All About Incarnate (Alpha through Destiny)


Amerikatt

 

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Originally Posted by Dispari View Post
==========Components==========

Beyond Alpha:

Incarnate Thread: 10 for 10 Incarnate Shards + 2.5m inf (limit: every 20 hours)
Incarnate Thread: 5 for 10 Incarnate Shards + 2.5m inf

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

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
Great guide Dispari! Just wondering if it might be worth including in this section that the rare and ultra rare components can also be crafted from 8 and 30 Empyrean merits respectively (with no inf cost). Also that Astral merits can be broken down into 4 threads each.


 

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Originally Posted by Dispari View Post
Interface and Destiny are not affected by Alpha stuff. Judgement and Lore are. Except recharge.
I think I've got a fun correction to make to this. I upgraded my destiny slot to a Rebirth Partial Radial Conversion on my fire scrapper last night and I randomly fired it off in a group of people in Pocket D to watch the green numbers pop up (I've also discovered it's fun to use when I don't feel like avoiding nova fist ). I noticed something seemed weird when I saw 4 digit green numbers pop up over the heads of everyone around me, which seemed like more than it was supposed to be healing for. I didn't look into it at the time though, and eventually logged out for the night.

But a few hours later it was really bugging me, and I logged back in to test a theory. I fired off my rebirth, and saw 4 digits again. Then I unslotted my T4 spiritual alpha, fired my rebirth off again, and the heal was smaller! I checked again, this time watching the regen values on my character, and sure enough, with the spiritual alpha in I was getting bigger regen numbers than with it unslotted.

I can't check any other destiny and alpha combinations, but it looks like at the very least the spiritual heal effect is being applied to destiny, so it's possible some other alpha effects are being applied to destiny as well.

Anyway, I'm slightly less bitter that my spiritual recharge doesn't affect my incarnate powers now, because the alpha boosted rebirth is making an already awesome power even more awesome

Edit: Aww, apparently a bug


 

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Heals for Rebirth are affected by Spiritual at the moment, but according to a dev it's a bug, so don't expect it to stay.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

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Originally Posted by Dispari View Post
Heals for Rebirth are affected by Spiritual at the moment, but according to a dev it's a bug, so don't expect it to stay.
Aww, well now I'm only left with bitterness and a still really awesome power... Curse you spiritual hating devs!

Out of curiosity though, does it boost the lore pet heals at all? And for that matter do you have any info on how often/intelligently they fire those off? I mostly just notice the fortitude buff because the sound effects for that freak me out (side effect of having a psi hole in my armor set ), but I'm uncertain about how smart they actually are about using those heals since so far I've mostly just pulled the pets out in trials at points where it wouldn't matter.


 

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Originally Posted by Frak View Post
Out of curiosity though, does it boost the lore pet heals at all? And for that matter do you have any info on how often/intelligently they fire those off?
It should, and they aren't that great about using heals (they're only like 140 HP anyway).


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Clockwork vs IDF vs Seer vs Warworks

I presume that these iPets aren't all identical in terms of buffs, performance, etc. ... but there's absolutely no way to know that for sure based on the information that Paragon Studios has given us (which isn't so much "bare bones" as much as "calcium deprived powdered mixtures"). It would be really nice to know what the various iPets actually *DO* for you in better detail ... so as to be able to make an educated choice based on merits (as opposed to just pure Fashion Sense).


It's the end. But the moment has been prepared for ...

 

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Originally Posted by Dispari View Post
I've been messing with the Reactive DoT all day and it seems like I've been incorrect in my previous assertion of how the proc actually works. I'm sort of surprised nobody (like Arcanaville) showed up to correct me on it.
To be honest its because like everyone else I've been running trials like crazy and haven't had time to do a lot of testing. What was your previous assumption?


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I thought it did the % check and proceeded from there, into 80% DoT tics. But after goofing off for a while I noticed it was virtually impossible to attack something and have it NOT tic at least once. Not sure where I got that idea from.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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I'm trying to determine the best path for mezz protection for my Dark Defender. I was thinking of Clarion but then heard the Battle Orbs provide status protection?

So, two questions:

1. Is there a detailed power info for the battle orbs?

2. Would the orbs provide sufficient mezz protection or is Clarion the all around better choice?

If it helps...KB isn't an issue but I would love some protection from holds and stuns.


 

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Even if Battle Orbs kept the mez protection on you all the time (they don't), they're only around 33% of the time. If you want mez protection, go Clarion.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Originally Posted by Hopeling View Post
Damage debuffs and resistances apply separately. You can't debuff their damage below -90% - so if they have an attack that does 1000 damage base, you can't reduce it below 100 with damage debuffs. However, if you then have 90% resistance, that 100 damage hit will be reduced to 10.
Quote:
Originally Posted by Incarnadine View Post
Keep in mind, these powers have to recharge. Sadly there is no way you can use Judgement on every group you face, unless you just move that slowly. You also will only get +90% def/res for a short time before it starts degrading. If you are looking at taking away damage just for survivability, then you could easily alternate between these two, to try to cover the gaps that they leave. It wont completely cover the gaps, but definitely help.
Ok thanks guys I think i might go void, barrier and paralytic(?) the one that applies -dmg to ever attack


 

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That would be a nice combo for reducing damage. I'm going Paralytic on my demon MM if I ever get to that character. I have Void Radial on my widow and it's pretty awesome.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Hi,

I love the work you've done on this guide, Dispari. I have a question specifically about the Ageless Destiny buff. Does the +Rchg that power provides affect Domination & Mind Link? I'm sorry if I missed that somewhere; my search-fu stinks of late.

