The Incarnon system is an upgrade mechanic for weapons that attunes them to the Void, augmenting them with increased lethality via alternate forms and evolutionary upgrades. Some of these weapons were ceremonial Zariman paraphernalia transformed by the Void jump, while others were a result of Albrecht Entrati's experiments.
Additionally, a variety of weapons throughout the Origin System can receive an Incarnon Genesis, an adapter that can provide otherwise ordinary weapons access to Incarnon forms and upgrades. All weapon types (MK1, Prime, Vandal, etc.) are eligible to receive a Genesis. Dual and Akimbo versions of weapons are considered different weapons under the Incarnon system, as is the same under the Riven system.
Access to Incarnon system requires completion of the Angels of the Zariman. Unlocking Albrecht's Incarnon weapons requires completion of Whispers in the Walls and The Deadlock Protocol, while Incarnon Geneses require The Duviri Paradox and having unlocked The Steel Path.
Incarnon Weapons[]
Zariman[]
Sanctum Anatomica[]
Incarnon Genesis Primary[]
Incarnon Genesis Secondary[]
Incarnon Genesis Melee[]
Acquisition[]
Zariman Incarnons can be purchased from Cavalero in the Chrysalith with The Holdfasts standing after completion of Angels of the Zariman. All 5 of the current weapon blueprints require Mastery Rank 14 to purchase and are tradeable.
Albrecht's Incarnons blueprints are a Rotation reward from Disruption Armatus on Deimos, requiring completion of The Deadlock Protocol and Whispers in the Walls to access. Alternatively they can be purchased from Loid in Sanctum Anatomica for Vessel Capillaries dropped by Disruption Armatus Demolishers in quantities of 2-3 (5-7 on The Steel Path).
Incarnon Genesis Adapters are obtained from Duviri's The Circuit on The Steel Path, requiring completion of The Duviri Paradox to access. Cavalero assists with the installation process, additionally requiring 20 Pathos Clamp and two other types of Duviri resources.
Alternatively, the Boar,
Gammacor,
Anku,
Gorgon,
Angstrum,
Dera,
Sybaris,
Cestra,
Sicarus, and
Okina Incarnon Genesis Adapters can be purchased from Cavalero's "Incarnon Market" for
120. Purchasing the adapters this way also comes with the resources used to install them. Each adapter can only be bought once.
Cavalero can also remove the Incarnon upgrade to return the Genesis Adapter, but the Duviri resources used for the installation are not refunded.
Reward Rotation[]
Players can select two of five Incarnon Genesis Adapters for the week as the Tier 5 and 10 rewards. If the player has Drifter Intrinsics Opportunity Rank 9, they can also choose from Rifle, Pistol, or Melee Riven Mods, or 20,000 Kuva.
Week # (Rotation) | Possible Incarnon Genesis |
---|---|
Week 1 (A) | |
Week 2 (B) | |
Week 3 (C) |
|
Week 4 (D) | |
Week 5 (E) | |
Week 6 (F) | |
Week 7 (G) | |
Week 8 (H) | |
Week 9+ | Schedule repeats, cycling rewards from Week 1 to Week 8 (ABCDEFGHABCDEFGH...) |
Click here to purge the cache, you have to do this every day at the weekly reset otherwise the reward won't cycle.
Tiers | Possible Rewards | Required Circuit Progress |
Cumulative Required Circuit Progress |
#Continuous Required Stages |
---|---|---|---|---|
Tier 1 |
|
285 | 285 | 3 |
Tier 2 | 315 | 600 | 5 | |
Tier 3 |
|
345 | 945 | 7 |
Tier 4 |
|
390 | 1,335 | 10 (9 with daily bonus) |
Tier 5 |
|
450 | 1,785 | 12 |
Tier 6 |
|
525 | 2,310 | 15 |
Tier 7 |
|
615 | 2,925 | 19 |
Tier 8 | 720 | 3,645 | 23 | |
Tier 9 |
|
840 | 4,485 | 28 |
Tier 10 |
|
975 | 5,460 | 34 (33 with daily bonus) |
Tier 11+ | 1400 | 6,860 | + 8-9 per lvl |
Mechanics[]

UI indicator for Incarnon Transmutation
By completing a number of challenges based on the weapon, Incarnon weapons can receive evolutions from Cavalero. Like other challenges (Riven mods, Nightwave, etc.), progress is tracked independently from mission progress. Each weapon has a total of 5 evolutions.
