SWL Weapon Focus – Pistols

This post is a few months behind the times, but I’ve noticed the main bulk of my website traffic is for weapons/classes information, so I figured it’s time to start posting these.  I’ve been using the past couple months to get acquainted with some of the weapons, and get a feel for what works.  Keep in mind this is only MY opinion, but should at least give you a good starting point.

This will NOT be an “END ALL, BE ALL, MAXIMIZE YOUR DPS” guide, rather a good introduction and look at the abilities so you can make your own decisions on what makes the most sense for YOU.

The first weapon I’ll review are Pistols!  These are part of the Trickster and Gunslinger Starter Classes Decks, and are primarily a DPS weapon.  (If you are not interested in ALL the abilities, you can skip to the bottom of this post to see my recommendations for Main/Off hand uses of this weapon)

The First thing you’ll notice for your Pistols is the ‘Chamber Roulette’ gimmick mechanic that appears on your screen when you have a Pistol equipped.

The Pistol Main’s Prayer: “Praise be to RNGeezus, hallowed be thy name. Grant me the skillz to defeat my foes and not be last on the Damage meters!”

This is a very RNG Based mechanic, but it’s designed to ‘just happen’ so you don’t have to think about what to do.  You’ll see two “Six-Cylinders” on-screen and each cylinder is color coded.  3 white chambers, 2 blue chambers, and 1 red chamber per cylinder.  When these chambers match, you will get a corresponding Bonus to your pistol abilities for 2-1/2 seconds.  So 1/2 of each cylinder is white, 1/3 is blue, and 1/6 is red.  Multiply these by each other and your chances for each color match variant would be:

  • White – 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.

Notice that I’ve emphasized COULD in each of those lines.  I need to stress that this is NOT a guaranteed thing.  You will sometimes go for a full dozen or more shots and STILL not get any bonus whatsoever!   Other times, you’ll get 2 blues, a white and a red in rapid succession.  All that matters is how well you can appease RNGeezus!

[The Redit Page shows Double White Chambers giving a 65% Damage Increase, Double Blue Chambers giving 125% Damage Increase, and Double Red Chambers giving 200% Damage Increase.  I’m not entirely sure where they are getting this information from, but I’ll keep my eyes open for verification.]

One of the things stated in the DevStreams was that there are items and passives in game that will help change some of this to your advantage.  At the time my previous Pistols post was made, we didn’t have any other information to add into it, just what they gave us in their 30 second Speciality Spotlight video.  (And that wasn’t much, really…!)  Well guess what?  Game is live, so now we know what items and abilities are available! Let’s first take a look at some of these items!


PISTOLS:

Anansi Probability Adjusters – Received from Manhatten Exclusion Zone -Whenever you spin the chambers and do not land on a matching set, your next spin is more likely to grant you a matching set. (Let’s hope the increased chances are better than the Loot Lanterns!)

Dual TMP-206 – Future Tech Cache – If you do not have a matching set of chambers, using Active Dodge will grant a Double White set. (Considering how mobile you have to be sometimes, this might work out, but still seems kinda weak to me.)

Heavy Caliber Pistols – Agarthan Cache – You are more likely to roll a Double Red set of chambers, but less likely to roll a Double White or Double Blue set of chambers. I like this idea, but My Trickster has these and doesn’t seem to think the chances are THAT different..! (This Chache is no longer available. Unless someone has them stashed somewhere! Like my alts…>.>)

Misery & Malice – Infernal Cache – Whenever you land on a matching set of chambers, your Pistol Abilities deal 6% more damage for 3 seconds. (This Chache is no longer available. Unless someone has them stashed somewhere! Like my alts…>.>)

Six Shooters – Elite 1-4 Dungeons Boss 6 or Rare Chests – The duration of the damage bonus from a matching set of chambers is increased by 0.5 seconds. (WHY do I only get Mark I versions of these? *Crai*   But seriously, this increases your Chamber bonus to 3 seconds, which doesn’t sound like much, but can help a lot when using Unload.)

