HOT Based Fist/Blood Healing with Damage Builder

HOT based Fist/Blood healing with Damage Builder:

The HOT based Fist/Blood healing build is similar to the one above.  Instead of focusing on burst healing, you focus on your HOTs.

The build is:

Actives: 
Bloodline
Pack Leader
The Scarlet Arts (Blood Consumer)
Vigour or Empathy
Creature Comfort (Claw Consumer)
Cauterise
Radiance (Elite Consumer)
Passive:
Mad Skills (By using bloodline as your builder, it allows you to use passives that activate only by damage abilities.  This means spells such as “Mad Skills” will proc)
Subtlety
Hot Iron
Empowerment
Making Amends
Brawler
Culmination

In general, this build is the counterpart of the Burst Healing Build.  However, instead of healing with burst healing, you are healing with use of HOTs.  There are a number of folks out there who really like the effects of Creature Comfort and Radiance combined, which require a different load-out of passives.  By removing the direct healing from this build, you free up a few passive slots.  These can be replaced as you wish, however I just included Sublety into the build.

Share in top social networks!

Burst Healing with Damage Builder

Burst Based Fist/Blood healing with Damage Builder:  

The benefits of this build is that by building with a blood dps ability, it allows you to use two ability consumers, instead of just one.  There is some discussion of the viability of a damage based builder, however keeping it as an option is always good.

Actives: 
Bloodline
Pack Leader
The Scarlet Arts or Exquisite Corpse  (Blood Consumer)
Vigour or Empathy
Surgical Steel (Claw Consumer)
Cauterise
Fired Up (Elite Consumer)
Passive:
Mad Skills (By using bloodline as your builder, it allows you to use passives that activate only by damage abilities.  This means spells such as “Mad Skills” will proc)
Healing Sparks
Hot Iron
Empowerment
Shadow Medic
Brawler
Culmination
Optional changes:  Including Alpha Wolf, Subtlety (if needed), Trade Bloodline for Open Vein and use Chain Misery on fights with Healing or Barriers, Ready for more if a dispel is needed.
 This is the basic upgrade from my elite healing build found HERE.  It swaps out a few abilities that I have since found to be upgrades or improvements from my elite healing build.
As stated before, the inclusion of a dps based builder allows you to build two resources at once.  Additionally, you can use Mad Skills & Culmination by using this builder, allowing some passive healing as well as an increase in Crit rate.
Finally, I have included either The Scarlet Arts or Exquisite Corpse as your blood consumer.  As long as Exquisite corpse is bugged, it is clearly the better ability.  However, since we will not to focus our builds around bugged abilities and exploits, I would suggest using The Scarlet Arts.  It will not make you reliant on use of a bugged ability/expolit.  

 

Share in top social networks!

End-Game Fist Healing

End Game Fist Healing

9 votedEnjoy this build? Vote for IT!
While there are multiple viable healing builds at end-game, it is the general belief that the in most situations, fist offers the most powerful healing options for Elite and NM level healing.
Over the last few weeks, I have been testing out a number of different builds, including fist with both Blood and Pistol.  What follows is a general guide of what I have found that seems to work well.
(this is a work in progess that I will update as I complete additional portions)

Burst Based Fist/Blood healing with Damage Builder:  

The benefits of this build is that by building with a blood dps ability, it allows you to use two ability consumers, instead of just one.  There is some discussion of the viability of a damage based builder, however keeping it as an option is always good.

