Difference between revisions of "Assault Rifle"

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'''{{PAGENAME}}''' are Ranged Weapons and are one of the weapon-based skill sets in The Secret World. When not in use, players equip {{PAGENAME}} on their backs. {{PAGENAME}} have the longest range of the ranged weapons, but lack in mobility in comparison to their counterparts, [[Pistols]] and [[Shotguns]]. 
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{{PAGENAME}} use [[Frenzy]] and [[Burst]] attacks, which hit multiple times per activation, and [[Leech]] effects, which convert damage dealt into [[Heal|Healing effects]]. Assault Rifles also make use of the ''[[Hindered]]'' state to slow enemies down, and the ''[[Afflicted]]'' state to continue wounding them between attacks.
 
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Assault Rifles are associated with [[Penetration]], [[Burst]], [[Frenzy]], [[Leech]], Extended casting times, [[Support]], [[Hindered]].
 
  
==Skills==
 
{{main|Skills}}
 
  
Assault Rifle [[Skill Point|skills]] are split into damage and healing aspects.
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'''Assault Rifle''' is one of the primary weapon [[abilities]].
  
* '''Damage''': Explosive Rounds - Your Assault Rifle abilities apply the Explosive Rounds effect to your enemies. Each additional hit from Assault Rifle abilities increases the number of charges on the target. After 3 second the charges detonate dealing additional damage (2 physical damage at 1 [[skill point]]) per charge applied.
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Assault Rifles are primarily associated with with [[abilities]] that focus on [[Frenzy]], [[Burst]], [[Hindered]], [[Afflicted]], and [[Leech]]. They are primarily suited for the role of Healer, but can also be used for DPS builds.
* '''Healing''': Combat Medic - Your Assault Rifle [[Leech]] effects are more powerful (2.85% starting at 1 [[skill point]]) and last longer (10% at 1 [[skill point]].)
 
  
 
==Abilities==
 
==Abilities==
{{main|Abilities}}
 
  
All Active Abilities require an Assault Rifle in order to function. Passive Skills do not require a weapon, but some Passive Abilities modify a specific Active Ability that may require one.
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=== Special Ability ===
  
As with all Abilities, the player can only use one Elite Active Ability and one Elite Passive Ability at any one time.
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The special ability for Assault Rifles is Grenades.
  
'''[[Assault Rifle abilities|The list of {{PAGENAME}} abilities can be found here]]'''.
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Whenever you use an Assault Rifle [[ability]] that consumes [[weapon energy]] you have a chance to get a grenade (37.5% chance if it consumes 3 energy, 65% if it consumes 5 energy) <ref>https://secretworldlegends.com/news/deepdiveweapons/</ref>.
  
==Weapons==
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After you receive a grenade, it begins to charge and a timer starts counting down from 6 seconds  Between 6 seconds remaining and 3 seconds remaining, you can use the grenade by activating any Assault Rifle [[ability]] that can consume a grenade.  At the 3 seconds mark it is fully charged, at which point using the grenade consuming ability also gives an additional bonus. When the timer reaches 0, the grenade overcharges and explodes doing 15% of your maximum health to yourself and up to 6 enemies within 5 meters of you.
{{main|Weapons}}
 
  
All active skills here require the use of an ability specific-type weapon. Passive skills do not require a weapon, but some passives modify a specific active skill, which in turn requires the use of a specific weapon.
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There is a 4-second cooldown on an ability that consumes a grenade.
  
'''[[Assault Rifle weapons|More specific information on Shotgun weapons can be found here]]'''
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=== Active Abilities ===
  
==Decks==
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Active abilities are broken down into three paths - Method, Balance, and Technique
{{main|Decks}}
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* Heavy Fire focuses on Damage.  They include:
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** [[Placed Shot]]
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** [[Full Auto]]
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** [[Lock & Load]]
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** [[Burst Fire]]
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** [[Red Mist]]
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* Bombardment focuses on using Grenades.  They include:
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** [[Incendiary Grenade]]
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** [[Anima Canister]]
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** [[Tactical Retreat]]
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** [[Essence Grenades]]
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** [[High Explosive Grenades]]
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* Assault Medic focuses on [[Leech]] Healing.  They include:
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** [[Vital Shot]]
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** [[Leeching Ray]]
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** [[Unveil Essence]]
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** [[Energise]]
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** [[Anima Suffusion]]
  
The following are decks which incorporate Assault Rifles into their build, and the 'role' they serve.
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See the individual ability pages for more details, or [[Assault Rifle abilities]] for a consolidated list
  
*[[Fixer (Deck)|Fixer]] -- [''<span style="color:blue">Illuminati</span>''] Ranged/Melee DPS using Burst attacks. Switches between Ranged AoE and Single-Target attacks as needed.
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=== Passive Abilities ===
*[[Gladiator (Deck)|Gladiator]] -- [''<span style="color:red">Templar</span>''] Melee DPS specializing in Mob Combat, using Frenzy and Area-of-Effect attacks.
 
*[[Mercenary (Deck)|Mercenary]] -- [''<span style="color:blue">Illuminati</span>''] Ranged DPS mixing Damage-over-Time with Crowd Control to keep enemies at bay.
 
*[[Monk (Deck)|Monk]] -- [''<span style="color:green">Dragon</span>''] Healing and Support deck, using Reactive Heals, Leeching, and Healing-over-Time.
 