Soviet CB-3 Annihilators – Weapon Reward Bags – Whenever you critically hit with a Pistol ability while you have a matching set of chambers you deal an additional XXX physical damage. (How’s your Crit rating? I can see these pistols being REALLY good when you are at the Mythic level of Crit ratings…!)

Sov-Tech Harmonizers – Elite 5+ Dungeons, Boss 6 or Rare Chests – Whenever you hit an enemy while you have a Double White set of chambers, you have a 25% chance to be upgraded to Double Blue. Whenever you hit an enemy while you have a Double Blue set of chambers, you have a 15% chance to be upgraded to Double Red.  (I Will probably never see these drop…. ever. I mean, I’ll be lucky to ever see Elite 3.  Let alone 5+!)

This is NOT a complete list, but these are the more often found special items that have an effect on your Chamber Roulette.  And it should give you an idea of what items you can plan on finding in the AH!

For someone like me that likes to use Unload as my main attack, the extra .5 second from the Six Shooters would be a good boost to my DPS!  If only I could get something other than a Mark I version of them!


SIGNETS:

There are a Great many Signets out there, but these are the ones that affect Pistols ONLY:

Signet of the Gunslinger – Head – Increases the Damage and Healing of Pistols Elite Abilities by XX% 

Signet of the Quick Draw – Head – Reduces the Cooldown of Pistol Elite Abilities by XX%

Signet of the Gambler – Finger –Increases the damage and healing of Pistols Basic Abilities by XX% 

Signet of the Outlaw – Neck – Increases the damage and healing of Pistols Power Abilities by X%


PISTOL ABILITIES:

Here is a list of ALL the Abilities available on the Pistol Tree:

“Decisions, decisions…”

BASIC ABILITIES:

Basic Abilities are color-coded WHITE on the weapon tree, and are abilities that use No Energy, but give a lesser effect.  These are abilities that should be your filler abilities while you regen Energy used to power your Main abilities.  Each weapon has 2 basic abilities. Generally 1 will be a single target and 1 will have an AOE effect.


Ability Name: Hair Trigger

AP Cost: 5

Energy Cost: N/A

Targeting: Single Target

Range: Pistol Range (10m)

Cast Time: Instant

Cool Down: Instant

Effect: Deals XXX Damage to Target (Depends on Level/Attack Power)


Ability Name: Seeking Bullet

AP Cost: 10

Energy Cost: N/A

Targeting: Multi-Target

Range: Pistol Range (10m)

Cast Time: Instant

Cool Down: .5 seconds

Effect: Hits up to 6 enemies for XXX Damage up to 8m from Target


POWER ABILITIES:

Power Abilities are your MAIN abilities, and are color-coded RED on the Weapon Tree.  These generally have no cool down and are designed to consume energy to give you your biggest Attack/Heal.  Each weapon has 4 Power Abilities.  Generally 2 will be Single target, and 2 will be AOE effects.


Ability Name: Controlled Shooting

AP Cost: 10

Energy Cost:  3

Targeting: Multi-Target

Range: Pistol Range (10m)

Cast Time: .5 seconds

Cool Down: Instant

Effect: Hits up to 6 enemies for XXX Damage up to 8m from Target


Ability Name: Unload

AP Cost: 10

Energy Cost: 5

Targeting: Single

Range: Pistol Range (10m)

Cast Time: 2.5 seconds – Channeled

Cool Down: Instant

Effect: Channeled – Hits target 5 times in 2.5 seconds for XXX damage per hit


Ability Name: Dual Shot

AP Cost: 10

Energy Cost: 3

Targeting: Single

Range: Pistol Range (10m)

Cast Time: instant

Cool Down: Instant

Effect: Hits target for XXX Damage


Ability Name: Charged Blast

AP Cost: 10

Energy Cost: 5

Targeting: AOE

Range: Pistol Range (10m)

Cast Time: Instant

Cool Down: Instant

Effect: Hits 5 enemies in 6M Radius around Target for XXX Damage


SPECIAL ABILITIES:

These Utility abilities are the BLUE colored abilities on your weapon tree, that are designed to be worked into your rotation to help give you a special effect or boost to your abilities.  There are 6 of these abilities in each Weapon Tree.


