From Beyond the Iron Curtain

From Beyond the Iron Curtain

Lair Quest – Carpathian Fangs

Content Patch 1.2, Digging Deeper

Lair quests were added to the Secret World beginning with content patch 1.2, Digging Deeper.  Completion of these quests gives the player a choice of any pattern for a single, specific lair boss.  This quest rewards patterns for Devourer.  This quest involves killing various lair mobs in the Fangs lair.

  • Kill 15 Type-X Assassins
  • Kill 15 Type-X Controllers
  • Kill 8 Type-X Hulks

 

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AR/SG Passive Proc DPS

AR/SG Passive Proc DPS

A NM DPS Build

by: Shodokai

Assault Rifle, Shotgun

Active Abilities

  • 1. Safety Off – Highest DPS builder, burst combines well with proc passives.
  • 2. Out for a Kill – Instant SG finisher.
  • 3. 3 Round Burst – Good damage, three more chances to proc passives.
  • 4. Fire at Will – AoE finisher.
  • 5. Breaching Shot – 40% pen CD to up group DPS.
  • 6. Cleanup – Fantastic group utility.
  • 7. Confuse – 50% threat dump. Slot an AOE builder here if you don’t ever pull aggro.

Passive Abilities

  • 1. Extra Bullet – Solid damage increase, also increases proc rate on passives by adding an additional hit per second to your builder.
  • 2. Ferocity – 9% damage buff with near 100% uptime.
  • 3. Twist the Knife – Second 9% damage buff, also near 100% uptime.
  • 4. Live Wire – highest DPS proc passive, dependent on crit, but so much damage that it’s better than any of the others even with relatively low crit – at 9%, it still out-damages sudden return with .
  • 5. Third Degree – second highest DPS proc passive, sets afflicted state. Uptime is dependent on pen; for 100% uptime, you must pen 3 times every 4 seconds. Even at lower pen the damage is good; 60% uptime is almost as good as incision with 100% uptime.
  • 6. Incision – decent damage inflict, only requires 1 pen every 3 seconds to keep up.
  • 7. Sudden Return/One in the Chamber – this choice depends on your crit vs. pen chance. OitC will most likely be better unless you have much higher pen than crit.

Rotation:

Your rotation is 5xSafety Off, Out for a Kill, 3 Round Burst. Breaching Shot should be used with 5/5 resources, followed by OfaK, 3RB, 3xSO, OfaK, 3RB to make sure you get the second pair of finishers in while the buff is up. For AoE situations you will most likely want to drop Confuse and Out for a Kill for Suppressing Fire and Shotgun Wedding. Build to 5 if you have time; if not, go builder/finisher/finisher/tab/builder/finisher/finisher etc until everything is dead.

Gearing

The build doesn’t make use of hit, crit or pen improving passives – to get the most out of it you need good gear. At lower gear levels drop OitC for Overpenetration to get more procs on Incision, Sudden Return, and Third Degree.

What makes this build tick?

24 hits every 7-8 seconds. All the highest damage proc passives. 2 great group buffs. Massive single target DPS. What’s not to like?

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Afflice in Chains

Afflice in Chains

a Solo DPS Build

by Sheeplover

Blood / Elemental

Active Abilities

  • Open Vein (Blood:Possession, Chain, Builder)
  • Infection (Blood:Profane, Chain, Afflict, Consumes 3)
  • Electrical Storm (Elemental:Spark, Chain, Consumes 3)
  • Flashpoint (Elemental:Altered States, Multitarget Afflict, no resource interaction)
  • Lightning Manifestation (Elemental:Tempest, Chain, Consumes 2)
  • Liquidation (Blood:Chirugia, Multitarget Afflict, Heal, no resource interaction)
  • Plague (Blood:Malediction, Elite, Afflict, potentially multitarget, no resource interaction)
  • Whatever Rocket Launcher ability you care for / have

Passive Abilities

  • Chain Reaction (Elemental:Mortality Curve)
  • Salt in the Wound (Fist:The Outback)
  • Bloodsport (Fist:The Outback)
  • Molecular Exploitation (Elemental:Altered States)
  • Criticality (Elemental:Altered States)
  • Vital Fluids (Blood:Transmission)
  • Gross Anatomy OR From the Abyss OR Live Wire (Blood:Transmission OR Chaos:The Value of X OR Elemental:Altered States)

Rotation

Open with Liquidation to get it on cooldown, if it’s not available. Use Flashpoint and Plague whenever possible, but always make sure the target is Afflicted before using Flashpoint.
Use cycles of Open Vein into Infection and Electrical Storm, dropping Lightning Manifestations whenever you think a fight will last 10 seconds or more. You can’t rotate statically, as you’ve got to react to the frequent Vital Fluids procs giving you free resources – more Blood than Elemental, due to using a Blood builder. If you prefer more Elemental resources, swap out Open Vein for elemental’s Arc Flash, another chain builder. I use Open Vein because it casts in 0.5s rather than 1s.

