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Have Incarnate abilities equipped be specific to each build slot.


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The idea of builds slots is to specialize in a role you want to excel at and have up to 3 different builds on the same character to do this.

 

for instance on my Solider of Arachnos I have 3 builds

  • Bane Damage Dealer be stealthy with recall target for teamplay.
  • Crab Tank with power pool taunt and IO sets leaning to resistance.
  • Crabbermind that wants their pets to excel and buff them up.

 

the issue is builds like these want different incarnate powers that better suit them. so when I switch from pet build my support hybrid slot focusing on buffing my pets is no longer what I want on my damage dealer who wants the assault hybrid instead.

 

image.png.3c9b26d397044605c6d04135ec4ce759.png

 

There are many examples of this across all incarnate power slots where this can be encountered. So ideal solution to this would be: Incarnates choices would be remembered by each build slot and not a global thing across builds that needs to be micro managed and manually changed when builds are switched.

Edited by Mystoc
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  • Mystoc changed the title to Have Incarnate abilities equipped be specific to each build slot.

Not against the idea at all, as it makes sense.

 

I'm just not sure how fiddly it would be to do. (This is one of those "Kind of hope a dev answers who sees how Incarnate powers are considered vs. primary/secondary because a peek behind the curtain would be interesting.")

 

At the very least, if it can't be done as part of a build switch, a save/load slash command like we have for costumes - which might be more flexible - would be handy, and maybe usable between builds ("I'm raiding on UltraDude today... /loadinc greenstuff" switching to a Keyes specific Incarnate power selection you'd previously saved with "/saveinc Greenstuff" as much as possible, for instance.)

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5 minutes ago, Greycat said:

Not against the idea at all, as it makes sense.

 

I'm just not sure how fiddly it would be to do. (This is one of those "Kind of hope a dev answers who sees how Incarnate powers are considered vs. primary/secondary because a peek behind the curtain would be interesting.")

 

At the very least, if it can't be done as part of a build switch, a save/load slash command like we have for costumes - which might be more flexible - would be handy, and maybe usable between builds ("I'm raiding on UltraDude today... /loadinc greenstuff" switching to a Keyes specific Incarnate power selection you'd previously saved with "/saveinc Greenstuff" as much as possible, for instance.)

yeah if there was a /command to switch incarnates that would work it as well it could be included has part of my popmenu macro. really whatever is easier to do works for me I know this is an pure QoL change so may not be high on the priority list.

 

 

Edited by Mystoc
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