% DEF
Nerve Total Core Revamp: 45% ACC / 33% hold
Nerve Partial Core Revamp: 33% ACC, hold / 20% DEF
Nerve Partial Radial Revamp: 33% ACC, taunt / 20% DEF / 16.5% hold
Nerve Total Radial Revamp: 33% ACC, confuse / 20% DEF / 16.5% hold
Nerve Core Paragon: 45% ACC / 33% hold / 20% DEF
Nerve Radial Paragon: 33% ACC, hold, taunt, confuse, fly / 20% DEF
Resilient:
Resilient: 20% RES
Resilient Core: 20% RES / 33% taunt
Resilient Radial: 20% RES / 33% immob
Resilient Total Core Revamp: 27% RES / 33% taunt
Resilient Partial Core Revamp: 20% RES / 33% taunt, immob
Resilient Partial Radial Revamp: 20% RES / 33% immob, stun / 16.5% taunt
Resilient Total Radial Revamp: 20% RES / 33% immob, intangible / 16.5% taunt
Resilient Core Paragon: 27% RES / 33% taunt, immob
Resilient Radial Paragon: 20% RES, ToHit / 33% taunt, immob, stun, intangible
Spiritual:
Spiritual: 33% RECH
Spiritual Core: 33% RECH, stun
Spiritual Radial: 33% RECH, heal
Spiritual Total Core Revamp: 45% RECH / 33% stun
Spiritual Partial Core Revamp: 33% RECH, stun, heal
Spiritual Partial Radial Revamp: 33% RECH, heal, slow / 16.5% stun
Spiritual Total Radial Revamp: 33% RECH, heal / 20% ToHit / 16.5% stun
Spiritual Core Paragon: 45% RECH / 33% stun, heal
Spiritual Radial Paragon: 33% RECH, heal, stun, slow, jump / 20% ToHit
Vigor:
Vigor: 33% heal
Vigor Core: 33% heal, ACC
Vigor Radial: 33% heal, END
Vigor Total Core Revamp: 45% heal / 33% ACC
Vigor Partial Core Revamp: 33% heal, ACC, END
Vigor Partial Radial Revamp: 33% heal, END, sleep / 16.5% ACC
Vigor Total Radial Revamp: 33% heal, END, confuse / 16.5% ACC
Vigor Core Paragon: 45% heal / 33% ACC, END
Vigor Radial Paragon: 33% heal, ACC, END, fear, confuse, sleep
**********Judgement Slot**********
Judgement slot is an AoE attack given to the player. The powers have a recharge of 1m and 30s. The recharge is not affected by global bonuses, but the power itself can be affected by Alpha and Interface enhancements. The base damage they deal is around 428 and the damage does not vary by AT. They have 1.30x accuracy, so at base have a 97.5% chance of hitting (before ToHit, enemy DEF, purple patch, or other factors). Higher levels of each power may have bonus range, radius, or maximum number of targets they can hit. Some powers also have a proc to do extra damage to either pet/minion/lieutenants, or all targets. Judgement slot does not apply a level shift of any kind at any level.
Judgement powers are boosted by the benefits of Alpha and Interface slots, except for recharge. Bonuses such as +DMG will not boost Judgement unless it's from an Alpha power, but character-wide bonuses like ToHit will. Judgement powers have a fixed recharge which cannot be reduced in any way (including Alpha recharge bonuses). They may also be recolored at any tailor like normal powers.
A YouTube video showing the animations for all the powers can be found here.
