Jump to content

Search the Community

Showing results for tags 'guide'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Announcements & Information
    • Announcements
    • User Agreement & Code of Conduct
    • Getting Started
    • City of Heroes: Homecoming Discord Server
  • Help & Support
    • Help & Support
  • Development
    • Developer's Corner
    • Homecoming Beta
    • Bug Reports
    • Suggestions & Feedback
    • Homecoming Launcher
    • Website Suggestions & Feedback
  • City of Heroes: Homecoming
    • General Discussion
    • Tools, Utilities & Downloads
    • Archetypes
    • Guides
    • Base Construction
    • Badges
    • Roleplaying
    • Mission Architect
    • The Market
    • The Arena (PvP)
    • Art & Multimedia
  • Servers
    • Torchbearer
    • Excelsior
    • Everlasting
    • Indomitable
    • Reunion (EU)
  • Real World
    • Reconnect
    • Video Games
    • Comic, Hero & Villain Culture
    • Off-Topic
    • Fallen but not Forgotten
  • Mids' Reborn Hero Designer's Forum
  • Unofficial Homecoming Wiki's Forum
  • PC Builders's Forum
  • The Dawn Patrol's Topics
  • All-Star All-Fans's Introductions
  • All-Star All-Fans's RP Events
  • All-Star All-Fans's All-Star All-Fans
  • All-Star All-Fans's RP Discussion
  • All-Star All-Fans's All-Star Memes
  • The El Cadejo Fan Club's Introductions
  • Ace Fan Club's Topics
  • Ace Fan Club's Ace Memes
  • Roleplay-a-Day's Discussion (OOC)
  • Jerk Hackers (Dupin Rares)'s Topics
  • Repeat Offenders Network's Topics
  • [Gaming] Console Neutral Zone's General Discussion
  • [Gaming] Console Neutral Zone's How-to for Hardware
  • [Gaming] Console Neutral Zone's How-to for Software


  • Costume Contests
  • Weekly Strike Targets
  • Other Contests
  • Seasonal Server Event
  • Monster Mash
  • Excelsior Player-Led Event
  • Everlasting Player-Led Event
  • Torchbearer Player-Led Event
  • Indomitable Player-Led Event
  • Reunion Player-Led Event
  • The Dawn Patrol's Events
  • Roleplay-a-Day's Roleplay-a-Day Calendar
  • Cham Co.'s Events
  • Repeat Offenders Network's RO Events
  • Ordo Imperialis's Events

Product Groups

There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

  1. ---File links are Current as of 12/01/2022--- ***Tested on Mojave, Catalina, Big Sur, Monterey, and Ventura (Installation Only)*** I'll try to keep this up to date, but make sure to check Manga's original thread for the most current file (should it be updated again). This guide is a visual walk through of "Method 2". Backup Island Rum Install New Launcher Create a Launcher Shortcut First Launch Post Install Migration
  2. I've been playing a fair number of teleporting toons and have used some binds that used to be quite popular. I am writing this guide to help you take advantage of them as well. Teleport and Mystic Flight There are two main teleportation binds that I use. You know how you have to use the power tray's [Teleport] button, then click into the game world somewhere? One of them removes the need to activate that button! Instead, you can just hold Shift when you Left Click to teleport yourself immediately. This isn't just easier when travelling. This opens up Teleport as a useful combat tool, allowing you to blink around a room during a fight. I've used this to move around a big room when my party needed me to be somewhere, and to save time when quickly escaping combat. If you use Sorcery's Mystic Flight you can also bind [Translocation] in the same way, but I personally feel the benefits are smaller. The binds are in a box at the bottom of this post. Recall Friend Ever drop in combat only to find the enemies standing on top of you, making you unable to revive easily? Back in the day a large number of Defenders would use [Recall Friend] to pull downed teammates out of combat. This would allow the teammate to use Awaken or other weak forms of revive without the fear of the same enemies that just killed them. Additionally, I often use Recall Friend to help my teammates reach the door of a Mission more quickly. To lessen the annoyance factor of someone immediately going to the hospital or complaining about being recalled unexpectedly, I created a bind that adds a private message to the person you're teleporting. This common courtesy also cuts down on the occasional teammate that doesn't realize they split the party complaining about you reuniting them. The bind is in a box at the bottom of this post. How to re-bind them: You can just copy any of these three (including the slash symbol at the beginning) by highlighting them and using Ctrl+C on your keyboard. Then, open the game. Get ready to type just like you were going to say something in the chat. (Maybe hit Enter, maybe click into the chat bar, whatever you usually do to talk in game.) Paste the bind into the chat bar by hitting Ctrl+V on your keyboard. You should see the copied text appear in the chat bar. Then, hit Enter like you're trying to say the text in chat. It doesn't matter if you correctly type the bind or not, you won't see anything until you try the bind out, so immediately try the bind out! Here are the binds: Teleport /bind lshift+lbutton powexecname teleport Mystic Flight /bind lshift+lbutton powexecname translocation Recall Friend /macro RF "tell $target, I'm about to move you to my location.$$powexecname recall friend"
  3. One thing I'd really like to work on, if possible, is to create a group repository of information on Sentinels as a whole, explaining what makes a strong pairing from each primary to each secondary and all of the pool powers, as well as what distinguishes Sentinels from Scrappers and Blasters. I understand that this is a big undertaking, but I think it could be extremely helpful to new players. I have some thoughts on these subjects, but the fact of the matter is, I didn't play CoX live at a very high level of proficiency and there are limits to how much I've experienced in Sentinel as-is. I will say that i would like to avoid contributions from people who are of the position that there is no such thing as a weak choice of powerset in CoX, or of the position that any powerset is so bad it should not be taken by anyone with an interest in m making the most of their characters. I believe it is possible and responsible to speak in general terms about average player performance and also support a diversity of interests. There is no wrong way to play, but I want players to be reasonably well-informed going into their choices -- at least, if they want to be. Some enjoy the discovery! I think the best way to create such a project would be for people to submit "sets" of opinions, where they analyze multiple different powersets in compare and contrast, so that we can get a feel for each reviewer's independently, then have a "czar" for that powerset synthesize all the submissions into something that succinctly reflects the consensus and any important divergences thereof. However, that assumes a large interest in this project. I don't know if anyone else would be interested in contribution. Also, accepting general feedback at this stage. Post inspired in part by @oldskool and their excellent comments in various threads. Set Reviews List of posters reviewing what powersets; click the [X] next to the name to see a completed review. Set Name Review 1 Review 2 Review 3 Review 4 Primaries Archery @drbuzzard @oldskool [X] Assault Rifle @oldskool [X] @Sunsette Beam Rifle @Sunsette [X] @drbuzzard [X] Dark Blast @drbuzzard @oldskool [X] Dual Pistols @oldskool [X] Energy Blast @Sunsette [X] Electric Blast @Save-vs-DM [X] Fire Blast @drbuzzard [X] @underfyre [X] Ice Blast @underfyre [X] Psychic Blast @drbuzzard [X] @oldskool [X] Radiation Blast @underfyre [X] Sonic Attack @drbuzzard [X] Water Blast @drbuzzard [X] Secondaries Bio Armor @drbuzzard Dark Armor @oldskool [X] Electric Armor @Hopeling[X] @drbuzzard [X] Energy Aura @Sunsette [X] @drbuzzard [X] Fiery Aura @drbuzzard [X] Ice Armor @357trall [X] Invulnerability @Sunsette [X] Ninjutsu @drbuzzard @oldskool [X] Radiation Armor @Destlin [X] Regeneration Super Reflexes @Sunsette [X] @drbuzzard [X] Willpower @drbuzzard @oldskool [X] Epic Pools Dark Mastery Electricity Mastery @Sunsette Fire Mastery @Sunsette Ice Mastery @Sunsette Ninja Tool Mastery Psionic Mastery @Sunsette Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Utility Pools Concealment @Sunsette Fighting @Sunsette Flight @Sunsette Leadership @Sunsette Leaping @Sunsette Medicine @Sunsette Presence @Sunsette Sorcery @Sunsette Speed @Sunsette Teleportation @Sunsette We can have more reviewers than four, but I chose not to assume everyone in the world ever would want to participate in this. I'll increase the number of slots if necessary. I intend to do the synthesizing of reviews into a coherent whole and will also be doing primary reviews on a number of sets; please feel free to keep me honest and call me on my shit if you think I've done a poor job somewhere. I'm initially going to be conservative on picking sets and stick to ones I feel I have a very, very strong grasp on; I'll branch out to ones I feel I have an OK grasp on if we have a lot of holes. If you're interested in submitting a review, this is the current format. Submissions are not yet open, but will be soon barring major disagreements. Set Review Format (Tentative) Powerset Name Basic Qualities:0 If damage primary: High/Med/Low Single-Target Damage1, High/Med/Low AoE Damage2 (# Cones/# Spheres/# PBAoEs)3, High/Med/Low Control4 If survival secondary: High/Med/Low HP/Healing5, High/Med/Low Defense6, High/Med/Low Resistance7, High/Med/Low "Clicky-ness"8. If pool: The main purpose of this pool. Special Qualities: For primaries, list secondary effects here: knockback, knockdown, stun, -regen, -res, -def, etc. Do not include the benefits of Passive or Active Opportunity. For secondaries, list things that aren't defense, resistance, healing, absorbs, or max HP here. So +recharge, defense debuff resistance, any notable mez protection the set lacks or is weak in, etc. If pool: Can skip Other: Anything else that you think should be noted about this powerset. Significant changes in this powerset from their implementation on other archetypes should go here. Beginner's Notes: Any powers or strategies that are especially beneficial to low level or new players to this set. This is a good place to put down slotting ideas for before level 50 (keep it to under 10 million inf. costs please) as well as early level rotations. Skippables/Must-Haves: For primaries or secondaries, list the powers that typically are considered optional or bad. For pools, list powers that are the strongest in the set. Whenever possible, please explain your reasoning. Advanced Slotting: L50 builds. (sky's the limit for budget). Whenever possible, please explain your reasoning. This will probably be a pretty long section that needs subdivisions, I'll work on this some more. Base Rotation: The standard attack rotation leveling up or at early 50s, for people to refine. Note any cooldown benchmarks that may be necessary for a specific rotation if it requires over 70% or so enhancement or global recharge. Complementary Choices: Suggest any primary, secondary, or pool (save ones that are mutually exclusive with this one) that synergizes with this one, and explain why. Ex: Energy Blast synergizes well with pools that contain an AoE immobilize with knockback protection and a strong melee attack to make the most of position with Nova; Dark Blast synergizes well with Dark Mastery to completely floor the opponents' accuracy. Whenever possible, please explain your reasoning. Incarnates: Would skip this for pool powers generally speaking, but incarnate powers that pair notably well with this powerset. Whenever possible, please explain your reasoning. 0 All measures assuming fully geared and incarnated at 50; this is just so we have an empirical baseline. 1 High: ST damage of approximately ≥230+ DPS. // Medium: ST damage of approximately 190 DPS. // Low: ST damage of approximately ≤160 DPS. If damage type is mostly Smashing or Lethal, consider it one tier lower. 2 High: Has 3+ AoEs. // Medium: Has 2 AoEs. // Low: Has 1 AoE. If damage type is mostly Smashing or Lethal, consider it as having one fewer AoE. 3 The breakdown of the number and type of each AoE type. 4 High: Reliably reduces incoming damage from the average pack of enemies by 50% or more. // Medium: Reliably reduces incoming damage from the average pack of enemies by about a third or a quarter. // Low: Controls can be beneficial sometimes but not to be relied upon. 5 High: Unaided, can heal or absorb a third of base Max HP (400) every 10 seconds or less. // Medium: Unaided, can heal or absorb a third of base Max HP (400) every 20 seconds or so. // Low: Unaided, can heal or absorb a third of base Max HP (400) every 40 seconds or more. Does not include the benefits of Defensive Opportunity. 6 Use values derived from Reistorm's chart located here. High: Gets S/L/E or all Positional to ≥32.5%. // Medium: Gets some of S/L/E or Positional to ≥32.5%, or gets all of S/L/E to 20%+. // Low: Any other result. 7 Use values derived from Reistorm's chart located here. High: Gets S/L to ≥45% or S/L/E to ≥30%. // Medium: Gets S/L or E o to ≥45%, or gets all to 20+%. // Low: Any other result. 8 High: Has 2+ abilities with an enhanced cooldown of a minute or less used frequently. // Medium: Has an ability virtually used on 'autocast' or an ability with an enhanced cooldown of a minute or less that otherwise needs to be frequently used for a non-healing purpose. // Low: Active abilities with enhanced cooldowns of a minute or less are rarely used for any purpose but an emergency heal. Outline (Tentative) Why Play a Sentinel? Seize the Opportunity: Sentinel Basics The Never-Ending Battle: Attack and Defense Mechanics Zoom and Enhance: Enhancement Mechanics Four-Color Fantasy: Leveling Red, Blue, Gold, and Black Primary Colors: Blast Powerset Reviews Secondary Strategies: Defensive Powerset Reviews Fly Like an Eagle: Utility Pool Reviews EPIC!: Epic Pool Reviews The Alpha and the Omega: Incarnate Mechanics A Few Provisos: Badges, Macros, and other Miscellany At the moment these are all things I intend to write myself, but I will gladly take volunteers for any sections.
  4. Building my first Dual Blades/Dark Armor character, what archetype would be best with this set? I'm leaning towards tank but wouldn't mind a different option and what are the best build options while leveling/reaching lvl 50.
  5. This will be pretty thrown together as I need to do other things tonight, but I felt we could use it right away. Basically, the ideal situation for first time Beta Testing is to backup your existing installation, point the installer at a different location, and cleanup as needed. Backup Tequila: Download New Launcher: Install New Launcher: Alternate Install Location: Launcher Main Screen (Initial Install): Launcher Main Screen (General): Login Management via Browser: Settings Basics: Basics of the File Structure: And that's it basically. Just a down and dirty thing I did, but if I had time I'd probably made it more magical (someone else please do!).
