Alpha Slot Abilities: Difference between revisions
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The '''Alpha Slot''' is the first "level" of the [[Incarnate System]], which will launch with [[Issue 19]], and requires a [[Going Rogue]] retail code to utilize. The Alpha Slot was initially supposed to launch ''with'' Going Rogue, but beta feedback said without content to play with the Alpha Slot, the system felt incomplete, so it was pushed back[http://boards.cityofheroes.com/showthread.php?t=229365]. | The '''Alpha Slot''' is the first "level" of the [[Incarnate System]], which will launch with [[Issue 19]], and requires a [[Going Rogue]] retail code to utilize. The Alpha Slot was initially supposed to launch ''with'' Going Rogue, but beta feedback said without content to play with the Alpha Slot, the system felt incomplete, so it was pushed back[http://boards.cityofheroes.com/showthread.php?t=229365]. | ||
== | == Power Boosts == | ||
The Incarnate Boosts give their components to every power that a character has that can utilize it. For instance, if a character has a boost that reduces endurance costs, every power that takes endurance to use would be increased (almost every single power a character has access to). If a character has a boost that increases Fear duration, [[Dark Melee#Touch of Fear|Touch of Fear]] would be increased, but [[Energy Blast#Power Bolt|Power Bolt]] would not, since it does not have a Fear component. | |||
Powers can be boosted by more than one aspect if they are applicable; [[Electric Control#Electric Fence|Electric Fence]] can benefit from Musculature's primary component, Damage, and also the Immobilize and Endurance Modification components. | |||
Boosts come in four rarity levels. The higher the rarity level, the more materials are needed to create them. Materials to create them are gathered through defeating enemies, [[Task Force]]s/[[Strike Force]]s, and most other activities. <!-- Do not add details that have not been released yet; NDA is still in effect. --> | |||
:[[File:Alpha-Cardiac-Common.png|24px]] Common | |||
:[[File:Alpha-Cardiac-Uncommon.png|24px]] Uncommon | |||
:[[File:Alpha-Cardiac-Rare.png|24px]] Rare | |||
:[[File:Alpha-Cardiac-VeryRare.png|24px]] Very Rare | |||
== Boost Types == | |||
=== Cardiac === | === Cardiac === | ||
Cardiac primarily deals with reducing [[Endurance]] costs. Cardiac also increases [[Range]], [[Damage Resistance]] and some [[Status Effect]] durations. The types and amounts of each type depend on what is slotted. | Cardiac primarily deals with reducing [[Endurance]] costs. Cardiac also increases [[Range]], [[Damage Resistance]] and some [[Status Effect]] durations. The types and amounts of each type depend on what is slotted. |
Revision as of 00:40, 11 November 2010
Overview
The Alpha Slot is the first "level" of the Incarnate System, which will launch with Issue 19, and requires a Going Rogue retail code to utilize. The Alpha Slot was initially supposed to launch with Going Rogue, but beta feedback said without content to play with the Alpha Slot, the system felt incomplete, so it was pushed back[1].
Power Boosts
The Incarnate Boosts give their components to every power that a character has that can utilize it. For instance, if a character has a boost that reduces endurance costs, every power that takes endurance to use would be increased (almost every single power a character has access to). If a character has a boost that increases Fear duration, Touch of Fear would be increased, but Power Bolt would not, since it does not have a Fear component.
Powers can be boosted by more than one aspect if they are applicable; Electric Fence can benefit from Musculature's primary component, Damage, and also the Immobilize and Endurance Modification components.
Boosts come in four rarity levels. The higher the rarity level, the more materials are needed to create them. Materials to create them are gathered through defeating enemies, Task Forces/Strike Forces, and most other activities.
- File:Alpha-Cardiac-Common.png Common
- File:Alpha-Cardiac-Uncommon.png Uncommon
- File:Alpha-Cardiac-Rare.png Rare
- File:Alpha-Cardiac-VeryRare.png Very Rare
Boost Types
Cardiac
Cardiac primarily deals with reducing Endurance costs. Cardiac also increases Range, Damage Resistance and some Status Effect durations. The types and amounts of each type depend on what is slotted.
Boost [common] Reduce Endurance Cost by 33% One-Sixth ignores ED | |||
Core Boost [uncommon] Reduce Endurance Cost by 33% Increase Range by 20% One-Third ignores ED |
Radial Boost [uncommon] Reduce Endurance Cost by 33% Increase Damage Resistance effects by 20% One-Third ignores ED | ||
Total Core Revamp [rare] Reduce Endurance Cost by 45% Increase Range by 20% One-Half ignores ED Applies a level shift |
Partial Core Revamp [rare] Reduce Endurance Cost by 33% Increase Range by 20% Increase Damage Resistance effects by 20% One-Half ignores ED Applies a level shift |
Total Radial Revamp [rare] Reduce Endurance Cost by 33% Increase Damage Resistance effects by 20% Increase Range by 10% Increase Sleep Duration by 33% One-Half ignores ED Applies a level shift |
Partial Radial Revamp [rare] Reduce Endurance Cost by 33% Increase Damage Resistance effects by 20% Increase Range by 10% Increase Fear Duration by 33% One-Half ignores ED Applies a level shift |
Core Paragon [very rare] Reduce Endurance Cost by 45% Increase Range by 20% Increase Damage Resistance effects by 20% Two-Thirds ignores ED Applies a level shift |
Radial Paragon [very rare] Reduce Endurance Cost by 33% Increase Range by 20% Increase Damage Resistance effects by 20% Increase Fear Duration by 33% Increase Sleep Duration by 33% Increase Intagibility Duration by 33% Two-Thirds ignores ED Applies a level shift |
Musculature
Musculature primarily deals with increasing Damage. It also modifies Immobilization Duration, Defense Debuff, Endurance Modification, ToHit Debuff and Run Speed. The types and amounts of each type depend on what is slotted.
