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NysekZePope

Complete Guide to Skills and Mutations

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You may Not Copy, Reproduce Or repost or Upload anything contained within this guide without including credit to it's owner

Now I am sure I don't require to warn those involved, however this will be quite a wall of text. I will attempt to keep it detailed without killing your eyes, no promises tho.

Also to make sure others know, I will use the term Gammina™ quite often. For those who do not know, it's a mixture of gamma/stamina. Thus why I will claim Nysek is made of pure Gammina™!

All snares/stuns after fading provide immunity to all CC (Crowd Control) effects for 10 seconds, make sure to pay attention to not waste your snares/stuns.

Skills
Finding your skill/mutation cap for passives is as simple as adding the two stat modifiers together. For example, at 55 your max stats are 98 and thus your "cap" is 196. This does not mean 25% to 75% of the stat, this is the entire stat that is a modifier. This will be shown for passives constantly throughout this guide.

Please remember ALL SKILLS/MUTATIONS ROUND TO THE NEAREST WHOLE NUMBER

Modifiers for skills/mutations can be found under your "Attributes" menu : Default hotkey (v)

Forumula : M1 + M2 = AP
 

Quote

M1 = Modifier 1
M2 = Modifier 2
AP = Skill Cap

 

 

 

Example : "Primal"
 

 

 


M1 = 98 Strength (75%)

M2 = 65 Willpower (25%)

Thus we need to remove 25% of strength and 75% of willpower to find out next totals
Quote

98 Str - 25% = 73.5 (Could round up to 74)
65 Wp - 75% = 16.25
73.5 + 16.25 = 89.75 (Using this as an example, if it was 89.5 I'd still round up.)
89.75^ = 90
90 * 2 = 180
180 is your "maximum" Primal

 

 

Tradeskill - Is the only skill line that can scale with odd, instead of even, numbers.

Please remember ALL SKILLS/MUTATIONS ROUND TO THE NEAREST WHOLE NUMBER

 

Quote

98 int - 25% = 73.5
95 perc - 75% = 23.75
73.5 + 23.75 = 97.25
194.5^ Tradeskill = 195 Tradeskill

 


 

Armor Use
Do not invest more than numbers listed in this guide for % scaling, any higher/lower than the scaling listed will only result in loss. 1.1% is still 1% passive.

 

  • Passive(s)
  •  
  • Raising this skill-line will increase your character's resists to all damage types, depending on your maximum level. This scales from 1% to 15%.
  • The way to find each percent increase is to divide the "cap" of Armor Use depending on your current level. At 55 this is 13.06 per 1% passive.

    This means at 55 you gain 1% at the following ranks
    • 1% to 5% : 14/27/40/53/66
    • 6% to 10% : 79/92/105/118/131
    • 11% to 15% : 144/157/170/183/196
    • 16% to 17% : 210 and 223
      • Must be attained with the new augmentation system.


    Forumula : E + C = AU/15 = AP
    Quote

    Max endurance for your level = E
    Max coordination for your level = C
    Armor Use Cap = AU
    AP per 1% passive = AP

     

     


    Abilities
    You may only run one stance at a time.
  • Dreadnaught Stance - You will apply a stance that will increase your primary resist spread, however you will be reduced in speed. Generally this is a "PVE" stance, I'd never recommend it in PVP as the last thing you need it something slowing your character down. The slower you are, the easier you are to hit.
     
  • Soak Elements - You will apply a stance that will decrease your primary armor, however this will bolster your secondary/tertiary resists. This is great for countering Lunatic/Jackal users, however you will require to have Calibration or Green Paste to off-set it's negative effects.. otherwise you will only counter the Jackal's damage. I highly recommend only using this if someone is running Calibration in your group or you're using Green Paste as your food consume, unless you enjoy taking harder skillshots.






 

Dirty Tricks

  • Dirty Steel - Places a DoT on your next hit, can be dispeled up until rank 6. Stacks with all DoT's other than of course lower ranks of it. It also stuns NPCs for a short time.
     
  • Kneecap - Snares your target for the next attack you make while activated, at rank 6 this ability is the hardest snare to remove in-game. You will require Shake it Off 6 to dispel Kneecap 6.
     
  • Sabotage - Reduces your target's armor for a set duration which stacks with all other armor debuffs. If the target is an NPC their physical damage by the percent listed on it's skill. The percent reduction is applied before resists/dodge/etc. Thus it can be extremely powerful when used properly.






 

Dodge
Do not invest more than numbers listed in this guide for % scaling, any higher/lower than the scaling listed will only result in loss. 1.1% is still 1% passive. Unlike Armor Use you can get gear modifiers to maybe spend a few more AP to squeeze an extra %.
Passive(s)

  • Raising this skill-line will decrease your enemy's chance to land a critical hit on you and lower their armor penetration.
     
  • By "reducing" armor penetration and critical hits on your character, this means based on their critical chance and total armor penetration %. So even with 36% passive, you'd reduce 196 precision (19.8% crit) by 7.128%. Or when considering power a 9.63% armor penetration build would be reduced by 3.4668%. Long story short, it's not worth investing into as a "main" source of defense.
     
  • The way to find each percent increase is to divide the "cap" of Dodge depending on your current level. At 55 this is 5.44(repeating) per 1% passive. You can go over the 196 cap with equipment modifiers.

