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  1. Hi folks, I started writing a guide to explain how to evolve a beginner/starter build into something more end game and it simply was too big and complicated. Instead I've cooked up this list of some of the most useful general passives for each type of situation, such as build needs more hit, build needs more pen, etc. The focus is for the new player and their survival build. I would love for some proofreading and comments before I finish formatting it all nicely and posting it on the official forums. Thanks!! ----- Here are some of the most useful passives in the game, organized as a general shopping list to add whatever you need to your deck. Many of these passives require a certain trigger. If I note that anyone can use it, there are no requirements. If a power says “If applying whatever” it means you have to actually be applying that status effect to get the benefit. If it says “If using whatever” it means you just have to be hitting a target with that status already, whether from yourself or a teammate (like in a dungeon you can assume every target will be weakened because your tank SHOULD be applying exposed). This list ignores the Impaired state as it can only be applied occasionally, and therefore isn’t the kind of every-attack boost most of these abilities are. After each ability’s short description is the total cost in AP necessary to buy that ability starting with 0 points in that weapon tree, so you can see how much you have to invest in a new weapon tree if necessary. You’ll notice that many of the most commonly-recommended abilities turn out to be the cheapest options for what they accomplish. However, there are sometimes some nice, but more expensive, alternatives. Since this is a general list it omits almost all passives linked to specific subtypes of attacks; there are booster abilities for all those sorts of things you can look up in the ability search pane. I made a few exceptions for frenzy and focus because of their special usefulness. To add more Hit Rating (reduce glancing) For anyone, Call Your Shots (+40 hit/stack on hitting, removed on glancing) [59 AP] For anyone, Accuracy (+75 hit, +5% damage, flat) [157 AP] If applying Weakened, Paradigm Shift (30% chance of Minor Hit reducing glancing by 10% on apply) [5 AP] If using Weakened, Fever Pitch (10% chance to gain Major Hit reducing glances by 50% on hitting) [157 AP] If using Weakened, Fixation (33% chance for +40 hit/stack on hitting) [47 AP] If using Frenzy attacks, Hysteria (+40 hit/stack on hitting) [96 AP] To add more PEN (increase penetrating hits, reduce blocking) If applying Afflicted, Dark Potency (+40 PEN/stack on apply) [5 AP] If using Afflicted AND penetrating somewhat already, Iron Maiden (on penetrating hit on Afflicted, +15% PEN chance) [59 AP] If penetrating somewhat, Doom (after 4 penetrations, the next hit auto-penetrates) [59 AP] If penetrating somewhat, Overpenetration (after 3 penetrating hits, +15% PEN chance) [123 AP] If penetrating somewhat, Body Piercing (+40 PEN/stack upon penetrating) [96 AP] If applying Hindered, Beanbag Rounds (+15% PEN chance on apply) [47 AP] To add more Crit (increase Crit rating or just increase chance of critting) For anyone, Elemental Force (every 8th hit automatically criticals) [3 AP] For anyone, Rapid Getaway [E] (+10% crit chance after using a consumer) [19 AP] For anyone, Death Density (+10% crit chance after you or teammate kills a foe) [59 AP] If critting already, Mad Skills (+40 crit/stack on crit hit) [96 AP] If using Manifestation or Turret or Drone, Critical Help (+40 crit/stack on summon) [96 AP] For anyone, Seal the Deal [E] (+5% critical chance of all consumers) [207 AP] To increase damage, generally If using Chaos, Blade, or Hammer, add Breakdown to make foes take more damage with all hits (2% exposed/stack) [47 AP] Elite Passive Selection -Starter elite choices [19 AP for any]: If penetrating, use Fluid Defense (+8% damage after you penetrate) If critting, use Cool, Calm & Collected (+8% damage after you crit) For anyone, use Rapid Getaway (10% crit bonus and 15% move speed buff after using consumer) -Advanced elite choices [207 AP for any] If using weakened and critting, use Thunderstruck (extra hit for damage on each such) If using affliction [Bloodsport implied], use Gross Anatomy (extra hit for damage on each reapply of afflict) For anyone, use Seal the Deal (+15% damage to all consumers, +5% crit chance) Static damage boosts Closer (+7.5% damage to all consumers) [157 AP] Accuracy (+5% damage to all; +75 hit) [157 AP] Knuckle Down (+10% damage for builders) [157 AP] Specific skills for each weapon that add 10% If penetrating, Twist the Knife (+3% damage/stack on pen) [59 AP] Passive self-healing For anyone, add Lick Your Wounds [1 AP] For penetration builds, add Immortal Spirit [1 AP] For critical hit builds, add Advantage Me [75 AP] For critical hit builds, add Sweetspot [59 AP] For affliction builds, add Circulation [157 AP] If running Pistol Builds with AoE builder, add Coup de Grace [5 AP] If running a frenzy build, add Leeching Frenzy [157 AP] (not in Tokyo until your AEGIS is advanced) If critting reliably, reduce incoming damage