Ability Name: Flourish

AP Cost: 10

Energy Cost:  GAIN 4

Targeting: Self

Range: Self

Cast Time: Instant

Cool Down: 20 seconds

Effect: Gain 4 energy and Cleanse 1 Detrimental Effect  (Personally, I prefer Clean Slate.)


Ability Name: Full House

AP Cost: 5

Energy Cost: 2

Targeting: Self

Range: Self

Cast Time: Instant

Cool Down: 20 seconds

Effect: Force Double Blue Chambers for 3 seconds


Ability Name: Clean Slate

AP Cost: 10

Energy Cost: 2

Targeting: Self + Group

Range: Self + Group

Cast Time: .5 seconds

Cool Down: 20 Seconds

Effect: Cleanses 3 detrimental Effects and Heals for XXX. (Instead of Flourish, this only costs 2 energy, and Cleanses 3 effects + Heals All Group Members!)


Ability Name: Six-Line

AP Cost: 10

Energy Cost: 2

Targeting: Self

Range: Self

Cast Time: Instant

Cool Down: 20 seconds

Effect: Sets Left Chamber to Red for 6 seconds. Adds XXX Damage per hit during this time.  (Take the Passive that goes with this if you use this.)


Ability Name: Kill Blind

AP Cost: 10

Energy Cost: 2

Targeting: Single Target

Range: Pistol Range (10m)

Cast Time: Instant

Cool Down: 20 seconds

Effect: Stuns target and deals XXX Damage. Extends any matched set bonus by 1.5 sec. Applies Exposed and Debilitated. (Good for Tanks as an Opener.)

[Question – How long does Exposed/Debilitated Last?]


Ability Name: Ricochet

AP Cost: 10

Energy Cost: 2

Targeting: Multi-Target

Range: Pistol Range (10m)

Cast Time: Instant

Cool Down: 20 seconds

Effect: Allows bullets to Ricochet for 6 seconds, Dealing XXX extra Damage from Pistol Abilities to Nearby Enemies.


ELITE ABILITIES:

These are the GOLD Colored abilities at the end of each branch of the Weapon Tree.  While there are 3 per weapons tree, you may only have 1 elite ability equipped at any time! NOT 1 per weapon, but ONE TOTAL!  These are your BIG abilities and are usually your Big Attack/Heal or ‘OH SH*T’ button!


Ability Name: All In

AP Cost: 20

Energy Cost: 4

Targeting: Single Target

Range: Pistol range (10m)

Cast Time: 3 seconds – Channeled

Cool Down: 20 seconds

Effect: Channeled – hits target 10x’s in 3 seconds. First Three hits deal XXX damage. Second Three hits deal YYY Damage. Third three hits deal ZZZ Damage. Last Hit Deals XYZ Damage!


Ability Name: Trick Shot

AP Cost: 20

Energy Cost: 4

Targeting: Multi-Target

Range: Pistol Range (10m)

Cast Time: Instant

Cool Down: 20 seconds

Effect: Hits up to 6 enemies in a 5m radius around Target dealing XXX damage. Applies Exposed and Debilitated. (How long does Debilitated and Exposed Last?)


Ability Name: Bullet Ballet

AP Cost: 20

Energy Cost: 4

Targeting: AOE

Range: 10m

Cast Time: 2 seconds – Channeled

Cool Down: 20 seconds

Effect: Hit up to 6 enemies in a 10m area around you 10x’s in 2 seconds dealing XXX Damage and slowing their movement speed. (How long does the Slow work?)


