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Posts
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The Clarions work like a breakfree from what I have seen. It is not absolutely necessary to put it on auto. I have the T3 and still don't put it on auto, because more than likely on my Beam/Time Corruptor, I am waking teammates up with it, not myself. But like others have said, work the defense angle. It should be pretty easy on a defender. I went with all the recharge I could handle and still have 20-30 defense with powerboosted farsight alone. You could also work in weave for extra and manuevers.
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Quote:Based on the tier, a percentage of it bypasses ED. Like the Spiritual I am using is the 45% top one and 2/3 of it is untouched by ED, meaning I get 30% no matter what. I play off that and may save slots based on my Alphas. I don't need to operate at 110%(literally) for most of the game, so I will save that level 50 recharge and put that slot somewhere else. Raw numbers means I will effectively go from 110% or so to about 80-85%. The bonus to this is now we have enhancement boosters so I can still get into the 90's with the 50+3 recharge I may have in there now. Add to that, now I can use that slot to get the extra slot that may give me a +5% recharge or +6.25% here or there. It all will figure back in to nice recharge and better slotting.But unless I'm looking a huge and very tough gift horse in the mouth, that 33% is just 33% extra on the base of the power.
So allowing for ED that's +5% or so on a 22.5% shield? Btw I'd LOVE to be wrong and it's a hard 33% number.
With Resilient Core Paragon the 33% bonus has 2/3 of it untouched so you will get 22% bonus on top of whatever ED value you have, so if it was 56% bonus, it would move to 78%. Not sure what the real numbers add up to, but it is better than adding a level 50 and getting the extra 5% you were saying. -
For the other power choices and loss of defense, I would not pick that pool. You could just as easily pick up assault and get a damage boost. 10% damage boost is greater than the 9% resistance debuff. And it averages out to far more, as assault would be up all the time if you wish not 40 seconds of every 3 mins. That's unslotted numbers. Slotting it would likely be 2 acc, 2 recharge, and take 3 slots away from something else. That's only IF you are looking for a little extra edge. To me, I just want to be the best blaster I can be with what I was given. Electric doesn't get the heavy hitter blast like most sets, so I made due with what I had. If I had picked a set like fire or something else, I would still play the same. I just like having a lot of choices in an attack plan.I don't care about the BEST powers, but there are powers that are better choices if you are going a certain way.
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Like This? http://www.youtube.com/watch?v=_haRIsvqvG4
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Quote:1) Yeah, that's pretty much how I do. I usually fence something on the side and let the damage catch up. It's good for say, jumping into council, locking the boss with Tesla and Shocking grasp, and fencing a wolf so I don't get slaughtered by a random swipe. I use the cage for more of a tactics thing and figured since I was using it, it might as well be slotted.1) You will use LB all the time. While it deals the same base amount of damage as Charged Bolts, EFence deals its damage over time - can it be used as a poor man's Midnight Grasp? Yep
2) Personally I would slot Short Circuit and Thunderstrike the exact same - 5 slots (3 Erads - D/R A/D/R and A/E/D/R then 2 Scirroco D/E and A/D/E). Usage it really depends but I always use it with Power Sink and BL.
3) For the single Boss/LT - Tesla then SG then beat down. AoEs depends with the team but TStrike is typically my last attack.
I use LB plenty as it is my only blast so when I need to step back and re-evalute I hop out with a little more damage their way, before hopping back in. Having those two abilities saved me a power choice and also left me an option for when I was held to keep stuff away from me and keep blasting, all while chipping off damage.
2) Short Circuit, I went for the damage as the endurance is already ok. And I slotted them with 6, just to sure up some more AoE defense. Mobs can attack with even a sliver so why waste the endurance slotting when I will leave them with a sliver anyway. My AoE method is usually Ball lightning-->(Tesla-->shocking-for Boss)-->Short Circuit-->Powersink-then, whatever else I want as minions are nonexistent to the defense and at least one boss is locked. It allows the chance to focus on the single target, or rotate between AoE and single.
3)Single target is pretty much Tesla Cage, then Shocking Grasp on the hop in-->Fence-->Charged Brawl-->Havoc Punch-->Fence-->Thunderstrike-then, whatever it takes to finish. I use the fence to lock my current target for the TS knockback.