*[[Necromancer (Deck)|Necromancer]] -- [''<span style="color:blue">Illuminati</span>''] Healing and Support using Leeching and Damage-over-Time effects.
 
*[[Slayer (Deck)|Slayer]] -- [''<span style="color:blue">Illuminati</span>''] Ranged/Melee DPS combining Damage-over-Time with multiple-hit Frenzy attacks.
 
*[[Soldier (Deck)|Soldier]] -- [''<span style="color:red">Templar</span>''] Ranged DPS focusing on Mobility and Attack Speed.
 
*[[Warrior (Deck)|Warrior]] -- [''<span style="color:green">Dragon</span>''] Ranged DPS and Crowd Control, alternating between Ranged Area-of-Effect attacks, and Close-Range Blast attacks.
 
  
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* [[Unknown]]
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See the individual ability pages for more details, or [[Assault Rifle abilities]] for a consolidated list
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== Classes ==
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{{main|Classes}}
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The following starter [[Classes]] incorporate Blades into their build, and the 'role' they serve.
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* [[Mercenary (Class)|Mercenary]] - Assault Rifle/[[Fists]] - Combination of Ranged and Melee DPS
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* [[Warlock (Class)|Warlock]] -[[Blood Magic]]/Assault Rifle - Healing
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==Achievements==
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* [[Unknown]]
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== Media ==
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=== Videos ===
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{{#widget:Twitter|user=@SecretWorldLgds|id=870663629120692224}}
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<blockquote class="twitter-video" data-lang="en"><a href="https://twitter.com/SecretWorldLgds/status/870663629120692224">Assault Rifle Spotlight</a></blockquote>
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Weapons Deep Dive, Assault Rifles - See also https://secretworldlegends.com/news/deepdiveweapons/
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=== Images ===
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[[File:Assault Rifle Tutorial.jpg|750px|Tutorial]]
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=== Skins ===
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==== Generic Rifles ====
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{| class="wikitable"
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! Name || Icon || Worn || Held || Description
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|-
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| Unknown || Icon.png || Worn.png || Held.png || <<Description
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|}
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==== Named Rifles ====
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{| class="wikitable"
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! Name || Icon || Worn || Held || Description
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|-
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| Unknown || Icon.png || Worn.png || Held.png || <<Description
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|}
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== References ==
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<references />
  
 
{{ItemNavbox}}
 
{{ItemNavbox}}
 
[[Category:Items]]
 
[[Category:Weapons]]
 

Revision as of 21:37, 26 July 2017

SWLicon.png This article concerns content for Secret World Legends. For the TSW Classic version, click here.


Assault Rifle is one of the primary weapon abilities.

Assault Rifles are primarily associated with with abilities that focus on Frenzy, Burst, Hindered, Afflicted, and Leech. They are primarily suited for the role of Healer, but can also be used for DPS builds.

Abilities

Special Ability

The special ability for Assault Rifles is Grenades.

Whenever you use an Assault Rifle ability that consumes weapon energy you have a chance to get a grenade (37.5% chance if it consumes 3 energy, 65% if it consumes 5 energy) [1].

After you receive a grenade, it begins to charge and a timer starts counting down from 6 seconds Between 6 seconds remaining and 3 seconds remaining, you can use the grenade by activating any Assault Rifle ability that can consume a grenade. At the 3 seconds mark it is fully charged, at which point using the grenade consuming ability also gives an additional bonus. When the timer reaches 0, the grenade overcharges and explodes doing 15% of your maximum health to yourself and up to 6 enemies within 5 meters of you.

There is a 4-second cooldown on an ability that consumes a grenade.

Active Abilities

Active abilities are broken down into three paths - Method, Balance, and Technique

See the individual ability pages for more details, or Assault Rifle abilities for a consolidated list

Passive Abilities

See the individual ability pages for more details, or Assault Rifle abilities for a consolidated list

Classes

Main article: Classes

The following starter Classes incorporate Blades into their build, and the 'role' they serve.

Achievements

Media

Videos

Weapons Deep Dive, Assault Rifles - See also https://secretworldlegends.com/news/deepdiveweapons/

Images

Tutorial

Skins

Generic Rifles

Name Icon Worn Held Description
Unknown Icon.png Worn.png Held.png <<Description

Named Rifles

Name Icon Worn Held Description
Unknown Icon.png Worn.png Held.png <<Description

References

Items
Weapons ▪ Assault Rifle ▪ Pistols ▪ Shotgun ▪ Blade ▪ Fists ▪ Hammer ▪ Blood Focus ▪ Chaos Focus ▪ Elemental Focus
Talismans ▪ Head ▪ Finger ▪ Neck ▪ Wrist ▪ Luck ▪ Waist ▪ Occult
Consumables ▪ Elixir ▪ Energy Drink ▪ Ambrosia ▪ Anima ▪ Food▪ Gadget ▪ Vanity
Assembly ▪ Glyph ▪ Signet
Other ▪  Bag ▪  Makeup ▪ Pet ▪ Mission ▪  Theatre ▪  Clothing
TSW-Only Items
Weapons ▪ Chainsaw ▪ Rocket Launcher ▪ Quantum ▪ Whip▪ Flamethrower
Assembly ▪ Toolkit ▪ Materials