    This means at 55 you gain 1% at the following ranks
    • 1% to 10% : 6/11/17/22/28/33/39/44/49/55
    • 11% to 20% : 60/66/71/77/82/88/93/98/104/109
    • 21% to 30% : 115/120/126/131/136/142/147/153/158/164
    • 31% to 36% : 169/175/180/186/191/196

 

Forumula : P + C = D/33 = AP

Quote

Max perception for your level = E
Max coordination for your level = C
Dodge Cap = D
AP per 1% passive = AP

 

 

 

Abilities
You may only run one stance at a time.

 

  • Duck and Weave - This stance reduces 5% of all damage that hits you, this is calculated before any other increase/reductions you or your enemy have. So if your enemy's weapon does 100 damage, it reduces 5 of that. If they activate a skillshot on top of that for 140, it reduces 7 of that. Then your dodge and resist come into play and obviously your enemy's armor penetration. The only problem with this stance is it takes from 50% (maximum) down to 20% (minimum) of your maximum stamina, scaling down by 5% per rank until rank 5 which scales down by 15%.





 

Escape Artist
Passive(s)

  • When crouching, prone, or walking you will become invisible to your enemy's radar in PVP. This means no indication on the mini-map showing your location for players not in your group.
     
  • If a player selects you, passive doesn't work
     
  • During this time your name, title, and faction bar will also be hidden. Obviously disabled for group members.
     
  • Escape Artist scales in a odd manner. I will explain below. The numbers below are proven to promote complete radar immunity while prone/crouched while moving. Also other fun facts, isn't entirely impressive but nice to know the values. It seems to start at 2.26 and lower to 2.25. The values below are based off of no perception, 170 pistol/rifle skillcap, 185 pistol/rifle skillcap, and full on perception.


 

Formula : P*(Ratio) = EA requirement for "stealth" effect

 

  • 65 Perception - Escape Artist 147 required : 2.26 Ratio
  • 72 Perception - Escape Artist162 required : 2.25 Ratio
  • 87 Perception - Escape Artist 196 required : 2.25 Ratio
  • 98 Perception - Escape Artist 221 required : 2.25 Ratio


 

Fun facts

  • Taking offensive action reveals you on the map for 10-11 seconds.
  • Supportive skills/mutations will not reveal you.
  • Taking damage does not reveal you on the radar.



 

Abilities

  • Dash - Increases your movement speed for 6 seconds while hitting 25% of your current stamina. This will also reduce your weapon skills by 50%, thus lowering your damage. It is recommended you do not use this when attempting to apply DPS to a target you are chasing. At rank 2 movement speed is increased by 35% and cooldown reduced to 90 seconds.
     
  • Save Yourself - You increase your HP for a set amount of time, healing yourself for the increased amount compared to your "maximum" HP. You may wish to be careful as if you fall below the amount of HP granted from this ability your character will die. For example if you have 1000 HP and reach 1200 HP with it active, if you are at 200 or below when it wears off, you die. Think of it is imaginary HP.
     
  • Misdirection - The most powerful ability in this skill-line, it will provide a boost to all resist type for 30 seconds with a 60 second cooldown. This single ability is amazing if you're able to afford spending AP into it, it will counter most (if not all) armor debuffs towards yourself. In some cases, give you 50% resists to every damage type regardless of enemy armor debuffs or penetration.
     
  • Shake it Off - Removes snares and DoT effects on yourself, has a 1 second cast time, 30 second cooldown, and can be used while attacking.






 

First Aid

  • Resuscitation - This skill can be used to revive a target, during this time if you take any damage or shoot/swing it will be canceled. You can, however, use mutations. This is idle for if you're reviving an ally and require to heal another, thus empathic/nano heals can be used. Be careful tho, your fallen ally will not beable to act as soon as they get up, so be ready to give them a heal if someone can do harm to them.
     
  • Renew - Single target snare and DoT remover with 2 second cast time, cancels if you attack, 40 second cooldown, and is a bit weaker than Shake it Off but is highly recommended to have this ability at least if you plan to PVP.
     
  • Stanch Wound - The stronger mobile heal a player can cast on themself, however you cannot swing/shoot while using it. Be careful as you need to make sure you are targeting yourself or an ally (within 5 meters) as you can heal an enemy if you use it at the wrong time.
     
  • Suck it Up - Dispels DoT's from your target, all snares are dispeled within 1 or 2 casts of this ability. As for DoT's I recommend only using it in combination with Preservation, meaning if you use Preservation and a DoT is still applied you hit SiU to finish the job.






 

Group Tactics
You may only run one aura at a time.

  • Combat Endurance - Aura that increases your entire group's dodge (melee and range defense) starting at 10 with a maximum of 60. This will reduce enemy critical chance and armor penetration on your group and of course yourself. At the maximum rank you will get 11% of dodge's passive.
     
  • Give Em' Hell - Aura that increases your team's power up to a possible maximum of +90, this translates to 2.78% armor penetration . I will explain armor penetration once we get to power.
     
  • Offensive Coordination - Aura that increases your team's precision up to a possible maximum of +60, this translates to 6.06% crit chance. This also increases your stamina regeneration as well, all of which is effected by  rank.
     