Cryonic:
Base stats:
428.36 damage
80 foot range
30 degree cone
16 targets max
AoE, cold
2.00 activation time
20.00 endurance
1m30s recharge time
Cryonic Judgement Animation
Cryonic Judgement: Cone, Extreme DMG (Cold), 16 targets (80ft, 30deg)
Cryonic Core Judgement: +20% proc for 160.63 (pet/min/lt), 16 targets (80ft, 30deg)
Cryonic Radial Judgement: -50% spd/rech for 30s, 16 targets (80ft, 30deg)
Cryonic Total Core Judgement: +20% proc for 160.63 (all), 24 targets (80 ft, 30deg)
Cryonic Partial Core Judgement: +20% proc for 160.63 (pet/min/lt), -50% spd/rech for 30s, 24 targets (80ft, 30deg)
Cryonic Partial Radial Judgement: -50% spd/rech for 30s, 32 targets (120ft, 45deg)
Cryonic Total Radial Judgement: -50% spd/rech for 30s, +25% chance of mag 4 hold (12s), 24 targets (80ft, 30deg)
Cryonic Core Final Judgement: +20% proc for 160.63 (all), 32 targets (120ft, 45deg)
Cryonic Radial Final Judgement: -50% spd/rech for 30s, +25% chance of mag 4 hold (12s), 24 targets (120ft, 45deg)
Ion:
Base stats:
428.36 damage
80 foot range
Chaining power
16 max targets
AoE, energy
2.50 activation time
20.00 endurance
1m30s recharge time
Ion Judgement Animation 1 / Ion Judgement Animation 2
Ion Judgement: Chaining, Extreme DMG (Energy), 16 targets
Ion Core Judgement: +20% proc for 160.63 (pet/min/lt), 22 targets
Ion Radial Judgement: -35% end/-100% recov for 10s, 22 targets
Ion Total Core Judgement: +20% proc for 160.63 (all), 31 targets
Ion Partial Core Judgement: +20% proc for 160.63 (pet/min/lt), -35% end/-100% recov for 10s, 31 targets
Ion Partial Radial Judgement: -35% end/-100% recov for 10s, 40 targets
Ion Total Radial Judgement: -35% end/-100% recov for 10s, +25% chance of mag 4 hold (12s), 31 targets
Ion Core Final Judgement: +20% proc for 160.63 (all), 40 targets
Ion Radial Final Judgement: -35% end/-100% recov for 10s, +25% chance of mag 4 hold (12s), 40 targets
Pyronic:
Base stats:
428.36 damage
80 foot range
Targeted AoE
25 foot radius
16 targets max
AoE, fire
1.00 activation time
20.00 endurance
1m30s recharge time
Pyronic Judgement Animation 1 / Pyronic Judgement Animation 2 / Pyronic Judgement Animation 3
Pyronic Judgement: TAoE, Extreme DMG (Fire), 16 targets (25ft radius)
Pyronic Core Judgement: 6 tics 80% chance for 5.35, 16 targets (25ft radius)
Pyronic Radial Judgement: 24 targets (40ft radius)
Pyronic Total Core Judgement: Base damage only 374.81, +6 tics 80% chance for 26.77, 16 targets (25ft radius)
Pyronic Partial Core Judgement: +6 tics 80% chance for 8.03, 16 targets (25ft radius)
Pyronic Partial Radial Judgement: 32 targets (40ft radius)
Pyronic Total Radial Judgement: +25% chance of mag 4 stun (12s), 24 targets (40ft radius)
Pyronic Core Final Judgement: +6 tics 80% chance for 21.42, 24 targets (40ft radius)
Pyronic Radial Final Judgement: +25% chance of mag 4 stun (12s), 32 targets (40ft radius)
Void:
Base stats:
428.36 damage
PBAoE
30 foot radius
16 targets max
AoE, negative energy
2.00 activation time
20.00 endurance
1m30s recharge time
Void Judgement Animation 1 / Void Judgement Animation 2 / Void Judgement Animation 3
Void Judgement: PBAoE, Extreme DMG (Negative), 16 targets (30ft radius)
Void Core Judgement: +20% proc for 160.63 (pet/min/lt), 16 targets (30ft radius)
Void Radial Judgement: -50% DMG for 30s, 16 targets (30ft radius)
Void Total Core Judgement: +20% proc for 160.63 (all)
Void Partial Core Judgement: +20% proc for 160.63 (pet/min/lt), +mag 10 KB, 16 targets (30ft radius)
Void Partial Radial Judgement: -50% DMG for 30s, +mag 10 KB, 16 targets (30ft radius)
Void Total Radial Judgement: -50% DMG for 30s, 24 targets (50ft radius)
Void Core Final Judgement: +20% proc for 160.63 (all), 24 targets (50ft radius)
Void Radial Final Judgement: -50% DMG for 30s, 32 targets (50ft radius)
********** Interface Slot**********
Interface slot adds a proc effect to "most" attack powers. The type of proc and the odds of it going off vary by level. Interface debuffs only stack so high, and even different players sharing the same debuff will not add additional stacks, so there is a benefit in taking different types to apply different debuffs. Interface does work through pets. Adding an Interface slot to a character will allow their pets (including MM henchmen) to proc these effects as well. Interface does not add a level shift of any kind at any level.
