"new" iTrials and incarnate powers


Agent White

 

Posted

I got about 8 or 9 toons to +3 by doing BAF and LAM. Then due to real life stuff, I had to take a break from trials for a while. This was right when UG came out. So other than BAF/LAM, I've successfully completed the Keyes a couple times (back when it was hard), and I attempted UG one time, which I wasn't able to finish.

I'm expecting to have more time in the near future, so I want to try the newer trials. Any thoughts on which ones are the most fun and most rewarding at this point? Are any so horrible that they should be avoided completely?

Also, I have extensive experience with the original incarnate powers, but none with the newer ones (vorpal, etc). How do they compare? Basically, are any of them better than what was available originally?

Thanks!


 

Posted

Quote:
Originally Posted by Supermax View Post
Also, I have extensive experience with the original incarnate powers, but none with the newer ones (vorpal, etc). How do they compare? Basically, are any of them better than what was available originally?
I wouldn't say any of them are strictly superior, but they do have their uses. Preemptive and Spectral have DoTs as strong as Reactive, which is nice if you want a different damage type and/or to avoid the Interface stacking limit with teammates. The new alphas are great for certain builds. The new Lore options gave us some nice thematic options for many characters, and the Cimerorans actually beat Warworks for raw single-target DPS. Incandescence Destiny is an interesting power that I've not yet seen anyone find a really good use for in most situations, sadly. Vorpal Judgement is a huge cone - really, really huge - and both the core and radial branch have nice secondary effects. Core has a DoT like Pyronic, and Radial gets a brief defense buff, nice for alpha strikes. Plus, it's your best option for when you absolutely, positively need to kick two dozen guys in the face at the same time.


 

Posted

The newer itrials, like the older ones, needed a period of adjustment. Time for players to test them a few times, learn the tricks, discover what works for them and what doesn't. Time for leaders to make binds with accurate instructions. TPN and MoM are pretty simple now and I do not think I have failed either since the first week they went live. UG trials, non-badge runs, take roughly 30-40 minutes to complete (Before it was an hour).

UG awards 60 bonus threads after defeating the Lichen Infested Warwalker; TPN awards 60 bonus threads after defeating Maelstrom the second time. The UG guarantees a Rare or VR reward table as long as you are participating in the trial from start to finish (I believe disconnects can ruin that).

I prefer TPN over MoM. MoM is just like 5 straight AV battles, each with a small trick. Battle 1, avoid psychic burn patches; battle 2, getting EotS to AV; battle 3, defeat AV while protecting/healing Aurora; battle 4, beat AV 3 times before she reaches the well; battle 5, defeat AV within 3 mins. TPN seems to require more teamwork which I enjoy.

I think I'm rambling... There is no trial that is so horrible that it should be avoided. Just read the guides and follow instructions set by the league leader and I know you'll do great in all. Some of it will be confusing but when you do the itrials, it will make sense.

UG: http://na.cityofheroes.com/en/news/g...ound_guide.php
TPN: http://eu.cityofheroes.com/uk/news/g...mpus_guide.php
MoM: http://eu.cityofheroes.com/uk/news/g...yhem_guide.php

Vorpal Judgement can be good if you need the temporary +defense but I would sooner go with any of the others if that is not the case. Incandescence Destiny, I have not found a worthwhile use that would make me choose it over the others.

Among Interface, Reactive is still a solid choice but I have heard good things about Degenerative (-Max hp debuff/minor toxic damage). All the new ones has a damage secondary effect. Some minor; some moderate (I believe some minor damage powers got a 30% damage buff recently). I think it falls down to what you would like for the primary effect (Immobilize, confuse, end debuff etc). And I am still rambling...


 

Posted

Quote:
Originally Posted by Hopeling View Post
Incandescence Destiny is an interesting power that I've not yet seen anyone find a really good use for in most situations, sadly.

I think this Destiny power is an incarnate power meant for Incarnate trials. Avoids the Green Stuff? Heck yeah. Floating circles of death assaulting your scrapperhappy leaguemates? Problem solved. League not moving to the right door fast enough in TPN? Situation handled! One crate left on lambda and team spread all over the place? No worries, Incandescence time!

It could also be useful during Apex.