CAPSTONES:

Each Weapon has a ‘CAPSTONE’ that you can purchase after you have bought EVERY OTHER  Ability on the page.  The CAPSTONE will give you a small permanent stat bonus for each level of capstone you buy.  That bonus is 15 Health, 10 Attack Rating, and 10 Heal Rating per level of Capstone you purchase.  Doesn’t sound like much, does it?  The trick is that you can buy one level of Capstone per weapon you have Capstoned!  So if you have 3 weapons Capstoned, you can buy 3 Capstones on each of those weapons!  Now, you have 3 Capstones on 3 weapons available to you!  That’s 9x the bonus!

Now think about the fact that there are 9 weapons in the game, so that gives you 135 Health, 90 Attack Rating, and 90 Heal Rating per weapon, so that gives a Total Potential Bonus of 1215 Health, 810 Attack Rating, and 810 Heal Rating if you can buy EVERY Capstone for Every Weapon!  Now those little numbers don’t look so bad, do they?!

Just wait till they add more weapons…!

Additionally, this doesn’t really affect game play, but when you purchase a capstone for a weapon, you are given a faction colored uniform based on the weapon you just capstoned.  Pistols, grants you the Crusader outfit. (My favorite is the Illuminati colored one!)


PASSIVE ABILITIES:

There are two types of Passive abilities.  The small round abilities are ‘Permanent Passives’ that are applied to your character when you purchase them, and will stay with you regardless of what weapon you have equipped. DPS weapons have one set of these Perma-Passives, Tank Weapons have another set of Perma-Passives, and Healing weapons have their own set of Perma-Passives that they follow.  For Pistols, being a DPS weapon, the total Passive Stat Bonuses available if you buy all of the passives on the page are as follows:

Attack Power +168
Crit Power +210
Crit Rating +126
Def Rating +0
Evade rating +0
Heal Rating +0
Health +333
Hit Rating +126
Protection +251

The OTHER type of Passives are the ones that will affect your specific weapon.  Some of them affect a single ability, and others will take effect on all abilities that use that weapon.  There are generally 22 of this type of Passive per weapon.

Here is a list of all the Passives for Pistols:

Passive Name Works with Active Ability: SP Cost Effect
Second Wind ALL 5 Restores 3.5% Health when Chambers Match up
High Roller Controlled Shooting 10 Increases damage by 10% as each enemy is hit.
Lethal Aim Flourish 10 Increases Damage by 15% for 6 seconds
Holdout Unload 15 33% chance to NOT spin chambers if you already have a Matched set after using ‘Unload’
Royal Flush All In 20 When using ‘All In’, if you have Matching Chambers, target and nearby enemies are dealt extra Damage.  Double White Applies Exposed.
Stacked Deck Full House 10 Increases duration of ‘Full house’ to 5 sec (+2 sec)
Rehabilitation Clean Slate 10 Increases Healing of ‘Clean Slate’ if ally is cleansed of an effect.
Mulligan Six line 15 resets cool down of ‘Six Line’ if you don’t get a red set
Focused Fire Kill Blind 20 Increases Damage of Kill Blind to XXX. Will grant White Set if you do not have a Matching Set of chambers
Bamboozle Trick Shot 25 Trick Shot will Stun, Root or Snare enemies.  Stunned = takes additional XXX Damage by all sources.  Rooted = Dealt YYY Damage when Root effect expires.  Snared = Target and nearby enemies take DOT Damage (Damage Over Time)
Fatal Shot Dual Shot 10 Critical hits from ‘Dual Shot’ deal XXX Extra damage
Blast Crater Charged Blast 10 Enemies remaining in Blast Area are slowed and take DOT Damage
Bullet Echo Ricochet 15 Delivers weakened effect for 4 seconds after Ricochet expires dealing XXX damage to nearby enemies
Deadly dance Bullet Ballet 20 Deals an additional XXX Damage during ‘Bullet Ballet’
Beginner’s Luck All 10 Deals additional XXX-YYY Damage. Bonus damage is highest when target is at Full Health
Flechette Rounds All 10 When chambers match, deals XXX damage to nearby enemies
Heavy Caliber Rounds All 15 Increases matched Chamber Damage as follows:  White – 28%, Blue – 14.5%, Red – 9%
Double Down Power 20 Power Abilities mark a target for 8 seconds. Subsequent attacks will deal XXX-YYY Extra Damage. Extra damage increases the longer a target is marked
Jackpot All 10 Matched Chambers cause XXX Extra damage
Win Streak All 10 Matched Chambers cause additional Damage that will increase with each consecutive Bonus Damage Hit.
Fully Loaded All 15 Gain double white match when pistol energy reaches 15
Fixed Game All 20 If you haven’t used a Pistol Ability in last 4 seconds, your Right Chamber will match your Left Chamber

