The Secret World: One Man Army

Yes, Heart of the Swarm was released yesterday, but I’m waiting until I’m farther into the game to do a post on it. I want to make sure I’ve got something intelligent to say, first. I will say that — considering how much I don’t like playing Zerg — it is amazingly fun so far.

In the meantime…

One woman, technically:

My Templar soloing a nightmare mission in The Secret WorldIn The Secret World, I’ve been pressing deeper into Transylvania on my Templar. I’ve now made it as far as the Shadowy Forest. You may have heard me say before that TSW is a very difficult game.

Let me tell you: the first two regions have nothing on Transylvania.

While the previous zones might have had one or two nightmare missions, it seems like nearly half the missions in Transylvania are nightmares, and even the normal missions are rather intense.

Despite the fact that MMOs are trending more and more towards solo-friendly content, this is the first time that I’ve encountered truly challenging endgame content designed for the solo player.

Essentially, nightmare missions are solo raids. Imagine all the thought, effort, and complexity that goes into a raid in World of Warcraft, strip away all the other players, and you have nightmare missions.

The Dutchman's lair in The Secret WorldEvery enemy has unique mechanics. Instead of a dungeon journal, they just have buffs that you can hover over to read about their abilities and how to counter them. And just like in a standard raid, if you do not learn to adapt to the mechanics, you will be a stain on the ground in no time flat.

Whereas in a true raid you’d have at least nine other people to lean on, it’s all on you in a nightmare mission. You’re the tanks, the healers, and the DPS all at once. You need to make sure you can heal through the damage, tank the hardest hits, and burn the enemy down before your health runs out.

So how do you cope with this rather extreme level of difficulty?

You become a one man army.

My name is Legion, for my builds are many:

This is where the ability wheel truly comes into its own, and where I become glad that I was a bit schizophrenic in my weapon choices prior to endgame.

An RPG where diversification is encouraged instead of penalized? Heresy!

Wee!I quickly developed a very hardy sword/chaos build for the tougher missions, but that was just the beginning. I’ve found myself swapping in different skills to cope with every new situation. Sometimes, I might go through half a dozen builds or more in a single mission.

Werewolves are vulnerable to stuns? Good thing I specced swords, then. Fungal monsters apply a lot of DoTs? Well, all I need to do is equip a focus skill and Ready for More, and they can’t touch me.

The true brilliance of the nightmare missions is not their difficulty, but that they never feel hopeless. No matter how brutal they are, you can always overcome them if you’re just willing to experiment. With no classes, there’s nothing stopping anyone from hitting on the perfect build for the situation.

Remember what I said about how you need to do the jobs of an entire raid to complete a nightmare mission? If that sounds a little overwhelming, it can be, but the other side of that is that you have the power of an entire raid of players at your fingertips.

My Templar poses against a starlit Transylvania skyIf you’ve been reading this blog for a while, you know I don’t set much store by in-game accomplishments. Part of the appeal for video games for me is that nothing you do in them matters. But I have to admit that I’ve never felt like such an utter badass as when I finally saw the last boss of The Girl Who Kicked the Vampire’s Nest drop dead at my feet.

This is what RPGs should be:

Only now does it occur to me that The Secret World is the RPG I’ve waited all my life to play. I’ve always loved the idea of RPGs, but I’ve always hated how they put grind ahead of skill, and how they force everyone into these narrow boxes of class and spec.

The Secret World is what RPGs should have been from the start. It’s not about the grind; it’s about using your wits. It’s not about forcing you into some narrow specialty; it’s about allowing you, encouraging you, to become as diverse and versatile as possible. There’s no limit on what kind of fighter you can become.

And with all those irritating roadblocks out of the way, you’re left to embrace the dream of pursuing the hero’s journey, growing more capable with every evil you vanquish.

The moonlit ruins of Transylvania in The Secret WorldI really, really like this game.

Edit: Issue #6 tomorrow:

And just as I post, it’s announced that The Last Train to Cairo will be launching tomorrow.

Dun da dun dun…

The Secret World: Solo Tips and Ugly Vampires

Update: I’ve now followed this post up with another detailing the specifics of my soloing builds.

* * *

I came to an odd realization in regards to soloing in The Secret World recently: I’m actually pretty good at it. I’m sure there are better players than I, but I’ve yet to hit any proverbial walls in my soloing — not even in Blue Mountain, which is kind of infamous — and I’ve proven myself able to solo anything up to and including nightmare missions with relatively little difficulty.

My Templar posing in The Secret World's Blue Mountain zoneAs TSW can be a fairly intimidating game for the soloist, I thought I would offer some of the more useful things I’ve learned from my travels through the dark days. This won’t be a complete guide, but it should help you get started if you’re having trouble surviving the solo content in The Secret World.

The basics:

To start with, the ideal solo strategy in TSW is more or less the same as in any other MMO. You want to be a DPS and contribute as much of your build and gear towards damage as possible without being such a glass cannon that you die the moment an enemy looks at you.

However, since TSW is much harder than your average Warcraft clone, you do need to put more effort towards survivability than you would in other games.

My personal preference is to use roughly two to three survival passives and the same number of survival actives. The rest of the build goes towards pure damage. I would recommend unlocking more survival skills, though, so you can swap them in on the fly for more difficult enemies. If you’re soloing a nightmare mission, you’ll probably want more survival skills.

Sunset on Blue Mountain in The Secret WorldPretty much any weapon pairing can solo effectively, though some are definitely better than others. The key thing to remember is that most passive skills are weapon agnostic, meaning you can make good use of, say, sword passives even if you’ve never touched a sword in your life.

Choice of passive skills is probably the most important thing in TSW.

If you’re not sure what kind of build to go for, use the decks in the ability wheel as a guide. Decks are not optimal builds and should not be followed slavishly, but they do give you a good idea of what weapon pairings and synergies you can create.

Remember, also, that there is no “one build to rule them all.” No matter what, you will inevitably find yourself in a position where your build isn’t particularly good, and you will need to adapt. The ability to change builds on the fly is awesome, so learn to love it.

If all else fails, ask for help in general chat or on the official forum. TSW tends to have a fairly helpful community relative to other MMOs.

You need only accept our gift...Use a tank weapon:

You can survive without wielding at least one of the tank weapons — sword, chaos, and hammer — but they are incredibly useful for the soloist. There are two main reasons for this.

One is survival. While most survival passives work with any build, survival actives tend to be tied to the tank weapons.

The second is Breakdown. Breakdown is a chaos passive that can be unlocked fairly early on regardless of build. It causes all attacks from tank weapons to apply the exposed effect, which increases damage dealt to enemies by 3% and stacks up to ten times for a total of 30%.

Suffice it to say, Breakdown is awesome. It’s extremely rare to find any passive that increases your damage so much, and rarer still for it to not be an elite skill.

Exposed also sets the weakened state, so it can form a good basis for a build that focuses on exploiting weakened.

A zombie bear corpse in The Secret WorldNote that using a tank weapon doesn’t mean speccing as a tank. I still recommend building yourself primarily as a DPS. Your skill points should go into the damage line of your weapon, not its survival line — though a few points in survival to unlock its passive can’t hurt.

Feeling HoT, HoT, HoT:

There are a variety of different survival passives one can take, but my personal preference is for ones that provide a heal over time effect. For one thing, they keep ticking after combat ends, so they decrease TSW’s already minimal downtime.

For another, I find healing like Wolverine to be more fun than simply being tanky.

Even if you don’t intend to rely on HoTs in the long term, I’d recommend leaning on them early on, because the two easiest to unlock survival passives in the game are both HoTs.

The first is a fist passive called Lick Your Wounds. It causes all of your attacks to apply a stacking HoT. The healing is a bit anemic, but its reliability makes it worthwhile. It only costs 1 AP to unlock and has no prerequisites, so you can unlock it almost immediately after character creation regardless of build.

My Templar prays for her soul in The Secret WorldThe other is Immortal Spirit, from the sword ring. Like LYW, it has no prerequisites. It heals for more than LYW and is thus my preference, but it does have the disadvantage of only proccing from attacks that penetrate.

To support my HoTs, I equip one minor talisman with heal rating. Some people say you should have more, but I don’t want to limit my damage too much.

While neither a HoT nor a passive, I should mention Turn the Tables. TtT is an active skill from the green miscellaneous ring at the top of the ability wheel that essentially functions as an unlimited health potion on a short cooldown. It doesn’t scale based on heal rating or anything else, so it works with any build.

If anything can be said to be a mandatory soloing skill in TSW, Turn the Tables would be it.

Synergize:

Finally, in regards to maximizing your damage, the best advice is to look for synergy. Pick a certain effect or type of attack and focus as many of your abilities around it as possible.

My Dragon showing off his Wu uniformFor example, my Dragon focuses on affliction and penetration effects. My Templar (who has gone back to pistols/swords) took Finish the Movement, which doubles resource generation from focus skills, so most of her passives boost focus and finisher damage.

Once you find something to base your build on, use the search function on the ability wheel to find all the abilities that enhance it. For example, search “strike” to bring up a list of strike abilities and abilities that buff strikes.

Edward Cullen is crying in a corner somewhere:

But enough dry discussions of game mechanics. I’d like to briefly discuss my current adventures in The Secret World.

I recently discovered that the story missions between regions are faction-specific, meaning I wouldn’t come up against that blasted jumping puzzle on my Templar.

As the bees would say, INITIATE – the power-leveling.

A very creepy play room in The Secret WorldWith WoW distracting me, it took some doing, but I finally completed Egypt again. Instead of the jumping puzzle, I got an incredibly creepy investigation mission set in an Orochi lab that had been experimenting on children.

After fumbling through that, it was on to Transylvania.

I’ve only just started in the region, but I like it so far. I enjoy TSW’s take on vampires, if only because they’re about as far from Twilight as you can possibly get. They’re ugly brutes akin to rapid dogs, their bloodlust barely held in check by their elders.

They’re also striking a nice balance between traditional vampire mythology and the modern setting. I mean, armies of vampires driving giant siege tanks cobbled together from discarded Soviet equipment. Hells to the yes.

Also Cernunnos getting drunk and sweet-talking the barmaids. And Marxist gnomes. And satyrs and fairies and bombed-out Soviet bunkers.

I love this game.

My Templar showing off her Paladin uniform in The Secret WorldI’ve also been learning to appreciate my Templar character a bit more as well. I changed her hair to better reflect her dark backstory, and I just completed the Paladin deck, so she’s got a snazzy new outfit. For all my other complaints about the Templars, they are masters of fashion.

I still miss Bong Cha, though. Sonnac’s sense of humour is excruciating.