Boar Incarnon Genesis is an item that is used to add Incarnon upgrades to the
Acquisition[]
- Upon completion of The Duviri Paradox and Angels of the Zariman, and unlocking The Steel Path, players can earn
Boar Incarnon Genesis from The Circuit's Steel Path to place on their Boar with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
- Purchased from Cavalero for
120, complete with the resources used in its installation. This purchase can only be made once.
Evolutions[]
- Installing the Boar Incarnon Genesis requires 20
Pathos Clamps, 60
Rune Marrow, and 60
Tasoma Extract.
- When installed, the first Evolution tier is unlocked. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Headshots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Fires three short-range beams that chain link enemies.
- Incarnon Form becomes a continuous beam weapon that can fire up to 3 beams that automatically target enemies within 10° of the reticle, with each beam chaining up to 2 nearby enemy within 9 meters of the initial target, with each chain doing 80% of the previous one's damage. Beams remain locked on enemies while they are within 55° of the reticle. While in Incarnon Form, it inflicts pure
Heat damage with increased Critical Chance, Critical Multiplier, and Fire Rate. However, it has reduced damage and Zoom, and the main beam has a maximum range of 20 meters.
- While
Sinister Reach cannot be equipped on Boar or its variants,
Galvanized Acceleration can be used to increase the maximum range of the main beams.
- Unlike other beam weapons, Punch Through has no effect on both the main beam and the chain beams.
- While
- Incarnon Form becomes a continuous beam weapon that can fire up to 3 beams that automatically target enemies within 10° of the reticle, with each beam chaining up to 2 nearby enemy within 9 meters of the initial target, with each chain doing 80% of the previous one's damage. Beams remain locked on enemies while they are within 55° of the reticle. While in Incarnon Form, it inflicts pure
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticle by achieving headshots and then pressing the Alternate Fire button. 50 headshots will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
Sonar or
Detect Vulnerability in places other than heads will have no effect either.
- Headshots on corpses do not build charges.
- Individual Multishot bullets can build charges.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
- Instead of drawing ammunition from its reserves, the Boar's Incarnon Form uses a separate "magazine" with each charge producing 3 rounds to a maximum of 150. Once all ammunition is expended, the Boar reverts to its normal form.
- Incarnon Form's magazine is not affected by mods.
- Incarnon Form is not affected by Ammo Efficiency (such as
Energized Munitions).
- Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
- Swapping to and from Incarnon Form will fully reload the normal form's magazine.
Evolution II[]
- Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Reified Bane:
- Increase Damage by +10.
- On Reload From Empty: Increase Damage by +10.
- The damage bonus is applied after finishing a reload while the magazine is empty, and lasts indefinitely until a manual reload is initiated while the magazine is not empty. Refilling the magazine through other means (such as with
Blood For Ammo) will not remove the bonus.
- The damage bonus is applied after finishing a reload while the magazine is empty, and lasts indefinitely until a manual reload is initiated while the magazine is not empty. Refilling the magazine through other means (such as with
- Perk 2: Fortress Salvo:
- Increase Damage by +16.
- With Armor Over 450: +4 Punch Through
Evolution III[]
- Unlock Challenge: Kill 100 enemies with this weapon's Incarnon Form.
- Perk 1: Ready Retaliation:
- On Reload From Empty: +100% Reload Speed.
- As the reload speed bonus is only applied at the end of the first reload from empty, the bonus will not apply to the first reload, only subsequent ones.
- On Reload From Empty: +100% Reload Speed.
- Perk 2: Mercenary Chamber:
- Increase ammo capacity to 195.
- Perk 3: Practiced Grip:
- Increase Accuracy by +50%.
Evolution IV[]
- Unlock Challenge: Kill 30 enemies without reloading.
- Perk 1: Elemental Balance:
- Increase Status Chance by +12%.
- Incarnon Form Status Chance increase is affected by base pellet count. Increase Incarnon Form Status Chance by +96% .
- Increase Status Chance by +12%.
- Perk 2: Critical Parallel:
- Increase Critical Chance by +20%.
- Increase Critical Damage Multiplier by +0.5x.
- Perk 3: Survivor's Edge:
- Increase Critical Chance by +10%.
- Increase Status Chance by +6%.
