How to Build: All Weapons

Create an effective soloing build for (almost) any combination of primary/secondary weapon.

Introduction

Due to the lack of cross-weapon synergies in Secret World Legends, this guide has taken a different approach to builds. Instead of treating builds as unique combinations of a specific primary weapon with a specific secondary weapon, this guide treats builds for primary weapons in isolation from secondary weapons. By focusing on providing primary build templates and secondary build templates which are strong on their own, this guide enables the creation of effective soloing builds for (almost) any combination of primary/secondary weapon.

How to Build

(The numbers in parentheses beside ability names in this guide represent the (row, column) of the ability on the actives/passives page; on the passives page, only square-shaped icons are counted.)

  1. Choose a primary weapon.

  2. Choose a build template from below for your primary weapon.

  3. Choose a secondary weapon from the primary build template’s list of compatible secondary weapons.

  4. Choose a build template from below for your secondary weapon.

  5. Merge the primary and secondary build templates. (Optional abilities (marked with “[from primary]” or “[from secondary]”) in a build template must be replaced by required abilities (unmarked) in the same slot from the other build template. If the other build template also has optional abilities in the same slot, you may choose from either build template.)

  6. Set anima allocation to 100% damage. (The game is balanced for the default anima allocation of 90% damage and 10% survivability.)

  7. Enjoy your solo adventures!

How to Equip

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  • For soloing, prefer a 3-pip (“Mk III”) primary weapon with “of Restoration” attachment, and a 3-pip secondary weapon with “of Alacrity” attachment. (2-pip extraordinary weapons are acceptable. The pips of a weapon only scale the attachment effect, and have no effect on weapon power.)

  • Always prefer 3-pip (“Radiant”) talismans. (2-pip talismans have 10% less power rating than 3-pip, and 1-pip talismans have 20% less power rating than 3-pip. In almost all cases, the extraordinary effect of a 2-pip extraordinary talisman will provide less improvement in performance than the higher power rating of a 3-pip plain talisman.)

  • A 3-pip (“Intricate”) Accurate Glyph will be required for sufficient hit rating (glance reduction) for end-game group content, and is also recommended for high-level solo content.

  • A Signet of Cruel Delight is strongly recommended for self-healing in end-game solo content (scenarios, faction ranking missions). (A Signet of Thirst can be used as a budget alternative while at low crit chance, but falls far short of Signet of Cruel Delight later on.)

  • Gadget: Asibikaashi’s Hoop (cleanse) or Ningishzida’s Rod (passive healing) or Boincan Flask (active healing) or The Mistress’s Bashosen (knockdown) or Electromagnetic Destabilizer (purge)

  • Purchase items from the auction house! (Don’t try to rely on drops!)

How to Build for End-Game Group Content

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  • For damage-dealing builds, the build templates in this guide can be used as starting points. Replace all survival-related actives and passives with damage-related actives and passives, then refer to Guide: How to DPS for other important considerations.

  • Healing builds are beyond the scope of this guide. Instead, please refer to Guide: How to Heal.

  • Tanking builds are beyond the scope of this guide. Instead, please refer to Guide: How to Tank.

  • Story mode dungeons are not considered end-game group content, as they do not require damage-dealing, healing, and tanking roles, but are instead balanced for three people using soloing builds. However, story mode raids do require damage-dealing, healing, and tanking roles, and therefore should be treated the same as other end-game group content.

See Also

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Assault Rifle

Fantasy archetype: Hunter or Priest

As Primary

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Generic Build

Difficulty: Moderate

Use power abilities until a grenade is loaded. While a grenade is loaded, use Placed Shot (1, 1) basic until the grenade is cooked. Then use Incendiary Grenade (2, 1) active for a powerful, multi-target damage-over-time.

