TANKING THE GATEKEEPER IN THE SECRET WORLD
This has the potential to be your most aggravating mission in TSW, but don't give up. The right deck and practice and a few other important factors will mean success. It's important to do this mission if you want to be able to obtain purple gear and weapons in the Nightmare dungeons. You can't enter Nightmares until you've succeeded.
First, complete all the Normal instance dungeons, then all the Elites. As soon as you've done your last Elite, you can proceed to the Gatekeeper. You can find him outside the exit of the Elite dungeons. If you don't go there immediately (or you have to leave and come back later), go to Agartha. Walk ahead past the Stationmaster as if you're going to Kingsmouth, but don't go straight into the speed tunnel (that's what I call them) that takes you to KM. Instead, turn slightly left and you will see another speed tunnel. Take that one. It takes you to an empty-looking Agartha area, and take the speed tunnel in front of you and you'll find the Gatekeeper.
You will die a lot until you get the rhythm, and even then you will probably die a lot. This is a test to see if you're ready to do the Nightmare dungeons, but it's very specific, and your regular Build probably won't work. You will see 3 ways to battle: as a DPS, Tank or Healer. As long as you pass one, you can open Nightmares.
I did the Tank option, which is the middle one (Fortitudo) so that's what my build is based on. Some people are able to complete this quest in 20 or less tries, and good for them! I was not, it took me a lot longer until I finally got this build below (and a lot of practice and timing). I probably re-configured my deck 20 times, lol. Once I had this one, it took me just a couple tries, while I got used to the flow of it. Please be sure to check out the important hints underneath, though.
TANKING THE GATEKEEPER
Weapons Used: Chaos and Blades (Auxillary, Chainsaw)
Talismans Used: ALL Tank-specific Q10 blues, to maximize health, with the exception of 1 q10 green DPS Major (only because I had no other Tank talismans)
Health Points(HP): 12,500
Potions/Boosts Used: 1 Energy-Barrier, Level 10 (in Phase 3); Pure Anima Health Boost (gives you about 900 extra HP)
ACTIVES:
1.Chaotic Pull (Chaos)
2.Stunning Swirl (Blades)
3.Martial Discipline (Blades)
4.Point of Harmony (Blades)
5.Crimson Theatre (Blades)
6.Escalation (Chaos)
7.Mass Provocation (Chaos)
AUX ACTIVE: Diamond Grit (Chainsaw)
PASSIVES:
1.Agitator
2.Intensity
3.Regeneration
4.Resilient Defender
5.Turbulence
6.____(Open-I forgot to replace Destiny Fulfilled when I removed Destiny to use Point of Harmony, so you can insert a Passive here that you think is best)
7.Prodigal
AUX PASSIVE: No Love Lost (Chainsaw)
You will mostly be pounding Escalation and Crimson Theater. I made sure Mass Provocation was good to go when, in Phase 3, the 5 or 6 little friends of his show up and required Aoe and a lot of pull. You have to keep them away from YOUR little friend.
I changed my build, I swear about 20 times. Well, good learning lesson. Here are some important things you'll need to know.
1. Health
You're going to need as much HP as you can muster. Particularly at the end of the fight, in Phase 3, my health was dropping like a stone in spite of Passives and Actives attempted. Reportedly, the only Active health options that work are the percentage-based ones (Point of Harmony, Karma). I didn't have luck with Karma (Chaos) but POH really helped.
I also used an Energy Potion (BARRIER) but held it until Phase 3. This saved my butt after sometimes getting seconds away from success only to peter out to 0 health. With POH and barrier, I still had 6K health when the fight ended.
I also used a Pure Anima Health (available in the store) to give you an hour of +900 health since I was missing one Tank Talisman.
2. The Gaia Fury
You simply have to use interrupts to defeat GK. You also have to time it right. There are not many interrupts to choose from and you will need at least 2, but it's the only thing that will save you from being one-shotted during his special Gaia Fury spell. This occurs when he is at around 40K and 25K health, but you will be able to see him getting ready to cast it. Big orange balls coming out of his hands.
Be sure, however, to check your graphics settings. My computer isn't tip-top, and I had my settings on Low which resulted in me not being able to see it. I find it difficult to watch his cast bar, which is a personal problem, lol. Anyhow make sure your graphics are high enough and you can see the cast bar (if you watch that).
