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7/08/12 12:02:57 PM#21
You can create "mini bags" by clicking on the "+" icon in your inventory. They can be placed anywhere on the gui. These have 10 slots each, and can be "locked" to stay useable when you close the inventory. Great for potions and mission clickables. |
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7/08/12 12:35:34 PM#22
Re: starting builds
1. Take your time and experiment. There is no race to the finish line. 2. Mob density in some places may be higher than you're used to in other MMOs. A pure DPS build will have a hard time dealing with those inevitable adds especially if you're not extremely careful kiting. 3. Start out with a build including a tankish weapon (blade, chaos, hammer) plus a healing one (rifle, fists, blood.) 4. Before you build special purpose specs, you're better off emphasizing AOE over single target. Trash packs are more likely to kill you than individual elites. 5. Talismans give you most of your ability to tank, heal or DPS. 5. Keep a full set of tank (+health), heal (+ heal power) and DPS (+attack power) talismans. A good solo mix of talismans is 50:50 heal/DPS... with greens that is. Blue and purple talismans have single-purpose stats, they're better for instances where you'll have a more defined role. If you use blues soloing, modify the 50:50 above by adding 1 or 2 tank + health talismans. 6. By the time you're ready to do the first instance, build a spec that falls squarely into one of tank, healer, DPS. DPS can have extra healing support skills but your emphasis should be nearly 100% DPS talismans. 7. Take a look at the 3 Green non-weapon dependent skill wheels. There are some good aggro, de-root and heals there. The 640+ self-heal in particular is a handy solo skill to pick-up early. I even slot that one in my DPS instance build to take pressure off healers in those "oh shit, I can't bellieve I just did that" moments. 8. Passive abilities can be from any weapon without needing to slot that weapon. Most good builds will have passives from other weapons that complement yours. There are some passive gems out there.
I started out soloing with blades/rifle and have found that very solid for the first 3 zones. I may not be the fastest DPSer but my extra survivability more then makes up for it--especially when you get a couple of adds. But for instance DPS, I use an Elementalist/whatever (blood and rifles I've used) build. Its DPS potential is much, much higher than AR or blades.
The only inner wheels I haven't unlocked so far are chaos and hammers... I have lots of reward jackets to choose from :)
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The1ceQueen
Hard Core Member
Joined: 1/02/08
"Always borrow money from a pessimist. They won't expect it back." |
7/08/12 1:09:22 PM#23
Originally posted by DMKano From the original post its like other games. If you aren't a healer or a tank, be ready to wait forever for a group, no one wants you if you're dps. I'm not knocking the game, it's like that in many games I've played and I despised having to roll a healer or tank to be able to enjoy the content. I just won't play a game like that again.
What happens when you log off your characters????..... |
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7/08/12 1:13:57 PM#24
I made the mistake of trying to fill a deck with my first character.. Got to a point where i was undergeared for the Hell Raised dungeon and soloing was getting too difficult. Now i started a new character and i'm going to fill the inner circle first. |
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7/08/12 1:16:06 PM#25
Originally posted by LadyPvP The biggest difference between TSW and a lot of other games being that it doesn't take that much to have an alternate build that is ok at healing. As a friend said to me: I was doing this Elemental/Blood build going for DPS when I ended up as a healer for Polaris (the first dungeon). Just swap out some abilities and talismans and you are good to go - at least with the early game dungeons. ;) Personally, I like just creating my own group if I want to do a dungeon. For the classic setup, you need at least three DPS, so why shouldn't you be one of them? ;) |
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7/08/12 1:25:49 PM#26
Gear rolls in dungeons are....interesting because of all of this. I'd like to add to my previous post...If you are melee, get a ranged build and vice versa. I made it all the way to the second part of Transylvania then the...err this would be a lot easier if I had ranged...kicked in. Then...a certain quest...crap....I HAVE to have ranged. |
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7/08/12 1:30:24 PM#27
Originally posted by SpottyGekko You have noticed you can drag the bottom right corner of the mini-bag to make it any size you like, right? ;) You can also rename them. I have one bag for runes, one for materials and one for kits. The starting bag is just whatever is new. |
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7/08/12 1:43:17 PM#28
why are people restarting ( rerolling ) characters if they dont like the build ? I thought it was possible to fill out the entire wheel or is there only so many points you are allowed to spend ? |
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7/08/12 2:09:20 PM#29
Originally posted by SQTO People are "re-rolling" because they don't understand how TSW works. There is no cap on spending or earning SP or AP.
