#TSW Fun with Shotguns and Blades

It has been several days since I finished the main storyline in The Secret World, and I have neither had the strong desire to play an alt, nor any sense of boredom and lacking things to do.  So far so good, if anything I feel even more fanboy-ish than I have been to this point.  Today I listened to the second of the Secret World live developer streams, and I am really pumped about the 31st update.

So while I am geeking out as a fanboy, I am trying really hard not to do so in an offensive way.  Honestly one of my biggest turnoffs with Guild Wars 2 in general, has been the army of militant fans that appear to bludgeon down anyone who might question that title.  I really want the TSW community to be different than that, so I feel hyper conscious about how my current love of the title might translate to the “un-initiated”. 

So while I might joke that not liking the game, means you have no soul…  I completely understand that the game is not going to be for everyone.  The Secret World is this awesome niche title, that a year a go I would not have thought could exist in the modern MMO market.  It is this odd intersection of Harry Dresden, Harry Potter, H.P. Lovecraft, Stephen King, Clive Barker and James Bond.  The world is almost tailor fit to the type of stories I love reading, but it will not be right for everyone.

Of Shotguns and Blades

There has been a lot of talk about builds lately amongst my group of friends.  For the most part everyone is branching out and trying to figure out what works best for them.  Overall the faction template decks seem nice, but in practice each of us ends up fiddling with things to suit our own needs.  Each of us seems to be building towards the deck we want the costume for, while creating our own custom made mix of abilities.

Personally I chose both Shotguns and Blades for pure geeky reasons.  I love using shotguns in any game that allows it, in Doom I made a beeline for the double barrel shotgun each time and never looked back.  In fantasy games, I must have a sword in my hand, and I am never quite happy until I am wielding one.  So giving me a game where I could do both, pretty much meant I knew exactly the build I would be going towards.  Even if it sucked, I would likely be playing this combination… but oddly enough it works really well together.

How the Deck Works

One of the cool synergies between both Blades and Shotguns is that both have a good number of abilities that either increase your chance of landing a penetrating hit, or doing something really cool when you do.  In addition to this, I have built pick up some claws abilities that make it really easy to drop a target into an afflicted state, which mixes nicely with a swords finisher that exploits this condition.  So essentially this deck is all about landing a penetrating blow, that starts a cascade effect.

The build works around three abilities for the most part.  First is Twist the Knife, that you will see below.  Essentially when you penetrate your target gains an ability that stacks to three, that increases all damage dealt by 3% for 10 seconds.  Each time you penetrate, it resets the stack timer.  To make sure we keep penetrating, I throw in the next ability:  Fatal Flourish.  Each time you apply afflicted you gain +30 Penetration for 8 seconds, which stacks to 10.  Finally I have thrown in the Bloodsport ability from the Claws tree, that sets and afflicted state anything you hit the mob.

Shotgun and Blades Deck

Blades Abilities

shotblade_four_seasons

Four Seasons

Four Seasons is the epic ability I have chosen for this deck.  Essentially it serves two purposes.  Firstly since this deck is all about starting a cascade effect when you penetrate, this allows me to land four guaranteed penetrates.  The second  purpose, is this doubles as an interrupt, since the fourth hit stuns the target.

 

shotblade_bamboo_cutter

Bamboo Cutter

Since most of this build is AOE based, I went with Bamboo Cutter as my melee builder.  This is essentially a low threat version of the Blade Torrent ability from the inner blades wheel.  This is pretty much my spam button when I can be near a target.

 

shotblade_clear_the_path

Clearing the Path

There are multiple good AOE and single target resource dumps in the blades trees.  I have friends that swear by Chop Shop, but for the purpose of this build, since I will be setting the afflicted state I chose this ability.  If you notice, this attack will automatically penetrate any afflicted target.  Which only services to keep the cascade effect going.

shotblade_flight_of_daggers

Flight of Daggers

Going along with the AOE theme, this epic passive causes 3 enemies near you to take a direct damage hit, and gain an affliction that deals damage over time.  This ability procs on every fifth hit, so you will be throwing out a ton of “daggers” as you go.

