Share your incarnate i20 VEAT
I had a accoladed fort i want doing much with so i poured a couple a billion into it.
Judgement: Void Mostly because i thought it looked cool and the -dmg debuff is pretty beefy
Interface: Reactive The -res is nice but whats really nice is all those extra dot's
Destiny: Rebirth. Forts have so little hp and i couldnt fit in aid self. The self heal allows me to carry less greens and the extra hp is always nice.
Lore: Seers. Kind of want Cheatworks or Clockwork but the seers do good damage even if they have no AoE.
I managed to hold battle maiden through purple triangles with them.
My Crab went:
Judgement: Ionic - closest thematic fit given that his blasts are energy.
Interface: Reactive - the others just seem weak, at least if they're resistible as people are saying they are.
Destiny: Barrier - although my crab can take on a lot, he's not actually softcapped (about 1% short on range, about 8 on aoe, and about 10-15 on melee), so coupled with incarnate mobs having higher tohit this seemed the way to go. Plus it keeps my pets alive a bit longer.
Lore: Originally took t1 of Warworks, with the intent of getting the Battle Orb, but the look of Vicky didn't fit with the feel of my character (though the ACUs do), so I switched to Clockwork. I don't think I'll actually get the buff pet now tbh, Barrier does nicely as it is.
I've got pretty much the same crab that you're running, Mephe. I took...
Judgement - Ion, even if they fix the bug on it I'll keep it around. The enhanceable damage may be fixed but I doubt they'll fix the jumps hitting the same target multiple times.
Lore - Warworks, boss and LT. Running a pet heavy build, having more damage pets is awesome. These guys hit pretty hard too. Looking at the numbers, the damage on the Clockwork seem to be a bit higher... I may end up crafting them and seeing how much I like them. I've noticed that the Victoria spends a lot of time running around getting in to melee. The Clockwork boss is all ranged so I'm thinking I'll get more attacks out of him.
Destiny - Barrier. It's the best OH $**T button around. Also, eventhough I may have high res/def normally, my spider army doesn't so barrier insures that they (and teammates, I guess) stick around and pump out the damage for a good while longer.
Interface - Reactive DoT. I'm currently T3 on this but I'm gonna stay with the DoT tree. The -Res is nice but the DoT seems more productive to me. Considering that the spiders have a mind of their own, they usually attack whoever they want so I'm not concerned about 'overstacking' and wasting the Interface buff.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
I went with my widow, since she is my primary raid character. I have both a night widow and fortunata build, so she see's a lot of use.
I went with the reactive core interface, for the extra damage; rebirth core invocation since I have capped def, great recharge and full status protection; void judgement because I spend a lot of time in melee, so a PBAoE works and I liked the damage debuff on the radial path; and when I open my lore slot up (still working on that) I will have to decide on the seer for healing/moar buffs or the warworks for extra damage - currently leaning towards warworks, but the healing seer is tempting.
Globals: @Midnight Mystique/@Magik13
My Crab went:
Judgement: Ionic - closest thematic fit given that his blasts are energy. Interface: Reactive - the others just seem weak, at least if they're resistible as people are saying they are. Destiny: Barrier - although my crab can take on a lot, he's not actually softcapped (about 1% short on range, about 8 on aoe, and about 10-15 on melee), so coupled with incarnate mobs having higher tohit this seemed the way to go. Plus it keeps my pets alive a bit longer. Lore: Originally took t1 of Warworks, with the intent of getting the Battle Orb, but the look of Vicky didn't fit with the feel of my character (though the ACUs do), so I switched to Clockwork. I don't think I'll actually get the buff pet now tbh, Barrier does nicely as it is. |
my thinking was that the Boss pet would help with my somewhat low single target damage when i needed it, and the ACU lt has a toxic aoe attack, which should hurt when stacked with venom grenade - hopefully it works out that way!
ACU does not have toxic damage. He shoots out of his cannon which is pure energy attacks. Victoria does deal a lot of melee damage though.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
I have all but one for my Bane. I also intend to get some different trees for my Crab build, which should focus more on tanking (he even has a taunt).
