The Secret World Gaming, Tips, Tricks, and News!
The Secret World: Auxiliary Weapon – The Rocket Launcher
The Secret World: Auxiliary Weapon – The Rocket Launcher

In Patch 1.2 “Digging Deeper“, Funcom has introduced the very first (of hopefully many to come) Auxiliary Weapon, The Rocket Launcher.

Where To Get It?

The mission starts at your faction base, at your usual story mission giver.  For a complete mission walkthrough see our complete guide:  Venetian Missile Crisis

Ability Points

Auxiliary weapons will have their own skill wheel, which will require ‘AP‘, and function the same as the normal skill wheel, to unlock new abilities.    It will require 350 AP total to acquire all Rocket Launcher abilities, as each individual ability will cost 50 AP a piece.  (So start saving!)

Skill Points

Just like any other weapon, the Rocket Launcher will require skill points.    A total of  35 SP is required to bring Rocket Launchers to skill level 10.

Rocket Launcher Skill Points Required

Spending ‘SP’ in Rocket Launchers provides the following benefit (At Skill Level 10):

“Whenever you activate a Rocket Launcher ability, you leave behind a damage area that lasts 5 seconds.  The damage area will affect up to 5 enemies in a 5 meter radius every second dealing 53 physical damage.”

Equipment

The Rocket Launcher will occupy a new “Auxiliary” slot on your character panel.   Along with this addition, you’ll also receive an 8th slot on your action bar, and an 8th passive slot.   This 8th slot is ONLY usable for auxiliary weapons.

New Abilities

You can watch a preview of all the Rocket Launcher active abilities in action! Check it out!

Active Abilites:

Only one active ability can be slotted at a time for an auxiliary weapon.  It will occupy your 8th active slot.

Pop Shot:  TAoE –  Affects up to 5 enemies in a 5 meter radius around your target.
Clusterstruck:  GTA0E – Affects up to 5 enemies in a 5 meter radius around the target point
Death From Above:  You rocket jump 15 meters forward hitting up to 5 enemies in a 5 meter radius where you take off and where you land, dealing physical damage.  Deals 9% of your maximum health as damage to you when activated.
Big Red Button:   TAoE – Affects up to 5 enemies in a 5 meter radius around your target

 

Passive Abilities

Only one passive ability can be slotted at a time for an auxiliary weapon.  It will occupy your 8th passive slot.

Range Finder: Increase the attackrange of all Rocket Launcher abilities but 5 meters
Rocket Science:  Reduced the recharge time of Rocket Launcher abilities but 50%
Warhead:  Increases the damage dealt but Rocker Launcher abilities but 15%
So what do you guys think of the newest weapon addition?

Pretty neat huh?   I hope Funcom keeps adding new and interesting weapons.  One I’d personally like to see?  The chainsaw!  I know I know cliche, but what zombie infested game is complete without the ability to saw them into little zombie bits!

Remember to check out our mission guide for “Venetian Missile Crisis”  to get your very own Rocket Launcher in game!

 

See more Patch 1.2 “Digging Deeper” articles, guides, and information!

 


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  • Mombasa69

    Hahaha have to get an RPG!

  • 50 Foot Ant

    If you read the State of the Game they give a “hint” which is about as subtle as Henry Hawthorne’s Secret World ties (Psst, I’m with the Illuminati!): “Let’s just say it’s a regular Texas Chainsaw Massacre. Ruuununununununun!”