Warframe: Melee 2.0

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So it’s been roughly a month since Update 13 for Warframe, and with it, the introduction of Melee 2.0. While I wasn’t quite as excited as Ahlmer was, I was pretty excited, especially when they said they were giving the nod to such games as Devil May Cry — one of my longtime favorites.

For those of you who haven’t had a chance to try it yet (PS4 players?), or who aren’t playing Warframe, Melee 2.0 takes melee from a single button light or heavy (charged) attack to, well, a two/three button(ish) attack with possible combos and stances.

Using melee 2.0 requires you to switch your melee weapon to your primary weapon, which is done by holding down your weapon swap button. The actual attacking is still one button, and combos are executed by pushing that button in various patterns (for example, E-E (pause) E-E-E-E). Combos are only available when you’ve got a stance equipped (and in many cases, upgraded), and there are two for each type of weapon. You can also charge your melee weapon with energy (the trigger button by default) and block bullets/attacks.

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Stance cards also operate much like Auras — they give you upgrade points to work with for that weapon, so upgrading the stance is actually beneficial.

Equipping the stance even if you’re not great at executing combos can be fun because it alters your basic swing-swing-swing, and in many cases adds a forth finishing hit. That can take a little getting used to if you get too comfortable with your default, no-stance attack, especially because many of the stance combos introduce a lot of movement into your attacks and can carry you quite a bit farther than you expect.

So how’s this work out in actual play? Well, for me at least, most of my combos, save the basic one, are executed, well, let’s be honest, by accident. And I actually don’t entirely take the blame for that–most enemies aren’t tough enough to stand up to the chain of attacks, especially if charged. I find I execute most combos during the huge slew of enemies that come during survival or defense missions.

What I do find really awesome are the blocking of attacks, the improved basic chain (4x attack), the increasing damage as you continue to melee enemies, and the charged attack. The charged attack, properly modded, can leave you melting through enemies, even high level ones, like butter. An invisible Ash or Loki can clean up this way. The only drawback of this is if you’re not running with a group or running energy siphon yourself, you can quickly find yourself without any energy at all.

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Also with Update 13 came the new Nikana and Dragon Nikana katana-type weapons. I’m not rank 8 yet — a requirement for the Dragon Nikana — but the Nikana is really fun to play especially in melee 2.0 mode, extremely stylish and does a solid amount of damage. There’s nothing like watching your Tenno do the run-draw-slash-sheathe like a movie samurai… Ahlmer reports that the Dragon Nikana is one of the best weapons in game, statwise, too. Tranquil Cleave, the initial Nikana stance, is still in high demand, but if you want a really good time farm the new Dark Sector conflict missions for Decisive Judgement.

It’s a shame, then, that some weapons don’t seem to work very well with melee 2.0. What was once the champion of melee, the galantine, clearing a crowd with one charged swing, is no longer so celebrated. And the throwing weapons, such as the glaive, do not seem well suited to the new melee systems.

Overall, melee 2.0 introduced some very fun elements to melee in Warframe. While it’s still, essentially, a one button melee, it’s definitely a big improvement over the previous melee, and it’s now possible, and really really fun, to run through missions using only your sword.

If you want to see most of what I’ve talked about in action, check out this melee only speed run by Ahlmer with Loki and his Dragon Nikana on Youtube:

Still curious? Check out my one-minute review video.

Wildstar: First Impressions (part 1)

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The Magpies had a chance to play the Wildstar beta this past weekend.  We came away with a lot to say, ranging from gushing enthusiasm to some thoughtful critiques.  In fact, we had so much to say that this is just the first half. Read on for the first round of Magpie impressions on Wildstar from Eli, Firstblush and Bryce!

Thanks to Alzbeta for the lovely screencaps!

Part Two

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Game Diaries: FFXIV: A Realm Reborn

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Full disclosure: I am not, and have never been, a Final Fantasy fan. I don’t know the ‘verse or the history or major players, I only played the first Kingdom Hearts, and I only know what a chocobo is because they’ve always made me laugh. So I’m hardly a natural candidate to test out the new Final Fantasy MMO, but here I am. And it’s all because of those bloody chocobo.

It began with watching my husband, Kaloni, play FFXIV in his spare moments between The Secret World dungeons. Then other friends and Magpies began to talk about the game. It seeped into TSW group chats. It showed up on Facebook. So one night I sat down and made a character on Kaloni’s account, assuming I would toy with the character creator and have done with it. But the world is beautiful. The cut scenes are phenomenal. Character creation, though not the most detailed I’ve seen, is pleasantly deep. The story actually grabbed my attention. Suddenly I felt invested in Braga, this character I had shamelessly modeled and named after a character from Rat Queens. I wanted to know where she was going and what she’d see (and slaughter) on the way there. And when I saw the Behemoth barding her chocobo would get (a collector’s edition perk) I was a goner. An embarrassingly short time later, I’d bought my own account and remade her.

