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Group Scenario Build – Blade/Elemental

Build created by Ciritty
Posted by Ciritty on February 18, 2015
Last updated by Vikestart on October 12, 2015
  • Abilities
  • Gear
  • Auxiliary
  • Effectiveness
TypeScenario Build
AP Cost1011
AP CostQL 10.1 Epic
  • AbilityBlade Torrent
  • AbilityClearing the Path
  • AbilityLightning Manifestation
  • AbilityBlaze
  • AbilityMartial Discipline
  • AbilitySteel Echo
  • AbilityMolten Earth
  • AbilityLeeching Frenzy
  • AbilityImmortal Spirit
  • AbilityBreakdown
  • AbilityBloodsport
  • AbilityOne in the Chamber
  • AbilitySudden Return
  • AbilityGross Anatomy
Download ModVDM Import String
Suggested Auxiliary Abilities
Ability Ability With an Augur signet on the Whip, this combination will boost your damage output.
Ability Ability Dashing helps you get to your destination quicker, get away from dangerous explosions or get through mobs blocking your path.
Gear Stats
2500+Attack Rating
800Heal Rating
300Hit Rating
600+Critical Rating
300+Crit Power
It's recommended to use Pure Anima while running scenarios for a much needed stat boost. Use Health anima, crit rating anima is also helpful.
Head:Signet of Laceration
Majors:Signet of Vigour, Signet of Violence
Minors:Signet of Thirst, Signet of Equilibrium, Signet of Ablation
Blade:Signet of Breaching
Elemental Focus:Signet of Aggression

The Polaris

Hell Raised

The Darkness War

Hell Fallen

The Ankh

The Facility

Hell Eternal

The Slaughterhouse

The Penthouse

The Manufactory

Manufactory Breached



New York

Agartha Defiled



El Dorado







A setup that shows you how to utilize Blade and Elemental as your weapons of choice within scenarios. While the setup aims for solo Group Elite, modifications (or not) will allow you to use this setup in other modes.

Use rapid getaway during the gathering survivors phase for more survivability and a better gathering phase.



This build makes use of procs in order to maximize your damage output, by forsaking defensive statistics you’ll be able to decimate your enemies in a matter of seconds.

Lightning manifestation allows you to hit additional enemies, not only does it deal a moderate amount of damage for a 2 resource consumer over the time that it’s active, it’s also counted as a full hit for each target allowing procs to have 2 chances per second to activate provided you also hit enemies with other abilities. Enhancing Lightning manifestation with a rampant augment allows you to hit up to 11 targets with lightning manifestation alone, often proccing and applying affliction to enemies beyond your other abilities 6 target limit.


Molten Earth allows you to lock down a singular enemy while dealing a large amount of damage. Make sure to run behind ranged enemies that are rooted so you can avoid taking damage.

Optionally you can use Stunning Swirl which allows you to impair 6 targets around you, dealing damage and stunning them for 3 seconds giving you some time to recuperate health through leeching frenzy. Use this ability if you have trouble with larger groups of enemies.

Leeching frenzy can be purged so make sure to reactivate it after ghouls decide to strip you from your buffs before using your consumers.

Immortal Spirit provides you with a reliable way to activate Thirst/Equilibrium/Coney island band should you have these, (Thirst is a requirement for this build, do not use this build without it).

Martial Discipline gives you a 50% chance to glance incoming hits, abilities that are glanced take no effect, so impairs have a 50% chance to fail, in addition every glance will incur a small healing affect that can critically heal and activate Thirst/Equilibrium/Coney island band.

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