Interface bonuses will apply to Judgement and Lore powers.
Below, the odds of the proc going off are listed. Each level can stack to a maximum of four times.
Cognitive:
Debuff values:
Confuse: mag 2 for 4s
DoT: Psi DoT, 10.7 per tic (at 50 vs even cons)
Cognitive Interface: 8% confuse
Cognitive Core Interface: 12% confuse
Cognitive Radial Interface: 8% confuse, 25% minor psi DoT
Cognitive Total Core Conversion: 16% confuse
Cognitive Partial Core Conversion: 12% confuse, 25% minor psi DoT
Cognitive Partial Radial Conversion: 8% confuse, 50% minor psi DoT
Cognitive Total Radial Conversion: 4% confuse, 75% minor psi DoT
Cognitive Core Flawless Interface: 20% confuse, 25% minor psi DoT
Cognitive Radial Flawless Interface: 12% confuse, 75% minor psi DoT
Diamagnetic:
Debuff values:
ToHit: -5% per
Regen: -15% per
Diamagnetic Interface: 50% -ToHit
Diamagnetic Core Interface: 75% -ToHit
Diamagnetic Radial Interface: 50% -regen
Diamagnetic Total Core Conversion: 100% -ToHit
Diamagnetic Partial Core Conversion: 75% -ToHit, 25% -regen
Diamagnetic Partial Radial Conversion: 25% -ToHit, 75% -regen
Diamagnetic Total Radial Conversion: 100% -regen
Diamagnetic Core Flawless Interface: 100% -ToHit, 50% -regen
Diamagnetic Radial Flawless Interface: 50% -ToHit, 100% -regen
Degenerative:
Debuff values:
maxHP: -2% (capped at -150 per stack)
DoT: Toxic DoT, 10.7 per tic (at 50 vs even cons)
Degenerative Interface: 25% -maxHP
Degenerative Core Interface: 50% -maxHP
Degenerative Radial Interface: 25% -maxHP, 25% minor toxic DoT
Degenerative Total Core Conversion: 75% -maxHP
Degenerative Partial Core Conversion: 50% -maxHP, 25% minor toxic DoT
Degenerative Partial Radial Conversion: 25% -maxHP, 50% minor toxic DoT
Degenerative Total Radial Conversion: 75% minor toxic DoT
Degenerative Core Flawless Interface: 75% -maxHP, 25% minor toxic DoT
Degenerative Radial Flawless Interface: 25% -maxHP, 75% minor toxic DoT
Gravitic:
Debuff values:
Rech: -10% per
Speed: -10% per
Secondary: -10% per
Recov: -10% per
Gravitic Interface: 25% -rech
Gravitic Core Interface: 25% -rech, 25% -spd
Gravitic Radial Interface: 25% -rech, 25% -secondary effect
Gravitic Total Core Conversion: 50% -rech, 50% -spd
Gravitic Partial Core Conversion: 25% -rech, 25% -spd, 25% -recov
Gravitic Partial Radial Conversion: 25% -rech, 25% -secondary effect, 25% -recov
Gravitic Total Radial Conversion: 50% -rech, 50% -secondary effect
Gravitic Core Flawless Interface: 75% -rech, 75% -spd, 50% -recov
Gravitic Radial Flawless Interface: 75% -rech, 75% -secondary effect, 50% -recov
Paralytic:
Debuff values:
DEF: -2.5% per
DMG: -5% per
Paralytic Interface: 25% -DEF
Paralytic Core Interface: 50% -DEF
Paralytic Radial Interface: 25% -DEF, 25% -DMG
Paralytic Total Core Conversion: 75% -DEF
Paralytic Partial Radial Conversion: 50% -DEF, 25% -DMG
Paralytic Partial Radial Conversion: 25% -DEF, 50% -DMG
Paralytic Total Radial Conversion: 75% -DMG
Paralytic Core Flawless Interface: 75% -DEF, 25% -DMG
Paralytic Radial Flawless Interface: 25% -DEF, 75% -DMG
Preemptive:
Debuff vales:
END: ???