  6. Silencing/Modifying specific game sounds | Pt. I Revived from the archived forums: "How to silence specific game sounds" - By Impkin I pulled these posts from the archived forums. Impkin's instructions are largely intact and I cleaned and dredged through the thread down to the files identified up to the last post. I try to keep it updated with sfx files that others have managed to identify and if you are only interested in changing a few sounds, it'll do fine but if you plan on changing a whole host of sfx and more I highly recommend the tool below. UPDATE: If you intend on changing more than a few sounds or adding multiple mods then I highly recommend heading over to @Michiyo's modding tool thread, where you can change more than just game sounds. If you are returning to the thread and just want to jump straight to the sounds: Sounds Location and file names | Pt. I - Bases and Emotes Sounds Location and file names | Pt. II - Enviro and UI Sounds Location and file names | Pt. III - Powers: Air Superiority - Hasten Sounds Location and file names | Pt. IV - Powers: Havoc - Psionics Sounds Location and file names | Pt. V - Powers: Radiation - Willpower Sounds Location and file names | Pt. VI - Systems User-Created Sound Mods The Philotic Knight's Short Visual Guide OK, OK! I get it. So how do I silence a sound? These instructions are meant for anyone with minimal Windows knowledge. I want to provide enough information so that every CoH player can improve their personal game play experience. Do not be daunted by the post's length. If you can play CoH you can do this. The way to kill any game sound is to put another sound file in the correct directory with the name of the sound file used to make that noise. This replacement file must be in the Ogg Vorbis format and it can not be of zero length. In other words, to kill a sound you replace it with one second of silence. Where do I get one second of silence in the *.ogg format? However you want to. How I did it was to use a free program called Audacity. Since Audacity has been bought and now has all sorts of privacy issues, I have removed the link. I recommend finding another suitable sound editing software. Run your chosen audio editor program. (The following instructions may very depending on the program.) Click on the "Generate" menu. Choose "Silence". It should have created 30 seconds of silence. Use your mouse and highlight about one second. This doesn't have to be exact. Click on the "Edit" menu. Choose "Trim". There is also a button following the "Cut", "Copy", "Paste" buttons called "Trim outside selection" that does the same thing. Click on the "File" menu. Choose "Export As Ogg Vorbis..." Call the file whatever you want and save it anyplace you want. I recommend calling it "silence.ogg" and saving it to the Desktop. You will be copying this file to folders you create and renaming it so keep that in mind when deciding what to call it and where to save it. Exit Audacity. You won't need to use Audacity again (for this) unless there is something wrong with that "silence.ogg" you just made. I have attached two files to this post: '_silence.ogg' and 'bloop.ogg'. I use the 'bloop' file to verify the sound I'm replacing is the one I'm looking for, since it's a lot easier to notice than silence. OK, now that I have a silent sound what do I do with it? You need to know where to copy it and what to rename it as so the game will use your silent sound file instead of the default sound file. The base location for all your silenced sound files is: C:\Program Files\City of Heroes\data\sound\ogg\ This assumes that you installed the game to its default directory. If you installed it someplace else then you should know enough to adapt these instructions to fit your custom installation. *You are not making any changes to any files owned/installed by CoH*. Simply put: if any of the following folders already exist then you or a 3rd party put them there. If you do not see the folders, you or the 3rd party would need to create them as follows: Open the "City of Heroes" folder and create a new folder called "data". Open the "data" folder you just created and add a new folder called "sound". Open the "sound" folder you just created and add a new folder called "ogg". You now have your base file location set. The sounds will be grouped in sub-folders inside the "ogg" folder. Each sound you wish to silence will go in a sub-folder. The name of the sub-folder depends on the sound. The information provided for a specific sound assumes you have already created the above base folder. The "Folder name:" provided here is located in the "C:\Program Files\City of Heroes\data\sound\ogg\" folder. The name of the folder is where you copy your "silence.ogg" file to. The "File name:" provided here is what you need to rename that copy of your "silence.ogg" file to. That is all there is to it. The next time you launch CoH that sound will not be made. If CoH is running while you do this (not recommended), exit completely (quit to desktop, not the log-in screen) first. Example: Description: Targeting Drone loop Folder name: weapons File name: targetdrone_loop.ogg To silence this sound you copy your "silence.ogg" file to a folder called "weapons". If you have never silenced a sound that goes in the "weapons" folder then you will need to make a "weapons" folder first. Once you copy your "silence.ogg" into the "weapons" folder you then rename it to "targetdrone_loop.ogg". Just to give you an idea of what you should see, here is my data\ogg folder\sub-folders: Specific how-to: If you hold down the "Ctrl" key you can click on and drag the "silence.ogg" file to the "weapons" folder you created. It will make a copy. You can also right-click on "silence.ogg" and pick "Copy". You then right-click on an empty spot in the open "weapons" folder/window and pick "Paste". To rename the "silence.ogg" file you copied into the "weapons" folder right-click on the file and choose "Rename" (or highlight it and press the "F2" key). Type "targetdrone_loop.ogg". I did what you said, but now CoH doesn't work right! How do I undo this? If you followed instructions then it will work. If something isn't working as you expect then something was not done right. Try again. Go slower. Follow the instructions more carefully. If the sound you expected to be silenced is still making noise then either the description was misunderstood or the wrong folder/file name has been posted. The quickest and easiest way to undo this customization is to rename the "data" folder you made. I use "_data". Or just delete it. If you suspect that your customizations are causing problems playing CoH then undo them. What happens the next time there is an update or a patch? One of the great things about CoH is it keeps improving. Should the name of a folder or file change in a future patch the game would default back to playing the intended sound. If just the sound was changed (the folder and file name remain the same) a customized client would still play the silenced sound. If one wished to hear the changed sound they could either disable the "data" folder or the specific sound file by renaming it. A comment about courtesy. If you found the sound bothersome then most likely so do other people. This customization *only* affects your client. Other players will still hear the sound(s) unless they also customized their clients. Be courteous to your fellow players. Just because you aren't bothered by keeping a power running all the time now because you silenced it doesn't mean you should keep it running when you don't need it. You obviously didn't like hearing that noise. Why inflict it on others when there is no reason to? Turn off your powers when you are just standing around chatting, training, buying, etc. Giving credit where credit is due. This isn't my brain-child. Someone explained the concept to me over a year ago. I am sorry that I do not remember who they are. All I've done is come up with the format to present this information and the how-to steps for enabling all players to benefit from it should they wish to. A special THANK YOU! to the sound designers. A great deal of the time I spent playing Legacy, the audio team was incredibly small but also incredibly talented. I will forever be grateful for all the effort and artistry they put into the game. A big concern of mine is that this thread might be taken wrong. What I hope y'all take from this is that setting the volume low or muting the sound entirely simply isn't an option. Different people are sensitive to different things. That's all there is to this thread. Half of the game experience is auditory. You have the most wonderful toy box. Thank you for sharing your toys with us! _silence.ogg Bloop.ogg Silence-Bloop_test.zip
  7. The Good Missions Guide or A heroic journey to 50 without powerleveling The Story is Actually Good Yeah, yeah, I know. It’s easier to powerlevel up to 50, buy IOs and go back through Ouroboros in Flashback missions, but this creates a jumbled storytelling mess. Also, it creates a feeling of character development and your "oh, it's X again" moments become "hey, I remember this! I helped X do Y in Z!" as characters appear and reappear later, giving the whole story a sense of continuity and progression. If you want to experience a version of the story organically and fluidly, here’s a guide to levelling. I’ve tried to cherry pick story arcs that meet the following criteria: Interesting missions (variety of objectives). Missions with unique maps or mechanics. Story flow - introducing characters and ideas that’ll show up again later. Rewards and unlocks, missions with temporary powers (you'll unlock three summons and a very useful resistance buff if you follow along). Things I just think are cool. I do plan on adding to this a bit as there are some points I want to go back to but as it is this will get you to 50 and show you a good time while you get there. Notable omissions are several of the really old story arcs that lack the flair of later arrivals and some "not a story arc BUT" missions (the origin contacts) - I couldn't realistically fit everything in. Also not touched upon are tip or radio missions, although I would say it's worth working through them to unlock your character as a vigilante for a bit more variety (you can cheat with Null the Gull, but the tip missions are all fairly good and so are the alignment shift ones and remember that this is a story guide). I fully admit I've gone for Rule of Cool in a few places, rather than exploring deep lore told only by easily missed contacts. You can still explore that yourself - I encourage it! But that's not what this guide is about. Included below are the names of the contacts, in order, with level bands taken from Paragon Wiki. Suggested Path Tutorial > Atlas Park > The Hollows > Kings Row > Faultline > First Ward & Striga > Night Ward & Croatoa > Peregrine Island > Cimerora & Ritki War Zone There are a few story arcs and task forces along the way that I also suggest, either because they contribute to the overall story or just because I think they're good. A Warning about XP It is very easy to outlevel certain zones and for that reason I recommend you do not use any exp boosts. Other times, you'll get halfway through a zone and not be able to speak to the next contact. Over the course of the game, there was a (near) global XP buff and a reduction in experience debt, so the levelling process is now noticeably quicker than a couple of the early zones were designed for. You’re deliberately taking the scenic route here. The following macro will create a button that will pause and unpause XP gain, allowing you to more easily control your levelling pace. I've indicated in this guide the points at which you should pause your experience gain to get the most from the story - a general rule of thumb is at levels ending in 4 or 9. /macro_image "DayJob_XPBoost" "XP Toggle" "option_toggle noxp" A Note for Kheldian Archetypes Both Peacebringers and Warshades have their own contacts in Sunstorm and Shadowstar respectively, each giving you a unique archetype storyline every five levels, starting at level 5. Each storyline is pretty decent, although they suffer from the slightly monotonous missions that many early game story arcs do. If you pick a Kheldian archetype, follow the story along when it comes up, but be really careful about not outlevelling other contacts while you do it. While Peacebringers and Warshades technically have different sets of story arcs, they're telling the same story just with you working with a different group - they don't differ hugely from one another. The missions aren't anything special, but I think the story is well done and having one story run all the way from level 5 to level 50 is pretty neat. Levels 1-2: The Tutorials Okay, there really isn’t much here but you do get a couple of enhancements and inspirations for free and a run through of the basics of mission objectives. Outbreak runs you through the basics of your standard door missions. Galaxy City is, in my opinion, less good as a tutorial but more connected to the early story arcs. Your call, really. When you’re finished, you’ll end up in... Atlas Park The temptation here is to skip the early levels by running Death From Below. Do not do this! Believe it or not, the zone actually has a nice little story arc that foreshadows later zones and comes to a decent conclusion. You'll get your levels. Don't fret. There is a good variety to the missions and it really does show you a little bit of everything. All contacts are L1-7. Matthew Habershy > Officer Fields or Sondra Castel > Aaron Thiery Thanks to Roderick and PatientZero for pointing out you can only do one of the middle contacts - both arcs are actually pretty decent, so pick either. They both introduce Aaron Thiery. Next, talk to Twinshot for an *ahem* endearing and light-hearted introduction to some of the further aspects of the game. It’s basically a glorified tour of the introductory areas, but it's not done enormously well. Don't worry - it gets better. The game suggests you go to Kings Row next, and but first I suggest you stop over in a hazard zone. The Hollows A hazard zone is an area that generally has larger spawns, and they generally reflects the game in its very early state where the missions were a bit less distinct and there was a bit more of a focus on the grind, but I think it’d be a shame to miss the Hollows as it has a decent story and unlocks the Cavern of Transcendence trial. Pause your XP gain at level 9 until you have started Flux's arc. David Wincott (5-9) > Flux (5-9) > (see note) >Julius the Troll (10-14) > Talshak the Mystik (12-14) Meg Mason has repeatable non-story missions if you feel like running those. Be careful with the Frostfire mission - you might want help with this one. The level bands are fairly slim, so be very careful about out-levelling them, particularly at the end. Use the no-XP clicky with style and panache. Note: Due to the non-overlapping levels, if you find yourself finished with Flux but not ready for Julius the Troll, now would be a time to go for the Death from Below trial in the sewers with a full team or head over to Kings Row (and come back again). Pause your XP gain at 14 until you have started Talshak the Mystik's arc and Twinshot's arc. Kings Row Start off with the next part of Twinshot’s next Shining Stars story arc as it introduces a few characters and concepts you’ll see again later as well as having a nice little crossover to a the City of Villains equivalent tutorial. It introduces more than a few characters you see later in tip missions and other content, so it's worth doing for the story element - the final chapter is surprisingly good. You won’t stay here long, but it’s certainly worth paying it a visit. Sadly, it looks like this story chain was cut short on a cliffhanger when the game went under, but it’s still well done and worth doing. Shauna Stockwell > Eagle Eye (both 7-20) It’s a short pair of neat arcs ending in a solo mission. Before You Move On Now would be a good time to do Positron 1 and Positron 2, as well as Death From Below, Drowning in Blood and The Cavern of Transcendence if you haven’t already done them. Your goal is to get to to about level 17 or 18 and have a good time doing it. The Positron task forces are very good storytelling and set up the next zone you’ll go to. The trials are all pretty short and sweet with experienced teammates. If you’re still not there, try out the Synapse Task Force. Save your jetpack from the Positron task force if you can - you'll need it much later in the Shadow Shard. Montague Castanella (10-50) in the university in Steel Canyon can provide you access to the exclusive Midnighter Club, which you'll need to be part of much later on. When you're ready, it's time to go to one of my favourite zones. Pause your XP at level 19 until you've started Penelope Yin's Faultline arc. Faultline This zone is, in my opinion, where the "modern" game really begins and we see a clear move from "old" style content. It introduces a number of very important characters to the game's plot, has an interesting and unique map and has a huge variety in the missions it gives you. They are almost all stealthable, which is worth noting. A couple of them are defeat-all missions, but when I did it there were only a handful of enemies so it really won't take long. This zone is excellent. Jim Temblor (15-19) > Penelope Yin (15-19) > Doc Delilah (20-24) > Agent G (20-24) The last mission of this chain will grant you the Ouroboros Portal, which is a handy tool for time-travel and avoiding public transport. Pause your XP at level 24. Before you move on or if you want a break from Fautline, go and speak to Laura Lockheart and then Graham Easton (both 15-24) in Steel Canyon for a couple of memorable story arcs. Graham's arc introduces some enemies who you'll see in L50 content and Laura's arc is just very well written with some unusual moments. The University Now would be a good time to learn to craft some IOs. If you've been careful, you should have a bit of influence saved up by now. Head to the university in the southern end of Steel Canyon and do the short tutorial there by speaking to Admissions Officer Lenk. Now would also be a good time to do the Admiral Sutter Task Force that starts in Independence Port. It's a very story-focussed task force, linking Faultline, Praetoria, RWZ and Incarnate content. Keep your XP paused - 20-24 is busy. Next, there are actually several very good, slightly overlapping zones that I suggest you kind of do in tandem if you're careful. Striga has a storyline that starts off a little slow and ends in one of the cooler early game task forces and is definitely worth doing. First Ward has a very strong story that links to a lot of the later Praetorian content. Because of the contact level ranges, I'd start in Striga, do the first two contacts then head over to First Ward and work through there before finishing off in Striga. Keep your XP gain paused at 24 until you've completed the first two Striga arcs, then pause your XP gain again at level 29 until you've started Skipper LeGrange's arc in Croatoa - levels 20-29 have a lot of good content. First Ward Striga First Ward is a continuation of the Praetorian Going Rogue storyline to some extent, but it's so well done that I genuinely think it would be a shame to miss out. It has memorable characters, cool story interactions and an element of choice that hasn't really been seen up to this point. All contacts for this zone are 20-29 and it starts off by talking to Mistress Eva in Talos. Mistress Eva > The Doorman > Nadia > Palatine > Noble Savage > Katie Douglas > Blind Makwa > Cerulean > Master Midnight > Vanessa DeVore There's the Seed of Hamidon raid boss pootling about in the middle of the zone - you can take it down with eight capable heroes quite easily and it's worth doing. It's done so rarely that getting a team together on the LFG isn't hard. It's a somewhat anticlimactic battle, but you get some badges from it. I think this zone is often overlooked, which is a shame because it ends in a very cool sequence of missions and unlocks a pretty fun task force, as well as giving you a couple of very good temporary