shotblade_twist_the_knife

Twist the Knife

This is really the ability that started the theme of the deck.  When you penetrate, you gain a stacking buff that when fully stacked increases all of your damage by 9%.  We want this stacked to three as quickly as possible, and to always maintain a full stack.

shotblade_fatal_flourish

Fatal Flourish

This is the ability that is going to make sure that you are penetrating by stacking a buff each time we apply afflicted.  It stacks up to 10, and each stack grants 30 penetration.  Since Bloodsport is making us apply afflicted each time we hit the target, by the 10th time we have struck the mob we will have +300 penetration.

shotblade_sudden_return

Sudden Return

This is one of those no-brainer fillers.  Each time I penetrate I deal a small bit of extra damage.  Build is set up so that I penetrate constantly, so this is just free damage.  When I need to swap things around for certain fights, this is one of the abilities I can easily drop without losing any real effectiveness.

shotblade_martial_discipline_regeneration

Martial Discipline and Regeneration

You might be asking yourself… “Bel, I thought you were DPS in this game, why do you have a tanking ability?”.  One mantra I have always lived by regardless of the MMO, is “Dead DPS do no damage”.  While this combination takes up both an active and passive slot, it is completely worth it.  Essentially every 45 seconds you can hit an ability that will greatly reduce the amount of damage you are taking, and heal yourself.  This ability has saved my ass more times than I can count, and often times is the reason why I can solo nightmare content.

Shotgun Abilities

shotblade_striker

Striker

This is my shotgun ranged builder of choice.  There are many builder options in Shotgun, but so far this feels like one of the better picks as it has a really good range.  Raging Bullet seems like a great pick, but in order to get the maximum effect you have to stay close range.  If I can be in range, I tend to be using swords attacks.

shotblade_sure_shot

Sure Shot

This is my all purpose ranged dump.  It does slightly less damage than Out for a Kill, the basic single target ranged dump.  However when I am grouping it comes in handy, since it has the added benefit of purging 1 detrimental effect from you, and 1 beneficial effect from the mob if the mob is in a hindered state.  I have other abilities that I can swap in and place the mob into a hindered state, namely swapping Flight of Daggers for Close Quarters that causes me to apply hindered each time I hit within close range.  When grouping, someone is usually applying hindered.

shotblade_scatter_shot

Scattershot

This is my favorite AOE builder so far.  Essentially it will hit your target, and 5 enemies within 5 meters of the target.  This is really useful for packs of mobs, and often times I can have the pack dead before they reach me if I am kiting them.  At the very least within a sword AOE or two they die.  Found this super useful in instance fights where packs of mobs spawn that the DPS needs to handle.

Fist Abilities

shotblade_bloodsport

Bloodsport

This ability is one of the three that really make this build work.  Anytime you hit a target, it becomes afflicted with a DOT that stacks up to 3 times.  Several abilities in the build rely on either applying afflicted or hitting an afflicted target.  This is the easiest way to make sure this happens.

shotblade_salt_in_the_wound

Salt in the Wound

This is another no-brainer filler ability.  Bloodsport causes me to constantly be applying afflicted, and this ability deals extra damage when this happens.  Once again this is basically free damage to the target.  Just like Sudden Return however, this is one of those slots that I can freely swap in other abilities as needed without losing build effectiveness.

Why I Love This Build

Aside from simply liking both Shotguns and Blades, and the visceral feel of using both, this build gives me a good deal of both survivability and versatility.  The Secret World is a game about constant movement, and during most fights I find myself shifting back and forth between needing to be close to the target, and needing to be at a safe distance from any point blank AOE.  This build gives me the ability to shift back and forth between ranged and melee without every having to stop attacking.

I like the feel of the cascading effect of Twist the Knife and Fatal Flourish working together.  As the fight goes on, I keep dealing more and more damage until the mob dies.  This has allowed me to burn through many encounters I just should not be able to take on.  I’ve managed to solo a good deal of the lair and nightmare content, so long as I take it carefully and stick to single and sometimes double pulls.