MAIN HAND RECOMMENDATIONS:

Single Target – If you are using this weapon as a Main hand, I like to use Unload as my Main attack.  It hits the target every half second for 2.5 seconds (5 hits) for XXX Damage per hit.  Each of these hits CAN Crit!  BUT…. That is NOT to say that you should just SPAM this ability.  I’ve actually found that MY DPS increases if I use my Basic attack until I have a Matched set of chambers and then hit Unload!  Because EACH of those hits while your chambers match will get the Roulette Bonus!

If you are out Solo Questing, sure, go ahead and spam it on single mobs.  It will die before you run out of energy anyway, and no one cares about DPS on regular quest mobs.  But if you run into a tougher mob like a Champion, or group boss, or you’re on a Dungeon/Raid Boss, then you will want to be more selective about when to hit Unload.

What you can do is get yourself a Addon like ‘Combat Statistics” that will show you your own DPS, and Test it out on the Target Dummies in Agartha.  Try Spamming vs hitting it on a Matched Chamber set.  You’ll see the difference!

There may be some concern that this is a 5 energy ability vs Dual Shot being a 3 point ability. Wouldn’t you get more ‘Bang for your Buck’ using the lower energy ability?  Dual Shot is an Instant Cast/Reuse ability, so you can spam it quickly and run out of energy in about 7 seconds.  Unload takes 2.5 seconds to channel, so by the time you’ve started your second cast, you’ve already regen’d half your energy cost. If you use a basic ability in between until you have matched chambers, you will almost never run out of energy with this ability as your Main Weapon/Main Attack!

AOEControlled Shooting is a great low energy ability with a short cast time.  Your alternative is Charged Blast, which is a 5 energy ability, and would take  only three seconds to run out of energy.  thankfully, AOE fights don’t seem to be a thing, where you will need to fight multiple mobs at different times during a fight.  (Outside of the odd Darkness War – Boss 5!)  So at the beginning of a fight, you can use whatever ability you want, it’s really up to your preference.  I prefer Controlled Shooting, as it seems to be more Energy Pool Friendly.

BASIC – I tend to use Hair Trigger for my basic unless I know I’m going into a fight that will have a LOT of AOE needed.  Then I might swap out for Seeking Bullet.  Feel free to swap for whichever one you need at any given time.  But Hair Trigger should be good enough for you 90% of the time.


OFF HAND RECOMMENDATIONS:

As an Off Hand Weapon, I generally prefer using 3 point abilities so I don’t run out of energy as quickly, and if I do, it won’t take as long to be able to regen enough energy to use it again.  But depending on what I’m looking at doing, exceptions can be made.

Single Target – I tend to use Dual Shot.  It’s a Low energy ability and will give me plenty of shots to fire with minimal time needed to regen energy to fire again. It also doesn’t take away from my Main Hand weapon as much.

AOE –  In this case, here’s my exception: Charged Blast.  This is my Off Hand, so I’m limited on time that this weapon will be active at all.  I can Burst Damage a group of Mobs with this ability and then go back to my main weapon to finish them off.  Alternatively, I CAN use Controlled Shooting if I feel I’m energy starved, but let’s face it, secondary weapons are mostly for utility now.  As a Trickster, my pistols are secondary, as Chaos will keep agro for me.  So I can use my pistols occasionally, usually only if I’m at range from my target.  And have plenty of time to regen the energy while I’m using my Main hand weapon.


SPECIAL ABILITIES:

These are the utility abilities that can be used to help give you a Boost to your DPS.  What to use? and when?