Gearing

You want +crit rate above other stats. Further than that, crit power, hit, penetrate and defensive stats are your perogative. I gear for crit damage, as it synergises with crit rate, but this could work with frequent critpens or high hit as well.

You want +crit rate above other stats. Further than that, crit power, hit, penetrate and defensive stats are your perogative. I gear for crit damage, as it synergises with crit rate, but this could work with frequent critpens or high hit as well.

What makes the build tick?

This build synergises around the afflicted state, on-hit triggers, on-crit triggers and chain attacks. The triggers synergise as follows:

Bloodsport causes all attacks to apply an afflict. Chain Reaction causes all chains to apply an afflict  Molecular Exploitation and Salt in the Wound cause each affict application to cause a bonus amount of damage. Criticality fires off a chain from each critical hit – applying further bonus ticks from the hit and chain. Vital Fluids gives bonus resources on afflict application. All abilities cause an afflict of their own, or are chain abilities, or are both.

Elite passives: Gross Anatomy is useful for sustained fights, as afflicts will fall off from various effects causing more hits. From the Abyss works wonders if you’re in close range, as it’s an AOE ability. Live Wire causes random high damage ticks against effectively random targets you’re fighting.

This doesn’t hold up well for farming Nightmare mobs or in dungeons, but it served me well while leveling through Egypt and early Transylvania.

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MeleeDPS Newcomer Build

MeleeDPS “Newcomer Build”

Chaos / Fist

Editors Note:  This build was submitted as a “Newcomer, Kingsmouth/Savage Coast build”, however, creating the build costs 769 points.  This is far beyond the reach of a newcomer to TSW.  I believe the submitter intended this to be a  higher level build.

by Nunai

Active Abilites

  • Confuse
  • Amor Fati
  • Pray on the Weak
  • One Two
  • Four Horsemen
  • Do or Die
  • Reckless

Passive Abilities

  • Adrenaline
  • Overpenetration
  • Ferocity
  • Twist the Knife
  • Elemental Force
  • Follow Through
  • Predator

Rotation

One Two
Pray on the Weak
Pray on the Weak
One Two
Pray on the Weak
Pray on the Weak
Pray on the Weak
Four Horsemen

Gear Needs:

works perfectly with ~800 penetration, ~800 critical hit and ~400 critical damage

What makes the build tick?

adrenaline is the most important passive to use One Two often
the rotation has 8 steps, so elemental force can used to special skill (4 horsemen here)
CDs when 5 ressources for each weapon are set, so 2 both consumer and a complete rotation will be pushed

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The Shootist – NM DPS Build

The Shootist

NM DPS Build

by: Morven

Shotgun / Pistol

 Active Abilities

  • The Business
  • Shootout
  • Out for a Kill
  • Deadly Aim
  • Breaching Shot
  • Cleanup (sub in Do or Die if not needed)
  • Free choice – I generally run an AoE or a utility/defensive cooldown, depending on the fight and group make-up.

Big Forty-Five is a possible swap for Shootout, and may be a better choice for fights that require a lot of fast movement, but will probably require either losing some DPS (One in the Chamber) or some utility (12 Gouge) to fit in the Quick Forty-Five passive.

Passive Abilities

  • Iron Maiden
  • Incision
  • Third Degree
  • Twist the Knife
  • One in the Chamber
  • 12 Gouge
  • Live Wire

If somebody else is applying Debilitate, consider swapping in Lethality in its place. If having problems with Glancing, drop in Fever Pitch for either 12 Gouge or One in the Chamber (the weakest of the DPS passives).

Rotation:

The Business x 5, Shootout, Out for a Kill. Use cooldowns as needed/appropriate, being sure to arrange a rotation with other players in the group who are using them. As a rule of thumb, reserve big DPS cooldowns (Breaching, Deadly, Do or Die) for the second or third rotation, to give the tank time to build a solid aggro lead, and make sure Twist the Knife (and Lethality, if used) are at full stacks and Iron Maiden (and Fever Pitch if used) are running; also consider buffs from other players (Short Fuse) and signets (Abuse, Aggression, and especially Breaching, which can be an incredible group-wide force-multiplier in conjunction with a well-timed Breaching Shot).