DoT: Energy DoT, 13.38 per tic (at 50 vs even cons)
Preemptive Interface: 25% -END
Preemptive Core Interface: 50% -END
Preemptive Radial Interface: 25% -END, 25% moderate energy DoT
Preemptive Total Core Conversion: 75% -END
Preemptive Partial Core Conversion: 50% -END, 25% moderate energy DoT
Preemptive Partial Radial Conversion: 25% -END, 50% moderate energy DoT
Preemptive Total Radial Conversion: 75% moderate energy DoT
Preemptive Core Flawless Interface: 75% -END, 25% moderate energy DoT
Preemptive Radial Flawless Interface: 25% -END, 75% moderate energy DoT
Reactive:
Debuff values:
RES: -2.5% per
DoT: Fire DoT, 13.38 per tic (at 50 vs even cons)
Reactive Interface: 25% -RES
Reactive Core Interface: 50% -RES
Reactive Radial Interface: 25% -RES, 25% moderate fire DoT
Reactive Total Core Conversion: 75% -RES
Reactive Partial Core Conversion: 50% -RES, 25% moderate fire DoT
Reactive Partial Radial Conversion: 25% -RES, 50% moderate fire DoT
Reactive Total Radial Conversion: 75% moderate fire DoT
Reactive Core Flawless Interface: 75% -RES, 25% moderate fire DoT
Reactive Radial Flawless Interface: 25% -RES, 75% moderate fire DoT
Spectral:
Debuff values:
Immobilize: mag 2 for 4s
DoT: Negative DoT, 13.38 per tic (at 50 vs even cons)
Spectral Interface: 10% immob
Spectral Core Interface: 15% immob
Spectral Radial Interface: 10% immob, 25% moderate dark DoT
Spectral Total Core Conversion: 20% immob
Spectral Partial Core Conversion: 15% immob, 25% moderate dark DoT
Spectral Partial Radial Conversion: 10% immob, 50% moderate dark DoT
Spectral Total Radial Conversion: 5% immob, 75% moderate dark DoT
Spectral Core Flawless Interface: 25% immob, 25% moderate dark DoT
Spectral Radial Flawless Interface: 15% immob, 75% moderate dark DoT
**********Lore Slot**********
The Lore slot gives you access to pet powers that assist you in combat. This includes both a damage-centric and a support-centric tree. The actual powers used vary based on which set you take. Pets come in five flavors: damage lieutenant (lt), damage boss (boss), support only (supp) which aids you but can be killed, support with attacks (supp w/attacks) which aid you but can also attack, and invincible support (inv supp) which will aid you but can't be targeted or killed, but have no offensive powers. The highest tier for Core have a passive power which increases their damage dramatically over previous pet levels. Rare and Very Rare Lore levels apply an incarnate shift, which is a level shift that only applies during incarnate trials. You must unlock the Judgement slot before accessing Lore.
Lore powers benefit from the bonuses of Alpha and Interface levels, except for recharge bonuses. Pets summoned will have increased damage, accuracy, or buff strength if applicable based on what Alpha power the player has slotted. The duration of pets at all levels are a fixed five minutes (unless they die), with a recharge time of 15, giving them a 33% uptime.
