Did Polaris for the first time ever (I think I walked in solo once in TSW... ended quickly). I guess they took out need/greed for loot? Is this the case for all grouped content? I picked up a Cache drop and expected a need/greed after that, but that was not the case.
They cleverly sidestepped that system by just not giving loot
+1
KayWhat we need...Is a little bit of PANIC.Registered Userregular
Drops seem to be universal when they happen, now.
Speaking of which, I just dumped a bit of MoF for crappy talismans/weapons and made all my items blue. This is a rather nice change, it DRAMATICALLY upgraded my damage and such, not sure why I didn't do it earlier.
Are they doing anything for the double AP/SP for people that have already been Patrons? That's a good kick in the balls for anyone who has been power-playing through all the content and is already high level.
You'll still be earning double AP/SP once the change is implemented.
I think the Blood AOE is the most metal animation out there.
Click my fingers, YOU DIE TO METAL ALBUM COVER.
Wait until you see the animation for "Rupture"
You rip their heart out and crush it. Straight out of Temple of Doom.
General_Armchair on
3DS Friend Code:
Armchair: 4098-3704-2012
0
KayWhat we need...Is a little bit of PANIC.Registered Userregular
Yeah, I've had that for a while. Got most all of blood, actually. I like the animations. Maleficium has that neat 'I lazy twiddle my fingers at you while you bleed to death' sorta laissez faire look to it. So decadent.
I think it's (L) that'll get you to achievements? IIRC, there's the over-arching achievement that deals out the costume and if you expand that one, it lists what achievements (quests completion, etc etc) need to be done.
My desire for MoFs has dramatically reduced my playtime. I can definitely do the first set of dailies, but I'm always uncertain if I can finish the bonus ones and decide to just come back the next day Also the bonus set gives less MoF, so that helps my rationalization.
I think it's (L) that'll get you to achievements? IIRC, there's the over-arching achievement that deals out the costume and if you expand that one, it lists what achievements (quests completion, etc etc) need to be done.
My desire for MoFs has dramatically reduced my playtime. I can definitely do the first set of dailies, but I'm always uncertain if I can finish the bonus ones and decide to just come back the next day Also the bonus set gives less MoF, so that helps my rationalization.
The bonus set gives you the same amount as the first set, but only if you complete all of them.
Ack, that's what I get for being sloppy, I just compared a single daily and the "complete all dailies" thing and noticed that the "complete all" one went from 20k to 16k.
Ack, that's what I get for being sloppy, I just compared a single daily and the "complete all dailies" thing and noticed that the "complete all" one went from 20k to 16k.
No, you were right. The first set is 6k, the second is 4.
Well I bought one of those blue assault rifles that give you instantly cooked grenades on the AH. It's only alacrity mkII compared to my old rifle's alacrity mkIII, but it's only a difference of 15% vs 20% move speed and I got the mkIII rifle at a bargain price. I'll just use it to upgrade to purple if I don't find anything better by then.
The rifle says that the cooked grenade will have a 3 second timer, but it's actually just -3 seconds from your normal timer. So with the explosives expert perk that makes you immune to self damage and extends the timer to 9 seconds, you end up with instantly cooked grenades on a six second timer. The rifle model still looks like arse. It's a rusted out soviet looking thing. But it's small so you don't see it much. Unlike the default m16 model that is xbawks huge and flails all over the place.
I'm still looking forward to weapon skins. I like my orochi guns.
I still stand by the bee mech theory. It explains the mute protag bit too well. "IS IT TRYING TO COMMUNICATE? WHAT ARE THESE NOISES IT MAKES? WHY IS IT NOT DANCING?"
PERHAPS IF I SHAKE MY ABDOMEN, IT WILL COMPREHEND?
Ack, that's what I get for being sloppy, I just compared a single daily and the "complete all dailies" thing and noticed that the "complete all" one went from 20k to 16k.
No, you were right. The first set is 6k, the second is 4.
Ah, because they add up to 10k, and because the beta used to have them only add up to 9.5k, I mis-remembered.
Also, they have released Wednesday's patch notes early.
I just ran though the first hell dungeon. I remember it now. It's full of fire that you're not supposed to stand in. That's an absolutely insurmountable obstacle to pubbies.
