The Secret World: Scenario Survival Guide + New Article

The new scenarios have proven a bit controversial among fans of The Secret World. Some love them, but many are struggling with their high difficulty. Surprisingly, I’ve been doing okay, at least on solo normal and group elite, so I thought I’d do a post advising people on how to cope with the Council of Venice’s trials.

Beginning a scenario in The Secret WorldAs with my other guides, this isn’t intended to be comprehensive. It’s a basic primer for those who are just starting, or for those who have done a few scenarios but are still struggling.

It’s not a dungeon:

One of the most important things to understand before you start scenarios is that they are not just dungeons with randomized elements. They are a completely different type of content that requires entirely different ways of thinking.

For example, you don’t necessarily want to adhere to a hard trinity in groups. Having a dedicated tank and healer is helpful, but you could also consider having each player take a more balanced build, at least on the lower difficulty settings. I definitely don’t recommend ever using a full 1970 health glass cannon DPS build in scenarios, under any circumstance.

It’s also important to understand that victory is not all or nothing. It’s not like a dungeon where bosses are dead or they aren’t. I’ve seen a lot of people get frustrated because they can’t save every single survivor and thus feel like they’re failing, but this is not at all the case. As long as one survivor makes it out in one piece, you win. There’s nothing wrong with getting a few bronze or silver scores, especially when you’re just learning.

All your score affects is the number of Aurei you earn at the scenario’s closure, and Aurei are fairly easy to get, so don’t stress over them. Even with just a few survivors alive, you’ll still be getting lots of loot, copious amounts of XP, and augments.

Caught in a dust storm during the Hotel scenario in The Secret WorldUse a solo build:

Unless you’re playing as a pure tank or healer in a group situation, I think that a soloing build tends to be ideal for scenarios. This is true whether you’re playing them alone, or serving as a DPS in a group.

I’ve already done some guides on solo builds, but the general idea is that you want to find a balance between DPS and survivability. The reasoning as far as group scenarios go is that your group will often need to split up, and you can’t rely on a tank or healer to always be there to keep you alive.

Having some AoE is also fairly helpful, as most enemies in scenarios travel in packs. Sword, chaos, and assault rifle (with Suppressive Fire as a builder) all seem like ideal weapons for scenarios.

Personally, I’ve found my Dragon’s standard soloing build with blade/blood absolutely rocks scenarios.

I’ve also heard tell that PvP builds work very well in scenarios, but I haven’t put the theory to the test myself.

My Illuminati running through the woods of Kingsmouth in The Secret WorldCC is your friend:

MMOs have trained us to think that crowd control is not for endgame PvE, and TSW has been no exception to that rule prior to now. Using impairs or hinders in a dungeon is generally a very bad idea, unless you’re a tank or there’s some special circumstance that requires it, and most open world nightmare mobs are immune to such effects, so we’ve also learned not to include a lot of CC in our solo builds.

But scenarios are where these abilities stage their epic comeback. Most enemies in scenarios are fully susceptible to both hinders and impairs, and that makes both of these excellent choices, especially AoE abilities such as Stunning Swirl from blades.

Hinders can help to keep enemies from reaching survivors. Impairs can do the same, or be used to interrupt enemies who are already attacking survivors, buying you a few moments to grab aggro. Impairs can also be useful versus bosses, especially the ghoul and bear bosses. When they gain their frenzy buffs that allow them to one-shot you, you can impair them to effectively shorten the buff’s duration, meaning less time fleeing and more time fighting.

I would also highly recommend including some hinders in your build any time you run the Castle scenario. One of the possible bosses is a fata padurii, and as anyone who’s done Last Dance of the Padurii knows, you can’t defeat them without first hindering their spirits and then kiting them away until their spirits despawn.

Personally, I like to switch over to blades/elemental for the Castle. Coldwave is pretty awesome.

The intro cinematic for the Castle scenario in The Secret WorldThe best defense is a good offense:

This tip won’t be of much use until you’ve had some experience with scenarios, but I’ve found the best way to defend survivors is to not wait for enemies to come to you. Once you understand where each spawn point is, it’s best to run to it and meet the enemies long before they reach the survivors.