Lore pets can be commanded just like Mastermind pets, even if you aren't a Mastermind.
Common Powers for All Pets:
- Lore Evasion (all pets)
- Lore Protection (Total Radial and Radial Superior support pets only)
- Lore Power (Core Superior only)
- Super Jump (all pets except Seers, Orbs)
- Fly (Seers, Orbs)
Clockwork:
Pets:
Clockwork Builder
- Particle Blast
- Particle Blast Barrage
- Particle Stunner
Clockwork Dismantler
- Particle Blast
- Particle Burst (no real numbers info; AoE ranged)
- Anti-Matter Beam
Clockwork Mender
- Nano Repair
- Field Projector (+DEF vs all)
- Particle Blast (Partial Radial only)
Clockwork Ally: Clockwork Builder (lt)
Clockwork Core Ally: Clockwork Dismantler (boss)
Clockwork Radial Ally: Clockwork Builder (lt), Clockwork Mender (supp)
Clockwork Total Core Improved Ally: Clockwork Dismantler (boss), Clockwork Builder (lt)
Clockwork Partial Core Improved Ally: Clockwork Dismantler (boss), Clockwork Mender (supp)
Clockwork Partial Radial Improved Ally: Clockwork Builder (lt), Clockwork Mender (supp w/attacks)
Clockwork Total Radial Improved Ally: Clockwork Builder (lt), Clockwork Mender (inv supp)
Clockwork Core Superior Ally: Clockwork Dismantler (boss), Clockwork Builder (lt), +dmg
Clockwork Radial Superior Ally: Clockwork Dismantler (boss), Clockwork Mender (inv supp)
IDF:
Pets:
IDF Elite Ranger
- Plasma Blast
- Plasma Burst
IDF Commander
- Plasma Punch
- Plasma Vortex
- Plasma Blast
Battle Orb
- Shield Generator (+DEF vs all; pet toggles on and off)
- Deploy Stimulant
- Plasma Blast (Partial Radial only)
IDF Ally: IDF Elite Ranger (lt)
IDF Core Ally: IDF Commander (boss)
IDF Radial Ally: IDF Elite Ranger (lt), IDF Battle Orb (supp)
IDF Total Core Improved Ally: IDF Commander (boss), IDF Elite Ranger (lt)
IDF Partial Core Improved Ally: IDF Commander (boss), IDF Battle Orb (supp)
IDF Partial Radial Improved Ally: IDF Elite Ranger (lt), IDF Battle Orb (supp w/attacks)
IDF Total Radial Improved Ally: IDF Elite Ranger (lt), IDF Battle Orb (inv supp)
IDF Core Superior Ally: IDF Commander (boss), IDF Elite Ranger (lt), +dmg
IDF Radial Superior Ally: IDF Commander (boss), IDF Battle Orb (inv supp)
Seers:
Pets:
Diviner
- Mental Blast
- Dominate Mind
Augur
- Levitate
- Mental Blast
- Dominate
Seeker
- Soothe Mind
- Fortitude (+DEF vs all)
- Mental Blast (Partial Radial only)
Seers Ally: Seer Diviner (lt)
Seers Core Ally: Seer Augur (boss)
Seers Radial Ally: Seer Diviner (lt), Seer Seeker (supp)
Seers Total Core Improved Ally: Seer Augur (boss), Seer Diviner (lt)
Seers Partial Core Improved Ally: Seer Augur (boss), Seer Seeker (supp)
Seers Partial Radial Improved Ally: Seer Diviner (lt), Seer Seeker (supp w/attacks)
Seers Total Radial Improved Ally: Seer Diviner (lt), Seer Seeker (inv supp)
Seers Core Superior Ally: Seer Augur (boss), Seer Diviner (lt), +dmg
Seers Radial Superior Ally: Seer Augur (boss), Seer Seeker (inv supp)
Warworks:
Pets:
ACU
- Plasma Full Auto
- Plasma Rifle Burst
MK VI "Victoria"
- Swipe
- Cross Cut
- Plasma Eye Beams
Battle Orb
- Shield Generator (+DEF vs all; pet toggles on and off)
- Deploy Stimulant
- Plasma Blast (Partial Radial only)
Warworks Ally: Warworks ACU (lt)
Warworks Core Ally: Warworks Mk-VI "Victoria" (boss)
