TSW Solo Tips: Crafting Is Your Friend

It’s time for another guide to being an effective soloist in The Secret World. This time, I’ll be looking at crafting and how it can support the soloist.

The assembly window in The Secret WorldNow, crafting isn’t something that’s going to help too much in the early part of the game — with a few notable exceptions, which I’ll get to. You’ll replace gear quickly enough that it likely won’t be worth the effort, and it’s another complication that would worsen TSW’s already steep learning curve.

However, at endgame, crafting can be a fantastic tool for the soloist, and it’s one of the reasons being a soloist at endgame is so much more viable and rewarding in TSW than it is in most MMOs.

How it works:

Crafting in The Secret World isn’t like in other MMOs. They are no professions, no skill ups, no grind, and few limitations. You can create every craftable item in the game immediately after character creation, assuming you can somehow get the necessary materials. This means you can effectively ignore crafting early on and jump into it at endgame without needing any catchup.

Materials for crafting are mainly acquired by dissembling items you don’t need. To disassemble an item, open the assembly window — default hotkey is y — and place the item in the item slot at the bottom. Then click “disassemble.” Runes, which are one of the major crafting materials, also frequently drop from enemies.

Materials will tell you what they can be used for if you hover over them. For example, hovering over fire will tell you that it is used to add attack rating to items.

Mama Abena in The Secret WorldTo create an item in TSW, you need to place the materials in the assembly window in a specific pattern. What the correct pattern is depends on what you’re trying to make. Seven metal in one shape will make a sword, while those same seven pieces of metal in another shape could make an assault rifle, a blood magic focus, or any other weapon.

So it’s sort of a puzzle mini-game. To learn the pattern for an item, place it in the disassembly window, and it will show the item’s pattern and materials. You don’t have to actually disassemble the item. Just drag it back to your inventory once you’ve learned the pattern.

Of course, you could simply look up all the patterns online, but where’s the fun in that?

You also need a toolkit to craft most items. These are placed in the toolkit slot of the assembly window. The quality of the toolkit determines the quality of the produced item. A QL7 green weapon toolkit will produce a QL7 green weapon. A QL10 blue glyph toolkit will produce a QL10 blue glyph. Higher level toolkits require higher level materials.

Green toolkits drop often, but blue and purple toolkits would be best acquired from the auction house.

You can also combine many crafting materials to upgrade them to a higher quality level. Five sacred fire can be assembled to create one pure fire. Similarly, one pure fire can be disassembled into four sacred fire. No toolkit is required for this.

My Templar striking a pose during the Guardians of Gaia eventTen toolkits can be combined to create one toolkit of a higher quality — green to blue, for instance — with an “artisan’s tool augmenter” toolkit. You can even make purple toolkits this way, providing the only reliable way of getting epic gear outside dungeons and PvP, though it is a fairly intensive grind.

Customization:

The most basic use of crafting in TSW, and one that everyone should learn early on, is how it allows you customize your gear. Most gear in TSW has a modular design: the item itself determines base stats (health, attack power, etc.), its glyph determines its secondary stats (hit, block, etc.), and signets add special effects similar to enchantments in other games. Note that signets only apply to QL10 gear.

While it barely qualifies as crafting, you can customize your gear by adding a new glyph or signet. Simply place the item and the desired glyph/signet in the assembly window and hit assemble. No toolkit required. Note that any glyph or signet already in the item will be lost.

This is a great way to customize your gear towards your needs. Penetration rating and hit tend to be the best stats for soloing, but it can depend on your build. I’d focus on damage signets, but a few tanking or healing signets, depending on their effects, can be useful for the soloist. For example, my Dragon’s sword has a signet that grants a damage absorption barrier on critical strikes.

Gear and gadgets:

Although TSW is generally a great game for soloists, your options for gear progression are pretty limited. Discounting the handful of epics from the issue storylines, you’re limited to QL10 greens or QL9 blues — I strongly recommend ignoring the QL9 blues; you want signet slots.