Flourish vs Clean Slate – Flourish sounds like a great idea… gives you four energy if you are in an energy starved state, and will cleanse one debilitating effect off of you.  But I tend to find that I don’t NEED the extra energy, so the Heal from Clean Slate tends to more than make up for that!  Also, Clean Slate works on the Entire Group!  In addition, I’ve found a number of fights where I will get hit with more than one effect and the cleansing of 3 effects from Clean Slate works REALLY well..!  Also, if you take Clean Slate, you can use Rehabilitation as a Passive to increase the healing when cleansing an ability!  I tend to use Clean Slate when Soloing or questing with a group.  This is a great option to use Pistols as an Offhand for healing.

Full House – DPS Utility of Choice. Use on each cooldown for a Double Blue set of Chambers.

Six-Line – If you take this one, also pick up Mulligan for a passive, as it will reset the cooldown if you don’t get a Double Red.

Ricochet – This tends to be good for AOE heavy encounters.

Kill Blind – Tank or Utility DPS ability to add Exposed/Debilitated to your target.

 


ELITE ABILITIES:

As a DPS, if I want to use one of the Pistol Elites, I’d usually use ALL IN.  It’s a Single Target ability and let’s face it, single targets is where DPS REALLY gets to shine!  It’s also where DPS gets to gauge their effectiveness most reliably.

That’s not to say that there isn’t a use for BULLET BALLET!  If you get into a AOE Heavy fight, say the 5th boss in Darkness Wars, Bullet Ballet can come in handy with the adds that join in.  And since the Boss doesn’t like to stick around long before jumping up top to throw bombs at us, might as well slot something that will be more effective!

TRICK SHOT is more of a situational ability.  As a Trickster tank, I might like this to apply Debilitated and Exposed.  If my tank doesn’t have anything to apply these already, then I may take it just to be the utility DPS.  OR, If I’m soloing content, I might like it’s ability to slow my enemies.  (Not to mention this can also be useful in PVP! But who does that anyway?)

One thing of note for Trick Shot, I’m not entirely sure how long the Debilitated/Exposed effects last. Less that 20 seconds for the cooldown, I’m sure!

In any case, the elite abilities are a Flavor of the Minute and can be swapped out according to your taste.

“You are cursed with Free Will…”

PASSIVES:

As for Offhand passives, BE ADVISED: With our decreased Passive Slots (TSW to SWL) from 7 to 5, we have to be VERY choosy over what Passives to use.  It is generally not advised to slot more than 1 passive for a weapon that is NOT your Main Hand weapon.  (I do not slot ANY Offhand Passives if I can avoid it!)  The reason being, with Double the Energy recharge time, you will most likely NOT be able to make enough use of an Off-Hand weapon to make slotting the passives and taking away from your main hand weapon worth it.  There will be times this is proven false, but again, this is just a ‘101 course’ for Pistol Abilities.  I’m not Theory Crafting for the top 1%’ers out there.

So with that being said, I MIGHT use BLAST CRATER, if I’m looking at fights with lots of Mobs, OR FATAL SHOT if I think I’ll get some good hits in from my Dual Shot.  Again, these are situational, and you need to evaluate what kind of fights you are going into and what your Role is before choosing these over a Main Hand Passive.

As for Main-Hand Pistols Passives, It makes sense to use the passive that was specifically designed to be used with your Main Power Ability.  For me, Holdout is designed to be used with Unload.  I may have Controlled Shooting as another attack in my arsenal, but unless I’m going into AOE heavy fights, slotting a Passive for an AOE/Multi-target ability doesn’t seem worth it in my eyes.

For my other passive slots, I tend to take the other passives that are designed to work with all abilities:

  • Heavy Caliber
  • Double Down
  • Jackpot
  • WinStreak

There are other Passives that work with all Pistol abilities, but they are situational:

  • Second Wind – Only if I need extra healing. Usually only if I’m soloing.
  • Flechette Rounds – Only useful in AOE Heavy Environments.
  • Beginner’s Luck – Useful at beginning of fight.
  • Fully Loaded – Useful at beginning of fight.
  • Fixed game – Useful at beginning of fight.