The first evolution unlocks the weapon's Incarnon Form, granting them an Alternate Fire mode or increasing their stats while changing their appearances. Activating the Incarnon Form requires certain conditions be met in missions, the method of which differs depending on the weapon.
For primary and secondaries (e.g. Laetum,
Phenmor,
Felarx), the Incarnon Transmutation gauge that appears under the reticle must be charged to activate by achieving weakpoint hits.
Angstrum Incarnon Genesis and
Torid Incarnon Genesis are instead charged through direct hits. While active, the Incarnon Form uses its own secondary ammunition via the amount in the Transmutation gauge. Activating the Incarnon Form only requires at least one unit of charge, but manually deactivating the mode will deplete the entire gauge.
For melees (e.g. Praedos,
Innodem), the Incarnon Form is activated by reaching a 5x Melee Combo (6x for
Ruvox and Genesis) and then executing a Heavy Attack, which lasts for 90 seconds (180 seconds for Genesis) and is non-refreshable.
The remaining evolutions provide 3 different selectable perks that further enhance the weapon's stats. Only one perk can be selected, which can be changed freely with Cavalero or in the Arsenal.
Challenges[]
Below are the challenges required to unlock the evolutions of each Incarnon weapon currently available. The first, fourth, and fifth challenges are identical between Incarnon weapons, but the second and third evolutions differ between each weapon.
Progress for all challenges is maintained between runs, so the player does not have to complete them in a single mission.
- Evolution I: Kill 100 enemies with the weapon
- Evolution II:
- Laetum/Phenmor/Felarx/Onos/Ruvox: Kill 8 Eximus with the weapon's Incarnon Form
- Praedos/Innodem: Activate Incarnon Form 6 times in a mission
- Evolution III:
- Laetum/Phenmor/Felarx: Land 8/20/20 weakpoint hits on Void Angels with Primary fire without reloading
- Praedos/Innodem: Complete 3 Heavy Attacks on Thrax Centurions or Legates
- Onos: Get 5 weakpoint hits on Scathing and Mocking Whispers in Albrecht's Laboratories with Primary fire without reloading.
- Ruvox: Inflict 3 Heavy Attacks on Scathing and Mocking Whispers in Albrecht's Laboratories
- Evolution IV:
- Zariman Ten Zero: Close 12 Ruptures in Void Flood
- Player must have contributed to closing the rupture via depositing Vitoplast.
- Albrecht's Laboratories: Open 20 Conduits in Disruption on Armatus, Deimos.
- Zariman Ten Zero: Close 12 Ruptures in Void Flood
- Evolution V: Complete a Solo mission with an Incarnon Weapon equipped in every slot
- Any mission will suffice for this challenge.
- Incarnon Genesis weapons are considered for the purposes of this challenge.