  • Overwhelm - This ability reduces the targets armor and melee/range defense (dodge) depending on the rank, it will also mark the target in a white smoke so others notice as well. Think of it as a method of "target calling", especially for those that may not be on your voice comms. If you notice this is on an enemy, assume others are making an attempt to attack this target, take them out ohmy.gif





 

Heavy Weapons
This skill tree unlocks at level 40 and you may train heavy weapons to 165 to 195 to use respective grenades or launchers accordingly. Grenades unlock at 150 to 180.
Is not effected by power, precision, or rifle skill. Tested and proven 6/6/13!
Requires LoS of targets hit, this means you cannot shoot around a corner and hit someone that you can't see. You must at least see "part" of the character's body to "land" the hit.
Abilities

 

  • Caltrops - Snares your target and any other targets (this can include yourself) in said radius. This snare is extremely hard to dispel.
     
  • Soften Em' Up - Lowers your target's piercing, fire, and acid resists along with reducing reflex saves. This effect works the same as Caltrops in terms of AoE'ing players around your target as well, be careful please. This effect cannot be dispeled.
     
  • Suppressive Fire - This stance gives 5% to 10% extra damage for your Grenades, Heavy Weapons, and Mutations. Sadly does not effect DoT's sad.gif






 

Melee
Most weapons do have +X weapon skill and there is equipment you can also attain modifiers on.
Passive(s)

  • Depending on your weapon skill compared to the melee weapon you have, your weapon will do either less or up to full damage. This cannot go lower than .5%, supposively, but can result in 0 damage per swing. (This means you can still equip a weapon while having lower weapon skill, I'd write a complete guide on this but just find out the percent of AP missing to find out the amount of damage you lose per swing)
     
  • Increases your armor penetration, with melee weapons, up to a possible .97% at skill cap. For those interested, at level 55 it's .485% per 98 into the skill.
     
  • Increases your critical chance, with melee weapons, up to a possible 2.2% at skill cap. For those interested, at level 55 it's 1.1% per 98 into the skill.
    Did not list formula/scaling as I couldn't find a way to explain it easily to others reading this guide, sorry. Not to mention the fact it's only a huge deal end-game as you don't have to worry about leveling which will effect the skill cap.


 

Abilities

  • Charge - Increases your movement speed for a short time, if you shoot/swing during this ability it will dispel so be sure to reach your target before doing so. Has a 40 second cooldown.
     
  • Provoke - Can taunt NPCs to attack you, is much more effective at higher ranks. If you are not doing any damage to the NPC without refreshing this ability, the NPC will just continue to attack the highest DPS target. This will also block the target effected by this ability from using "Charge" of lesser ranks, based of investment (Rank 3 Provoke will block/remove Rank 1 Charge) while reducing their melee/range defense (dodge) for the duration.
     
  • Bloodlust : This stance will increase your melee skill by a set amount, only one stance can be used at a time. If you lack any stance in your build it is strongly recommended to use this for a melee build just to save AP.






 

Pistol
Passive(s)

  • Depending on your weapon skill compared to the pistol weapon you have, your weapon will do either less or up to full damage. This cannot go lower than .5%, supposively, but can result in 0 damage per shot. (This means you can still equip a weapon while having lower weapon skill, I'd write a complete guide on this but just find out the percent of AP missing to find out the amount of damage you lose per shot)
     
  • Increases your armor penetration, with pistol skill weapons, up to a possible .97% at skill cap. For those interested, at level 55 it's .485% per 98 into the skill.
     
  • Increases your critical chance, with pistol skill weapons, up to a possible 2.2% at skill cap. For those interested, at level 55 it's 1.1% per 98 into the skill.
    Did not list formula/scaling as I couldn't find a way to explain it easily to others reading this guide, sorry. Not to mention the fact it's only a huge deal end-game as you don't have to worry about leveling which will effect the skill cap.


 

Abilities
You may only run one stance at a time.

  • Perfect Timing - Increases your Precision by a set amount for 6 seconds and will increase your critical chance for all attacks made during this time.
     
  • Incendiary Strike - Will apply a fire DoT on your next attack.
     
  • Desperado : This stance will increase your pistol skill by a set amount, only one stance can be used at a time. If you lack any stance in your build it is strongly recommended to use this for a pistol build just to save AP.






 

Power
Only DT and GORE pistols have decent modifiers. There is equipment you can also attain modifiers on.
Power can continue to be increased by outside modifiers, please take these into account when maximizing armor penetration.
Passive(s)

  • Increases your armor penetration by up to 6.07% when at the cap for your level. At level 55 this scales by 32.2899 per 1%. Be warned that only whole numbers count when calculating total, so 5.5% is still 5% armor penetration until you get another .5%.
  • Armor Penetration effects your targets armor percentage. If your target only has 60% after fully buffing, if you have 8% armor penetration, you will reduce it to 52. If the target is over-buffed which comes out to 64%, with the same 8% armor penetration, it acts like they had 60% so they will still be at 52% until armor debuffs are applied which will then factor their "overflow" armor as normal resists.
     
  • This does mean if the target is at 0%, it will go into the negatives.

