This week in The Secret World I’ve focused on getting some of
the passives I thought would strengthen my character. Since the last article I’ve
focused entirely on my DPS Chaos/Sword deck. I changed all my gear to critical
hit chance and penetration. In Secret World the better the gear you have, from
green to blue to purple the more specialized it becomes, so that a fully DPS
decked character might actually have less HP than when he first started with
all greens. It means playing smarter and insuring that the solo or team deck
you have has a lot of DPS, because it’s killed or be killed and your margin of
error is practically nil.
My deck is a mix of single target high damage skills with a
couple of AOE skills with a damage plus skill and the green selfheal not tied
to my healing rating. It’s a solo build designed to have a high rate of
critical damage hits, penetrations, and debuffs that can clean up trash mobs
and give me a real HP level that is approximately 1/3 more than I actually
have, and it works pretty well in truth. Much ado has been made about the
combat in Secret World, and how much it resembles every other game. In all
fairness I would say the combat is somewhere between World of Warcraft and
Guild Wars 2, but quite obviously not to the standards of Tera Online.
In Secret World,
Critical hit can only be glanced or evaded, glanced is the same thing as the
near miss in other games. Penetration is as it sounds and is how much damage
you can get by the magical and physical protection and defense rating the
mob/player has up. I’ve always enjoyed passives, especially in Secret World.
While actives have to be for the two weapons you use at any one time, passives
can be used with any weapon combination. I’ve focused on counters. Counters are
just what they sound like a counting counter that counts things like my hits,
crits, and penetrations. I’ve been working steadily and am far from done but I
have managed to compile a passive deck that has my hits causing crits and penetration
and my crits and penetrations causing hit rating to go up which causes it to
become harder to glance my crits, not only that I have an impaired and
afflicted passive as well. Impaired stuns the mob for three seconds and my
afflicted has a three second damage over time.
One of the best things about playing Secret World is
finishing a deck build that you have been putting together for days and finding
it works as you intended, nay better even and there are still things to be
done. As I was playing today I noticed that with one switch of a passive, I
could completely throw out my two AOE skills and still have the ability to
throw out AOE damage. I will likely throw in two hard hitting single target skills
that can be used independently. In all honesty I believe that there will be
players who have maxed out the ability wheel or nearly so by the end of July,
but in the Secret World getting the skills is only half the battle; it’s
finding the right synergy and using it and adapting it to not only your play
style but the situations you find yourself getting into that makes all the
difference. In the end the game that Secret World reminds me most of, is Magic
the Gathering. Secret World plays like I imagine most of the people who played that
game would describe Magic; simple to understand but difficult to master.
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