Primary basic: Placed Shot (1, 1)
Primary single target: Burst Fire (1, 4)
Primary multi-target: Full Auto (1, 2)
Specialty/utility: Incendiary Grenade (2, 1)
Elite: Anima Suffusion (3, 5)
Passive: Anima-Tipped Bullets (0, 0)
Passive: Stability (1, 3)
Passive: Slow Burn (2, 1)
Passive: Secondary Explosion (4, 2)
Passive: Emergency Loader (4, 4) or Explosives Expert (4, 1) or [from secondary]
Primary weapon: MIRV Launcher (requires large target) or High-Yield Launcher or Auxiliary Loader or [any]
Secondary: Blade or Chaos or Dual Pistols or Elementalism or Hammer or Shotgun

Niche Build: KSR-43

Difficulty: Moderate

Use power abilities until a grenade is loaded. Then use Incendiary Grenade (2, 1) active for a powerful, multi-target damage-over-time. Try to always keep energy low to trigger Jungle Style (5, 3) passive.

Primary basic: Placed Shot (1, 1)
Primary single target: Burst Fire (1, 4)
Primary multi-target: Full Auto (1, 2)
Specialty/utility: Incendiary Grenade (2, 1)
Elite: Anima Suffusion (3, 5)
Passive: Anima-Tipped Bullets (0, 0)
Passive: Jungle Style (5, 3)
Passive: Stability (1, 3)
Passive: Slow Burn (2, 1)
Passive: Secondary Explosion (4, 2) or [from secondary]
Primary weapon: KSR-43
Secondary: Blade or Chaos or Dual Pistols or Elementalism or Hammer or Shotgun

Niche Build: Hellfire Assault Launcher (no grenades)

Difficulty: Easy

Shoot things. (You must unlock Incendiary Grenade (2, 1) active for Hellfire Assault Launcher weapon’s extraordinary effect to function.) (This build template has lower damage output than other build templates which use grenades.)

Primary basic: Placed Shot (1, 1)
Primary single target: Burst Fire (1, 4)
Primary multi-target: Full Auto (1, 2)
Specialty/utility: Vital Shot (3, 1) or [from secondary]
Elite: Red Mist (1, 5) or [from secondary]
Passive: Anima-Tipped Bullets (0, 0)
Passive: Explosives Expert (4, 1)
Passive: Stability (1, 3)
Passive: Extended Magazine (1, 1)
Passive: Emergency Loader (4, 4) or Backup Plan (4, 3) or [from secondary]
Primary weapon: Hellfire Assault Launcher
Secondary: Blade or Blood or Chaos or Dual Pistols or Elementalism or Fist or Hammer or Shotgun

As Secondary

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Generic Build

Difficulty: Moderate

Use power abilities until a grenade is loaded. While a grenade is loaded, use primary weapon abilities until the grenade is cooked. Then use Incendiary Grenade (2, 1) active for a powerful, multi-target damage-over-time.

Secondary single target: Burst Fire (1, 4)
Specialty/utility: Incendiary Grenade (2, 1)
Elite: Anima Suffusion (3, 5)
Passive: Explosives Expert (4, 1) or [from primary]
Secondary weapon: MIRV Launcher (requires large target) or High-Yield Launcher or Auxiliary Loader or [any]



Blade

Fantasy archetype: Paladin

As Primary

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Generic Build

Difficulty: Hard

Maintain 100% uptime of Spirit Blade by paying close attention to chi, Spirit Blade charges, and remaining recharge time of Supreme Harmony (2, 5) elite.

Primary basic: Flowing Strike (1, 1)
Primary single target: Swallow Cut (3, 1) or Tsunami (1, 4)
Primary multi-target: Hurricane (1, 2)
Specialty/utility: Spirit Blade (2, 1)
Elite: Supreme Harmony (2, 5)
Passive: Immortal Spirit (0, 0)
Passive: Focused Breathing (5, 2)
Passive: Master’s Focus (2, 5)
Passive: Masterpiece (2, 1) or Hardened Blade (3, 1) or Draw Sword, Draw Blood (4, 4)
Passive: Resonance (5, 3) or Clairvoyance (4, 1) or [from secondary]
Primary weapon: Blade of the Seventh Son (requires high crit chance and Signet of Cruel Delight) or Razor’s Edge (requires high crit chance) or Stormbringer or Soulblade
Secondary: Chaos or Dual Pistols or Elementalism or Hammer or Shotgun

As Secondary

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Generic Build

Difficulty: Easy

Build up chi to trigger Chi Overflow for a powerful heal-over-time. (This build template is not recommended for end-game group content, due to its below-average damage output.)

