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All Posts by Boreas

All Posts by Boreas

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19 posts found

My two suggestions for your build are the passive Improved Bursts and the active Fire at Will.


You are using a few burst attacks, so improving those should help. You could also swap in Surgical Steel to take advantage of the burst bonus.


Fire at Will is nice for groups. If you build with Suppressing Fire, you get resources on all the mobs. Then, you can hit each mob with Fire at Will, hitting the entire group.


If you are really only looking for PvP, I do not recommend The Secret World. Recently, there were some improvements to PvP content, but it really is not the focus of the game.


On the other hand, if an engaging story, missions involving puzzles and research, tremendous build and specialization flexibility, challenging cooperative content, and extensive cosmetic customization appeal to you, I do recommend TSW.


TSW has its flaws, but there is a lot of fun to be had. Most of that fun does not involve PvP, though.

Originally posted by kiern

How did starting fresh help, though? Maybe I am misunderstanding, or just missing something. 

Couldn't you just take your existing character and rerun all the earlier missions, using weapons appropriate for those levels, and gain the points to put into different decks? That would save you from having to do all the collections over again.  How is it more beneficial to start over with a new character?

I'm not being sarcastic, I am curious. I have been away a while and wonder if it would be better to just start over, or just rerun the earlier stuff.

If you have been away for a while, a possible advantage to starting over is being able to redo the central storyline quests. Pretty much everything else can be repeated.

In general, though, I'd suggest picking up where you left off. You can read the description of each step in the central storyline quest, which will bring a lot of it back for you. The progress you have made will make it easier to gain the AP to adjust your build, if necessary. The system is designed so pretty much the only reason you would need to start a new character is to try a different faction.

I think some of the "elitism" in Agartha chat comes from players with a lot of Nightmare experience looking for others with similar experience and gear. Unfortunately, it can appear to newer players that the requirements they see posted are what's needed to start Nightmares, when it is instead the point you will reach after running Nightmares for some time. Groups consisting of and open to players newer to Nightmares generally describe themselves as "casual".

People seem to be fairly friendly. I rarely see rudeness or hostility in chat. I encounter jerks from time to time, but they don't seem prevalent.


As for starting a new character, you will be learning new skills throughout the game, so unfamiliarity is not really a good reason to start over. One reason you might want to restart is to play through the main quest line from the beginning. It is a good story and starting it from scratch may help draw you into the game.

My understanding is they included some additional choices when they added the option to change appearance and hairstyle after character creation.

I also enjoyed how creepy they made the NPC who allows you to change your physical appearance. "Look like someone completely different? Yesss, we can do that" [insane laugh]. He fits the setting well. The mission that explains where he gets his "raw materials" was a nice touch as well.

Originally posted by Selyse


Looking for a new time sink that isn't in Azeroth, where I spent the better part of the last 7 or so years. :) 

About to seach for a FAQ on the game but am wondering - are the 3 secret societies like Factions from WoW?

This game looks like a totally different spin on the MMOs I've played (not "high epic" fantasy driven).

How's the community, over all?

It's B2P - is there an subscriber mode at all?  Is the cash shop a necessary evil for a viable toon? 


The three societies are essentially factions, yes. They are rivals rather than enemies, though. There are a few faction-specific missions, but most content is faction-independent. Your in-character motivation for doing the mission will vary based on your faction, though.

The setting is a wonderful change of pace. Essentially, all of earth's myths and legends are true. I recently solved a mission puzzle by researching Romanian mythology. Investigation missions will often require you do online research to solve them. Sometimes on websites created specifically for the game and sometimes on "real" websites. There are, of course, other sites that just have the solution if you really get stuck.

I find the writing good to excellent. Both in the missions and in the snippets of lore hidden throughout the world.

Overall, the community is good. There are, of course, exceptions, but I find most people to be friendly and helpful.

The cash shop is unnecessary for a viable character. The DLC are certainly worth picking up, mostly for the enjoyable content. The final mission of both issue 5 and 6 (the most recent) does give a random useful item, which is nice, but not necessary.

