TSW Solo Tips: My Builds + New Article

A few months back, I did a post with some tips on how to solo effectively in The Secret World. My helpful traffic chart shows this as one of my most popular posts, and in the time since I wrote it, my soloing skills have only improved, so I’ve decided to do another post of tips on how to solo the dark days.

This time, I’m going to get into the specifics of the builds I use. [This post has been updated to reflect changes made in patch 1.7.]

The best, Jerry:

My Dragon lookin' chill in SeoulFirstly, let’s talk about my Dragon’s soloing build, which uses blades, blood magic, and the quantum BRACE. I’ve been perfecting it for months, and it’s definitely the build I’ve had the most success with while soloing. I used to alter it slightly for nightmare missions, adding more survival skills, but I’m at the point now where I don’t even need to do that. I can handle multiple nightmare mobs at once without much difficulty and can walk the most dangerous areas of the game without fear.

The only exceptions are missions requiring very specific builds. For example, good luck beating the Fata Padurii without hinders, so I switch out my blood magic for elementalism for them.

Actives:

  • Forking Paths (Blade, outer ring: Point blank AoE builder that heals the player when hitting afflicted targets)
  • Clearing the Path (Blade, outer ring: Point blank AoE finisher with a 40% increased chance to penetrate afflicted targets)
  • Sling Blade (Blade, outer ring: Ranged attack on a short cooldown that causes enemies to be afflicted by a powerful DoT)
  • Bloodshot (Blood, outer ring: Single target finisher that does bonus damage to afflicted targets)
  • Turn the Tables (Upper miscellaneous ring: Self heal)
  • Martial discipline (Blade, inner ring: Defensive cooldown increasing chance for enemies to glance the player)
  • Four Seasons (Blade elite, outer ring: Channeled single target ranged attack that becomes more powerful with every hit, is guaranteed to penetrate, and impairs the target for three seconds at the completion of its channel)
  • Vector-Space (Quantum: Ranged attack that transforms into an AoE if used again on the same target)

Passives:

  • Breakdown (Chaos, outer ring: All attacks by blade/chaos/hammer skills apply exposed, causing enemies to take 3% more damage and stacking up to ten times)
  • Bloodsport (Fist weapons, outer ring: All attacks cause enemies to be afflicted by a weak DoT, stacking up to three times)
  • Iron Maiden (Blood, outer ring: Penetrating an afflicted target increases penetration chance by 10% for eight seconds)
  • Salt in the Wound: (Fist weapons, outer ring: Applying afflicted causes the target to take an additional hit of physical damage)
  • Flight of Daggers (Blade elite, outer ring: Every fifth attack causes an AoE that deals moderate damage and causes targets to be afflicted by a DoT)
  • Immortal Spirit (Blade, inner ring: Penetrating applies a heal over time effect to the player)
  • Regeneration: (Blade, inner ring: Martial discipline also applies a powerful heal over time effect)
  • Supersymmetry (Quantum: Quantum abilities perform an extra hit on enemies above 50% health)

As you can see, it’s a build focused on exploiting affliction and penetration, with an emphasis on self-healing for survival. It gives me powerful area of effect damage, but Clearing the Path also hits hard even on a single target, and Bloodshot and Four Seasons ensure I’m never wanting for single target damage.

My Dragon blasting zmeu with his quantum BRACE in The Secret WorldFour Seasons is absolutely beastly, by the way. It’s worth using even on enemies that are immune to the impair.

While it’s mainly a melee build, I also have a lot of options for doing damage at range if I need to run out to avoid an enemy attack. Overall, it’s a very well-rounded build with few weaknesses.

For gear, I focus mostly on DPS items, but I use a minor talisman with heal rating and a major talisman with health for extra survivability. It should be noted that I still have some greens, which balance health and attack rating, so that balance may change as I upgrade to full blues/purples.

The one problem with this build is that it’s pretty much solo-only. This would be a terrible build for dungeons — it’s too focused on survivability and AoE, and melee builds generally don’t do well in dungeons. Plus running an impair as a DPS will make tanks hate you.

The gunslinger:

Now we come to my schizophrenic Templar. She’s changed builds countless times over her career, but the current one is the best and most fun yet, and I think it may finally be a keeper.