Notes[]
Known Bugs[]
Patch History[]
Hotfix 33.6.4 (2023-08-15)
- Changed the way Elemental Balance’s Status Chance bonus (we will be doing the same for Survivor’s Edge in a follow up hotfix) applied to be consistent with the Strun Incarnon: Now it applies to each projectile instead of being divided by the Multishot count.
- Prior to the above change, Elemental Balance’s 12% Status Chance bonus would grant 7.5% - 9% per projectile. Now it grants 7.5% - 19.5% per projectile.
Update 33.6 (2023-07-27)
- Introduced.
CollapseIncarnon | ||
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Zariman | ![]() ![]() ![]() ![]() ![]() | |
Sanctum Anatomica | ![]() ![]() | |
The Circuit (Incarnon Genesis) |
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14 comments
I don't see it mentioned anywhere, but you get -recoil and -zoom while a beam is latched onto an enemy. Not sure if it's intended because the camera stops shaking completely and pulls back to the same position it's at when you aren't firing, so it might just be a bug or something, but it works for now.
I don't know if it's me, but something seems off about the incarnon charge rate. I tested it in the simulacrum and it works fine. In a few-ish shots, the meter is filled. In missions however and depending on the level, I can go the whole run without filling the guage once. And that's with slowing to ADS. Could easily be user error, but to have it swing that wildly seems strange to me. Anyone else coming across this issue?
Just to clarify again the point above.
If you have enough damage where 1 pellet hits the enemy only 1 pellet counts for the meter.
Example:
You shoot 20 pellets, 1 pellet kills the target, others do not. This is due to the recent change where they disabled charging incarnon on dead targets.
If you shoot a high level target that survives that means more pellets actually land and count towards the incarnon meter.
So it's not about the level but about the target surviving your shot. Meaning, it is a horrible and difficult experience to charge the incarnon in star chart levels for example.
If what you said were the case then the charge rate between the incarnons should be the same. Yet on a level 3 lancer the boar gets the smallest sliver but the torid gets a third of a full charge?
Per what you describe, on a level 3 mob, it would only be the first pellet/round that lands that counts because any hit at that level will result in a kill shot. Except, the laetum and torid I used (both built for ample multi-shot albeit not as much as the boar), get a larger chunk from landing an incarnon-charging shot than the boar.
In the end, it doesn't matter. It is what it is and we have to deal with the idiosyncracies of the game mechanics. But it's been interesting to explore and I've certainly been enjoying the discussion.
Different incarnon weapons have different charge rates, the shotguns and gorgon especially so in my experience. Pretty sure they're designed this way so that it takes several seconds of consistent headshots to get a full incarnon charge, but that only holds true for these particular weapons against high-level enemies that can survive long enough for it. Headshots against dead enemies don't provide incarnon charge, and that's the issue you're facing when trying to build charge off of lv. 3 enemies.
Both the Strun and the Boar suffer from being a shotgun, the incarnon charge behaves a little different in them for some reason but yeah if you kill the enemy with 1 pellet you aren't getting much charge
Evo IV - staus chance = fuktilion heat proc.
I'll do you one better: new blast just arrived, corro blast meta is back babyyyyyyy
I'll do you one better: its a shotgun so you will use it up close anyway, forget corro (get it on sentinel) and do blast/electric and use the free mod slot for Elementalist for more status damage (and reload speed)
I'll do you one better(?): TORID
Evo IV - +96% status chance incarnon form = easy 400% status chance
Reified bane will not be removed from reload while holstered mods nor by swapping mid-clip to incarnon mode.
Something is off about the Incarnon charging gauge with the headshot as of Update 33.6.9. If the weapon's (Boar Prime) Fire Rate is below the default threshold the gauge will take up alot shots and reloads to even charge a little. Where if I have default or higher Fire Rate the Incarnon charge up easily in a few shots.
I'm starting to think that incarnon form has innate punch through. If there is at least 1 enemy behind the enemy you are shooting at, incarnon Boar will ignore the first enemy and only hit the one behind it. The in game stats does not show it, but overframe does say that incarnon form has 1m punch through.
I'm pretty sure that's more an issue with homing beams in general, then any influence puncthrough would have. It also happens to both Vermisplicer grips, with the primary not having punchthrough listed in the main game or Overframe.
Honestly, what the Phage should be like. The whole gimmick to it focusing as you aim down sights is kinda dumb considering you're only wasting ammo and hitting hardly anything till you have the full beam. I hope the Phage gets a rework to give it beams that auto target enemies.