Genesis[]
Similarly to the Zariman weapons, the Genesis weapons have their own challenges, but only have 4 evolutions in total. Slotting in the Genesis Adapter is considered the first challenge. Challenges only need to be cleared once per weapon type, for example clearing Braton's challenges will automatically unlock perks for
MK1-Braton,
Braton Prime, and
Braton Vandal when acquiring their Incarnon forms. The remaining challenges are as follows:
- Evolution II: Complete a solo mission with the weapon
- Evolution III:
- Primary/Secondary: Kill 100 enemies with the weapon's Incarnon Form
- Melee: Activate Incarnon Form 6 times in a mission
- Evolution IV: Varies by weapon
Movement Bonuses[]
Every incarnon genesis melee weapon offers a bonus to certain parkour stats - usually sprint speed and bullet jump - upon transforming into incarnon mode. All non-genesis melee weapons, as well as a few genesis weapons and the Laetum, also offer some bonuses for selection as an evolution perk upgrade:
Weapon | Evolution Perk | Activation Condition | Type | Amount |
---|---|---|---|---|
![]() |
1: Default | Incarnon mode | Bullet jump | +20% |
![]() |
1: Default | Incarnon mode | Sprint speed | +20% |
![]() |
1: Default | Incarnon mode | Bullet jump | +20% |
![]() |
1: Default | Incarnon mode | Sprint speed | +20% |
![]() |
3: Swordsman's Celerity | Always active | Movement speed | +20% |
![]() |
1: Default | Incarnon mode | Bullet jump | +20% |
![]() |
1: Default | Incarnon mode | Sprint speed | +20% |
![]() |
3: Swordsman's Celerity | Always active | Movement speed | +20% |
![]() |
1: Default | Incarnon mode | Bullet jump | +25% |
![]() |
1: Default | Incarnon mode | Sprint speed | +25% |
![]() |
1: Default | Incarnon mode | Bullet jump | +20% |
![]() |
1: Default | Incarnon mode | Sprint speed | +20% |
![]() |
1: Default | Incarnon mode | Bullet jump | +25% |
![]() |
1: Default | Incarnon mode | Sprint speed | +25% |
![]() |
1: Default | Incarnon mode | Bullet jump | +20% |
![]() |
1: Default | Incarnon mode | Sprint speed | +20% |
![]() |
2: Striking Swiftness | Always active | Sprint speed | +30% |
![]() |
2: Raptor's Chase | Aim down sights | Movement speed | +50% |
![]() |
1: Default | Incarnon mode | Bullet jump | +10% |
![]() |
1: Default | Incarnon mode | Sprint speed | +10% |
![]() |
1: Default | Incarnon mode | Bullet jump | +20% |
![]() |
1: Default | Incarnon mode | Sprint speed | +20% |
![]() |
1: Default | Incarnon Mode | Sprint speed | +20% |
![]() |
1: Default | Incarnon Mode | Parkour velocity | +20% |
![]() |
3: Swordsman's Celerity | Always active | Movement speed | +30% |
![]() |
2: Drifting Grace | Always active | Sprint speed | +20% |
![]() |
2: Drifting Grace | Always active | Slide | +20% |
![]() |
4: Evolved Ascension | Always active | Parkour velocity | +30% |
![]() |
4: Vaulting Leap | Always active | Midair jump height | +100% |
![]() |
2: Gathering Momentum | Melee combo: 2x or more | Movement speed | +5% × (combo - 1) |
![]() |
4: Ternary Vault | Always active | Midair jump count | +1 |
![]() |
1: Default | Incarnon mode | Bullet jump | +10% |
![]() |
1: Default | Incarnon mode | Sprint speed | +10% |
![]() |
1: Default | Incarnon mode | Bullet jump | +20% |
![]() |
1: Default | Incarnon mode | Sprint speed | +20% |
Trivia[]
- Incarnon is based on the word incarnate, which means to embody something, like a deity or spirit, in the flesh.
Gallery[]
Patch History[]
Hotfix 37.0.6 (2024-10-11)
- Fixed the Okina Evolution 3 Incarnon Challenge not progressing.
Hotfix 37.0.4 (2024-10-10)
- Made the following Evolution Perk changes to the Sybaris (Dex & Prime) Incarnon:
- Elemental Dominance
- Dex Sybaris: Increased base Status Chance from +10% to +15% (still doubles in Incarnon Form as intended).
- Sybaris Prime: Increased base Status Chance from +5% to +8% (still doubles in Incarnon Form as intended).
- Survivor’s Edge
- Dex Sybaris: Increased base Status Chance from +8% to +10%.