Actives: 
Bloodline
Pack Leader
The Scarlet Arts or Exquisite Corpse  (Blood Consumer)
Vigour or Empathy
Surgical Steel (Claw Consumer)
Cauterise
Fired Up (Elite Consumer)
Passive:
Mad Skills (By using bloodline as your builder, it allows you to use passives that activate only by damage abilities.  This means spells such as “Mad Skills” will proc)
Healing Sparks
Hot Iron
Empowerment
Shadow Medic
Brawler
Culmination
Optional changes:  Including Alpha Wolf, Subtlety (if needed), Trade Bloodline for Open Vein and use Chain Misery on fights with Healing or Barriers, Ready for more if a dispel is needed.
 This is the basic upgrade from my elite healing build found HERE.  It swaps out a few abilities that I have since found to be upgrades or improvements from my elite healing build.
As stated before, the inclusion of a dps based builder allows you to build two resources at once.  Additionally, you can use Mad Skills & Culmination by using this builder, allowing some passive healing as well as an increase in Crit rate.
Finally, I have included either The Scarlet Arts or Exquisite Corpse as your blood consumer.  As long as Exquisite corpse is bugged, it is clearly the better ability.  However, since we will not to focus our builds around bugged abilities and exploits, I would suggest using The Scarlet Arts.  It will not make you reliant on use of a bugged ability/expolit.  

HOT based Fist/Blood healing with Damage Builder:

The HOT based Fist/Blood healing build is similar to the one above.  Instead of focusing on burst healing, you focus on your HOTs.

The build is:

Actives: 
Bloodline
Pack Leader
The Scarlet Arts (Blood Consumer)
Vigour or Empathy
Creature Comfort (Claw Consumer)
Cauterise
Radiance (Elite Consumer)
Passive:
Mad Skills (By using bloodline as your builder, it allows you to use passives that activate only by damage abilities.  This means spells such as “Mad Skills” will proc)
Subtlety
Hot Iron
Empowerment
Making Amends
Brawler
Culmination

In general, this build is the counterpart of the one listed above.  However, instead of healing with burst healing, you are healing with use of dots.  There are a number of folks out there who really like the effects of Creature Comfort and Radiance combined, which require a different load-out of passives.  By removing the direct healing from this build, you free up a few passive slots.  These can be replaced as you wish, however I just included Sublety into the build.

Burst Healing with Healing Builders
Coming Soon

Hot Healing with Healing Builders

Coming Soon

Pistol Inclusion:

Coming Soon
Share in top social networks!

TSW Build Page

TSW Guides – Build Listings

Build Related Editorials: 

You can also SUBMIT YOUR BUILD for inclusion in the TSW Build Listing.

Deck Builders

Advice for our international audience

TSW Build Listing: My First 60

Our “My First 60″ builds are targeted for about 60 ability points — Q2/3, Kingsmouth obtainable. They represent the initial builds for a player starting the game, but wanting to play a focused role. Thus, My First 60 builds are incomplete and NOT intended for mid-game or later play.

Check out our new TSW BUILD SPREADSHEET (link to the Google doc itself).




TSW Build Listing: “Blue Mountain Specials” – 400 (Q6) point builds

We developed our “Blue Mountain Specials” to address the increased difficulty players encounter as the leave Savage Coast (Q4-Q5) and enter Blue Mountains (Q5-Q6).  These TSW Build types are designed to enhance survivability when soloing.

Share in top social networks!

Talisman distribution, Pareto efficiency and “why can’t I hold agro?”

Talisman Distribution

Pareto Efficiency and “Why can’t I hold Agro?

This is the second part of a three part essay on gear selection in the Secret World. In the last essay, I discussed the fallacy of asymmetric progression and the problems that can hinder potential of talisman in your DPS output. (Go to the First Essay in the series on gearing)

In this essay, we will look at talisman load-out configurations.  How many talisman and of what kind, should you wear based on your role?  In the next essay, we’ll look specifically at glyph signet choices.

Pareto Efficiency?

One activity familiar to any student of economics is the “guns or butter” problem.  In it, a nation is positioned as capable of making two goods, guns or butter, and has to decide on the allocation of resources to each.  The nation could produce 100% guns and thus no butter or it could produce 100% butter and thus no guns.  Or, more likely, it can produce some of each.

The logic of “how many of each” was addressed in the works of Vilfredo Pareto, providing us with the Pareto optimization curve (see link for an example).

OK, So I have Guns in TSW, but no Butter?

TSW gives us a similar two factor trade off with our talisman.  Actually, its a three factor trade-off between hitpoint gear, attack power gear and heal gear, but for many builds and roles only two factors are relevant.