Eh..I kind of like the gimmick myself. Being able to fine-tune the spread of a shotgun is a neat idea, and it allows it to clear both wider crowds and focus it's damage rather easily. More importantly, it's an effect unique to the Phage. Homing is such a boring solution to high-spread weapons, and is already a thing on multiple weapons anyways. A simpler fix would to simply make it so it doesn't consume ammo unless it's hitting an enemy. something Panthera has Innately, and Convectrix got through the Efficient Beams mod. I guess I could see a Vermisplicer-style incarnon form for it though.
My specific problem is that the whole aim thing just happens too fast, so you either get a beam spread that hits nothing and wastes ammo, or you get the full beam, which makes me question why even have the gimmick if it's soo fickle to work with
Boar Prime stats:
CritMult: 2.2
CritChance: 20%
StatusChance: 24%
Dmg: Heat 30
Apparently incarnon can't trigger Deadhead although it seemingly can aim at the heads...
It's otherwise a fantastic power-up for Boar Prime though. It's now Viral-HM viable and the incarnon mode is great for killing crowds. Practiced Grip together with exilus Narrow Barrel can narrow down the spread significantly and the DPS increase is noticeable because of more consistent headshots in long range.
The beams auto lock so that's probably the issue.
Press F to nerf your gun. Again.
Soo..Practiced Grip is the moment I realized accuracy is additive(Subtractive?) with each other, and reaching +100% accuracy makes things pin-point accurate. I originally found this out from using Tainted Spread with it, but using Narrow Barrel+Double Barrel Drift will also give pin-point accuracy without having to deal with the fire rate lost(though in exchange you have to slide around, and -80% spread with just Narrow Barrel is usually enough anyways).
Also, this taught me you can use Tainted Shell+Narrow Barrel to make most shotguns pin-point accurate, though shotguns having falloff ontop of Tainted Shell's fire rate decrease doesn't make it practical outside of Zephyr memes. Good memes regardless.
The base boar incarnon evos have the same stats as the prime
Yes sadly, I think it happens the same with the soma
Incarnon Boar fires beams at up to 3 enemies in a cone in front. Each beam can chain to up to 2 additional enemies. Beams can stick to enemies until crosshair is more than 45 degrees from enemy. Pure heat damage. Beam range is 20m and cannot be increased with projectile speed increasing mods. Beam range can only be increased by Galvanised Acceleration
All evolutions for both Boar and Boar Prime are the same
Evo 2: complete a solo mission with weapon equipped
Reified Bane - increase damage by +10. Reload from empty: increase damage by +10.
Swapping to incarnon form counts as reload. Has infinite duration. Lasts until non empty reload. Benefits both normal and incarnon forms
Fortress Salvo - increase damage by +16. With armour over 450: +4 Punch through
Evo 3: kill 100 enemies in incarnon form
Ready Retaliation - Reload from empty: +100% reload speed
Swapping to incarnon form counts as reload. Has infinite duration. Lasts until non empty reload. Benefits reloading in normal form and swapping speed into incarnon form. Does not have buff icon
Mercenary Chamber - Increase ammo capacity to 195
Practiced Grip - Increase accuracy by +50%
Evo 4: kill 40 enemies without reloading
Elemental Balance - Increase status chance by +12%
In normal form, the status chance is divided by base multishot
Critical Parallel - Increase critical chance by +20%. Increase critical damage multiplier by +0.5%
Survivor's Edge - Increase critical chance by +10%. Increase status chance by +6%
My review: insanely strong gun. With Critical Parallel, both normal and incarnon form will go beyond 100% crit chance with Critical Deceleration. Might be one of the strongest incarnon guns yet
Edit: More info. Reified Bane and Ready Retaliation only activates as intended on manual reload. Swapping into incarnon form only activates them but not deactivate them
Very much appreciate the incarnon effects and listing the stats.
Seems fun, gonna pick gorgon and boar this week.
"Beam range is 20m and cannot be increased with projectile speed increasing mods. Beam range can only be increased by Galvanised Acceleration"
Probably because of the component of galv. accel that deals with beam length. Does sinister reach not show up in the choice of mods for boar even after an incarnon adapter is installed? I'd imagine that works too unless the mod isn't an equippable option post-incarnon.
No, Sinister Reach cannot be equipped on Boar, even with incarnon. Maybe because Boar is not considered a beam weapon.