Boost [common] Increase Damage by 33% One-Sixth ignores ED | |||
Core Boost [uncommon] Increase Damage by 33% Increase Immobilization Duration by 33% One-Third ignores ED |
Radial Boost [uncommon] Increase Damage by 33% Increase Defense Debuff by 33% One-Third ignores ED | ||
Total Core Revamp [rare] Increase Damage by 45% Increase Immobilization Duration by 33% One-Half ignores ED Applies a level shift |
Partial Core Revamp [rare] Increase Damage by 33% Increase Immobilization Duration by 33% Increase Defense Debuff by 33% One-Half ignores ED Applies a level shift |
Total Radial Revamp [rare] Increase Damage by 33% Increase Defense Debuff by 33% Increase Endurance Modification by 33% Increase Immobilization Duration by 16.5% One-Half ignores ED Applies a level shift |
Partial Radial Revamp [rare] Increase Damage by 33% Increase Defense Debuff by 33% Increase Immobilization Duration by 16.5% Increase ToHit Debuff by 20% One-Half ignores ED Applies a level shift |
Core Paragon [very rare] Increase Damage by 45% Increase Immobilization Duration by 45% Increase Defense Debuff by 33% Two-Thirds ignores ED Applies a level shift |
Radial Paragon [very rare] Increase Damage by 33% Increase Immobilization Duration by 33% Increase Defense Debuff by 33% Increase Endurance Modification by 33% Increase Run Speed by 33% Increase ToHit Debuff by 20% Two-Thirds ignores ED Applies a level shift |
Nerve
Nerve primarily deals with increasing Accuracy. It can also increase Hold Duration, Defence Buff, Confuse Duration, Taunt and Fly Speed. The types and amounts of each type depend on what is slotted.
Boost [common] Increase Accuracy by 33% One-Sixth ignores ED | |||
Core Boost [uncommon] Increase Accuracy by 33% Increase Hold Duration by 33% One-Third ignores ED |
Radial Boost [uncommon] Increase Accuracy by 33% Increase Defence Buff by 20% One-Third ignores ED | ||
Total Core Revamp [rare] Increase Accuracy by 45% Increase Hold Duration by 33% One-Half ignores ED Applies a level shift |
Partial Core Revamp [rare] Increase Accuracy by 33% Increase Hold Duration by 33% Increase Defence Buff by 20% One-Half ignores ED Applies a level shift |
Total Radial Revamp [rare] Increase Accuracy by 33% Increase Defence Buff by 20% Increase Hold Duration by 16.5% Increase Confuse Duration by 33% One-Half ignores ED Applies a level shift |
Partial Radial Revamp [rare] Increase Accuracy by 33% Increase Defence Buff by 20% Increase Hold Duration by 16.5% Increase Taunt by 33% One-Half ignores ED Applies a level shift |
Core Paragon [very rare] Increase Accuracy by 45% Increase Hold Duration by 33% Increase Defence Buff by 20% Two-Thirds ignores ED Applies a level shift |
Radial Paragon [very rare] Increase Accuracy by 33% Increase Hold Duration by 33% Increase Taunt by 33% Increase Confuse Duration by 33% Increase Fly Speed by 33% Increase Defence Buff by 20% Two-Thirds ignores ED Applies a level shift |
Spiritual
Spiritual primarily deals with increasing Recharge Rate. It can also increase Stun Duration, Healing, ToHit Buff, Slow Movement and Jump. The types and amounts of each type depend on what is slotted.
Boost [common] Increase Recharge Rate by 33% One-Sixth ignores ED | |||
Core Boost [uncommon] Increase Recharge Rate by 33% Increase Stun Duration by 33% One-Third ignores ED |
Radial Boost [uncommon] Increase Recharge Rate by 33% Increase Healing by 33% One-Third ignores ED | ||
Total Core Revamp [rare] Increase Recharge Rate by 45% Increase Stun Duration by 33% One-Half ignores ED Applies a level shift |
Partial Core Revamp [rare] Increase Recharge Rate by 33% Increase Stun Duration by 33% Increase Healing by 33% One-Half ignores ED Applies a level shift |
Total Radial Revamp [rare] Increase Recharge Rate by 33% Increase Healing by 33% Increase Stun Duration by 16.5% Increase ToHit Buff by 20% One-Half ignores ED Applies a level shift |
Partial Radial Revamp [rare] Increase Recharge Rate by 33% Increase Healing by 33% Increase Slow Movement by 33% Increase Stun Duration by 16.5% One-Half ignores ED Applies a level shift |
Core Paragon [very rare] Increase Recharge Rate by 45% Increase Stun Duration by 33% Increase Healing by 33% Two-Thirds ignores ED Applies a level shift |
Radial Paragon [very rare] Increase Recharge Rate by 33% Increase Stun Duration by 33% Increase Healing by 33% Increase Slow Movement by 33% Increase Jump by 33% Increase ToHit Buff by 20% Two-Thirds ignores ED Applies a level shift |