Something also that I did not mention earlier is that I use Spiritual Alpha T3 to make up for my lack of recharge in some powers, along with my global bonus. That's why I tried to squeeze in some global bonus to Recharge and Accuracy. Playing like that, you have to strike hard, fast and often, and missing isn't really a good option. I also picked up Clarion T3(the 2 min one) to make up for knockback and holds. Any level other than incarnate, this build is pretty much overkill. You could also go with the Electrical Mastery Pool with pretty much no change in strategy. Shocking Bolt would allow for locking down another trouble maker and Surge of Power is there for emergencies. I found that going for Defense, those emergencies were less and less, and stuff was pretty much dead before it needed to be locked down. In the end I respecced out of that in favor of the Scorpion Shield and Aid Self's 2-power pick.
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Below is the build I run currently. 90% of it was made up of concept, so my numbers may not be as high in some areas as people would like. The only true throw-off powers were Grant invisibility, and invisibility. With the Scorpion Shield and Weave, my defense is 40% S/L, 39% Energy, 28% Negative energy and 16%, 22%, 18% melee, ranged, and AoE respectively. Aid self makes up for the times that I fall short.
It started out as a leveling build so I could exemplar down and still have pretty much everything. And the only thing that changed was Zapp and Voltaic Sentinel were removed. They were only removed for lack of use. That's when I picked up the invisibility pool for the recharge bonus. And the best part was not having these bonuses previously. When my defense gets debuffed, I still know how to play the character so it's not like a crutch.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Live Wyre: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Concealment
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(11)
Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Acc-I(15)
Level 4: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(19), Erad-%Dam(19), Erad-Acc/Dmg/EndRdx/Rchg(21)
Level 6: Short Circuit -- Erad-Acc/Rchg(A), Erad-Dmg(21), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-%Dam(25)
Level 8: Aim -- RechRdx-I(A), Rec'dRet-ToHit(27), Rec'dRet-ToHit/Rchg(27)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), Acc-I(31)
Level 12: Ball Lightning -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33)
Level 14: Stealth -- LkGmblr-Rchg+(A)
Level 16: Build Up -- RechRdx-I(A), Rec'dRet-ToHit/Rchg(34), Rec'dRet-Pcptn(34)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 20: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 22: Aid Other -- Empty(A)
Level 24: Aid Self -- IntRdx-I(A), IntRdx-I(37), Heal-I(37), Dct'dW-Heal/Rchg(37)
Level 26: Boxing -- Empty(A)
Level 28: Thunder Strike -- Erad-Dmg/Rchg(A), Erad-Dmg(39), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Thunderous Blast -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(40), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Acc/Dmg/EndRdx(42)
Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(43), EndMod-I(43), EndRdx-I(43)
Level 38: Shocking Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Acc-I(46)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(46), LkGmblr-Def(46), LkGmblr-Rchg+(50)
Level 44: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48), LkGmblr-Def(50)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 7.69% Defense(Fire)
- 7.69% Defense(Cold)
- 22.38% Defense(Energy)
- 22.38% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 16.44% Defense(Ranged)
- 12.38% Defense(AoE)
- 5.4% Max End
- 57.5% Enhancement(RechargeTime)
- 50% Enhancement(Accuracy)
- 8% FlySpeed
- 162.6 HP (13.5%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- MezResist(Immobilize) 8.25%
- 20% Perception
- 11% (0.18 End/sec) Recovery
- 20% (1 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 8% RunSpeed
- 6% XPDebtProtection
http://www.cohplanner.com/mids/downl...86F97FD97BFAA5 -
The Pros are the same as any blaster with bonus damage in the form of melee. You won't die any more than any other blaster, IF you pick smart targets. If you have one punch and you fight a boss close, you deserve to die. If you see that same boss when you have thunderstrike, havoc punch and charged brawl, and multiple holds, you should do fine. On my elec/elec blaster I usually jump in with Tesla cage, shocking grasp, and then whatever I feel like. Before double holding, I would use thunderstrike to hopefully knock them down first, take a hit, and then start laying into them. Either way, I think using the strong secondary melee is much more effective than just pure blasting.