No amount of damage dealing however could really account for that.  The fact that I put Martial Discipline in the build gives me enough survival to be able to stay up long enough to finish off the mobs.  Last night in Elite Darkness War, I kited the boss for the last 50 seconds of the fight after everyone had died, and managed to pull out the victory.  I had to hit Martial Discipline twice, and take a healing potion, but I was able to stay up long enough to whittle down the bosses health.  Basically the build lets me tackle pretty much whatever I want to do, and with some careful planning survive.

#TSW: The Atmosphere

The Secret World has been out just shy of a month now, at least for those of us who pre-ordered.  At this point I have racked up roughly 170 hours, including some played when Raptr was not watching.  As of last night, I have completed the main storyline of the game.  I still have a good chunk of Romania to complete, but as we got into the last bits of storyline it was like reading a book that you just couldn’t put down.  I had to keep moving the main quest along to see the conclusion.

I am not sure what all I can say without giving anything away, but I will suffice to say I am looking forward to the monthly episodic updates.  To point if you divide it out, I’ve put in a bit longer than 20 hours of gameplay per zone.  All through Solomon Island, I was running about 35 hours per zone.  So why did my time spent in a give zone get shorter?  Well honestly the story just kept getting better, and I felt the drive to see the next tidbit all the faster.

As a result I’ve left a good chunk of content to go back and experience in every zone since and including Blue Mountain.  I have lore and quests to find, places to explore, and buckets of AP to earn.  I am still extremely happy with my shotgun/swords build, and as a result I am pretty much chasing down the various other decks now to get the outfits unlocked.  Currently I have Paladin and Puritan, and will likely finish out Executioner tonight if I get the time.

Normally this is the point at which I get the desire to start an alt.  Odd thing is, this time, the way that Secret World is set up, I feel like I still have so much more of the world to see and do.  I’m slowly working on getting the various Elite dungeons done with some friends, and am still miles away from being able to challenge the Gatekeeper and unlock Nightmare modes.  One of my guilty pleasures right now is running around the world, soloing Lair and Nightmare content.

I think more than anything the thing that is keeping me absolutely hooked is the lore and atmosphere.  This is the first time in a long time, that I want to know everything I can about the game world, its settings, and the characters.  So much of the game feels familiar to me, as I spent years playing the various World of Darkness games, renting B horror movies, and reading up on as much occult lore as I could get my hands on.  Stepping into The Secret World has been like discovering an old friend that I somehow neglected along the way.

I completely blame MMOGC for this post, because she talked about going back and watching the various trailers that were released for the game.  Of course I had to go back and do the same.  What shocked me the most is just how accurate a view of the in game atmosphere they give you.  Looking back I found myself noticing little places like the Horned God Bar in London, that how have become rather familiar.  This is the first time in a long time that a series of pre-launch videos give a really accurate portrayal of what the player can expect.

So now I will break for the gratuitous videos!

 

Everything is True Trailer

 

Dragon vs Hellspawn Trailer

 

Templar vs Revenant Trailer

 

Illuminati vs Failed Experiment Trailer

 

Tokyo Incident Trailer

 

Pre-order Trailer

 

Blue Mountain Trailer

 

Launch Trailer
If these videos don’t make you want to go home and play, then nothing likely will.

If you still want more of The Secret World, you should totally check out the Enochian Frequency podcast.  I’ve long been a fan of Petter Mårtensson and his podcasts Claims of the Normal (with Breki Tomasson and Arkenor Oakshadow) and The Three MMOsketeers (with Arkenor Oakshadow and Teppo Tastic), and this one brings the same kind of “not too hardcore, not too casual” mix to The Secret World.  You should add it to whatever podcast program you use and listen frequently (as well as to the other podcasts, though Claims is winding down sadly).  These are pretty much the only podcasts I try and make a point of listening to each week.

Assorted Secret World Tips

On June 29th The Secret World head start began, and from that point on I have been pretty radio silent.  I’ve mulled over what to post, but each evening when it came down to the decision of blogging or playing… the game has won out.  This is the first game in awhile I have had the burning drive to go home and log in each night.  At this point, it is a little far past the appropriate time for a launch impressions post, so I’ve decided to completely skew that and go in a different direction.

