Share your incarnate i20 VEAT
Ahh, fair enough. I just feel like the dumb kid always behind the latest cool trick sometimes.
I don't use my lore pets much either, as warworks die on my melee alts without def buffs, seers are mostly decorative and clockworks steal influence (and so I assume rewards) with their chain power. I don't have IDF yet but I can't see them faring much better than warworks. |
Currently on Virtue:
Jinrazuo - Crab Spider
RWZ All-Pylon Solo Run
My Fort/Widow has a number of the Incarnate powers.
Fort:
A: Cardiac
I: Reactive
D: Rebirth
J: Ion
L: Seers
I like the additional end/res/rng, -res/dot, hp/regen, ranged/hold, and complements psi.
Widow:
A: Nerve
I: Diamagnetic
D: Barrier
J: Void
L: Warworks
I like the acc/def, thdb, res/def, pbaoe/-dmg, more melee.
Note, I tend to select powers whether they are uber or not. I think these are nice complements to my Fort and Widow builds, but I def play my Fort more right now. I've always preferred range.
I haven't even started work on my Crab/Bane, but I probably should. I'm not sure of getting anything beyond alpha on that character.
YMMV
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!
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My crab is most likely going to take this line, and was wondering if anyone had experience with it. I took the musculature core alpha (more explanation on this later), so what first attracted me to this build was the +end, +recovery. But I do see that crabs have a weakness against def debuffs, so both tier 4s are really nice looking to me. Luckily I'll have months to play with the tier 3 versions of these powers...cause its so god-awful-horrible to get the very rare salvage.
I imagine that with the decreased recharge, I may run into end problems.
It does depend on one's build, so here is mine. Its a really cheap build, focusing on defense first, recharge second, and damage where applicable. I got all 3 pet auras, but am NOT trying for perma-pets. Since IOs cheaply gave me as much survivability as I wanted, I'm using incarnate stuff to just power up my damage output (I'll be taking Interface: reactive and Judgement: Ion). End hasnt really been a problem for me...even with 8 toggles I rarely run low...just in really long fights do I have to pop blues. I didn't take hasten, my AoEs are almost always up and I'm not trying for perma-pets...though the ageless recharge will push me into perma-spiderlings and serum...
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currently with my limited time, I am concentrating on my Fort,
-Alpha - Currently I have a tier 3 cardiac here, the end reduc is a awesome, I did consider the damage or defense alpha enhancements, but really on my fort it was end reduc I was needing more, while the tier 4 is nice, with this alpha enhancement I haven't really been that motivated to get it to tier 4.
-Judgement-currently I have a tier 3 pyronic, I am very happy with this power, I am crafting an ionic to try out, before I make a committment of a tier 4 here
-Interface- I have a tier 4 reactive here( -25%damage resist, 75% damage proc), I have been very happy with this, the effects aren't impressive like Judgement, but you can tell a difference here.
-Lore-I have a tier 4 seers here( the one with the two damage), the Seers are the middle of the road incarnate pets, I just like having a couple mini-me's about on my fort
-Destiny- I currently have a tier 3 rebirth here. While I will take barrier on my other toons when I get around to them, this is very good for my fort. Now my fort finally has an uninterruptable heal, which like the Cardiac, maybe isn't the flashiest bit, but definitely the one rounding out my Fort the best
For my bane
Alpha - yummy, yummy damage - Musculature
Judgement - Ion (fit the best I thought)
Lore - Vicky (though of course now they announce Arachnos pets - as I have a VH, hard to make a new one, but if their are giant spider options, will be hard not to)
Interface - Reactive
Destiny - I actually did go for end (Ageless?) I do have some end problems, so that fixed them right up.
On my Night Widow I'm going:
Alpha - Musculature Radial Paragon for the +Dmg +End Mod +Run Speed (I use Ninja Run - Prestige Run - Mental Training for Travel) and +To Hit Debuff (I have Darkest Night for the -Damage and -To hit)
Judgement - I went with Void Core Final (extra damage since I can Debuff damage with Darkest Night already) since this is a Melee toon and the Negative Energy Damage Fits with the Negative Energy Damage of Gloom and my Patron Pick.
Interface - Reactive Radial Flawless for the 75% Dot 25% Res Debuff. More Damage
Destiny - I think I'm going Rebirth Core for the +HP. I already have +59% defense to Melee and Ranged plus 51% to AoE. I also Have Elude for more Defence and Recovery when needed.
Lore - I'm waiting on Arachnos Pets for theme and from what I read there damage is on par with Warworks . I will go the damage route as well.
I've only recently started Incarnating my Crab but here are my plans:
Alpha: Musculature
Judgement: Ion (colored red to match the Arachnos blasts)
Interface: I'm leaning towards Paralytic but honestly I haven't really decided yet.
Lore: Arachnos (duh!)
Destiny: Probably Radial Rebirth, maybe Barrier.
All my Veats (see signature) and most my other builds are:
Alpha: Cardiac T3 (Defensive) / Musculature T4 (Offensive)
Destiny: Rebirth T4 (Defensive) / Ageless +Recovery T3/T4 (Offensive)
Judgement: Void -Damage T3/T4
Interface: Reactive Radial T3/T4
Lore: Clockwork Core, Clockwork Radial, Warworks Core T3/T4
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Crab Spider Nebula: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Channelgun -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(3)
Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(11)
Level 2: Longfang -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5)
Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(7)
Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(21), DefBuff-I(13)
Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(21)
Level 14: Kick -- RechRdx-I(A)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(33), RctvArm-EndRdx(33), RctvArm-ResDam/Rchg(34)
Level 18: Frag Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(29)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(36), DefBuff-I(36)
Level 24: Fortification -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(34)
Level 26: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(50)
Level 28: Serum -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx(40), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 32: Mental Training -- Run-I(A)
Level 35: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-Build%(40), GSFC-ToHit/EndRdx(43)
Level 38: Arm Lash -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(46), Oblit-%Dam(46)
Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Arctic Breath -- ShldBrk-%Dam(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(45), Dmg-I(46), Dmg-I(50)
Level 47: Bile Spray -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Ion Total Core Judgement
Level 50: Reactive Total Radial Conversion
Level 50: Warworks Total Core Improved Ally
Level 50: Cardiac Core Paragon
Level 50: Ageless Core Epiphany
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Conditioning
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11)
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Ahh, fair enough. I just feel like the dumb kid always behind the latest cool trick sometimes.
I don't use my lore pets much either, as warworks die on my melee alts without def buffs, seers are mostly decorative and clockworks steal influence (and so I assume rewards) with their chain power. I don't have IDF yet but I can't see them faring much better than warworks.