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.

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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.

Review: The Dragon Apocalypse: Witchbreaker

Review: Witchbreaker:

“Witchbreaker” is the third book in James Maxey’s “Dragon Apocalypse” series, following “Greatshadow” and “Hush.” However, if not for the appearance of several previously introduced characters and the continuation of the Church of the Book’s conflict with the primal dragons, you’d be hard-pressed to realize this is the same series.

Cover art for This review will contain some mild spoilers for the first two books.

I don’t know how to feel about “Witchbreaker,” honestly. Under normal circumstances, I’d praise it as an above average, if not stellar, fantasy novel. But the massive changes in the story following “Hush” are jarring, and I feel something special about this series has been lost.

But let me back up a bit. I should explain what’s so different about “Witchbreaker.”

The first two books in “The Dragon Apocalypse” were pretty clearly a love story. Sure, there was lots of action, humour, and general craziness, but ultimately, it was the story of Infidel, the superhuman pirate, and Stagger, the ghost of a witty old drunk who’d loved her in life.

It was an incredibly unique tale, and very touching in a bittersweet way. Furthermore, Stagger’s wry voice made the books come alive much more than the standard third person perspective would have.

But “Witchbreaker” takes an entirely different direction. Infidel doesn’t appear in this book at all, and Stagger has only a brief — if awesome — cameo near the end. The story shifts to a standard, and fairly dry, third person perspective.

The story now focuses on an heretofore secondary cast member: Sorrow Stern, a woman every bit as cheerful and charming as she sounds.

Sorrow is a witch, a sorceress who has gained power over the material world by hammering nails into her own brain. Recently, she has fused her soul with Rott, the primal dragon of decay and entropy, gaining god-like powers of destruction at the cost of her humanity.

Sorrow hopes to use her newfound powers to fulfill her lifelong mission of destroying the Church of the Book, but of course, it’s never that simple.

Each time she uses Rott’s power, she draws closer to being consumed by the dragon’s essence, and even with her immense power, she is still only one woman, and she will need allies to free the world from the Church. To this end, she seeks to learn more about the ancient witches whose footsteps she follows in.

Along the way, she uncovers an amnesiac warrior in a glass coffin. The man bears a striking resemblance to Lord Stark Tower, the legendary Witchbreaker who all but rid the world of witches. But Tower has been dead for centuries. Surely this man cannot be him…

Other characters include the Romers, a super-powered family of seafarers introduced in “Hush”; Brand, a former circus performer and associate of the Romers; and Bigsby, Brand’s diminutive transvestite brother.

Maxey hasn’t lost his touch when it comes to inventive casts.

If it feels like I’ve just given away the whole book, I’ve actually barely covered the opening chapters. This is an incredibly eventful book, and I honestly don’t know how Maxey crammed so much into just four hundred pages.

One thing that hasn’t been lost from the previous books is the breakneck pacing and thrilling action. This is a book without a single dull moment.

Also preserved from the first two books is the incredibly inventive world-building. This is most definitely not your standard high fantasy, and even the more cliche aspects are given fresh spins and fun twists, or else made intentionally cliche as a tongue-in-cheek parody.

This was a very fun book, and I enjoyed reading it a lot, but I can’t help but feel something was lost in translation between “Hush” and “Witchbreaker.”

I blame Sorrow for much of this feeling. Now, Sorrow is a very interesting character, and I enjoy reading about her, but she is not at all a good choice for a viewpoint character.

Sorrow is very cold, almost to the point of inhumanity, and that makes it very difficult to get emotionally engaged in “Witchbreaker” — a sharp contrast with how much the first two books would grab you right in the feels.

Sorrow’s joyless nature also robs the book of much of its humour, whereas the first two books were hilariously funny.

Given the choice, I would much rather have a read a book from the perspective of, say, Menagerie or Gale Romer.

Still, I have high hopes for the rest of this series. If the viewpoint character has changed once, it could change again, and there are a lot of fascinating characters whose tales are yet to be told.

It’s also clear we’ve barely scratched the surface of this world, its cultures, and its primal dragons. I see vast potential for future stories in “The Dragon Apocalypse.”

Overall rating: 7.9/10 A fairly big disappointment compared to the first two books of the series, but a high quality novel all the same.