The two interrupts I used were
1.Chaotic Pull (Chaos)
2.Stunning Swirl (Blades)
Be sure to time it right! He will cast those 2 Gaia spells and if they're in cooldown or you timed it wrong, you're dead.
Note: By the way, I tried some of the other interrupts without success. That could be because of my (getting old) computer, lag, or bad timing, but I have to say these two worked very reliably.
3. Stay out of the attack!
He will toss 3 one-shot kills at you during Phase 1, all you need to do is time it right and jump out of it (even behind him). He will also toss a couple more of these at you in between/after interrupted Gaia Fury spells, so be ready, even though you are floating in joy at having interrupted successfully, don't get too distracted!
I personally just stayed very close to the Gatekeeper in Phases 1-2, I think this might have caught me some extra damage but it was so much easier to avoid those Aoes.
4. Say hello to your little friend
Your primary goal is to also make sure Your Friend (NPC-DPS who spawns for the fight) is BEHIND the Gatekeeper at all times! So keep grabbing the Gatekeeper's attention, and turn him away from your NPC DPS friend. Sometimes, the DPS will do dumb little moves like he's asking for death, so you have to keep an eye on him at all times and try to keep him alive. He dies, you die, and it all starts over. (It's a Tank test!)
There were a lot of times I was so focused on perfect timing to use my interrupt that I failed to notice the NPC was behind me and we died. It's definitely a multi-tasking test.
Even if you use this or another build, it doesn't guarantee your fast success. This really is a test of timing, smart movements, some luck, using the right abilities at the right times. I tend to blow off the 20-something kids on the forums who say it's easy or you shouldn't be in Nightmares at all, it's still a challenge but it's a good one. It's NOT easy and you're probably going to die a lot. There were times it seemed to glitch, or I possibly just lagged, and that was the most frustrating. Hang in! It really is possible, I'm a middle-aged menopausal woman and I managed it after a lot of learning (i.e. Death and Re-Building). You will feel really good when you succeed.
Join Allie on a photographic journey through SL and Secret World. Beautiful snapshots of the marvelous virtual world of Second Life, its residents & its culture. Accompanied by lovely scenery & bits of historical SL information, new & old friends & lovers,& the trusty backpack, tent & bike. Second journey, First journey completed in 2009 & lost forever in cyberspace.
Tuesday, August 6, 2013
Tuesday, June 18, 2013
SECRET WORLD
I've been slowly advancing my character in Secret World. Link:
Delsu
Also I was trying to condense information on deck builds, being it's my first MMO, & hard to understand at first (SW particularly is complicated compared to other MMOs). Perhaps this is helpful to someone, this is an easier-to-read summary from the wiki with my own comments thrown in. The most important thing you can do whilst building your deck is to be sure to take advantage of using passive abilities that increase the effectiveness of your actives.
List of Ability Categories
Blast - Attacks that deal damage in a cone in front of the player
Burst - Rapid fire of three or more attacks at once
Chain - Abilities that will target multiple enemies in a chain
Direct Heal - Large single target heals
Focus - Channels
Heal Over Time(HoT) - Small single or multiple target heals over a period of time.
Frenzy - Attacks with an area of effect
Strike - A normal attack on a single target
Summon - Abilities which call forth Drones, Turrets, or Manifestations to do damage or healing.
Categories by Weapon
Blades - Focus, Frenzy
Hammers - Blast, Strike
Fists - Burst, Blast, HoT, Direct Heal
Shotguns - Blast, Strike, Summon
Assault Rifles - Burst, Frenzy, Direct Heal, HoT
Pistols - Chain, Focus, Summon, HoT, Direct Heal
Elementalism - Chain, Strike, Summon
Blood Magic - Chain, Focus, Direct Heal, HoT
Chaos- Burst, Frenzy
BLAST
Abilities in the Blast category apply their effects to multiple targets.
Blast Active Abilities
FISTS
Hog Wild - Resource consumer, also sets Savage Sweep
Blast of Light - Heal resource consumer
HAMMERS
No Mercy - Resource consumer
Rupture - Resource generator
Hell to Pay - Resource consumer
SHOTGUNS
Both Barrels - Resource consumer
Fire and Forget - Resource generator
Shotgun Turret - Summon that uses blasts
Passives Modifying Blast Abilities
FISTS
Bruising Blast - Improves all blasts
Positive Reaction - Heal Over Time on self when using blasts
HAMMERS
Improved Blasts - Blasts also add Weakened
Bullheaded - Stacks protection
SHOTGUNS
Blast Corps - Adds to damage to consecutive attacks
Collateral Damage - Adds chance to purge
BURST
Abilities in the Burst category apply their effects multiple times in an instant.