Most of the cash shop is cosmetic items. A subscription gives you both a certain amount of cash shop credit and a discount on cash shop purchases. If you find many of the cosmetic items appealing, a subscription may be worthwhile. You also recieve "veteren" points for each month you subscribe. There aren't many items to purchase with veteren points yet, but I expect more will come with time.

There are some items in the cash shop that might give you a head start in some cases, but you can obtain better items in-game. It is also possible to buy some skill points once per week, but with the way the skill system works, it is more of a convenience than an advantange and would really only be noticable in the earlier parts of the game.

I heartily recommend The Secret World. If you decide to give it a try, feel free to look up Kataphract in game.

I don't think "single player game disguised as an MMO" is a fair criticism of TSW. Much of the content can be completed solo, but most works well in a group, too. I like having the option.

I tend to do missions solo the first time through as I enjoy taking it slow and enjoying the story without worrying about someone else waiting for me to finish. Repeating missions with a friend or two goes quick and can be fun. The "hard" missions that award signets, in particular, lend themselves to grouping, even at endgame. You can certainly get strong enough to solo them, but they go much faster with a friend.

Dungeons require a group, which can be a fun challenge. Different levels and types of challenges make for a better game. It is nice to have a choice of activities, depending on your mood and time available.

It can take some effort to collect the lore, but I find the lore pieces well written and engaging. They fill in some of the background behind the quests you do and flesh out some of the characters.
Originally posted by Aranisus

Hi. I was looking for good MMORPG and somebody told me, that TSW isn't bad choice. I've watched gameplays on YT and it doesn't look bad, but I want to ask about few things:

1. Are there many players in-game?

2. What about end-game? I'm asking mostly in PvE aspect, but some informations about PvP would be nice too

3. I'm generally playing as tank/healer. Are this classes in-game and are they needed?

There seems to be a decent number of people playing. You see other people in adventure zones but they don't tend to feel crowded. As others have posted, there are multiple servers and dimensions within each server, but they do not interfere with chatting or grouping. The hubs (mostly non-mission related) can be crowded at times.


For end-game content there are three primary options. Instanced dungeons, which consist primarily of boss fights. There are a few trash mobs, but not many. Lairs are open-world areas with difficult mobs. These mobs, in addition to useful gear, can drop pattern pieces, which, when assembled, can be used to summon a boss. There is also a raid, which offers the highest-level gear.

End-game gear is highly customizable. Dungeon bosses drop both gear and currency. The gear is good but has limited customization options. The currency is used to buy fully customizable gear. By customization, I mean choosing the stats the gear provides.

Also, with the exception of weapons, your gear (called talismans) is invisible. The clothing your character wears is cosmetic and you have a wide variety of options.


The Secret World uses the "trinity" of tank/healer/damage dealer for boss fights. You are welcome to focus on whichever role(s) you prefer. The ability system offers tremendous flexibility. You can change your equipped abilities and gear any time you are not in combat, so you could heal for one fight and tank for the next. Similarly, when doing solo content or grouping with a friend, you might use more of a hybrid build.

In fact, there is an achievment for completing a dungeon with no party member having changed an ability or piece of gear, which highlights the fact that you will often adjust your setup as you go through a dungeon.



I don't remember the AP coming particularly fast at that stage. I imagine the high-QL gear speeds everything up, though. It's good to hear you are finding the game more fun after starting fresh.

I restarted at the beginning when my initial trial and error proved to be mostly error. I found a build I liked online and went from there. I've gone through a variety of builds but I haven't considered starting over after that first time.

I'm interested you seem to be focusing on the predefined decks. I don't think I've completed any of the faction decks yet. I generally find a build online with a core mechanic I find interesting and tweak it to my liking. I've also come up with a few from scratch. The flexibility of the skill system was a big part of what drew me to The Secret World, so I think I pretty much dismissed the "default" builds out of hand. It sounds like you've found them effective?

Originally posted by Iselin
Originally posted by Boreas
The term "faction pride" is cropping up a lot in recent discussions. What do you mean by it?