 

  • This means at 55 you gain 1% at the following ranks
    • 1% to 3% : 33/63/97
    • 4% to 6% : 129/162/194 - I stopped here because 2 AP for .07 isn't worth mentioning.
    • 7%+ : Continues scaling by 32.2899, do remember if you use a 195 weapon you passively get 0.6965% armor penetration.
    • There is no "limit" to power. Please remember you get .7 armor penetration from 196 weapon skill.


Example : To hit 6% armor penetration without stance, you may go 164 power and 195 weapon skill.

 (5.0789% via power and .9215% via weapon)
 

Forumula : S + E = P/6.07 = AP

Quote

Max strength for your level = S
Max Endurance for your level = E
Power Cap = P
AP per 1% passive = AP

 

 

 

Abilities

Attack Posture - Stance that increases your power by a set amount while decreasing your precision. Obviously this will increase your armor penetration but reduce your critical chance if you have invested (or have gear) that increases precision. This does not mean to ignore precision while using this stance.

Dent Armor - On your next attack you will reduce your targets armor, this will stun NPCs for 2 seconds as well. Stacks with all armor debuffs.





Precision
Precision can continue to be increased by outside modifiers, please take these into account when maximizing critical chance.
Passive(s)

 

  • Increases your critical chance by up to 19.8% depending on your skill cap.
  • Critical Attacks increase you damage from 50% (Known minimum) to it seems a maximum of 80% (Requires further testing on 80%)
  • This can be increased by gear/aura/stance/GTC/TC modifiers as well.
  • Just like power, if you do not reach a whole number in percent you will only gain that amount. 19.8% is still 19% until you find another .2 crit chance.

 

  • This means at 55 you gain 1% at the following ranks - 9.89 per 1%
    • 1% to 5% : 10/20/30/40/50
    • 6% to 10% : 60/70/80/90/99
    • 11% to 15% : 109/119/129/139/149
    • 16% to 19% : 159/169/179/189
    • 19.8% : 196
    • Just like power, this does not have a limit and continues beyond 196. Make sure to scale by 9.89 per 1% and remember with 195 weapon skill you gain 2.185% critical chance passively.
      • A good example of this is how I run 187 (18.89%) precision  and 195 (2.185%) weapon skill for "maximum" critical chance on my sniper troll setup, as 188-196 doesn't give me my next 1% unless I use other buffs to push it farther.


 

Forumula : D + P = C/19.8 = AP

Quote

Max dexterity for your level = D
Max perception for your level = P
Precision Cap = C
AP per 1% passive = AP

 

 

 

Abilities

  • Concentration - This stance increases all weapon skills by an amount depending on rank, it also increases precision by the same amount. The downside to this stance is that it will decrease your melee/range defense. This allows alot of AP to be saved when used for multi-weapon builds, or just saving AP while going pistol. The only downside to this stance is that it reduces power sad.gif
    • Power is still extremely useful to have, but don't stress it to much unless you have the AP or at least are using equipment/auras to offset the power reduction.

     
  • Precise Hit - Increases your damage for your next attack by a percentage, if you miss you do not get a second attempt, if you hit your attack gains the bonus damage for that single attack, and will also slow NPCs hit while this ability is active.






 

Rifle
Most weapons do have +X weapon skill and there is equipment you can also attain modifiers on.
Passive(s)

  • Depending on your weapon skill compared to the rifle weapon you have, your weapon will do either less or up to full damage. This cannot go lower than .5%, supposively, but can result in 0 damage per swing. (This means you can still equip a weapon while having lower weapon skill, I'd write a complete guide on this but just find out the percent of AP missing to find out the amount of damage you lose per shot)
     
  • Increases your armor penetration, with rifle weapons, up to a possible .7% at skill cap. For those interested, at level 55 it's .35% per 98 into the skill.
     
  • Increases your critical chance, with rifle weapons, up to a possible 2.2% at skill cap. For those interested, at level 55 it's 1.1% per 98 into the skill.
    Did not list formula/scaling as I couldn't find a way to explain it easily to others reading this guide, sorry. Not to mention the fact it's only a huge deal end-game as you don't have to worry about leveling which will effect the skill cap.


 

Abilities

  • Agonizing Wound - On your next attack you will slow your target.
     
  • Bull's Eye - Increases your damage for your next attack by a percentage, if you miss you will lose this effect, but if you hit you will gain the bonus damage for that attack.
     
  • Marksman : This stance will increase your rifle skill by a set amount, only one stance can be used at a time. If you lack any stance in your build it is strongly recommended to use this for a rifle build just to save AP.





 

Social
I do not have enough experience with social to understand it's scaling, as sell/buy price is also effected by an NPC's level. So you can infact sell items at top profit when it's much lower than your current level. So I cannot post a formula or scaling system.
Passives

  • Increase sell price of items to NPCs up to 35%
  • Decrease cost of items from NPCs up to 40% (GTC will also stack with this effect)


 

Abilities

  • Diplomatic Immunity - Is a single target primary, secondary, and tertiary resistance buffer which also increases dodge (melee/range defense). It lasts 15 seconds with a 60 second cooldown. If used on self it will reduce the amount by 50% (If the buff claims to buff for 800 primary resists it will only do 400 on self) which is for all benefits of this buff.
     
  • Inconspicuous - Reduces agro generated from NPCs towards you, must target NPC. Sadly I never found this skill useful either, easier to just stop DPS for a moment if I don't want agro from NPCs. (In a group, that is)

    You may only run one aura at a time.
     