Secondary single target: Swallow Cut (3, 1) or Tsunami (1, 4)
Specialty/utility: Soothing Spring (2, 2) or [from primary]
Elite: [from primary]
Passive: Focused Breathing (5, 2)
Secondary weapon: Mantric Blade or [any]

Niche Build: Soviet Techsword

Difficulty: Easy

Cut things.

Secondary single target: Swallow Cut (3, 1) or Tsunami (1, 4)
Specialty/utility: Soothing Spring (2, 2) or [from primary]
Elite: [from primary]
Passive: Focused Breathing (5, 2)
Secondary weapon: Soviet Techsword

Niche Build: Stormbringer

Difficulty: Moderate

Maintain 100% uptime of Spirit Blade.

Secondary single target: Swallow Cut (3, 1) or Tsunami (1, 4)
Specialty/utility: Spirit Blade (2, 1)
Elite: Soothing Spring (2, 2)*
Passive: Masterpiece (2, 1) or Focused Breathing (5, 2) or [from primary]
Secondary weapon: Stormbringer



Blood

Fantasy archetype: Warlock or Priest

As Primary

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Generic Build

Difficulty: Easy

Alternate between using either Runic Hex (2, 4) active or Eldritch Scourge (2, 5) elite for each fight, for a powerful, multi-target damage-over-time, which also provides healing. (In longer fights, alternate between them roughly every 10 seconds to stagger their recharge times.)

Primary basic: Torment (1, 1)
Primary single target: Maleficium (1, 4)
Primary multi-target: Dread Sigil (1, 2)
Specialty/utility: Runic Hex (2, 4)
Elite: Eldritch Scourge (2, 5)
Passive: Absolution (0, 0)
Passive: Paroxysm (2, 4)
Passive: Desolate (2, 5)
Passive: Flay (1, 3)
Passive: Lingering Curse (1, 1) or [from secondary]
Primary weapon: Eldritch Tome
Secondary: Blade or Chaos or Dual Pistols or Elementalism or Hammer or Shotgun

As Secondary

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Generic Build

Difficulty: Easy

Alternate between using either Runic Hex (2, 4) active or Eldritch Scourge (2, 5) elite for each fight, for a powerful, multi-target damage-over-time, which also provides healing. (In longer fights, alternate between them roughly every 10 seconds to stagger their recharge times.)

Secondary single target: Maleficium (1, 4)
Specialty/utility: Runic Hex (2, 4)
Elite: Eldritch Scourge (2, 5)
Passive: Paroxysm (2, 4)
Secondary weapon: Eldritch Tome



Chaos

Fantasy archetype: Monk

As Primary

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Generic Build

Difficulty: Easy

Build up paradoxes to trigger random paradox events.

Primary basic: Deconstruct (1, 1)
Primary single target: Breakdown (1, 4)
Primary multi-target: Schism (1, 2)
Specialty/utility: Twist Fate (2, 4) or [from secondary]
Elite: Pandemonium (1, 5) or Immutable (3, 5) or [from secondary]
Passive: Paradoxical Restoration (0, 0)
Passive: Resonance Cascade (4, 1)
Passive: Butterfly Effect (5, 1)
Passive: Blessing of Octed (5, 3)
Passive: Disintegrate (1, 3) or [from secondary]
Primary weapon: Otherworldly Artifact
Secondary: Assault Rifle or Blade or Blood or Dual Pistols or Elementalism or Fist or Hammer or Shotgun

Niche Build: Warped Visage

Difficulty: Easy

Build up paradoxes to trigger random paradox events which are guaranteed to create an additional doppelganger. (This build template has similar damage output to the Irregularity Architect build template.)