Quite honestly the game is just so much better than I originally expected it to be.  While it is most definitely not going to be the game for everyone, it seems to have nailed pretty much all of my triggers.  For years I have said that if a game ever released, that had as detailed of a world as Everquest 2, and a fun combat system I would be hopelessly hooked.  So far it is shaping up that The Secret World might just be that game. 

It still has some pretty major bugs, both in quests and the game client itself.  Right now the chat system is a complete mess, with all of your configuration settings for your chat tabs getting reset every time you zone.  Hopefully with times these growing pains will work there way out.  They have been releasing patches pretty frequently, and have set a pretty lofty goal of a new episodic content patch each month.  Only time will tell if they can live up to these.

Tips for a more pleasant experience

The Secret World if nothing else is a very unique and different take on the MMO game.  As a result there is a pretty steep and often times brutal learning curve.  There are numerous little things I have come across, or figured out that I think will ease the transition.  This is by no means an exhaustive list, but more some bullet points I think are worth mentioning.

Get Your Secondary Weapon Fast

Regardless of your faction, part of the quest line takes you to some sort of outfitter where you can play with the different weapons and pick your primary.  The combat system doesn’t really come into it’s own until you have two weapons.  Various combinations play off one another, and your builders build resources for both weapons at the same time.  You can get some quick burst damage by dumping both weapons at the same time.  The problem is that it might take you a bit to acquire a second weapon naturally through gameplay.  One poorly documented feature is that after completing your initial weapon quest, you can simply walk right back into the room and pick up a secondary weapon.  The NPC tells you that you can come back at any time if you want to change weapons, but it isn’t implied that you get to keep your original choice as well.

Melee and Ranged Together

One of the things I have noticed, is that this game seems to like to present you with conditions where you will need to melee down something, or kite something, and often times during the same encounter.  My friends who have chosen a melee/ranged combination like myself seem to be moving through the content pretty seamlessly.  However those who have chosen a pure melee, or pure ranged path seem to often times be gimped in some manner.  Being able to quickly switch between a ranged encounter and a melee encounter just seems to make life a bit easier.

Melee Paths
  • Blades
  • Chaos
  • Fist
  • Hammer
Ranged Paths
  • Assault Rifle
  • Blood
  • Elemental
  • Pistol
  • Shotgun

Personally I have chosen Blades and Shotgun, because it fits my personality and what I wanted in a character.  But any combination of ranged/melee seems to work fairly well.  Once again TSW seems to be a game that really hates pure melee characters, but I have noticed some limitations on the pure ranged characters as well.

Getting Stuck?

While there are still a few bugged quests out there, the vast majority of the time, we simply don’t know where to look for the answer.  The Secret World is a game that prides itself on forcing us to use our noggins.  So often we are used to the game providing us a trail of neatly placed breadcrumbs that end up in a very obvious answer.  TSW tends to give us some pretty general clues, and then relies on the player to apply some real world logic to determine the results.  It is really hard to give some non-spoiler examples, but if you were give a clue about a seat of power, you might end up needing to use a phone book to determine the street address of city hall.  Often times during these quests they expect you to use the in game browser to Google the clue, or look up results on Wikipedia.  In addition to the in game assets, Funcom has created a wide number of real life websites for the corporations and locations talked about in game, each of them littered with clues.  Before you give up and get frustrated, just make sure you are using all of the resources available to you.

Bags Getting Full?

The game really provides us a lot of options for storage.  First off, a good number of my friends have missed the fact that London has a bank.  It is located through the park, behind Pangaea and beside the Tabula Rasa fight club.  In addition to this, both your bank and bags have the ability to add more slots.  They start out rather cheap, and by the time you get to where I am at 130 slots, it is roughly 150k to add 10 more.  In addition to bag storage, I periodically compact by bags by breaking everything I am not in need of to crafting materials, and then upsizing them as much as possible.  Each crafting material can essentially be converted up to a higher level at a cost of 5 to 1.  If you need the lower level materials again, you can convert back at a slightly loss getting back 4 materials instead of the original 5.  I’ve habitually broken down everything I have gotten that I could not use myself, and have in general had plenty of materials to craft glyphs, weapons and talismans, yet still be able to afford repairs and travel speed increases.