Later on,
Gate


@Generator
Mostly Pinnacle, with scattered alts on Liberty, Freedom, and Justice.


I had a great time playing with you!

 

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Yes, it's a regular recharge buff so it works just like Hasten would.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
Yes, it's a regular recharge buff so it works just like Hasten would.
Zesty, thanks!

-Gate


@Generator
Mostly Pinnacle, with scattered alts on Liberty, Freedom, and Justice.


I had a great time playing with you!

 

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I have a question about the Alpha slot. My most-played toon has gotten to T3 of the Alpha, and the requirements to proceed further seem a little confusing to me. Do you have to craft your way up two sides of the tree in order to get to the two T4 powers?


"Quit cryin'! Do some pushups or something!" --Bernie Mac

 

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You just need two rares. Doesn't matter which two (except that it can't be two of the same one).


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Oh, I see. Makes sense. Not sure why exactly that confused me before, but thanks.


"Quit cryin'! Do some pushups or something!" --Bernie Mac

 

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This might be useful for some people, but it doesn't really deserve its own thread.

I figured, Dispari's guide was pretty fantastic, maybe here would be a place people would see it. (It's a repost from another thread)



My quick and dirty method for choosing Incarnate Salvage Rewards on the fly.

In particular for rares and ultra-rares, look at the Tier & Power you want to slot (in game, using the highlight mouse-over feature).

Beyond the basic (common components) the tiers of powers correspond to the rarity tier of salvage you will need
(Uncommon Tier, Rare Tier, Ultra Rare Tier)

Example (ignoring the lower Tier power(s) that is also needed):

Tier 4 (Ultra Rare Power)
This will require common components and 1 ultra rare salvage.
The ultra rare salvage is listed at the bottom.


Tier 3 (Rare Power)
This will require common components and 1 rare salvage.
The rare salvage is listed at the bottom.


Tier 2 (Uncommon Power)
This will require common components and 1 uncommon salvage.
The uncommon salvage is listed at the bottom.



And IIRC, there are only 4 named salvage for each Tier from Uncommon to Ultra Rare.


Maybe this was obvious, but I figured what the heck.


 

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Okay, after hopping into the game, I see where I'm confused: So, it appears as if I can't make the Spiritual Total Core Revamp now that I've made the Spiritual Partial Core Revamp. The requirements for the second rare are the first two tiers, but those two powers are showing in red since I used them to make the first rare (Hope I'm making sense here.) So, do I need to start building T1 again in order to get the second rare?


"Quit cryin'! Do some pushups or something!" --Bernie Mac

 

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Originally Posted by _Relikk_ View Post
Okay, after hopping into the game, I see where I'm confused: So, it appears as if I can't make the Spiritual Total Core Revamp now that I've made the Spiritual Partial Core Revamp. The requirements for the second rare are the first two tiers, but those two powers are showing in red since I used them to make the first rare (Hope I'm making sense here.) So, do I need to start building T1 again in order to get the second rare?
Yes, you actually use the lower tier as a component and it disappears after use.


 

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Yup you basically need to go.

Common->Uncommon-Rare x 2

Since the Uncommon uses the Common as a component of crafting and the Rare uses the Uncommon as a component of crafting.

Once you have 2 Rares plus your favour of the well (2 x Notice of the well and 32 Shards) and 2 common salvage, then you craft your very rare.

Using the easiest method it takes rougly 4 weeks from nothing slotted to very rare slotted due to needing 4 notices of the well, which are awarded for completing the Weekly strike target.


 

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Okay, thanks for clearing that up. I don't mind going back to building the T1, I just didn't want to do something stupid like rebuilding T1 and have it erase my T3 or something crazy like that.


"Quit cryin'! Do some pushups or something!" --Bernie Mac

 

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I wonder if it would be worthwhile to people if I did a brief guide on what incarnate powers to take and aim for for different people, as a recommendation/suggestion/guide type of thing.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
I wonder if it would be worthwhile to people if I did a brief guide on what incarnate powers to take and aim for for different people, as a recommendation/suggestion/guide type of thing.
That would be nomtastic! ((Otherwise, I am likely to go the RP route and take things which would be appropriate for my character, yet not necessarily be the "correct" choice by game mechanics standards)).

Thanks for the nommy guide, Dispari!

(*gives Dispari a complimentary box of "Amerikatt's Own Chocolate Taco Fish-Stix" and a jar of "Amerikatt's Own Boysenberry Dipping Sauce"!*)



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