Theodore Wicker at the end of Hell Eternal in The Secret WorldHowever, crafting offers another option. It’s fairly easy for a solo player to get a full set of QL10 blue gear through crafting, and if you’re willing to put in the effort, you can even get QL10 epics this way. It’ll just require a great deal of pax romana, a great deal of time, or most likely both.

Start by crafting weapons. While blue talismans are something of a tradeoff versus greens because green talismans include a balance of health and damage instead of just one or the other, blue weapons are simply better than green weapons with no disadvantage.

Crafting is also the main way to get gadgets in the early game, and the only source of gadgets for soloists. Gadgets are similar to trinkets in other games. You can activate a gadget for a powerful temporary buff on a two minute (ish) cooldown. Gadgets can provide either offensive or defensive effects, and you can have as many gadgets as you want, though they all share the same cooldown.

I recommend a gadget that boosts attack rating, but feel free to experiment with others.

Consumables:

Crafting can also be used to produce any of the consumables found in the game. Now, I don’t recommend crafting create energy drinks or any of the standard buff consumables. These drop so often from enemies that it’s just not worth wasting the materials.

But there is one type of consumable that can be a Godsend to soloists and can only be acquired through crafting: pure anima.

My Dragon blasting zmeu with his quantum BRACE in The Secret WorldPure animas provide powerful buffs to core stats — health, attack rating, etc. — and persist through death.

I cannot overstate how handy pure animas are. For example, if you’re struggling with survivability, drinking a health pure anima can be a literal lifesaver.

* * *

I hope this guide will help you to capitalize on the benefits of crafting in The Secret World. Not only is crafting in TSW surprisingly useful, but I’ve also found it surprisingly fun.

I’ve always liked the idea of crafting in MMOs. I enjoy the fantasy of going into the wild, harvesting materials from the local wildlife, and MacGyvering it into a new weapon or suit of armor. But in practice, it always turns into a tedious grind with little benefit.

But I actually enjoy crafting in TSW. There’s no grind, and discovering all the patterns and recipes makes for a great little mini-game.

If you’d like to learn more about crafting in TSW, you can check out this extensive guide on the official forums. However, I really do recommend learning on your own without the help of such detailed guides. It can be a very rewarding process.

So EverQuest Next Is a Thing + New Article

As of this past weekend, the entire MMO community is abuzz about the announcement of EverQuest Next, the sandbox reboot of the EQ franchise. It’s been crowned as the next Great Hope of the MMO genre. Anticipation is already at Guild Wars 2 levels of intensity, and many feel this game could completely revolutionize the MMO universe.

A screenshot from EverQuest nextI’m a bit more skeptical.

(Also, as an aside, is it just me, or is the MMO community much more prone to over-hype things than the rest of society? Why can’t it just be “This game looks cool” instead of “ZOMG THIS GAME WILL CHANGE THE WORLD 4 EVAR1!!1!!”?)

I won’t deny EQN has some interesting ideas. For one, the entire world is made up of voxels — a programming term for a three dimensional object; think Minecraft cubes — that will allow fully destructible/constructable terrain.

Now, there will be limits to prevent total anarchy. Certain areas, like major cities, can’t be destroyed, and the land will “heal” over time to prevent people from just demolishing the entire planet. I think there also limits on where you can build things.

Supposedly, the entire world of Norrath has been designed in three dimensions, as well, right down to its molten core. Players will be able to dig through the earth to find procedurally generated underground content.

Otherwise, most of what we’ve heard about EQN so far sounds suspiciously like Guild Wars 2.

A monster in EverQuest NextFor example, all their talk of a living and evolving world. It seems as though the questing system and much of the open world content will be quite similar to GW2’s dynamic events. Then there are limited-time global events called Rallying Calls that permanently change the world based on player actions — these sound much like GW2’s “Living Story.”

I don’t really know how to feel about this. It all sounds cool, and certainly I enjoyed the dynamic content in GW2 — for a while. But it became just another grind once I realized most events were really more or less the same. Will EQN provide a more enjoyable experience?