powers. The first story arc is arguably a bit boring and generic, but it builds up into something much better. Be very careful with your levels, as always. Stephenie Peebles (20-24) > Long Jack (20-24) > Tobias Hansen (25-29) > Lars Hansen (25-29) You can then do the Ernesto Hess task force as a bit of a glory lap. It's nothing super special, but it has unique maps and is well-paced and enjoyable. There is also the Moonfire task force here, which is part of the Kheldian storyline. Before You Move On If you're a vigilante you should speak to Shauna Braun in Independence Port to check out her new i26 story arc - it really helps progress the idea of your character as operating in shades of grey. Martin Weintraub in Talos Island has the Freaklympics early game story arc, which is pretty neat. It's also worth heading over to Ouroboros and speaking to Twilight's Son for his Smoke and Mirrors arc, which was formerly a short task force. It's worth doing just to see the unique scenery, but the story isn't bad either. Then, we can continue on in Praetoria's otherworldly Night Ward and visit the nightmarish magical land of Croatoa. Because of level restrictions, I suggest you start in Croatoa being careful of the level bands, then head over to Night Ward. Pause your XP gain at 34 until you've started Buck Salinger's arc, then pause it at 39. Night Ward Croatoa Carrying on the story from First Ward, we've got the fairly unique zone of Night Ward, full of gaslamp fantasy world-of-the-dead mystery, knights and magic. Start off by talking to Mistress Maria in First Ward for the introduction. All contacts are 30-39. Mistress Maria > Montague Castanella > Ward > Sir Bedwyr > The Magician My only real complaint with Night Ward is that it just sort of stops. A few characters do turn up in later story arcs, though. This somewhat unique zone is, in many ways, similar to Striga. It has a few clunky missions at the start and then when it gets going becomes something fairly memorable with a decent task force unlock and some neat temporary powers. The storyline is good enough and there are some unique maps along the way. Gordon Bower (25-29) > Skipper LeGrange (25-29) > Kelly Nemmers (30>34) > Buck Salinger (30-34). At the end, you'll unlock the Katie Hannon task force, which was historically the quickest task force in the game and has a unique, if slightly unrelenting, first mission. It also has a few giant monsters around, two of which go into battle, which is worth seeing. Before You Move On Now would be an excellent time to stop by Ouroboros and speak to The Pilgrim (25-50) and then Mender Lazarus (30-39) for your introduction to the joys of time-travel and then a short mission chain that has thematic links to Striga and Cimerora. If you're a vigilante you could speak to The Major (30-40) in Brickstown. This mission is unique because it's one of the very, very few where you explicitly don't just "arrest" your enemies. It has some unusual steps and is worth doing, even if I think the whole thing is slightly bad taste. Peregrine Island This is very much the centre of the "old" end game and I consider it something of a right of passage to do the following, as it introduces a lot of archvillains that you'll see again later. Most of this was designed as team content, so now would be a good time to open things up on the LFG if you haven't already been doing so. You can relax on the levelling here, as apart from Tina Macintyre, there's nothing in this guide that you can outlevel any more. Tina Macintyre (40-44) The Anti-Matter Collision / The Instant Army Unai Kemen (45-50) To Save a Thousand Worlds Maria Jenkins (45-50) A Hero's Epic They'll help you get closer to the Portal Jockey accolade, which gives you a very nice permanent boost to health and endurance. Before You Move On Quickly head back to Croatoa and speak to Percy Winkley (30-50) at the University there for a small series of missions that give you some background lore about the world you're in. Now would also be a good time to head over to Atlas Park and talk to the City Representative (20/30-50) in city hall. She has two story arcs that were originally tied to costume unlocks, but they also have some background to later storylines. The Last Stretch Still with me? Glad to hear it. Next up, I'm sending you to two more very well-crafted zones, both with the very relaxed level range. Cimerora is accessed by going through the back door of the Midnighter Mansion accessed through Steel Canyon, Croatoa, or Founders' Falls and touching the crystal in the centre of the hallway. The Ritki War Zone can be accessed by going into one of the Vanguard bases and taking the portal. At this point, you can safely remove the XP pause button entirely; it has served its purpose and we thank it for its service. Most lower level content can still be accessed through the Flashback system in Ouroboros, and the small amount that can't can be got at through teaming with a lowbie. Cimerora Ritki War Zone This zone is notable for just being so stylistically unique and making good use of time travel as a plot device, as well as harking back to some Kheldian lore. As you go in, talk to the Midnighter standing in front of you for further instruction. Personally, I think the story progression is a bit messy, but it's still worth doing if only because the task force is so good. All contacts are L35-50. Midnighter > Senator Decimus Aquila > Marcus Valerius Additionally, there is a Hero-specific contact named Daedelus (40-50) with some missions that send you back to Paragon City and this zone ends with the glorious Imperius task force. I really like the storytelling in this zone. There's a good sense of progression and you meet up with a few characters we met earlier. Levantera (35-50) > Serpent Drummer (40-50) > Gaussian (45-50) > The Dark Watcher (45-50) There are a few task forces here, but for now give the Lady Grey task force a try as it most closely follows the storyline. Your glory lap here is unquestionably the Ritki Mothership Raid. Look for it on the LFG, head on over and join a league. Range and AoE attacks will help you, but if you don't know what you're doing then watch for instructions, follow the crowd and keep spamming those AoE attacks. Nearly there Either the Imperious task force or the Mothership raid should help you get the last few levels out as you approach 50 and they basically hold you down and breathe XP in your face, and are both absolutely worth doing at least once. Now would be a good time to revisit missed task forces and trials and follow up any contacts you might have missed. The Signature Story Arc Who Will Die? is worth doing now, if you want some story-centric content. It happens chronologically before some of the in-game stuff we've covered, so I've sort of left it out for that reason until now. Use Paragon Wiki to help you do them in the right order as it's not very obvious in-game if you're not using the Flashback system, but it's run like a series of solo-friendly story task forces so you might as well do it through Ouroboros as it requires time-travel to make sense if you're being a purist. Task Forces and Trials At this stage, you can access all non-incarnate task forces and trials. Most are pretty popular, although one or two are avoided for being too much of a slog. They're all worth doing, though. The Freedom Phalanx Task Forces Completing these will give you the Task Force Commander accolade. They vary between old-skool grindfests and newly refurbished storytelling episodes. Positron 1 & 2 (10/11-15/16) Rule of Three & Dam Hero - good storytelling with a free jetpack Synapse (15-20) Fall of the Clockwork King - a bit repetitive with a stronger ending Penelope Yin (20-25) A Clamor for the People - short and sweet Citadel (25-30) Citadel's Children - a bit grindy and repetitive Manticore (30-35) Following Countess Crey - a bit travel-heavy but there's a memorable battle at the end Numina (35-40) Soul of the Woodsman - use a guide for this one as there are 16 (fairly easy) hunt missions in a row that work best when your whole team is spread out over the relevant zones The Shadow Shard The four Shadow Shard task forces are, to put it mildly, a thankless grind through repetitive missions with enemies that debuff defence hard and often resist control effects, ending in a moderately cool final battle after hours and hours and hours and I think they're great. For crying out loud, don't do them more that once, but they're a true rite of passage for any high level character. They involve a huge amount of travel, which is nightmarish for non-fliers or teleporters. If you can, grab the mission teleporters from the P2W vendor and coordinate who uses them, as well as the Ouroborous portal and maybe a jetpack temporary power. The scenery, however, is amazing. They sort of form one giant task force, and they suffer "a little bit" from pacing issues. Find a friendly group you can have a laugh with, put on some music and just surrender yourself to the grind. Dr. Quarterfield (40-44) > Sara Moore (40-50) > Justin Augustine (44-50) > Faathim the Kind (44-50) The Best of the Rest I'm not going to list all of them - use Paragon Wiki or the LFG for that, but here are the ones I think are especially worth doing: Moonfire (23-28) The Kheldian War - nothing too special about this one, but it links to later content in Dark Astoria, Ouroboros and Cimerora meaning the lore in those areas won't entirely drop on you out of nowhere. Katie Hannon (30-24) A Tangled Plot - Croatoa is a strange zone with unique enemies and a unique task force. The first mission is a bossfight marathon and the rest are a short tour of unique and unusual maps. Imperius (35-50) Time's Arrow - excellently paced and fairly varied in its objectives, this task force is a cathartic end to the Cimerora arc with some awesome set pieces and basically the best task force for hitting 50 quickly. Dr Khan (45-50) Return of the Reichsman - a decent task force with an interesting final battle with unique mechanics. Lady Grey (45-50) - the final chapter of the excellent Ritki War Zone arcs and worth doing for the lore and the gameplay. Ms Liberty (45-50) - often considered the most difficult task force in the game due to the final mission - started in Independence Port, not Atlas Park! Trials Trials are kind of short task forces and all are worth doing at least once. They vary between "that was it?" and genuine challenge, even for end-game built players. Death From Below is infamous for helping new characters get a few levels done nice and quickly at the start and therefore not realising that Atlas Park even has story arcs. Drowning in Blood is mechanically a bit more interesting and has a nice change of scenery if you're used to Paragon City. The three Terra Volta trials are the old blueside respec trials and are worth doing. The Abandoned Sewers Trial is surprisingly difficult with a unique vertical map, requiring more team coordination than you might expect at first glance. Eden is unique in its layout and the Cavern of Transcendence was, in my opinion, slightly ruined by the decision to make it soloable meaning one of the most challenging elements has been trivialised. What's next? Well, it's time for some incarnate-level content, but that's outside of the remit of this guide. Any comments, let me know! I'm a big fan of missions and story arcs and think there's a lot of really great content there that goes almost unplayed due to the "must get moar levelz" mentality, which is fine but not for me. Thanks!
  8. More than just a Ninja - A Guide to Stalkers Index Introduction AT Powers inherent to Stalkers Primaries Secondaries Basic slotting Combat, Tricks Beginer Nin/Nin Build The ATO Synergy Advanced slotting Incarnates Advanced Nin/Nin Build Introduction Hello all, i have played a Stalker back in the day and was thrilled to play one here on homecoming. I mostly played on redside only before the ATs and alingnments allowed everyone to switch side and go rogue. Stalkers used to be good in PvP and bad on allmost everything else. After the introduction of the Bane i felt like the Stalkers are obsolete now. Maybe a lot of people think the same. because i have the impression that scrappers and blasters are regarded as the Damage gods and no one speaks about Stalkers anymore. Well i can asure you, that Stalkers are the real Damage gods and that is thanks to the Stalker revamp in issue 22. A lot of people have missed it like me. I was really surprised by the new System off Assassin's Focus. It is amazing how well a Stalker is doing in issue 27. Now what made me sit down and write this guide was the fact, that a lot of people in this forum seem to ask the same questions or just go on to create a Ninja/Ninja Stalker, don't get the AT and just quit like: “A Stalker? Yeah i made me a Ninja, too.“ But Stalkers can be so much more... Before we go into real stuff now let me clarify that i am writing this guide on my personel experience and this is my opinion. If you don't agree with me, that is totally fine. If i did something fundamentally wrong i will be glad to learn something new. Also i used Paragon Wiki for a lot of the informations, it was and still is one of the best sources of information for this game.
  9. Welcome (I hope!) to the CoH Modding community! I myself am not really much of a modder, as I don't have any kind of artistic skills. I'm a code monkey, so I spend my time looking at 1s and 0s and trying to figure out how to make them work for people. My CoH Modder Tool (http://www.cityofplayers.com/coh-modder/) is merely a platform for easy mod installation and distribution. It doesn't actually help anyone CREATE mods, just package them and send them out into the world where others can make use of them. Here's my long overall summary of how CoH Modding works. There's two main types of modding - server modding, and client modding. To do server modding, well... you have to learn how to run your own server. I can't help you at all there, except point you over to the fine people at Ourodev, who are in the (perpetual it seems) process of figuring out the ancient spaghetti code of how Cryptic's CoH engine works. What I've been working on so far have all been client mods, mods that affect how you see and hear the game world. And any mod that you make to your client only affects your client, and nobody else's (unless they've made the same mod to their system). The primary method to create such mods is by replacing in-game assets with your own customized assets. The original CoH game developers did that (perhaps by accident, perhaps by design) by opening up the /data subdirectory. If you dig through the game code, you can find all of the references to graphics and sounds... eventually. But, as I said earlier, it's spaghetti code, and the challenge is trying to figure out WHICH assets to replace, and WHERE to put them in you local /data directory to make any specific change to what you see and hear in the game world. And that knowledge is all "hidden" within the game's source code (which you can find on Ourodev's site... somewhere). I have tried to make this as simple as possible by writing a couple of text parsing programs that sift through the game's code and ".def" files (where most of those asset references are stored - think of it like an "Access" database, a collection of files that store the resource link data) and try to centralize that information as much as possible. From my efforts, I created the Rosetta Stone for sound references, and the Visual Rosetta Stone for graphics references. Now the big caveat with these Excel files is that they are the result of a "snapshot in time" of the game's files as of the moment of Leandro's original release of the game code. And most of those references are fine, and will work... except for anything added into the system by the Homecoming team. Why's that? Because nobody's yet created a single consistent way to extract client side data from their original formats into the final original source files. The closest to have come to this that I've seen so far is @therealtitanman who made a pretty good guide on how to create mods for powers' particle effects. Here's the basic steps that you have to perform to successfully make a client side mod of the game: Extract the pigg files in your game's client directory. I believe for CoH Homecoming the default is "C:\Games\Homecoming\assets\" and all of it's subdirectories. I believe the most current and up to date tool for doing this is Ourodev's Piglet, which you have to sign up for an account with them to access the code to compile your own copy. Or, if you want to trust me, here's a link to a compiled version of the 64 bit binary and required libraries. Poke around all of those dePigged directories and subdirectories and try to figure out where the asset you want to change is located at. You can use my Rosetta Stones listed above if you wish to try to help narrow down your search, but really it's kind of trial, error, and a whole lot of digging and guessing to try to figure out which assets to replace. For sounds, everything will be under the "..\Data\sound\ogg\" folder. For graphics... well, honestly, they could be anywhere in there. There's different locations for different kinds of graphics files. "..\Data\texture_library\" is a big one though to get you started. If you want to modify or change a sound in the game, you can stop here. It's as simple as finding the sound file that you want to modify, modify it, and then place it in your client's /data directory in the SAME RELATIVE PATH that you found the sound file in for testing. By default, that's "C:\Games\Homecoming\data\". So, for one example, to replace the "glowie" sound of a mission objective with something else, put your modified .ogg file at this location (by default): "C:\Games\Homecoming\Data\sound\ogg\FrontEnd\Objective_loop.ogg". When you run the game the next time, the game will find this asset, and use it to replace the default asset for this sound. HOWEVER, if it's graphics you want to replace, there's a few extra steps. Graphics (mostly) come in the form of ".texture" files, which are basically metadata files that contain some header information only useful to programmers, along with the actual binary code of the source image file itself embedded inside the texture file. To assist with that part, I created the DeTexturizer program to let people "DeTexturize" (think "UnZip" like WinZip), and "ReTexturize" a texture file. This should export the file to its original source file into the same directory as the .texture file. From there, you can then modify it (as @therealtitanman shows in his guide), save the modified file, then "ReTexturize" the file and place it in the appropriate place in your /data directory. For one example, to replace the Tier 3 "Rage" inspiration with your own modified one, you'd find the dePigged file "texture_library\GUI\Icons\Inspirations\Inspiration_Damage_Lvl_3.texture", you'd DeTexturize it, modify the file in your favorite graphics program, save it, ReTexturize it, then save the resulting file to the (by default) "C:\Games\Homecoming\data\texture_library\GUI\Icons\Inspirations\Inspiration_Damage_Lvl_3.texture" location. Now, some files are more complicated, like "geo" files that affect the world's geometry itself... I haven't gone that road to figure that one out. If you go down that route, you're on your own, you'll be a trailblazer! Anyways, once you're happy with your game mod, you can then use my CoH Modder program to package it up into a mod file and put it on my server, where anyone else that uses CoH Modder can get at it and install it into their CoH installation! That's the most concise summary I can give right now of the entire CoH Modding scene, for you and anyone else reading that might be interested in getting into modding. I will be updating this guide as I have time to, to add additional information and clean up any messes, as this began as a response to someone else in another thread - I just didn't want it to get "lost" within just that thread, and I wanted it to be in a place where I could find it again more easily for future updating. Please let me know if you have any comments, questions, or concerns about this "guide".