Burst Active Abilities
ASSAULT RIFLES
Safety Off - resource generator
Three Round Burst - resource consumer
Anima Burst - Resource generator Leech
FISTS
Prey on the Weak - Resource generator, exploits Impaired
Surgical Steel - Direct Heal resource consumer
One-Two - resource consumers, also grants Savage Sweep
CHAOS
Call for Eris - resource consumer
Four Horsemen - resource consumer
Run Rampant - resource generator, increases evade chance
Passives Modifying Burst Abilities
ASSAULT RIFLES
Short Controlled Bursts - Improves Burst hit chance
Improved Bursts - Improves all bursts
FISTS
Ferocity - Increases all damage after bursts
Healing Sparks - Heal Over Time on defensive target after bursts
CHAOS
Ripple Effect - Additional damage every 2 hits from bursts
Burst of Energy - reduces all damage after bursts
CHAIN
Abilities in the Chain category apply their effects to multiple targets, by first hitting the primary target, and then jumping to other nearby targets, up to a specified number of jumps and enemies.
Chain Active Abilities
PISTOLS
Wanted - Instant resource consumer
Semi-Auto - Channeled resource consumer
BLOOD MAGIC
Infection - Resource consumer with cast time that sets Afflicted
Linked Veins - Instant heal that chains to group members.
Open Vein - Resource generator
ELEMENTALISM
Electrical Storm - Resource consumer with a cast time
Arc Flash - Resource generator
Conditional Force Lightning Manifestation - Summon that uses a chain attack
Passives Modifying Chain Abilities
PISTOLS
Chain Misery - Weaken target of chain ability (reduce heal effectiveness)
Chain Feed - Chain abilities are 7.5% more effective
BLOOD MAGIC
Vessel Walls - Self absorb barrier when using chain abilities
Splatter - Increases targets hit by chains
ELEMENTALISM
Criticality Chain Reaction - Places Afflicted on targets hit by chains.
Phantom Purge - Chain abilities have a chance to purge beneficial effect from target
FOCUS
Abilities in the Focus category apply their effects to single targets, channeled over time. Not all channeled abilities are Focus abilities, those that are not specifically flagged as such will not benefit from Focus passive abilities.
Focus Active Abilities
BLADES
Dancing Blade - Resource consumer
Chop Shop - Resource consumer
*These two above are a couple of my most favorite abilities and have saved my butt so many times I can't count.
Brandish - Resource consumer, high hate and additional mitigation
PISTOLS
Hair Trigger - Resource builder
Shootout - Resource consumer
BLOOD MAGIC
Bloodline - Resource builder
Exsanguinate - Resource consumer
Passives Modifying Focus Abilities
BLADES
Seven and a Half Samurai - Increases the effectiveness of all Focus abilities
Finish the Movement - Build a weapon resource after finishing a Focus
PISTOLS
Increased Focus - Increases critical hit chance of Focus abilities
Ready For More - Cleanses nearby friends after focus
BLOOD MAGIC
Culimination - Heal defensive target after focus
Torture - Deal extra damage after focus
HOT (HEAL OVER TIME)
Abilities in the Heal Over Time category apply apply heals every second to single or multiple targets over a period of time.
Heal Over Time Active Abilities
FISTS
Nurture - Heal + HoT resource builder
Surgical Steel - Burst Heal + HoT consumer
Cauterise - Heal + Stacking HoT resource builder
Creature Comfort - HoT consumer
Shelter - Area Heal + HoT resource builder.
Blast of Light - Heal + HoT cone Blast.
Fired Up - Group HoT.
Radiance - Buff that increases all other HoT healing and makes all HoTs critically heal.
BLOOD MAGIC
My Bloody Valentine - Self HoT for duration.
Abilities that Exploit Heal Over Time Abilities
FISTS
Empathy - Heals for more against targets with HoT effects on them.
Passives Abilities Granting Heal Over Time
FISTS
Healing Sparks - Small HoT to defensive target when using Burst abilities.
Lick Your Wounds - Small stacking HoT on all hits
Renewal - When hitting Impaired targets, places a debuff that can places a HoT on others who hit that target.
BLADES
Immortal Spirit - Small self HoT when penetrating.
