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Toshimo
Aug 23, 2012

He's outta line...

But he's right!
+10% crit chance is still real good for 1 passive, though, right?

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Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Dandywalken posted:

I'm at 2k DPS in NM's.

UN.


AC.


CEPTABLE.

Press buttans harder.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

dangerdoom volvo posted:

is there anywhere with like guidelines on ways to build at the start? theres a lot of poo poo and it feels like whatever weapons you pick are totally arbitrary when you dont know whats gonna happen with abilites and stuff

Unless things have changed drastically, do this thing:

Toshimo posted:

Pick 2 weapons.

Pick 1 Builder (Builds 1 resource on each weapon).
If that builder wasn't an AoE, pick a second builder that is.
Pick 1 consumer for each weapon type (consumes all resources, or, if elemental consumes 2, 3, or 5 resources). Make sure they have no cooldown or cooldown <5 seconds.
Fill the other 3-4 spots with CC, movement, or offensive/defensive cooldowns.

Spend 1AP each on:
Brawler
Mind over Matter
Immortal Spirit
Lick your wounds

Spend 2 more AP in Elementalism for Elemental Force.

Grab the cheap inner wheel passives that give +10% to your 2 weapon types.

Bam. Cheap build that will do almost all the single-player stuff you need.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Dracneir posted:

What's the best way to keep gear updated? I bought up to QL3 weapons and talismans pretty cheaply on the AH, now I am ready to upgrade to full QL5 and all the stuff on the AH is running close to 100k a piece (and I only have 200k). Crafting? Any areas to try to farm?

You shouldn't ever need to craft or buy gear pretty much ever. You can roll everything in greens which are super common drops. I know back in the day before everything got consolidated in bullion, we'd go straight from QL3 greens into QL5 blue weapons (weapons are about 10x as important as talismans) at a vendor in Blue Mountain. I think you can just sort of keep up with green drops and mission rewards, though.

For those just starting, here's the spots you want to hit early to keep your gear up from QL1-QL3:

Toshimo posted:

If you are new to the game, tooling around Kingsmouth and suddenly realizing that your gear is lagging behind, here's a list of all the missions in Kingsmouth that have gear rewards:


QL1
---------------------------------------------------------------------------------

For a Fistful of Zombies
------------------------
Mission Type: Main (Action)
Location:  Jack's campsite 
Starting Coords:  62, 135 
Given by:  Jack Boone
Reward: QL1 Weapon

The Occultist's Cookbook
------------------------
Mission Type: Side
Location:  Raven's Knock 
Starting Coords:  289,330 
Given by:  The Occultist's Cookbook
Reward: QL1 Chaos Focus

The Raven
---------
Mission Type: Main (Action)
Location:  Raven's Knock 
Starting Coords:  289,330 
Given by:  Madame Roget
Reward: QL1 Head Talisman


Supply Run
----------
Mission Type: Main (Action)
Location:  Sheriff's Office 
Starting Coords:  188,319 
Given by:  Helen Bannerman
Reward: QL1 Wrist Talisman

The Tentacle Trail
------------------
Mission Type: Side
Location:  King's Court Park 
Starting Coords:  461,481 
Given by:  Box of squid 
Reward: QL1 Finger Talisman

Elm Street Blues
----------------
Mission Type: Main (Action)
Location:  Sheriff's Office 
Starting Coords:  188,319 
Given by:  Deputy Andy
Reward: QL1 Neck Talisman

Horror Show
-----------
Mission Type: Main (Sabotage)
Location:  Sheriff's Office 
Starting Coords:  188,319 
Given by:  Helen Bannerman
Reward: QL1 Luck Talisman

Dust to Dust
--------------
Mission Type: Main (Action)
Location:  Kingsmouth Congregational Church 
Given by:  Henry Hawthorne
Reward: QL1 Occult Talisman


Missing Persons
---------------
Mission Type: Side
Location:  Sheriff's Office 
Starting Coords:  188,319 
Given by:  Missing persons list
Reward: QL1 Waist Talisman


QL2
---------------------------------------------------------------------------------

Veterans Day
------------
Mission Type: Side
Location:  Kingsmouth Congregational Church 
Starting Coords:  268,492 
Given by:  Kingsmouth war memorial 
Reward: QL2 Weapon

They Never Stop Coming
----------------------
Mission Type: Main (Action)
Location:  Norma Creed's house 
Starting Coords:  357,109 
Given by:  Norma Creed
Reward: QL2 Head Talisman

Rolls Downhill
--------------
Mission Type: Main (Action)
Location:  Hippie Camp 
Starting Coords:  125,682
Given by:  Che Garcia Hansson
Reward: QL2 Wrist Talisman