So I would NOT recommend any of these unless you’ve got a build for every possibility and are constantly swapping to Min-Max the hell out of EVERY encounter!   But no one does that….  I don’t think…

Maybe that’s why I’m not in Lag Spike…>.>


So that’s it!  My first In Depth look into one of the weapons for SWL.  I hope you enjoyed this, and maybe learned something from it!  Also, I’m looking to do Chaos next, since it’s the other weapon that I know best.  But I also want to know what YOU want to see me review next?  As usual, please leave any comments below.

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

SWL – Weapon Mechanics – Blood – Blood Offering

And FINALLY!  The last of the Weapons Specialties is Spotlighted! Blood!

“Speciality Spotlight – Blood Magic: How does Blood Offering Work?

  • Use Blood Magic abilities that deal damage and increase your Corruption Level.
  • Using Blood Magic to heal will instead increase your Martyrdom Level.
  • Corruption increases the Damage done by your abilities, while Martyrdom increases the potency of all your Heals.
  • Both states consume your life energy to cast abilities.
  • Be aware that a High Corruption or a High Martyrdom Level will make it more difficult for you to be healed.
  • Use these special abilities to decrease your Corruption or Martyrdom Levels.”


Again, this one is pretty straight forward.  the new graphics for the shield is pretty nice too.

Blood is one of the Healing weapons in the game, of course, but is also used for DPS.  I currently Use Blood for my DPS in TSW, and hope I can do similar in SWL.

Also being a healing weapon, makes for some good “OH SH%#!” buttons when soloing content!

So that’s the last of the Weapons Abilities for now. There are rumors that they will be adding more weapons at a later date, just no idea when that will be.  I’m going to stick with my previous thought of Season 2.

There’s also only 2 more days before the Last scheduled DevStream for SWL before launch!  What might they have in store for us then?  Funcom also has a huge announcement at E3 on Friday, as well. No idea if it will be SWL related or not, but I’m hoping so! AND….  Still no word on Open Beta.  I’m hoping they release the NDA this weekend, though!  Early Access for SWL starts on the 23rd, so releasing the NDA now for Open Beta sounds about right!

What do you want to hear from FunCom this week? Are you getting excited for the relaunch?  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 – Chaos – Controlled Chaos

Oh SNAP!  A Second Speciality Spotlight in the same day..?!?!  What is this sorcery?  I’m glad you asked!  It’s Chaos magic!  Let’s see what the video has to say:

“Speciality Spotlight – Chaos Magic: Working with Controlled Chaos

  • Every time your Chaos abilities deal damage divisible by 8, you generate 2-4 Paradoxes.
  • Once 8 Paradoxes have been generated, 1 of 3 types of Chaotic Effects is triggered.
  • A Singularity creates Rifts in the Fabric of Reality around you which explodes dealing damage and knocking down enemies.
  • an Enigma is a small beneficial effect applied on your enemy. Purging the effect or defeating the enemy will grant You and Your Team a much stronger version of that effect!
  • Extra-Dimensional Doppelgangers are clones of yourself that attack your enemies.”

Paradox =/= Pair of Ducks
Careful… this might suck you in…!
“Riddle me this, Batman…”
Told you I had an evil twin..!

They’ve been pretty open with this particular weapon during the DevStreams so far, but now we know each of the Official Names of your Chaos Effects!

This is one of the ‘easier’ weapons to pick up for a new player based on the fact that what happens is completely random.  But they do explain their comment of ‘Divisible by 8’ that I had no clue what they were saying before.  When your Damage is Divisible by 8..!  (8, 16, 24, 32, 40, 48, etc…)  THAT is when you generate a paradox!  They do state that when you generate a Paradox, you will generate 2-4 paradoxes at once.  However, at :13 seconds into the video, they managed to generate only 1 paradox.  So i’m not sure how accurate this is.

