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Posted (edited)

The Incarnate system is one rife with potentials for large-scale trials and Task / Strike Forces where in-universe higher power level is expected. However, after Live was shut down, four Incarnate Slots remain lost in time as a result: Genesis, Mind, Vitae and Omega.


While the idea of Omega Incarnate Slot is already explained via Developer Commentary on the Homecoming Wiki and the Genesis Slot in the first page of the Lore AMA after Live CoX closed down, but what of the Mind and Vitae slots? There is little to no sources that explains what these two could do.

 

Given both Omega and Genesis could be Toggle or Click based on the description, I like to imagine either Mind or Vitae being Auto so that we have one less thing to click about for the Omega-tier Incarnate stuff, with the other being Toggle.

 

Mind

Rewarded by earning enough Advanced Psychic Incarnate Experience.

 

Auto Power; permanent and no Endurance cost during Level 50+ activities.

 

Grant the mind from another Archetype, gaining one of their unique abilities in the process, to allow for mix-and-match aspect during Level 50+ activities. It can serve to patch up a weakness or amplify one’s strength.

 

It’s a play of “open your mind”, with accepting a new power from an Archetype not of your own. You can equip the Mind power of your matched Archetype, but it will be much less effective doing so. Likewise, Epic Archetype, especially Kheldians, gain greater benefits to compensate their jack-of-all-trade traits and beign complex to play.

 

Do note that equipping any Mind based of another Archetype than yours does not grant access to compatibility of Invention Enhancements based on that Archetype.

 

There is one Mind power for each Archetype, including the Epic Archetypes. The following with the general ideas without Core or Radial are:

  • Blasting (Blaster): Increase mez resistances and can attack (but not move) when mezzed.
  • Brutal (Brute): Inflicf -Resist(All) on damaged foes and the lower the player’s HP, the higher the damage output.
  • Controlling (Controller): Increase duration of mez statuses, and deal increased damage to mezzed enemies.
  • Corrupted (Corruptor): Increased damage on enemies with 50% or less of max HP.
  • Defensive (Defender): Improved buffs + non-mez debuffs, plus an Endurance Discount the lower the teammates’ HP.
  • Dominating (Dominator): All buffs has a +End proc, and all Debuff has a proc that deals short but crippling DoT Energy + Negative + Toxic damage.
  • Masterful (Mastermind): Provide a passive +Res(All) and +Def(All) PBAoE bonus to surrounding teammates and leaguemates; up to five Masterful bonuses are active per player.
  • Stubborn (Scrapper): All attacks has a chance of dealing double damage, including Judgement powers. Only provide increased percentage chance for Scrapper and Stalker, but stacks with Corruptor’s Scourge chance seperately.
  • Sentimental (Sentinel): All damaging attacks and debuffs decreases the foes’ resistance to debuff by 10% each.
  • Sinister (Stalker): +Stealth when not attacking after five seconds, and double damage on first attack. Only provide smaller increased damage on Stalker and Scrapper, but can stacks with Corruptor’s Scourge.
  • Determined (Tanker): +Resist(All DMG and Debuffs) and adds more targets for AoE, PBAoE, Cone and Chain attacks.
  • Peaceful (Peacebringer): Provide a passive Regeneration and Recharge Speed bonus to surrounding teammates and leaguemates; up to five Peaceful bonuses are active per player.
  • Unforgiving (Warshade): Inflict a passive PBAoE DoT Negative damage to all nearby enemies. Up to two Unforgiving aura are active per foe.
  • Restless (Arachnos Soldier): The lower the player’s Endurance, the higher the Resist(All DMG) bonus; higher Endurance cost.
  • Nightly (Arachnos Widow): Significantly high Defense(All DMG) bonus when low health.

 

Vitae

Vitae is difficult to determine from the name without stepping over Alpha and Hybrid, but it does seems to be unlocked by gethering enough Advanced Physical Incarnate Experience to contrast with Mind. Maybe an idea of peak performance of the mortal (or even now-immortal!) body may help gives an distinction, as a super-mobility + offense combo that allows to quickly evade a bad situation or take on foes by surprise.

 

Toggle Power (with one exception) with a maximum of twenty seconds, and can require a hefty amount of Endurance that cannot be Discounted in any way.

 

Examples below are:

  • Curre (Running): Dashes through the foes and knock them off or down for four seconds upon activation! Deals Superior Smashing/Fire damage at each hit.
  • Saltus (Jumping): Jump incredibly high and fall down at lightning speed, with no falling damage to boot. First two stomps deals Superior Smashing damage.
  • Lanuae (Teleport): A click Location AoE attack that allows for very long range, and deals Extreme Psionic/Lethal damage, but activate only once before recharging.
  • Volatus (Fly): Fly around with extraordinary light that deals Extreme Smashing/Energy damage and always knockdown flying foes, but is the least mobile among the options.
  • Nere (Spinning): Spin like a mad lad (or laddie) and, during the first three seconds, deals Superior Cold/Fire damage to all foes caught on the frostbite tornado. Less mobile than others, but provide a large +Def(All DMG and Debuffs) when active.

 

Are thise ideas acceptable, or do you have something else in mind? Let me know and hopefully the HC devs will one day consider these ideas to bridge the gap between Genesis and Omega.

Edited by LightMaster
  • Like 2
Posted

Hey these are cool ideas. Ever since I saw...

Spoiler

the Mind Incarnate control panel in the room next to the Corpse of Ruin

image.png.af87b1c812eb7628e7fc7f270dc9c8ec.png

...in the advanced mode of the Lady Grey Task Force I've wondered where the Homecoming developers would go with the remaining Incarnate tree.

  • Like 2
  • Thumbs Up 1
Posted

I wish Omega Slot will let us make customizable signature powers of our own, Every hero/villain gets to customize their aspects and what not, High damage powers balanced by high cooldowns etc(Can not reduce this). 

Vitae looks fun enough.


 

  • Like 1
Posted

I’d request at least one more co-op Incarnate-tier zone before we really expand the Incarnate system. There’s precious little incarnate content as it is that making it even easier with more incarnate bits before there’s something to do with it seems counterproductive.

 

Perhaps link said new incarnate powers to that new zone (perhaps an update to the Shadow Shards with cross-faction access through Vanguard and new incarnate missions that unlock the mind and possibly vitae slots).

  • Like 1
Posted

The issue with new slots is that this would likely require a rebalancing of stuff like Advanced Mode, since that was designed with the current incarnate tiers in mind. 

 

I'd rather we get additional abilities within our existing slots, so that it's more of a horizontal power expansion than a vertical one. Stuff like a a Smashing/KD Interface, or Malta and DE Lores, a +Damage Destiny, etc. There's a lot of holes to be filled in just with the current slots. 

 

Beyond that, a potential oddball idea could be to add those "new" ability types like Genesis and such as alternate choices that compete inside existing slots. For example, I remember hearing that the originally planned Genesis slot was supposed to be a debuff patch, so maybe those powers could be added as alternate choices in the Destiny slot so there's a trade-off. 

  • Like 1

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