 

Posted

My Trial Preferences

BAF is the easiest and perhaps the fastest. It isn't a bad idea to do it once in a while for the Empyrean merit, if nothing else. But it isn't very interesting IMO, which is the down side for me.

I prefer Keyes over Lambda every time. You get 2 Empyrean merits every 20 hours and, at least according to the wiki, it offers a higher chance of dropping a Rare/Very Rare component over BAF/Lambda. Plus, I find it to be a lot less annoying than Lambda; I absolutely despise the acid/grenades gathering "sabotage" phase.

UG is great if you can spare at least an hour. It requires a league leader who knows what to do at each critical juncture, and a league willing to listen, but if you have that and enough Clarions on hand, it really isn't that hard at all. The vast number of mobs you defeat really bump up your iXP (if you need it) and Thread count. Plus you are guaranteed a Rare or Very Rare drop at the end! And the 60 bonus Threads aren't anything to sneeze at either.

MoM is okay, and I know a lot of folks like it, but I don't like all the gimmicks it throws at you. Plus its rewards are no better than Keyes, which means I'd rather just do Keyes and benefit from the higher chance of the R/VR drop at the end.

TPN is actually a pretty good trial for the rewards you get. Leagues have figured out that it is pretty easy to do if you ignore the citizens/telepathists outside and just do the broadcast terminal runs exclusively. As long as people are on their toes when they get Marked for Death (just break LOS for a few seconds until the mark goes away; a mechanic not much different than being "Targeted" by the UG War Walkers), taking down Maelstrom seems (and has been) pretty straightforward. And again, you get 60 bonus Threads, and 2 Empy merits.

Vorpal Judgement

My main toon has both Pyronic and Vorpal Judgement to tier 4 and I like having the option to choose between smashing damage or fire damage. Other than that, it really just comes down to which secondary effect I want (Pyronic gives Stun, Vorpal gives me +DEF), or which visual treatment I feel like watching for the night.


NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller

 

Posted

The main difference in rewards between Keyes and TPN/MoM is that the latter 2 can still be used to get Empyrean Merits after the initial reward on repeat runs.


 

Posted

Thanks a lot for the detailed replies guys!

The last thing I'm wondering about is the new Alpha powers. On all my toons I've gone with either spiritual or cardiac. Would any of the new ones be a better solution than those, or at least on par with them?


 

Posted

Quote:
Originally Posted by Supermax View Post
Thanks a lot for the detailed replies guys!

The last thing I'm wondering about is the new Alpha powers. On all my toons I've gone with either spiritual or cardiac. Would any of the new ones be a better solution than those, or at least on par with them?

I think each Incarnate power really depends on the character you are placing it on, and what the character needs specifically..

I have gone with Spiritual and Cardiac Mostly, but some have taken Musculature.

My SJ/SR Brute is taking the new agility because it will boost some recharge, end mod and defense as well if I remember correctly..

Really depends on what you want..


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Supermax View Post
Thanks a lot for the detailed replies guys!

The last thing I'm wondering about is the new Alpha powers. On all my toons I've gone with either spiritual or cardiac. Would any of the new ones be a better solution than those, or at least on par with them?

Two of my favorite things to build for are defense and recharge, and the Agility alpha power offers both with a nice helping of end mod. You might want to check it out.


 

Posted

My main toon has Spiritual and Musculature. I use Spiritual in the iTrials where having a good recharge time on my attacks seems to serve me better than the damage boost because with Street Justice, I can recycle to combo bonus level 3 that much faster. But in normal game content, I like Musculature because it helps me get through mobs at a rate that makes reaching combo level 3 more than once unnecessary.

My build is so END conscious that I don't need Cardiac or any EndMod boost of any kind. But it really bugs me that I can't take out L50 minions with my tier 4 Judgement. The difference between Judgement damage (roughly 428) and L50 minion HP (436, I think) is just enough to leave them with a sliver of health every time. With Musculature, that problem is readily solved.


NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller

 

Posted

Quote:
Originally Posted by Supermax View Post
The last thing I'm wondering about is the new Alpha powers. On all my toons I've gone with either spiritual or cardiac. Would any of the new ones be a better solution than those, or at least on par with them?
Agility gives recharge at higher tiers, so it can replace Spiritual on builds that would prefer the defense and endmod to Spiritual's healing bonus. Similarly, Vigor gives endredux like Cardiac, so it's an upgrade for builds that would prefer heal/acc to res/range.

