TSW: Issue #13, Orochi Tower, and Challenges

I’ve been distracted with so many different games lately that The Secret World has fallen by the wayside a bit. But this has not been through any fault of the game itself, and with a slight reprieve in my all-consuming mission to play ALL OF TEH GAMES, I’ve had a welcome reunion with my favourite MMO.

The Orochi Group in a nutshellThis happened to come just as issue #13 was due for release, and I’ve also had the opportunity to further explore the last major story issue and some of the other improvements in recent months.

Issue #13: Trail of Shadows

Issue #13 was a pleasant surprise. It’s billed as the final major update for Tokyo, but since I had assumed Reaping the Whirlwind was the end of the Tokyo story, this is a welcome bonus.

That said, issue #13 did turn out to be a bit of a disappointment. In fact, it may have replaced issue #6 as my least favourite issue to date. It’s not awful by any stretch of the imagination, but it’s nothing special.

There isn’t much in the way of an over-arching plot, and it’s just not all that fun. The first several missions were fairly tedious — though part of that is my fault for trying to do an investigation mission before any guides were up — and as much I love Ricky Pagan, his standalone mission was, again, kind of generic and just not that memorable.

That said, the final mission of the issue was very cool. Exactly the kind of inventiveness that we all love about TSW.

The Orochi mech Security Five in The Secret World's issue thirteenSorry if I’m being a bit vague about it all, but the issue is still new, and I don’t want to spoil too much.

It did make me a bit wistful for other roads the game might have taken, though.

I love the story-telling in TSW, but one thing that always bothered me is how faceless and voiceless the player character is. We’re surrounded by such colourful characters with so much rich development, but we ourselves are empty non-entities.

I would have liked something a bit closer to Bioware’s style, where the main character is fully voiced and you can make some choices about your character. I don’t need to be able to direct the story or have as much choice as I might in, say, Mass Effect, but even if all our choices were ultimately meaningless flavour that didn’t affect the game’s plots, it would have been nice to have some backstory or personality given to the player.

This is finally realized a bit in issue thirteen, but I can’t help but wish something like this had come much earlier, and that the choices were irreversible.

Don’t get me wrong. I still loved the mission. My pining for what could have been doesn’t detract from the experience. I just wonder what might have been. Obviously it’s too late to change things now.

Choosing my Dragon's romantic history in The Secret World's issue thirteenBut even as issue #13 disappoints, I’ve gained a new appreciation for the last major story issue, Reaping the Whirlwind.

They all to the dark tower came:

It’s safe to say the reception for issue #11 was a bit lukewarm. I found it a bit uneven myself. As a result, I’d only done it once up until about a week ago, when I decided to return to Orochi Tower.

I discovered that you’re able to easily pick and chose which mission you want to repeat, which means you can do The Eight-Headed Serpent, which has you exploring the randomized floors of the tower, without bothering with the initial assault or the overly long finale with Lilith and the Mitsubachi.

I set out to explore every single floor of the tower, and I found it an extremely enjoyable experience.

The mission is fairly quick to complete, and the variety of different floors keeps it fresh and interesting. It’s exactly the kind of high quality solo experience that makes me love TSW so much: all the excitement, challenge, and high production values of an MMO dungeon without the need for a group and its associated drama.

Just another day in the Orochi GroupThe various floors overflow with Easter eggs, lore, and odd little mini-stories. I was particularly surprised by how much humour there is to be found, though perhaps I shouldn’t be considering how much of a walking joke the Orochi are. Regardless, it’s a thoroughly entertaining ride.

Going in, I expected Sycoil and Vali to be the most interesting subsidiaries to explore, based on their appearances earlier in the game, but while they had their moments, I actually found Zagan and Faust Capital’s floors to be on the whole the most enjoyable. Faust Beta and Omega are among the more creative floors, and in Zagan’s case, I just have to stand in awe of the bizarre, twisted things TSW’s writers can come up with.

I’ll also give a shout-out to Anansi Beta and its life-size Pac-Man game for once again being wildly original. This is not something you’ll see in any other MMO, that’s for sure.

On the downside, I found Plethron and Manticore to be overall the least enjoyable. Manticore Beta, in particular, is probably the most annoying floor, combining all the worst aspects of sabotage missions with none of their usual virtues. That said, there is one bit in Manticore Alpha is very amusing.