  • Motivational Speaker - Amazing aura that increases your entire team's healing by 3% to 15%. I only recommend going to 12% on PVP builds unless it has synergy with your build. Makes social amazing for PVP when done properly.
Edited by NysekZePope
Corrected power/weapon scaling
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Mutations

  • First rule of mutations, never increase your Willpower. The returns in terms of AP are not cost effective, Willpower is the worst stat in the game.
  • Second rule, always make sure your mutations have synergy with your build.
  • "Toggle" abilities are the only ability you can use multiple of, remember this.
  • Due to recent changes mutations can be a viable source of damage output, but be warned this can stress your gamma pool.
  • Due to recent changes, offensive mutations will be noted if they can be used while moving/attacking.



 

Follow the same formula to find AP caps as I did for skills.




Empathic

 

  • Benevolence - A single target heal that requires you to stand still to cast, this heal does heals twice as strong on other players. You may also break the animation/cast early and still attain the heal, however this takes a decent amount of practice. This is one of the most common heals used in cross-healing. Do not ignore it. This mutation has a 30m range. Can be used while attacking.
     
  • Restoration - A single target HoT (Heal over Time) that lasts 5 seconds, this can be used while mobile. This is great for healing yourself but amazing when healing others, recommend opening with this heal when crosshealing as it is instant cast. This heal can easily save a player (or yourself) when used properly. It is the second longest range single target (effective) heal in the game. Restoration has the worst gamma to health ratio, so do not spam it, make sure whenever you use it that you wait out it's entire timer. Can be used while attacking.
     
  • Preservation - Another single target ability, however this one does not heal. It allows you to dispel DoT's from your target. This ability can also be used while moving. Can be used while attacking.
     
  • Share Life - Single target ranged revive, just like Resuscitation you cannot take damage or move to preform it. It has the lowest cast time of any revive, however, it takes 60% of your HP to preform at the end of the cast. Be ready to heal yourself as it hits. Please be mindful, you can cast Stanch while using this ability on yourself to off-set it if timed properly.
    • You will require Line of Sight of your target and it will only work on targets within 5 meters of you.
    • Cannot be used while attacking, if you attack while casting it will be canceled.





 

Enhancement

 

  • Ablate - A stance that increases primary, secondary, and tertiary damage types. This is the most effective stance for a supportive character, however, it lowers your power/precision. It is recommended when using this stance to ignore power (As you will not beable to get enough to matter) and instead to invest the AP not spent into power to increase your precision.
     
  • Calibration - Aura that gives your group increased primary resists, this helps negate some of the armor cuts in the game. This is the superior aura of this mutation-line, as most of the damage dealt from players/NPCs in FE is physical. Obviously there are times where secondary/tertiary damage types are dealt, which brings us to the next aura.
     
  • Resilience - Aura that gives your group increased secondary/tertiary resistance, this was recently changed as of 9/25/13. Will post ranks later. (Max is 315 and 415 secondary/tertiary)





 

Illumination

 

  • Endless Reserves - Restores the caster's team's Gammina™ when used, does not apply to the caster tho. Amazing for long fights even if it has a 2 minute cooldown.
     
  • Meditation - Aura that is extremely strong at boosting Gammina™ regen for your team, it also has a secondary effect that boost mutation damage by a percent.
    • This does not effect any DoT's under mutation lines... sadly. It also does not effect Denial or Syphon Energy under Suppression.

     
  • Enlighten - Increases your team's maximum Gammina™ pools by up to 50. It is recommended to run this if your team already has someone running Meditation as a "backup" aura.





 

Nano-Manipulation

 

  • Filtration - The most effective and longest range heal in the game (effective heal) while also having the best gamma to HP ratio. The only drawbacks to this ability is that you must equip it, aim it, and fire it at your target (right click by default) which can lead to healing an enemy without meaning to. This heal can also not be used on the caster.
     
  • Vital Osmosis - Currently is a pbAoE (Point Blank Area of Effect) group heal, which does not heal the caster, with a long cooldown. It is "suppose" to heal only team/raid members within 30m and within LoS (Line of Sight, meaning you must beable to shoot/see an ally). This ability is amazing to heal your entire group, nothing in-game can replace it's raw healing potenial. You must also stand still while casting (must like Benevolence) to an extent or it will not work.
     
  • Revitalization - Increases your team's HP regnetation for a short time, this increases their regeneration for at least 5 "ticks" of regen. It's not extremely effective, but it does add to EHP (effective HP) if you survive long enough and is recommended to use during teamfights. This does not mean it is "trash" for solo play, it is just far more viable in group play.
    • Cannot be used while attacking, if you do it will cancel mid-cast.

     
  • Reconstruction - Extremely long casting cone AoE revive, this is most likely the least used ability in PVP. Like other revives, you cannot move nor get hit to use this ability. As it isn't easy to use until after a fight and by the time you cast it most of your team will be revived. However, if you can pull this off mid-fight make sure your Vital Osmosis is ready to heal anyone you revive. I have effectively done this for 15 group fights, it completely changed the fight as I normally would revive 3-5 targets at once. This is an extremely hard revive to use thanks to LoS checks like "Share Life".
    • Cannot be used while attacking, if you do it will cancel mid-cast.





