SWL – Weapon Mechanics – Hammer – Rage

Sorry… not sorry!

Today’s Speciality Spotlight focuses on the Hammer Rage ability!  Let’s jump right in and see what the Video says:

2 Legit 2 Quit!

“Speciality Spotlight – Hammers: How to Generate Rage.

  • While using your Hammer, all your attacks, and all attacks against you will generate Rage.
  • When your Rage Meter is Full, you become Enraged.
  • Use these power abilities while enraged to consume your Rage and gain additional Bonuses and Effects.”
Hope this isn’t a 28 Days Later reference… but with all the Zombies, who knows?
Can’t Touch This!

Sounds simple, yeah?  Just hit things, and get hit, and eventually, you can deal punishment right back at them!  This one is a pretty simple mechanic, and I can see the hammer being a very popular weapon!

 

SWL – Weapon Mechanic – Blade – Spirit Blade

Today’s Specialty Spotlight is the Cutting Edge of Weapons: BLADE!  The Gimmick Mechanic here is called Spirit Blade.  Let’s see what the Video short has to say:

Spirit Blade

“Speciality Spotlight: Blade.  How to use the Spirit Blade.

  • Swinging your Blade sometimes generates Chi.
  • Consume 5 Chi to activate your Spirit Blade.
  • The Spirit Blade causes all your attacks to deal Additional Damage.
  • While it is active, you will continue to generate Chi.
  • Use this chi to maintain your Spirit Blade as long as possible.”

So hit things until the hilt of your Blade shows full and you get the ghostly outline of a blade showing.  Then you can activate your Spirit blade and it will deal MOAR DAMAGE!

Duration

The Spirit Blade seems to last about 10 seconds.  During that time, you will still generate Chi.  If your attacks are generally about 1 second apart, that means you will need a 50% Chi Proc rate in order to keep the spirit Blade up for longer periods of time.

Something NOT mentioned here, but mentioned in one of the DevStreams is that if you do NOT use your Spirit Blade in a certain amount of time, that Chi doesn’t go to waste!  It instead heals you for an amount depending on how much Chi was consumed at the time!

Seems like an interesting mechanic, and should provide for limited downtime while soloing content.

Looking forward to the News later this week regarding the NDA.  Then I’ll know when I have to have posts ready to review each weapon!

Thank you for stopping by!  And I hope to see you in the Secret World!

Can’t pass up posting this one…!

SWL Starter Classes

With the Release Date of June 26, Funcom is busy giving Press Tours and interviews talking about the new game and what was behind some of the design decisions moving forward.  One of the interviews, given to MMOGames.com, has given us a brief look at each of the new Starter Classes!

For reference, here’s a small table giving you the specifics.  Screen caps are below.  The Stream Resolution was REALLY small so I’ve used DevStream Screen caps when possible for legibility purposes.  Once the NDA is lifted, I’ll be reviewing each class individually.

“Choose the form of the Destructor..!” (fixed) ((EDIT – WARLOCK HAS SINCE BEEN CORRECTED TO BE A HEAL CLASS!))

RAVAGER

NOTE: This screenshot is from DevStream #5

MERCENARY


PUNISHER

NOTE: This screenshot is from DevStream #5

DEMOLISHER

NOTE: This screenshot is from DevStream #5

TRICKSTER

NOTE: This screenshot is from DevStream #5

ASSASSIN

NOTE: This screenshot is from DevStream #5

WARLOCK

 


GUNSLINGER

 


MAGUS

NOTE: This screenshot is from DevStream #5

I find it interesting that the Warlock is given two healing weapons, and is still considered to be a DPS class.  It’s no wonder it’s given the hardest level of mastery! ((EDIT – WARLOCK HAS SINCE BEEN UPDATED TO A HEAL CLASS!))

So as stated in the DevStreams, these are just going to be your Starter weapons.  Once you make it to Kingsmouth, you are free to create whatever build you want with whatever weapons you want.  Owners of The Secret World will have all weapon Pages unlocked once you link your accounts.  If you are NOT a TSW owner, then you will have to unlock each Weapon Page using an In Game Currency that you earn just by logging in and performing everyday tasks.