So far I'm running the following build for dungeon healing. Items marked as filler are things that I'm not attached too and will drop once I have something better. So far, at least in story mode, the required level of healing seems to be very low as long as players avoid avoidable damage. I've got a lot of offensive abilities on my bar to help dish out damage and speed up fights.
Actives: Placed Shot: Basic rifle offensive ability. Used when I want to preserve my ability points. I'll replace it with "Leeching Ray" as a basic heal if I feel that my teammates are pants on head and need that much raw healing output at the cost of damage. Unveil Essence: Group wide heal. Eats 5 rifle resources. Debuffs enemy so that allies leech a percentage of their damage back as health. 65% chance to generate a grenade Communion: Group wide heal (sans me). Similar to TSW's cold-blooded, I think that this works great as a no-frills "oh shit" button. Anima Canister: By far the star heal in the build IMO. Eats two rifle resources and at my current stats will heal the whole group for 490 and everyone within the AOE for an additional 122 when the grenade is cooked. Maleficium (filler): Single target damaging spell for use when healing isn't required. Will swap for Dread Sigil if I think we need AOEs, Rupture if I think we need a stun, or a blood heal if I think we need more heals. Burst Fire: Strong single target damage ability. Eats 5 rifle resources. 65% chance to generate a grenade
Gadget: Superluminal Bridging device: Instantly teleports you back 10m. In my experience, the primary threat is accidentally getting caught within range of avoidable damage like a broadcast attack or fire. This makes for a nice get out of jail free card.
Passives (wow, look at all that filler that I'm willing to get rid of): Absolution (filler): Safety valve talent that keeps me from pushing my blood meter too far into corruption or martyrdom. I don't think I use enough blood abilities for it to matter, but I'm lacking other passives to replace it. Stability (filler): IMO a great passive that boosts the base damage of each successive hit of "Burst Fire's" three shot burst by 25%. It makes for a marked damage boost, but since my role is healer this passive is expendable. Anima tipped bullets(filler): Self heal for 4% of my rifle damage. While it's nice to have self heals topping you up, the healing output pales in comparison to my group heals going out and will likely be replaced once I have something better to fill the slot. Explosive expert: Adds an additional 3 seconds to my grenade timers and makes me immune to grenade self damage. Enlarged canister (filler?): Upgrades Anima canister to also apply a buff to teammates where they heal themselves for a percentage of the damage that they inflict. How much do they heal for? Who knows. The tooltip doesn't say and I haven't bothered to try parsing combat logs to run the math. This is either great or garbage.
Eventually I'll replace one of the above with "Sacrament" to boost the healing output of Communion.
Weapon:
KSR-43 of Alacrity MK II: Generates instantly cooked grenades at the cost of reducing my grenade timer by 3 seconds. The bonus movement speed grants me a larger window for evading avoidable damage. When coupled with the "Explosive Expert" talent, this gives me six seconds of cooked grenades. This weapon gives me the freedom to instantly deploy full strength grenades without waiting the eternity of 3 seconds to cook my grenades. The passive removes this weapon's potential downside of immediately generating a grenade with your next action and watching the 3 second detonation timer tick to zero because your grenade is on its 4 second cooldown.
I play the build by using burst fire/maleficium if I have lots of rifle/blood resources. I reveal essence if people take some damage. I'll spam one of my grenade builders to fish for an anima canister if people get spiked. Of those builders, reveal essence is a heal of its own while burst fire which is instant cast. If I'm out of rifle resources and need to put out heals, then I'll use Communion.
edit:
Whoops. Meant to append this to my above post. Sorry for the double post.
I greatly enjoyed the setting and lore of TSW when I last played this, but the combat really wore itself out for me pretty early on. Seeing how they've changed things up with this relaunch has enticed me to download the game again and give it a go.
0
StragintDo Not GiftAlways DeclinesRegistered Userregular
Stuff is so expensive on the auction house. How easy is it to find some blue quality stuff?
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
I pulled one out of an agarthan cache. I'm in savage coast and haven't seen any drop.
Most blues that I've seen on the ah were costed between 12 and 20k marks. It's probably easier to dedicate a day's allotment of marks towards buying one that you want.