For my Bane Build, I went with:
-Alpha: Muscle. Damage, pure and simple.
-Judgement: Void. That -dmg is pretty killer. And it's not a proc, either.
-Interface: The -ToHit, whatever it's called. I have 100% proc right now and plan to get the 50% -regen proc tier 4. I like to think it helps teams dealing with AVs, but I'd love to try it out some AVs solo as well.
-Lore: I got the Seers. Again, hoping they'll help on AV battles. Pretty sure I'll be going for the non-support tree. They have some good crowd control and I fully intend to use Destiny for some self preservation (either the heal or Barrier, not sure which).
As for my Crab build, he's going all out self preservation. I want him to be as sturdy as a good tank and these incarnates can help that tremendously. So I'm thinking something like:
-Alpha: Cardiac for the extra res.
-Judgement: I'm thinking Cryonic for the recharge debuff and slow. If it's not very significant, I may just got Pyro with extra damage.
-Interface: Definitely +def/+res or Heal with +regen.
-Lore: I hear the Clockwork have the best support, so I'll probably go with them.
Judgement: I went pyronic but kind of wishing I went Ion(to match my mu lightning) but...eh, my pyro is almost T4. plus it's pretty and the DoT is yummy.
Interface: went with reactive. the 75% chance to DoT and the 25% chance to -Res.
Lore: I went with the warworks, either path...I don't care much.
Destiny: I haven't gotten it yet, but I'm thinkign either barrier or the +regen+recovery one.
Magisterum- 50+3 Fortunata--Virtue
Lukerion- 33 Emp/Rad Defender--Virtue
Noah Heartily- 34 SS/SD brute- Virtue
Mika Heartily- 50+1 Fire/MM blaster-Virtue
Loving my Fortunata with her Incarnata Powers (though only T3 except Alpha so far):
Alpha: Muscular, since it buffs Judgement, and more damage overall is always nice.
Interface: Reactive, the 75% DoT Chance, it adds up quite a bit of damage. Though concept wise this is a stretch. Kinda ignoring it a bit for now, since I am not sure how to explain that her Psionic/Negative attacks cause mobs to burst into flames *shrug* Well, I guess she is just that 'hot' *cough*
Judgement: Void, the one with the chance for extra damage. For the T4, not sure yet if I get the one with the chance for extra damage, or the -DMG debuff, still undecided on that. The debuff is nice.. but so is extra damage. Fits nicely along with her Dark Obliteration and Gloom for negative Damage.
Lore: Seer, the one with the untouchable one, with her mini Fortitude, brings my Damage buff to about 60% (with 2*Assault and Set Bonusses), which is nice. The little heal helps a bit too. The attack pet seems rather weak though. The 5 minute use, 15 minute recharge thing makes this less noticeable addition in powers from the incarnate stuff, don't care for it that much.
Destiny: Rebirth +Regen. This one is great. Since all she was really missing is a heal, along with the added massive Regen in the first seconds, this has been really helpful. Since she has a ton of Defense already, this seemed like a better choice. From current playing I absolutly love it. Having been on a team with another rebirth, we alternated them, which worked out really really well. This will be the first I get to T4.
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Overall, I enjoyed my Fortunata before I20, but she just wasn't there yet. High Defense for myself and the team, but still, mobs got lucky, and no heal: Rebirth fixed that.
Her Damage, both single target and AoE was decent, but, I ran into the sliver-of-health-left situation quite often, where the mob was nearly defeated, but not quite, and needed another full attack. Reactive + Muscular increased damage just enough to tip the scale and is a noticeable improvement here.
While I love the Incarnate powers on my (main) Scrapper of course, they just made her a bit better at what she already does. My Fortunata got a more noticeable boost in effectiveness and (more importantly) fun-factor, that she is becoming my currently most fun character to play.