Just what it sounds like: you actually care about how your alliance is faring in Cyrodiil and the succes or failure of your alliance feel like they're your own successes and failures. You care enough that when the call goes out that one of the other alliances is making a major push and reinforcements are needed, you drop whatever PVE you were doing and rush to defend.

At least, that was how it worked DaOC... we'll see if they can pull it off in this new solo-centric MMO age.


Edit: According to one dev, there is no "co-op." That seems to be a misconception started by a Massively writer: 12:30 of the video.

Thank you for explaining.

Wouldn't it make more sense to create incentives that motivate players to support their faction rather than hoping for some kind of fantasy nationalism?

It also sounds like the idea of faction pride assumes that PvP is the player's priority, if he is expected to "drop whatever PvE [he] was doing and rush to defend." Would you also hope for "guild pride", where players immediatly drop out of PvP engagements when it is time for a guild event?

The term "faction pride" is cropping up a lot in recent discussions. What do you mean by it?
Originally posted by Manolios
Originally posted by ragz45

Am I interested?  Sure.   Will I pre-order?  Nope.

I imposed a new rule for myself.  After the years of overly hyped games full of broken promises of content & features that just never work the way discriped.  I no longer pre-order anything.  I don't care if the pre-order bonus has a unicorn mount that shoots rainbows out it's ass when it runs around.  I won't pre-order.  Any MMO I'm interested in, I wait 1 month post release, when the honest reviews come out.  Once I sift through those and get the real scoop on the game I buy it or don't.  If the game is really that good, 1 month won't mean squat when compared the years I'll spend playing it.

So far this self imposed rule has saved me $685, saved me from buying games before they released that turned out to be total crap.   I dunno about you guys, but that's nothing to sniff at for me.  As a married guy, with a very controled income, $700 bucks is quite a bit of extrra cash.


well said

I feel pretty much the same way. I hope TESO is great, but I've been disappointed too many times. I'll see how it turns out and decide whether to buy.

Originally posted by Monstre0auS

4. B) Cryptic and WotC have actually worked hand in hand with this game to ensure that it's lore, as well as the details of characters, skills etc, are in-fact very close if not identical to what you'd find in 4ed D&D, so that argument is false. A) I don't see how this setting is not fantasy. If you can point out a single article in game that would be of another setting, modern reality, sci-fi, horror, etc, then please do. If you cannot, then yes, this game is in fact fantasy based. C) Addressed in point 1. I believe.

I can't speak to cooperation between Cryptic and WotC, but Neverwinter has no more than a veneer of D&D 4e. Some of the same terminology is used, but in nearly all cases, those terms mean something different in Neverwinter than they do in 4e.

The setting is Forgotton Realms, so in that sense the lore is D&D.

Thanks, Arcona. I can confirm the key from GeForce worked.
As a member myself, I wholeheartedly recommend taking a look to see if Grievance is a good fit for you. We are an established organization of friendly, welcoming people.

Character customization seems to be one of the weaker aspects of the game. Many of the feats seem to give fairly small bonuses and the relatively high respec cost will discourage experimentation. Each class has a fixed set of powers and only a few of those can be on the hotbar at a time.

Companions add a little variety. You can have several different types and summon the one you want based on the circumstances. In dungeon groups (5 players) each player had a companion. I did not see raid groups (assuming they exist) so I can't say whether companions can be summoned there.

Around level 15 or so, you start finding gear with sockets. The items you socket into the gear can be upgraded by combining four of the same type. There is a chance of failure and of course you can pay for an item that eliminates that chance. You also have to pay to remove the item from the socket if you want to put it into something else. As a result, I suspect socketing will mostly just be something you do at max level.


No, 4e does not have slashing/piercing/blunt damage. Weapon attack powers generally do untyped damage. Damage types such as fire/cold/poison/force do exist and have associated resistances.


Neverwinter does not seem to use damage types at all. There is a generic damage resistance stat.

According to the promotional email I recently received, Immortals now has a monthly charge, with a 30-day free trial.

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