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It’s been a long time since I’ve played a heavy. It’s been two years since I was primarily a tank, when I still played SWTOR as a Sith Juggernaut. I’d forgotten how fun it is to cleave every problem in two without blinking, and stand up to hits that would send my DPS characters straight to the rez point. And the Marauder does not disappoint. She wields a wicked greataxe. At level 23 she has the defensive buff and interrupt skills you’d expect, attacks with awesomely metal names like Skull Sunder and Maim, and a lovely self heal called Bloodbath. She hits like a truck and can keep herself up in a pinch, but even so, mobility is key in this game.

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No active dodge or double jumps here: get out or get hit. Many mobs and every boss I’ve come across have telegraphed moves like this one. If you aren’t out of its area by the time the move goes off, it will hit you, even if it appears in real-time as if you’re safe. It certainly keeps you on your toes, and adds a really interesting element to combat. Stat bonuses are applied based on your party makeup. Above, you’ll see a vitality buff from my Marauder and a Dexterity buff from Kaloni, an Archer. Additional bonuses can be applied by your Free Company. More on that later, as I only just joined an FC!

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But what about that chocobo, you ask? As it turns out, chasing down one of those birds is no easy feat. Lowly adventurers don’t warrant a chocobo mount; only those who’ve proven themselves and joined a Grand Company do. So Braga worked her way up in the people’s estimation, which entailed dungeon runs like the ones above. FFXIV has an interesting way of working these dungeons. Signups for dungeons and other duties are handled via the Duty Finder, which matches you with those with the same quest. As with all MMOs, tanks and healers wait the least amount of time for parties. Thanks to the Duty Finder, now a number of dungeons lay behind her. The Maelstrom is joined. Grand Company tasks are being undertaken. Currency is being saved.

And soon enough, that bloody chocobo will be mine.

Game Diaries: Warframe

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So.  The Secret World has been temporarily, at least, dethroned as my go-to game; I’m currently throwing myself at Warframe, and totally loving it.

I’m a big third-person action game fan: my top three video games of all time are probably Metal Gear Solid: Snake Eater, Mass Effect 2, and Silent Hill 2.  Assassin’s Creed 2 is close on their heels as number four.  I also found myself completely surprised to enjoy Mass Effect 3’s Multiplayer mode as well as Resident Evil 5’s co-op mode (in fact, it was through those channels that I was eventually tempted into trying out MMOs and TSW and, well, we all know what happened there. Can you say addict?) .  So when my buddy told me he was getting back into playing a little Warframe, I mentioned I was curious about the game, and he said I should give it a shot.

It was love at first play.

In some ways it was a lot like returning to ME3 MP without the hideous connection issues.  Sci-fi setting aside, there are small missions for you to accomplish, and you go up against up to 3 types of enemies, and you have different special moves depending on what warframe you choose (as you earn credits and materials, you can buy blueprints and craft other frames to try out different classes).  The maps are quite a bit larger than ME3 MP’s; some lovely settings, although I could see getting tired of the ‘ship interior’ look after a while.  Fortunately there’s some pretty outdoors-y bits on Earth that I’ve seen so far.  You can play it sneaky or guns blazing, though if you’re low level, you’re probably going to have to go at least mostly sneaky.  You can do missions alone (moreso than ME3 MP, where soloing is putting things on serious hardcore mode) or with friends, but soloing is tough, especially when you’re new.  It took me more tries than I’m willing to admit in order to beat the first mission on solo–can I blame still learning the moves?

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I went with the Excalibur frame, which is what they recommended for first-timers.  I’m still eyeballing the Loki frame with lust (decoy, invisibility, teleport, mew!) though I’m not sure my playstyle will support my desire ;P.  My first venture out, I slash-dashed straight into a roomful of enemies, ate a load of lead, and thoughtlessly hit the revive button.  Repeat (with some flailing, confused scrambling to get away from the roomful of enemies) until I’d used up my revives for the day.  Turns out you get four. I had no idea, and from then on, I went out much, much more carefully.  Crouching behind bulkheads, trying to line up that sniping shot only to have a gun that takes several shots to kill anything.  Yikes.  Cue death, many more deaths. And inevitably slash-dashing my way into another sticky situation…

Later, my friend and I went in co-op and face-stomped our way through all of the starter area (Mercury). It helped that he was in a level 30 frame, though trying to level up a new weapon (your weapons and frames all level up individually, through use).  That was a different kind of ridiculous yet fun time, as I scrambled to keep up with his super speedy Ash frame and ran headlong into enemies he was stealthily sneaking up on.  “It’s just ’cause I’m high level that I can run and gun like this,” he advised me.  “When you’re at level there’s a lot more hiding under the stairs.”

Good advice. I kept forgetting to listen.  Excalibur leaps out, guns a-blazing!  Excalibur needs another revive…

But I’m starting to get the hang of it.  I’m pretty good at Extermination missions.  Slash-dash is now turning into a beloved move rather than a “crap what did I just dash into” move.  I hit roughly 50% of the things I aim at.