“Seriously, how did you get funding for this?”

Running Orochi Tower also turns out to be fairly rewarding. You can net yourself three biohazard containers and a decent chunk of black bullion without too much effort, and I’ve discovered that it counts as all three mission types* for the purposes of daily challenges, so if you get a challenge to do any mission in Kaidan, it’s an easy way to knock that out.

A Zagan lab in Orochi Tower in The Secret World*(I haven’t tested to see if it qualifies as an action mission, but seeing as it has more action than anything else and definitely counts as both sabotage and investigation, I’d be shocked if it didn’t.)

Speaking of challenges:

The last few weeks have also been my first opportunity to really delve into the new challenge system. Now, I knew off the bat I’d enjoy this. It’s exactly the kind of reward system I like in an MMO — do whatever you want and get rewards — and I’ve wanted something like this in TSW for a long time.

Hell, you could argue it was my idea. I spent over a year advocating for a system almost exactly like this on the official forums.

It just feels good to be able to easily access good rewards just doing whatever you were going to do anyway, and the steady stream of currency and XP can get very addictive, very quickly. It can even start pushing you to do things you would never normally do.

I’ve been running dungeons again, despite swearing off them until the dungeon finder is implemented, and even more shockingly, I actually participated in some PvP recently — a Stonehenge match.

Exploring Orochi Tower in The Secret WorldEven more shocking, it actually wasn’t that bad of an experience. The last round of changes to the PvP buffs had a much bigger impact than I realized. I gained over ten thousand health, and for the first time in a TSW PvP match, I spent more time alive than dead. I was actually able to meaningfully contribute to my team. We still lost, but compared to the miserable experience I’ve found TSW PvP to be in the past, it’s a night and day difference.

And losing didn’t sting that much, because I still completed my challenge. Sweet, sweet bullion!

The Secret World has always provided fantastic story-telling and ambiance. I’ve said it’s the best single-player RPG on the market. But it’s always lagged as an MMO, with its group-focused and repeatable content being severely limited in scale and burdened by all kinds of blunders and poor system designs.

Now, that’s turning around. TSW will always be about story and solo-friendly content first, and that’s as it should be, but they’re doing a great job of bringing the rest of the game up to snuff without majorly jeobardizing its existing strengths.

It’s been three years since I joined The Secret World, and the game is still finding new ways to impress me.

Heroes of the Storm: My Builds – Tassadar and Jaina

I meant to do some Heroes of the Storm guides when the game officially launched, but with all the chaos of apartment-hunting and moving, I didn’t get a chance.

The opposing team in the tutorial for Heroes of the StormBut now that life is more settled, and I’d like to start sharing some of what I’ve learned in my year plus of playing. I’m going to share my standard builds for my most played characters in each of the four roles. I’ll also be sharing links to their talent calculators on Heroes Nexus in case you need more info on the heroes and their abilities.

Today, I’ll be talking about my favourite support and assassin, Tassadar and Jaina. These are my two most played characters, with over 150 games played and master skins unlocked on each at the time of this writing.

UPDATE: The Jaina build has been updated to reflect the changes in the Dehaka patch on March 29, 2016.

Tassadar: Executor of All Trades

General thoughts: The great thing about Tassadar is his versatility. He doesn’t necessarily excel in any particular area, but he brings a little bit of everything to the table, and he has few, if any, major weaknesses or obvious counters.

Playing as Tassadar on Towers of Doom in Heroes of the StormHe’s also an excellent counter to stealth heroes, especially Nova. Between his trait and psionic storm, he’s fantastic at knocking enemies out of stealth, his shields help counter their burst, and dimensional shift completely negates Nova’s triple-tap while still triggering its full cooldown.

This build is meant to build on his versatility. It will allow you to put out very high healing numbers (rivaling a Malfurion or Kharazim) while also being supremely hard to kill and doing some some fairly respectable damage.

1: Conjurer’s pursuit: Collecting healing globes permanently increases your mana regeneration.

This build focuses on making very heavy use of plasma shield and psionic storm, and you will need all the mana you can get. If you’re diligent about grabbing healing globes in the early game, this talent should be enough to sustain you.

4: Leeching plasma: Basic attacks by shielded targets heal them.

This tier offers Tassadar’s only means of actually healing damage, and leeching plasma is more reliable than healing ward. Prioritize shielding squishy heroes with high auto-attack damage, like Valla and Illidan.

7: Khala’s embrace: A portion of plasma shield will remain indefinitely after its duration runs out.

This is a crucial part of the build. Once you have this talent, you should pretty much be using plasma shield on cooldown, even if — especially if — there’s no fighting going on. By blanketing shields across your entire team, you can greatly increase their survivability. Prioritize low health heroes. Shield yourself only if you’re near death or everyone else is already shielded. Staying at range and making judicious use of dimensional shift should be enough to keep you alive under most circumstances.

10: Archon: Gain a shield and greatly increased auto-attack damage for short period.

This is by far the easier to use ultimate, and therefore my pick. It’s been nerfed a few times, but the damage can still make a difference if the enemy team is backed into a corner or otherwise unable to escape. In a pinch, its shield can also save you from certain death.

13: Prescience: Dimensional shift activates automatically at low health.

Tassadar is pretty hard to kill to begin with, but with prescience, you’re nearly immortal. It will activate when you’re stunned, and it doesn’t trigger and isn’t effected by dimensional shift’s main cooldown.

16: Second strike: You can cast a second, free psionic storm after the first one.

With the survivability of you and your team covered, it’s time to boost your damage. A second psionic storm allows you to deal more AoE damage to the enemy team, recover from a misclick, control the battlefield, or clear large minion waves easily.

Important note: Multiple psionic storms do not stack. Placing two storms directly on top of each other will not double your damage.

20: Twilight archon: Increases the damage bonus and shield of archon and increases your auto-attack range while active.

Although the damage of twilight archon is devastating, its real value is in the increased range. Enemies will find it much harder to escape your wrath.

Storm shield is also a decent choice, but twilight archon is just too much fun. People underestimate you. And then they die.

Jaina: Blizzard Entertainment

General thoughts: Jaina is a very strong assassin, but in some ways a peculiar one. She’s not a duelist or a ganker. She’s not the best in small engagements. Team fights, though? She reigns supreme. Her AoE damage and crowd control will ruin the enemy team.

My team zoning into a match in Heroes of the StormKeep in mind that Jaina has very low health and no escape tools. Always stay at range, and don’t take chances. A cautious Jaina is a successful Jaina. Blizzard is your main source of damage, and frost bolt can be used to poke, wear down, or finish off a wounded target. Cone of cold is mainly used to discourage enemies who get too close. You can use it offensively, but it’s very risky, so I don’t recommend it for beginners.

This build focuses on blizzard, capitalizing on Jaina’s existing strengths.

1: Lingering chill: Chill effects last longer.

Mostly this just makes your play more forgiving by making combos easier to execute. It allows you to easily keep a target permanently chilled by spamming frost bolt.

4: Snowstorm: Increases blizzard radius.

The default radius for blizzard is pretty small. This makes it easier to clear minion waves or hit multiple enemy heroes.

7: Frostbitten: Increases damage bonus against chilled targets.

More damage.

10: Summon water elemental: Fairly self-explanatory.

I actually think ring of frost is a better ultimate if you can land it, but it’s extremely hard to use effectively. Water elemental is much safer choice.

Two things to keep in mind about water elemental: It’s very good at chasing down wounded enemies without risking yourself, and it attacks fast enough to keep a Nova from re-entering stealth. This is a great way to force her to disengage.

13: Storm front: Increases cast range of blizzard.

This is, in my view, Jaina’s most mandatory talent. The default range for blizzard puts you entirely too close to the front lines. You need the extra range.

17: Snow crash: Adds an additional hit to blizzard.

Realistically, you’re not going to hit many heroes with all three blizzard waves, but this talent is a great asset for capturing mercenary camps and keeping enemies zoned out, and the other talents in this row don’t really fit this build.

20: Wintermute: Increases the cast range of summon water elemental, and causes your elemental to mirror your ability casts for half damage.

I can’t say I’m happy about the removal of bolt of the storm from Jaina. That leaves wintermute or arcane power as your only choices. They both increase burst damage, which isn’t something Jaina needs help with by level 20.

Neither option is good, but wintermute is slightly less weak. It’s basically free damage, and the extra cast range on water elemental has its uses.

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Any questions? Ask me in the comments.