Gear Needs:

Stat priority is Penetration, Crit Rating, and Hit. Since this build relies on a lot of small hits in fast succession, Crit Power is a distant fourth priority (although consider using a Crit Power Stim or Kickback for a little extra oomph when using Deadly Aim).

What Makes the Build Tick?

The multiple hits from The Business (and Shootout) increase the chance of getting penetrating and critical hits (and penetrating critical hits), which results in 100% uptime on Twist the Knife, Incision, Iron Maiden and Third Degree, along with a lot of One in the Chamber and Live Wire procs, providing solid damage. Incision and Third Degree keep ticking even when not directly attacking, which keeps some DPS on the boss when it’s necessary to switch targets to an add or change positions.

Deadly Aim and Breaching Shot provide strong buffs to damage (and healing, especially for AR leech healers and Fist healers running Empowerment) group-wide, frequent 12 Gouge procs reduce incoming damage on the tank by 30%, Cleanup cleanses the whole group and makes every attack purge, and a variety of other support/utility skills are available for the seventh active slot if more AoE isn’t needed, which is why the original name for this build was “It’s both a dessert topping AND a floor wax” – DPS and support both.

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Stick ‘n Move

Stick ‘n Move

Blade / Chaos NM Tanking build

by: KungenMike A.K.A. TheSheriff

Active Abilities

  • Escalation
  • Provoke
  • Reality Fracture
  • Crimson Theatre
  • Helter Skelter / Spiral of Death (for Ankh)
  • The Art of War {E}
  • Chaotic Pull
  • ¤Death from Above

Passive Abilites

  • Agitator
  • Intensity
  • Shadow Play
  • Shoot ‘Em Up
  • Tendersing
  • Immovable Object
  • Forged in Fire {E}
  • ¤Rocket Science

Rotation

Expose x5
Fracture
Theatre

Interrupt and move when needed.

Gearing Needs:

Nothing fancy gear wise. I stack Block, Defense and Hit with a little more love going the Block way.

What makes the build tick:

Solid build for all over. Easy to hold aggro with and a third Interrupt when need.
Thanks to Helter Skelter that you can use as a third Interrupt and a get the hell out of the way with, pair that with Death from Above its easy to move around.

Spiral of Death takes place over Helter Skelter here, just makes it alot easier to avoid Wave of Mutation.

Chaotic Pull awsome ranged Interrupt very handy in many situations.
The Art of War, well what can i say. Awsome skill for Interrupt and an “Ohh Shit” button to give the healer a little space. And when you need to peel of mobs from some DPS happy groupies.

Thanks for reading.

Ingame – TheSheriff
Forum – KungenMike

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The Pest – PVP Build

The Pest: A Healing Based Glance Tank Build for PVP

by Read

Blades / Chaos

Active Abilities:

  • Escalation
  • Karma
  • Mockingbird
  • Martial Discipline
  • Sleight Of Hand
  • Clearing the Path
  • Art of War

Passive Abilities

  • Stave Off
  • Tipped Scales
  • Riposte (Can swap to Circulation or another healing passive if you want more healing and less damage)
  • Enervate
  • Regeneration
  • Resilient Defender
  • 6th Sense (Can swap to Forged in Fire for 1v1 situations where 6th Sense won’t proc often enough

Rotation:

As this is a build for PVP, there is no rotation to follow so to speak, the key is anticipating and reacting to your enemies. The most important thing to keep in mind when playing this build is that you cannot block, evade, or glance an attack while impaired, so using Sleight of Hand wisely will go a long way into keeping yourself alive.

Gearing Needs:

For this build, you’ll want an even split between attack rating and heal rating. I use one major and one minor talisman of each, and the rest of my talismans are HP. You’ll want to glyph to around 900 defense, then split the rest of your stat budget between evade and block. Signets of Salvation and Ablation also help the effectiveness of this build.

What makes this build Tick?

This is a glance tank build, meaning that most of its effectiveness comes from when enemy attacks glance you. I designed the build to provide both damage and survivability, so I’ll talk about those aspects separately.

Damage:
Riposte will damage enemies when their attacks glance you
Enervate will afflict enemies when their attacks glance you
Clearing the Path automatically penetrates when you hit an afflicted target

Those 3 skills together will provide you with good, consistent damage to multiple enemies. While you won’t kill enemy healers this way, you will overwhelm them and they won’t be able to keep everyone alive.