  10. The Masters of BAF: A Guide for Leaders and Players Leading BAFs is very easy. All you need to know is the general flow of the trial, a little about team/league composition, and have a strategy. I’ve been doing BAFs a long time, so I figured I might as well share some of the wisdom I’ve gleaned. Everything you need to master the BAF trial is in this guide. BAF is an acronym for Behavioral Adjustment Facility, and it is an entry level incarnate trial. It’s also one of the easiest and fastest, lasting only 20 minutes. All you need to be is level 50 to participate. The trial is initiated by clicking on the LFG window above Chat, selecting the Incarnate Trials tab, and scrolling down to select the trial. I need to mention here that there is a bug that will often boot players from the league if the league is “locked” in the LFG window. There are times you may want to lock the league, especially if the teams are not full. Just be aware that some players could be dropped. Once zoned into the BAF, you may re-invite them (or anyone). If a team is not full and the league is queued up to enter the trial, the team-up teleporter is supposed to wait a few minutes to give players a chance to queue up in the LFG queue and join the league. Unfortunately, there’s a long-standing bug that can randomly increase the wait time from just a few minutes to more than an hour. The best way around this is to fill up the teams before you queue up the trial. This will reduce the wait time to mere seconds. Tip: If you get disconnected, get mapserved, or otherwise get booted from the league, check the LFG window first. You can often rejoin the event that way. Otherwise send the league’s leader a tell and request they re-invite you. Within a couple seconds of zoning into the BAF, a one-minute cutscene of Nightstar and Siege explaining their evil plans to Mother Mayhem will play if there is a character on the league who has not successfully completed a BAF, otherwise it will be skipped. There is actually some confusion about why the cutscene sometimes does not play. Theories I’ve heard are: 1) if no one enters the BAF through the door, and everyone jumps over the wall, then the cutscene won’t play, and 2) cutscenes are supposed to play every time, but they don’t because it’s a random bug. Thanks to @Piyerus, I found the old patch notes from when COH was live that specifically mention that the cutscenes in incarnate trials are skipped if everyone on the league has successfully completed that trial. 1 Now that that is settled, let’s start with the flow of the trial. THE FLOW OF A BAF From start to finish, a BAF may be divided into 5 steps or phases. Phase 1- Kill 40 robots From your spawn point, jump over the wall or click on the door to enter the BAF. Warworks robots are littered across the lawn. Defeat 40 of them. Phase 2 – Defeat Nightstar Nightstar spawns on the East side of the map. Get a volunteer to pull Nightstar to the center of the tennis court where the guard towers can not attack the league. Nightstar is a little bloodthirsty. You just need to get her aggro once and she’ll hunt you down all the way to the tennis courts. If you run, she’ll run. If you fly or jump, she’ll fly. Getting her to fly is by far the fastest way to pull Nightstar, and it's the easiest way to make sure she gets to the center of the tennis court by flying over all the blood-thirsty players who jump the gun and attack too early. The biggest danger here is the guard towers. On your way back to the tennis courts, you will likely be hit by one or both of the guard towers on each side. Most of us can take one hit, but after that it gets dicey. You’ll want a puller with very high damage resistance and very high defense (at cap on both if possible). Tanks and brutes are ideal, but other archetypes can pull too. It all depends on their builds. Having someone to heal the puller, or buff them with a ton or resistance and defense, can help a lot. If in the unlikely event that the team lacks any players with high defense and resistance, you can disable the North guard tower for 30 seconds by clicking on the control console located at its base. This will give the puller free reign of the entire north half of the lawn and provide safe passage. If you do try to disable a tower, you’ll need to do it very quickly before the tower has a chance to target you. Unfortunately, disabling a guard tower will prevent the league from getting the “Alarm Raiser” badge and 1 extra Astral Merit, but depending on the league it may be preferable. You can also split the guard towers aggro to reduce the number of times a player is hit by asking at least 2 players to pull Nightstar. Another trick you can try is to throw out a pet as cannon fodder to take the aggro of the towers while you quickly make it back to the tennis courts. Alternately, players can volunteer to do the same thing and sacrifice themselves for the good of the league. Guard towers will lock their sights on a single player and continue attacking until that player is defeated or out of range. Then they will move on to the next unlucky contestant. The good news is that there will almost always be someone on the league who can take the brunt of the towers’ attacks and pull Nightstar without incident. It is so common, in fact, that the tips and tricks I mentioned above are mostly academic. Tip: You can target the AVs quickly by clicking on their health bars in the Behavioral Adjustment Facility window. Phase 3 – Stop prisoners from escaping If 20 prisoners escape the mission will fail. If less than 20 prisoners escape, every player will be awarded an Astral merit. If no prisoners escaped, players will be awarded an additional Astral merit and a badge. Split up the league here. Team 1 North, teams 2 & 3 South. Stay in tight groups. Set all pets to “aggressive” so that they attack the prisoners. The escape lasts for 5 minutes. A timer begins counting down at 6 minutes, giving the league 1 minute before the prisoners start running. Incarnate Lore pets on the South team need to be spawned no later than 5:05 since prisoners begin to exit the door beside the team at 5:00. The doors are further away from the North team, so they have about 10 seconds additional time to spawn their pets. Lore pets will remain spawned for only 5 minutes and then they will disappear. From 2 to 10 prisoners spawn from each door every 10 seconds. Prisoners have very high mez resistance against everything except knockback. Holds, taunts, sleeps, etc. just don’t work on them. Slow and immobilize do work on the minions but usually don’t affect the lieutenants. Lastly, prisoners have a proc for a low magnitude PBAOE confuse called Mindwash Contagion that they can use against players. If you’re unlucky enough to get confused, don’t worry. It only lasts for a couple seconds. It’s rarely an issue, but it’s good to know just in case you suddenly can’t target one of the prisoners. Phase 4 – Defeat Siege Siege spawns on the West side of the map. Ask a volunteer to pull him to the center of the tennis courts or wherever the body of Nightstar is laying. Siege will lose aggro half-way to the tennis courts, so you will need to aggro him twice to get him there. Having high resistance and defense is very helpful here. Stay on a straight line between the tennis court and Siege. If you stray too far to either side, the towers will activate and start firing. The biggest threat is Siege’s minions. When all of them hit you with a constant barrage of energy fire it can be surprisingly effective at taking down your health bar. It’s best to stay far away from them if you can. Keep moving. Once back at the tennis courts, defeat Siege. Phase 5 – Defeat both Siege and Nightstar simultaneously Both Siege and Nightstar will revive where they were previously defeated. Try to keep the AVs together to defeat them faster by taking advantage of AOEs. Watch their health bars and try to keep them even so that you may defeat the AVs at the same time. If one AV is defeated before the other, the league will have 10 seconds to defeat the second AV. If the league is unsuccessful, both AVs will revive and the team will have to fight them all over again from full health. The AVs will continue to revive until the team is able to defeat them simultaneously. Once both AVs are defeated, the trial ends. Tip: If running the BAF again, make sure the Lore pets have recharged before you queue up. You might ask the team to tell you how much longer until the pets are recharged, or you could go into the game’s Options --> Windows tab --> scroll down to BETA to enable the recharge timers on your own Lore pet. On average it takes about 2.5 minutes to get from the start of the BAF to the prisoner escape phase, but I’ve been on a couple leagues that were able to advance to that phase in 30 seconds. It takes 60 seconds for the league to queue up and press the green button, so starting the BAF when the Lore pets still have 2 minutes left to recharge is a safe bet. STRATEGY: CHOKE-POINTS Strategy comes into play most during the Prisoner Escape phase of the trial. There are at least 2 strategies for completing this part of a BAF, Door Sitting and Choke-points. I’m going to write about the choke-point or blockade method. The idea is to establish 2 choke-points or blockades to prevent running prisoners from escaping. One choke-point is located in the middle of the path, North of the tennis courts. The other in the middle of the path, South of the tennis courts. In many ways the choke-point strategy is much simpler than the door sitting strategy. Door sitting requires the league to be split up into 6 different groups, each guarding one of the 6 doorways that spawn prisoners. Whereas the choke-point strategy only requires 2 groups. The prisoners’ confuse power is much more of an issue with door sitting as well. Further, most everyone is facing the doors while door sitting, so any prisoners that might have gotten through a different player group are easier to miss. With choke-points, all players are right dab in the middle. No prisoners can get by without players seeing them. The exception is that once in a long while, knockback will unknowingly throw a prisoner between buildings. The prisoner then gets up and runs to freedom behind the buildings where no one can see them. It’s rare, but it happens. The beauty of the choke-point strategy is that it utilizes the AOEs from Lore pets. The idea is, as prisoners run into the team, they are instantly vaporized by the AOEs. A constant stream of 2-10 prisoners at a time may run into a choke-point. Theoretically, with enough Lore pets, players could just stand around twiddling their thumbs during this phase of the BAF. Needless to say, it is very important that the Lore pets are huddled together in a tight group so that their AOEs overlap, which means that players also need to form a tight, compact group. If players can do this, and with enough Lore pets, success is all but guaranteed. This is also where teams typically fall down. Once in a while a player will be seen standing in front of a door attacking the prisoners who spawn out of it. They all think they’re doing their part… defeating a portion of the prisoners and preventing those they defeat from escaping. The problem is, however, they are not helping to stop all the other prisoners, only those few at the one door. Further, there is a much greater chance for players to be affected by the prisoners’ confuse power while at the door. If you’re spending half the battle confused, you are not helping. The choke-point strategy is a team effort, not an individual one. It requires all players to be on deck, watching out for and defeating every prisoner. Some players figure that the prisoners they stop at the door will reduce the number of prisoners that the rest of the team needs to stop… but doing so is utterly unnecessary and wasted effort. Without the door sitter, the prisoners would merely run into the team and be instantly vaporized en mass. So not only does a door sitter’s efforts make no difference whatsoever, they are also otherwise preoccupied and are not helping the team stop every prisoner from escaping, and there are times when every single player is needed. There is always an exception, though. In all my time leading BAFs, I have only seen one player be able to shut down an entire door by himself and defeat every single prisoner spawned from that door. He was a spines/fire brute, and man was it impressive! In this one case, it’s worth it to have one player split off from the group and single handedly defeat 25-50% of all prisoners a team would need to defeat. Typically, if a team spreads out along the sidewalk rather than forming a compact group, it will spell doom for the league. Once in a long while, however, a team manages to pull it off. The leader of a BAF should not be too rigid in their thinking and should keep outcomes in mind. If players are not following the strategy exactly, but things are working out fine, then let them be. Everything’s going well. A team also needs hunters to chase down any prisoners who manage to get past the blockade. The ideal candidates to do this are those who do not have Lore pets but do have very high damage single target attacks. This is only ideal, however. A player with a Lore pet may often chase down a prisoner as long as they return to the group ASAP. It’s a trade-off. You weaken the group momentarily by taking your Lore pet away, but you save the group by stopping a prisoner who otherwise would have escaped. It involves a fair amount of risk, but as long as a player is aware that by chasing after the escapee they may have allowed more prisoners to get past the blockade, the trade-off usually pays off. As a rule of thumb, however, try to keep the Lore pets together as much as possible. STRATEGY: STAY IN A TIGHT GROUP WHEN FIGHTING ARCHVILLAINS Archvillains and their minions do a lot of damage. Players need a team’s abilities to heal and buff in order to survive. If you’re outside the healing aura and buff radius, you will likely be defeated. It’s that simple. STRATEGY: MOVE AWAY ON SECOND RING WARNING The AVs have a sequestering power. Basically, the more you aggro the AV, the more likely they will use their sequestering power on you. When they do it creates a red ring or circle around you. On the third time they use the power on you, the third warning, anyone caught within the radius will be held for 10 seconds. What makes this particularly nasty is when there are multiple players with overlapping rings who all have had a second ring warning. As soon as one of the players is hit again and gets a third warning, it triggers the hold on all of the overlapping rings that have had 2 warnings. This has the potential to kill half the league or more. The incarnate power Clarion can break this hold, and can even be used while held. It’s definitely a power worth having. Needless to say, if you get a second warning, move away from the team so that the only player who will be held is you. The exception is tanks. If a tank has an AV’s aggro, it is preferable for the tank to stand still and keep the AV where they are than to move away from the team and bring the AV with them. Moving the AV would force the league to move, which tends to spread out the team away from healing/buff auras, and then players die. It can also significantly increase the time to defeat the AV or worse, prevent the league from keeping the 2 AV’s heath even during the last battle and force the team to defeat the AVs all over again. It also nullifies any debuff or damage power that is location based since the AV moves away. Standing still will cause other players to be held, but believe it or not, it’s preferable. What can I say? It’s the lesser of two evils. Tank Tip: On the second ring warning, stop attacking and taunting. Run or jump over the AV (and the players) using Ninja Run from side to side so that the AV only turns and does not move until the aggro/taunt wears off. This will allow you to move away from the group while keeping the AV stationary. Attack again once the red ring has disappeared. OPTIMAL STRATEGY: KEEP THE ARCHVILLAINS TOGETHER During the last battle against 2 AVs, it’s best to keep them together so that they may both be affected by debuffs and AOEs. It’s literally killing two birds with one stone. Doing so will allow the players to defeat the AVs much more quickly, and has the added benefit of making it easier to keep the AV’s health bars even. One way to help keep them together is to pull the archvillain Seige to the spot where the archvillain Nightstar died. That way when Nightstar re-spawns she will already be standing next to Seige. Is it necessary? No, but it’s nice. OPTIMAL STRATEGY: PULL THE ARCHVILLAINS TO THE EXACT CENTER It’s best if the AVs are pulled to the exact center of the tennis courts, and dropped right into the middle of the league where all the powers, debuffs, heals, and buffs are. This allows players to stay put rather than to move to the AV. It is safer and keeps everyone in the protective circle of the group. For this to work the league needs to refrain from attacking until the AV is in the center, or a tank with a good taunt needs to move the AV to the center. Is it necessary? Not at all, but it is less effort and safer. OPTIMAL STRATEGY: DEFEAT EVERY PRISONER If every prisoner is defeated, those that do not have it will earn the “Not On My Watch” badge. Also every player will receive 1 extra Astral Merit. These can be converted into Empyrean Merits at 5 Astral Merits to 1 Empyrean Merit over at the juggling vender in Ouroboros. Empyrean merits are very valuable and are best used to purchase only rare and very rare incarnate salvage pieces. Is it necessary to defeat every prisoner? Nope, but it’s nice. Up to 19 prisoners can escape and the trial will still be a success. BUILDING A LEAGUE If you know how to host or build a team, then you know how to build a league. Send a tell to the LFG chat channel letting people know that a BAF is forming and to send you a tell for an invite. If you like, you might also want to send a message using the Broadcast chat channel. Click on the name of anyone who responds in chat, and then click “Invite to League.” Click on the League window above chat to open it, and then click on the 2 arrows on the right to expand the window. You can make it horizontal or vertical with tiny arrows on the lower right corner. In order to queue up for a BAF all players must be in the same zone. Setting up a BAF in Ouroboros is an ideal location since both heroes and villains can enter that zone, and both can participate in a BAF. The zone is also meant to be the starting point for incarnates. Tip: If you need access to a SuperGroup base for the teleporter, I can't think of a better community base to recommend than Moonbase Excelsior. It's amazing! Type this into your chat box to make a macro that will take you to the SG base: /macro_image "BA_Megalomaniac" "Moonbase Excelsior" "enterbasefrompasscode EXCELSIOR-6984" After inviting a player into the league, sometimes a small red mark appears on the player’s