There comes a point where advancing a tree is so
cost-prohibitive that small dips into another tree might provide a DPS benefit. I already spoke briefly about this in my
previous Secret World Academy article. When
grabbing the next beneficial ability takes your build more than 19AP, you might
not immediately think to splash into another tree. Today, I’m going to provide the second part
in a 3-part series, where I discuss passives that might give you that extra
edge to tackle Blue Ridge.
Following up on my previous post that helps identify
passives that might help create a build, this one takes the same list and
organizes it based on what you already do.
Rather than helping you fill out a core build, this is meant to help you
fill that one final slot. Look for what
you already have here. Looking for an
Elemental Striker crit build? Go ahead
and see what keys off Crit. Note that
the entries listed are slightly
different. Also note that the listed AP
cost is as if you were just splashing into a tree to get this ability.
Afflicted
Dark Potency
(Blood, Profane, 5 AP) Whenever you apply Afflicted, you gain a single stack of
the Penetration Rating effect, which increases Penetration Rating by 30 per
stack for 8 seconds. This effect can stack up to 5 times.
Impaired
Expose Weakness
(Blade, Method 5 AP) Whenever you apply Impaired, you gain the Minor
Penetration Chance effect, which increases your Penetration Chance by 10% for 8
seconds.
Street Fighter
(Hammer, Grit, 3AP) Whenever you apply Impaired, you gain a beneficial effect
that increases all damage dealt by 10% for 8 seconds.
Weakened
Paradigm Shift (Chaos,
Theory, 5 AP) Whenever you apply Weakened, you gain a single stack of the Hit
Rating effect, which increases Hit Rating by 30 per stack for 8 seconds. This
effect can stack up to 5 times.
Gnosis (Chaos,
Chance, 1 AP) Whenever you hit a Weakened target, there is a 33% chance to
perform an additional hit dealing 16 magical damage.
Hindered
No Contest
(Assault Rifle, Engage, 5 AP) Whenever you apply Hindered, your next hit cannot
be evaded.
Toxic Earth (Elemental,
React, 19 AP) Whenever you apply Hindered, the target also becomes Afflicted
with a damage over time effect that deals 32 magical damage every second for 4
seconds.
Hothead (Pistol,
Dangerous, 1 AP) Whenever you apply Hindered, you gain the Minor Critical
Chance effect, which increases your Critical Chance by 10% for 8 seconds.
Critical
Mind over Matter
(Elemental, React, 1 AP) Whenever you critically hit, the target also becomes
Afflicted with a damage over time effect that deals 13 magical damage every
second for 5 seconds.
Brawler (Hammer, Grit, 1 AP) Increases Crit Power by 15%.
Cool, Calm &
Collected (Hammer, Grit, 19 AP)
Whenever you block an attack, your attacker generates additional hate
towards you and you gain the Minor Ward effect, which reduces all damage
received by 7.5% for 8 seconds. Whenever
you critically hit, you gain a beneficial effect that increases all damage
dealt by 5% for 10 seconds.
Penetrate
No comments:
Post a Comment