Post by TRUE EB0LA on Apr 2, 2016 17:22:39 GMT -5
All credit for this guide goes to CarpeBedlam
The concept of min/max on all your gear, gear mods, weapons, and weapon mods can be overwhelming. That's why I've started a series of discussions where we go through these items one at a time. Hopefully we can all help each other reach our individual goals, get better builds, and (most importantly) have more fun!
Please note that I will lean a bit to the PvP side of things with my opinions because that is my personal playstyle, but I will never fail to point out if something makes sense from a PvE perspective. Also note that I am talking about iLevel 31 items unless otherwise specified.
IMPORTANT NOTE: These guides are meant to help people better understand their gear pieces, what type of properties they can produce, and what properties make sense in different scenarios. The recommended gear rolls are a meant to be a starting point for players with little to no clue how to min/max. I don't suggest that people follow everything exactly the way I'm showing it, but rather use them as a template and then tailor, tweak, and customize gear properties to fit your personal play style. On to the topic at hand:
Mask: The iLevel 31 Mask Bluprints can be purchased from the Special Gear Vendor in the Base of Operations, upstairs in the Tech Wing. It costs 5 High End (Yellow) Fabric and 3 High End (Yellow) Electronics to craft a Mask.
Native Stats: Primary Stat range is 470-575 for whichever you're rolling (Firearms/Stamina/Electronics). Masks also come with Armor that will range from 353-431. Masks also come with a native Gear Mod Slot.
Possible Talents: every Mask will have one (no more, no less) of these Talents.
Possible Major Attributes: every Mask will have one (no more, no less) of these Major Attributes.
Possible Minor Attributes: every Mask will have one (no more, no less) of these Minor Attributes.
Possible Skills: every Mask will have one (no more, no less) of these Skills.
Recommended Mask (DPS/PvP)
Final PvP Analysis: The Main Stat, Rehabilitated Talent, and Skill Power are properties worth re-crafting and recalibrating to get and max. I prefer Skill Power as the Major Attribute because of how much you get, but Exotic Damage Resilience and Gear Mod Slot can be very good options depending on your build and/or need to be flexible with mods. The Burn Resistance is nice to combat both Incendiary Grenades and Ammo, and Pulse Critical Hit Chance is always nice, but neither is make or break.
Recommended Mask (DPS/PvE)
Final PvE Analysis: The Main Stat, Rehabilitation Talent, Damage vs. Elites, and Enemy Armor Damage are properties worth re-crafting and recalibrating to get and max. The two boosts to Critical Hit may be worth re-crafting/recalibrating if you run an SMG most (or all) of the time. A Gear Mod Slot is definitely worth considering over either of the two recommended Major Attributes (comes down to personal preference and/or need for flexibility).
SOURCE
The concept of min/max on all your gear, gear mods, weapons, and weapon mods can be overwhelming. That's why I've started a series of discussions where we go through these items one at a time. Hopefully we can all help each other reach our individual goals, get better builds, and (most importantly) have more fun!
Please note that I will lean a bit to the PvP side of things with my opinions because that is my personal playstyle, but I will never fail to point out if something makes sense from a PvE perspective. Also note that I am talking about iLevel 31 items unless otherwise specified.
IMPORTANT NOTE: These guides are meant to help people better understand their gear pieces, what type of properties they can produce, and what properties make sense in different scenarios. The recommended gear rolls are a meant to be a starting point for players with little to no clue how to min/max. I don't suggest that people follow everything exactly the way I'm showing it, but rather use them as a template and then tailor, tweak, and customize gear properties to fit your personal play style. On to the topic at hand:
Mask: The iLevel 31 Mask Bluprints can be purchased from the Special Gear Vendor in the Base of Operations, upstairs in the Tech Wing. It costs 5 High End (Yellow) Fabric and 3 High End (Yellow) Electronics to craft a Mask.
Native Stats: Primary Stat range is 470-575 for whichever you're rolling (Firearms/Stamina/Electronics). Masks also come with Armor that will range from 353-431. Masks also come with a native Gear Mod Slot.
Possible Talents: every Mask will have one (no more, no less) of these Talents.
Talent | Description | Analysis |
Enduring | While in your last segment, your health continuously regenerates to fill up the segment | I don't see how this changes the built-in game mechanic which refills your current health segment |
Refreshed | When your health is in the last segment, all your healing is improved by 30% | would be a decent option if Rehabilitation wasn't bugged |
Rejuvenated | Consuming a medkit also removes all negative status effects from you | worth considering in a pure PvP build, and status effects are often times the difference between life and death |
Tenacious | Using a Medkit increases your damage by 9.5% for y seconds | I actually like this talent, but Rehabilitated is too good right now to pass up |
Rehabilitated | When you are affected by a status effect you are healed for 2% every second | this talent is currently bugged and once proc'd will give you nonstop health regen, this makes it a must have until fixed |
Possible Major Attributes: every Mask will have one (no more, no less) of these Major Attributes.