How does this look to you? Any of this whet your appetite for more? What Starter Class will you be using first? What weapon combinations would you have preferred to see? Let me know in the comments below!

Thanks for stopping by! And I hope to see you soon™ in the Secret World!

SWL Weapon Mechanics – Assault Rifle – Grenades

Big Bada Boom!

Quoted from the Video:

“Specialty Spotlight: Assault Rifle

How to use the Grenade Launcher:

  • Grenades can be used to Devastate your foes, or Restore your Allies
  • These power abilities have a chance to generate a grenade.
  • When a Grenade has cooked at least 3 seconds, it’s effect will be significantly increased.
  • However, when a grenade is not launched within 6 seconds, it will explode, harming you.”

Today’s Specialties Spotlight is the Grenade Launcher for Assault Rifles!

“O Lord, bless this thy hand grenade that it may blow Thine enemies to tiny bits, in Thy mercy…!”

Basically, you have a chance to have a grenade readied for your use as you use Assault Rifle abilities.  You can shoot that grenade at enemies, or you can use it to Heal your group.  If, when you go to USE the Grenade, you hold on to it for 3 seconds, it’s effects will be increased.  Just don’t hold it too long, or you’ll blow your hand off! (That’s what my Mom would say at least!  XD)

I think Funcom missed a Perfect Opportunity with this one..!
  • Questions:
  • What kind of increased effect are we talking about? ( % ?)
  • Does this increased effect count for healing as well as damage?
  • If being used for healing and it blows up in your hand, wouldn’t that HEAL me for more? (Can’t blame me for asking this!)
  • What kinds of chances do we have for generating a grenade?
  • What abilities/passives will help increase this chance?

Once again, the Spotlight videos raise a number of questions more than they answer.  BUT, I will say this about the videos, at least they give you some idea how different combat will be in the new game.

What do you think about the new mechanics we are seeing?  Do the changes look good to you?  What was your favorite weapon combination in TSW?  What do you hope gets kept as abilities/mechanics?  Let me know in the comments below, or Tweet them to me @anima_nation!

Thank you for stopping by! And I hope to see you in the Secret World!

 

SWL – Weapon Mechanics – Elementalism – Thermotics

Specialties Spotlight #2 was posted today!  This time it’s focusing on Elementalism’s Thermotics gimmick Mechanic!

Quoted from the Video:

“Specialty Spotlight: Elementalism – How to Control Thermotics

  • Use Fire or Lightning Abilities to increase your Heat Level.
  • As your Heat Level increases, all Elemental Abilities deal more damage.
  • If you Overheat, you’ll be unable to use other Heat Abilities for a short while.
  • Use Cold Based Abilities to regulate your Temperature.”

We’ve taken a look at this before as part of a DevStream, but there is still so much they haven’t said or released about what’s under the hood of this Speciality.  So what DO we know?

A – Fire and lightning Abilities raise your heat level.  

B – The higher your Heat, the more damage you do!

C – Too Much Heat will Lock you out of your Heat generating Abilities.

D – Ice based abilities cool you down so you can continue to channel more damage!


What do we NOT know?

How many cooling abilities are there?  Considering there are only 15 Active abilities per weapon, and the limited space we have on our Ability Bars, 2-3 different cooling abilities are all I can see being viable. And depending on your build, you may only have one of them on your bars at any given time anyway!

Passives: Again, we don’t know what passives are available to mitigate heat build up.  Will there be any passives that kick in to boost your damage at certain % heat levels?

Basic Abilities: It is assumed that your Basic abilities will also build up heat, but just being basic abilities, do they have less heat build up?  i would think so since basic abilities should be doing less damage, you shouldn’t be channeling as much Anima per use.

What kind of Damage scaling will we see for 25% heat? 50% heat? 75% Heat?

Are there weapon procs for Elementalism that help with heat mitigation?

“Enquiring minds want to know!”