 

Patho-Transmission

 

  • All abilities under this line can be ussed while moving and attack.
     
  • Thwarted Intentions. - Applies a debuff to your target that reducing healing effects on that target, recommended to use when the target is primary or when it needs heals badly. This will change the course of a fight, quickly, and sadly is not effective at all in PVE.
     
  • Sapping Sickness - Long range targeted AoE % snare, based on rank. This cannot hit anyone in your team and hits up to 8 targets. Snares are very easy to remove in the current system, however currently it is bugged and does not show an icon on your buff/debuff window. It is very easy to confused players not expecting it, take advantage of it.
    • If the targets effected are NPCs they will also have their physical damage reduced for the duration, does not take with Sabotage.

     
  • Wracking Pains - Single target HP regen and Gammina™ regen debuff, this means for the duration it's on your target will have a slightly harder time keeping their resources up.







 

Primal

 

  • All abilities under this line can be ussed while moving and attack.
     
  • Beast Might - This adds damage to your next attack at the cost of HP by a percentage. This is the most effective skillshot in the game, far superior than "Bull's Eye" or "Precise Hit". This is because it's resource is HP. If you, or an ally, can keep your health up it is frankly OP (Overpowered) and will be abused by many players in PVP if they are "heavy hitters".
     
  • Primal Vigor - Toggle that increases your HP at the cost of 50% gamma, so in terms of crosshealing you will be cut a bit short in your effectiveness for long battles. It's great if your team can sacrifice crossheals, not so much if your group is not effective in this area.
     
  • Rampage - Short term duration buff that increases primary armor, precision, and power. Once it the buff fades you will have the same amount of armor/precision/power reduced. This is extremely effective to take down a target quickly but obviously can hurt you once you receive the debuff afterwards.






 

Sonic

 

  • All abilities under this line can be ussed while moving and attack.
     
  • Catastrophic Dissonance - Is a single target snare, doesn't require aim, but can be quite expensive to use.
     
  • Rending Vibration - A cone AoE DoT that has a minute long cooldown that deals sonic damage. This ability does not hit group members in PVP. This is very ideal for stopping players from using combat revives, in pvp, within a large stack of players who is not part of your group.
     
  • Sonic Lance - Damages a single target and reduces their dodge (melee/range defense) for 10 seconds. It is not amazingly strong but can be helpful when you need that final hit or are focusing down a target in PVP with "burst".





 

Suppression

 

  • All abilities under this line can be ussed while moving and attack.
     
  • Denial - Applies a Gammina™ nuke effect on your next attack, however, it will not apply the swing/shot damage for that attack. This is great for after an enemy attempt to use their reserves, or to quickly surprise them and scare them into not using abilities that use either to hastefully in a fight. This is not very effective in PVE, infact I'd never use it on a PVE character.
    Currently is "most likely" bugged and does not benefit from Meditation's X% damage aura, it is already reported so hopefully it's addressed.
     
  • Siphon Energy - Will drain gamma from your target and giving half of the amount drained to the caster and their team, again is used to drain enemy reserves to force stress to that resource. Once again, I would not use this in PVE as it's only truely effective in PVP. It does, however, still gives your team gamma in PVE.
    Because this is a drain, it is possible it's "intended" for it not to benefit from Meditation's mutation damage buff. So don't expect to get +20% boost to it's offensive gamma attack.
     
  • Sap Stamina - Will drain stamina from your target and giving half of the amount drained to the caster and their team, again is used to drain enemy reserves to force stress to that resource. Once again, I would not use this in PVE as it's only truely effective in PVP. It does, however, still gives your team gamma in PVE.
    Because this is a drain, it is possible it's "intended" for it not to benefit from Meditation's mutation damage buff. So don't expect to get +20% boost to it's offensive gamma attack.





 

Telekinesis

 

  • All abilities under this line can be ussed while moving and attack.
     
  • Always Armed - Applies a DoT that lasts 5 seconds with a 5 second cooldown. Great for pulling, dealing extra damage, and blocking revives if you PVP.
     
  • Bend Metal - Single target equipped mutation primary armor debuff, this is the most powerful method of armor reduction in the game. Will cause weapon delay, you may have to wait a brief moment to attack.
    • Currently, it has a 3 second cooldown and 30 second duration.
    • It's weakness is it's large gamma cost over time, if applied to the target (or targets) consistently.

     
  • Propel - Deals a large sum of crushing damage to your target, great for finishing off targets or just applying heavy "burst" damage.





 

Thermal Control

 

  • All abilities under this line can be ussed while moving and attack.
     
  • Cold Snap - Deals cold damage to your target.
     
  • Hypothermia - Low cooldown but cold DoT, this is much more effective than the fire DoT on this mutation line. Mostly because if dispeled you can reapply it within 5 seconds, you can easily use this to drain your enemy's gamma resource (if they are dispeling it) in certain situations.
     
  • Molotov Cocktail - Strong fire nuke, again has a huge gamma cost. it is recommended to use this for killshots/burst more than anything else.
     