Primary basic: Deconstruct (1, 1)
Primary single target: Breakdown (1, 4)
Primary multi-target: Schism (1, 2)
Specialty/utility: Twist Fate (2, 4) or [from secondary]
Elite: Pandemonium (1, 5) or Immutable (3, 5) or [from secondary]
Passive: Paradoxical Restoration (0, 0)
Passive: Body Double (4, 2)
Passive: Resonance Cascade (4, 1)
Passive: Butterfly Effect (5, 1)
Passive: Blessing of Octed (5, 3)
Primary weapon: Warped Visage
Secondary: Dual Pistols or Elementalism or Hammer or Shotgun

Niche Build: Irregularity Architect

Difficulty: Easy

Build up paradoxes to trigger random paradox events which are guaranteed to create an additional singularity. (This build template has similar damage output to the Warped Visage build template.)

Primary basic: Deconstruct (1, 1)
Primary single target: Breakdown (1, 4)
Primary multi-target: Schism (1, 2)
Specialty/utility: Twist Fate (2, 4) or [from secondary]
Elite: Pandemonium (1, 5) or Immutable (3, 5) or [from secondary]
Passive: Paradoxical Restoration (0, 0)
Passive: Eye of the Ruinstorm (4, 4)
Passive: Resonance Cascade (4, 1)
Passive: Butterfly Effect (5, 1)
Passive: Blessing of Octed (5, 3)
Primary weapon: Irregularity Architect
Secondary: Dual Pistols or Elementalism or Hammer or Shotgun

As Secondary

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Generic Build

Difficulty: Easy

Build up paradoxes to trigger random paradox events. (Distortion (3, 1) active generates high hate, so should be replaced with Breakdown (1, 4) active in end-game group content.)

Secondary single target: Distortion (3, 1) or Breakdown (1, 4)
Specialty/utility: Twist Fate (2, 4) or [from primary]
Elite: Pandemonium (1, 5) or Immutable (3, 5) or [from primary]
Passive: Resonance Cascade (4, 1)
Secondary weapon: Otherworldly Artifact



Dual Pistols

Fantasy archetype: Rogue

As Primary

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Generic Build

Difficulty: Easy

Shoot things.

Primary basic: Hair Trigger (1, 1)
Primary single target: Dual Shot (3, 1)
Primary multi-target: Controlled Shooting (1, 2)
Specialty/utility: Clean Slate (2, 2) or [from secondary]
Elite: Trick Shot (2, 5) or [from secondary]
Passive: Second Wind (0, 0)
Passive: Beginner’s Luck (4, 1)
Passive: Heavy Caliber Rounds (4, 3)
Passive: Win Streak (5, 2)
Passive: Bamboozle (2, 5) or [from secondary]
Primary weapon: Sov-Tech Harmonisers or [any]
Secondary: Assault Rifle or Blade or Blood or Chaos or Elementalism or Fist or Hammer or Shotgun

As Secondary

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Generic Build

Difficulty: Moderate

Use Dual Shot (3, 1) active while chambers are matched or energy is full.

Secondary single target: Dual Shot (3, 1)
Specialty/utility: Clean Slate (2, 2) or [from primary]
Elite: Trick Shot (2, 5) or [from primary]
Passive: Fixed Game (5, 4) or [from primary]
Secondary weapon: Sov-Tech Harmonisers or [any]



Elementalism

Fantasy archetype: Mage

As Primary

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Generic Build

Difficulty: Moderate

Alternate between using either Crystallised Flame (2, 2) active or Overload (3, 5) elite for each fight, for powerful, multi-target damage. (In longer fights, alternate between them roughly every 10 seconds to stagger their recharge times.) (This build template lacks a defensive active, so consider equipping Ningishzida’s Rod gadget or Boincan Flask gadget for healing.)