Let's say you get 3M XP from doing all the quests in Kingsmouth. If you then decide you don't like your build, you re-roll and do all of Kingsmouth again. You now still have 3M XP, but you've spent them where you want them.
Instead of re-rolling, just do all of the quests in Kingsmouth a second time on the same character (you'll be repeating them anyway on a new character). Now your character has 5M XP (a few quests are not repeatable), and access to a whole range of possibly useful passive skills from other weapons. |
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7/08/12 2:15:57 PM#30
Originally posted by SQTO People are use to re-roll when something goes wrong. "you are like the world revenge on sarcasm, you know that?" One of those great lines from The Secret World |
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7/08/12 2:34:18 PM#31
I havent really paid attention but does SP/AP gain cost more later? I thought its like a flat 20,000xp per AP? and like 50,000 or something for SP? |
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7/08/12 2:41:42 PM#32
Originally posted by Corthala yea I seen a lot in my cabal reroll because they aren't happy with what weapon they started with. I rerolled a couple times but was only because my character didn't look right in cutscenes. Really in this game only reasons to reroll are either try a new faction, hate the look of your char, or want to go to another server for PVP purposes. Aside from that there's really no reason to. If you don't like your current weapon just pick up two others and work on them you will eventually want those skills in whatever weapon you aren't enjoying atm. I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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7/08/12 2:51:37 PM#33
Originally posted by Cantorage I am not afraid of healing. I am experienced enough in MMORPGs to know its the ass end of the genre.
if I join the "right" cabal I might get a chance at not being someone's bitch. Yeah ringing endorsement there. Great risk vs reward for boring gameplay that wil probably sabotage your goals.
Man MMOs can be so dysfunctional. And some people wonder why tank and spank roll for loot has become so despised. |
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7/08/12 4:05:26 PM#34
Originally posted by Terronte AP and SP gain per experience earned is constant. The only difference is that in the more advanced zones you get more experience for killing a mob or completing a quest so you gain APs and SPs faster there.
Changing your mind about your spec and heading back to Kingsmouth to learn new skills is dead simple and very quick the 2nd time around since your talismans etc are higher quality than a brand new characters. You'll get just as many AP and SP as before but a bit faster since the mobs are not as challenging and you know where to go for the quests.
Rerolling to change "specs" makes no sense. About the only reason I can think of for creating a new character and starting over is if you want to join a Cabal in a faction other than the one you started with.
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7/08/12 6:21:19 PM#35
Thanks DMKano for the great links. I'm still on the fence about buying it but if/when I take the leap I may actually land on my feet. |
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7/08/12 6:28:01 PM#36
#1 Piece of Advice for newcomers, imo, is this: "Never spend SP until you have an item which you NEED them for, period." Trust me, it will save a lot of aggrivation later on. |
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7/08/12 8:33:44 PM#37
Originally posted by SQTO its faster to remake your character than waiting on quest cooldowns. |
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Sarcan
Apprentice Member
Joined: 2/28/04
Plan for tomorrow, Strive for today, Can''t let anxiety get in our way, so play play play. |
7/08/12 11:19:13 PM#38
Originally posted by Lypheus I jave to disagree with this point. You should be spending SP in each of your weapons(just 1 line to start "Damage or Other" depending on your prefered playstyle. Then you should spend SP in your talismans to keep them even with your weapons. Points in Talismans gives you added stats even if you do not have the Talisman of that QL to equip. Take a look at my SP Chart and you will see what I mean. You should be at least QL3 in both weapons and all Talismans by the time you leave Kingsmouth. Subscribe |
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7/09/12 6:54:46 AM#39
thank u 4 this post. I was planying to go full dps and go max elementalism. I had like 24 ability points stucked up that I wanted to use on abilities from the second deck of element. But based on this post, I decided to aquire some boold skills for healing. Hopefully it will be worth it ;-) |
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7/09/12 7:05:25 AM#40
Originally posted by Sarcan An I reading your chart right, assault rifle damage sp does virtually nothing? |
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