No matter how good you are at grabbing aggro, if you wait by the survivors, the enemies are going to get a few hits in here or there. Might not seem like much, but it adds up, and it can make the difference between getting gold and platinum.

Most maps have choke points where you can cut off waves of enemies and mow them down long before they threaten your survivors. Learn these chokes, and use them to your advantage. They’re also a good place to put mines if you get a supply drop.

On the subject of mines, I’d also recommend fighting enemies before they reach your mines. This may seem counter-intuitive, but the best use of mines is to use them as insurance in case a group comes under attack while you’re far away. If you’re already in the area, letting the enemies walk into your mines is a bit of a waste.

You probably don’t need augments:

My Templar enjoys the evening air in The Secret World's LondonMy final piece of advice for scenarios is not to stress over what a massive grind augments are. Augments are first and foremost a sink for AP and SP for those who are already maxed out on most everything else.

Most augments don’t provide a very strong benefit until they’ve been upgraded multiple times, and the average player will have a better result from spending their time on other things, like filling out the main wheel or improving their gear.

There is currently no content in the game tuned around full, or even partial, augments, and Joel has recently confirmed Tokyo will not require augments. Augments are a bonus, not a mandatory checkbox that needs to be filled. So contrary to what some claim, there’s no need to grind hundreds upon hundreds of scenarios day after day, month after month. Relax and play through them at your own pace.

New article:

My latest article over at WhatMMO covers the Most Iconic MMO Abilities. It includes a screenshot of me QQing about subtlety spec, because why not?

WoW: Hunting Two Ways and Leveling Concerns

Just a few miscellaneous thoughts on World of Warcraft that weren’t quite worthy of a full post.

Let’s get huntarded in here!

My hunter in the Arathi HighlandsI’m still not sure if I want to stick with my panda hunter long-term, but she’s in her mid-twenties now, which is higher level than any of the other hunters I’ve made in the past. I’m finding that I have mixed feelings on this class.

On the one hand, the removal of minimum range makes questing without a pet a viable option, and I’m actually finding a petless hunter pretty fun to play. Since they can use pretty much all their abilities while moving, it’s a very mobile class, and it’s finally fitting the fantasy of the agile archer class I’ve always wanted.

I’m also finding focus a more interesting resource than I gave it credit for. The back and forth between rapid fire instant spam and long cast times to regain focus provides a unique cadence to combat, and it strikes the balance of requiring careful management so you’re not without focus at a crucial moment while not ever feeling focus-starved. I now want a rogue ability that can be used to regain energy.

On the other hand, hunter is an incredibly “vanilla” class. I feel as though any creativity Blizzard had to give the class went into designing increasingly exotic pets. All of my abilities boil down to shoot a red arrow, or a blue arrow, or a green arrow. They’re mechanically and visually uninteresting. There’s really no reason why I need to have both explosive shot and arcane shot other than to have more than one focus dump.

Every class has something that makes you feel awesome. Mages have living bomb, blizzard, and pyroblast. Rogues have shadowstep and killing spree. Warlocks have… everything.

My hunter and her pet fox in the Arathi HighlandsHunters don’t have anything like that as far as I’ve seen — and I’ve looked far ahead in the spellbook. It’s a mechanically sound and enjoyable class, but it lacks spice. It has no wow factor, no sex appeal. Even just giving the various attacks more exciting visual effects would go a long way to making the class feel better.

I also still don’t like micro-managing pets in a group setting. Although on the plus side, collecting and naming different pets is kind of fun. I’m sure later on I’ll have to just get whatever the most raid-appropriate pets are, but for now, I’m just picking them based on what’s appealing to me. So far I’ve got a white fox named Kumiho and a gray mastiff named Anubis.

The sad state of leveling:

Something’s struck me while playing my hunter: Leveling is really screwed up now.

It’s not that it’s not fun anymore, though it’s definitely less exciting than it once was. But it all feels incredibly slapdash and poorly planned.

For one thing, there’s no excitement to leveling up anymore. While I think the new talent system is a vast improvement from an endgame perspective, it takes some of the fun out of leveling when you don’t have that talent point to spend every time you ding. Getting 1% haste wasn’t the most exciting thing in the world, but it was better than nothing. Since all of a character’s power comes from gear, leveling up is essentially meaningless unless it’s one of the levels at which you gain new abilities.