- Elemental Dominance
- Updated the following Incarnon Evolution descriptions to specify “Weakpoint Hits” instead of “Headshots”:
- “X% Critical Chance on Weakpoint Hits”
- “Weakpoint Hits charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.”
- “On Consecutive Weakpoint Hits.”
- Tweaked Okina Prime’s Incarnon dagger projectile VFX.
- Adjusted the Dera Incarnon’s end point VFX to be a bit smaller so that it doesn’t get mistaken as an AOE.
- Fixed Sicarus Prime’s Incarnon form Damage Multiplier being unintentionally high.
- The multiplier was stacking based on the amount of charges left in the gauge, which on an unmodded Sicarus Prime could reach up to 90x the damage it should be dealing. So we’ve fixed this unintended interaction.
- We still want the Sicarus Incarnon to feel impactful so we’ve made made the following buffs in light of the above fix:
- Base Sicarus Incarnon:
- Increased Feigned Retreat and King’s Gambit base Damage from +35 to +50.
- Increased Commodore's Fortune’s base Critical Chance from +14% to +18%.
- Increased Survivor's Edge Base Critical Chance and Status Chance from +9% to +12%.
- Sicarus Prime Incarnon:
- Increased Feigned Retreat and King’s Gambit Base Damage from +35 to +40.
- Increased Extended Volley’s Base Magazine Capacity from +9 to +12.
- Base & Prime:
- Increased Incarnon Charges from 90 to 120.
- Tweaked the recoil in Incarnon Form to make it less intense.
- Base Sicarus Incarnon:
- Fixed Sicarus’ Incarnon Evolution II “Feigned Retreat” Perk base damage buff (+35) not working.
- Fixed activating any Incarnon weapons counting towards Okina’s Incarnon Evolution III challenge (activate this weapon’s Incarnon Form 0/6 times in a mission).
- Fixed the Okina daggers in the Incarnon evolution screen being super close together. They are now spaced out so that there’s no sibling squabbles.
- Fixed “Sicarus Variant” (not a real thing) being listed in the Sicarus Incarnon tooltip in the Circuit reward path UI.
- Fixed swapping Perks in the Incarnon Evolution UI for the Dera, Cestra and Sicarus not updating correctly in the stats UI.
- Fixed crash in Cavalero’s Incarnon Market.
Update 37.0 (2024-10-02)
- NEW INCARNON GENESIS WEAPONS
Cavalero has new offerings for you, Tenno!
The following weapons now have Incarnon Geneses available to install. Earn them from The Circuit Steel Path reward track. Once acquired, visit Cavalero in the Chrysalith on the Zariman to have him install them to the corresponding weapons.
NOTE: These weapons will become available in the Steel Path Circuit reward track with the upcoming weekly reset on Monday, October 7th @ 0:00 UTC.
- They will also become available to purchase from Cavalero’s Incarnon Market (Chrysalith, Zariman) when they are offered in The Circuit on October 7th @ 0:00 UTC.
Dera (Base & Vandal)
Awaken this weapon’s ability to fire high power beams and gain Magnetic damage.
Sybaris (Base, Dex & Prime) Awaken this weapon’s ability to fire 4-round bursts and gain Blast Status.
Cestra
Awaken this weapon’s ability to increase its Critical Chance the longer it is fired uninterrupted.
Sicarus (Base & Prime)
Awaken this weapon’s ability to ricochet its bullets.
Okina (Base & Prime)
Awaken this weapon’s ability to spawn spectral daggers on kill. Daggers seek out enemies, applying max Cold Status Stacks.
