Judge Jetson Posted October 23 Posted October 23 Hello all, I am looking for experienced feedback on the primary attacks +3% crit value. My build has all 3 attacks but I would rather have 2 or 3 other attacks with the FF proc. I simply want to know whether the additional +6% if I drop 2 or +9% chance if I drop all 3 will be really noticeable. kick crosspunch mace volley … as I know someone will ask. None of them are really for the dmg just the FF proc. Thank you, Judge
Black_Assassin Posted October 23 Posted October 23 What power are you looking to bring back that much? @Black Assassin - Torchbearer
Judge Jetson Posted October 23 Author Posted October 23 Both emp auras. I can make them seconds from perma with my build on the beta server with kick cross punch and mace volley rotation. I don’t have the capacity to see a difference in the crit values though, Trying to weigh the values of each.
Caadium Posted November 16 Posted November 16 Here is how I think of it: Scrappers base crit chance is 5% against minions & 10% above that. One of their ATOs increases this to 7.5% & 15% respectively. Without your primary attacks, the 2 Jounin are like stalkers. They'll crit from hidden, placate, & smoke bomb. With the 9% from mm attacks you keep the stalker crits while all 5 ninja (Genin & Jounin) also get scrapper crits. They won't crit against Lts and his as often as a Scrapper, & they shouldn't. However, pets at 9% out crit scrappers against the majority of NPCs. Factor in the lower hp of minions and these crits can help clear mobs. Regarding FF, I don't know if it can take you over the recharge cap or 400%. If the proc can't get you over the limit then Regen & Recovery aura can't be reduced below 125s recharge (if I'm doing the math right).
tidge Posted November 21 Posted November 21 I can't speak to this precise strategy, but I've only found a few cases where a Force Feedback %+Recharge was the 'best choice' for a slot... Masterminds typically don't fall into that limited category for me. MM spend more Blue on their powers, %+Recharge is somewhat unpredictable so +Global Recharge is more 'budget steady' MM attacks are relatively low damage anyway, better to support the henchmen/debuff enemies to maximize total damage Aside from this... the MM primary attacks are typically designed to help the henchmen. If this build is something like a one/no-henchmen build... those are a corner case that require a lot more consideration.
bloodymarvel Posted Tuesday at 03:24 PM Posted Tuesday at 03:24 PM If you have kick and cross punch, I'm guessing you're also taking Tough so you have a mule for the two +3% def procs? But also if you were to take Sorcery, you could put FF on magic bolt, and then your mule for those procs would be Protection Ward, which is way more useful than Tough.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now