Mobs Too Difficult?

If you encounter an area of the game where the mobs simply feel too difficult, there are multiple variables you can tweak to improve your performance.  The game seems to gauge difficulty on a murky scale of multiple factors.  Essentially you are likely being held back either by overall weapon quality, or your weapon and talisman skills.  One of the things I wished I had done from the very beginning was run my primary weapon, secondary weapon, and all 3 talisman skills all the way to 10.  Maxing your talisman skills gives you a massive buff in your overall hit points, and maxing your weapon skills greatly reduces the occurrence of glancing blows.  As a result you have better survival, and can kill your mobs faster. 

Any given weapon has two different skill paths.  In the example of blades, there is a damage path that increases the damage you deal, and a survivability path that heals you back a little bit now and then.  One of the mistakes I did early, was try and level both blade skills, both shotgun skills and keep my talismans even.  While it added a bit of survival, it simply meant I was slower to max out any one skill.  If I had it all to do over again, I would level shotgun damage, blade damage, and the 3 talismans equally until I maxed them.  I plan on going back and eventually maxing out the secondary skill for each weapon, but getting to 10 on any one has the effect of reducing your glances, and allows you to equip those higher level weapons.

No Shame in Farming

If you are still struggling, then likely it is the other side of the equation…. your gear.  At several points during my leveling I have found some sweet spots for collecting gear.  Each zone you encounter has a certain level range of drops.  Kingsmouth of example has QL1, QL2 and QL3 drops, Savage Coast is QL3, QL4, and QL5, and Blue Mountains has QL5 and QL6.  In each case there are some relatively easy spots to hunt mobs that drop the highest level loot in the zone.  I spent large amounts of time in each zone trying to fill out my gear before moving on.  In Kingsmouth, the best place hands down is the field near the junkyard full of Mud Golems.  You should be able to start soloing these pretty early on, once you learn their tactics, and they reliably drop QL3 gear or at least cash/runes.  In Savage Coast, the sweet spot for me seemed to be the Draugr just off the dock near Red’s bait and tackle shop.  These guys can be solo pulled, and pretty reliably drop QL5 greens.  Blue Mountain was a bit more difficult, but there are camps of Deep Spawn near the Agartha portal.  Several of these are easily single pulled, and pretty reliably drop QL6.

New Clothing

One of the big complaints I have seen against the item shop, is the impression certain players have that this is the only way to change your outfit in game.  First up, there are many ways to get new clothes without spending a dime on the cash shop.  There are many items that you can pick up through quests or through skill unlocks.  Dulfy has a compilation of all the items and how to get them, that she keeps pretty regularly updated.  In addition to this, there is the Pangaea store in London.  In it you can choose from hundreds of items, purchased using the in game Pax currency.  Dulfy has a nice compilation of the various fashions for women, but I assure you there are just as many cool looking options for guys.  It is reported that in the 31st patch, we will be seeing additional clothing stores, with hopefully more options.

Keep That Weapon Graphic

If you find a weapon that you really like the look of, you can keep that appearance indefinitely, it just takes a little work.  In every zone, there will be a camp (usually several) of Council of Venice personnel. These camps sell various items for the token currency you earn through completing quests.  This is a great way to get blue weapons and talismans, as well as various crafting kits.  In addition to all these things, there is a rather unassuming item they sell.

Casting Kits cost 30 tokens, and are used in changing the appearance of an item.  A word of warning, using the kit will consume the weapon you are “stealing” the appearance of.  Essentially you purchase a casting kit, and open your crafting window with Y.  Place the kit in the tools slot, and the weapon you want to take the appearance from in the materials window.  This will destroy the original weapon, but give you a blade mold in its place.  Finally take the weapon you want to apply the graphic to and blade mold into the materials window, just like if you were swapping a glyph.  The end result will be the appearance of the weapon you used to create your mold, applied to your current weapon.  I’ve used this process numerous times now to keep the Tyrfang appearance from Polaris on whatever I was using as my current blade.