Regeneration - Causes Martial Discipline to also give you a HoT.
Tipped Scales - Self HoT when hitting Impaired targets.
PISTOLS
Advantage Me - Small self HoT when critically hitting.
BLOOD MAGIC
Circulation - Small self HoT when applying Afflicted.
Passives Modifying Heal Over Time Abilities
FISTS
Nurturing Gift - Increases Nurture's HoT duration.
Glimmer of Hope - Chance to heal yourself when healing with HoT effects.
Making Amends - Increases healing of all HoT effects.
Empowerment - Causes an extra heal when HoT effects critically heal.
FRENZY
Abilities in the Frenzy category apply their effects to multiple targets, via either targeted (TAoE) or point blank (PBAoE) area of effect. Not all TAoE or PBAoE abilities are Frenzy abilities, however.
List of Frenzy Abilities
ASSAULT RIFLES
Fire at Will - TAoE Resource Consumer.
Suppressing Fire - TAoE Resource Builder.
Anima Outbreak - TAoE Resource Consumer that also Heals friendly targets hit.
BLADES
Blade Torrent - PBAoE Resource Builder with extra hate.
Bamboo Cutter - PBAoE Resource Builder.
Steel Palace - PBAoE Resource Consumer. Exploits Afflicted to grant Minor Ward.
CHAOS
Escalation - PBAoE Resource Builder with extra hate. Sets Weakened via Exposed.
Karma - PBAoE Resource Consumer, causes enemies to heal the next target they hit.
Wheel of Knives - PBAoE Resource Builder.
Passives Modifying Frenzy Abilities
ASSAULT RIFLES
Leeching Frenzy - Frenzy abilities grant a Leech effect.
Shoot 'Em Up - Applies Afflicted to targets hit by Frenzy abilities.
BLADES
Voracity - Increase penetration chance for Frenzy abilities.
Perseverance - Self heal when using Frenzy abilities.
CHAOS
Hysteria - Increases hit chance following Frenzy ability use.
Turbulence - Increases evade chance following Frenzy ability use.
STRIKE
Abilities in the Strike category do moderate damage to single targets.
Strike Active Abilities
HAMMERS
Haymaker
First Blood
Aftershock
SHOTGUNS
Powder Burn
Raging Bullet
ELEMENTALISM
Thor's Hammer
Flame Strike
Ignition
Passives Modifying Strike Abilities
HAMMERS
Wrecking Crew - Improves critical power of Strike abilities by 20%
Improved Strikes - Increase damage of Strike abilities by 7.5%
SHOTGUNS
Strike Force - Increases penetration chance of Strike abilities by 7.5%
Punisher - Weakens target of Strike abilities (reduces damage)
ELEMENTALISM
Violent Strikes - Improves critical chance of Strike abilities by 7.5%
Social Dynamo - Stacking improvement to critical chance upon critical hits with Strike abilities.
SUMMON
Abilities in the Summon category do do damage, healing, or apply buffs or debuffs indirectly via a summoned entity.
List of Summon Abilities
PISTOLS
Drone Kit - Consumer. Follows you, damages nearby enemies.
Area Drone - Consumer. Follows the target and deals area damage, extra damage to Weakened targets.
Pistol Love - Elite. Summons a laser drone that follows a friendly target and hits nearby enemies.
Backup Drone - Recharge. Follows friendly target, heals them slightly and increases all other received healing.
Sticky Drone - Recharge. Follows you, Hinders next two enemies to attack you.
Health Drone - Recharge. Follows you, heals 3 nearby friends in a chain.
Cleansing Drone - Consumer. Follows enemy target, Cleanses nearby friends.
SHOTGUNS
Shotgun Turret - Consumer. Turret deals Cone AoE damage.
Defensive Turret - Consumer. Reduces damage nearby friends take by 3-15%.
Rail Turret - Elite, Recharge. Deals single target damage to closest enemy.
ELEMENTALISM
Fire Manifestation - Consumer. Deals damage to closet enemy.
Electromagnetic Manifestation - Recharge. Deals small damage and Purges 3 enemies.
Ice Manifestation - Recharge. Deals damage and Hinders 5 nearby enemies.
Lightning Manifestation - Consumer. Chain attacks nearby enemies, extra damage if Hindered.
Passives Modifying Summon Abilities
PISTOLS
Critical Help - Increases critical hit chance after summoning.