Intuition and Resilient are probably useful for some builds somewhere, but much less often than Agility/Vigor.


 

Posted

I took Resilient on my "Ultimate Survival" Stone tank concept... My "Hold Bot" Ice/Dark Corruptor took Intuition... I've used Agility on a build or two... However, I'm still trying to find a build other than Empathy or Pain Domination where Vigor would actually be useful.

Nothing's coming to me.


 

Posted

Quote:
Originally Posted by Scirion View Post
I took Resilient on my "Ultimate Survival" Stone tank concept... My "Hold Bot" Ice/Dark Corruptor took Intuition... I've used Agility on a build or two... However, I'm still trying to find a build other than Empathy or Pain Domination where Vigor would actually be useful.

Nothing's coming to me.
Dark Armor - +Acc for low acc attacks (like Cloak of Fear, or Melee attacks slotted with Kinetic Combats), -End for all the toggles, +Heal for Siphon Life/Dark Regeneration. It's what I went with on my brute, anyway...and it's a perfect fit.


 

Posted

Quote:
Originally Posted by TheXor View Post
Dark Armor - +Acc for low acc attacks (like Cloak of Fear, or Melee attacks slotted with Kinetic Combats), -End for all the toggles, +Heal for Siphon Life/Dark Regeneration. It's what I went with on my brute, anyway...and it's a perfect fit.
Yep, that's exactly what I took too for my stone/dark. Vigor fits Dark Armor pretty darn well.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by Supermax View Post
Thanks a lot for the detailed replies guys!

The last thing I'm wondering about is the new Alpha powers. On all my toons I've gone with either spiritual or cardiac. Would any of the new ones be a better solution than those, or at least on par with them?
Vigor is typically better than Cardiac for Defenders/Corrupters/etc.


 

Posted

Thanks all! Lots of good info.


 

Posted

BAF is basically the easiest Trial, expect to see 9001 BAF teams and an occasional Speed Lambda.

Keyes is no longer hard, some of the kiddies are giving it a try now. I've been recently running it alot on my Stalker, since it's the one time in a team setting that Stalkers can almost feel like a real AT.

UG requires heavy coordination. Let me repeat that: Coordination. From CoX players. Write this one off for eternity, it's pretty much impossible.

I have never seen a MoM team. It is probably more difficult than sleeping, hence why nobody does it.

I've been on one TPN team, and haven't seen many more. The biggest complaint I have is that the story writers and programmers seriously dropped the ball by having Citizens to amazing damage to f***ing INCARNATES. TPN takes your game-world immersion and pile-drives it into the concrete. Also it requires people t not use AoE around Citizens, which is like asking a chimpanzee not to throw poo at you.

So in conclusion? Enjoy your BArFs and LAMes, because nobody does anything else, and probably never will until Paragon Studios invents a system which plays the game for you.


The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)

Virtue Forever.

 

Posted

Quote:
Originally Posted by AkuTenshiiZero View Post
BAF is basically the easiest Trial, expect to see 9001 BAF teams and an occasional Speed Lambda.

Keyes is no longer hard, some of the kiddies are giving it a try now. I've been recently running it alot on my Stalker, since it's the one time in a team setting that Stalkers can almost feel like a real AT.

UG requires heavy coordination. Let me repeat that: Coordination. From CoX players. Write this one off for eternity, it's pretty much impossible.

I have never seen a MoM team. It is probably more difficult than sleeping, hence why nobody does it.

I've been on one TPN team, and haven't seen many more. The biggest complaint I have is that the story writers and programmers seriously dropped the ball by having Citizens to amazing damage to f***ing INCARNATES. TPN takes your game-world immersion and pile-drives it into the concrete. Also it requires people t not use AoE around Citizens, which is like asking a chimpanzee not to throw poo at you.

So in conclusion? Enjoy your BArFs and LAMes, because nobody does anything else, and probably never will until Paragon Studios invents a system which plays the game for you.
That hasn't been my experience entirely. I was playing my Brute on Virtue the week TPN and MoM came out, and I was able to play and succeed at both trials consecutively almost every day for that week.

I think a big problem is that people bring out their "best" characters who need the badges when the new trials first come out, and after that there's no more incentive for many to run them.