Tacos are Tasty

Finally I have a super important tip, at least if you like Tex-Mex.  In the Haitian Market, which is located in the Darkside neighborhood of London, there is a vendor that sells Tacos.  If you have perused your achievements you will notice an achievement called "Tex-Mex T. Rex" for eating 7,460 tacos.  Thing is this is not just a vanity item, anytime you eat a taco, it massively buffs your out of combat regeneration for a short time.  Always keep a stack handy for those situations where you might be getting another mob any moment.  You can regenerate back to full pretty quickly while aided by their crunchy goodness.

The Illusion of Choice

Before this past week, I had not really followed the news about the Mists of Pandaria expansion apart from a mention here or there in my RSS reader.  So now that I am leaving the wow-free zone that I have created for myself, I am trying to catch up on all the tidbits of progress.  I admit, when I first got wind of the expansion I was just as bitter and cynical as the rest of the “kung-fu panda and pokemon” complainers.  I am not sure if it is the long leave, or the news I am reading itself but I am looking forward to it.

Never a Real Choice

One of the big complaints that did manage to invade upon my fortress of wow-less solitude, was the “dumbing down” of the talent trees.  When I first heard the news, like a good chunk of my friends, I was full of rage over them needlessly simplifying a process that already worked “just fine”.  I bemoaned switching to a system that gave up choice in favor of “hand holding”.  My talent trees should be tall and full of many widgets to click on, the way they always were!

I have come to the realization that despite the “illusion of choice” and multiple options, in each tree there was really only one viable path.  There are roughly 68 DeathKnights in my guild, and apart from  no more than a 5 talent difference, each us has almost the exact same blood tanking build.  For each class, and each tree, there has always been one spec agreed upon by the community to be head and shoulders above the rest.  So while it always felt like we had tons of options, in reality if we wanted to play on any serious level, we were going to go with the agreed upon path.

The thing is, this has been the case in every game I have played that has some sort of a talent system.  Rift added a bit more depth to the system, but the same winning combos were there as well.  This was so much the case that between my times playing it, they have added this nifty system that tutors you through speccing into one of these agreed upon paths.  This was a breath of fresh air, since with 9 potential talent trees to juggle per class, plotting a course became extremely arcane.

Freedom to Fail

The point of view I have eventually come around to is one that I would have argued until I was blue in the face a few years back.  In the end, all having a talent tree does is really give a player a chance to screw their character up to the point of being unplayable.  I had a friend, who shall go unnamed that decided to try and build a “Jack of all Trades” hunter in vanilla WoW.  Instead of focusing on one tree and then some secondary talents, he spread his points out evenly trying to pick up the best all all the early talents.

The end result was a character that had no glaring weaknesses, but no real bonuses either.  He could solo just fine, but when it came to running dungeons he lacked the raw damage output needed to support a team effort.  Believe it or not, I have seen many people make this mistake over the years.  The freedom of picking talents, also gives you the freedom to make characters that simply don’t work.  Ultimately the designers have intended us from the start to try and reach those top tier talents. As such when a winning hybrid spec exists it usually gets “fixed” to restore the balance.

Less is More

So in returning to what outraged myself and others, at face value the Deathknight talents are going from 41 points to only 6 points.  Initially like everyone else I thought to myself, my god they are watering these classes down.  Last night I copied my Deathknight out to pandaland and quickly found out that my assumptions were completely wrong.  In truth the new system is going to give us far more personalization while still remaining viable.

Just like with Cataclysm, when you first open an empty talent tree you are asked to choose a specialization.  Previously this just gave you whatever the signature ability was for your class.  Keeping with the Deathknight analogy, choosing Blood gave me Heart Strike, Veteran of the Third War, Blood Rites, and Vengence.  However my talents gave me all the other abilities that made tanking as blood viable, namely all those handy “oh shit” cooldowns.

What it took me a long while to understand, is that in Mists of Pandaria, when you choose a specialization you are essentially receiving with one single click that previous “optimal spec”.  Instead of getting those signature abilities from before, I receive 17 active and passive abilities that made up the golden path everyone chose.  What this really does, that has never existed to this point is set a clear baseline of abilities that one can expect every possible spec to have.  This completely takes the guess work of whether or not a player has some critical ability out of the mix.