ELEMENTALISM
Big Bang - Elite. All summons hit nearby enemies for extra damage.
DIRECT HEAL
Abilities in the Direct Heal category apply heals directly to a single target.
ASSAULT RIFLE:
Active Direct Heal Abilities:
Shot of Anima
Platoon
Mortar Support
Passive Direct Heal Improvements:
Shadow Medic
FISTS:
Active Direct Heal Abilities:
Nurture
Surgical Steel
Cauterise
Empathy
Shelter
Blast of Light
Passive Direct Heal Improvements:
Out of the Woods
PISTOLS:
Active Direct Heal Abilities:
Backup Drone
Health Drone
Born Leader
Passive Direct Heal Improvements:
Contortionist
BLOOD:
Active Direct Heal Abilities:
Blood Shield
Angelic Aegis
Linked Veins
Ruby Curtain
The Scarlet Arts
Exquisite Corpse
Passive Direct Heal Improvements:
Ebb and Flow
TALISMANS
I can't stress enough the importance of good talismans, and the effect it will have on your play. Still working on getting my top talismans, but every time I upgrade them, wow, big difference. It's your "armour".
"Talismans are equipped, non-visible, items that allow players to increase specific stats; serving the purpose of more traditional MMO-style armor. Each deck of abilities a player creates will be able to store specific sets of talismans for easy storage and gear-changes from one build to another. Talismans are available from vendors, missions, loot drops, and via Assembly.
There are seven talisman slots divided into three rows: head, major, and minor. These are viewable on the Gear Management option on the character screen. Each talisman has a unique shape and the Major and Minor talismans have the same icon color. Each talisman type increases health, healing, or attack rating, in different combinations. These combinations correspond to the three player roles: Tank (damage absorption), DPS (Damage Per Second), or Heal (your ability to heal others as well as yourself). Tank talismans grant a large increase to Health and a small increase to Attack Rating. DPS talismans grant a large increase to Attack Rating and a small increase to Health. Healing talismans grant a moderate increase to Heal rating and a slightly larger increase to Health."
HEAD TALISMANS
Healing: Blood
DPS: Ashes
Tanking: Pigment
MAJOR TALISMANS
Healing: Band/Amulet/Timepiece
DPS: Ring/Pendant/Bracelet
Tanking: Knot/Medallion/Bracer
MINOR TALISMANS
Healing: Cards/Buckle/Charm
DPS: Dice/Chain/Effigy
Tanking: Coin/Belt/Bone
You can mix and match! If you need extra health for soloing, use a Tank talisman, you do not have to stick to all one category.
WEAPONS
While technically you can use most weapons for most quests etc you want to make sure to really study what your weapon does (game mechanics) because some weapons are geared to work for certain roles. For example, Fists, a great melee weapon, is probably the strongest Heal weapon.
I've been slowly advancing my character in Secret World. Link:
Delsu
Also I was trying to condense information on deck builds, being it's my first MMO, & hard to understand at first (SW particularly is complicated compared to other MMOs). Perhaps this is helpful to someone, this is an easier-to-read summary from the wiki with my own comments thrown in. The most important thing you can do whilst building your deck is to be sure to take advantage of using passive abilities that increase the effectiveness of your actives.
List of Ability Categories
Blast - Attacks that deal damage in a cone in front of the player
Burst - Rapid fire of three or more attacks at once
Chain - Abilities that will target multiple enemies in a chain
Direct Heal - Large single target heals
Focus - Channels
Heal Over Time(HoT) - Small single or multiple target heals over a period of time.
Frenzy - Attacks with an area of effect
Strike - A normal attack on a single target
Summon - Abilities which call forth Drones, Turrets, or Manifestations to do damage or healing.
Categories by Weapon
Blades - Focus, Frenzy
Hammers - Blast, Strike
Fists - Burst, Blast, HoT, Direct Heal
Shotguns - Blast, Strike, Summon
Assault Rifles - Burst, Frenzy, Direct Heal, HoT
Pistols - Chain, Focus, Summon, HoT, Direct Heal
Elementalism - Chain, Strike, Summon
Blood Magic - Chain, Focus, Direct Heal, HoT
Chaos- Burst, Frenzy
BLAST
Abilities in the Blast category apply their effects to multiple targets.