My Templar by Anastasia's Wagon in The Secret WorldThis build uses hammers, pistols, and whips. It’s a bit weaker in both damage and survivability than my Dragon’s build, but it gets the job done, and I can even solo most nightmares with little or no modification.

Actives:

  • Hair Trigger (Pistol, outer ring: Single target focus builder)
  • Backhanded (Hammer, inner ring: Single target attack with a short cooldown that generates two hammer resources if you have no hammer resources)
  • Shootout (Pistol, inner ring: Single target focus finisher)
  • Razor Shards (Hammer, outer ring: Point blank AoE finisher that generates additional hate)
  • Turn the Tables
  • Stonewalled (Hammer, inner ring: Defensive cooldown that increases block chance)
  • Gun Crazy (Pistol elite, outer ring: Channeled attack that deals high single target damage with a burst of AoE)
  • Crack! (Whip: Column AoE attack)

Passives:

  • Dark Potency (Blood, inner ring: Applying afflicted increases penetration rating by 30, stacking up to five times)
  • Finish the Movement (Blade, outer ring: Finishing a focus attack grants a resource for that weapon)
  • Twist the Knife (Blade, outer ring: Penetrating gives a 3% buff to damage, stacking up to three times)
  • Overpenetration (Shotgun, outer ring: Every fourth time you penetrate, you gain +10% chance to penetrate for eight seconds)
  • Flight of Daggers
  • Immortal Spirit
  • Lick Your Wounds (Fist weapons, inner ring: Every time you attack, you gain a weak heal over time effect, stacking up to five times)
  • Jones in the Fast Lane (Whip: All whip ability cooldowns are reduced by 50%)

As you can see, it’s based on many of the same principles as the Dragon’s build, even if the abilities are different. The interesting thing, though, is that it still feels like a very different build. It might function similarly under the hood, but it still feels like a different experience. This shows the power of passive choice.

She's got an axe!My favourite thing about this build is that I generally never have to use more than two builders before each finisher. Three if you want to count Backhanded. Considering you normally need to use five, that just feels awesome.

It’s a little weaker on the AoE, but its single target damage is strong, and having a ranged builder allows you to be very mobile.

Again, the main disadvantage of this build is that it isn’t that good in group situations, though it is a lot better than the Dragon’s as long as you replace Razor Shards with something that won’t make your tank’s life miserable.

I use a modified version of this build with elemental magic instead of hammers for DPSing dungeons. I’d post it, too, but I’m new to dungeons, and I’m sure much better DPS builds are out there. Plus, this post is already really long.

* * *

My reason for posting these isn’t so much to allow people to copy them exactly — though feel free to do so — but just to give some examples of the kinds of builds and synergies that work well in this game. I do highly recommend experimenting with your own builds; it’s a very gratifying experience.

Also, random fun fact: I’ve written a good chunk of this post while in the game so I could make sure all my info was accurate. Advantage of an in-game web browser.Me writing this blog post from within The Secret WorldNew article:

My latest contribution over at WhatMMO is Five More Untapped MMO Concepts. I’d totally play an espionage MMO — I’m picturing No One Lives Forever meets The Secret World.

I’d roll KGB. For the Motherland, comrade!

So How About That 5.4?

I haven’t been doing many posts on World of Warcraft lately. Truth is I haven’t played in several weeks, and between burnout and my dislike for many of Blizzard’s recent decisions in regards to the game, I’m having a lot of trouble mustering my old enthusiasm.

My warlock pursuing green fire in the Black TempleBut I’m still following the news, and I’ve been watching closely as the new features and content for patch 5.4 are announced. Mostly, the news has failed to rekindle my passion for WoW, but at least nothing has really upset me yet.

Flexible raiding:

The first piece of news was the announcement of a fourth raiding difficulty. Easier than normal and harder than LFR, flex raids can accommodate any group between ten and twenty-five people and are designed for very casual guilds and PUGs.

This is a good idea for those it’s targeted towards, and I certainly don’t see any downside, but I somewhat question Blizzard’s priorities here. I can’t imagine flex raids appealing to anything but a minority of raiders, and raiders are, in turn, a small minority of the greater playerbase.

Couldn’t that development time have been spent on something that will appeal to more than 2% (totally made-up number) of the players?