icon that tells you the player is “bugged.” What this means is they are locked into the team they are in and can not be moved to a different team. There can be multiple causes for this. In general, though, it seems as if it’s because the game thinks the player left something undone in the mission or event they were just in. Asking the player to call his contact for his last mission might clear up the issue, for example, but an easier way is asking the player to quit the league, and then re-inviting them. It is a sure-fire way to solve the problem. TEAM/LEAGUE COMPOSITION Guideline: At least three +3’s on North team and six +3’s or more on South team. City of Heroes is a complex game and team composition is also. The mix of archetypes matter, players’ skills matter, character builds matter, incarnate shifts matter, etc. There is, however, a simplistic way of forming a BAF that is easy and can help ensure its success. A BAF can have a minimum of 12 players in the league, and a maximum of 24 players. Due to the way the Team-up Teleporter works, the best league size to do a BAF is 24 players, or 3 teams. During the prisoner escape phase, enemies are spawned out of 6 doors. Prisoners from 2 of those doors travel along the North path. Prisoners from 4 doors travel along the South path. Twice as many prisoners travel South than North. That’s a 1:2 ratio, which means 1 team to create the choke-point North, and 2 teams to create the choke-point South. Since this strategy relies on Lore pets, the 1:2 ratio needs to remain the same for them as well. Meaning, the Southern teams need to have twice as many Lore pets as the Northern team. It’s not really practical to poll the league to find out who has a Lore pet and who doesn’t. An easier way to make sure there are enough Lore pets at each choke-point is to distribute players whose incarnate level has been shifted 3 times (+3). Every player whose incarnate shift is +3 necessarily has a Lore pet. Therefore, all you need to do is make sure that for every player whose incarnate shift is +3 on the North team, 2 players whose incarnate shift is +3 are placed on the South team. There is a minimum, however. I have found that to prevent any prisoner from escaping generally requires at least three +3 players on the North team, and six +3 players on the South team. You can see if a player is +3 by clicking on them in the team or league window and then looking at your targeting window. It will be displayed there. Another way to look at this is to merely distribute the +3 players evenly amongst all 3 teams. So, a minimum of three +3s on team 1, three +3s on team 2, and three +3s on team 3. It ends up being the same result as the 1:2 ratio method above. Although I find it easier to work with the 1:2 ratio, everyone is different. Keep in mind this is a general guideline. I have led many leagues that had less +3 players on them and they still prevented every single prisoner from escaping. I have also led many leagues who had more +3 players on them and they let prisoners escape. You can’t take playing skill, character build, archetype, and luck completely out of the equation. However, on average I’ve found a minimum of three +3’s on the North team and six +3’s on the South team to be very effective. Although the archetype of the player is not as important as their incarnate shift level, I do prefer to have at least 2 blasters and 2 controllers (or the villain counterparts) on each team just in case things get crazy. Also if you find a team is low on +3 players, it’s possible to compensate for that deficiency by loading up the team with blasters if available. I figure 2 blasters are roughly equivalent to one +3 player. Lastly, I should mention that it is much more difficult for the South team to defend the choke-point than the North team. Since AOEs can handle 5 mobs just as easily as 10, the greater numbers of prisoners is not the problem. The difficulty is that the mobs hit the South choke-point twice as frequently as the North blockade. Think about how long it takes powers to recharge. If you blast a group of prisoners, and then right away another group of prisoners run into the choke-point before your AOE has recharged… well, you see the issue. Further, it also requires players to attack multiple times, twice as quickly. As soon as a player has dispatched one mob, another is right on its heels. Whereas at the North choke-point, there are usually several seconds before another mob hits the blockade again. As a result, the more +3 players you can put on the South team, the better. Lately, I have started to place only three +3 players on the North team, and all other +3's go on the South team… and I've been having great results! FUN FACT: If 5 or more Lore pets are at the North blockade, the team can safely sit back and let the pets do all the work. Go get some coffee… read a book… consider it a 5 minute break. REWARDS Players will receive one piece of incarnate salvage for every BAF completed. The rarity of the salvage is selected at random. Looking at my own collections of incarnate salvage on various characters, it appears the drop rates for each rarity of salvage is: Very Rare – 8% Rare – 20% Uncommon – 35% Common – 37% This is just an educated guess, however, so take it with a grain of salt. Astral Merits – a player will receive a minimum of 3 Astral Merits for succeeding on each phase of the BAF, and a maximum of 9 depending on various situations. Typically, players receive 4-5 Astral merits per run. Empyrean Merits - 1 Empyrean merit will be awarded for completing a BAF once every 20 hours. Additional BAFs completed within the 20 hour period will instead award 1 Astral merit. Incarnate Threads Used to craft incarnate salvage Psychic Incarnate Experience Used to unlock your incarnate power slots There are other possible rewards but none of them are particularly exciting. If you’d like to learn more, check out the BAF page at the Unofficial Homecoming Wiki at https://hcwiki.cityofheroes.dev/wiki/Behavioral_Adjustment_Facility_Trial . A BAF LEADER’S ATTITUDE Keep a positive attitude. All players are participating to have fun and enjoy the game. Always keep that in mind. The requirements to succeed at a BAF are fairly simple: defeat 40 bots, defeat AVs 4 times, don’t let 20 prisoners escape. If a team can do this, they have succeeded at the BAF and will be awarded their piece of incarnate salvage. This is a success! Anything more than this is icing on the cake. Nice, but not necessary. If a player is not reading chat and not following directions, it’s pointless to call them out and try to embarrass them into reading chat. They are not reading chat! So, anything you might say goes right over their head, unseen and unread. They will not be embarrassed because they are oblivious to the chat window. All it does is show the rest of the team that you are a little mean spirited, and it also helps take the fun out of playing. Instead, just try to work around the player. For example, let’s say a player is fighting with teams 2 & 3 when they were assigned to fight with team 1. They’re not following your directions because they simply didn’t read them. They’re doing the best they can. They are fighting where they assumed they should fight, and they’re putting in a lot of effort. Instead of trying to get their attention, just move them onto team 2 or 3 and ask for a volunteer to join team 1. Many times it’s far easier and faster to adjust to a player than try to force a player to adjust to you. It also has the added benefit of not ruffling any feathers, and keeping the team cheerful and happy. There are times, however, when you absolutely need a player to read chat. I've tried some crazy stuff to get their attention including jumping up and down right in front of them, using the whistle, howl, and dance emotes, pushing them, running around them in circles, and lots of other things. Nothing worked until I stumbled on the following solution. The most effective way I've found to call a player's attention to chat is to spam the same message to them 6 times, one after the other. Even if you just glance at the chat window, seeing a block of text taking up the whole window that consists of the same words repeated over and over again is very jarring. It tends to catch the eye. Be warned, if you spam the same message 8 times, you will be banned from messaging for one or two minutes. The fastest and easiest way I've found to spam a message is, after I've sent the first one, press Enter, then the Up Arrow, then Enter again… and repeat. Be encouraging. Old vets like me might not need the encouragement, but players new to BAF do. They’re uncertain. They’ve never done anything like this before. They’re in uncharted waters, and there are new players in almost every BAF. So, offering words of encouragement to the league as you progress is super important. If prisoners escape, it can really stress players out. Let the league know that a few escaped prisoners is fine, and that the league is in good shape as long as 20 prisoners don’t escape. Give players as much praise as possible. If someone pulls an AV expertly, tell them. If a tank fights against the flow of an attacking league and manages to get the 2 AVs together, mention it. If the league defeats Nightstar in 3.5 seconds, celebrate it (this actually happened once)! Cheer whenever your league has a success and the league will begin to cheer too. That said, there are 3 things that can get under my skin while leading a BAF. The first is if someone uses league teleport. All it does is disorient and confuse the league. It can take an entire team away from where they need to be and allow prisoners to escape. It has the potential to cause a BAF to fail. I will give the player who used it a single warning, and if not heeded that player will be quickly kicked from the team. Problem solved. I should mention that anyone participating in a BAF should enable Prompt for Teleport in Options. You’ll hardly ever need it, but that one time when you do, you’ll be very thankful. The second thing that irks me is when the star is not passed back to leader before the Prisoner phase. Often the star will pass to another player after zoning into the trial. It seems to be a bug. If another team leader’s computer is able to load up the trial faster than the league leader’s, the league star passes to that player. The star needs to be passed back to the league leader before the prisoner phase begins. If not, the league becomes confused and invariably prisoners escape. The best thing I’ve found to do to prevent this situation is to send each team leader a private tell before the BAF begins asking if they’re ok with handing the star back if it passes to them. If they don’t respond, then you can assume they have difficulty reading chat and you should move them from the leader position on that team and select another player. Players that don’t return the star to the leader are not malicious… they’re oblivious. Not bad people, just unaware. Not inconsiderate, just distracted. Not stupid, just focused. Blaming those players is not only counterproductive but also unfair, so try to have a little compassion for them. That doesn’t stop me from being annoyed at the situation, though. MACROS FOR INSTRUCTIONS The single, most important thing to make leading a BAF easy is creating macros to communicate with the league. Macros are buttons that are placed in the power tray and can execute powers, commands, emotes, and can automatically send a pre-written message to League chat when you click it. This is invaluable to giving the league step by step instructions as you progress through the BAF, especially for new players. Even without new players, people seem to need directions in order to stay on the same page and keep the BAF running smoothly. To create a macro, enter the chat box and type: /macro <MacroName> “ChatChannel and message.” For example, /macro BAF1 “LEAGUE Prepare for a battle!” What you say, how you say it, and how many macros you make is completely up to you and your individual style. The macros that I use are basically the same ones used by a great player named @Tryanax on the Homecoming servers, with a few modifications. When I was first learning how to do a BAF, it was @Tyranax who taught me. If I was a Jedi, he would be my Jedi Master… but I digress. At minimum, I recommend you issue the following instructions to the league as you move through the BAF (each one would be a separate macro): Kill 40 robots and then meet in the center of the tennis court. Thank you for pulling the AV to us. Team 1 to the North path, teams 2 & 3 to the South path. Form a tight group to leverage AOEs. Summon Lore pets at 5:05 and set them to Aggressive. Stop all prisoners from escaping. Thank you for pulling the AV to us. Keep the AVs health bars even to defeat the AVs at the same time. Fantastic job everyone! Thank you for joining the league! Personally, I have a few more macros that address common problems and give additional instructions. However, anything more is completely up to you. I've previously posted most of the macros I actually use. If you're interested, check out the following post: Transfer MACROS Between Characters Effortlessly... A Quick How To Guide POPMENUS AND CUSTOM WINDOWS FOR INSTRUCTIONS If macros are not your thing and you'd rather have a window to open with all of these instructions, look into creating a PopMenu and a Custom Window. The macros in Custom Windows take up no space in your power trays and don't need to be organized and moved around on every single toon. In addition, Custom Windows are automatically on every alt and every toon you make. Turns out it's just easier. Might be easier for you too. Here is a copy of my PopMenu that I use for BAF. Another PopMenu from one of Homecoming's outstanding players, @Oaklahomaman, can be found here. EPILOGUE After looking over what I’ve written here, I can see where someone might think leading a BAF is very complicated. However, it’s really not. Most of what I’ve written here are tips, advice, and useful information… most of which you don’t need to lead a BAF. The only thing you need to do is to distribute the +3 players evenly amongst each team and send the 6 instructions above to the league. That’s it. BAFs help players to build their incarnate powers, and I hope this guide will help empower more players to lead and initiate BAFs. Most of us only have a small window of time to play. When players are attempting to build their incarnate powers, one of the most frustrating things is when a BAF is not running. Leading a BAF is a way to give back to the City of Heroes community as well as help yourself. It is also one of the most fun trials in the game. Continue reading with Part 2, The Masters of BAF: A Badge Guide... Footnotes https://web.archive.org/web/20120906092724/http://boards.cityofheroes.com/showthread.php?t=264322 “Automatic Cut Scene Skipping In Incarnate Trials: If all the characters in a League have successfully completed an Incarnate Trial, the introductory cut scene for the Trial is automatically skipped so you can dive straight into the game action. Interstitial cut scenes (those in the middle of a Trial) are not skipped.” https://paragonwiki.com/wiki/Patch_Notes/2011-06-28 https://paragonwiki.com/wiki/Incarnates_Ascend#Automatic_Cut_Scene_Skipping_In_Incarnate_Trials
  11. Interface Damage over Time (DoT) Procs How to Quantify Their Effects by Bopper Written: 14 February 2020 Last updated: N/A Some quick news. The bug causing Interface DoT procs to under-perform has been found and a fix should be easy enough to implement and hopefully will go live soon. With that being said, I wanted to put together a quick guide (or crib sheet, really) that details how you should quantify the effects of the Interface DoTs (once the bug is fixed, that is). This should help you decide if/which Interface DoT is right for your build. How do the Interface DoT procs work? The description of the Interfaces will read as “Adds… a Minor/Moderate DoT (X% chance) to most damaging attacks”. This phrasing causes some confusion as most assume this to mean there is an X% chance that each of your attacks will add 5 ticks of Damage over Time. In actuality, the Interface procs are mechanized such that each of the DoT ticks will have an X% chance to proc; however, once a tick misses all remaining DoT ticks are cancelled. This is what’s referred to as “Cancel-On-Miss”. How much damage do Interface DoT procs do? There are 5 Interfaces that offer a DoT proc: Cognitive (Minor Psionic), Degenerative (Minor Toxic), Reactive (Moderate Fire), Preemptive (Moderate Energy), and Spectral (Moderate Negative Energy). The Minor damage DoTs do up to 5 ticks of 10.71 damage each, and the Moderate damage DoTs do up to 5 ticks of 13.39 damage each (25% stronger than minor damage). Those numbers assume same level enemies (refer to Purple Patch mechanics if you’re considering fighting weaker/stronger enemies). What can I expect from a 25% DoT proc? This is the lowest performer of the bunch as it is very likely to miss on an early damage tick, resulting in all subsequent ticks to be cancelled. That being said, what is the expected performance? Probability and Expectation of Exactly X Ticks Proc'ing (25% DoT) X Prob(X) E[X] =X*Prob(X) 0 75.00% 0 1 18.75% 0.1875 2 4.69% 0.09375 3 1.17% 0.035156 4 0.29% 0.011719 5 0.10% 0.004883 Total 100% 0.333008 These numbers tell us that on average, each attack will do 0.333 ticks of damage. Given that a Minor DoT does 10.71 damage (Major DoT does 13.39 damage), this equates to averaging only 3.57 more damage per hit (or +4.46 damage, for Major DoT). What can I expect from a 50% DoT proc? This is the middle performer of the bunch and is only available as a Tier 3 Interface Proc. Below is its expected performance. Probability and Expectation of Exactly X Ticks Proc'ing (50% DoT) X Prob(X) E[X] =X*Prob(X) 0 50.00% 0 1 25.00% 0.2500 2 12.50% 0.2500 3 6.25% 0.1875 4 3.125% 0.1250 5 3.125% 0.15625 Total 100% 0.96875 These numbers tell us that on average, each attack will do 0.96875 ticks of damage, which equates to averaging +10.375 and +12.969 more damage for the Minor and Major DoTs, respectively. In this case, doubling our Proc probability nearly tripled out added damage performance. What can I expect from a 75% DoT proc? This is the top performer of the bunch and is only available as a Tier 3+ Interface Proc. Below is its expected performance. Probability and Expectation of Exactly X Ticks Proc'ing (75% DoT) X Prob(X) E[X] =X*Prob(X) 0 25.00% 0 1 18.75% 0.1875 2 14.06% 0.28125 3 10.55% 0.316406 4 7.91% 0.316406 5 23.73% 1.186523 Total 100% 2.288086 These numbers tell us that on average, each attack will do 2.288 ticks of damage, which equates to averaging +24.505 and +30.632 more damage for the Minor and Major DoTs, respectively. In this case, using a 75% DoT proc instead of a 25% DoT proc has increased the average DoT output by 587% (so nearly 7x damage). Using a 75% DoT proc instead of a 50% DoT proc increased the average DoT output by 136% (more than 2x damage). Can you show your work?