Primary basic: Fireball (1, 1)
Primary single target: Fire Bolt (3, 1)
Primary multi-target: Chain Lightning (1, 2)
Specialty/utility: Crystallised Flame (2, 2)
Elite: Overload (3, 5)
Passive: Cauterize (0, 0)
Passive: Crystallised Blaze (2, 2)
Passive: Elemental Force (3, 4)
Passive: Supercooler (5, 3)
Passive: Elemental Control (4, 1) or [from secondary]
Primary weapon: Cryo-Charged Conduit (requires high crit chance) or Totemic Hell Lord or Unstable Electron Core or [any]
Secondary: Blade or Chaos or Dual Pistols or Hammer or Shotgun

As Secondary

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Generic Build

Difficulty: Easy or Moderate (if optimizing Voltaic Shunt weapon)

Use Mjolnir (1, 4) active to build up heat. Maintain sufficient energy to use Mjolnir (1, 4) active whenever Voltaic Shunt weapon triggers.

Secondary single target: Mjolnir (1, 4)
Specialty/utility: [from primary]
Elite: Overload (3, 5) or [from primary]
Passive: Calorimetry (4, 2) or [from primary]
Secondary weapon: Voltaic Shunt or [any]

Niche Build: Orochi Thermal Inverter

Difficulty: Easy

Alternate between using either Crystallised Flame (2, 2) active or Blizzard (2, 5) elite for each fight, for powerful, multi-target damage. (In longer fights, alternate between them roughly every 10 seconds to stagger their recharge times.)

Secondary single target: Crystallised Flame (2, 2)*
Specialty/utility: [from primary]
Elite: Blizzard (2, 5)
Passive: Crystallised Blaze (2, 2)
Secondary weapon: Orochi Thermal Inverter



Fist

Fantasy archetype: Druid

As Primary

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Generic Build

Difficulty: Moderate

Build up fury to 60–80, then use Frenzied Wrath (1, 3) active for strong, energy-free attacks, and to trigger Second Wind (4, 2) passive.

Primary basic: Thrash (1, 1)
Primary single target: Mangle (1, 4)
Primary multi-target: Savage Sweep (1, 2)
Specialty/utility: Frenzied Wrath (1, 3)
Elite: Regeneration (3, 5)
Passive: Vigour (0, 0)
Passive: Wild Nature (5, 4)
Passive: Smell Fear (4, 3)
Passive: Second Wind (4, 2)
Passive: Maul (1, 3) or [from secondary]
Primary weapon: Bladed Gauntlets
Secondary: Blade or Chaos or Dual Pistols or Elementalism or Hammer or Shotgun

As Secondary

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Generic Build

Difficulty: Moderate

Build up fury to 60–80, then use Frenzied Wrath (1, 3) active for strong, energy-free attacks.

Secondary single target: Mangle (1, 4)
Specialty/utility: Frenzied Wrath (1, 3)
Elite: Regeneration (3, 5)
Passive: Wild Nature (5, 4)
Secondary weapon: Bladed Gauntlets



Hammer

Fantasy archetype: Warrior

As Primary

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Generic Build

Difficulty: Easy

Smash things.

Primary basic: Smash (1, 1)
Primary single target: Demolish (1, 4)
Primary multi-target: Razor Shards (1, 2)
Specialty/utility: Pain Suppression (2, 1) or Thick Skin (2, 4) or [from secondary]
Elite: Eruption (1, 5) or [from secondary]
Passive: Forged in Fire (0, 0)
Passive: Unbridled Wrath (4, 1)
Passive: No Pain, No Gain (2, 1) or Rock Hard (2, 4) or [from secondary]
Passive: Annihilate (1, 4) or [from secondary]
Passive: Fast and Furious (4, 2) or [from secondary]
Primary weapon: Pneumatic Maul (requires high crit chance) or Hammer of the Red Road or Fuming Despoiler or [any]
Secondary: Assault Rifle or Blade or Blood or Chaos or Dual Pistols or Elementalism or Fist or Shotgun

As Secondary

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Generic Build

Difficulty: Easy

Smash things.