by applying Debilitated with Insult to Injury [75 AP] If penetrating reliably, reduce incoming damage by applying Debilitated with 12 Gouge [59 AP] To Increase Damage with Procs (additional hits/effects) These abilities are tricky to evaluate. Procs have a 1 second cooldown but it can be tied to the caster in which case it can only function once per second anywhere in combat (Molecular Exploitation); but some passives have the cooldown applied to each affected mob once per second (Sudden Return, Gross Anatomy). If a proc has a % chance to function on hit, such as Fortunate Strike, the chance can be checked each time a hit happens (if an attack multi-hits) until it processes and then goes on cooldown. (Some abilities which hit multiple times only count as 1 hit; but most channeled attacks do seem to treat all or at least most of their hits as individual full hits.) When in doubt, do ask the community about these choices or test them. Still, even a weak extra damage passive is more damage than an empty slot. Affliction-based A note about affliction: Affliction itself is generally NOT a good/significant amount of damage though some abilities have specific passives tied to them that do yield moderately strong results. So no general affliction passive is recommended for its own sake. Instead, affliction is primarily valued for the many triggering effects it can enable. However, pairing any affliction--especially the weak but quick cycling Bloodsport which can apply to ALL attacks--along with Gross Anatomy is one of the most solid damage boosting combos in the game and is the cornerstone of one of the official Elite decks for Tokyo. If using affliction, Fortunate Strike (chance of big bonus damage per hit. On average, markedly more damage than the other similar choices.) [96 AP] If applying affliction, Salt in the Wound (small damage with each applying hit, but higher than Molecular Exploitation) [47 AP] If using affliction, Molecular Exploitation (small damage with each hit; Fortunate Strike likely to deal more damage on average over time) [47 AP] Weakness-based If using weakened, Gnosis (33% chance of bonus damage) [1AP] If using weakened, Tenderizing (bonus small damage on hitting) [123 AP] If applying weakened, Gunsmoke (bonus small damage on apply) [3 AP] Critical Hit-based If critting reliably, One in the Chamber (bonus damage on crit) [123 AP] If using hindered and critting reliably, Damage Control (bonus damage on crit) [75 AP] Penetration-based Sudden Return (bonus damage on pen; more damage than Arterial Pulse and outperforms it unless 4+ foes) [59 AP] Arterial Pulse (bonus AoE hit on pen) [59 AP] Focus Attacks Finish the Movement (gain +1 builder resource for current weapon; which means a 2 resource consumer can immediately be used. This is the basis for bloodline/bloodshot spam builds.) [157 AP] Torture (small bonus damage when finishing each focus) (note this is the only passive that automatically deals bonus damage for an entire attack type) [157] Note that when Elemental Force triggers, it affects every hit of a focus ability.
  2. Introduction !!Warning Spoilers!! This post contains major spoilers! Not about ​​the story but about the gameplay itself. If you want to discover the game and its gameplay by yourself, quit reading immediately! The Secret World is the most awesome game ever, so discovering it on your own is the best way. -= What it's not =- This guide doesn't explain how the game works. It doesn't explain how to slot an ability, how to buy clothes or how to accept a quest. For this you have this really good article on this website http://www.tswdb.com/miscellaneous/the-secret-world-beginner-guide/. It's not an end game guide. It doesn’t give any solution for mission. It's not a PvP guide. ​​ -= What it is =- This guide is a gathering of tips and tricks to allow an easy start in the game. What to do. What not to do. It focuses on the questing/leveling part of the game and a little bit about basic dungeon strategy. It stops around the middle of Egypt in terms of Ability/Skills points. I wrote this guide alone so, currently, it only contains my point of view. And I'm far to know everything about this game so it contains errors for sure. Your feedbacks are more than welcome and I will correct/update all the content as long as I agree with your remarks. -= Why I wrote it =- So recently I started a reroll, a brand new character. Like all reroll, it was pretty easy because of all the knowledge I’ve gathered through the game. Moreover, The Secret World was my very first MMORPG so during my first leveling I learned all from scratch. For instance, I learned the need/greed/pass mechanism! So I have a pretty good idea of the learning curve in this game. In many tsw forums, I read the same kind of question. To summarise them all, it's something like : "I begin tsw, which weapon should I take? What is the best build? What should I do in this case? etc, etc." They are always legit questions but the answers are always the same. So, with this new experience and my love for sharing what I learned, I decided to write this guide. I hope it will help. P.S. English isn't my mother tongue so there is surely a lot of errors in this text. I'll appreciate if you can point them out and send me a *PM* so I can correct them. Thanks a lot. -= Index =- How to play Information management Build & Deck The loot After this guide
