Incarnates: Should I try to perma?
If you want to get more healing power, you'll be much better off taking the Rebirth +Regen path.
Ageless will make your best attacks (Tremor, Seismic Smash) recharge faster, and you won't have to use Power Sink in those long AV battles either. So more damage there.
IMO Barrier is inferior to Rebirth in mitigation, simply because the +Regen numbers from Rebirth are so significant.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
I have to disagree that rebirth is better than barrier. Healing/regen is one of the worst forms for dmg mit.
But it really depends on the toon I guess, i think barrier is more useful for the toons with moderate res/def numbers that are in the thick of the fight and it’s really useful when you have 0 DDR.
But of something like SD, SR, or even a squishy at the soft cap i think rebirth is better because it can keep your HP full so oneshot law saves you. And of course, rebirth pwns during the marauder fight for that reason.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
I have to disagree that rebirth is better than barrier. Healing/regen is one of the worst forms for dmg mit.
But it really depends on the toon I guess, i think barrier is more useful for the toons with moderate res/def numbers that are in the thick of the fight and its really useful when you have 0 DDR. But of something like SD, SR, or even a squishy at the soft cap i think rebirth is better because it can keep your HP full so oneshot law saves you. And of course, rebirth pwns during the marauder fight for that reason. |
Unless your a tanker or a brute, that resistance on barrier is mostly wasted (past 75%) and that extra defense is mostly overkill (anything over 59% is a waste, agaisnt the incarnate mobs, 45% agaisnt normal mobs) where that +regen is useful at all times, on any AT, PLUS you have that massive heal you can use which can really help out resistance based sets.
Yea I agree with rebirth. Perma 200% is an amazing increase of hps, and that's just for a minute, the other minute even more regen and plus on teaming mostly everyone will have barrier
Unless your a tanker or a brute, that resistance on barrier is mostly wasted (past 75%) and that extra defense is mostly overkill (anything over 59% is a waste, agaisnt the incarnate mobs, 45% agaisnt normal mobs)
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The "extra" defense, while overkill, is enough to bring you from negative defense back to the (incarnate) softcap - if you aren't already dead - it's also amazing for your squishes (a lot of whom seem to be packing rebirth).
And multiple Barriers has not yet seemed to be a problem on any league I am on.
6 smart players with this power can effectively make the entire team invincible for one full minute.
I'm not hating on Rebirth, Rebirth is amazing - and is my first choice for several secondaries and my second choice for others.
But Barrier is insane, it will allow almost any well-built Brute to run wild in incarnate content without fear of any kind for a full 30s.
I'm not convinced that the 20s of 600% Regen is equally as powerful as 20s of 32% DEF/RES.
Now to answer the OP's question.
Originally Posted by RockCraig
So, I guess the question is: Is it worth not increasing my resists using incarnates in order to get better recharge?
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Interesting that no one is bringing up Ageless in this discussion yet.
I'm torn between that and rebirth. Barrier seems common enough on teams and redundant enough on /SD that I haven't given it much thought.
Ageless though, the end management seems like overkill (except for my wm/sd brute that runs spiritual instead of cardiac - and is considering a move to musc depending on how ageless pans out), but I'm more interested in the debuff resistance that it affords. Which is heavy, and to everything, and unless I'm mistaken, perma at a decent amount on the T4.
Thoughts?
Okay, here's my build. It's not pretty... I did it right after the game went auto-stamina and never really gave it a second look. Feel free to provide any advice if you happen to think of anything.