Fluffy Goodness

Basically the talent points are now a series of decisions that occur at level 15, 30, 45, 60, 75, and 90.  Each of these decisions changes the flavor of your abilities, or adds new functionality to your class.  When I switched my Deathknight from Human to Worgen, the thing I really missed was the Every Man for Himself racial.  Previously in Wrath it was not terribly difficult to build a viable tanking spec that included the ability Lichborne.  However in Cataclysm, you had to give up some high threat talents and utility to get it.

With the MoP talents at each level you are basically making a choice and in essence sacrificing other abilities.  Most of the tiers, for the classes I have seen all are similar abilities with a similar theme.  In the case of Lichborne, I can take it as my level 30 pick, but I am giving up on having Anti-Magic Zone and the brand new Purgatory ability.  None of the choices really take away from my viability, but each shapes the flavor of my character.

So while at face value it looks like you have less freedom, in reality I personally feel like I have more than ever.  I cannot count the number of times I have respecced just to change one or two points.  That was the only real control I had, and in general I have had less than 5 points that could realistically be juggled.  This time I am getting to make 6 choices, each of which has some pretty significant ramifications.  I can be a tank with Bladestorm, or a Deathknight with AOE Deathgrip (Gorefiend’s Grasp), or Combat Rogue with Shadowstep.  I get to make these fun choices knowing that I am not trading my viability for flavor.

Ode to the Trinity

I have to say I am honestly shocked after writing this all out, that I am really looking forward to the expansion.  I made as many catty comments about it as the next person, but the more I read about the changes the more I like.  The funny thing is, I know I am contradicting things I have said I wanted in the past.  I have seen enough of the “post-trinity” games that I know that I don’t really enjoy them.  At the end of the day, I really like having clearly defined roles.

The main problem I have had with abolishing the “trinity” is that without them I feel like I have no purpose.  While this is great for soloing, grouping in games like Guild Wars 2 has been sheer and total chaos.  The classes that generally get hurt the most are the melee, and those are the only thing I have ever been interested in playing.  I cannot be happy unless I am sinking a weapon in monster flesh.  Playing a “finger wiggler” just lacks the visceral quality that I crave.

So when I would try and take on a difficult/elite/etc encounter with group members, this little scenario would play out.  I would run in and begin to attack, sword and board in hand.  Sooner or later I would pull aggro, and begin trying to back out.  Ultimately I would fail at shedding aggro and die while trying to heal myself.  The fighting to stand up would fail as well, since we are fighting a big monster and not easily killed by throwing stones at it.  At this point I rez, and try and run back into the action which may or may not be all the way across the current map.

Even in games that have blurred the lines a bit, without going into battle knowing your role it feels like every bad pvp experience I have had.  “Lets all run in and throw ourselves at the enemy, I am sure they will fall to one of our flailing bodies.”  I like knowing who is the tank, who will be providing dps, and who will save all our asses by healing us when we do something phenomenally stupid.  A well balanced party was the key to pen and paper RPGs and honestly it still makes sense for MMO grouping.

Solo Friendly

I think the nugget at the center of every “post-trinity” argument however is pretty simple.  Everyone wants to be viable in both a group and while soloing.  SWTOR tried to solve this by giving everyone companions that essentially turned you into an instant somewhat balanced group.  WoW has added in a lot more self heals, and other ways to save yourself when things are going wrong.  Ultimately, everyone wants to be able to play the way they want to play and still be viable doing so.  For me that is usually tanking, which I guess places me firmly as a pillar of the trinity. 

This post has rambled on a lot longer than I had originally intended.  I guess in hindsight I should have broken it into multiple posts, but at least in my mind all of these things are connected. I am still pretty shocked that I am looking forward to roaming around Pandaland.  What I have seen of the areas, I have enjoyed.  I will go on at length another time, as to why I feel Cataclysm failed whereas Wrath and Burning Crusade did not.  Suffice to say, I feel Pandaria will be a return to the world building experience of the first two expansions.  I am looking forward to exploring this new and beautiful world.