MY THOUGHTS:

Having looked at this before in the DevStreams, not much here is new information.  Again, it’s just a tease for new mechanics, and nothing In Depth that we can sink our teeth into.

Comparing this to Pistols yesterday, this seems to be much more controllable to keep your DPS up as you can literally ride the crest of your Heat Wave, as opposed to the RNG based damage bonuses for 3 seconds at a time that Pistols have.

Something I DID notice, and I saw it yesterday, but didn’t want to say anything yet until I could get a GOOD look at it, was the new icons they teased in the last DevStream.  They literally look Shiny!  We’ll have to wait for this week’s DevStream/patch to get a better look, as I’m SURE they will want to show those off!


What so you think about the teaser they’ve given us today?  Pique your interest in this weapon class?  Do you wish they’d give us more to work with? Are there certain abilities you hope made the cut?  Alternatively, what abilities do you hope they got rid of?  Let me know in the comments below, or tweet them to me @Anima_Nation!

Thank you, and I hope to see you in the Secret World!

 

 

SWL – Weapon Mechanics – Pistols – Chamber Roulette

((For A More In Depth Look at pistols, be sure to check out THIS POST!))

Today we got a surprise tweet from Funcom giving us what they call a “SPECIALTY SPOTLIGHT,” which is a 20 second Video Clip Focusing on one of the new Weapon Gimmicks Mechanics in SWL!  Today’s focus is on the new Pistol Mechanic: Chamber Roulette!

https://twitter.com/SecretWorldLgds/status/869672679808303105


Quoted from the Video:

“Specialty Spotlight: Pistols – Understanding the Chamber Roulette.

  • Use your Pistol abilities to spin both chambers.
  • When both chambers align, your pistols abilities do additional damage for a short while.
  • The damage bonus increases based on the rarity of the match.”

Non-Matching:

Grey matching:

Red Matching:


So what we see here is the Chambers will change alignments as you use your abilities.  There are three levels of matched chambers:

So… what if I’ve got magazine loading semi-autos..? 😛

There are 3 Grey Chambers, 2 Blue Chambers, and 1 Red Chamber per ‘Cylinder.’  So 1/2 of each cylinder is grey, 1/3 is blue, and 1/6 is red.  Multiply these by each other and your chances for each color match variant would be:

  • Grey – 25% – So roughly every 4th shot could give you a Low Damage Bonus.
  • Blue – 11.11% – So roughly every 9th shot, you could get a Medium Damage Bonus.
  • Red – 2.78% – So roughly every 36 shots you could get a High Damage Bonus.

Unfortunately, they didn’t go into more detail as to how MUCH of a bonus Low/Medium/High equates to, so we’ll just have to wait and see for this information to come through.

Also not covered, how do our stats help this? Does Crit Chance influence this at all?  I wouldn’t think so, as I think Critical hits are based on each shot fired, whether or not your chambers align.  And getting all the Crit in all the weapon passive trees would probably skew this gimmick mechanic.

So that does bring to mind, what passives in the Pistol Tree influence this?  It was stated in the DevStreams, that your Passives can help you control your weapon mechanics.  So what passives would benefit this mechanic best?  Since they didn’t release the weapon tree, and it’s still in Closed Beta, we can’t yet look at this in as much detail as we’d like.


MY THOUGHTS:

We don’t have any information on any Weapon Procs that may be available on any special weapons, or if there are any Glyphs/Signets that can help our match-rates. We also don’t know how much our passives can help influence our Chamber Alignments.  Combine this with the limited number of passive slots we will have, and some of those passive slots will have to be used for your alternate weapon, this seems like a VERY RNG dependent weapon mechanic.

I’m sure pistols will still be viable enough to level with, so I wouldn’t count it out for rolling a character class when SWL Rolls out.  It’s just the endgame level that we need more information to clarify it’s viability for progression.

Personally, I think this was an interesting tease, but it raises more questions than it answers.  Let’s hope they start filling in some of these blanks for us soon™.

Thank you again for stopping by!  We’ll see you soon, in the Secret World!