Warworks Radial Ally: Warworks ACU (lt), Warworks Battle Orb (supp)
Warworks Total Core Improved Ally: Warworks Mk-VI "Victoria" (boss), Warworks ACU (lt)
Warworks Partial Core Improved Ally: Warworks Mk-VI "Victoria" (boss), Warworks Battle Orb (supp)
Warworks Partial Radial Improved Ally: Warworks ACU (lt), Warworks Battle Orb (supp w/attacks)
Warworks Total Radial Improved Ally: Warworks ACU (lt), Warworks Battle Orb (inv supp)
Warworks Core Superior Ally: Warworks Mk-VI "Victoria" (boss), Warworks ACU (lt), +dmg
Warworks Radial Superior Ally: Warworks Mk-VI "Victoria" (boss), Warworks Battle Orb (inv supp)
**********Destiny Slot**********
Destiny powers are AoE team buffs that affect you and those around you. Different levels my have a larger radius. The effects of these powers degrade over time, starting high and quickly reducing over the duration of the buff. Rare and Very Rare Destiny levels apply an incarnate shift, which is a level shift that only applies during incarnate trials. You must unlock the Interface slot before accessing Destiny.
"Special" means the duration of secondary effects like mez durations, strength of DEF buffs, ToHit buffs, heals, and endurance buffs are increased by that percent.
Ageless:
Ageless Destiny Animation 1 / Ageless Destiny Animation 2
Ageless Invocation: +50% end, +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total), 30ft radius
Ageless Core Invocation: +50% end, +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total), +800% recov first 5s, 300% next 10s, 200% next 15s, 100% last 30s (60s total), 30ft radius
Ageless Radial Invocation: +50% end, +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total), +85% debuff RES first 15s, 42.5% next 15s, 21.25% last 30s (60s total), 30ft radius
Ageless Total Core Invocation: +75% end, +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total)+800% recov first 5s, 300% next 10s, 200% next 15s, 100% last 30s (60s total), 60ft radius
Ageless Partial Core Invocation: +75% end, +70% rech first 7.5s, 30% next 15s, 20% next 22.5s, 10% last 45s (90s total), +800% recov first 7.5s, 300% next 15s, 200% next 22.5s, 100% last 45s (90s total), 30ft radius
Ageless Partial Radial Invocation: +75% end, +70% rech first 7.5s, 30% next 15s, 20% next 22.5s, 10% last 45s (90s total), +85% debuff RES first 22.5s, 42.5% next 22.5s, 21.25% last 45s (90s total), 30ft radius
Ageless Total Radial Invocation: +75% end, +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total), +85% debuff RES first 15s, 42.5% next 15s, 21.25% last 30s (60s total), 60ft radius
Ageless Core Epiphany: +100% end, +70% rech first 10s, 30% next 20s, 20% next 30s, 10% last 60s (120s total), +800% recov first 10s, 300% next 20s, 200% next 30s, 100% last 60s (120s total), 60ft radius
Ageless Radial Epiphany: +100% end, +70% rech first 10s, 30% next 20s, 20% next 30s, 10% last 60s (120s total), +85% debuff RES first 22.5s, 42.5% next 22.5s, 21.25% last 45s (90s total), 60ft radius
Barrier:
Barrier Destiny Animation 1 / Barrier Destiny Animation 2
Barrier Invocation: +90% RES/DEF first 5s, 30% next 10s, 5% next 15s, 2.5% last 30s (60s total), 30ft radius
Barrier Core Invocation: +90% RES/DEF first 7.5s, 30% next 15s, 5% next 22.5s, 2.5% last 45s (90s total), 30ft radius