Yesterday, I was on an ITF, that got hit with a server crash, and when I got back, only 3 people where back. We went ahead anyway, and absolutely melted faces before the rest got back on. In the trials, the incarnate stuff helps of course, but one individual is still just a cog in a big machine, each individual performance isn't as noticeable. However, on the 3 people ITF, it really showed just how powerful she had become. I love it
OMG...
Just crafted my tier 3 Rebirth (90 second up time with massive regen). I get a ~600 point heal when I cast it and then I CAP MY REGEN RATE! Yeah with serum I regen 180 hps per second for the first few seconds. And then it drops down to maybe 35 hp/sec or so at the final 30 seconds before its back to normal 18 hp/sec until I can cast it again. But this thing makes me pretty much unkillable from what I have seen. If I could pump out more damage I could solo the ambush spawns on the BAF for all 3 phases! I think with the level jump from lore I just may be able to do that.
As we know the level bumps are huge, i would recomend you spend all your astrals and threads on getting your level bumps before you increase your judgements and interfaces. Probably best to stop at common for both of those until you get to level 53. Your damage and survivability go way up.
My ranking of how much power each incarnate power adds to my VEAT toon:
1 Destiny - game changer at least what I have seen with rebirth/regen. Barrier looks to give close to the same amount of staying power. Level shift is only in the trials, but I understand why.
2. Alpha - Cardiac is huge if you need it (i can tell when the alpha bug shuts it off), and the level shift is also godly. Very close in power to destiny.
3. Judgement - 90 second crashless nuke. Very nice
4. Interface - works with every damageing attack, once the pet bugs with the DOTs are fixed this may be equal to judgement. VEATS lack rain like powers so its not as good as some other classes.
5. Lore - the level shift is more important than the pets. The INV support buffs are pretty weak. And the 33% uptime just feels weak relative to the pets we get. Great for the 5 minute kill the escapees, but not much else.
Bots/Traps Guide for I19.5
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One note about the lore pets that is very upsetting for my VEATs is that none of the +def from the support pets has positional components. They all use typed only .
Level 50s: to many to remember at this point
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
My night widow is using...
Alpha: Musculature Core T4. I have a Cardiac core T4 also, but I prefer the additional damage while using other means to manage my endurance. I'd swap the cardiac back in if I wanted to do a 'no temps no insps AV solo' or something similar.
Judgement: Void Radial T4. The debuff is quite substantial and makes my judgement pull double-duty as a defensive power. In the longer term I'll be using an Ion or Pyronic Core judgement for situations where I simply want pure damage. I'm not sure which, Ion seems to be a lot more forgiving in terms of targeting, which I like.
Interface: Reactive Radial T3 (working toward 25% -res/75% dot T4). The other trees are rather underwhelming, though I may eventually make a Paralytic for a defensive option.
Destiny: Barrier Core T4. The extra defense is nice as a debuff pad and to keep me over the 'incarnate softcap' of 59%, but the real benefit is the damage resistance's ability to even out 'spikes.' Rebirth would've been my choice if I didn't have Aid Self. But I have Aid Self.
Lore: Warworks Core T3 (ACU/Victoria) working towards T4. I tried the battle orb, and it stinks. All the support pets only buff typed, not positional defense; the battle orb while he has an AOE buff, doesn't have it up all the time, and it's just plain too small. The ACU and Vickie combo, however, simply tear things apart. They are especially good to bring out against AVs, because in addition to their damage, they do -regen.
"Experience is the mother of good judgement. Bad judgement is the father of experience."
On my gunbane I went for;
Destiny: Rebirth, because I've always wanted a self heal. I figured it'd be good when my character gets through def, because it brings a toon to full health in few seconds. I went for +Heal and +Regen and it's T3. I also took it because everyone else is taking barrier.
Alpha: Musculature, because it's extra damage. T4 with the 45% damage boost.
Judgement: Void, because it's good for cleaning enemies that get too close, because my ranged defense is higher than melee. It has a pretty big radius as well. T3 with extra damage to all foes.