Major Attribute | Range | Analysis |
Critical Hit Chance | 4-5% | Masks are one of only two pieces of gear that can get this bonus (Gloves being the other), but a Gear Mod Slot will have more overall impact if you get a mod with ~140 Firearms and 1.5% Critical Hit Chance |
Damage vs. Elites | 9-11% | great for PvE sets, but not recommended on PvP sets |
Health | 1769-2164 | |
Health on Kill | 9-11% | good option if you run solo often as you need to land the killing bullet for it to proc |
Exotic Damage Resilience | 11-14% | great option considering Masks are one of only three gear pieces that can get this, worth considering if you're ignoring skill power in your build |
Skill Power | 3539-4328 | this is probably the best option as it provides the equivalent of 432 Electronics at max roll, if you're ignoring skill power (which I think is a mistake) then go for EDR or the mod slot |
Gear Mod Slot | 1 | yes, a second gear mod slot, I would personally rather have the Skill Power or even EDR than another Mod Slot, but there are good arguments in the comments for taking the Mod Slot, definitely go for this if you're building a Mask specifically for Scavenging |
Possible Minor Attributes: every Mask will have one (no more, no less) of these Minor Attributes.
Minor Attribute | Range | Analysis |
Blind/Deaf Resistance | 11-13% | acceptable |
Bonus XP on Kill | 9-11% | pursue this only if you're making an alt Mask for DZ Rank farming specifically |
Burn Resistance | 11-13% | acceptable |
Disorient Resistance | 11-13% | acceptable |
Disrupt Resistance | 22-27% | acceptable |
Enemy Armor Damage | 6-7% | useless in PvP, pretty much a must have in PvE builds |
Scavenging | 19-23% | pursue this only if you're making an alt Mask for Scavenging specifically |
Possible Skills: every Mask will have one (no more, no less) of these Skills.
Skill | Range | Analysis |
Mobile Cover Damage Resilience | 2.5-3% | worth pursuing if you're married to the related skill |
Pulse Critical Hit Chance | 2.5-3% | recommended skill bonus unless you have no use for critical hits and/or don't run Pulse, note that this will show as "Pulse critical hit damage bonus" in game |
Ballistic Shield Health | 7.5-9% | worth pursuing if you're married to the related skill |
First Aid Ally Heal | 7.5-9% | worth pursuing if you're married to the related skill and you're going for a healer build |
Seeker Mine Explosion Radius | 7.5-9% | worth pursuing if you're married to the related skill |
Smart Cover Duration | 7.5-9% | worth pursuing if you're married to the related skill |
Sticky Bomb Explosion Radius | 7.5-9% | worth pursuing if you're married to the related skill and definitely if you're running a high Skill Power build |
Support Station Healing Speed | 7.5-9% | worth pursuing if you're married to the related skill and you're going for a healer build Turret Duration |
Recommended Mask (DPS/PvP)
Property | Amount | Type |
Firearms/Stamina/Electronics | 575 | Main Stat |
Armor | 431 | Native |
Rehabilitated | N/A | Talent |
Gear Mod Slot | 1 | Native |
Skill Power | 4328 | Major Attribute |
Burn Resistance | 13% | Minor Attribute |
Pulse Critical Hit Chance | 3% | Skill Attribute |
Final PvP Analysis: The Main Stat, Rehabilitated Talent, and Skill Power are properties worth re-crafting and recalibrating to get and max. I prefer Skill Power as the Major Attribute because of how much you get, but Exotic Damage Resilience and Gear Mod Slot can be very good options depending on your build and/or need to be flexible with mods. The Burn Resistance is nice to combat both Incendiary Grenades and Ammo, and Pulse Critical Hit Chance is always nice, but neither is make or break.
Recommended Mask (DPS/PvE)
Property | Amount | Type |
Firearms/Stamina/Electronics | 575 | Main Stat |
Armor | 431 | Native |
Rehabilitated | N/A | Talent |
Gear Mod Slot | 1 | Native |
Damage vs. Elites | 11% | Major Attribute |
Enemy Armor Damage | 7% | Minor Attribute |
Pulse Critical Hit Chance | 3% | Skill Attribute |
Final PvE Analysis: The Main Stat, Rehabilitation Talent, Damage vs. Elites, and Enemy Armor Damage are properties worth re-crafting and recalibrating to get and max. The two boosts to Critical Hit may be worth re-crafting/recalibrating if you run an SMG most (or all) of the time. A Gear Mod Slot is definitely worth considering over either of the two recommended Major Attributes (comes down to personal preference and/or need for flexibility).
SOURCE