Here is the updated Offering Rotation Schedule for the Steel Path Circuit with these new additions:
- Week 1: Braton, Lato, Skana, Paris, Kunai (this week’s offerings)
- Week 2: Boar, Gammacor, Angstrum, Gorgon, and Anku
- Week 3: Bo, Latron, Furis, Furax, Strun
- Week 4: Lex, Magistar, Boltor, Bronco, Ceramic Dagger
- Week 5: Torid, Dual Toxocyst, Dual Ichor, Miter, Atomos
- Week 6: Ack & Brunt, Soma, Vasto, Nami Solo, Burston
- Week 7: Zylok, Sibear, Dread, Despair, Hate
- Week 8: (NEW) Dera, Sybaris, Cestra, Sicarus, Okina (Monday, October 7th @ 0:00 UTC)
- CHANGES
- Changed the description of the Swordsman’s Celerity Incarnon Perk for the Anku and Bo.
- Removed the “With Melee Equipped:” portion as this condition did not work and was always applying the Movement Speed bonus regardless of whether or not Melee was equipped. So now it reads “+30% Movement Speed”.
- TOP FIXES
- Fixed Torid Incarnon’s poison cloud charging its Transmutation gauge while its Incarnon Form is active if it is modded for Blast.
- Fixed Incarnon Geneses of the Hate, Dual Ichor, Ceramic Dagger, Ack & Brunt, and Sibear missing the custom Melee Incarnon reticle.
- Fixes towards Incarnon Challenge progress not tracking on specific accounts when playing as Client.
- Certain challenges have been fixed, but we are aware that this issue is affecting many challenges for affected Tenno. We recommend attempting these challenges Solo or as Host while we continue to investigate.
- Fixed Primary/Secondary Incarnons losing their special Incarnon reticle if the Melee Retaliation Arcane is equipped
- FIXES
UI Fixes:
- Fixed activating Incarnon mode on a weapon while reloading not properly resetting the circle around the reticle.
- This UI element is used to denote both reload and Incarnon transformation, resulting in the Incarnon transformation appearing to be completed prematurely.
General Fixes:
- Fixed the Felarx and Strun Incarnon Transformations getting cancelled when shooting directly after triggering the Transformation. They will now match other Incarnon guns where a shot cannot be fired until the Transformation animation is complete.
- Fixed the Incarnon UI elements (such as the Transmutation gauge) appearing in Duviri missions for Incarnon weapons you do not own.
Hotfix 36.0.8 (2024-07-25)
- Fixed Melee Incarnons not displaying Incarnon charging UI for Clients with Melee Retaliation equipped.
Update 36.0 (2024-06-18)
- Fixed certain Incarnon Weapon stats showing as “0” and the UI showing a comparison state as if Mods had been equipped, when in fact they had not yet.
- Fixed repeatedly hovering over Praedos’ “Drifting Grace” Incarnon Evolution incorrectly increasing a Warframe’s Sprint Speed stat in the Arsenal UI.
- Fixed the Critical Multiplier from Braton Incarnon’s “Prelude of Might” perk not being indicated in the Arsenal stats (this was strictly a UI issue, the stats increase was applying).
- Fixed Ruvox Incarnon’s Damage stat not updating from Impact to Puncture when transformed to Incarnon Mode in the Arsenal stats.
- We’ve updated Incarnon Evolution descriptions across all Incarnon Weapons and Incarnon Genesis to improve overall clarity and be more consistent with Mods, Arcanes, and each other. For reassurance, the upgrades themselves have not changed, only their descriptions.
- For example, Incarnons which previously contained the phrase “Increase Critical Chance by
See Also[]
CollapseIncarnon | ||
---|---|---|
Zariman | ![]() ![]() ![]() ![]() ![]() | |
Sanctum Anatomica | ![]() ![]() | |
The Circuit (Incarnon Genesis) |
Week 1 | ![]() ![]() ![]() ![]() ![]() |
Week 2 | ![]() ![]() ![]() ![]() ![]() | |
Week 3 | ![]() ![]() ![]() ![]() ![]() | |
Week 4 | ![]() ![]() ![]() ![]() ![]() | |
Week 5 | ![]() ![]() ![]() ![]() ![]() | |
Week 6 | ![]() ![]() ![]() ![]() ![]() | |
Week 7 | ![]() ![]() ![]() ![]() ![]() | |
Week 8 | ![]() ![]() ![]() ![]() ![]() |
126 comments
For those who waited on week 8 again? go buy on cavalero is your best way
I find it crazy that there isn't a dedicated electricity based incarnon and that almost all of them are heat based. the only outliers are the torid(toxin) and gammacor(cold). Hopefully we get more in 1999.