  3. I seem to keep seeing this question being asked a lot in sanctuary chat in game, and this is in no means meant to take away from the awesome aegis guide ( take a bow Ciritty) this is more of a first steps in Kaidan type of snapshot. Some tips that (maybe, probably, hopefully) wont leave you a corpse. So, you have your first 3 controllers, and feeling pretty good with yourself. What do you do now? Analysis suggest the best way to go is to put a controller on each of your weapons, and the third on your main weapon (some may even say better to have it on your secondary). This way, you are always levelling 2 controllers as you take your first tentative steps in Kaidan. But which two i hear you ask? A quick look around will show that there are all 3 types in the vicinity, depending in what direction you go. Northern Kaidan area: Northern area: is the dominion of the Demonic.Westerly to roughly the south: Cybernetic.Easterly to south: Psychic. For Southern Kaidan area: Docks: Demonic.The bridge and train yard: Cybernetic. Main living area: Psychic.This should help in determining which controller you arm for which area. This is only the first step though. The next step is learning the patterns and tells of your foes, so you can know when to dodge and when to unleash the damage! Now personally, I'd suggest taking on single mobs while trying to learn their particular tells (if at all possible - not always the case) This is particularly helpful, as you can watch what they are dropping and see just what each one of their attacks do. Some have even told me in my journeys that staying near the agartha entrance and taking on the Deep Ones there helped a lot. It's all personal preference at the end of the day. Basically, it boils down to most of the enemies dropping lots crap on the ground that you don't want to stand on or channeling stun/knockdown attacks (looking at you evolved filth/onryo/kyonshi) This is an ongoing help thread, so add to it and ask questions! I know i have probably missed things - im only human afterall
  4. Welcome to the quick guide to dungeons! This first post is only meant as an overview of sorts - you will not find any specialised info like stat recommendations or abilities regarding the individual dungeons here. Feel free to add that as well as tips etc. though! Every zone except the Translyvania dungeons have one dungeon on Normal mode - one of three possible dungeon modes in TSW. This one means it is level-appropriate to the zone it is located in. I will list them and their abbreviations in the same manner as the region and zone they belong to (i.e. Pol = Kingsmouth, HR = Savage Coast and so forth), with the general QL recommendation of the dungeon. Bear in mind that it is merely a recommendation, you can of course enter the dungeon with lower/higher QL as well. Pol - Polaris QL 2/3 HR - Hell Raised QL 4/5 DW - Darkness War QL 5/6 Ankh QL 7/8 HF - Hell Fallen QL 8/9 Fac - Facility QL 10 HE - Hell Eternal QL 10 SH - Slaughterhouse QL 10 As of now, Kaidan does not have a dungeon yet. As I mentioned earlier, Normal mode is only one of three dungeon levels of the game. There are also the Elite mode and the Nightmare mode (NM), which have their own branches in Agartha (you may have noticed the teleport swirl on the left when you head towards Kingsmouth). Elites and NMs have a general recommendation of QL 10, though you can enter Elites with QL8 or QL9 too. NMs however have to be unlocked first and have a 18h-lockdown timer. The dungeons are essentially the same in each mode, and the only major difference is that on Elite - and especially Nightmare - the bosses will hit harder or have mechanics you'll have to look out for. Transylvania's QL level is also QL 10 and therefore, they do not have Normal mode dungeons like Egypt and Solomon do. Their dungeons can still be entered through the respective zone entrances however. To unlock Nightmare Dungeons, you will first have to run and finish every dungeon on Elite mode once (though I strongly recommend running dungeons more than once, to get the mechanics down and have an idea of what awaits you in NMs) and then confront the Gate Keeper who guards the Nightmare branch in Agartha. You must take up one of the challenges - either as Healer, DPS or Tank - he gives you and defeat him. While on the topic of Nightmares, you will stumble upon people looking for 18s/24s sooner or later. This refers to running all Solomon dungeons (Pol, HR, DW) plus the second Transylvania dungeon (HE) on NM. They are perceived as the 'easiest' NM level dungeons in terms of stat requirements / mechanics. The numbers themselves refer to the number of bosses you need to defeat (3 dungeons, 6 bosses each = 18 bosses total). Nightmare dungeons additionally drop a special currency called Black Bullion. This currency allows you to buy and upgrade purple custom gear from the Nightwatch Vendors at your faction HQ. Depending on the dungeon, you will get 10-15 bullions per complete dungeon (don't forget to take them from the loot bag!).