  • For the typical tank, the trade-off is between +hitpoints (survivability) and +attack (threat generation via DPS).
  • For the typical healer, the trade-off is between +heal (heal throughput) and +hitpoints (survival)
  • For the typical DPS, the trade-off is between +attack and finding a way to crank +attack up to 11

Recently, theory-crafting has confirmed that there is a specific attribute allocation for talisman in TSW.  In the table below I depict these weights and the resulting value for hitpoint, attack power, and heal power.  These figures use QL10 Blue quality gear from the upper elite dungeons.  Elites have a lower tier of gear with weapons around WP 330 and a higher tier around weapons with WP 347.

Weight Hitpoint DPS Heal
Head 19% 1,945 439 495
Finger 17% 1,740 393 397
Neck 17% 1,740 393 397
Wrist 17% 1,740 393 397
Luck 10% 1,024 231 248
Waist 10% 1,024 231 248
Occult 10% 1,024 231 248
Weapon 347
Max Value 100% 10,237 2,310 2,430

This tells us that a Q10 equipped tank could go full +hitpoint gear resulting in an additional 10,237 HP and only rely on his/her weapon for DPS.  A DPS could go full ATK and pick up 2310 attack to supplement his/her weapon – leaving him/herself with 1970 hitpoints.  A healer could, likewise carry 2430 +heal to augment weapon power and similarly carry only 1970 hitpoints

Show us the Curve!

While stacking to the maximum of your primary factor might seem prudent, in practice it just doesn’t work.  Particularly for tanks and healers, if you don’t slot some second factor talisman, you will find yourself unable to actually fulfill your primary role.  Tanks will find they can’t generate enough agro to keep pace with DPS.  Healers will find the occasional blow from an add leaves them pretty dead, making healing a bit challenging.

It turns out that the trade-off in TSW produces a similar Pareto efficiency.  Assuming you are wearing the best quality gear, given your QL and echelon, your two factor values look something like this for a Tank or DPS.

Now, bear in mind, this is using the upper end blue-quality Q10 talisman.  Just starting elites, your numbers will be lower, but the concept of an efficient frontier remains the same.  For the most part, the trade-offs start to manifest as soon as threat tables become non-trivial to manage.  Bluedot did a very outstanding write-up on threat mechanics in TSW, a good read for those inclined to succeed.

Trade-offs will start sooner for some roles than for others.  Tanks, operating with reasonably efficient builds, will start finding problems holding agro perhaps as early as the Ankh (QL8).  By this point, DPS have exceeded the threat output by more than what you can accomplish with builds alone.

At this point, a tank will discover life gets easier by getting squishier.  Take off one or more +HP talisman and swap over to +ATK.  For me, it’s been my headpiece (19% of my attribute total).  I run roughly 80/20 tank/dps and that works perfectly fine.  I have no pattern of agro loss and our runs proceed smoothly.  This has carried us cleanly through every elite dungeon as well.

Healers, similarly, will find that survival matters come into play early.  As early as Darkness War (Q6), it’s not uncommon to see swarms of adds enter the battlefield (Hi2U Mayan Battle Mage) and these guys usually make a bee-line towards your healer.  Heal throughput, attentive tank-agro and on-the-spot DPS add pickup usually do the deal, but having a few more hitpoints can make life a lot easier for your healer.

For DPS, this often doesn’t manifest until elites.  Prior to that, simply managing threat reducers and staying out of environmental effects do the job.  Additionally, prior to elites, even the occasional environmental effect tends to be non-lethal.  But, with elites, you start finding that pretty much everything hits DPS for 2,000 or more damage.  Just enough to one-shot an all +ATK DPS.  Entering into elites, it’s advisable for DPS to move to between 3k and 4k health.  Conveniently, this happens at 20%-30% +HP gear.