Blast Active Abilities
FISTS
Hog Wild - Resource consumer, also sets Savage Sweep
Blast of Light - Heal resource consumer
HAMMERS
No Mercy - Resource consumer
Rupture - Resource generator
Hell to Pay - Resource consumer
SHOTGUNS
Both Barrels - Resource consumer
Fire and Forget - Resource generator
Shotgun Turret - Summon that uses blasts
Passives Modifying Blast Abilities
FISTS
Bruising Blast - Improves all blasts
Positive Reaction - Heal Over Time on self when using blasts
HAMMERS
Improved Blasts - Blasts also add Weakened
Bullheaded - Stacks protection
SHOTGUNS
Blast Corps - Adds to damage to consecutive attacks
Collateral Damage - Adds chance to purge
BURST
Abilities in the Burst category apply their effects multiple times in an instant.
Burst Active Abilities
ASSAULT RIFLES
Safety Off - resource generator
Three Round Burst - resource consumer
Anima Burst - Resource generator Leech
FISTS
Prey on the Weak - Resource generator, exploits Impaired
Surgical Steel - Direct Heal resource consumer
One-Two - resource consumers, also grants Savage Sweep
CHAOS
Call for Eris - resource consumer
Four Horsemen - resource consumer
Run Rampant - resource generator, increases evade chance
Passives Modifying Burst Abilities
ASSAULT RIFLES
Short Controlled Bursts - Improves Burst hit chance
Improved Bursts - Improves all bursts
FISTS
Ferocity - Increases all damage after bursts
Healing Sparks - Heal Over Time on defensive target after bursts
CHAOS
Ripple Effect - Additional damage every 2 hits from bursts
Burst of Energy - reduces all damage after bursts
CHAIN
Abilities in the Chain category apply their effects to multiple targets, by first hitting the primary target, and then jumping to other nearby targets, up to a specified number of jumps and enemies.
Chain Active Abilities
PISTOLS
Wanted - Instant resource consumer
Semi-Auto - Channeled resource consumer
BLOOD MAGIC
Infection - Resource consumer with cast time that sets Afflicted
Linked Veins - Instant heal that chains to group members.
Open Vein - Resource generator
ELEMENTALISM
Electrical Storm - Resource consumer with a cast time
Arc Flash - Resource generator
Conditional Force Lightning Manifestation - Summon that uses a chain attack
Passives Modifying Chain Abilities
PISTOLS
Chain Misery - Weaken target of chain ability (reduce heal effectiveness)
Chain Feed - Chain abilities are 7.5% more effective
BLOOD MAGIC
Vessel Walls - Self absorb barrier when using chain abilities
Splatter - Increases targets hit by chains
ELEMENTALISM
Criticality Chain Reaction - Places Afflicted on targets hit by chains.
Phantom Purge - Chain abilities have a chance to purge beneficial effect from target
FOCUS
Abilities in the Focus category apply their effects to single targets, channeled over time. Not all channeled abilities are Focus abilities, those that are not specifically flagged as such will not benefit from Focus passive abilities.
Focus Active Abilities
BLADES
Dancing Blade - Resource consumer
Chop Shop - Resource consumer
*These two above are a couple of my most favorite abilities and have saved my butt so many times I can't count.
Brandish - Resource consumer, high hate and additional mitigation
PISTOLS
Hair Trigger - Resource builder
Shootout - Resource consumer
BLOOD MAGIC
Bloodline - Resource builder
Exsanguinate - Resource consumer
Passives Modifying Focus Abilities
BLADES
Seven and a Half Samurai - Increases the effectiveness of all Focus abilities
Finish the Movement - Build a weapon resource after finishing a Focus
PISTOLS
Increased Focus - Increases critical hit chance of Focus abilities
Ready For More - Cleanses nearby friends after focus
BLOOD MAGIC
Culimination - Heal defensive target after focus
Torture - Deal extra damage after focus
HOT (HEAL OVER TIME)
Abilities in the Heal Over Time category apply apply heals every second to single or multiple targets over a period of time.
Heal Over Time Active Abilities
FISTS
Nurture - Heal + HoT resource builder
Surgical Steel - Burst Heal + HoT consumer
Cauterise - Heal + Stacking HoT resource builder
Creature Comfort - HoT consumer
Shelter - Area Heal + HoT resource builder.
Blast of Light - Heal + HoT cone Blast.
Fired Up - Group HoT.
Radiance - Buff that increases all other HoT healing and makes all HoTs critically heal.
BLOOD MAGIC
My Bloody Valentine - Self HoT for duration.