Secondary single target: Demolish (1, 4)
Specialty/utility: Pain Suppression (2, 1) or Thick Skin (2, 4) or [from primary]
Elite: Eruption (1, 5) or [from primary]
Passive: No Pain, No Gain (2, 1) or Rock Hard (2, 4) or Anger Management (5, 3) or [from primary]
Secondary weapon: Pneumatic Maul (requires high crit chance) or Hammer of the Red Road or Fuming Despoiler or [any]



Shotgun

Fantasy archetype: Shaman

As Primary

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Generic Build

Difficulty: Moderate or Hard (if optimizing Odds and Evens (4, 1) passive)

Use power abilities when shells parity is even, and Pump Action (1, 1) basic when shells parity is odd, to optimize Odds and Evens (4, 1) passive. Alternate between reloading Dragon’s Breath shells and Depleted Uranium shells to maximize damage output.

Primary basic: Pump Action (1, 1)
Primary single target: Raging Shot (1, 5)
Primary multi-target: Both Barrels (1, 2)
Specialty/utility: Reconstituting Shells (2, 1) or [from secondary]
Elite: Full Salvo (1, 5) or [from secondary]
Passive: Restorative Reload (0, 0)
Passive: Odds and Evens (4, 1)
Passive: Point Blank Shot (1, 3)
Passive: Withering Salvo (1, 4) or [from secondary]
Passive: Munitions Expert (4, 4) or [from secondary]
Primary weapon: Ifritian Despoiler (requires high crit chance) or SPES-C221 or [any]
Secondary: Assault Rifle or Blade or Blood or Chaos or Dual Pistols or Elementalism or Fist or Hammer

As Secondary

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Generic Build

Difficulty: Easy or Moderate (if not using Combat Reload (5, 3) passive)

Prefer reloading Depleted Uranium shells for a consistent damage bonus. (Rocket Pod (3, 1) active generates high hate, so should be replaced with Raging Shot (1, 5) active in end-game group content.)

Secondary single target: Rocket Pod (3, 1) or Raging Shot (1, 5)
Specialty/utility: Reconstituting Shells (2, 1) or [from primary]
Elite: Full Salvo (1, 5) or [from primary]
Passive: Combat Reload (5, 3) or Munitions Expert (4, 4) or [from primary]
Secondary weapon: Ifritian Despoiler (requires high crit chance) or SPES-C221 or [any]


31 Likes

This looks to be super helpful, Descendent, thank you!

Elementalism should also include popular Crystallised Flame + Crystallised Blaze passive combo when using Orochi Thermal Inverter as it’s very popular and strong when elem is 2nd weapon.

I would definitly change Condensed Anima shells for munition Expert in shotgun primary.
Condensed Anima Shells just isn’t worth it in it’s ability to keep you alive compared to it’s malus forcing you to use green shells.
Else I personally thing for a generic starter build not bad. All the rest is more stuff for when you got used to the weapon.

1 Like

I didn’t include a build template for the Crystallised Flame + Crystallised Blaze + Orochi Thermal Inverter combo as I didn’t feel it was appropriate for the primary audience of this guide (new players who are still soloing their way through the story), due to a few points…

  • In general, I don’t feel abilities which have a 20-second recharge are consistent enough while soloing, since fights in solo content tend to be shorter than the recharge time. (The exceptions are elite abilities, and defensive panic buttons, which have a large, immediate impact on a fight, and meant to be situational.)

  • The combo only shines in builds which don’t slot any other heat-generating ability. This point, when combined with Crystallised Flame’s 20-second recharge, and the combo’s high damage, means the player will end one fight quickly, and then have no elementalism abilities available for the next fight.

  • Alternatively, if an additional elementalism power ability is slotted in addition to the combo, Crystallised Flame would need to replace the special/utility slot in a build template, which I try to reserve for defensive panic buttons.

  • Lastly, due to how above-the-curve in terms of power level the combo is, I suspect it has a high chance of getting nerfed in the future. I don’t feel comfortable recommending a build/weapon which is likely to get nerfed to a new player, as leveling a weapon takes a long time when you have limited Marks of Favour and lack access to high-level distillates.