  12. How many times have you been on a task force, and someone asks, “How do I get to Faultline?” One person says to take the train to Skyway, then go south. One person says to use the teleporter to go to your base, or one of the transport hubs on your server. Another person says to just use the Long Range Teleporter (LRT). And then everyone says, “Huh. What’s that?” Or, “I have so many alts I don’t have time to get that.” Well, it takes five minutes or less to get at level 1. It’s the first thing you should do when you create a character. The LRT will take you to the supergroup portal in any zone that you have an exploration badge in. As a bonus, it can also teleport you to your base and Echo Plaza. It has a recharge of 10 minutes. To get it, you need to get all the exploration badges in one zone (which gives you the Tour Guide badge for that zone). Atlas Park is the easiest zone to do this in. (You can also buy the LRT outright from the Pay2Win vendor, but that’s a cool million.) If you have VidiotMaps installed the necessary badge locations are marked on your map. If you don’t, you can create a popmenu (see below) that will show you where all the Atlas Park exploration badges can be found. Note that some of these locations are inside buildings, and the popmenu will helpfully show you the proper doors. You can do this at level 1, even though some of the badges are up high. And you can do this for free, without having to buy a travel power. Take the tour before you do anything else, to avoid advancing to level 2 before you can buy your Amplifiers for the lowest possible price (see below). Go to the P2W Field Agent just west of the Atlas statue in Atlas Park. Get her to show you her wares. Under Prestige Powers > Travel > Jump select either Jump Pack or Steam Jump. Under Prestige Powers > Travel > Movement select one of the runs (my favorite is Athletic Run — it uses a normal running posture). After you install the tourguide.mnu popmenu file and create the macro: Turn on Sprint and Athletic Run. Click the tour macro button to display the menu. Click a menu entry, such as Hero Corps Insider, and a thumbtack will be placed on the map. Go to that location and get the badge. The menu entries are in the order that’s quickest to visit. When you get to a badge that’s up high, such as Silent Sentinel or Top Dog, turn on your Jump Pack or Steam Jump power to jump up. They work for 30 seconds at a time, so don’t turn them on till you need them (they recharge in 30 seconds). Once you visit all the badge locations in Atlas Park you’ll get the LRT and 5 reward merits. Of course, you can do the tour at any time, and it's faster and easier if you've got a flight power. You can unlock teleports to other zones by getting one exploration badge in that zone. You can get these as needed, when you happen to be in the zone for some other reason. Or you can use a supergroup teleporter to go to that zone and then visit the closest exploration badge location. Most of these can be obtained in less than a minute. A flight power is very useful here, as some of these locations are on top of tall buildings that might be difficult to leap in a single bound. Also, be sure to check out this guide for getting around City of Heroes: https://forums.homecomingservers.com/topic/8194-getting-around-the-cities-of-heroes-and-villains/ Finally, when you log out remember to park your character next to the supergroup portal in any zone to get credit towards the Monitor Duty Teleporter and Rapid Response Portal powers. With these, the LFG teleport queue, the Ouroboros portal and the LRT, you’ll have near perma access to a teleport to most any zone. Defense, Offense and Survival Amplifiers You can use the merits you got above to buy something at a merit vendor (there’s one in Wentworth’s in Atlas Park), which you can sell on Wentworth’s to get some influence, which you should immediately use to buy the Defense, Offense and Survival Amplifiers from P2W. If you get these at level 1, they only cost 1,000 inf per hour, for up to eight hours. It’s the best deal in the game for the status protection alone. The price becomes ridiculous at higher levels, so be sure to get these before you go up to level 2. Atlas Park Tour Guide Pop Menu // This shows you all the locations of the exploration badges in Atlas Park. // Copy this text and place it in a file called tourguide.mnu, and save it in your Homecoming // installation folder: // <game install>/data/texts/english/menus // Then start up City of Heroes and enter the following command to add a macro: // /macro tour "popmenu tourguide" // Menu "tourguide" { Title "Atlas Park Tour Guide" Option "Hero Corps Insider" "thumbtack 282.0, 16.1, -891.5" Option "Undefeated" "thumbtack 545.0 58.4 -2307.0" Option "Silent Sentinel" "thumbtack -1168.5 107.9 -1585.5" Option "Observant" "thumbtack -135.5, -94.0, 469.0" Option "Top Dog" "thumbtack 131.0, 319.7, -319.5" Option "Freedom" "thumbtack 126.1, 170.3, -652.4" Option "Patriot" "thumbtack 164.0, -768.0, -673.0" Option "Edge of Chaos" "thumbtack -145.5, -784.0, -902.0" }
  13. The Mean Missions Guide or A villainous journey to 50 without powerleveling The Story is Actually Good - even if you're not! Yeah, yeah, I know. It’s easier to powerlevel up to 50, buy IOs and go back through Ouroboros in Flashback missions, but this creates a jumbled storytelling mess. Also, it creates a feeling of character development and your "oh, it's X again" moments become "hey, I remember this! I helped X do Y in Z!" as characters appear and reappear later, giving the whole story a sense of continuity and progression. The story is in the Rogue Isles less tied to geography than in Paragon City and more about themes and recurring enemy groups. I think that's pretty fitting for a villain. You're not there to make the world a better place for the greater good - you're there to make it a better place for you. You're playing the long game, here. Some storylines that start off in the single-digits don't really come to fruition until endgame. Some themes are also a bit inconsistent - the Destined One storyline sort of drifts in and out and it's counter-intuitively easy to miss it altogether if you're not directed to one particular contact. I’ve tried to cherry pick story arcs that meet the following criteria: Interesting missions (variety of objectives). Missions with unique maps or mechanics. Story flow - introducing characters and ideas that’ll show up again later. Rewards and unlocks, missions with temporary powers. Things I just think are cool. One important thing to note is that in the Rogue Isles and in Arachnos, in order to succeed you must show that you deserve success. Your contacts are rarely nice people and you are rarely doing nice jobs. Several missions give you a choice between mercy and murder, but that’s about as selfless as you’re going to get. Contacts aren't trustworthy and you need to start off small before you make a name for yourself. You have to prove your worth, repeatedly, and be prepared to defend your status. Please don't take this as canonical or anything like that - feel free to wander off the beaten track and read the comments below for other recommendations. Notable omissions are anything I think is too much of a faff to unlock and some out of the way contacts - I couldn't realistically fit everything in and redside contacts often have requirements before you can talk to them. Also not touched upon are tip missions, although I would say it's worth working through them to unlock your character as a rogue for a bit more variety (you can cheat with Null the Gull, but the tip missions are all fairly good and so are the alignment shift ones and remember that this is a story guide). As with my blueside guide, I'll periodically add to this to flesh it out as I go. Any feedback is really welcome! Contacts and Brokers One of the key difference between blue and redside mission gameplay is the fact that you have to unlock several contacts in a zone by first doing newspaper missions then a bank heist then unlock the contact. I’ll mark these where I can, but be aware that if you can’t see a contact you might need to go through a broker first. Remember - a theme redside is that you're nobody until you've earnt the right to be somebody, so why would contacts talk to someone so beneath them as you? You're just this fool who stumbled out of the Zig (or Galaxy City) with some help from Arachnos? Another key difference is how story arcs are linked - blueside and neutral/goldside zones tend to have a chain sequential contacts that move you along a narrative while redside quite often has two-contact chains with themes that are returned to in later zones. Included below are the names of the contacts, in order, with level bands taken from the wiki. A Warning about XP It is very easy to outlevel certain zones and for that reason I recommend you do not use any exp boosts. Other times, you'll get halfway through a zone and not be able to speak to the next contact. Over the course of the game, there was a (near) global XP buff and a reduction in experience debt, so the levelling process is now noticeably quicker than a couple of the early zones were designed for. You’re deliberately taking the scenic route here. The following macro will create a button that will pause and unpause XP gain, allowing you to more easily control your levelling pace. I've indicated in this guide the points at which you should pause your experience gain to get the most from the story - a general rule of thumb is at levels ending in 4 or 9. /macro_image "DayJob_XPBoost" "XP Toggle" "option_toggle noxp" Travel Redside zones are harder to navigate in places. The Arachnos map designers must have got a special deal on dangerous walkways and improbably large walls. I suggest grabbing one of the flight powers from the P2W vendor if you’re not a flier for those times when ground navigation is too difficult. A Note for Soldiers and Widows The Villain Epic Archetypes have their own contacts and missions and I recommend doing them when they pop up. They explore Arachnos lore and show why you’re not just another grunt and I think they're worth doing. Do be cautious about not overshooting your levels, though. Suggested Path Some of these, particularly in the late game, have a lot of crossover with my blueside missions guide. Redside never really had a high enough population to support addition of new red-only content so at a certain point you’ll have to dip into more neutral territory. Occasionally, things will deviate a bit but this is broadly the direction we'll be heading in. Redside has a lot more overlap than blueside and the zone level distribution is a bit... odd. Tutorial > Mercy Island > Port Oakes> Cap Au Diable > First Ward & Sharkhead Isle > Night Ward & Nerva Archipelago > St Martial > Grandville, Cimerora & Ritki War Zone. Levels 1-2: The Tutorials Okay, there really isn’t much here but you do get a couple of enhancements and inspirations for free and a run through of the basics of mission objectives. Breakout runs you through the basics of your standard door and explains how you, well, break out of the Zig. I recommend doing it at least once. Galaxy City is, in my opinion, less good as a tutorial and not really connected to the early redside story arcs. If you're concerned about character concept, Galaxy City has your fall to villainy happen on-screen, which you could either explain as an act of desperation in dire circumstances leading you down a path of selfishness in the name of self-preservation (useful for future rogues?) or you could be more vague about how you ended up in the Zig in the first place. Your call, really. When you’re finished, you’ll end up in... Mercy Island The temptation here is to skip the early levels by running Death From Below. Do not do this! Believe it or not, the zone actually has a fun little story arc that acts as a giant lore dump. You'll get your levels. Don't fret. There is a good variety to the missions and it really does show you a little bit of everything. Pause your XP at level 7. Operative Kuzmin > Fire Wire or Doctor Weber > Lt Harris I enjoyed Fire Wire’s mission a bit more, but there’s not too much in it. Lt Harris’ last mission is quite distasteful and you may want to skip it if abusive relationships or stalking are a specific trigger. This mission is unusually dark if you actually follow the dialogue, which is unusual as the rest of the redside content is more akin to cartoon supervillainy. Whatever you choose, talk to Dr Graves for an introduction to some of the further aspects of the game. It’s basically a glorified tour of the introductory areas, but it's not done enormously well. Don't worry - it gets better. Kallinda > Mongoose are worth visiting as she provides some insight into your status as a Destined One, which is a recurrent theme throughout the redside story, and he gives pops up later. Matthew Burke > Doctor Creed provides some general background stuff about the snakes and foreshadows something that'll turn up waaaaay later. Port Oakes After the very busy Mercy Island, Port Oakes feels a bit desolate but the few arcs that are here are very good. Make sure you do Mr Bocor’s mission to retrieve the Loa Bone – it’s a nice little temporary power. Angelo Vendetti (5-9) > Mr Bocor (5-9) > The Radio (10-14) I'd recommend then going back and finishing Dr Graves' next two story arcs - it's more tutorial stuff and the writing is wildly inconsistent, but it has a pretty satisfying ending that has a crossover to the blueside equivalent and has some foreshadowing for one of the Patrons. Pause your XP at 9 until you’ve started Mr Bocor then pause it again at 14. Cap au Diable You'll want to hit the brokers for this one. Dr Aeon seems to be the recurring lore point - he turns up much later. I'd start with Dr Shelley Percey - her arc and the one that she introduces are by far the more interesting ones here. Sadly, this is the point where you'll have to start grinding newspaper missions to get bank heists to unlock contacts from brokers. I highly recommend getting a form of stealth if you're running them solo to just save time. Dr Shelley Percey (10-14) > Marshal Brass (15-19) Dr Percey has a good mission after her story arc about the Council and nictus, which is a lore point that'll turn up later in Cimerora and beyond, but it also drops some good temporary powers. Martial Brass has a lot of stuff about Dr Aeon. Martial Brass also awards you the Entrusted with the Secret badge, which allow you to access Ouroborous, which is your go-to locale for time-travel and avoiding the ferry. Peter Themari (10-14) > Willy Wheeler (15-19) has bit of lore about about Longbow and Legacy Chain, both of whom are recurring enemies. Dmitri Krylov (10-14) > The Golden Roller (15-19) has a bit of lore about Facemaker and some fairly disparate missions. Bane Spider Reuben (15-24) has an enjoyable story arc and I also recommend Brother Hammond's (15-24) arc for some Luddite fun. Neither of them require brokers. Before You Move On Now would be a good time to do Death From Below and Drowning in Blood if you haven’t already done them as well as Virgil Tarikoss’ strike force. Seer Marino in Mercy Island should now be available as a contact that I recommend doing as has a good amount of Ghost Widow lore as is generally just quite well done. Your goal is to get to level 20, when you can swing over to Face and speak to the Facemaker herself to earn an additional costume slot. The University Now would be a good time to learn to craft some IOs. If you've been careful, you should have a bit of influence saved up by now. Head to the university in Cap au Diable and do the short tutorial there by speaking to Dean John Yu. Ashley McKnight (14-50) just outside the university can provide you access to the exclusive Midnighter Club, which you'll need to be part of much later on. Now would also be a good time to do the Silver Mantis strike force that starts in Sharkhead Isle. It's nothing special, but getting to level 22 will is helpful for IO purposes. Next, there are actually several very good, very overlapping zones that I suggest you kind of do in tandem if you're careful. Be aware that First Ward and Night Ward move into Praetorian lore, which is much less relevant for villains than heroes. I think they're too well made to not do at least once, though. Sharkhead Isle This is the point, in my opinion, where redside missions start to come into their own and you move from lackey to a more arcive player in the wider Rogue Isles story. Remember to run some newspaper missions to get the brokers on your side if you need to. Vince Dubrovsky (20-24) > Cage Crash (20-24) > Diviner Maros (25-29) is one of the standouts here, in my opinion as it introduces the first real Captain Mako lore. Dean Macarthur (20-29) is the first contact I'd head for as he doesn't need a broker's introduction and his whole story arc is just really fun and he introduced Leonard (20-29) who continues the same story. This is such a Saturday Morning Cartoon storyline that you really shouldn't miss it. Vincent Ross has the other story arc I'd really recommend doing as it has a decent story and doesn't need a broker. More Legacy Chain hijinks. You should also have the Bling badge by now, so I'd recommend seeking out Doc Buzzsaw (25-29) for her set of missions, which tie into the general lore of the zone and the Freakshow group. Lock your XP gain at level 29 and keep it there throughout First Ward if you go there. First Ward - optional First Ward is a continuation of the Praetorian Going Rogue storyline to some extent, but it's so well done that I genuinely think it would be a shame to miss out. It has memorable characters, cool story interactions and an element of choice that hasn't really been seen up to this point. All contacts for this zone are 20-29 and it starts off by talking to Carter Mortesen in Cap au Diable. Carter Mortesen > The Doorman > Nadia > Palatine > Noble Savage > Katie Douglas > Blind Makwa > Cerulean > Master Midnight > Vanessa DeVore There's the Seed of Hamidon raid boss pootling about in the middle of the zone - you can take it down in a team of eight quite easily and it's worth doing. It's done so rarely that getting a team together on the LFG isn't hard. It's a somewhat anticlimactic battle, but you get some badges from it. Nerva Archipelago There is a lot of lore here that turns up at end game so all three story chains are surprisingly relevant if you want to know what's going on. Keep your XP locked to 29 until you've unlocked the initial contacts - yes, this will mean churning through a lot of newspaper missions. I hate the broker system. Due to the slightly dense level ranges here, you may find it easier to unlock the 25-29 contacts, level up elsewhere and then come back at level 34 for the next wave. Darla Mavis (24-29) > Psimon Omega (30-34) > Technician Naylor (35-39) introduces Nemesis, who is a big player blueside and is part of the excellent Signature Story Arc Pandora's Box. Shadowy Figure (24-29) > Timothy Raymond (30-34) > Kelly Uqua (35-39) is your first real introduction to Ritki redside, and you'll see them later in the Ritki War Zone. Lt Demitrovich (24-29) > Operative Rutger (30-34) > Magu Mu'Drakhan (35-39) has a number of heroes if you want a challenge but it the least lore focussed of the three in this version of the levelling journey - it has a lot relating to the Circle of Thorns and the Mu. Bobby Curtin (25-29) is an excellent contact if you're a rogue, with some excellent morally ambiguous choices. Night Ward - Optional Carrying on the story from First Ward, we've got the fairly unique zone of Night Ward, full of gaslamp fantasy world-of-the-dead mystery, knights and magic. Start off by talking to Mistress Maria in First Ward for the introduction. All contacts are 30-39 but lock your XP to 34 if you're zone hopping. Alternatively you can go up to 34, head to St Martial and do some missions there and then head back. Mistress Maria > Montague Castanella > Ward > Sir Bedwyr > The Magician My only real complaint with Night Ward is that it just sort of stops. A few characters do turn up in later story arcs, though. Before You Move On Now would be a good time to visit Mr Rodney in Cap au Diable for the old cape and aura unlock missions, then swing round to Face and speak to Gorgeous Glenda to unlock an additional costume slot. I'd also recommend using your Ouroborous portal and speaking to Mender Tesseract (25-34) and Mender Lazarus (30-39) for some time-travel shenanigans. Pause your XP at 34. St Martial Hardcase is a very worthwhile contact here as he has four story arcs with two at 30-34 and two at 34-39. Johnny Sonata (35-39) has a set of missions that link back to Hardcase's set, but you need the Obsessed badge (which isn't hard to get). Of the broker-unlock missions, Voracious Virandi (30-34) > Jezebel Jones (35-39) is the one I'd recommend for story reason. There are a few other contacts here that are unlocked via badges, but I'll leave those to your discretion. Before you leave St Martial, you can visit Lovely Linda (40-50) in Face to open up your level 40 costume slot. Lock your XP gain at 44. Grandville The final redside zone and home of the four Patrons, all of whom have had at least some foreshadowing by now. You'll first be sent to Arbiter Rein to choose your patron and cannot speak to them until you've done this. I'd argue that Ghost Widow and Scirocco have the most relevance in terms of lore, with Captain Mako and Black Scorpion having interesting but less important roles from a player perspective. All four of them have four story arcs (two starting at 40, two at 45) and all four of those are pretty good. They also all have (roughly) the same end-goal, which is also the end of you Destined One storyline. Aside from the patrons, there are a lot of worthwhile contacts in this zone. Westin Phipps (40-44) shows a much darker side of Arachnos than you've been hitherto been allowed to see. Terence Dobbs (40-44) deals with the Arachnoids, which you may remember from waaaaay back in Mercy Island. His follow up contact is Dr Forrester. Television (45-50) is a follow up to the Radio's earlier storyline. Vernon von Grun (45-50) has an excellent arc fighting the Devouring Earth. Viridian (45-50) has a fantastic arc with varied enemy groups and a satisfying boss rush, albeit locked behind an array of badges. Operative Grillo (45-50) has some Snake-focussed missions that give some closure to your work in Mercy Island. Cimerora This zone is notable for just being so stylistically unique and making good use of time travel as a plot device, as well as harking back to some Kheldian lore. As you go in, talk to the Midnighter standing in front of you for further instruction. Personally, I think the story progression is a bit messy, but it's still worth doing if only because the task force is so good. All contacts are L35-50. Midnighter > Senator Decimus Aquila > Marcus Valerius Additionally, there is a villain-specific contact named Sister Airlia (40-50) with some missions that send you back to Rogue Isles and this zone ends with the glorious Imperius task force. Ritki War Zone I really like the storytelling in this zone. There's a good sense of progression and you meet up with a few characters we met earlier. Levantera (35-50) > Serpent Drummer (40-50) > Gaussian (45-50) > The Dark Watcher (45-50) There are a few task forces here, but for now give the Lady Grey task force a try as it most closely follows the storyline. Your glory lap here is unquestionably the Ritki Mothership Raid. Look for it on the LFG, head on over and join a league. Range and AoE attacks will help you, but if you don't know what you're doing then watch for instructions, follow the crowd and keep spamming those AoE attacks. Strike Forces, Trials and Signature Story Arcs At this point, you can access all non-incarnate content that isn't gated behind a badge. Most strike forces are popular enough to pull a crowd if you advertise it on the LFG. Most, if not all, are technically soloable, but not necessarily on every build. Call out for likeminded souls to assist you in furthering your goals. You can join these at any level above their minimum and will automatically scaled down to make sure there's some challenge. These are considerably more even in quality and length than the blueside Task Force equivalents. They've all got a bit of variety. I would say that there aren't really any standouts among the purely redside ones; they're all good but rarely great. Check the wiki for details, but here are some standouts: Virgil Tarikoss' The Beast Beneath the Mountain (15-20) has a cool final battle where you face a Hero and an Archvillain at the same time - and they're fighting each other in a possible threeway battle. Silver Mantis' Pirates of the Sky (20-25) is varied enough, short enough and ends with a battle where you have to summon the final boss by defeating his defences. Mortimer Kai's The Fire and the Flames (20-40) requires a badge from a villain/rogue tip mission. Mender Lazarus' The Fifth Column Overthrow is probably more relevant if you've already levelled blueside, but it's a good example of Ouroboros and time travel. Lord Recluse's Strike Force (45+) throws you up against a number of Heros, spawing at high levels. Try this one at 50, not 45. Redside has its own version of several of the trials, although in practice it's just a change of contact. The Signature Story Arcs, however, are different enough that they're worth doing on both sides. One exception is the Homecoming-exclusive Dr Aeon's Strike Force Chasing Fool's Gold; it's a strike force that makes use of unique mechanics and has an array of extra challenges thrown in to keep things spicy. The Shadow Shard The four Shadow Shard task forces are, to put it mildly, a thankless grind through repetitive missions with enemies that debuff defence hard and often resist control effects, ending in a moderately cool final battle after hours and hours and hours and I think they're great. For crying out loud, don't do them more that once, but they're a true rite of passage for any high level character. They involve a huge amount of travel, which is nightmarish for non-fliers or teleporters. If you can, grab the mission teleporters from the P2W vendor and coordinate who uses them, as well as the Ouroborous portal and maybe a jetpack temporary power. The scenery, however, is amazing. They sort of form one giant task force, and they suffer "a little bit" from pacing issues. Find a friendly group you can have a laugh with, put on some music and just surrender yourself to the grind. Dr. Quarterfield (40-44) > Sara Moore (40-50) > Justin Augustine (44-50) > Faathim the Kind (44-50) They have very, very little relevance thematically for Redside characters, but they do tie into the lore of Dark Astoria, which is Incarnate territory. What's next? Well, it's time for some incarnate-level content, but that's outside of the remit of this guide. I know it's a bit short for now, but I'll add to it over time. Any comments, let me know! I'm a big fan of missions and story arcs and think there's a lot of really great content there that goes almost unplayed due to the "must get moar levelz" mentality, which is fine but not for me. Thanks! Minor note: on my computer, the font sizes on this post are messed up and I cannot get them to stay the same size. It's all a Nemesis plot.
  14. Remember the glory days? You know..... Pre-aggro cap burn, no diminishing returns, original Energy Transfer (RIP... D:) What if I told you they never left? What if I told you that you can RE-LIVE those glorious times RIGHT NOW! All you have to do is believe a madman like me. Now, lets dive into why you should stop EVERYTHING you are doing, read this super informative and fact based thread, and then make a Fire/Energy Tank. Energy Melee & You® Why? - BECAUSE IT'S F*%[email protected] Energy Melee! That's why! What about that cRuNcH you all KNOW you love? What about being able to file your taxes, meditate AND make your coffee in between attacks? Energy Melee offers all that and more! All silliness aside, let's dive into why Fire/Energy might be the most fun you've ever had as a Tank and why this classic deserves to be taken out for a ride. Let's go over the powers quick. Barrage - Standard T1 here except this T1 deals respectable damage and has a slower recharge for better proc rates if you're into that kinky stuff. Has the one-two punch and cRuNcH animation that feels great and overall a better pick than Energy Punch. Energy Punch - Nope. Don't take this power. You don't need it even for low level TFs and that is the only reason you would want it. Save the power pick for something more beneficial. Bone Smasher - What's not to like about smashing bones? More of that cRuNcH we all NEED and added job security for all the real heroes out there (shout out to all the medical personnel out there saving lives in RL!) You will frequently use this power at all levels and stages of your build, sort of a Swiss Army Knife power, take it and slot it. Proc it out? Just make sure you're smashing bones. Taunt - Even someone as delusional and mad as me laughs at any 'tAnKeR' who doesn't take Taunt! People tend to overlook this, but this power is useful for pulling villains off an ally who find themselves in over their head. The power description says to use this power cautiously but f*%# that. TAUNT THEM, TAUNT THEM ALL. Whirling Hands - Okay, can we all agree that the name of this power is the only thing that really needs to be looked at in Energy Melee? I'm going to say two things and it's going to confuse you. This power sucks and is a must have. Low level this power is incredible. I was running Posi 1 all the way to Numina's during a TF Commander Marathon and had a lot of success with this power. Build Up + Gauss BU Proc + Fiery Embrace make Burn + Whirling Hands (or any PBAoE lets be honest lol) do tremendous damage. Just take it. Stop asking questions. NEXT POWER. Stun - I'm not here to argue semantics, okay? Leave me alone. Don't take this power. NEXT. Build Up - This power is great and I'll explain in great detail why. Do more damage. Energy Transfer - The Holy Grail of Tanker attacks. Laugh maniacally as bullets and Infernos glance off you and enemies scream in terror as they see you charging up your attack. Demoralize them as they fail to damage you only to realize that YOUR attacks do more damage to YOU than they do. Maximum cRuNcH and insane damage when fully buffed by Build Up and Fiery Embrace. Total Focus - Total. Focus. TOTAL. I actually finished this thread about halfway through it's animation! That's the really great thing about Energy Melee, it gives you time to really do what YOU want to do. This things hits like a truck and you look hella fly while doing it! This rounds out your cRuNcH attack chain. Some of you may have noticed I haven't talked about the stunning aspect of Energy Melee. So let's talk about that. Energy Melee stuns. The end. It's all about the cRuNcH. Fiery Aura& You® Why? - Channel your inner pyromaniac, BURN ALL THE BABIES, ANARCHY! You are cloaked in FIRE. The visuals are stunning, the damage is amazing and the knock back infuriating. You want to be a part of this club, you WILL be a part of this club. Let's look at the powers. Blazing Aura - Name a better way to social distance. I'll wait. You literally radiate flames and burn everything around you, constantly. Free damage and a great place to put the +res proc from the Tanker ATO set. Also a great place to put the Winter ATO set too for added melee defense and a chance to knock down your enemies. Fire Shield - They say the best offense is a great defense. That's why you want to be on FIRE. Fire Shield grants you decent resistance to Smash/Lethal/Fire and slight resistance to Cold damage, as well as protection from disorient effects. Healing Flames - You can concentrate for a few moments to heal yourself, and since you are Totally Focused all the time this power will heal even more. Temperature Protection - Some people skip this and I think they are silly. Great place to put Psi resist IOs, +def IOs, KB IOs and grants you slow resistance. I normally take this at level 49. Consume - If you can find the slots to give this power love, do it. Consume really helps with endurance while leveling and even in some instances where you get drained. Plasma Shield - Not really much to say here, Plasma Shield gives you some solid resistance to Energy/Negative Energy and protection from Holds and Sleep. Take it and marvel in the beauty that is You. Burn - The moment we have all been waiting for.... We are nearing the end of this abomination of a guide. This power is amazing and absolutely essential in BURNING ALL THE BABIES. Take it and unleash your inner pyromaniac. Fiery Embrace - Fiery Embrace... old buddy old pal. I love this power, especially on Energy Melee. Total Focus and Energy Transfer have such huge base damage, and since the bonus fire damage is directly related to your base damage... Oh yeah. Wrap your fists in Energy and embrace them in Fire and watch your foes melt away before you! Rise of the Phoenix - Not a bad power, if dying as a Tank is your thing (and it shouldn't be... this is the ONE kink we should not allow) Whew... I'm not sure if that was more painful for you... or for me. Halfway through this I regretted what I had begun. All jokes aside, this is currently some of the most fun I've had in the game. I've heard Energy Melee is getting a look next issue, so I wanted to share my Fire/Energy Tank build. I was under the impression that Fiery Aura wasn't too great outside of farming and this build changed my mind entirely. So... If anyone wants to try it out, or use this as a very simple Energy Melee or Fiery Aura guide I'll be posting some of my other Fiery Aura or Energy Melee Tank builds. Here's the build! Quick stats at a glance: 2,586 HP 113.6 Endurance 258% Regen (27.8 HP/s) 197% Recovery (3.73 End/s) 0.93/s End Drain (including Super Speed + Sprint) +337 HP (18%) +57.5% Recharge +39% Accuracy +12 KB Protection No stacks/buffs (+Res ATO, Barrier) 46.8% Melee Defense 33.3% Smash/Lethal Defense 19.9% Defense to everything else 90% Smash/Lethal/Fire Resistance 73.8% Energy/Negative Resistance 56.5% Cold Resistance 49% Psionic Resistance 20% Toxic Resistance With stacks/buffs 51.8%+ Melee Defense 38.3% Smash/Lethal Defense 24.9% Defense to everything else 90% Smash/Lethal/Fire/Energy/Negative/Toxic Resistance 74.9% Cold Resistance 67.4% Psionic Resistance Toxic can be easily capped by preemptively using Healing Flames for the +Toxic resist. Melee Core has been overkill in terms of survivability for me, so Assault is something to consider here if you had to choose between one. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Fiery Aura Secondary Power Set: Energy Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: zc_Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), ImpArm-ResPsi(43) Level 1: Barrage -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(5), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(9) Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Rchg/KDProc(13), SprMghoft-Rchg/Res%(13) Level 4: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(21), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dmg/EndRdx/Rchg(23), TchofDth-Dam%(25) Level 6: Healing Flames -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(40) Level 8: Consume -- PrfShf-EndMod/Acc/Rchg(A) Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37), ImpArm-ResPsi(43) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Whirling Hands -- Obl-Dmg(A), Obl-Acc/Rchg(17), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-%Dam(21) Level 18: Burn -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Dam%(31), FuroftheG-ResDeb%(33) Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Krm-ResKB(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(34), ImpArm-ResPsi(46) Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36) Level 28: Build Up -- GssSynFr--Build%(A), RechRdx-I(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Temperature Protection -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(33), Ags-Psi/Status(45), ImpArm-ResPsi(45) Level 35: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(45), SprMghoft-Acc/Dmg/Rchg(48), SprMghoft-Dmg/EndRdx/Rchg(48), SprMghoft-Acc/Dmg/EndRdx/Rchg(48) Level 38: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(46) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50) Level 44: Conserve Power -- RechRdx-I(A) Level 47: Physical Perfection -- PrfShf-End%(A) Level 49: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Qck-EndRdx/RunSpd(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(42), Mrc-Rcvry+(42), Prv-Absorb%(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(40), PrfShf-End%(42) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Cardiac Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Radial Embodiment ------------
