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 first part in
a 3-part series, where I discuss passives that might give you that extra edge
to tackle Blue Ridge.
This particular post focuses on finding something that you’re
lacking. Looking to get Afflicted for
your specific build, or looking for a way to guarantee a crit? This is the post for you – the one that might
give you that extra edge in developing an initial build to spring forward from. The next part will organize the buffs I
consider worth splashing for by what you already do, so you can see how you can
refine that build into something better. Pictures and text are taken from The Secret Sandbox Deck Builder.
Penetration
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.
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.
Killer Instinct (Fist, Feral, 5 AP) Whenever you attack, you
build a Killer Instinct counter. When there are 4 counters, your next attack
cannot be evaded and will reset the count. Also increases damage dealt by 1%
per counter.
Hit
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.
No Contest (Assault Rifle, Engage, 5 AP) Whenever you apply
Hindered, your next hit cannot be evaded.
Afflicted
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.
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.
Critical Hit
Elemental Force (Elemental, React, 3 AP) Whenever you
attack, you build an Elemental Force counter. When you have 7 counters, your next
attack will critically hit and reset the count.
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 Damage
Movement Speed
Rapid Getaway (Pistol, Dangerous, 19 AP) Whenever you
activate any resource consumer, you gain a beneficial effect that increases
your movement speed by 15% for 5 seconds.
Damage
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.
Probability (Chaos, Chance, 19 AP) Whenever you evade, you
gain the Minor Ward effect, which reduces all damage received by 7.5% for 8 seconds. Whenever you hit 3 times in a row, you gain a
beneficial effect that increases all damage dealt by 5% for 10 seconds.
Fluid Defense (Blade, Technique, 19 AP) Whenever you receive
a glancing hit, you gain the Minor Ward effect, which reduces the damage you
take by 7.5% for 6 seconds. Whenever you
penetrate, you gain a beneficial effect that increases all damage dealt by 5%
for 10 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.
Killer Instinct (Fist, Feral, 5 AP) Whenever you attack, you
build a Killer Instinct counter. When there are 4 counters, your next attack
cannot be evaded and will reset the count. Also increases damage dealt by 1%
per counter.
Buff Effectiveness
I'd pretty much never suggest taking Authority when soloing. The power in Authority comes with its boost to things like group heals and extending DPS boosts for burn phases of bosses/damage shields and mitigation for healing intensive fights. Probability/Fluid Defense/Cool, Calm and Collected, mattering on your build, will give you more consistent solo mitigation and damage.
ReplyDeleteYou're right -- I would rarely actually equip Authority, but I certainly had tinkered with running a few buffs that happened to be group-wide in my solo builds. I did weed those out, though.
ReplyDelete