1 Like

Thanks for the input!

Do you feel Munitions Expert should replace both Condensed Anima Shells and White Phosphorus Shells as options? I originally included those instead of Munitions Expert because I was under the impression the choice of shells to reload was consistent enough with shotgun as primary (although I have not tested this thoroughly).

Short answer: I would switch it against both, and bring back white phosporus in case restorative reload isn’t needed (for elite dungeons for example)

Long answer: If you want rough values I point you to my shotgun thread which has some values for rough shell chances and how likely it is to have at least one purple reload option: Shotgun (dps) Shortguide

I see where you list the probabilities for each shell type. I’ve updated the guide with your suggestion.

I agree with all your points for the secondary/inverter build, yet CF + Passive is far better dps than using fire bolt + 2 ice abilities for dps for main hand. It should at least be noted somewhere in any case.
Alternating Overload & CF means there is very little downtime between two massively damaging aoes, something quite useful in solo content.

Mostly agree with Leo here since this looks to be a soloing/questing guide although I’d probably run Blast Barrels. Granted I’m at the stage where I can run roughshod over story content so PBS is overkill but BB can be the difference between 1 or 2 shots.

Yeah…I thought of it but since Double barrel is one of the first thins I would drop as primary shotgun I didn’t even think of it.
It’s one of the areas of shotgun where I have a strong opinion about. I think the area of effect makes all the extra damage you get from Double Barrel and it’s passive compareable harder to use. I use dread sigil for ages and fair far better with it. Dread sigil while providing less damage especially since it’s without passive has far better range, greater area of effect and doesn’t tax the same bar you run your single targets with, so you can soften up stuff. Even than it’s only the second choice agains groups since you still have full salvo.

Running the numbers Double Barrel has an effect area of 25,6 m² and dread sigil 78,5 m². On top of double barrel having no chance to hit enemies in your back or side while dread sigil hits stuff in your back or side if you hit an enemy in front of you.

Not saying one cannot use it, it’S just that double barrel has some issues you have to deal with if you use it.

This is a weird way to see it, because recharge-based abilities actually matter MORE on shorter fights - you end those fights faster by using those abilities, and they are recharging during downtimes between fights, which gives them a lot of value. For reference, the average value of a cooldown is the value you get out of its usage divided by the average time between usages spent in combat using other abilities. Imagine you use Eruption to oneshot a mob, then you spend 20 seconds looking for the next mob to kill, and use Eruption again on the next mob and kill it immediately - you just, in practice, used 2 “back-to-back” Eruptions, so you “doubled” the base value of Eruption.

Spammable abilities on the contrary get value once you get into longer sustained fights. If a cooldown-based ability allows you to oneshot (or finish the fight a lot faster, or to pull more mobs and aoe them down, the case of Crystallized Blaze fits here) every 2nd or 3rd pack of mobs, and recharge inbetween, then it has higher value compared to its average value in a sustained fight.

Another point to make here. While i myself sense a nerf of the Blaze, even if Funcom gets the skill in line with the rest, the whole cooldown will still have value as its main strength would be to allow the player to pull giant packs of mobs every 20s or so, and use the snaring property of the Blaze to kite the mobs around it and AoE them down. This makes the overall killing faster and efficient.

you don’t need inverter. But you pick elemental for blaze and/or cold abilities with Frozen Figurine (be it beam or storm). Voltaic + Mjolnir are underwhelming.

You pick voltaic ONLY if you can spend two slots, blaze (necessity) and mjolnir for heat building (with a note that Vali is STRONGLY suggested for this, without it, pick inverter instead).

If you can’t have two slots then you pick inverter (it’s easier to get then voltaic).

If your primary doesn’t require elite, then you can pick Frozen figurine.