If Andy, Nicole, or even Romain read this, chiming in with a response to this would be greatly appreciated! (I’ll try to tweet this at them too.)

(UPDATE: The Tweeted response Indicates that some passives will have a chance to proc a single paradox.  Which makes sense.  I should have thought about that.  I blame the rushed schedule releasing two of these in one day!  Yeah, that’s the ticket!)

It has been stated before that your passives will help you control your procs better for this class, and once you start getting up there in levels, that’s when the fun begins for all you theorycrafters out there!  It does seem like a fun weapon to Main, or even have as a secondary Weapon for backup.

This is a Tanking weapon, too, BTW.  So expect the passives to give you more health and defensive stats.

Now… will they release the last one today as well?  time will tell!

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

 

 

 

SWL – Weapon Mechanics – Fists – Primal Wrath

Another Speciality Spotlight!  Today’s focus is on Fists! [Insert Bruce Lee/Chuck Norris jokes here.] ((It’s ok, I’d never subject you to that…! Just open Trade chat in WoW if you want to hear those!))

Quoted from the Video:

“Speciality Spotlight – Fists: How to Consume Primal Wrath

– Every Attack and heal using fists generates Fury
– When your Fury gets above this threshold, you can activate Frenzied Wrath, or Invigorating Wrath
– You will gain new powerful abilities while under the effect of Wrath
– You can continue to use those new abilities until your Fury meter is fully drained”


Wrath Threshold

 

NERF THIS! Oh wait… wrong game universe…!

 

Kick ALL the Arse!

Looks pretty straight forward, but you need to keep something in mind – You NEED that ability that activates your Wrath on your bars at all times or Wrath will do nothing for you!  We won’t talk about how I may or may not know this from experience…>.>

There are other tidbits i want to mention here, but NDA is still in effect… COME ON FUNCOM… DROP THE NDA ALREADY!

Thanks for stopping by, and hope to see you soon™, in the Secret World!

SWL – Weapons Mechanics – Shotguns – Heavy Munitions

Ever since the First DevStream, Shotguns have been noted as being one of the most advanced weapon types for new players coming in SWL.  NOW we get to take a look at what all the fuss is about!

Shotguns

Quoted from the Vid:

“Speciality Spotlight – Shotgun: Reloading your Heavy Munitions

  • The Shotgun is loaded with 6 shells
  • Using ANY shotgun ability will expend these shells
  • Once these shells are depleted, every Shotgun ability will be replaced with a reload option for a randomized shell type
  • There are 4 types of ammunition
  • Armor piercing shells reduce the defense of your target
  • Depleted Uranium Shells deal a large amount of Bonus Damage
  • Dragon’s Breath shells apply a significant Damage Over Time Effect
  • Anima-Infused Shells restore a Percentage of your Health”

So far this is the Spotlight with the most information given so far!

Since every weapon can be used as a DPS weapon, I can see the Dragon’s Breath and Depleted Uranium shells being used when extra DPS is needed.

Anima-Infused shells will be your ‘OH SH%#!’ ammo, but the problem will be making sure you can get to pull it up in time!

And Armor Piercing will be the Tanking Ammo of choice, being able to apply a Debuff that will reduce the Boss’ Defense!

The problem here is that you load your different ammo only when your weapon is empty.  And then, the ammo available will be randomized! So their’s no guarantee that you’ll get the ammo type you want, when you need it!

Additionally, when do you run out of ammo?  When you are in the middle of a fight.  Not everyone will be watching when they run out of ammo to be ready to swap to a different ammo type, as they may be kiting the boss around, or trying to not get the group of mobs nearby as well or whatever reason.  So you may end up with a completely different ammo from what you intended!

HOWEVER, this also does not take into account any passives or special abilities that may help you control what ammo types come up.  So we’ll have to take a closer look at that once the NDA is lifted!

What do you think about shotguns? One of the new Tanking weapons for SWL!  Let me know in the comments below! Or tweet to me @Anima_Nation.

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

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 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!