The con of this setup, if there was one, is that it promotes wrecklessness. I take on pretty much every battle now, knowing that I will take out at least 4-5 of them, before they will even get the chance to take me out. And even then, the odds are in my favor. Elec/Elec is effective at endurance drain and also you have an unending source of blue in powersink. It takes careless use of this power to run out. When you start noticing what you can do, you take certain situations for granted. For instance Malta gunslingers. Everyone fears sappers, but the holds from gunslingers will be your downfall. You have forgotten about sappers long ago and jump in head first, only to be shot in the back and held forever. Things like that would be a con. But I don't see anything different from just blasting. -
Quote:I don't have it, but you should be able to type it in the chat bar as [Power:Total radial Epiphany] or whatever the actual name is. It should list what the foe intangible period is.I've been pondering the new Destiny ability and have been thinking of taking it on a toon, but I've been worried about the Foe: Intangible aspect of Incandescence Radial Epiphany. Most intangible abilities just leave players twiddling their thumbs while they wait for it to wear off, so I'm wondering if anyone who's taken T4 Radial Incandescence can tell me if the effect is overly long or otherwise causes grief for players.
Also, I do realise that the Core T4 does not make affected enemies intangible, but also lacks the stealth and movement buffs that make me want to take the power. -
I will say pick up the Scorpion Shield from the patron, Black Scorpion for epic pool. It gives you smashing, lethal, and energy defense. I picked that on my Elec/Elec Blaster since he lives in melee and it fit concept to deflect energy away from an electric guy. With that and a couple sets for defense here and there, he ended up at 40% smashing/Lethal/Energy defense and like 30% negative energy. He lives plenty, but also smashes stuff with all the melee, so my opinion is skewed away from the Electric primary. Without the fast killing, I would say that electric or devices alone aren't gonna slay enemies that fast, and together won't be much faster. Slow enemy death=quick blaster death.
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I thought kinetics heal actually had -regen in it.
And yes, by numbers time should suck. That's why I said nearly that exact statement. And I was the sole debuffer on a 5 man(blaster, blaster, scrapper, lvl 6 MM, Me) AV team against +2 Infernal(+1 Alpha slotted me). It was longer than Radiation, but it was no slouch. I like Cold, and the others, and with "best" in mind, I will agree Time lacks the numbers for -regen. -
I am gonna chime in for Time Manipulation. I have a Beam/Time corruptor and he devastates end game. You get the following:
--Temporal Selection--Ally damage boost/recharge bonus/+regen
--Distortion Field--Enemy recharge slow
--Time stop--hold that has -regen/-heal and becomes boss level with Time Crawl(minor -regen)
--Farsight--Group +defense, tohit, perception
--Slowed Response--Enemy -20%res/Def
--Temporal Mending--decent heal with slow resists in it
--Time's Juncture--Enemy -tohit/-20% damage
--And my new #1 Underdog, Chrono Shift--+50% recharge for 1:30, Bigger heal(not THAT great though, +endurance(unslottable), +recovery(slottable) Long, Long recharge 6 Mins
---On paper, to me, this power is crap. It would indeed turn the tide of a battle momentarily, but I don't like it that way. Now, you throw 105% global recharge/70& hasten at it and have the 50% stack with that and run around at 215% recharge all the time...WAY worth it. Oh, and not to mention with Temporal, you can basically give 4 allies Hasten-level recharge all the time.
Time is a set that sounds like it should be great, looks like it should suck, and turns out to be unstoppable. I can Alpha +2x8(note:not tank) simply by casting the distortion field and healing right after. With heal-over-time, I soak up the attacks and heal and I am already shooting back by the time they hit me. I also took powerboost and weave though to have 26ish% defense to all, all the time. But, that was it. I threw recharge at it and took/slotted normal defense powers. No special defense sets, no purples. And I only built the recharge so that Overcharge from would be up more. I am sure if you paired it with Sonic, it definitely could not do worse. -
Mine has to be my namesake Electric/Electric blaster. When the incarnate stuff rollled around, I decided, of course, he was first. I wanted to flesh out his concept of pure electricty so I build for some energy defense. Had to use the scorpion shield, but that was the only non-electric I used. It started as concept but turned into power. He now has about 40% smashing/Lethal/Energy defense and like 30+% negative defense. Splash a little clarion hold protection on that and you have a beast. So when I thought he was awesome and cool before...apparently I didn't know what I had.