Common Talisman Loadouts

The two most common loads have already been introduced, the 80/20 or 70/30 build.  In this format, the higher value goes to your role specific talisman (+HP for tank, +Heal for healers and +ATK for DPS) with the lower value going to your secondary factor (+ATK for tank, +HP for heal/DPS).

The logic for which to use is different for the roles.  For tanks, you want to carry the least amount of HP necessary to do your job safely.  Unused hitpoints are wasted DPS.  If the encounter is particularly threatening, go 80/20.  If not, 70/30.  If you are on farm mode for a dungeon, you might find yourself going 50/50.

For healers and DPS, the converse is true.  Wear as much primary factor gear as you can get away with.  Dead healers don’t heal and dead DPS don’t DPS.  You need enough HP to survive anticipated damage and no more.  Going into elites, that’s probably 70/30, giving you 30% HP gear to get past learning mistakes (for the whole party).  In an experienced group, and by that I mean a group who is experienced with each other, go for your maximum output. 100/0 for DPS is quite feasible in elite (although not in nightmare).  Healers will probably never hit the 100/0 level, but 80/20 and 90/10 might be possible as runs become smoother.

Turning Percentages into Talisman Choices

80/20 – Toss on a second factor headpiece and you are golden.  Alternately, two minor talisman on your second factor and the remaining gear to your primary factor works.

70/30 – Three minor talisman devoted to your second factor, the rest to your primary factor.

60/40 – A headpiece and two minors towards your second factor, everything else towards your major factor

50/50 – Your three major talisman to your second factor, everything else towards your major factor

Three Factor Talisman Loadouts

Up until now, I have focused on builds which make trade-offs between two factors (HP/ATK for tanks ATK/HP for DPS and HEAL/HP for healers).  Some builds actually need all three factors to play well.  In particular, the classic survival build (primarily soloing) needs a bit of all three factors to play well.  However, AR build healers may find some benefit from having a little of everything too.

In these cases, you need to prioritize.  What is your primary, secondary and tertiary factor.  For a survival build, I would imagine it’s DPS, HP, Heal.  For an AR build, it’s likely Heal, HP, DPS.  I don’t have a lot of data on either of these models.  While I do play survival builds when I outdoor quest, I duo with Aela, so my  +heal needs are pretty low.

I would probably start a three factor model on a 50/40/10 or 50/30/20 model.  You can use the gearing choices in the preceding section to get the talisman allocations to make this happen.  From there, tweak as needed.  Bump in 10% increments as needed, remembering that any increase in one factor has to be offset by a decrease in another.  What are you willing to give up to do more?

Putting Glyphs into Talisman

I plan on spending more time on glyphs in a subsequent essay, but I think it’s worth touching on something here.  I prefer to have my secondary factor gear be glyph-eligible gear.

While you may find dungeon drops for your primary factor where the other attributes are perfect for your role (+Evade or +Defense for me typically), it’s hard to find gear for your second factor with the right stats.  I mean, how many non-glyph 439 ATK head pieces are out there with +Defense?

So, when you are looking for the perfect loot for your second factor, look for gear that can be glyphed.  I can take a 439 ATK head piece and re-glyph it so it has the same ATK but still helps my DEF or EVA (or whatever else I need in my build).

Blue (and better) talisman and glyph kits are worth their weight in gold!

Share in top social networks!

Elite/Nightmare Healer Build Fist/AR By: Wildcards

Elite/Nightmare Healer Build Fist/AR

Submitted by Wildcards
7 votedEnjoy this build? Vote for IT!

I started off in TSW playing a Fist/Blood Healer using the AoE Shield system, plus Fist direct & HoT’s to keep my group alive. After hitting Elites I started to find myself using Shields less and less. It seems to generate too much aggro for the actual healing it provides. Most of the time in instances the group is spread out so I find myself reverting to the Fist Heals almost all the time and the only time I found it perhaps a Necessity was in Hell Eternal vs Inurers, however I discovered Shelter can out heal the AE DoT easily.