Barrier Radial Invocation: +90% RES/DEF first 5s, 30% next 10s, 5% next 15s, 2.5% last 30s (60s total), 1x ally rez, 30ft radius
Barrier Total Core Invocation: +90% RES/DEF first 7.5s, 30% next 15s, 5% next 22.5s, 2.5% last 45s (90s total), 60ft radius
Barrier Partial Core Invocation: +90% RES/DEF first 7.5s, 32.5% next 15s, 7.5% next 22.5s, 5% last 45s (90s total), 30ft radius
Barrier Partial Radial Invocation: +90% RES/DEF first 7.5s, 30% next 15s, 5% next 22.5s, 2.5% last 45s (90s total), 1x ally rez, 30ft radius
Barrier Total Radial Invocation: +90% RES/DEF first 5s, 30% next 10s, 5% next 15s, 2.5% last 30s (60s total), 2x ally rez, 30ft radius
Barrier Core Epiphany: +90% RES/DEF first 10s, 32.5% next 20s, 7.5% next 30s, 5% last 60s (120s total), 60ft radius
Barrier Radial Epiphany: +90% RES/DEF first 7.5s, 30% next 15s, 5% next 22.5s, 2.5% last 45s (90s total), 2x ally rez, 60ft radius
Clarion:
Clarion Destiny Animation 1 / Clarion Destiny Animation 2 / Clarion Destiny Animation 3
Clarion Invocation: +mag 36 status protect (18 KB protect) first 15s, 6 (3 KB) next 15s, 3 (1.5 KB) last 30s (60s total), 30ft radius
Clarion Core Invocation: +mag 36 status protect (18 KB protect) first 22.5s, 9 (4.5 KB) next 22.5s, 6 (3 KB) last 45s (90s total), 30ft radius
Clarion Radial Invocation: +mag 36 status protect (18 KB protect) first 15s, 6 (3 KB) next 15s, 3 (1.5 KB) last 30s (60s total), +60% range/special first 15s, +20% range/special next 15s, +10% range/special last 30s (60s total), 30ft radius
Clarion Total Core Invocation: +mag 36 status protect (18 KB protect) for first 22.5, 9 (4.5 KB) for next 22.5, 6 (3 KB) for last 45s (90s total), 60ft radius
Clarion Partial Core Invocation: +mag 36 status protect (18 KB protect) for first 30s, 9 (4.5 KB) for next 30s, 6 (3 KB) for last 60s (120s total), 30ft radius
Clarion Partial Radial Invocation: +mag 36 status protect (18 KB protect) for first 22.5s, 6 (3 KB) for next 22.5s, 3 (1.5 KB) for last 45s (90s total), +60% range/special first 22.5s, +20% range/special next 22.5s, +10% range special last 45s (90s total), 30ft radius
Clarion Total Radial Invocation: +mag 36 status protect (18 KB protect) for first 15s, 6 (3 KB) for next 15s, 3 (1.5 KB) for last 30s (60s total), +60% range/special first 15s, +20% range/special next 15s, +10% range/special last 30s (60s total), 60ft radius
Clarion Core Epiphany: +mag 36 status protect (18 KB protect) for first 30s, 9 (4.5 KB) for next 30s, 6 (3 KB) for last 60s (120s total), 60ft radius
Clarion Radial Epiphany: +mag 36 status protect (18 KB protect) for first 22.5s, 6 (3 KB) for next 22.5s, 3 (1.5 KB) for last 45s (90s total), +80% range/special first 22.5s, +20% range/special next 22.5s, +10% range/special last 45s (90s total), 60ft radius
Incandescence:
Incandescence Invocation: League TP, foe knockback/stun, +30% healing, 60s duration
Incandescence Core Invocation: League TP, foe knockback/stun, +50% healing, 60s duration
Incandescence Radial Invocation: League TP, foe knockback/stun, +40% healing, +stealth, 60s duration
Incandescence Total Core Invocation: League TP, foe knockback/stun, +70% healing, 90s duration
Incandescence Partial Core Invocation: League TP, foe knockback/stun, +50% healing, 90s duration