Healing:
Mockingbird causes any attack that hits you to also heal you.
Resilient defender causes any attack you evade, block, or any attack that glances you to also heal you.
6th Sense will heal you for 10% of your HP after every 6 attacks that glance you.
Tipped Scales applies a Heal Over Time(HOT) whenever you hit an impaired enemy. Combined with Stave Off, this HOT will have close to 100% uptime when multiple enemies are attacking you.
When you hit an enemy with Karma, it will cause that enemy’s next attack to heal you for 2% of your HP(at 5 resources). If you hit 5 enemies with it, that’s 10% of your HP :)
Regeneration gives you a massive HoT when you use Martial Discipline.

All of the above combined will provide you with anywhere from 300 to 1500+ healing per second, depending on how many enemies are attacking you.

I posted a video of this build in action so you can kind … Continue reading

Shotgunemental

Shotgunemental

a NM DPS Build by Monsunami

Note:  This build was submitted our board submission tool prior to the modifications to crit rate of elemental dps.  The build is focused around a 100% critical rate.  While elemental builds are still viable, the 100% crit rate on this build is no longer accurate.

Active Abilities

  • Short Fuse – 15% group wide damage increase for 10secs (Disturbance in Elemental)
  • Clean Up [Elite] – Group cleanse / Purge enemy for 9sec (Securing the Perimeter in Shotgun)
  • Breaching Shot – 40% increase Penetration for 8 secs (Control in Shotgun)
  • Flicker – Teleport 10 meters, cleansing all roots and snares (Altered State in Elemental)
  • Ignition – Resource Builder for both weapons (Resonance in Elemental)
  • Blaze – Consumes 3 Elemental Resources (Zero Crossing in Elemental)
  • Out for a Kill – Consumes all shotgun resources (Enforce in Shotgun)

Passive Abilities

  • Highly Strung – When you reach 0 elemental resources after using an elemental resource consumer you deal 10% more damage for 6 seconds. (Altered States in Elemental)
  • Aidelon – Blaze has 100% chance to crit afflicted targets (Zero Crossing in Elemental)
  • Punishment – hitting a weakened target gives you an increase critical power rating of 30 per stack, stacks up to 5 times. (Brute Force in Hammers)
  • Lethality – whenever you hit you gain a single stack that increases all damage dealt by 1% per stack, stacks up to 10 times. Glances remove Stacks. (Heavy Fire in Assault Rifle)
  • Call Your Shots – Each hit, gives you a single stack of 30 Hit rating, stacking 5 times. Glances remove the stacks (Take Point in Assault Rifles)
  • Elemental Precision – Increases Elemental damage by 10% (Spark in Elemental)
  • Elemental Force – Each hit gives a counter, when you reach 7 your next attack will crit and reset the counter (React in Elemental) *** Can be swapped with Authority group wide effects are 15% more effective. (Control in Shotgun) OR Final Fuse Short fuse damage is increased to 25% for 10 seconds. (Disturbance in elemental)

To open:
Use Ignition 5 times to gain 5 resources, Then Blaze followed by 1 more Ignition then another Blaze. This will give you 2 high back to back crits and proc Highly Strung giving you 10% more damage for 6 seconds. Then use your shotgun consumer Out for the kill to dump all shotgun resources with the 10% dmg increase.

Use Ignition 3 times then consume with Blaze using Out for a Kill whenever you build up 5 shotgun resources, try to use it when you have 7 counters of Elemental Force for a guaranteed crit.

Use Breaching shot and Short Fuse together when you see fit, I usually use them as early on as possible, so they can be used again, but I generally wait until my hit stacks, dmg stacks crit dmg stacks are at max, for maximum benefit.

Obviously Purge with Clean Up when the fight requires, and Flicker when you need to remove snares/roots or get … Continue reading

Survival solo everything! Chaos/Blade

Survival, Solo everything!

Chaos / Blade by Lubrications

Submitted via our board submission tool

Active Abilities

  • 1) Escalation (Chaos-Chance) – Basic resource builder for both weapons plus weaken.
  • 2) Clearing the path (Blade-Crossing River’s Edge) – Blade consumer, Auto pen with affliction.
  • 3) Karma (Chaos- The Fourth Wall) – Chaos consumer, heal on hit.
  • 4) Point of Harmony (Blade – Sharpening the sense) Self heal, 30% max Hp over 3 sec.
  • 5) Illusion (Chaos- Chance) 35% dodge for 6 sec.
  • 6) Martial Discipline (Blade – Technique) 50% chance to glance for 6 sec.
  • 7) Silver Streak (Blade – Running of the Jagged) resist impair, hinder, 10% move speed, 1.5% max Hp heal on hit, 10% chance to glance for 8 sec.