My Pandaren hunter running through the Ruins of Gilneas in World of WarcraftThat brings to my next point: Whoever planned out the acquisition of new abilities must have been drunk. For example, my hunter learned a grand total of one new active ability between levels three and ten, a very bland single-target snare. Then, at level ten, I earned six abilities all at once — not counting the myriad of pet abilities that also opened up at that time.

Does this make sense to anyone? Anyone at all? Wouldn’t it be better to portion out abilities slowly and steadily, instead of this feast/famine shenanigans?

There’s also the speed at which leveling takes place now. I’d say leveling has become much easier, but it was always insultingly easy. Now it’s just faster.

I don’t personally care for the speed of leveling now, at least in the first few dozens levels. I’d prefer a Guild Wars 2 style leveling curve, where each level takes roughly the same amount of time across the game. I can’t complain too much — we do have the option to toggle off our XP, and I do so frequently.

But it has unpleasant side effects. Character leveling has become much faster, but profession leveling has stayed the same, so you almost invariably outlevel a zone long before you’ve gotten your professions to the appropriate level. Also, I’m not sure if it’s because of CRZ or what, but it seems incredibly hard to find resource nodes in low level zones these days.

My hunter on the Wandering IsleDungeons are also absurdly fast, with most groups full of experienced players covered in heirlooms and filled with the “gogogogo” attitude. Low level dungeons are sprints to the finish, with boss fights usually measured in seconds. How could an inexperienced player learn anything from them?

I do wonder what new players think of the Speedy Gonzales leveling. Are the grateful there’s minimal grind, or are they put off by outleveling every zone before they’re even close to finishing its storyline?

Which brings me to my key point here: I’m starting to wonder if the half-assed approach to leveling is bad for the long term health of the game. I recall Ghostcrawler saying that WoW has always bled players at about the rate it does now, but it also gained new players just as fast. The recent subscription crash is due to a lack of new blood, not the departure of the old guard.

I still enjoy leveling. But I have the advantage of perspective. I know what lies ahead. It’s hard for me to put myself in the shoes of a new player after so long, but if I was new, I think I might make the assumption that all of WoW is as illogical and poorly tuned as leveling. And even if someone does make it to endgame, they’ll have learned nothing about how to play the game properly — though, to be fair, that’s always been a problem.

Let’s not even get into the imbalanced circus act that is low level PvP…

THAT WAS A WORTHY FOE:

My monk flying over the Krasarang WildsOne little advertised feature in patch 5.4 is that rare spawns in Pandaria now show up as skull icons on the minimap. I quickly discovered that the world was full of rares hidden just off the beaten path, and rare-hunting rapidly became one of my favourite in-game activities. The higher level ones present a decent challenge even to well-geared players, you can earn lots of fun vanity items and other loot, and it’s a much more fun (if slightly less reliable) way of getting lesser charms than dailies.

I did most of my rare-hunting on my monk. Brewmaster spec was a good way to stay alive before I mastered the fight mechanics for all of them. I eventually killed enough rares with her that I decided I would attempt to earn the achievement for killing every last rare in Pandaria. More importantly, I would so without using any guides or outside assistance.

It took me several weeks of off-and-on searching, but mostly, I enjoyed it. Pandaria’s a very beautiful place, and I was able to find new rares on almost every journey.

As time went on, I began to puzzle out the secrets to finding rares. It became clear to me that there was one rare of every type in each zone, and their locations usually (not always) obeyed a basic logic. Jinyu are usually near water. Mogu are usually found in Mogu ruins.

My monk kneels over the body of the final Pandarian rare championAs I grew closer to my final goal, I was able to use this knowledge to point me in the right directions. I could remember, “Okay, I’ve killed everything in Kun-Lai except a Jinyu, so I’ll only check around the lakes.”

The last few were tricky, because I wasn’t sure what I was still missing, but at last, I finally hunted down my final target: a Saurok in Krasarang.

It was… *Sunglasses*

My monk's "Glorious!" achievement for killing every rare in Pandaria…Glorious.

YEEAAAAAHH!!!!