Incandescence Partial Radial Invocation: League TP, foe knockback/stun, +50% healing, +stealth, 90s duration
Incandescence Total Radial Invocation: League TP, foe knockback/stun, +50% healing, +stealth, 60s duration
Incandescence Core Epiphany: League TP, foe knockback/stun, +80% healing, 120s duration
Incandescence Radial Epiphany: League TP, foe knockback/stun/intangible, +60% healing, +stealth, +spd, +perception, 120s duration
Rebirth:
Rebirth Destiny Animation
Rebirth Invocation: 535.45 heal, 30ft radius
Rebirth Core Invocation: 642.54 heal, 60ft radius
Rebirth Radial Invocation: 642.54 heal, +1600% regen first 5s, 600% next 10s, 400% next 15s, 200% last 30s (60s total), 30ft radius
Rebirth Total Core Invocation: 749.63 heal, +374.8 maxHP first 5s, 160.62 next 10s, 107.08 next 15s, 53.54 last 30s (60s total), 60ft radius
Rebirth Partial Core Invocation: 749.63 heal, +374.8 maxHP first 7.5s, 160.62 next 15s, 107.08 next 22.5s, 53.54 last 45s (90s total), 30ft radius
Rebirth Partial Radial Inovcation: 749.63 heal, +1600% regen first 7.5s, 600% next 15s, 400% next 22.5s, 200% last 45s (90s total), 30ft radius
Rebirth Total Radial Invocation: 749.63 heal, +1600% regen first 5s, 600% next 10s, 400% next 15s, 200% last 30s (60s total), 60ft radius
Rebirth Core Epiphany: 856.72 heal, +374.8 maxHP first 10s, 160.62 next 20s, 107.08 next 30s, 53.54 last 60s (120s total), 60ft radius
Rebirth Radial Epiphany: 856.72 heal, +1600% regen first 10s, 600% next 20s, 400% next 30s, 200% last 60s (120s total), 60ft radius
==========Components for Powers==========
(This section is currently under review)
Note that for very rare recipes, "any two rares" can be used to make it. If you're trying to make a [Cardiac Core Paragon], you can use any two Cardiac rares. When looking at the very rare, there is a scrollbar that allows you to look through a list of similar recipes, with each different combination of rares. The only limitation is that the two rares must be different. You can't use two [Cardiac Core Total Revamp]s; you have to use different ones.
==========Math for Everyone==========
Converting and Unlocking:
With Threads:
Unlocking Judgement/Interface: 30 threads + 30m inf
Unlocking Lore/Destiny: 45 threads + 45m inf
With Shards (10:10 Ratio):
Unlocking Judgement/Interface: 30 shards + 30m inf (3 days)
Unlocking Lore/Destiny: 45 shards + 45m inf (5 days)
With Shards (10:5 Ratio):
Unlocking Judgement/Interface: 60 shards + 0 inf
Unlocking Lore/Destiny: 90 shards + 0 inf
Prices for Individual Levels:
Alpha With Components:
Common Alpha Power: 3 components
Uncommon Alpha Power: 6 components + 8 shards
Rare Alpha Power: 8 components + 8 shards + Notice of the Well
Very Rare Alpha Power: 18 components + 56 shards + 4x Notice of the Well
Rare Alpha Power (from Uncommon): 2 components + Notice of the Well
Very Rare Alpha Power (from Uncommon): 12 components + 48 shards + 4x Notice of the Well
Alpha, Purely Shards:
Common Alpha Power: 12 shards
Uncommon Alpha Power: 32 shards
Rare Alpha Power: 40 shards + Notice of the Well
Very Rare Alpha Power: 128 shards + 4x Notice of the Well
Rare Alpha Power (from Uncommon): 8 shards + Notice of the Well
Very Rare Alpha Power (from Uncommon): 104 shards + 4x Notice of the Well