I’m not a big fan of temporary content, either. It’s cool when it only happens once in a while, but when you make it the focus of a game, it is again just another grind, with the added “fun” of missing out if you’re not playing constantly.

One twist is that EQN has supposedly developed a much more advanced AI for NPCs that will allow them to learn and adapt to new situations. If players are constantly killing the goblins in one region, the goblins will relocate to someplace safer. Or maybe retaliate against the local player settlements.

Again, this sounds very cool, but I’ll have to see it in action to judge whether it makes a real difference. Perhaps I’ve just become too cynical, but I can’t bring myself to fall for the hype at face value.

A map of Norrath from EverQuest NextAnother similarity to GW2 is that EverQuest Next will lack the holy trinity of group roles. This could be good or bad. I’ll go on record as saying I think GW2’s attempts at this were a somewhat failed experiment. It’s okay for the open world, but dungeons are just awful. They made the mistake of designing the same kind of MMO content without the trinity system it’s based on, creating a chaotic mess.

However, just because Guild Wars 2 didn’t get it right doesn’t mean the idea is flawed. I’m still not a fan of the trinity, and I’d still like to see games break from it. If EQN can pull it off more effectively than GW2 did, it could make for a really fun experience.

Also, EverQuest Next? Really? That’s the best title you could come up with?

I’m not all skepticism:

With all that out of the way, there are a few aspects of EverQuest Next that I’m unabashedly in favour of.

For instance, the graphics are absolutely gorgeous. They’ve got a lovely vibrant style that reminds me of World of Warcraft, but much more modern and advanced. They’re bright and cartoony and lively and OH GOD WHY CAN’T EVERY GAME LOOK THIS GOOD?

The character progression system sounds pretty interesting, too. There are no levels (though I suspect there will be “levels lite” like in The Secret World), and you have massive options for build customization.

A character in EverQuest NextYour first four skills are determined by the weapon you wield (again, like GW2), and the remaining four are determined by your classes.

Yes, plural. EGN will feature over forty classes, and you can multi-class infinitely.

I’ve said before that I don’t like being forced into narrow boxes of class, so this is incredibly exciting to me. Can I be a rogue that throws fireballs? An arcane archer? If so, sign me up.

Granted, I suspect each “class” will probably only be a handful of skills, but even so, that sounds like a damn cool system.

Gaining a new class isn’t just a matter of clicking a few buttons, either. You need to acquire them by exploring a world — finding a trainer or a tome of arcane lore. Your options can be based on your actions, as well. Good luck getting paladin trainers to give you the time of day if you’ve been going around murdering innocent peasants.

Again, that sounds awesome.

I’m also a bit intrigued by this parkour-inspired movement systems they’ve implemented. As long as it doesn’t become an excuse for a lot of obnoxious platformer gameplay, this could be a lot of fun.

An underground scene in EverQuest NextI want to believe:

I’d like to be able to be excited about EverQuest Next. But I’ve just never been much of a fan of sandboxes or EverQuest games, and I’ve not yet been convinced that this will be the exception to either rule. There are some good ideas here, but it’s hard to cut through the hype and marketing speak to get an idea of what the game will actually be like.

On the one hand, this could be the game that improves on the innovations of Guild Wars 2 and makes something really amazing. While it may not have held my interest long-term, there are still many aspects of GW2 that I love, and I really do want to see the formula perfected.

However, EQN could just have all the same problems as GW2.

In particular, I’m concerned about story and lore. I don’t see how any interesting storytelling can take place in a sandbox like EQN, and I’ve learned I can’t maintain my interest in an MMO over the long haul if I don’t care about the world and its stories. I like the gameplay of GW2 much more than the gameplay of World of Warcraft, but I’m still playing the latter and not the former. What’s that tell you?

On the plus side, the game will be free to play, so it should be easy enough for me to give it a shot.

Oh, yeah, and EverQuest Next is actually two games. But this post is long enough already.

New article:

My latest article over at WhatMMO is on Underused Race Archetypes.

Seriously, why is it so much harder to find giant races than tiny races?