Still, it’s not actually hurting me as a player, even if it’s a feature I’ll never use, so I can’t complain too much.

Battling Amber-Shaper Un'sok in the Heart of Fear raidProving grounds:

Of all the new stuff coming in 5.4, I’d say proving grounds interests me the most. This idea has been floating around for a long time, but if you’re just hearing about it now, proving grounds are solo challenges designed to help you master the skills necessary to function as a tank, healer, or DPS.

I like proving grounds for two reasons.

The first is that it’s a way for new players to learn the game. Even Blizzard has admitted that they are absolutely terrible at teaching people how to play properly. For the first time ever, new tanks and healers will be able to practice without risking the lives of four other players.

The other is that it’s more solo content, which I always like. Hopefully this will provide something for solo players to do without the tedium of dailies or the forced exclusivity of Brawler’s Guild.

Virtual realms:

Virtual realms are Blizzard’s long-awaited solution to low population servers. It will hook up groups of servers, allowing for cross-realm guilds, auction houses, groups. etc.. It’s not dissimilar to the “single server” technology employed by The Secret World and other games, though a bit less advanced.

My rogue surveys her domainAgain, this is a good idea, and I don’t see any downside. However — and perhaps I’ve just become a cynic — I can’t help but see this as a move that is geared more towards saving face than enriching player experience.

Imagine the fecal meteorological event that would occur if Blizzard announced realm merges. You think there was a lot of “WoW is dying1!!@” talk when they announced they lost a million subscribers? That was nothing compared to what would happen if they started merging servers.

But they need to do it, so they came up with a way to merge servers without really merging servers. And to be fair, it does have some benefits for the player over traditional server merges — no naming conflicts, for one.

The Siege of Orgrimmar:

Datamining being what it is, we’ve already learned just about everything there is to know about the final raid for Mists of Pandaria. I won’t spoil what happens with Garrosh, but no one with any familiarity with Warcraft lore should be surprised by how things play out.

Overall, it looks like a pretty interesting raid. A lot of diverse bosses, including several pre-established characters.

My mage surveying his new domainPersonally, I’m intrigued by the fact that it seems to be taking a page from Dragon Soul’s playbook and not focusing on a single setting. Instead, it takes place in multiple locales around the world, from Pandaria to Kalimdor.

Again, I don’t want to spoil too much, but the raid also accompanies some fairly dramatic — and permanent — changes to the world. That’s not something WoW has done much of before — excepting the world revamp in Cataclysm — and it seems to herald some pretty powerful story.

Still, I have the same concern I’ve had all expansion long. Mists of Pandaria has had a very good story so far, but unless the Siege of Orgrimmar ends with some really major changes to the geopolitical state of Azeroth — and game mechanics being what they are, I can’t see how it possibly could — it’s all just going to be a waste of time, and MoP will probably be consigned to the same “let’s pretend that didn’t happen” lore trash bin as Burning Crusade.

New player model reveal?

A more unexpected bit of news to come out of the 5.4 PTR is that we have now (seemingly) seen our first preview of the new player models in the form of a new model for Garrosh.

Now, NPCs get new and unique models all the time, but this one is different. Not only is it incredibly high quality, featuring a level of facial expression and articulation currently only seen on the Pandaren, but it also features numerous animations a raid boss couldn’t possibly need, including /flirt, /dance, and all the monk animations.

These are not the old Orc animations. These are totally new animations based on the old ones — exactly what Blizzard said the new player models would have.

Ghostcrawler is being coy, but I’m convinced this is the new Orc model, or at least a prototype version of it.

Obviously, the new player Orc models won’t look exactly like Garrosh, but it seems clear that his new model is based on the new Orc model. So this gives us a pretty good idea of how the new models will turn out.

As someone wary of the new models, I find this early preview reassuring. The new Garrosh and his animations look great, and capture all the same feel of the original. I wish Orcs had learned to stand up straight, but otherwise, I can’t complain. The facial expressions are especially excellent, particularly when he dances.

Now let’s just hope all the females don’t wind up same-faced.

Okay, I lied:

There is one thing on the PTR that has me upset. They’re nerfing Kil’jaedan’s cunning so that warlocks will no longer be able to cast while moving.

My reaction: