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Melee Hybrid Incarnate Decisions


NumbSoLdi3r MJ7

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So, I'm working towards decking out my Invul / SS tank and could use some advice. Looking at the Melee Hybrid incarnate slot, I have to choose between Core (providing a boost to resistance, even without enemies neaby), and Radial (providing a boost to defense along with a taunt aura).

 

The taunt aura calls to me, as I think of completing the towers in ITF. Half the time I just hope the DPS/Control can destroy the mobs before the mobs destroy them, as I can only maintain aggro on 16 bad guys. I was hoping the taunt aura would make this easier. Maybe I am incorrect in this?

 

The other thing to consider is the stat boosts. I already sit comfortably without the boost: 

 

image.png.57c2d37c551e13fc37b90c357454811d.png

 

The resistance boost from Core brings (nearly all) my totals to the 90% cap, which is nice when you think of the 5% of attacks that are going to make it through regardless:

 

image.png.1217057a74bef47056e27fd1867cc32f.png

 

The defense boost brings many of the types closer to the 45% cap and/or the 59% cap for incarnate trials, plus that taunt aura I'm tempted by: 

 

image.png.ae77872d932829f3e22efb3399be6f14.png

 

Both abilities are set to "5" enemies nearby. Its worth noting that I do have Unstoppable in the build, but rarely use it as that crash is a killer (sometimes literally).

 

What do y'all suggest?

 

Thanks for your thoughts.

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28 minutes ago, NumbSoLdi3r MJ7 said:

I was hoping the taunt aura would make this easier. Maybe I am incorrect in this?

 

You are incorrect in this. The taunt aura does not increase your cap, and only affects 9 enemies anyway.

 

28 minutes ago, NumbSoLdi3r MJ7 said:

Looking at the Melee Hybrid incarnate slot, I have to choose between Core (providing a boost to resistance, even without enemies neaby), and Radial (providing a boost to defense along with a taunt aura).

 

You do not have to choose these. They are options, but they are not the only ones. I only slot Melee Core (not Hybrid) on my Inv/SS tanker when doing Hard Mode content.

 

Speaking of which.

 

Your stats are really high. Probably too high, IMO. Again, different story if you're building for Hard Mode. But you're probably losing a lot of efficiency in your damage output.

 

28 minutes ago, NumbSoLdi3r MJ7 said:

the 59% cap for incarnate trials

 

Food for thought: unless you're soloing those iTrials you're going to be inundated with sources of +Def from other players, including but not limited to: support buffs, Maneuvers, VEAT Maneuvers, and Barrier spam.

 

Also, once you get your +2 incarnate shifts on top of your +1 shift, it's moot. You're standing at +3 to your enemies and the purple patch applies to them, too.

 

And last but not least, drop Unstoppable. Make room for a good power.

Edited by twozerofoxtrot
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2 hours ago, twozerofoxtrot said:

 

You are incorrect in this. The taunt aura does not increase your cap, and only affects 9 enemies anyway.

 

 

I know it doesn't increase the cap, but it does offer a constant taunt, so that when 1 of the 16 bad guys dies, another is immediately taunted.

 

2 hours ago, twozerofoxtrot said:

Your stats are really high. Probably too high, IMO. Again, different story if you're building for Hard Mode. But you're probably losing a lot of efficiency in your damage output.

 

I struggle with this. In my opinion, the tank is there for two purposes: keep aggro and stay alive. I will never be a damage dealer. Rather than try and be well rounded, I'd rather excell at what the tank is designed to do.

 

2 hours ago, twozerofoxtrot said:

Also, once you get your +2 incarnate shifts on top of your +1 shift, it's moot. You're standing at +3 to your enemies and the purple patch applies to them, too.

 

Not sure what you mean by "the purple patch"?

 

2 hours ago, twozerofoxtrot said:

And last but not least, drop Unstoppable. Make room for a good power.

 

It's there as a mule for enhancements and an "Oh sh*t" power just in case. I'm open to suggestions though.

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50 minutes ago, NumbSoLdi3r MJ7 said:

I know it doesn't increase the cap, but it does offer a constant taunt, so that when 1 of the 16 bad guys dies, another is immediately taunted.

Hello Invincibility. It does the same thing.

 

51 minutes ago, NumbSoLdi3r MJ7 said:

I struggle with this. In my opinion, the tank is there for two purposes: keep aggro and stay alive. I will never be a damage dealer. Rather than try and be well rounded, I'd rather excell at what the tank is designed to do.

That's fine, but as @twozerofoxtrot is getting at, there's not much that's going to kill you with the buffs. Especially if you're on a team and running barrier cycles. Solo the maybe the radial piece is better if you're soloing ITF's with lots of stacking defense debuffs, but you'll be in good shape anyways with the high resistances. Adding damage will help you kill mobs especially solo quicker.

 

55 minutes ago, NumbSoLdi3r MJ7 said:

Not sure what you mean by "the purple patch"?

https://archive.paragonwiki.com/wiki/Purple_Patch

 

55 minutes ago, NumbSoLdi3r MJ7 said:

It's there as a mule for enhancements and an "Oh sh*t" power just in case. I'm open to suggestions though.

If you're using it as a mule oh well, but its pretty unreliable as you know. Its hard to suggest anything without knowing what powers you have.

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5 hours ago, SeraphimKensai said:

Hello Invincibility. It does the same thing.

 

Now this is a good point that I completely missed. Slightly smaller radius than Melee Radial (8ft versus 10ft), but the effect remains the same. This solidified my answer to go Core, thank you.

 

 

5 hours ago, SeraphimKensai said:

That's fine, but as @twozerofoxtrot is getting at, there's not much that's going to kill you with the buffs. Especially if you're on a team and running barrier cycles. Solo the maybe the radial piece is better if you're soloing ITF's with lots of stacking defense debuffs, but you'll be in good shape anyways with the high resistances. Adding damage will help you kill mobs especially solo quicker.

 

I get the logic, I do. Assault is the common trope to simply set-it-and-forget-it increase damage. I just have a hard time swallowing a tank not doing everything in their power to stay alive. A low damage undying tank is still doing more damage than a dead tank capable of mediocre damage, I guess is my thought process.

 

6 hours ago, SeraphimKensai said:

 

Ah, I didn't know there was a name for it. If we are doing Level 54 content, the +3 still results in characters being -1 to the enemies though, no?

 

6 hours ago, SeraphimKensai said:

If you're using it as a mule oh well, but its pretty unreliable as you know. Its hard to suggest anything without knowing what powers you have.

 

A fair point! I've considered trimming that and the Epic power pool out in favor of fold space, but that's a whole three power slots for one AoE grab ability...

 

My build is in the spoiler below.

 

Spoiler

Praetor Atlas - Hero Tanker
Build plan made with Mids' Reborn v3.7.4 rev. 8
──────────────────────────────

  • Primary powerset: Invulnerability
  • Secondary powerset: Super Strength
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Fighting
  • Pool powerset (#3): Speed
  • Pool powerset (#4): Flight
  • Epic powerset: Fire Mastery

──────────────────────────────

Powers taken:

Level 1: Resist Physical Damage

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 3: Steadfast Protection: Resistance/+Def 3%
  • 3: Impervium Armor: Psionic Resistance

Level 1: Jab

  • A: Superior Gauntleted Fist: RechargeTime/+Absorb
  • 5: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • 5: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • 7: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • 7: Superior Gauntleted Fist: Damage/RechargeTime
  • 9: Superior Gauntleted Fist: Accuracy/Damage

Level 2: Temp Invulnerability

  • A: Unbreakable Guard: Resistance/Endurance
  • 9: Unbreakable Guard: Resistance
  • 11: Unbreakable Guard: Endurance/RechargeTime
  • 11: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 13: Impervium Armor: Psionic Resistance

Level 4: Dull Pain

  • A: Preventive Medicine: Heal
  • 17: Preventive Medicine: Heal/RechargeTime
  • 17: Preventive Medicine: Heal/RechargeTime/Endurance
  • 19: Preventive Medicine: Chance for +Absorb

Level 6: Resist Elements

  • A: Aegis: Resistance
  • 19: Aegis: Resistance/Endurance/Recharge
  • 21: Aegis: Psionic/Status Resistance
  • 21: Aegis: Resistance/Recharge
  • 23: Aegis: Resistance/Endurance
  • 23: Aegis: Endurance/Recharge

Level 8: Unyielding

  • A: Unbreakable Guard: Resistance/Endurance
  • 25: Unbreakable Guard: RechargeTime/Resistance
  • 25: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 27: Unbreakable Guard: Resistance
  • 27: Unbreakable Guard: Endurance/RechargeTime
  • 29: Impervium Armor: Psionic Resistance

Level 10: Taunt

  • A: Perfect Zinger: Chance for Psi Damage

Level 12: Super Jump

  • A: Launch: Jumping / Increased Jump Height

Level 14: Resist Energies

  • A: Unbreakable Guard: Resistance
  • 29: Unbreakable Guard: Resistance/Endurance
  • 31: Unbreakable Guard: RechargeTime/Resistance
  • 31: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 16: Haymaker

  • A: Superior Might of the Tanker: Recharge/Chance for +Res(All)
  • 31: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • 33: Superior Might of the Tanker: Damage/Endurance/Recharge
  • 33: Superior Might of the Tanker: Accuracy/Damage/Recharge
  • 33: Superior Might of the Tanker: Damage/Recharge
  • 34: Superior Might of the Tanker: Accuracy/Damage

Level 18: Invincibility

  • A: Reactive Defenses: Defense
  • 34: Reactive Defenses: Defense/Endurance
  • 34: Reactive Defenses: Endurance/RechargeTime
  • 40: Reactive Defenses: Defense/Endurance/RechargeTime
  • 40: Reactive Defenses: Scaling Resist Damage
  • 40: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 20: Knockout Blow

  • A: Superior Blistering Cold: Recharge/Chance for Hold
  • 36: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
  • 36: Superior Blistering Cold: Accuracy/Damage/Recharge
  • 36: Superior Blistering Cold: Accuracy/Damage/Endurance
  • 37: Superior Blistering Cold: Damage/Endurance
  • 37: Superior Blistering Cold: Accuracy/Damage

Level 22: Combat Jumping

  • A: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 37: Shield Wall: Defense/Endurance/Recharge
  • 39: Shield Wall: Defense
  • 39: Shield Wall: Defense/Endurance

Level 24: Boxing

  • (Empty)

Level 26: Tough Hide

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 39: Luck of the Gambler: Defense

Level 28: Tough

  • A: Impervium Armor: Psionic Resistance

Level 30: Foot Stomp

  • A: Armageddon: Damage
  • 45: Armageddon: Damage/Recharge
  • 45: Armageddon: Damage/Endurance
  • 46: Armageddon: Recharge/Accuracy
  • 46: Armageddon: Damage/Recharge/Accuracy
  • 46: Armageddon: Chance for Fire Damage

Level 32: Unstoppable

  • A: Unbreakable Guard: Resistance
  • 42: Unbreakable Guard: Resistance/Endurance
  • 42: Unbreakable Guard: Endurance/RechargeTime
  • 42: Unbreakable Guard: RechargeTime/Resistance
  • 43: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 43: Unbreakable Guard: +Max HP

Level 35: Weave

  • A: Shield Wall: Defense/Endurance
  • 43: Shield Wall: Defense
  • 45: Shield Wall: Endurance/Recharge
  • 50: Shield Wall: Defense/Endurance/Recharge

Level 38: Rage

  • A: D-Sync Shifting

Level 41: Hasten

  • A: Invention: Recharge Reduction
  • 48: Invention: Recharge Reduction

Level 44: Hurl

  • A: Perfect Zinger: Chance for Psi Damage
  • 48: Perfect Zinger: Accuracy/Recharge
  • 48: Force Feedback: Chance for +Recharge

Level 47: Char

  • A: Superior Entomb: Accuracy/Hold/Endurance/Recharge
  • 50: Superior Entomb: Recharge/Chance for +Absorb

Level 49: Melt Armor

  • A: Achilles' Heel: Defense Debuff/Recharge
  • 50: Achilles' Heel: Chance for Res Debuff


──────────────────────────────

Inherents:

Level 1: Gauntlet


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Quickfoot: Endurance/RunSpeed

Level 2: Rest

  • (Empty)

Level 2: Swift

  • A: Invention: Run Speed

Level 2: Hurdle

  • A: Invention: Jumping

Level 2: Health

  • A: Numina's Convalesence: +Regeneration/+Recovery
  • 13: Miracle: +Recovery
  • 15: Panacea: +Hit Points/Endurance

Level 2: Stamina

  • A: Performance Shifter: EndMod
  • 15: Performance Shifter: Chance for +End

Level 12: Double Jump

──────────────────────────────
Accolades:

  • Task Force Commander
  • The Atlas Medallion
  • Portal Jockey
  • Freedom Phalanx Reserve


──────────────────────────────
Incarnates:

Diamagnetic Core Flawless InterfaceLongbow Core Superior AllyAgeless Core EpiphanyAgility Core ParagonMighty Radial Final JudgementMelee Core Embodiment

 

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2 hours ago, NumbSoLdi3r MJ7 said:

I just have a hard time swallowing a tank not doing everything in their power to stay alive.

 

That's a fine personal view to have. Just keep in mind that in combat, elimination of threats is the soundest way to stay alive.

 

It's taken to the extreme on Homecoming, with Blasters able to solo 54/8 missions with some inspirations just because of their sheer damage output. You can play however it is that makes you feel comfortable, but just know that you might be holding back your potential. Tankers do a lot of damage.

Edit: If you are really serious about staying alive, rather than looking at your incarnate choices you should be picking up Accolades. You might already be doing this, but if you're not, do it. Eye of the Magus and Elusive Mind together will do for you what you wish Unstoppable would, without the crash. Situational immortality is the key in this game. Sheer Willpower is another good one to have. It may not seem like it up front, but Invul doesn't have protection against Fear and Confuse. In some content (e.g.: Hard Mode LGTF; missions with Crey) this can be lethal regardless of how much Res or Def you have.

 

2 hours ago, NumbSoLdi3r MJ7 said:

If we are doing Level 54 content, the +3 still results in characters being -1 to the enemies though, no?

 

Just to get specific here, the +3 only applies to Incarnate content. And yes, Bosses are red to you rather than purple.

 

2 hours ago, NumbSoLdi3r MJ7 said:

but that's a whole three power slots for one AoE grab ability

 

Consider that Teleport Target is extremely handy for helping team mates who got left behind, killed far away from a rezzing support, or are just lost; it's especially useful on Master of Taskforce runs where other teleport powers are disabled. And Combat Teleport is a great repositioning or engagement tool. All of those powers have good utility, none should be considered power taxes.

Edited by twozerofoxtrot
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