That being said, I was on a successful MoM trial on Freedom earlier tonight, I saw two Master of Underground runs forming in the last two days, and tonight we also managed to succeed at the requirements for almost all of the badges for TPN (in a PUG, mind you) before the client crashed, kicked everyone out of the game, and locked our characters for about 10 minutes.

Anyways, moral of the story is that the new trials do get run, they are very engaging and interesting, and they're not at all difficult once people get used to them. Unfortunately, BAF and LAM have just been played so many times by now that everyone has them memorized, and there's no incentive to do the new trials for the majority of players-- The casual types who don't stockpile Emp Merits or collect Master Badges. Why would they do something new and potentially challenging when they can stick with what they know and not miss out on anything?


 

Posted

Quote:
Originally Posted by AkuTenshiiZero View Post
BAF is basically the easiest Trial, expect to see 9001 BAF teams and an occasional Speed Lambda.

Keyes is no longer hard, some of the kiddies are giving it a try now. I've been recently running it alot on my Stalker, since it's the one time in a team setting that Stalkers can almost feel like a real AT.

UG requires heavy coordination. Let me repeat that: Coordination. From CoX players. Write this one off for eternity, it's pretty much impossible.

I have never seen a MoM team. It is probably more difficult than sleeping, hence why nobody does it.

I've been on one TPN team, and haven't seen many more. The biggest complaint I have is that the story writers and programmers seriously dropped the ball by having Citizens to amazing damage to f***ing INCARNATES. TPN takes your game-world immersion and pile-drives it into the concrete. Also it requires people t not use AoE around Citizens, which is like asking a chimpanzee not to throw poo at you.

So in conclusion? Enjoy your BArFs and LAMes, because nobody does anything else, and probably never will until Paragon Studios invents a system which plays the game for you.
YMMV. While BAF and Lambda are still the favorites, TPN and Keyes get run pretty often on Pinnacle, and MoM also gets run (no one ever wants to do UG though). I've never had any major issues with the Citizens in TPN, and I believe the reason they do as much damage as they do is because of the stacking debuffs from the Telepathists. Pinnacle TPN strategy is generally to ignore outside anyway, although it's starting to look like this can cause the entire league to crash before the final confrontation with Maelstrom.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Success or failure of Underground depends almost entirely on power gaming your way around a Mag 20 Confusion aura cast by the end boss. I won't call it difficult or challenging, because if you can do that it really isn't. But I won't give it up a thumbs up either, because on some leagues the only way to win is to purposely fall on your sword so you can go to the hospital for more inspirations mid fight. For this reason, for me personally, it's the worst boss encounter I've experienced in a video game in years. Good news (maybe) is the reason for this is mainly the cheezy Confusion, and many leagues build pre-form themselves to get around it (in theory, I've been on several that failed anyway).

MOM and TPN are the kind of thing I played two or three times and don't feel a desire to touch again for a long time. Play them if you want to try them, but I HIGHLY recommend being level 53 first, especially for MOM. I've had runs where I didn't die one time and others with back to back dying. It's the latter that left an impression on me. Try if you want, but play it a few times before forming an opinion. My first few runs of MO in particular were so easy I thought the trial was simple, but the trial opened a can of auto-hit on me and I got to see the miserable side of it too. YMMV.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Success or failure of Underground depends almost entirely on power gaming your way around a Mag 20 Confusion aura cast by the end boss. I won't call it difficult or challenging, because if you can do that it really isn't. But I won't give it up a thumbs up either, because on some leagues the only way to win is to purposely fall on your sword so you can go to the hospital for more inspirations mid fight. For this reason, for me personally, it's the worst boss encounter I've experienced in a video game in years. Good news (maybe) is the reason for this is mainly the cheezy Confusion, and many leagues build pre-form themselves to get around it (in theory, I've been on several that failed anyway).
Yeah, you definitely need at least a few people with Clarion to counteract the end fight confusion, but it doesn't take any excessive planning or reflex playing- Just stagger the clarions.
Quote:
MOM and TPN are the kind of thing I played two or three times and don't feel a desire to touch again for a long time. Play them if you want to try them, but I HIGHLY recommend being level 53 first, especially for MOM. I've had runs where I didn't die one time and others with back to back dying. It's the latter that left an impression on me. Try if you want, but play it a few times before forming an opinion. My first few runs of MO in particular were so easy I thought the trial was simple, but the trial opened a can of auto-hit on me and I got to see the miserable side of it too. YMMV.
My experience is that the deaths in MoM have less to do with level shifts and more to do with paying attention. The pink circles of death flatten a lot of people, but they flatten those people not because they're not 50+3.... More because they aren't watching the timer in the UI and backing off before the things spawn. Level shifts are more important for the trial because you need to be able to deal a substantial amount of damage to your targets in a set amount of time.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
Yeah, you definitely need at least a few people with Clarion to counteract the end fight confusion, but it doesn't take any excessive planning or reflex playing- Just stagger the clarions.
Just staggering Clarions doesn't quite cover it IMO. I have played this trial 7 times. Succeeded twice, failed 5 times. Every league had several people with Clarion. That final fight is just awful, easily the worst experience I've had in a video game in years due to the ridiculous Confusion mechanic. The first time I played it my team beat it in less than a minute. But every time after that has been hell. One of the two wins happened with 2 minutes left on the timer and only because my Brute, who didn't actually die, suicided so she could go to the hospital to buy Break Frees. While I won't tell other people they should avoid it completely, I know I will. There's a lightsaber game and one that rhymes with thrift that made a few extra dollars because of how much I despise this trial.