  • Napalm - Long cooldown but moderately strong fire DoT. It has a very low duration of 5 seconds, if your enemy is constantly dispeling this fire DoT (quickly) it is recommended to not to recast it due to the fact they will instantly dispel it. You should then switch from this ability to "Molotov Cocktail" to get more effective DPS with less gamma cost.
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Recommended AP scaling

Skills

Armor Use - Must have in PVP to 131+
Scale based on passive, always. Abilities under this line are not as important.
Scaling - 14/27/40/53/66/79/92/105/118/131/144/157/170/183/196

Dirty Tricks
Only skill-line that can go based on any skill's scaling, as all of it's skills are effective. Double click the skill-line to see the skills, Sabotage and Kneecap would be wise choices to scale your investment off of.

Scaling PVP - 70/75/100/105/130/135/160/165/190/195


Dodge
Scale based on passive and possible "Duck and Weave" upgrades, if you plan to use the stance.


Escape Artist
Recommend basing it off of Dash, Misdirection, or Shake it Off.

Scaling - 30/57/60/90/105/120/132/135/150/165/180/195


First Aid - Must have in PVP
You must get 162 to get "Suck it Up 6" to effectively preform in PVP, otherwise you can get away with just "Resuscitation" or lower tiers of "Stanch Wounds". It is recommended to at least get 156 for PVE characters for self-sufficient healing.
Recommend Scaling- 39/156/174/186


Group Tactics
Focus on Overwhelm, otherwise you will make sure to focus on "Offensive Coordination" and "Give Em' Hell". Highest I'd go personally is 180, but 189 if you can fit Overwhelm 5. You could get 192 for the final "Combat Endurance".
Scaling Simplified : 30/60/69/90/120/150/159/162/180/189/192


Heavy Weapons

  • 150 for Grenades (Going any higher for grenades is pointless)
  • 165 for PVP, thus unlocking the first launcher. Any higher than this is a waste of AP for PVP. If I personally went HW, I'd always go 165 tho.
  • 195 for PVE, sadly the scaling of this weapon in PVP only nets an extra 12 damage along with 5 DPS. Needless to say it's depressing :(
  • Again, does not require rifle skill so do not worry if you have rifle skill or not.
  • 195 is still useful if you plan to maximize damage output or use the healing launcher (Which requires 195 First Aid as well as 195 Heavy Weapons)

Scaling : 165/195


Weapons

Melee
Depends on the weapons you use, thus I can't recommend a scaling outside of "Make sure your melee AP is high enough for your weapon when it's equipped."
Please note, 185 melee using a Volatile weapon that requires 195 when it has a +10 modifier means once it's equipped you have 195 :P


Pistol
Recommend at least getting 150-153 if using Desperado. If you plan to use Attack Posture you must consider if you have a traveler/tech t-shirt as well as the pistol you use. 188 will allow use of Heavy AP pistols before additional augmentation (188 + 4 + 3 = 195) which you may tweak it further.


Rifle
Scaling based off your weapon, when it comes to late-game sniper rifles you get a +10 modifier so you can easily go 170 rifle to use a 180. This also allows access to 164 shotgun unlocks with ease without a faction shirt requirement.

If you plan to use stances which can increase weapon skill be sure to factor them in


Weapons
Scaling : 6/28/45/60/75/90/105/120/135/150/164/165/180/195

Weapon stances : +15, +25, and +37 (90/120/150 unlock tiers)

 

Example : 153 + shirt (+3) + 2 (SIR shotgun) + 37 (stance) = 195, allowing you to use the SIR shotgun when in hand at full damage.


Power
Please refer to power's scaling which is explained above, but it is highly recommended you scale based off of Dent Armor and Attack Posture.

Scaling : 51/63/81/93/111/123/141/153/171/183


Precision
Scale based of it's passive and of "Precise Hit", 141 and 171 are the highest I'd go tho personally. As they scale with the passive and also unlock the skillshots in the process.
Scaling simplified - 51/81/111/141/171

Concentration scaling : 90/120/150/195 (as this was moved to precision)

 

if you directly scale with the passive, rather than active or stance you will find that you can drop the usual 141 to 137 or 171 to 167. Be sure to check scaling after all buffs you plan to run to min/max more.



Social
This depends on if it's a PVP or PVE build. You will either always max it for PVE or only scale it based off the Aura for PVP. However if you like "Diplomatic Immunity" it is also wise to consider it in your build.
Scaling - 60/70/90/100/120/130/150/160/180/190 OR Max if you want the full passive benefits. (Easier to cap passive at earlier levels as you won't require all social buffs to achieve it)


Mutations
It is recommended not to go above 180 in any mutation, it is not cost effective AP wise. You can easily spend up to 40% or higher AP just to get from a lesser rank to a higher. This means ontop of the previous rank when compared to pre-181.





