incarnate powers for SS/Inv?


LSK

 

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My SS/Inv is now 50 with alpha unlocked, so it's time to go to work on incarnates.

For alpha I think I will go with Agility: more recovery to recover from Hasten and Rage crashes is good, extra Rchg always good even though I have a bunch already, and the extra rechg end cost is offset by the primary +recovery. Not sure if the xtra def will be felt, but I'm above the ED cap in Invincibility, Weave and and Tough Hide already.


For Interface I was thinking about Cognitive for the chance of confuse, assuming that Footstomp has a chance to proc everyone it hits.

For Lore I have no real idea except I don't want Elementals (no hurricane messing with my herding). Is having one of the untouchable healers good on a tank?

For Judgement, I wish Cold wasn't a cone, I like the idea of -spd, -rechg but don;t want to deal with a Cone. I like the idea of another PBAoE and Negative energy in Void, but not sure I want the knockback. I might end up with Pyronic or Ion. Any synergies I'm missing?


For Destiny, I usually play squishies so I always go Clarion, but not for a tank. Not sure to go Ageless for the same reasoning as Ability, or go Barrier. IS the revive on Barrier useful?


 

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Quote:
Originally Posted by Papaschtroumpf View Post
I like the idea of another PBAoE and Negative energy in Void, but not sure I want the knockback.
There's no knockback unless you specifically create the one with knockback.


 

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For Destiny, Rebirth Radial for its Regen component is especially beneficial to Tankers who can access their HP cap (for Invulnerability, this is with Dull Pain). I use it in place of Aid Self.

As for Void Judgement, only the Tier 3 comes with that component. The Tier 4 variants do not have them. I prefer the Tier 3 myself because the Knockback, when used intelligently, serves as another form of damage mitigation and couples well with the -Damage debuff.


Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!

 

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After talking to people in game, a lot of them recommend Rebirth Radial also, especially since I have DP Perma.


 

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A few things about barrier (I have to get mine changed :P ) it is nice to get if u want extra def and or res. But if u like to do HAMI like I do it is pointless on a HAMI raid. Rebirth is nice for the regain if u go that way or if u go to the other side the heal is nice too. Agility dose not reduce end it increase your end mod.


 

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Yes Agility is +recovery, it is actually great with SS since endred will not help rage crash or hasten crash, but +recovery will help recover from them.

I will start with Rebirth, but I may build Barrier too if I feel I need it for new incarnate content in i22


 

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Quote:
Originally Posted by Papaschtroumpf View Post
Yes Agility is +recovery, it is actually great with SS since endred will not help rage crash or hasten crash, but +recovery will help recover from them
I don't mean to bring conflict to your opinion, but I did want to add something regarding this.

Endurance Reduction from Vigor and Cardiac won't repair Rage or Hasten crashes, but it does mitigate the concern that those crashes lead into - Toggle crashing due to total Endurance depletion, usually caused from your Endurance being too low when those power crashes hit.

Your slotting and playstyle will drastically alter your preference on dealing with the crash problem, but my research and experience has personally found that the added Endurance Reduction across all powers in a +Recharge bonus-heavy build results in far better Endurance savings over time. When you break down the Endurance mechanic, it's truly about the average cost of all toggles and clicks used in a cycle vs Recovery rate over an extended period.

I could see how a more conservative slotting scheme with attacks would lean more favorably towards Recovery, but bear in mind that on an Invulnerability set the only powers to benefit from the Alpha's Recovery benefits are Stamina and, if you took the Energy Mastery ancillary pool, Physical Perfection.


Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!

 

Posted

Good point, it's sometimes easy to forget that Destiny is not a global +whatever, but only applies to powers that accept those enhancements.
So in this case Stamina and Physical perfection.

I agree that it's important to slot some endred, so Vigor or Cardiac helps in a different way, i.e. make sure your blue bar is till in good shape by the time the crash hits.

And you're right, if you blue bar never gets below 3/4 from fighting alone, then the rage and hasten crash won't be bringing you down enough to risk detoggling.

so either approach is valid from an endurance management point of view.

I was trying to go for as much recharge as possible for DP availability but mostly for Footstomp availability, so Agility has the advantage of additional speed