Fallen Earth Skills and Mutations Guide



Fallen Earth Skills and Mutations Guide by Ascended

Videos up – Skills/Mutations Previews
Skill Previews : Ze Youtube Playlist – Uploaded.
Mutation Previews : Ze Youtube Playlist – Uploaded

Skills – Very long guidezors
http://www.youtube.c…d&v=mLZShhIV754

Mutations – Very long guidezors
https://www.youtube….h?v=0p_EOk0jPEY

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

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

Example : “Power”

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

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” power

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

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
    • 5% to 10% : 79/92/105/118/131
    • 11% to 15% : 144/157/170/183/196

    Forumula : E + C = AU/15 = AP

    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 and armor cut on your target on your next hit, can be dispeled up until rank 6. Stacks with all armor cuts. It also stuns NPCs for a short time. Ranks 5 and below can be removed with the combination : “Preservation 5” and “Suck it Up 6”
  • Kneecap – All ranks of this ability can be removed with a maximum of two casts of “Suck it Up 6”, this ability will slow your target on your next hit. While snares are easy to break in the current combat system, this can provide the brief moment your team needs to focus the target, thus making the “kill” easier.
  • Sabotage – Reduces your targets damage by the percent listed on it’s skill. This ability cannot be dispeled. 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. Be warned, however, as rifles get negative modifiers when equipped towards melee so you will not gain full dodge effects… sadly.
  • By “reducing” armor penetration and critical hits on your character, this means based on their critical chance and total armor penetration %. So even with 33% passive, you’d reduce 196 precision (19.8% crit) by 6.53%. Or when considering power a 9.63% armor penetration build would be reduced by 3.17%. 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 5.9393(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% : 6/12/18/24/30/36/42/48/54/60
    • 11% to 20% : 66/72/78/84/90/96/101/107/113/119
    • 21% to 33% : 125/131/138/143/149/155/161/167/173/179/185/191/196

Forumula : P + C = D/33 = AP

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 10% 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 10 of that. If they activate a skillshot on top of that for 140, it reduces 14 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 30% (minimum) of your maximum stamina, scaling down by 5% per rank.

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 and 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, thus lowering your damage. It is recommended you do not use this when attempting to apply DPS to a target you are chasing.
  • Lucky Break – Sadly saves are the worst method of “protection” in this game, do not waste your time on activating this buff nor scaling your EA skill-line on it.
  • 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 – It’s a slightly stronger version of “Suck it Up”, however, is only able to be casted on the user. It also has a higher stamina cost and 60 second cooldown. This will go on cooldown if used to dispel a DoT, so I recommend only using it on snares to ensure it’s put to use. I do not recommend any players focusing on this skill as “Suck it Up” is far more efficient.

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.
  • 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.
  • 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 and Snares 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. The only DoT that cannot be dispeled in this manner is “Dirty Steel 6”.

Group Tactics
You may only run one aura at a time.
Combat Endurance – Aura that increases your entire group’s maximum Gammina™ and Gammina™ regen. While it isn’t as powerful as illumination’s Gammina™ regen buff, it still provides a “buffer” to allow some room to work with that resources during teamfights.

Give Em’ Hell – Aura that increases your team’s power up to a possible maximum of +60, this translates to 2.48% 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 +30, this translates to 3.03% crit chance. This also increases your stamina regeneration but lowers your melee/range defense (dodge) depending on the 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

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. Be warned, it is dispeled in two casts of “Suck it Up” so it won’t effect experienced players that are watching for it.
  • Soften Em’ Up – Lowers your target’s piercing and fire 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.

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 .9% at skill cap. For those interested, at level 55 it’s .45% 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.
  • 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 equal/lesser ranks while reducing their melee/range defense (dodge) by a minor amount.

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 .9% at skill cap. For those interested, at level 55 it’s .45% 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.

  • 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.
  • Incendiary Strike – Will apply a fire DoT on your next attack, be mindful this is easily dispeled by preservation in one cast if they have rank 5 or higher.

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 8.1% when at the cap for your level. At level 55 this scales by 24.19 per 1%. This can be increased by gear/aura/stance/GTC/TC modifiers. 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 50% after fully buffing, if you have 8% armor penetration, you will reduce it to 42. If the target is over-buffed which comes out to 54%, with the same 8% armor penetration, will become 46%.
  • 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 4% : 25/49/73/97
    • 5% to 8% : 121/146/170/194

Forumula : S + W = P/8.1 = AP

Max strength for your level = S
Max willpower for your level = W
Power Cap = P
AP per 1% passive = AP

Abilities

Attack Posture – Stance that increases your power by a set amount. Obviously this will increase your armor penetration.

Dent Armor – On your next attack you will reduce your targets armor, this will stun NPCs for 2 seconds as well. The stamina ratio to the amount of armor reduces it quite weak and does not stack with Bend Metal. So it isn’t very useful in these that situation.