I tried using the AR direct heals requiring DPS on the opponent. TBH i found the controls clumsy and another thing to think about, when as a healer my eyes are drawn to awkward parts of the screen, watching health, timing heals, whilst avoiding all the AoEs, I found adding damage to it counter productive and taking me more time to deliver effective healing. Further to that, I find the benefits the passives this build gives to HoT crits more effective.

Been Hitting Nightmares last few days. I currently have all the best Elite Gear and am working on signets to improve my kit but its still not enough lol. I can overcome the bosses dps with hps, obviously the more effective your heal rating the better the heals. It goes without saying problems arise when the group gets AoE’d or the tank takes mass damage but this can be overcome with the insta AE Heals and 90% of the time my groups survive it.

Anyway, thought I’d share:

Feral / Assault Rifle
A: Cauterise (Builder, Heal/HoT)
A: Empathy (Insta Heal, 30s timer)
A: Creature Comfort (HoT)
A: Platoon (Moderate AE Heal, 30s timer)
A: Fired Up (Large AE Heal/HoT, 30s timer)
A: Shelter (Small AE Heal/HoT)
A: Mass Confusion (AE Detaunt)

P: Empowerment (Provides a Heal on HoT Crits)
P: Glimmer of Hope (15% chance of +Heal on HoT’s)
P: Making Amends (+10% to HoT’s)
P: Shadow Medic (+7.5% Heal strength)
P: Brawler (+15% to Crit Power)
P: Hot Iron (Heal counter x7 +50% to 8th Heal)
P: Subtlety (Detaunt)

Primary stats for this build are Heal and Crit Rating. There is a powerful Healer Helmet that can be picked up from the last boss in Hell Fallen which gives a massive +495 Heal and as massive crit bonus every time you crit, every 20 seconds. This boosts my Crit rating up to around 98% which works well with this build. The key point to the success of this build is Glimmer of Hope and Empowerment. Ive tested this and they crit on average every couple of seconds. adding an extra 50%+ to the power of the skills that create the HoT. I swear by them.

Tactic. Upon start of a fight in Nightmare, or a tough Elite. Allow Tank to get Aggro, Spam Cauterise. When health drops to 80%, use Creature Comfort to bring back up and continue cauterising. I always keep my Feral points charged so I can drop Comfort whenever needed, I treat it like an insta heal. If Tank HP gets to 50%, throw down Comfort and Empathy, If Health gets really bad, I use both my insta AE heals, Comfort & Empathy. This can heal around 8000hp taking around 2 seconds to activate them all. Likewise. If the rest of the group is taking damage. You can activate your AE heal, especcially for those “Oh shit!” moments, and heal other members of the group to full easily. If theres an AE DoT Gather everyone together and use Shelter, the heal + HoT Crits will easily outheal 99% of DoT’s. Lastly use Confusion if mass adds arrive and you need to lose aggro.

HoT Iron is my only maybe skill for this build, as I havent found anything better. You could swap out for the +10% for HoT’s. But I dont really go on the power off HoT’s, merely stacking as many as I can as Empowerment/Glimmer of hope provides the same Heal benefit no matter the power of my HoT’s.

Key points to note in a group, if your the Healer and the Tank dies. Its your fault. If the Healer dies, its the Tanks fault. If DPSers die its their own fault as they arent avoiding AoE’s. That said, I can keep my DPSers alive with this build, provided they dont hit 2k+ damage. If you find a DPSer keeps dieing, get him to up his HP to 3k and that ussually holds it. An alive DPSer with good damage is more use then a dead one with amazing damage. If your finding you cant outheal the DPS of boss. Take a look at the spells hes casting, if he isnt casting, you need better gear.

Like anything in this game, the build requires good healing kit. But ive found this foolproof in elites, and able to beat dps in Nightmares. This is a really cheap and effective build to get. Like I say, I pretty much have every healing build in the game, and this is my preference. Hope it helps.

EDIT: I replace surgical with Creature Comfort as it provided better healing numbers to the Tank during Nightmares. If you find at lower levels it difficult to heal with this just swap it back. As a result ive also swaped out Healing Sparks for Making Amends.

Share in top social networks!