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I think this is a terrific job all around. I am glad more things are getting added in for natural characters and balancing concept with power creation. I will still have to wait and see exactly which powers from which trees I will be branching into, but they all seem pretty handy. My only complaint(kinda unrelated) is that we now have a power that can assemble an entire league, place them nicely, buff them, and create a knockback field, but Wormhole can't put enemies in one spot. I got a feeling that the technology exists or is starting to exist but it's not gonna get changed. I know not everyone wants it changed, but it would be completion for my incarnate Gravity/Storm controller
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I had started building for defenses on my street justice/energy aura scrapper. After playing a little I found that I would just rather slaughter stuff quicker. So then I rebuilt around recharge and just use energy drain to strengthen up my defenses. With the recharge I have and hasten, it is a much more satisfying toon to me. If your "attack side" is good at AoE, I would say both would be even better. It just depends on the toon you are on.
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I would start with your accuracy. you will live forever, but I don't know how much you are hitting due to the measly 20% kinetic combats are giving you. I also would not be going for so much regen with you luck of the gambler's and such, to free up slots. You are plenty survivable, so regen won't be as much of a factor, and willpower is already good at it. Maybe you could give up some of the lower bonuses for like energy/negative(1.25%) to free up a couple slots for accuracy. You could also go for the Nerve incarnate boost, but that is only good level 45+. You fell into the same trap I used to. I would throw money at a set that was already good. You see the same result I did. You live forever but can't kill... You could solve that by giving up a slot here or there to put an accuracy in a spot you may be lacking. Otherwise it looks awesome.
Oh. Also, I just really started building peeps with sets, but that is what I noticed I would do wrong most of the time. I threw defense at my Katana/Regen scrapper. The only stuff that could kill him, he couldn't kill. Recharge went to my pistol/kin corruptor. he could use Hail of Bullets every group, but couldn't live through the alpha. You through dfense at a set that was mostly survivable anyway, especially on a tank. Most of it was probably not necessary and you sacrificed in spots for more regen on an awesome regen toon. Those are just my observations. -
Quote:Probably so. It seems that the person is playing off the -to hit/-damage of time's juncture. Combine that with the maneuvers of the Thug Enforcers and they are pretty durable. At that point they are just shelling out damage. The bubbles from protector bots would probably do the same. All the buffing/debuffing of time and the damage of those sets is a good mesh. And if that fails, you can heal. So, yeah, time on a MM with bodyguard is a good set.I was teamed up with a Thugs/Time MM last night, all of us around lvl 35. He was using the Times Juncture power and basically wading into +2/x8 spawns with it running, grabbing aggro (wasn't aware it did that actually) and then running to the next spawn, grabbing aggro there as well and pulling them to one another. Then his Thug entourage would just pretty much take everything out. Several of the rest of us were pretty much just along for the farming show.
Amazing synergy....I have seen other Tankerminds with Provoke doing this but wow...just...wow. Makes me want that combo now!
Anyone know if Bots/Time would work as well as this? -
You can slot it at 50. The set is more effective if it goes up to 50, but you can slot any IO set if you are already past it. You could slot a level 20 set or whatever if the bonuses were good enough to you.
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I will also add that I hated it. I tried it with the procs on my controller and even tried the blaster version and still found no useful protection. I think it should be made bigger or up the chance and magnitude.
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Can the commandos be tp'ed with TP foe?
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Quote:On my dom, I have the nerve, spiritual, and cardiac. By far, cardiac is the most noticeable. I went form depending on domination for a full blue bar to never dropping below half on endurance use. I don't have many toggles and I did not slot my attacks for end reduxm, so I expected the dependence on Domination. I didn't think cardiac wouild do as much as it did, though. And the Nerve is useful as everyone else with alphas now fight at higher levels because of their "50 (+1)" status. Nerve is very useful if you are playing the mostly support rolls. The few times you may want to attack, you don't want them to be misses. If you are semi-fine now, I would not substitute with the alpha, I would enhance and be able to trade alphas in and out. If a team is high, switch to your nerve. If the are taxing your controls, switch to cardiac to save endurance. Shuffling is ok, but relying on the alpha is going to limit you on a versitile system.Ok. Yay! I have two 50's now that have done the work to get their incarnate slot.
Only one I am focusing on at the moment is my Grav/FF/Fire.
I have no idea which incarnate aplha I should go for.
Endurance gets eaten quick when I run my toggles. Which are Maneuvers, Dispursion Bubble and Flame Armor. But I am not sure that warrents me taking the regen alpha, considdering it does not benefit my powers as much as others.