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Grounded Wire Staminaless: Level 50 Mutation Brute
Primary Power Set: Stone Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Stone Mallet
- (A) Touch of Death - Accuracy/Damage
- (5) Touch of Death - Damage/Endurance
- (5) Touch of Death - Damage/Recharge
- (7) Touch of Death - Accuracy/Damage/Endurance
- (7) Touch of Death - Damage/Endurance/Recharge
- (15) Touch of Death - Chance of Damage(Negative)
- (A) Aegis - Resistance/Endurance
- (45) Aegis - Resistance/Endurance/Recharge
- (48) Aegis - Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (17) Mako's Bite - Damage/Endurance
- (17) Mako's Bite - Damage/Recharge
- (19) Mako's Bite - Accuracy/Endurance/Recharge
- (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (21) Mako's Bite - Chance of Damage(Lethal)
- (A) Aegis - Resistance/Endurance
- (45) Aegis - Resistance/Endurance/Recharge
- (48) Aegis - Endurance/Recharge
- (A) Accuracy IO
- (A) Razzle Dazzle - Accuracy/Recharge
- (9) Razzle Dazzle - Endurance/Stun
- (9) Razzle Dazzle - Accuracy/Endurance
- (11) Razzle Dazzle - Stun/Range
- (11) Razzle Dazzle - Accuracy/Stun/Recharge
- (13) Razzle Dazzle - Chance of Immobilize
- (A) Aegis - Resistance/Endurance
- (45) Aegis - Endurance/Recharge
- (48) Aegis - Resistance/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (15) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Aegis - Resistance/Endurance
- (46) Aegis - Endurance/Recharge
- (46) Aegis - Resistance/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Lockdown - Accuracy/Hold
- (37) Lockdown - Accuracy/Recharge
- (37) Lockdown - Recharge/Hold
- (37) Lockdown - Endurance/Recharge/Hold
- (39) Lockdown - Accuracy/Endurance/Recharge/Hold
- (39) Lockdown - Chance for +2 Mag Hold
- (A) Luck of the Gambler - Defense/Endurance
- (21) Luck of the Gambler - Defense
- (46) Luck of the Gambler - Endurance/Recharge
- (A) Performance Shifter - EndMod
- (23) Performance Shifter - EndMod/Recharge
- (23) Performance Shifter - EndMod/Accuracy/Recharge
- (33) Performance Shifter - Accuracy/Recharge
- (33) Performance Shifter - EndMod/Accuracy
- (34) Performance Shifter - Chance for +End
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (29) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Accuracy IO
- (A) Numina's Convalescence - Heal/Endurance
- (29) Numina's Convalescence - Endurance/Recharge
- (31) Numina's Convalescence - Heal/Recharge
- (31) Numina's Convalescence - Heal/Endurance/Recharge
- (31) Numina's Convalescence - Heal
- (33) Numina's Convalescence - +Regeneration/+Recovery
- (A) Interrupt Reduction IO
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
- (A) Performance Shifter - EndMod
- (39) Performance Shifter - EndMod/Recharge
- (40) Performance Shifter - EndMod/Accuracy/Recharge
- (40) Performance Shifter - Accuracy/Recharge
- (40) Performance Shifter - EndMod/Accuracy
- (42) Performance Shifter - Chance for +End
- (A) Interrupt Reduction IO
- (42) Miracle - Heal/Endurance
- (42) Miracle - Endurance/Recharge
- (43) Miracle - Heal/Recharge
- (43) Miracle - Heal/Endurance/Recharge
- (43) Miracle - Heal
- (A) Endurance Modification IO
- (A) Endurance Modification IO
- (50) Miracle - +Recovery
- (A) Thunderstrike - Accuracy/Damage
- (50) Thunderstrike - Accuracy/Damage/Recharge
- (50) Thunderstrike - Accuracy/Damage/Endurance
- (A) Run Speed IO
------------
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 3: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Regenerative Tissue - +Regeneration
- (A) Endurance Modification IO
Set Bonus Totals:
- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 9.25% Defense(Smashing)
- 9.25% Defense(Lethal)
- 24.25% Defense(Fire)
- 24.25% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 15.5% Defense(Melee)
- 19.25% Defense(Ranged)
- 26.75% Defense(AoE)
- 11% Enhancement(Heal)
- 2% Enhancement(Stun)
- 2.5% Enhancement(Held)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 15% FlySpeed
- 224.89 HP (15%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 11.55%
- MezResist(Immobilize) 6.05%
- MezResist(Stun) 2.2%
- 14% (0.234 End/sec) Recovery
- 22% (1.377 HP/sec) Regeneration
- 35% RunSpeed
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I have a 50 Stone Melee/Elec Armor brute I'm wanting to run through the trails.
Back before Incarnates were around, Elec Armor Brutes got a small boost in the form of Energize. I tried to create an IO build that would minimize the powers downtime, but I ended up having to sacrifice a lot more than I would have liked in order to get the most out of the power.
Well, Incarnates have rolled around and we now have more ways to improve recharge time.
So, I guess the question is: Is it worth not increasing my resists using incarnates in order to get better recharge?