Interface: Reactive, DOT. Again it's extra damage. Going to go for -res as well, T3.
Lore: Warworks, Acu and the Battle orb. I went for this combo, because I don't like attacking pets and the Battle orb cannot be targeted. Sometimes I disband the Acu and just keep the orb, because it heals and gives bubbles, although rarely.
I'm surprised no one has expressed an interest in ageless radial for Destiny - recharge, a chunk of endurance and debuff resistance, because as much defence as the veats can get it disappears under defence debuffs real fast!
@Hakeswell
Union Ilservian, Evinlea
Defiant Expeditor, Hakeswell
Arc: 70119 Hellion Initiation
Ageless is nice too, but I like the burst def/res of Barrier. I've got a lot of pets out so having the DDR for pets isn't gonna be a big deal for me if their defense isn't that high in the first place.
I really do appreciate getting hit with Ageless while in trials though.
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
you can never get perma-lore. the only thing that effects its recharge is other incarnate powers...so assuming someone got nerve AND the recharge destiny...it still wouldn't be enough to make it recharge much faster. 15 minute recharge grrrr.
Magisterum- 50+3 Fortunata--Virtue
Lukerion- 33 Emp/Rad Defender--Virtue
Noah Heartily- 34 SS/SD brute- Virtue
Mika Heartily- 50+1 Fire/MM blaster-Virtue
The Melee Teaming Guide for Melee Mans
You guys are big teases. I suck at finding exploits.
If it helps any, I don't actually know how to do it, I just know it can be done Anyone who does know probably isn't going to say how to do it on the forums.
The Melee Teaming Guide for Melee Mans
When i20 was in beta I thought to myself, of my 50s which toon brings a bit of everything to a team and will help a team beat some hard content. I also wanted a toon that could take a beating so I wont have to rez every 5 seconds versus level 54 nasties.
It was a choice between my ill/rad, crab, fortunata, warshade, elec/nin, elec/elec dom or my DP/MM blaster. I love to play them all (thats why they are all 51, and all IOed with purples and sets), but the short list to match the above widdled the list down to ill/rad, crab or fort.
The fort I removed from the list, because even though he has perma mindlink and 60% def to melee and ranged with it, without a heal or +HPs one or 2 lucky hits means death.
The ill/rad is very strong with perma PA, but not very sturdy if I start taking damage.
The crab seems to have it all. Team buffs (+20% def, +16% to hit, 30% damage), debuff (-20% res AOE every 8 seconds, and achilies-20% in suppression) good personal defense (45% ranged def), mid 50% resistance to most damage, a hitpoint pool that matches most brutes with perma serum, pets for helping to take down runners, awesome status protection, and some massive AOE damage.
It seems to be a pretty good choice. I have all slots unlocked except lore (1 more BAF should do it). And it matches how I expected a crab to play on these trials, sturdy and useful to the team.
Judgement: I went with ION. I like the increased AOE effect area from the jumping, and the extra damage side. If I am gonna hit em with my AOE I want it to hurt bad, and take out as many as possible!
Interface: I have 9 pets, and 2 more when I get lore. I like the reactive damage proc to help pump up all that damage that me and my 9 close friends are pumping out. The res debuff is also nice, but probably too small to really notice, but -10% res from this + -20% from venom, + -20% from achilies proc = -50% res debuff. Not too bad!
Destiny: This is the hard one. I went with the heal (rebirth I think). I am going with the regen side, because I already have high hps, def, res, recharge, and status protection. A high regen should be a nice extra layer of protection that me, my pets and my team can use.
Lore: The most disapointing one for me because of the 33% uptime. I would much rather have a power like this that works like a perma pet (short recharge, high end cost), with reduced effect. But we got what we got. So my plan is to treat this like 5 minutes of extra DPS which means I have no interest in the support pets. So the boss+lieut damage is what I want. Probably gonna go with the warworks one since that seems to be the winner of the highest DPS boost.
So how has your VEAT done and what did you pick and why?
Bots/Traps Guide for I19.5
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