My first instinc is Nerve. More FF defense, and Holding power as a buff.
Damage is fine the way it is. Im not hired for my damage potential really although I do offer fine damage, just not as much as others. But Im a controller. We know that will always be the case.
Im just very new. And I don't want to make a poor decision, especially when my altitis has been cured by my controller. So I really want to focus on her a lot.
So, perhaps I could get a few suggestion. Even though I have read that excellent incarnate guide, I find myself really confused by the whole thing. -
I'm not backing up the techs of it, but for $200 you gould get a gtx 460, if your powersupply could handle the little extra. GTS 450's run for aboiut 130-160 US dollars. It is a good upgrade though, because it is roughly(or exactly) what a GTX 260 used to be and I ran that fine for a while. But if you are talking about getting your money worth at $200, you would not be. My opinions only, of course.
GTX 460s http://www.newegg.com/Product/Produc...&Tpk=gtx%20460
GTS 450 http://www.newegg.com/Product/Produc...iption=gts+450 -
Quote:But alpha is not being an incarnate. It's the "slow path" as per the arc. If alpha gives me all these bonuses, I would hate to see what the other stuff actually does. It stilll may not be for you, but don't discount it. I just pulled out my very first toon I made after 5 years, to find out he can't even get into Cimerora. It prompts the questions, "What else did I miss, and what else is in store for him?"Hmm...
I've always 'retired' my characters at 50 as they've had a full career at that point and I don't much enjoy endless grinds for loot, which up until now, has been the only thing to do at 50.
Since I don't play my 50's, I haven't had any interest in the Incarnate content. I figured it wasn't worth the effort just so I could grind the same TF's a bit easier.
The only thing that even tempted me to go down the incarnate path was the chance to stand toe to toe with the likes of Babbage and Adamaster.
I figure Statesman would have no trouble dispatching the Palladin all by himself so I naturally assumed once the full spread of incarnate goodies is out that we'd be able to do that...
So, even after getting every single incarnate boost possible your saying Palladin will still mop the floor with me regardless?
Just doesn't sound like the demi-god levels of power I'd envisioned.
(As an aside, I can fully understand and stand behind the bonuses not working when exemplared) I just figured if I was running around as an Incarnate and bumped into Jurassic that I wouldn't be afraid...
Guess the system just really isn't for me then. Ah well, at least I'll be able to get double XP from TF's from time to time! -
I would use the damage one for your troller. I got my dominator perma'd and can comfortably switch between the recharge and endurance ones. You have steady sources of damage, so that might be a good one. I used mine so I would not have to depend on domination for my endurance issues. I go from hitting dom when at rock-bottom end, or never going below half. I bet the same would be true of the damage one to som extent.
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Yes. Some values are still not worth it, unless stacking with pets resistances anyway. Like, ninjas have defense, thugs have leadership, and bots have bubbles, so maneuvers helps them a little more, even with a low value. Depending on your primary, still may not be worth the 3 powers.
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Quote:When you do the patron arc after switching, you are granted a respec anyway. You can then use that to respec and have access to all the patrons, not just the one you picked. And with the new implementation, you will then have access to all the patrons and all epic pools no matter which side you end up back on, hero or villain. And soul is very nice with shadow meld in it. You should not need weave, unless you are gonna be fighting something crazy, or farming 52+.Yeah actually it did help. Well with Physical Perfection not really helping there's probably no reason for me to choose the body master pool at all. My Scrapper doesn't have end issues, I was just gonna choose that pool because I thought it would give him more protection. And yes, he already has Health, and Stamina from fitness. Oh yeah, and also he's a Fire Melee/Regen, Scrapper. The reason I didn't mention his primary before is because I didn't think that mattered. So yeah, he doesn't really get any mitigation from his primary which is why I wanted to go into a APP/PPP that gave extra mitigation. But your idea of going into soul mastery makes the most sense.
For lvls 41-49 I was going to learn resilience, and Body Mastery (Since I already had Tough), but now I think I'm going to go Weave, and Soul Mastery. The only down side is having to do all those tip missions to go to Red side and back, but whatever. Anyways Thanks for the input.
Oh yeah, and one more question, how do I get Soul Mastery on a scrapper that's already lvl 50? I have a free respec available, but how exactly does that work? Do I complete the Ghost Widow Arc, and then I can respec into Soul Mastery?