Be sure to sell your junk greens on the AH. There is still a lot of movement of crappy greens because of people wanting to swap weapons without waiting for RNG to drop the right weapon. I'm my experience so far, depending on the weapon, 1 pips can move very quickly at 700 to 900 marks and two pips move between 1000 and 1200 marks. Maybe a bit more if it's a desirable suffix like +protection on a tank weapon. At least right now it should be reasonable to boost your MoF income by an additional 7-9k per day just by vendoring greens on the AH.
You are limited to 10 (?) sales a day on the AH, so it's generally not worth one of your daily sales to purchase under-valued items on the AH and flip them for market value.
Blue quality items can come out of the bags you get from missions, very rarely.
Otherwise, you level up two items of the same kind (two of the same weapons, or two of the same "flavor" of talisman - DPS waist, or healing head, for example) to max green level (20) and then fuse them into a blue item.
I got a blue minor talisman in my early teen levels that I haven't upgraded. Finally got my major talisman to 20 (and then to blue with the free fuse tutorial) around level 17 or 18.
In other news, I've done everything in Kingsmouth! Finally moving onto Savage Coast.
Posts
They cleverly sidestepped that system by just not giving loot
Speaking of which, I just dumped a bit of MoF for crappy talismans/weapons and made all my items blue. This is a rather nice change, it DRAMATICALLY upgraded my damage and such, not sure why I didn't do it earlier.
3DS FCode: 1993-7512-8991
You'll still be earning double AP/SP once the change is implemented.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Also the big compensation package is in game. Just picked up my chunk o' AP/SP/MOF/etc.
3DS FCode: 1993-7512-8991
Like you may as well be doing interpretive dance for all the effect the animations feel like they have on the action
I know that is a problem all MMOs have to some extent, but it is particularly pronounced in Secret World
Click my fingers, YOU DIE TO METAL ALBUM COVER.
3DS FCode: 1993-7512-8991
Wait until you see the animation for "Rupture"
You rip their heart out and crush it. Straight out of Temple of Doom.
Armchair: 4098-3704-2012
3DS FCode: 1993-7512-8991
Hopefully the achievement/lore system logs that, somehow.
3DS FCode: 1993-7512-8991
My desire for MoFs has dramatically reduced my playtime. I can definitely do the first set of dailies, but I'm always uncertain if I can finish the bonus ones and decide to just come back the next day Also the bonus set gives less MoF, so that helps my rationalization.
The bonus set gives you the same amount as the first set, but only if you complete all of them.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
No, you were right. The first set is 6k, the second is 4.
The rifle says that the cooked grenade will have a 3 second timer, but it's actually just -3 seconds from your normal timer. So with the explosives expert perk that makes you immune to self damage and extends the timer to 9 seconds, you end up with instantly cooked grenades on a six second timer. The rifle model still looks like arse. It's a rusted out soviet looking thing. But it's small so you don't see it much. Unlike the default m16 model that is xbawks huge and flails all over the place.
I'm still looking forward to weapon skins. I like my orochi guns.
Armchair: 4098-3704-2012
PERHAPS IF I SHAKE MY ABDOMEN, IT WILL COMPREHEND?
I AM FORCIBLY REMOVED FROM INNSMOUTH ACADEMY.
Ah, because they add up to 10k, and because the beta used to have them only add up to 9.5k, I mis-remembered.
Also, they have released Wednesday's patch notes early.
EDIT: Holy shit, they're finally fixing Tier 1 of Jack's Back!
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Armchair: 4098-3704-2012
Actives:
Placed Shot: Basic rifle offensive ability. Used when I want to preserve my ability points. I'll replace it with "Leeching Ray" as a basic heal if I feel that my teammates are pants on head and need that much raw healing output at the cost of damage.
Unveil Essence: Group wide heal. Eats 5 rifle resources. Debuffs enemy so that allies leech a percentage of their damage back as health. 65% chance to generate a grenade
Communion: Group wide heal (sans me). Similar to TSW's cold-blooded, I think that this works great as a no-frills "oh shit" button.
Anima Canister: By far the star heal in the build IMO. Eats two rifle resources and at my current stats will heal the whole group for 490 and everyone within the AOE for an additional 122 when the grenade is cooked.
Maleficium (filler): Single target damaging spell for use when healing isn't required. Will swap for Dread Sigil if I think we need AOEs, Rupture if I think we need a stun, or a blood heal if I think we need more heals.