Fulmin Incarnon Genesis for 2025!
Incarnon weapon challenges for evolution III for melee and secondary weapons don't register when entering a mission with Baruuk Equipped as you Warframe. The game does notregister ANY active incarnon challenges in mission.
Seems to not work in Survival Missions.
I was today years old when i learned that the stats gained from incarnon perks are higher or lower for different variants of the same weapon.
It seems like they are mostly set up so the weakest varient gets the strongest boost but sometimes the difference's are nonsensical
Until today I have now realized that you can remove an incarnon genesis from a weapon and it gets returned into your inventory
We need a Tigris Incarnon badly!
Sure would hate if they just let you pick any incarnon instead of having to wait 6-7 weeks for another opportunity.
But then that's 6-7 weeks to hold your interest and hopefully you spend some money during that time. All part of the F2P grind.
When you´re not the host incarnon challenges (and sometimes riven challenges) will not propper register. So avoid doing those on pubs... why? i dunno
No Loid has Albrecht's Incarnons blueprints.
I hope more unused/underused weapons get incarnons. there are so many.
There's some more incarnons coming down the line later this year
Incarnon Rota seems inaccurate
Please elaborate? If the highlighted week is wrong you have to purge the page's cache: https://warframe.fandom.com/wiki/Incarnon?action=purge
Oof this page is a mess. Trying to figure out how to get these weapons and there's just a bunch of information here, but nothing simply explaining what you need to do.
I put in a placeholder Acquisition section and moved the part from Mechanics that explains the Zariman weapons there, but the other weapons need explaining. So if someone knows, please add that information there.
I don't know if this is common knowledge or not, and I also don't know if it applies to the original five Incarnons, (it works for Genesis Incarnons and the two released alongside Dante) but you actually don't need to visit Cavalero to unlock each evolution tier, even though the notification prompts you to.
You can select a perk and unlock the next challenge immediately from the Arsenal, similar to how you swap them in the Arsenal.
On a related note, I really, really, wish I could save different evolution perk setups to different loadouts.
It's a new feature they added shortly before the Dante update actually
Adjusted the page by Separating out by weapon category (Primary/Secondary/Melee) and Alphabetizing
So I had the idea that it'd be nice to have a wiki module that compares different utility buffs from incarnon weapons. I could write the code for it, but I've never contributed to a wiki before so I don't know what would be expected of a tool like this in the long run or what the best or most appropriate way to shove it into the article would be - I understand that wikis are open source/community efforts, but I'd still feel weird making such a drastic change without at least asking publicly. Does anyone have advice to share on this?
I will use it if that exist, i think other people would like it too
The new "Melee Incarnon Reticle" is a bit much. Please have it as a toggle like with Ability Dots so my center view isn't so obscured.
I like it a lot better.
Currently incarnon weapons are outclassing non incarnon weapons by leagues. My arsenal has shrunk from around 40 commonly used guns down to about 8 because the incarnons are just so much better. Phenmor killed my veldt and prisma grinlok. Dual tox murdered my prisma twin gremlins, akjagara prime, and akbolto prime. The list goes on.
I just don't understand why some incarnon perks are so insanely good. If we had a gun get an incarnon perk that gave 2-5% additional base crit it would still function and be usable in SP, instead that same gun will have like +20% base crit. Like why? A lot of these perks push the base crit up to 40% or more causing the modded crit to be 300-400% in many cases. I get that they wanted to fix some bad guns but theyre taking a knife and turning it into a gatling gun that fires flaming swords.
