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.

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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!

Rage of the Old Gods Soundtrack, Part One

It’s a fairly common practice for authors to come up with “soundtracks” or playlists for their novels, lists of songs that fit the story. I’ve decided to hop right on this bandwagon, and I’ve dug into my favourite soundtracks from movies, TV, and video games to create complete soundtracks for both Rage of the Old Gods and Children of the Gods.

I’ll be releasing the songs in installments over the coming weeks, roughly paralleling my readers’ journey through the stories.

These first four songs cover the events up to and including chapter six, “No Sleep in the City.” I’m going to try to avoid posting any big spoilers for anyone who hasn’t read that far yet, but a few vague hints about the story are bound to slip through.

1: The Fall of Eastenhold

If you’re putting together an epic soundtrack and you don’t include Bear McCreary’s iconic Prelude to War from Battlestar Galactica, you are doing it very, very wrong.

Honestly, this song could have easily fit just about any part of this book, or anything else I’ve written. Rather than agonize over which part of the book to tie it to, I decided to simply throw it out at the beginning.

I think it’s a good fit for the fall of Eastenhold, though. It’s epic, and it’s intense, and it fits that terrible conflict very well, but it also hints of greater struggles to come. The fall of Eastenhold is just a shadow of the true cataclysm that will befall Barria — just a prelude to the true war.

2: The Other Worlds

Sy’om and Tyzu are surreal, alien places. Even the fundamental laws of reality don’t function normally on these long forgotten worlds. For the theme of these places, I chose the music of Tanaris from World of Warcraft’s Cataclysm expansion.

The haunting vocals and eerie ambiance capture a spirit of mystery and adventure. This song fits especially well with the lonely glacier fields of Sy’om. I’ll admit it doesn’t capture Tyzu quite as well, but the soundtrack would have been too cluttered if I’d given it its own song, I feel. And this does capture the exoticism and alien feel of Tyzu very well, if it not its frenetic intensity.

3: Wrath of the Old Gods

When I came up with the Old Gods, I designed them to be as bombastic and over the top as possible. They’re like a force of nature — terrible, vast, uncaring, and unconquerable. Few pieces of music could capture the raw terror of facing the Old Gods in combat, but Druids of the Flame, from World of Warcraft’s Firelands content, manages it.

Listen to this song while reading the Battle of Heart, and understand why “wrath of the Old Gods” is a curse spoken in only the most dire situations.

4: Night in Marlhem

When you’re writing an epic story with lots of intense violence and emotion, I believe it’s also important to include moments of peace every now and then. It allows characters and readers alike to sit back, catch their breath, and remember what’s at stake.

The night in Marlhem depicted in chapter six is one such moment. Terrible things have happened by that point, and the Old Gods are closing in, but at that moment, all is relatively calm.

To capture the fragile peace of that cold Tor night, I’ve picked a song from the MMORPG The Secret World. It’s most commonly heard in London, but it appears in other parts of the game, as well. It’s a gentle, slightly sad song that captures the shaky calm of that night where Leha stood upon the battlements and looked up at the stars.

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I hope you’ve enjoyed the first installment of the book soundtrack, and stay tuned for more updates in the future!