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

Forumula : D + P = C/19.8 = AP

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

Abilities

  • Perfect Timing – Increases your damage for your next attack by a set percent, this is applied after considering weapon + skillshot damage.
  • Precise Hit – Increases your damage for your next attack by a set amount, can also slow NPCs.

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 .9% at skill cap. For those interested, at level 55 it’s .45% 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, only the final rank is not dispeled by 1 cast of “Suck it Up 6”.
Bull’s Eye – Increases your damage for your next attack by a set amount.

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 – Activates an resist increasing buff, however it blocks all actions (except for moving) while in use. If you attack, cast, or anything it dispels. Sadly, this is the single most useless skill in FE
  • 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 5% to 25%. I only recommend going to 20% on PVP builds unless it has synergy with your build. Makes social amazing for PVP when done properly.

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.
  • Mutations are never able to compete with any weapon in this game, do not forget this. “Mages” are not viable in PVP, but are fun in both PVP/PVE.

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.
  • 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.
  • Preservation – Another single target ability, however this one does not heal. It allows you to dispel DoT’s from your target. It is mostly effective when used on pistol/thermal DoT’s, poisons, and low rank Dirty Steel DoT’s. This ability can also be used while moving.
  • 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 must also remember it only effectively works up to about 20m-30m, the target can still accept the revive but it seems there are issues that can cause it to not work. As long as you are within LoS of your target when they accept and within 30m, it generally works.

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 – Recommended to never use this “toggle” mutation ability, as it takes away 50% of your HP, however it is nice for the Gammina™ buffer. For PVE it is quite effective, in PVP it is more likely to get you killed. However, when using “Primal Vigor” from the “Primal” mutation line you can change your layout. “Primal Vigor” before “Endless Reserves” gives higher Gammina™ and less HP, while “Endless Reserves” before “Primal Vigor” will result in lower gamma but higher HP.
  • 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 is the only aura in this mutation-line, it is recommended not to have more than one person running this line in a group for that reason.

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 also heals 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) but is not currently on live. Even when it is fixed to proper range and LoS checks, this ability is amazing to heal your entire group. 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 3 “ticks” of regen. It’s not extremely effective, but it does add to EHP (effective HP) and is recommended to use it mid-fight with a large enough team.
  • 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”, farthest I’ve gotten it to work in 80m but only if I am higher than my targets.

Patho-Transmission

  • Debilitating Weakness – Extremely short range pbAoE (Point Blank Area of Effect) % damage reduction, based on rank. This cannot hit anyone in your team and only hits up to 5 targets. Amazing for group fights but it’s long cooldown means it will have to be used at proper times, otherwise you could waste it.
  • 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.
  • Wracking Pains – Single target HP and Gammina™ regen debuff, this means for the duration it’s on your target will have a slightly harder time keeping their resources up. However, suppression is far superior in this method due to it’s long cooldown and 15s duration… which sadly only allows it to reduce 2 “ticks” of regen.

Primal

  • Beast Might – This adds damage to your next attack at the cost of HP. Currently 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, was recently changed to a 15s cooldown. If you, or an ally, can keep your health up it is frankly OP (Overpowered) and will be abused by many players in PVP. It is recommended if you plan to go into larger scale PVP that you have 2+ users for burst.
  • 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 lose 50% of your current stamina and 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

  • Catastrophic Dissonance – A pbAoE nuke that has a minute long cooldown that deals sonic damage. This ability hits all target except the caster, it is more effective in PVE situations. It is not recommended to use this in PVP.
  • Rending Vibration – A cone AoE DoT that has a minute long cooldown that deals sonic damage. This ability hits all target except the caster, it is more effective in PVE situations. It is not recommended to use this in PVP. Thankfully, however, you can aim it towards someone so you could use it in PVP more effectively than “Catastrophic Dissonance”.
  • Sonic Lance – Single target nuke that deals sonic damage, it is the shortest range (single target) offensive mutation in the game. You do require to aim this like all equipable mutations.

Suppression

  • 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.
  • 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.
  • Thwarted Intention – 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.

Telekinesis

  • Always Armed – Equipped mutation that applies piercing and crushing damage to the target you are aiming at, it is quite weak and isn’t extremely effective. It is effective for “pulling” NPCs into a large group for AoE’s. It is not highly recommended to use in PVP due to it’s low damage.
  • Bend Metal – Single target primary armor debuff, this is the most powerful method of armor reduction in the game. Currently, it has a 3 second cooldown and 10 second duration. The downside to this ability is it’s large gamma cost over time, it is the only armor cut that has strong synergy with “Overwhelm” and skillshots. This is because you can split your resources between stamina/gamma unlike the other options of armor debuffs which stack with “Overwhelm”. This will not stack with Dent Armor. When stacking armor cuts, you must use “Bend Metal” after “Dirty Steel”
  • Propel – Equipped mutation that applies crushing damage, much stronger than “Always Armed” but has a longer cooldown. It is effective to use to net a killshot on a target or provide quick “burst”. However, once on cooldown it does block all other mutations on this line.