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Hey, I said I loved action games, but I didn’t say I was good at them. But I definitely love Warframe.  Would totally recommend to those who love co-op and shooting at things.  I’ve read a lot of complaints that it can be repetitive/grindy, but to be honest, I don’t mind.  I find it a fun, relatively quick little adrenaline rush, and I like earning mats, mods and other rewards to help me advance and to build new items (just finished the parts for a new Rhino warframe).  I definitely suggest playing with a friend if you can–for many missions, solo’s doable, with patience, but there are some missions where it seems you need a second or even fourth person to watch your back.  If you’re kind of a noob like me, you may have to only solo missions you’re overleveled for.

If you play, I’d love to hear your thoughts!

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Build & Tips: NY Raid Pod Catcher

I’ve only recently become our regular podcatcher (before I’d done it a few times as backup) and though I still need a little practice at everything, here’s my build & the tips I’ve picked up so far.  Agree? Disagree?  I’m always open to suggestions and new strategies : )

This is a super good video shared by a fellow CoSC member demonstrating some perfect podding.

Build

Actives: Hip Fire, Three Round Burst, Blaze, Lightning Manifestation, Short Fuse, Suppressing Fire, Shellshocker, Death from Above

Passives: Lethality, Twist the Knife, Steady Hip Fire, Brawler, Final Fuse, Aidelon, Seal the Deal, Rocket Science

This variation on my usual AR/Ele build gave me the most speed to stop and place filth or chase a pod (safety off just slowed me down too much), ability to buff my group and also abilities to burn down adds and slow them.  Honestly, I’m not so sure about the passives being the best. Play with what’s good for you.

TSW Deck Builder

Vipers:

Tips

Filth-catching: You’ll want to place the filth as far off to the side as possible to avoid messing yourself up later when you’re podding (See what Werrens does in the video). So stand off to one side, near the rubble/cars/other junk, during the times when you’re attacking. If one side gets too filled up, move to the other.

Trust in the backing up: the best technique I’ve found, and the one I’ve seen in most videos, is to run up towards the black “dust” (think, Tremors worm) until you’re about one body length away from it (if I’m wearing the top hat, the top of the hat sort of “touches” the edge of the dust) and then start backing up steadily. Have faith. I almost always get podded when I lose my nerve and try to forcefully disturb the pod before it gets to DPS or healer. This can actually be worse because the podding effect is an AoE and if you get podded too near others, they’ll get podded too. If you must lose your nerve, lose it away from others.

The angle of approach is not always the same: The pod heads for someone in your party, so while you’re backing up, be sure to head in the same direction as the pod, which can be a sharper angle than you sometimes think. (Another common cause of me getting podded. I misjudge the angle, start backing up one way then have to course correct.)

Add killing: Consider yourself first line of defense against adds unless your raid tells you otherwise. This applies to both phase 2 and 3. A well-placed lightning mani, Suppressing Fire and Shellshocker are your friend. In phase 3, it can get a bit hectic, as adds and pods come at a similar time during this phase–you’ll have a Shadow Out of Time, then adds will come for you (but they have a long way to run) and, as you’re killing adds, the pod will come too. I find the best thing is to put down a lightning manifestation as you see them near, do a shellshocker and spam some suppressing fire but then definitely go take care of the pod. That’s more important than anything. If you haven’t killed all the adds (I usually don’t) try to just tell others adds are coming. (I’m still perfecting my tactics on this phase; I find I get a bit frantic like “OMG ADDS! OMG POD! AHH WHICH DO I DO FIRST!” Tips are welcome!) (Tip from Markel – podder’s priority is the pod; everyone else priority is the adds, help where you can but definitely take care of the pod, but make sure your party knows to kill the adds before they murder your healer!)

Buff the DPS. If you’re an elementalist running a manifestation, you can buff your defensive target with Elemental Fury every time the manifestation is up.  If you like you can even hit Alt to switch between yourself and your defensive target (just learned that trick, thanks Lawkie) to buff both of you, or if you’re super coordinated, rotate through several people (I’m not : ( )!

If you get podded, sometimes you may have to pop a healing potion or your karma curio to allow the healer to focus on the tanks.  Especially if your raid only has one healer, like we sometimes run into.

It’s better to get podded than to let others get podded. I used to feel pretty terrible when I got podded; it still happens to me once a round even though I’ve gotten better. But the others have reminded me that in the end, I stopped the pod reaching the DPS or the healer which would equal a wipe.  You may be catching those pods with your face–as I often do–but it’s better that than the alternative.

TSW Diaries: Master Planner–Achieved

Warchitect outfit, reward for Master Planner achievement

So this past Monday we beat the Slaughterhouse Master Planner (beat the entire dungeon without changing builds or gear) in The Secret World finally completing all the dungeons on MP and earning the Master Planner achievement!  We had tried earlier but ended up with one player getting bugged out and unable to move, which made us sad because that round we killed NKL in one go without a hitch.  The second time NKL didn’t go down quite as smoothly, but we burned through the rest of the dungeon with no problems!

The toughest fight on MP by far was the Facility #5 (which we affectionately nicknamed The Five Guys fight) but NKL was tricky too in that the adds kept toying with us.  Still–we made it!

Here’s a collection of all our MP victory shots, wearing the reward outfits!

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