Draugnet
--------
Mission Type: Main (Action)
Location:  Sheriff's Office 
Starting Coords:  188,319 
Given by:  Deputy Andy
Reward: QL2 Neck Talisman

Appetite for Destruction
------------------------
Mission Type: Main (Action)
Location:  Sheriff's Office 
Starting Coords:  188,319 
Given by:  Sandy "Moose" Jansen
Reward: QL2 Finger Talisman

A Sacred Place
--------------
Mission Type: Main (Action)
Location:  Kingsmouth Congregational Church 
Given by:  Henry Hawthorne
Reward: QL2 Waist Talisman

Death, and the Instruments Thereof
----------------------------------
Mission Type: Main (Action)
Location:  Sheriff's Office 
Starting Coords:  188,319 
Given by:  Sandy "Moose" Jansen
Reward: QL2 Occult Talisman


QL3
---------------------------------------------------------------------------------

ATC
---
Mission Type: Main (Sabotage)
Location:  Skateboard Park 
Starting Coords: 435, 670
Given by:  Danny Dufresne 
Reward: QL3 Weapon

Black Helicopters
----------
Mission Type: Main (Action)
Location: Orochi Encampment at North Kingsmouth Bridge
Starting Coords:  380,980 
Given by:  Ann Radcliffe 
Reward: QL3 Head Talisman

Runaway Lights
--------------
Mission Type: Main (Action)
Location:  Kingsmouth Municipal Airport 
Starting Coords:  896, 705 
Given by:  Ellis Hill 
Reward: QL3 Finger Talisman

What the Tide Brought In
------------------------
Mission Type: Side
Location:  Priest Island 
Starting Coords:  293,975 
Given by:  Broken Orochi canister
Reward: QL3 Wrist Talisman

Evolution of the Species
------------------------
Mission Type: Main (Action)
Location: Orochi Encampment at North Kingsmouth Bridge
Starting Coords:  380,980 
Given by:  Harrison Blake
Reward: QL3 Luck Talisman


Hulk Smash
----------
Mission Type: Main (Action)
Location: Orochi Encampment at North Kingsmouth Bridge
Starting Coords:  380,980 
Given by:  Ann Radcliffe 
Reward: QL3 Occult Talisman


Full Metal Golem
----------------
Mission Type: Main (Action)
Location:  Edgar's Scrapyard 
Starting Coords:  621,671 
Given by:  Scrapyard Edgar
Reward: QL3 Waist Talisman

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

TracerM17 posted:

Other than healing builds, are there any good builds that don't require a resource builder for both weapons? I guess there are some assault rifle builds that work and maybe claws, but I think those are leech/healing as well. I wonder why they haven't just pulled the trigger on changing it so all resource builders build for both weapons. It really makes a lot of nice builders basically useless. I always looked for some unicorn build, but it always seemed like I was just trying to plug holes and added stuff because I had a free slot, not because it worked with the build.

The only builders that don't build for both weapons are the healing builders in AR/Claws/Blood and that's by design to limit healing throughput.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Omi no Kami posted:

So I feel like a lazy rear end for asking this, but I've had the same problem every single time I've tried to get into TSW: I love the setting, and wanna run around and do all the content, but my brain cannot get around the weirdass combat system. Every time I've picked this up I go online, ultimately end up being pointed to the same AR/Sword solo build, take that to near the end of the starting area, then find himself hitting a brick wall with enemies. Is there anything resembling to a dumbass guide floating around that discusses character building from the perspective of "Here is the exact matrix of skills that will let you run around soloing the campaign without too much pain"?



Toshimo posted:


Pick 2 weapons.

Pick 1 Builder (Builds 1 resource on each weapon).
If that builder wasn't an AoE, pick a second builder that is.
Pick 1 consumer for each weapon type (consumes all resources, or, if elemental consumes 2, 3, or 5 resources). Make sure they have no cooldown or cooldown <5 seconds.
Fill the other 3-4 spots with CC, movement, or offensive/defensive cooldowns.

Spend 1AP each on:
Brawler
Mind over Matter
Immortal Spirit
Lick your wounds

Spend 2 more AP in Elementalism for Elemental Force.

Grab the cheap inner wheel passives that give +10% to your 2 weapon types.