Thermal Control

  • Cold Snap – Extremely weak cold nuke, it is not recommended to use this ability due to it’s high gamma cost.
  • Hypothermia – Low cooldown but weak 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 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 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.

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, I personally don’t recommend more than 70/100/130 if you aren’t planning to get tier 5+ Dirty Steel/Kneecap. Sabotage is the only skill you should focus on prior to tier 5 skills which should be Dirty Steel before Kneecap.

Scaling PVP – 70/100/123/130/153/165/183

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 or Misdirection, other skills are not worth it in this skill-line. It is generally not wise to go above 165 due to returns from AP spent.
Scaling – 57/105/132/135/165

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- 39/156/162/174/186

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.

Scaling : 165 (That’s it)

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

Pistol
Recommend at least getting 150/164 on any build, 150 for pure pistol or dual/spec. This also depends on if you use Concentration stance, if you do not use Concentration stance you will need to increase as requires to equip your pistols. (As 150 Pistol unlocks Concentration 3 which gives +37 to all weapon skills, except heavy weapons)

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. I recommend at least 164 rifle as at least it nets you the best shotguns in the game and it’s still possible to use a Jackal properly.

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

Power
I will explain this on in detail, only because there is alot of concern about “Is power worth it?”, especially when I explain it to others. So here we go!

  • Power needs to scale based on it’s passive with Attack Posture.
  • It’s highly recommended to use “Attack Posture” when using power, as it is quite a large buffer. However, taking it can still increase overall damage output.
  • If you plan to use Attack Posture as your stance, this gives you a solid reason to attain power. However, I wouldn’t recommend more than 93 to 153. I will explain why. Even in this case tho, I’d still recommend at least Overwhelm or Bend Metal as they are far superior in armor reduction.

93 Power : Atk Pst 2 (38), GeH 6 (60), +9% GTC (8.37), and possible +30% TC 4 (27.9). This brings your power to 227.27 making your maximum possible armor penetration (Before equipment modifiers) to 9.39%

123 Power : Atk Pst 3 (50), GeH 6 (60), +9 GTC (11.07), and possible +30 TC 4 (36.9). This brings your power to 280.97 making your maximum possible armor penetration (Before equipment modifiers) to 11.61%

153 Power : Atk Pst 4 (63), GeH 6 (60), +9% GTC (13.77), and possible +30% TC 4 (45.9). This brings your power to 335.67 making your maximum possible armor penetration (Before equipment modifiers) to 13.87%

Bolster 4 : About .5%

For those interesting the Deadeye Suit gives 2.89% and the Helmet gives 1.03%. GTC/TC are effected by your base power, meaning prior to Stance/Aura/Gear.

Even with maximum armor penetration you will only net 15%, this means you requires GTC/TC.

Precision
Scale based of it’s passive 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

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.
Scaling – 70/100/130/160/190 OR Max if PVE.

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
Recommended to only focus this mutation on “Meditation”, as Endless Reserves has hardly any use outside of PVE.
Scaling : 51/69/87/105/123/141/159/177

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 “Debilitating Weakness” 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. The strength to this mutation line is that it hits all targets not in your group. Wracking pains “can” be nice, but due to it’s shorter duration and long cooldown… better off with suppression.
D.W. Scaling : 60/78/96/114/132/150/168
S.S. Scaling : 72/90/108/126/144/162/180

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 and sadly I’d never recommend “Primal Vigor” to a character meant to be in PVP. 144 is the most efficient scaling.
Beast Might Scaling : 72/90/108/126/144/162/180
Rampage Scaling : 60/78/96/114/132/150/168

Sonic Influence
Recommended for PVE, but never early on as it’s far to weak to be used effectively. You should scale it off of “Rending Vibration” due to it’s overall damage output. However due to NPC resistances, you will need to pair it with illumination to be effective.
Scaling : 162/180

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
Recommend scaling this mutation line off of “Bend Metal”, mostly since it is the most powerful ability in this mutation line. You may also scale slightly off of Propel, but honestly it doesn’t compare to the power Bend Metal gives. If you don’t use “Attack Posture” or heavy amounts of power, think about investing here for higher DPS for you and your group.
Scaling : 72/90/108/126/144/162/180

Thermal Control
Sadly I can’t really recommend much into this mutation, I rarely ever find it viable. I guess I would scale it off of “Molotov Cocktail” and “Hypothermia”.

Hypothermia Scaling : 48/66/84/102/120/138/156/174
Molotov Cocktail Scaling : 72/90/108/126/144/162/180

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