Don't get me wrong I love the swappable customization aspect but im not a fan of random 400-800% total damage buff. It reminds me of when rubico prime first came out with its absurdly high stats. Or kuva bramma. I'm divided.. I love the incarnon idea but the power creep incarnon perks almost force you to use them. In SP missions now its often difficult to get kills if you aren't using an incarnon. Before incarnons you could use anything and be fine. Its like an arms race to compete for getting kills. Ironically the regular mode doesn't have this problem probably because non sp players tend to not have incarnons.
Maybe we need incarnons for literally everything? Or conversely maybe an incarnon rework to where those +25% cc perks are just 5% instead. I'm also very concerned how incarnons could affect a new player perspective. Imagine hopping into a mission as an Mr 4 trying to have fun only to have 3 aoe incarnon users commit genocide before you can even get 1 kill and you just stand there with your stupid useless panthera that you thought was cool.
Idk man
Wow, people really do find literally anything to argue about.
I think all points here are valid: yes, Incarnons are busted. Yes, they are endgame weapons. They do outclass most of the old high end weapons, which is sad. That is the unfortunate downside of power creep. DE likely won't change much about them just because people have fun with them regardless of what the old meta was.
Yall are wayy to defensive of your kill sticks. A rework wouldn't destroy the cool super sayan guns. While I don't think they'd rework Incarnons, the worst they'd do is likely just a bit of stat balancing, which probably wouldn't change the top picks anyway.
Sorry but this implies ALL OTHER WEAPONS are literally unplayable in the end game...
That is false on so many levels its insane.
Warframes power creep comes from modding and warframe abilities the most. Im still using a gun thats over 4 years old on frames with no offensive defensive or damage dealing abilities. Just an arcane some corrosive and galv mods can carry you through literally everything 99% of players will ever do in this game.
No Brenton, its an A vs B thing, not B is now useless. I can now down SP enemies for three hours straight by pressing 1 button on dual tox incarnon, someone using a Tysis cannot. The guy using the Tysis won't have much fun simply because his gun is not an incarnon. If this occurs in a low tier mission the mr10 Tysis user will be discouraged from playing the game, or at the very least learn not to use any non incarnon guns. Which in turn will nearly force them to try to get incarnons themselves. It isn't fair to new players in the slightest, incarnons are a totally different breed of weapon, not just a mild upgrade.
The thing about abilities is a moot point in regards to an A vs B weapon comparison but I'd agree.
That is... so objectively wrong on so many levels its no wonder you all are sprouting such nonsense when you believe stuff like that. Of course you're a toxoid tourist though idk what else i expected of you. I HAVE incarnon weapons purely because they are so annoying to use with multiple modes. I prefer a weapon that i dont have to micro manage.
To prove you wrong as well have this video i found.
https://www.youtube.com/watch?v=i2zf1wnXH0c
Is it god tier? No. Does it still kill stuff? Yes. Does it prove my point that ANY weapon can at least function of modded even semi competently? Yes. This isnt how i would mod it but even on a mid tier build it still kills in steel path proving my point that you DONT have to sacrifice WHAT YOU WANT TO USE for efficiency... Maybe if you played something other than the most busted weapons each update you might experience more fun yourself :)
Dunno if anyone else in the comments has mentioned this before, but I think I found an issue with the "All Incarnons Equipped" mission --- if you're playing a Frame that has exalted weapons as one of their powers (Like Mesa's Regulators or Titania's set), then the challenge seems to not count.
These kind of challenges usually fail when you equip anything other than said weapon. there shouldn't be a problem if you don't use mesa's pistols (i mean related ability) or don't transform into razorwing while using titania.
Is this true? Activate once, last 90 seconds and gone. If true, this is useless.
You can reactivate incarnon form after the 90 seconds. You can't refresh the 90 seconds by executing a heavy attack while incarnon form is active.
Week 5 is goated, all S tier incarnons lol