Need Incarnate ability recommendations
Judgement is the big AoE attack; Vorpal seems thematic for an axe tanker. Depending on what armor you've chosen, any of them might do theme-wise. Void is a PBAoE, so it works well with melee heroes, and debuffs foes, so that might do. Ion is very popular, as is Pyronic.
see: http://paragonwiki.com/wiki/Judgement_Slot_Abilities
Interface adds an effect to all your damage attacks; Reactive is popular, as it adds more damage. If you really want to add to your survivability, then Diamagnetic or Paralytic might be what you're looking for, but tanks are already highly survivable.
see: http://paragonwiki.com/wiki/Interface_Slot_Abilities
Lore summons a pet (or two) that last for 3 or 5 minutes, and do damage and/or buff you. Which one you want is generally an aesthetic decision, but Cimerorans and Warworks seem to do more damage.
see: http://paragonwiki.com/wiki/Lore_Slot_Abilities
Destiny is a big league-wide PBAoE buff. It can add defense, regen, recovery, max hp, max endurance, healing, etc. What you want depends nearly entirely on what you feel you lack, or what you want to support the team with. Clarion, for example, is very useful on the Underground Trial.
see: http://paragonwiki.com/wiki/Destiny_Slot_Abilities
The Lore and Destiny slots grant a level shift in incarnate content once you get "rare" versions, so I'd focus on upgrading those after you get the alpha slot to "rare".
From then on, it's more a matter of personal choice - getting a slot to rare provides a much larger bonus than going from rare to very rare, so I wouldn't concentrate on getting things to very rare until after you've got them all at rare.
Lore and Destiny are also probably the ones to focus on first for very rare, or perhaps alpha, again - it really depends a lot on what it is you want to do. If the rare alpha slot is supporting your build fine, then look elsewhere.
The incarnate system lets you either push the already-strong aspects of your character a bit farther, or really shore up weak spots. It's hard to give a specific recommendation without knowing what you want accomplished. It's kind of like asking "what's the best build in CoH" It depends on what you want to do.
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Synch really covered pretty much everything.
Reactive is far and away the best Interface choice regardless of what spec you're running. Go the Radial route focusing on the DoT.
I always choose Cimerorans for Lore as they do the most dps.
For reference, these are the dps values of the core side of the tree at T4.
Cimerorans = 278 Warworks = 209 Phantoms = 204 Rularuu = 199 Carnies = 184 Longbow* = 184 Rikti = 180 IDF = 179 Arachnos = 178 Nemesis = 164 Robotic Drones = 162 Polar Lights = 160 Clockwork = 151 Storm Elementals = 148 Vanguard = 141 Seers = 131 |
Destiny is heavily dependant on your build.
As a tanker:
Rebirth heal/+regen is probably the best choice if you are playing an armor set that has little or no healing or would otherwise greatly benefit from the +regen. (some examples are SR, EA, Elec, Invul)
Barrier +def/+res is good on sets that dont need the heal/regen from rebirth or squishier sets that could benefit from the +def. (remember that T4 barrier is a perma +5% def and 10% res increase). Sets that would greatly benefit from Barrier are most resistance sets like Fire or Elec, or really anything that doesnt need Rebirth.
Ageless offers really good debuff protection on the radial side. It also provides a moderate recharge buff and can solve some endurance issues.
The only real reason to take Clarion on a tank is for the UGT in which case it is needed for the final boss.
Alpha is also dependant on build. In general Cardiac or Vigor if you need help with endurance, if you're endurance is fine pick up spiritual or agility for the +rchg, if you already have a solid attack chain or no other abilities that would heavily benefit from the +rchg, grab musculature for the +dmg
Also for tiers, progression should look something like
get alpha, lore, and destiny to T3 for level shifts asap and Judgment/Interface to T1
Alpha is nice to have at T4 for anything except cardiac/vigor, to bypass more ED. Cardiac/vigor don't really need to be T4'd because you usually wouldn't be ramming the ED cap for end reduction.
Judgment, Interface, and Lore are usually good enough at T3. (make sure to get the t3 75% dot chance for reactive interface)
Destiny is really nice to have at T4 for the increased duration, stronger buff, and wider radius.
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and lots more on Pinnacle,Union and Defiant
Those numbers are the DPS of the pets based on a tank taunting a RWZ pylon (doing no damage) while the pets attack, and how long it took the pets to defeat the pylon (or run out of endurance). So any buffs to pets are included if the pets cast any on themselves/each other.
Those numbers completely disregard what kind of DPS you, yourself, can add to the fight, either directly by attacking or by buffs. They are as close to raw numbers as you'll get.
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Those numbers are also wrong according to Arbiter Hawk's spreadsheet data.
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Arbiter Hawk has raw data, which doesn't always match reality. Those numbers were actual tests done with the actual pets in the actual zone doing actual damage. :/
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
I'm not sure how many 'actuals' are required for a person to believe a set of numbers tested in a very specific scenario with a specific build that could have affected a specific time period vs the dev's intended design, but I bet it is high.
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This has been very helpful.
Thanks you all!!!
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Yeah I went with Spectral on one character since I use Oppressive Gloom and dislike wandering mobs - same goes for fiery aura scrappers using Burn - immob them in that patch. The DoT of Spectral is the same as Reactive but doesn't get the yummy resistance debuff. Spectral is also thematic for dark armor anyway.
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Yes, but how often is a trial on that much of a knife-edge? Not usually, if ever, in my experience. If most folks are incarnated out, then victory is pretty likely, regardless of the percentage of folks with Reactive.
I presume those figures disregard the buffs granted by your Lore pets which may in some cases increase both their and your damage.
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I'm not sure how many 'actuals' are required for a person to believe a set of numbers tested in a very specific scenario with a specific build that could have affected a specific time period vs the dev's intended design, but I bet it is high.
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It's certainly true that Reactive is the best choice for almost everyone (the exception being those that rely on sleep abilities) when soloing, it's less true in groups and especially less so in itrials. If a lot of people have reactive slotted (and they probably will) then a fair chunk of the damage procs league wide will be lost due to the stacking limit. Having a less popular inferface ability makes it more likely that your procs will actually effect the mobs.
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Agree about stacking issues. Though really you're only going to run into the stack cap issues when fighting an AV in leagues at which point I would say, I'll take the hit to my reactive's effectiveness when fighting AVs in leagues to have a better interface in pretty much every other situation. Everything else dies too fast for it to matter.
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PS On the DPS of the Lore pets, what are the resistances of the Rikti Pylons? That could heavily skew the test results.
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Lore- Cimerorans-
Would you recommend Core or Radial?
Thanks.
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Also for tiers, progression should look something like
get alpha, lore, and destiny to T3 for level shifts asap and Judgment/Interface to T1 Alpha is nice to have at T4 for anything except cardiac/vigor, to bypass more ED. Cardiac/vigor don't really need to be T4'd because you usually wouldn't be ramming the ED cap for end reduction. |
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Cardiac might be of interest for a tank -- it would let them offload some slotting from endurance reduction. I have tier 4 in my MM, and the 45% reduction is a godsend (traps MM, takin' a kneel almost constantly ) because all slotting is oriented around, well, everything useful *except* endurance reduction.
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Got a axe tanker that likes hurting villians but doesn't appreciate the favor returned.
Any suggestions for which abilities I should slot?
Please include how far too (i.e. rare, very rare, et al).
Thanks.
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