Abilities that Exploit Heal Over Time Abilities
FISTS
Empathy - Heals for more against targets with HoT effects on them.
Passives Abilities Granting Heal Over Time
FISTS
Healing Sparks - Small HoT to defensive target when using Burst abilities.
Lick Your Wounds - Small stacking HoT on all hits
Renewal - When hitting Impaired targets, places a debuff that can places a HoT on others who hit that target.
BLADES
Immortal Spirit - Small self HoT when penetrating.
Regeneration - Causes Martial Discipline to also give you a HoT.
Tipped Scales - Self HoT when hitting Impaired targets.
PISTOLS
Advantage Me - Small self HoT when critically hitting.
BLOOD MAGIC
Circulation - Small self HoT when applying Afflicted.
Passives Modifying Heal Over Time Abilities
FISTS
Nurturing Gift - Increases Nurture's HoT duration.
Glimmer of Hope - Chance to heal yourself when healing with HoT effects.
Making Amends - Increases healing of all HoT effects.
Empowerment - Causes an extra heal when HoT effects critically heal.
FRENZY
Abilities in the Frenzy category apply their effects to multiple targets, via either targeted (TAoE) or point blank (PBAoE) area of effect. Not all TAoE or PBAoE abilities are Frenzy abilities, however.
List of Frenzy Abilities
ASSAULT RIFLES
Fire at Will - TAoE Resource Consumer.
Suppressing Fire - TAoE Resource Builder.
Anima Outbreak - TAoE Resource Consumer that also Heals friendly targets hit.
BLADES
Blade Torrent - PBAoE Resource Builder with extra hate.
Bamboo Cutter - PBAoE Resource Builder.
Steel Palace - PBAoE Resource Consumer. Exploits Afflicted to grant Minor Ward.
CHAOS
Escalation - PBAoE Resource Builder with extra hate. Sets Weakened via Exposed.
Karma - PBAoE Resource Consumer, causes enemies to heal the next target they hit.
Wheel of Knives - PBAoE Resource Builder.
Passives Modifying Frenzy Abilities
ASSAULT RIFLES
Leeching Frenzy - Frenzy abilities grant a Leech effect.
Shoot 'Em Up - Applies Afflicted to targets hit by Frenzy abilities.
BLADES
Voracity - Increase penetration chance for Frenzy abilities.
Perseverance - Self heal when using Frenzy abilities.
CHAOS
Hysteria - Increases hit chance following Frenzy ability use.
Turbulence - Increases evade chance following Frenzy ability use.
STRIKE
Abilities in the Strike category do moderate damage to single targets.
Strike Active Abilities
HAMMERS
Haymaker
First Blood
Aftershock
SHOTGUNS
Powder Burn
Raging Bullet
ELEMENTALISM
Thor's Hammer
Flame Strike
Ignition
Passives Modifying Strike Abilities
HAMMERS
Wrecking Crew - Improves critical power of Strike abilities by 20%
Improved Strikes - Increase damage of Strike abilities by 7.5%
SHOTGUNS
Strike Force - Increases penetration chance of Strike abilities by 7.5%
Punisher - Weakens target of Strike abilities (reduces damage)
ELEMENTALISM
Violent Strikes - Improves critical chance of Strike abilities by 7.5%
Social Dynamo - Stacking improvement to critical chance upon critical hits with Strike abilities.
SUMMON
Abilities in the Summon category do do damage, healing, or apply buffs or debuffs indirectly via a summoned entity.
List of Summon Abilities
PISTOLS
Drone Kit - Consumer. Follows you, damages nearby enemies.
Area Drone - Consumer. Follows the target and deals area damage, extra damage to Weakened targets.
Pistol Love - Elite. Summons a laser drone that follows a friendly target and hits nearby enemies.
Backup Drone - Recharge. Follows friendly target, heals them slightly and increases all other received healing.
Sticky Drone - Recharge. Follows you, Hinders next two enemies to attack you.
Health Drone - Recharge. Follows you, heals 3 nearby friends in a chain.
Cleansing Drone - Consumer. Follows enemy target, Cleanses nearby friends.
SHOTGUNS
Shotgun Turret - Consumer. Turret deals Cone AoE damage.
Defensive Turret - Consumer. Reduces damage nearby friends take by 3-15%.
Rail Turret - Elite, Recharge. Deals single target damage to closest enemy.
ELEMENTALISM
Fire Manifestation - Consumer. Deals damage to closet enemy.