IMO the UG boss is a low point for City of Heroes, and possibly even MMOs in general.

Quote:
My experience is that the deaths in MoM have less to do with level shifts and more to do with paying attention. The pink circles of death flatten a lot of people, but they flatten those people not because they're not 50+3.... More because they aren't watching the timer in the UI and backing off before the things spawn. Level shifts are more important for the trial because you need to be able to deal a substantial amount of damage to your targets in a set amount of time.
I have only rarely been killed by pink circles of death.

The psychic "ping" attacks Penny and Mother use on the other hand have taken me down dozens of times, and as far as I can tell, that has nothing to do with paying attention. Either you have the HP and buffs on the team to survive them and they are easy to ignore, or you don't and you die over and over.


 

Posted

Quote:
Originally Posted by Supermax View Post
I got about 8 or 9 toons to +3 by doing BAF and LAM. Then due to real life stuff, I had to take a break from trials for a while. This was right when UG came out. So other than BAF/LAM, I've successfully completed the Keyes a couple times (back when it was hard), and I attempted UG one time, which I wasn't able to finish.

I'm expecting to have more time in the near future, so I want to try the newer trials. Any thoughts on which ones are the most fun and most rewarding at this point? Are any so horrible that they should be avoided completely?

Also, I have extensive experience with the original incarnate powers, but none with the newer ones (vorpal, etc). How do they compare? Basically, are any of them better than what was available originally?

Thanks!
UG has a high chance of dropping a Very rare or a rare. It can be fun if you are with a group that's equipped and knows what they are doing. You need 20 points of confuse protection (the more the better) to make the Avatar of Hamidon be less annoying. So this trial can be the most rewarding and fun, however it's also the longest. But if you have more time this shouldn't be an issue.

The larger issue (and also for the other trials) is depending on your server it may not form all that often due to it being very long.

Keyes on some servers is now being run as fast (faster?) than the BAF. Speed Lam (yes you read that right) I've found is still the fastest if the group leader and at least some of the league know what they are doing.

I won't comment on the later trials as they are being adjusted. See the patch on the beta forums.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Quote:
Originally Posted by Agent White View Post
The main difference in rewards between Keyes and TPN/MoM is that the latter 2 can still be used to get Empyrean Merits after the initial reward on repeat runs.
I should have read the thread before posting. Great replies all.

Funnily enough if you want to learn about Incarnate content you get waaaay more information from the community than anything in-game . . .


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
I think this Destiny power is an incarnate power meant for Incarnate trials. Avoids the Green Stuff? Heck yeah. Floating circles of death assaulting your scrapperhappy leaguemates? Problem solved. League not moving to the right door fast enough in TPN? Situation handled! One crate left on lambda and team spread all over the place? No worries, Incandescence time!

It could also be useful during Apex.
I think this would be far more useful in the shard tfs than any other place. A team assemble every 2 minutes? Yeah, I like.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase