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.

Returning to Starcraft II + Secret World Issue #6

Heart of the Swarm is just around the corner, but big changes have already come to Starcraft II. Blizzard recently launched patch 2.0.4 for Wings of Liberty, which has overhauled many aspects of the game and its user interface.

The new victory screen in Starcraft 2I’ve been sampling some of the new toys as a way to get myself reacquainted with SC2.

New training tools:

The ladder in SC2 is a harsh mistress. It’s always been true that the campaign in an RTS is no preparation for the multiplayer, but that’s doubly true in SC2, where the campaign really is an entirely different game.

Blizzard did include some training tools in Wings of Liberty to help combat this, but they were woefully inadequate, and those who wanted to play versus other humans were essentially thrown into the deep end in the hopes they could learn to swim.

Blizzard has recognized this is a problem, and so 2.0.4 contains extensive new training tools to help people prepare for ladder.

I’ve given them a quick play through, and they’re light years ahead of what we had before.

The new training mode in Starcraft 2To start with, there’s a dedicated training mode against some easy AIs. These tutorials instruct you in all the basic mechanics of SC2, including build orders and general tactics. It’s incredibly thorough — the supply counter even starts to blink when you’re near to getting supply blocked.

This is an amazing tool. Even after playing ladder for weeks, there were still many basic things about the game I never figured out — like how many workers I should have per base or when I should expand. Even after just one play-through, the training mode has improved my game significantly.

Once you’re done with training mode, you can move on to an overhauled versus AI option. The AI has been improved, and the game now automatically analyzes your skill level and matches you against an appropriately difficult AI, much as it would with other players.

If you make a custom game, I’m told you can even program the AI to perform certain tactics — such as early rushes — that you might be struggling with. I haven’t tried this feature myself yet.

Finally, there is now the option to play unranked quick matches against other players. This will help people who suffer from ladder anxiety — no need to worry about being demoted to bronze if you have an off day. Because unranked also has a separate MMR, it can also be used to off-race or experiment with new tactics.

The new training mode in Starcraft 2In all honesty, though, SC2 multiplayer is never going to be easy to get into. These new features help — a lot — but your first few matches against other players will always be a trial by fire.

And that’s probably how it should be. Starcraft 2 multiplayer was never meant to be easy.

Who needs Titan?

While not new with 2.0.4, this was also the first time I checked out the Arcade, the new (ish) interface for browsing player-made custom games. I’m not the biggest custom game fan, but even I could tell the Arcade is a vast improvement over what existed before.

While there, I played a bit of the demo/beta for the fan-made Starcraft MMORPG, previously titled World of Starcraft but now called Starcraft Universe.

Of course, I rolled a Dark Templar. Dark Templar are a bit like Jedi Betty White — given the choice, you should always be one.

A screenshot from the fan-made Starcraft Universe MMOWhile SCU is still in a very obviously unfinished state, I was quite impressed by it. It’s amazing that fans were able to turn a real time strategy game into an MMORPG.

Normally, calling something a “World of Warcraft clone” wouldn’t be a compliment, but in this case, I think it is. SCU felt amazingly similar to playing WoW, but with a Starcraft flair. The interface, the combat, the quests — it’s all there.

What really impressed me was the quality of the story. The demo features a number of cinematics with professional grade voice-acting. I may have to stick around for the full version of the game just to see how the plot plays out — I’m very intrigued.

The Secret World: Issue #6 Announced:

After some delays, we’ve gotten the official announcement for the next content patch for The Secret World, “Issue #6: The Last Train to Cairo,” as well as (awesome) cover art for it.

Cover art for The Secret World's issue six: It all looks pretty exciting. In addition to the previously announced content — a new DLC story arc starring the Atenists, and the new whip auxiliary weapon — we’ll be getting a new ten man raid encounter, a new PvP ranking system, and a veteran rewards system that will also offer benefits for referring new players to the game.

To be perfectly honest, the Scorched Desert is my least favourite part of the game, and I’m not a big fan of the Atenists, but I still see a lot of potential in this arc. For one thing, the first DLC, “The Vanishing of Tyler Freeborn,” ranks as one of the greatest gaming experiences of my life. If this is even half as good as that was, it should be a great time.

Also, the preview mentions we will be participating in some time travel, and that sounds very interesting. I wonder when we’ll be going back to? The obvious choice is the original era of Atenism, when the Marya first rose to fight them. Certainly, it would be awesome to meet Ptahmose and the Sentinels back when they were still mortal.

And by awesome, I mean heart-breaking.

Some have pointed out that Said appears to be alive in the cover image, so that might give us a clue. Although that raises the question of where one finds a fedora and a Milanese suit in the Old Kingdom…

My Templar cuts a heroic pose in the Scorched Desert by nightWe might go back even further, perhaps even to the Third Age. What better place to find the power to cast down the Atenist threat?

One final thing that has me excited for “The Last Train to Cairo” is that Nassir is going to be involved. I’d pay for a mission where my character has breakfast with Nassir; I love that guy.

Issue #6 is due to launch in early march. Probably around the same time as patch 5.2 launches for World of Warcraft, and I must confess: I’m a lot more excited to whip Abdel Daoud in the face than I am to fight the Thunder King.

New article:

My latest article in WhatMMO is The NPCs of MMOs.

Here’s an excerpt, on NPCs who just aren’t impressed by the heroism of players:

“There’s no clear reason what makes these characters so difficult to impress. Maybe they don’t want you getting arrogant. Maybe they’re just big McKayla Maroney fans. Whatever the reason, they don’t care how many dragons you’ve killed, how many opponents you’ve thrashed, or how many times you’ve saved the world. To them, you’ll always be just another scrub.

…Come to think of it, they’re a lot like many MMO players.”