 

 

Dance Dance Revolution! TSW Style!

Anyone who is familiar with my characters will know that almost all of them are avid (rabid..?) fans of the various dances that happen in the Secret World!  And as such, I’ve spent a fair deal of money on the various dances that have been added to the game.

Something that came up at tonight’s show, was the subject of WHERE all the dances came from?  Some people were not aware of the sources yet and lament the fact that they didn’t get some of them.  And sure you can search out individual dances on the net, but I haven’t seen a single comprehensive list get posted.

I put this list together when I was trying to pick up the missing ones on alts that I had rolled.  I’ll see if I can record some videos of the dances and edit them into this post at a later time, but for now I just want to get this list out there so you all  can plan on what event bags to get later when the events start up again!


Default Dances:

  • Funky Chicken*
  • Gangham Style
  • Macarena
  • Running Man*
  • Samba
  • Sprinkler

*   = This dance does not Loop. It will play through once, and then stop, so you’ll have to manually hit it again, if you want to keep going.


Store:

  • BillieJ – This dance is the ONLY dance offered in the item store.  It is NOT available to purchase across your entire account, so if you want your alts to have this, be prepared to shell out some dough!

Event Bag Dances:

These dances were awarded to someone that opened a ‘Party Bag’ on at least 10 players at once.  Just to be clear, YOUR CHARACTER counts toward the 10 players.  We’ve opened them in the middle of a 10 person Raid in the Manhattan Exclusion Zone, where you can’t have any more than 10 people there, and were still awarded the dances.  But, as they say, The More the Merrier!

  • Anaconda – Valentine’s Day – Bag of Saint Valentinus
  • Freestyle – Samhain 2016 – Hallow’s Eve Festival Sack
  • Hip-Hop – Winter Holidays 2016 – St Nick’s Rucksack
  • Hit Man Lean – Guardians of Gaia – Bohemian Party Sack
  • Robot – Winter Holidays 2015 – Bag of Season’s Revelry
  • Rockabilly – The Gilded Rage (Golden Week) – Golden Bag of Lady Luck
  • Single Ladies – Manna of Saint Nicholas 2014 – Bag of Wassail
  • Spooky – Samhain 2015 – Sack of Samhain Revels
  • ZombieStrut – Samhain 2014 – Halloween Party Pack

EMOTES:

Some of these are Dance related emotes that don’t actually show up when you type /dance and then hit your space bar:

  • /Tapdance – This emote will start your character into a pretty good tap dance routine! However, it is not synchable with the Shoes of Synchronicity.
  • Nassir’s Groove – This emote is activated by an item in your inventory called ‘Nassir’s Groovy Gun.’  It will automatically place an AK-47 in your character’s hands and you can dance like the Groove-master himself!  This item is a random drop from the Military Duffel bags sold out of the Cash Shop, or via lucky coins from the vendor in Darkside.
  • /digmusic – This command will cause female characters to bob their heads and sway to the beat of a song that only they can hear.  Male characters tend to Head bang!  (Would love it if both animations were available to Both Sexes.  Perhaps a /digmusic1 and /digmusic2 ?)
  • /funkychicken – This is the exact same emote as /dance_funkychicken which leads me to think the intention was to also make tapdance work the same way.  But they didn’t seem to remember to add /dance_tapdance to the emote commands. Go figure.
  • /graffiti –  This will cause your character to look like they are spray painting a wall.  (Spray paint not included.)
  • /jazzhands – Uuhhhh… Jazzhands…!  ‘Nuff said!
  • /moonwalk – You can awkwardly attempt the famous Moonwalk Dance move!
  • /moonwalk_pro – You can Moonwalk like a pro!  This is an achievement award for completing the Bank Heist mission in Kaidan without being seen.
  • /windmill – This emote comes from an event bag (Golden Week – Random Drop and Gamblers Chips from the Event Vendor in Darkside during the event) and makes your character look as if they are Elvis playing a guitar!

That’s it!  I know this isn’t much, but with any luck some of you found this useful.  Thanks for coming, and I hope to see you in the Secret World!