Electromagnetic Manifestation - Recharge. Deals small damage and Purges 3 enemies.
Ice Manifestation - Recharge. Deals damage and Hinders 5 nearby enemies.
Lightning Manifestation - Consumer. Chain attacks nearby enemies, extra damage if Hindered.
Passives Modifying Summon Abilities
PISTOLS
Critical Help - Increases critical hit chance after summoning.
ELEMENTALISM
Big Bang - Elite. All summons hit nearby enemies for extra damage.
DIRECT HEAL
Abilities in the Direct Heal category apply heals directly to a single target.
ASSAULT RIFLE:
Active Direct Heal Abilities:
Shot of Anima
Platoon
Mortar Support
Passive Direct Heal Improvements:
Shadow Medic
FISTS:
Active Direct Heal Abilities:
Nurture
Surgical Steel
Cauterise
Empathy
Shelter
Blast of Light
Passive Direct Heal Improvements:
Out of the Woods
PISTOLS:
Active Direct Heal Abilities:
Backup Drone
Health Drone
Born Leader
Passive Direct Heal Improvements:
Contortionist
BLOOD:
Active Direct Heal Abilities:
Blood Shield
Angelic Aegis
Linked Veins
Ruby Curtain
The Scarlet Arts
Exquisite Corpse
Passive Direct Heal Improvements:
Ebb and Flow
TALISMANS
I can't stress enough the importance of good talismans, and the effect it will have on your play. Still working on getting my top talismans, but every time I upgrade them, wow, big difference. It's your "armour".
"Talismans are equipped, non-visible, items that allow players to increase specific stats; serving the purpose of more traditional MMO-style armor. Each deck of abilities a player creates will be able to store specific sets of talismans for easy storage and gear-changes from one build to another. Talismans are available from vendors, missions, loot drops, and via Assembly.
There are seven talisman slots divided into three rows: head, major, and minor. These are viewable on the Gear Management option on the character screen. Each talisman has a unique shape and the Major and Minor talismans have the same icon color. Each talisman type increases health, healing, or attack rating, in different combinations. These combinations correspond to the three player roles: Tank (damage absorption), DPS (Damage Per Second), or Heal (your ability to heal others as well as yourself). Tank talismans grant a large increase to Health and a small increase to Attack Rating. DPS talismans grant a large increase to Attack Rating and a small increase to Health. Healing talismans grant a moderate increase to Heal rating and a slightly larger increase to Health."
HEAD TALISMANS
Healing: Blood
DPS: Ashes
Tanking: Pigment
MAJOR TALISMANS
Healing: Band/Amulet/Timepiece
DPS: Ring/Pendant/Bracelet
Tanking: Knot/Medallion/Bracer
MINOR TALISMANS
Healing: Cards/Buckle/Charm
DPS: Dice/Chain/Effigy
Tanking: Coin/Belt/Bone
You can mix and match! If you need extra health for soloing, use a Tank talisman, you do not have to stick to all one category.
WEAPONS
While technically you can use most weapons for most quests etc you want to make sure to really study what your weapon does (game mechanics) because some weapons are geared to work for certain roles. For example, Fists, a great melee weapon, is probably the strongest Heal weapon.
Monday, January 21, 2013
2013
So here now early 2013 I'm working on my new house in Kane (1 of the best mainland sims in SL, IMO!!!!)
Kane is in the "volcano" type continent area..about 5 sims from the actual ole Linden volcano (see my blog post like a year or two ago)
The land is right where the highway ends..There's a vehicle that comes by touring often.
almost no furniture yet but i'm still building it..it needs the 2nd floor & a ton of landscaping. i decided to build the house jutting out into the water. There's almost no neighbors. i have a freebie, sorta crappy sailboat right now but saving up for a nice one. i'm going to attempt a sail up to Heterocera & Nautilus.
Teleport to My House
Also this past month..in other news!!!!! In GOHA Ice Hockey, I've scored 7 goals & on two occasions those were hat tricks, one for the Whales & one for the Ravens. BUT..the Ravens team has been discontinued this season due to our captains sorta quit coming They were arguing or something. i'm now on the Storm team & planning to win another 2 trophies for the team this season!
GO BAY CITY WHALES
GO BAY CITY WHALES
In not-so-nice news I don't know what happened to my SL relationship-thingy. I had to be gone a couple weeks & everything fell apart. It's sort of sad, I miss him.
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