In my previous playtesting, I often ran into heat issues without a second cold ability, due to recharge times. Although I am supposedly on break from the game (since the end of last year, while waiting for season 2), I went back and did more playtesting with a few different setups, and found that replacing a second cold ability with Crystallised Flame + Crystallised Blaze was manageable in shorter fights as long as I removed Blazing Bolts and Calorimetry (longer fights required Supercooler to be manageable).

I will make the changes to the build template, pending further comments.

I should probably clarify that my assertion is based on the assumption that the duration of fights, including travel time between fights when in a populated mission area, take less than 20 seconds. I’m willing to accept this assumption might not hold true in enough cases, but I have not been able to give it thorough testing without starting a new character.

In general, my design philosophy for the build templates in this guide is to optimize for the common case rather than the best case (a higher floor, rather than a higher ceiling), so consistency in performance was prioritized over maximum value.

Regarding your follow-up post, pulling giant packs of enemies isn’t something I would expect new players (the intended audience for this guide), who likely lack the additional health from passives and capstones, to be doing.

My intention isn’t to refute any of your points, but to clarify the assumptions I’m working with, which I believe changes the conclusions. Again, I’m willing to accept—and actually would greatly appreciate—feedback that my assumptions might be incorrect in some or all cases.

Yes you will have a lot of heat issues regardless. Even with 2 ice abilities i can overheat at least twice waiting for both to cooldown.

I found that using CF at the start of the fight, then using offhand twice then using fire bolts until overheating, then i use ice beam, then firebolt or basic then CF around 75 heat which overheats me instantly then use icebeam again. With careful attention the rotation goes more or less smoothly, throwing in an offhand shot or two if nearing overheat before CF/Ice is ready. I use AR in offhand so I’ve learned to adapt.

Probably my dps is nowhere near what it could be if elemental weren’t so touchy and unwieldy but without CF its far lower for sure.

The 20s interval was just an example. It can be 5-10 seconds, in which case one could use the cooldown every 2 packs of mobs, etc…

I get the idea, the thing is that putting defensive cooldowns as part of the build isn’t a necessity either. For the hammer example, i’d put Seethe + Outrage instead of Thick Skin + Rock Hard for the common soloing content, since killings things faster just makes the whole experience more enjoyable imo, and there’s the fact that killing faster will actually make you take less damage as well. To make us agree, maybe the best idea would be to extend the builds into 2 paradigms: the damage-oriented one, and then, if it fails, the more defensive one? Since most of the time, on easy content, one might not ever or very rarely use the defensive cooldown, by comparison, offensive cooldowns can always be used, this is something i’d consider (if i were you :slight_smile: ).

Aggroing extra mobs can happen to anyone, and my commentary can be applicable to such cases. Then the outcome might vary from one person to the other obviously.

For what it’s worth, Chaos is, in particular, because of Winds of Change + Consequence reactive healing, Evulsion + Mass Evulsion, and Pandamonium + passive, is just as good at handling mobs as it is handling single targets. (Possibly better; while I was playing for the first time, I found it just as fast to gather a handful of mobs and kill them all at once as it was to do one at a time, and with just as much danger involved.) That’s coming from the perspective of a new player; in the beta, some people had issues staying alive with the chaos/pistol starting set up, and advising them to use Winds of Change with the passive fixed their issues. Having lots of stuns helps with melee since mitigation via not being there isn’t possible.

It’s a slower way to use Chaos primary, but it’s definitely safe, since accidentally pulling extra is also a new player thing.

Your point is taken. The concept of defeating enemies faster to remove a “damage source” and reduce total damage taken is something I try to encourage. In my experience, I’ve found that many new or casual players tend to be “afraid” of dying, and end up sacrificing offense for defense (in the context of this game, through defensive talismans or, now, anima allocation). My inclusion of a defensive active in all the build templates was to ensure players knew they always had a defensive panic button to fall back on, so could safely go all-out on offense.

However, I see not all players are this way. I will review all the build templates and add appropriate offensive cooldowns as options in the slots where defensive cooldowns are specified. I will make changes to elementalism first, as it lacked a defensive cooldown to begin with, with the rest to follow later.

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