Burst Fire: Strong single target damage ability. Eats 5 rifle resources. 65% chance to generate a grenade
Gadget:
Superluminal Bridging device: Instantly teleports you back 10m. In my experience, the primary threat is accidentally getting caught within range of avoidable damage like a broadcast attack or fire. This makes for a nice get out of jail free card.
Passives (wow, look at all that filler that I'm willing to get rid of):
Absolution (filler): Safety valve talent that keeps me from pushing my blood meter too far into corruption or martyrdom. I don't think I use enough blood abilities for it to matter, but I'm lacking other passives to replace it.
Stability (filler): IMO a great passive that boosts the base damage of each successive hit of "Burst Fire's" three shot burst by 25%. It makes for a marked damage boost, but since my role is healer this passive is expendable.
Anima tipped bullets(filler): Self heal for 4% of my rifle damage. While it's nice to have self heals topping you up, the healing output pales in comparison to my group heals going out and will likely be replaced once I have something better to fill the slot.
Explosive expert: Adds an additional 3 seconds to my grenade timers and makes me immune to grenade self damage.
Enlarged canister (filler?): Upgrades Anima canister to also apply a buff to teammates where they heal themselves for a percentage of the damage that they inflict. How much do they heal for? Who knows. The tooltip doesn't say and I haven't bothered to try parsing combat logs to run the math. This is either great or garbage.
Eventually I'll replace one of the above with "Sacrament" to boost the healing output of Communion.
Weapon:
KSR-43 of Alacrity MK II: Generates instantly cooked grenades at the cost of reducing my grenade timer by 3 seconds. The bonus movement speed grants me a larger window for evading avoidable damage. When coupled with the "Explosive Expert" talent, this gives me six seconds of cooked grenades. This weapon gives me the freedom to instantly deploy full strength grenades without waiting the eternity of 3 seconds to cook my grenades. The passive removes this weapon's potential downside of immediately generating a grenade with your next action and watching the 3 second detonation timer tick to zero because your grenade is on its 4 second cooldown.
I play the build by using burst fire/maleficium if I have lots of rifle/blood resources. I reveal essence if people take some damage. I'll spam one of my grenade builders to fish for an anima canister if people get spiked. Of those builders, reveal essence is a heal of its own while burst fire which is instant cast. If I'm out of rifle resources and need to put out heals, then I'll use Communion.
edit:
Whoops. Meant to append this to my above post. Sorry for the double post.
Armchair: 4098-3704-2012
https://www.reddit.com/r/SecretWorldLegends/comments/6kcaux/roseqqs_unique_loot_guide/
Meet Chad. While you were solving the Kingsmouth Code, he was learning the secrets of THE BLADE. Also fireballs.
3DS FCode: 1993-7512-8991
Mind if I put this in the OP for easy reference?
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Most blues that I've seen on the ah were costed between 12 and 20k marks. It's probably easier to dedicate a day's allotment of marks towards buying one that you want.
Be sure to sell your junk greens on the AH. There is still a lot of movement of crappy greens because of people wanting to swap weapons without waiting for RNG to drop the right weapon. I'm my experience so far, depending on the weapon, 1 pips can move very quickly at 700 to 900 marks and two pips move between 1000 and 1200 marks. Maybe a bit more if it's a desirable suffix like +protection on a tank weapon. At least right now it should be reasonable to boost your MoF income by an additional 7-9k per day just by vendoring greens on the AH.
You are limited to 10 (?) sales a day on the AH, so it's generally not worth one of your daily sales to purchase under-valued items on the AH and flip them for market value.
Armchair: 4098-3704-2012
Otherwise, you level up two items of the same kind (two of the same weapons, or two of the same "flavor" of talisman - DPS waist, or healing head, for example) to max green level (20) and then fuse them into a blue item.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
He needs a trenchcoat ASAP.
Armchair: 4098-3704-2012
In other news, I've done everything in Kingsmouth! Finally moving onto Savage Coast.
Yeah, you're going to be guaranteed one for the first dungeon you do a day.
3DS FCode: 1993-7512-8991
Armchair: 4098-3704-2012
For Chad, master of THE BLADE.
3DS FCode: 1993-7512-8991
https://www.youtube.com/watch?v=Qaca-IJwZrU
Speaking of sprints, I just unlocked Sprint IV.
I am dismayed to see that Sprint V can only be bought with aurum
Armchair: 4098-3704-2012