Passive Abilities

  • 1) Bloodsport (Fist – The Outback) – Set Affliction state.
  • 2) Lick your wounds (Fist – Primal) – Small HoT on hit.
  • 3) Perseverance (Blade – The Cutting Artist) – Heal when use Frenzy ability.
  • 4)Explosives Expert (Assault Rifle – Heavy Fire) – Delay damage on hit.
  • 5) Immortal Spirit (Blade – Technique) HoT when Pen
  • 6) Intensity (Chaos – Chance) – 7.5% dmg reduction when hit weaken target.
  • 7) Flight of daggers (Blade – Tearing of Sky) – 5th hit AoE dmg plus set affliction state.

Rotation:

Rotation for this build is very simple and effective for soloing most of the quest in game, farming Nightmare mobs. Only thing i have not be able to solo is some Lair mobs.

Just use Escalation to build both of your resources. Clearing the path will auto pen since you will afflict 5 mobs around you with Bloodsport. Use Karma when you have 5 resources. Rinse and repeat until mobs die.

You have 3 passive healing and 2 active ability.

From the list above, Point of harmony, Illusion, martial discipline, and Silver Streak can be swap out for other ability of your wish. These 4 ability will give you highest chance to survive a slaughter. You will be surprise what you can do with this build.

Gearing Focus

Have atleast 150 hit rating.
have 2 Hp/tank gear
have 1 Healing power gear.
Rest is Attack Power gear.

These can be swap out depend on situation needed.

What makes this build tick?

Escalation Make enemy take more dmg. and its passive also give you 7.5% over all dmg reduction.
Karma will make the enemy heal you once they hit you.
Clearing the path will auto pen because of bloodsport and flight of dagger proc.
Any penetration will put HoT on you for 5 sec, on top of Lick your wounds passive.
All of your dmg ability is Frezy type, which trigger Perserverance, heal yourself when you use frenzy.
Explosive expert give you extra ump on dmg as same as Flight of daggers.

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Solo Gaming Build by Silix

A Solo Build by Silix

Blade Blood Survival Build

by Silix

This build is a Survival build submitted to us by Silix using our Submit a Build feature.

Active Abilities

  • Grass Cutter,
  • Open Vein,
  • Bloodshot,
  • Destiny,
  • Stunning Swirl,
  • Liquidation,
  • Martial Discipline

Passive Abilities

  • Bloodsport,
  • Flight of daggers,
  • Destiny Fulfilled,
  • Fatal Flourish,
  • Regeneration
  • Salt in the Wound,
  • Iron Maiden

Rotation

Start from range, Open Vein will apply chain afflict with Bloodsport on a number of your targets. This is a pretty fast cast (0.5 seconds) and I usually spam a couple. Once the targets run to you, or in the case of a caster, you run up to it, start melee rotation.

If you have any blade resources, hit Destiny, this has good chance to penetrate, regardless, because target has afflict, you’ll deal additional DoT. When you have no blade resources, hit Grass Cutter which is a simple resource builder and do more damage with Afflict. This will cash in Destiny Fulfilled passive as well.

Once you have 1 blade resource, hit Destiny again.

If you have 3 blood resource, hit Bloodshot. If you are fighting someone that requires you to to run away from melee range, I’d save the blood resource until you are out of melee range.

Gearing Needs

I only have quest reward gear, currently green Q10. Oh and the blue Q8 weapon rewards from tokens.

When given a choice, I pick +penetrate and +hit.

What Makes the Build Tick?

Inspired by the Sanguine Assassin by TheFieryFox, I already had the Templar Paladin deck, so I followed the Sanguine Assassin deck and invested in some fist passives.

What I’ve found is that while the DPS was indeed better, the build is suitable for dungeons where you have a healer keeping you up. I ended up tweaking it with some solo/survival abilities and now it’s pretty good for solo’ing content.

I like Open Vein because it’s so damn fast at casting (0.5 seconds). I dislike having a cast bar, so I stick to active/instant abilities. I always feel while casting I’m just getting my face smashed :-(

Similar to Sanguine Assassin build, this deck plays on the synergy between Afflict (applied by Bloodsport on any hit) to allow Destiny at close range. Destiny does extra damage with Afflict, destiny fulfilled cashes in that damage. At the same time keep rolling on Penetration bonuses.

The original Sanguine Assassin build has a number of Area Effect abilities, I’ve exchanged them for survival abilities:
Stunning Swirl is the elite Active ability, aoe damage and stun, with only 30 second cooldown.
Liquidation for more aoe damage (afflict!) and a bit of healing, also 30 seconds cooldown.
Martial Discipline (with Regeneration) is the oh-crap button, every 45 seconds.

I’ve also kept the Flight of Daggers (elite passive) for more aoe/afflict damage.
Between Flight of Daggers and Open Vein, I’ve found that targets are almost always afflicted.

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