Empathic - Required for PVP at least to 129, is far to important to beable to crossheal.
Generally you want to focus on "Benevolence" and "Restoration", once you get "Preservation 5" you can dispel almost any DoT in the game. Do not underestimate the power of this mutation line, all players should have it for PVP at least.
Scaling : 48/66/72/84/90/102/108/120/126/129/138/144/156/162/174/180





Enhancement
Highly recommended to scale this mutation line off Calibration and if you plan to use "Ablate" you would scale it off of that as well.
Scaling Calibration : 48/66/84/102/120/138/156/174
Scaling Ablate : 72/90/108/126/144//162/180




Illumination
You may scale this off of any ability as every single ability is amazing under this line ❤️
Endless Reserves Scaling : 60/78/96/114/132/150/168/186
Meditation Scaling : 48/66/85/102/121/138/156/174 (121 should be 120 but hasn't been fixed)
Enlighten Scaling : 54/72/90/108/126/144/162/180




Nano-Manipulation
Recommended to scale this mutation line of "Filtration" and at later ranks you can push to unlock higher ranks of "Vital Osmosis" if you have extra AP.
Filtration Scaling - 57/75/93/111/129/147/165
V.O. Scaling - 45/63/81/99/117/135/153/171




Patho-Transmission
Recommended to scale off of "Thwarted Intentions" as it is the most effective in PVP situations. The snare "Sapping Sickness" is also an option, however, it easily dispeled in the current combat system. Wracking Pains is also viable to hurt the sustain of your target.
Thwarted Intention Scaling : 60/78/96/114/132/150/168
S.S. Scaling : 72/90/108/126/144/162/180
Wracking Pains Scaling : 48/66/84/102/120/138/156/174




Primal
"Beast Might" is the best method of scaling, as the other two are not as important and don't scale as insanely well. "Rampage" is nice for leftovers. "Primal Vigor" is ideal for "bruiser" characters which are fine with not having as much gamma to crossheal... but do not hurt your team by sucking at dealing damage :P
Beast Might Scaling : 72/90/108/126/144/162/180
Primal Vigor Scaling : 48/66/84/102/120/138/156/174
Rampage Scaling : 60/78/96/114/132/150/168




Sonic Influence
I would strongly recommend scaling this line off of the Catastrophic Dissonance, only because it is the most powerful ability. I wouldn't personally use it for PVE tho... so I will give PVP scaling.

PVP Scaling : 60/72/78/96/114/132/150/168

This is not to say other abilities are bad under this line, I personally will be using sonic actively on my main character!




Suppression
It is recommended to scale this off of "Thwarted Intentions" until you go past 126. Then scale it off of whatever skill you're focusing on. All abilities are useful in PVP but PVE should scale via Siphon energy, I don't recommend it for PVE tho.
Recommended PVP Scaling : 126/132/138/144/150/156/162/168/174/180
PVE Scaling via Siphon Energy : 60/78/96/114/132/150/168





Telekinesis
All abilities under this line are amazing. Feel free to scale it off your favorite one :D
Always Armed Scaling : 48/66/84/102/120/138/156/174
Bend Metal Scaling : 72/90/108/126/144/162/180
Propel Scaling : 60/78/96/114/132/150/168




Thermal Control
I personally wouldn't use cold snap... this doesn't mean it's bad. However, all of the other abilities I would recommend scaling off of :D

Hypothermia Scaling : 48/66/84/102/120/138/156/174
Molotov Cocktail Scaling : 72/90/108/126/144/162/180
Napalm Scaling : 57/75/93/111/129/147/165

Edited by NysekZePope
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Thanks for re-posting this on the new forums, Nysek. I always sent players with serious questions about builds to your posts.

Also, glad to see you back around. You don't know me unless we've bumped into each other in-game, I've just mainly been a forum lurker for years.

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4 hours ago, Psibernaut said:

Thanks for re-posting this on the new forums, Nysek. I always sent players with serious questions about builds to your posts.

Also, glad to see you back around. You don't know me unless we've bumped into each other in-game, I've just mainly been a forum lurker for years.

Not exactly "back", either I get appealed or I don't.

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2 hours ago, NysekZePope said:

Not exactly "back", either I get appealed or I don't.

Ha, point taken. How about "glad to see you back around again at least for now."  ?   :classic_wink:

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5 hours ago, Psibernaut said:

Ha, point taken. How about "glad to see you back around again at least for now."  ?   :classic_wink:

I'll still be on Discord and steam even if they don't, if PVP picks up enough then I'll actively play even without my main account.

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I noticed it was said that mutation damage is more viable now. Would a mutation/heavy weapon build be viable for PVE these days?

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For basic mob farming it would most likely be fine, but anything past weak mobs it would take forever.

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Will update this to update the weapon section as I noticed this older copy didn't account for Bloodlust, Marksman, and Desperado stance as well as AP weapons.

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"Offensive Coordination - Aura that increases your team's precision up to a possible maximum of +60, this translates to 6.06% crit chance. This also increases your stamina regeneration but lowers your melee/range defense (dodge) depending on the rank."

 

 

well does it really do lower dodge still?

made up a build for precision and dodge, tested on lower tiers and it does NOT lower dodge/melee or ranged defence,

so i wonder if it was changed/removed or maybe only lower at higher/max tier

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On 4/1/2019 at 6:00 AM, snipe said:

"Offensive Coordination - Aura that increases your team's precision up to a possible maximum of +60, this translates to 6.06% crit chance. This also increases your stamina regeneration but lowers your melee/range defense (dodge) depending on the rank."

 

 

well does it really do lower dodge still?

made up a build for precision and dodge, tested on lower tiers and it does NOT lower dodge/melee or ranged defence,

so i wonder if it was changed/removed or maybe only lower at higher/max tier


It used to, I forgot to remove the dodge reduction. Everything else is as listed.

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