Bam. Cheap build that will do almost all the single-player stuff you need.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

mcjomar posted:

Okay so I'm using:

Anima Shot,
Fire in the Hole,
Blade Torrent
Clearing the Path
Stunning Swirl
Martial Discipline
Point of Harmony


Immortal Spirit
Eagle Eye
Experience
Tipped Scales
Anima Boost
Unfair Advantage
Regeneration

This build doesn't work on a number of levels. If you want to do Blades/AR leeching, here's how you work it:
You want everything focused on making your stuff do max up-front damage because that's how you leech the most. Also, you want the AR portion stronger, because that's where the leeches are.

Your two options are:
Leeching Frenzy -> Shoot Em' Up -> Suppressing Fire

or

Hip Fire -> Bloodsport

Either way, you'll get a guaranteed Afflict that will trigger the Penetrate on Clearing the Path which is the entire reason to use it.

Then, you put in Eagle Eye and Transfuse Anima, because even though you won't be triggering the Hindered part very often, Funcom didn't bother to make a good direct Leech dps ability.

The Art of War or Stunning Swirl both make good Elite actives. The Art of War is generally better when used with Fluid Defense, which you should also be using but don't go rushing down the tree to get it unless you've got everything else.

So, at this point, you've got:
Suppressing Fire
Transfuse Anima
Clearing the Path
The Art of War / Stunning Swirl

Leeching Frenzy / ???
Shoot Em' Up / Bloodsport
Eagle Eye
Fluid Defense

Which is your core build.

From there, you want more dps passives.
Breakdown -> Paradigm Shift / Fever Pitch

And, then that leaves you with 3 active slots, which you can use for pretty much whatever utility you want.
If you want some sort of direct heal, there's Turn the Tables or Platoon (although Platoon is probably going to be awful in dps gear).


I think my final build would be something like...

  1. Suppressing Fire
  2. Transfuse Anima
  3. Clearing the Path
  4. Surging Blades
  5. Tactical Retreat
  6. Turn the Tables
  7. The Art of War / Stunning Swirl

  1. Leeching Frenzy / Accuracy
  2. Shoot Em' Up / Bloodsport
  3. Eagle Eye
  4. Twist the Knife
  5. Breakdown
  6. Paradigm Shift / Fever Pitch
  7. Fluid Defense

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

mcjomar posted:

That aside, why does Experience end up losing out as the elite passive?
I'd have figured a 20% boost on leeching would be worth it maybe? Or is it just not enough?

8.5% to all damage is better than 20% leeching for a build that is not 100% leech. Also, the defensive buff is probably worth more mitigation than the bonus leech heals.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Bloody Hedgehog posted:

Thinking about getting back into this, mainly for lack of anything else to play right now.

Is the game less grindy than it was at launch? Had any sort of WoW-esque changes that make levelling faster? I enjoyed myself decently enough at launch, but it was certainly one of the grindier MMO's I'd ever played at the time.

This is nonsensical. The point of this game is to experience the story and the game has always advanced your character at a rate that more than adequately allows you to do that. There's literally zero grinding until you hit the endgame.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

bear is driving! posted:

I'd like to pick this up again. I was reviewing the builds on the tswdb site and many of the tops ones are a year or more old. Is there a place with updated builds? The last time I played i remembered it taking most of the builds a long time to get going, leading to me feeling very weak in the first two areas.

Is there currently an OP DPS build that will let me steamroll the first few areas?



Toshimo posted:

Pick 2 weapons.

Pick 1 Builder (Builds 1 resource on each weapon).
If that builder wasn't an AoE, pick a second builder that is.
Pick 1 consumer for each weapon type (consumes all resources, or, if elemental consumes 2, 3, or 5 resources). Make sure they have no cooldown or cooldown <5 seconds.
Fill the other 3-4 spots with CC, movement, or offensive/defensive cooldowns.

Spend 1AP each on:
Brawler
Mind over Matter
Immortal Spirit
Lick your wounds

Spend 2 more AP in Elementalism for Elemental Force.

Grab the cheap inner wheel passives that give +10% to your 2 weapon types.

Bam. Cheap build that will do almost all the single-player stuff you need.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Did they ever add progression (encounter or gear) past Manhattan?

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Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Kumo posted:

Running into a dilemma.

I've been running Blade/Blood for almost my entire run on a char & love it, but now that I've been in Tokyo for a while now things really seem to have slowed down in progression & even surviving mob fights is becoming a grind.

I don't know if it's AEGIS, the poorly explained and implemented functions of AEGIS, end-game grind, or my build. I've tried changing my build in the past, but always return to my favored Blade/Blood Affliction build. Should I alter my build, and if so what should be the focus (maybe Impairs/Roots; ranged attacks) or gameplay?

I would be interested in hearing your thoughts.

Afflictions scale real, real bad. Use 1 to activate effects, but don't use them for damage.

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