  15. A COMPREHENSIVE GUIDE TO THE INCARNATE SYSTEM or “WHY ARE INCARNATES SUCH SNAPPY DRESSERS?” The Incarnate endgame power system is one of the more confusing systems that the Homecoming version of City of Heroes has to offer—and while there are a number of great guides for it out there (most notably "Incarnates Made Easy" by @jimjimjimmeh) it seems to me that none of them do much more than scratch the surface. A number of times in-game, I’ve had to explain the system to new Incarnates in depth, and my experiences there showed me that the newly Incarnated often have a lot of questions where the answers aren’t usually all in one place. So I’m going to try to change that. This guide will go over how to use the Incarnate powers window, and offer suggestions for how to proceed once you hit level 50. If any other experienced players disagree with my advice (and I’m sure some will), I invite them to offer alternatives in follow-up comments. And yes, I recognize this guide is very, very long. (It came to 48 pages when I typed the draft in Google Docs, albeit at 18 point font size.) But the Incarnate system is very, very complicated, and I figured it was best to put down everything I knew about it because I can't tell what bit of information might be crucial to someone else. If you want a shorter, basic overview, that guide I linked a couple paragraphs back is a very good one—but this guide is meant to be comprehensive. (Oh, and in case you’re wondering, the answer to the question posed in the alternate title is, “Because they have so many awesome Threads!”) WHAT ARE INCARNATES AND WHY DO YOU WANT THEM? In deference to @TheSwamper, who asked those questions in another Incarnate guide thread, here’s a brief explanation of what Incarnates are all about. The Incarnate system, explained in-game as a way to become a god-like being yourself, is the post-level-50 endgame power and content system that NCSoft implemented in the final days of the live version of City of Heroes. In the lore of the game, you’re assumed to go right on leveling up to outright genuine godhood, in the years or decades after the time period covered by the game ends (you see a “flash-forward” memory of yourself as a god, who the game’s various archvillains are completely unable to damage, as part of the Incarnate introductory arc in Ouroboros), but the game just follows you a smidgen of the way there—but as far as these powers are concerned, a smidgen is quite enough. As for why you “want” them, well, you’re going to be given them whether you want them or not. You can always ignore these new powers, of course, but I find that they add a little extra zest to playing my level 50s through 45+ content, and are a great way to make an old character seem suddenly fresh and new again in some ways. And if nothing else, being able to be effectively level 50+1 in regular content is a great reward for the effort you put into getting all the way to 50. So, why not go for it? The answer to that rhetorical question seems be largely, “Because I don’t understand what the hell it even is.” And that’s what this guide is intended to explain, in detail—as well as the answer to TheSwamper’s third question, “How do I get started earning them?” WHY IS THE INCARNATE SYSTEM SO CONFUSING? To understand why the Incarnate system is such a god-awful (Incarnate-awful?) mess, you have to know a little of the system’s history. I think that there are two main reasons the Incarnate system is the way it is. The first is that the system was introduced very late in the life cycle of the live version of the game, just a few issues before it was closed down for good. City of Heroes has had a history of introducing clunky and overly complex systems early on, then gradually streamlining and simplifying them over time. (Case in point: sidekicking. Ask anyone who was around in the early days about the amount of fiddling around it took to organize the right quantities of people at the right levels to sidekick or exemplar people when sidekicks and exemplars needed one mentor per sidekick. But now, it's all entirely automatic.) The Incarnate system simply didn’t get enough time for the developers to be able to do those sorts of revisions. The other reason has to do with how the Incarnate system was engineered in the first place. If you look at the write-up for the Incarnate system in live on ParagonWiki, you’ll see that there were some key differences from how the system now works. In particular, back then Incarnate XP and threads could only be ground out via Trials, and there were a number of more grindy ways to unlock slots. The Incarnate system was largely locked behind NCSoft’s "VIP" paywall, as yet another way to try to pry money out of its free-to-play playerbase. When SCORE made the game completely free to play and made free-by-default most of the things that had required grinding to unlock, it left some holes and rough edges in the Incarnate system—for example, the Empyrean and Astral Merit Vendors who had once resided on Ouroboros had pretty much their entire inventory of unlockable costume parts and other oddments incorporated into the costume designer’s free selection or otherwise made free. With nothing left to sell, those vendors disappeared, replaced by a new one whose main function is to convert between Empyreans and Astrals—and there's nearly nothing else you can actually do with Empyreans and Astrals anymore. SCORE is a small group of volunteers who have a limited amount of time to devote to working on the game, and don’t have the resources that a commercial game developer like NCSoft had. When it came to removing the paywall, my surmise is that that they saw that redesigning the system from the ground up would take many more man-hours than they had, so they settled for patching over things as best they could. This is why we still have two separate systems of largely incompatible Incarnate crafting components, and two sets of Incarnate merits that actually can’t be used for very much. (More on that later.) Given the level of manpower SCORE had, and all the other things they had to fix and update, I think that going this route was absolutely the right decision at the time. It’s not exactly the only clunky thing about the revival, after all—just look at the entirely empty Kallisti Wharf, for example. Perhaps someday, after enough other issues are ironed out, the SCORE and Homecoming developers will be able to take another look at Incarnates. But for now, we have what we have, and I’m going to try to help you make some sense of it. UNDERSTANDING THE INCARNATE POWERS WINDOW For this next section, you might want to have the game open and the Incarnate window available so you can follow along with me as I describe what you’re going to see. I would suggest beginning by pasting this macro into your game: /macro INC "windowtoggle Incarnate" This will create a button that will open the Incarnate window with one click, instead of having to open the Powers window and click the “Incarnate” link on top of that. It’s a lot more convenient if you’re going in and out of that window all the time—as you will be, once you start working with it. The Incarnate window has three main tabs: Equip, Create, and Convert. EQUIP This window shows all of your Incarnate power slots, which if any you’ve unlocked, and what percentage you’ve unlocked of any that haven’t been yet. Clicking on each power slot shows you a list on the right-hand side of any currently-available powers you might have in that category. After you create a new Incarnate power, you do have to come here and slot the new version of it before you have access to it. There’s a 5-minute cooldown on slotting new powers. Display Name notes below that this cooldown applies to any member of your team being attacked or activating powers. In my experience, that timer may reset after you change zones; I have been able to craft and slot new powers immediately after exiting completed Incarnate trials. CREATE This tab is one of the least intuitive parts of the whole City of Heroes user interface. On the left side are a list of categories for the different Incarnate powers. If you click on one, it expands to a list of the different types of that power. If you click on one of those types, in the middle you’ll see what looks like a stylized tree diagram with various Christmas tree ornaments on it—one at the bottom, two on the second row up, four on the third row up, and two on the top row again. On the right, you’ll see one or more “recipes”—lists of components that you need to create that particular power. Drag the bottom of this screen down to make it taller so you have room for more recipes to fit, and click on “Alpha”. Select one of the Alpha powers, and click on the single orb at the bottom of the tree. On the right-hand side, you should see two recipes—one using Shard-based components, the other using Thread-based components. I’ll go into more detail on that in the section on crafting Alphas, later. Whether you’re talking about Shards or Threads, there are four different rarity levels of Incarnate components: Common, Uncommon, Rare, and Very Rare. Each recipe uses two Common components, then one more component that is a different rarity depending on how high up the tree it is. The one at the very bottom uses three Common components, the two on the next level use two Common and one Uncommon, and so on. Also, each level above the first uses the power below it as a component. If you’re crafting a Tier 2 Incarnate ability, the Tier 1 ability you already have is one of the ingredients. The Tier 3 ability uses the Tier 2 below it as an ingredient. (So, if you’re planning on a specific Tier 3, you need to craft the Tier 2 on the same side of the tree as it is.) The Tier 4 ability uses any two Tier 3 abilities—so to craft a Tier 4, you actually have to craft your way up to possessing two separate Tier 3s. It doesn’t matter which two; there are six separate Tier 4 recipes representing each possible combination of two Tier 3s. The recipes are also crafted from this window—when you have all the ingredients, the recipe lights up, and there's a button you can click to create the power. If there are multiple recipes, as for Tier 4 powers, you just scroll down until you see the one that's lit up. CONVERT This screen allows you to create Incarnate components out of Shards, Threads, or Empyrean Merits, as well as “sidegrade” components to other components. I’ll go over what each section lets you do. INCARNATE SHARD This is the section for conversion of Incarnate Shards into other items. Common components cost 4 Shards, and Uncommon components cost a Common component plus 8 Shards for a total of 12 Shards. The only Rare component is a Notice of the Well, and it costs 4 Uncommon components, plus 40 Shards, for a total of 88 Shards—and 12.5 million Inf to boot. And the only Very Rare component, Favor of the Well, requires 2 Notices plus 32 Shards—a whopping 208 Incarnate Shards if you actually bothered to craft one from scratch—but you’ll probably almost never need to do that. Notices of the Well are given out one per week as rewards for the Weekly Strike Target Task or Strike Force (see the section below about building your Alpha), so there’s no point in spending 88 shards and 12.5 million Inf on one. And while it’s possible that you might want to craft a Favor of the Well, you’ll probably do it with two Notices you got from previous weeks’ WSTs so only have to pay 32 Shards. And maybe by the time you have two Notices, you’d have that many Shards to spend on it. Or you could skip the question entirely by using Thread-based components to make your Tier 4 Alpha. The next section, “Breakdown,” lets you turn a Shard-based component back into Shards, but you’ll only get a quarter or less of the Shards used to build it, so it doesn’t really seem like the wisest possible choice. Finally, “Upgrade” lets you convert 10 Shards to 10 Threads once every 20 hours, 10 Shards to 5 Threads at any time, a Notice of the Well to 40 Incarnate Threads, or a Favor of the Well into 100 Incarnate Threads. (I’m not really sure how that qualifies as an “Upgrade,” but whatever.) INCARNATE THREAD Just like the Shard section, the next section of the menu deals with converting Incarnate Threads into Thread-based components. I’ll go into more detail about these in the section discussing crafting powers from them. For now, it’s enough to know that these are the components you get from specifically Incarnate content—Incarnate Trials, the Apex and Tin Mage task forces, Dark Astoria missions, and so on. Also, from Vet Levels 1 to 11, you will get 8 installments of 120 Threads each time you level up (skipping the times you get Empyrean Merits for leveling; see below). The Common, Uncommon, Rare, and Very Rare sections work about the same as in Shards. Common components cost 20 Threads, Uncommon cost 60, Rare cost 4 Uncommon, 100 Threads (so 340 Threads in all) plus 25 million Inf, and Very Rare cost 4 Rare components (1360 Threads) plus 100 million Inf. But once again, you’re unlikely ever to craft a Rare or Very Rare component from other components. This is partly because you have a decent chance of getting some of these components as rewards for doing Incarnate content, but mainly because there’s a simpler way to make them—and I’ll be covering that in the next section. The final option under Incarnate Thread is “Incarnate XP,” which will let you exchange a single Thread for 50,000 Physical or Psychic Incarnate XP, used for unlocking your slots. This might have been a good deal back in Live, where you couldn’t easily get Incarnate XP outside of Trials, but Homecoming lets you get it along with regular XP once you hit 50. And 50,000 Incarnate XP is about what you’d get from just three or four good-sized mob spawns. So, it really doesn’t seem worth it now. Save your Threads and grind out the levels; it really won’t take all that long. ASTRAL MERITS, EMPYREAN MERITS These two sections deal with the same thing: converting Astral and Empyrean Merits into other things. Astral Merits are the Merits awarded for completing individual segments of Incarnate Trials, and each one can be converted to 4 Threads. (Also, 5 Astral Merits can be converted to 1 Empyrean Merit, but that’s done through the vendor Luna on Ouroboros, not through this control panel.) Empyrean Merits have more conversion options, though. You can convert one of them to 20 Threads—or you can convert 8 of them to a Rare component or 30 to a Very Rare component. Note that the game will actually give you Empyrean Merits as you level up, every 3 Vet levels, at the same time as it awards you one of the old Veteran Rewards badges from back in the day. Every 3 levels, from Vet level 3 to 24, you’ll get 20 Empyrean Merits when you level up. From 27 to 48, it’s 15 Merits, 51 to 69 is 10 Merits, and 72 to 99 is 5 Merits every three levels. So, by the time you hit Vet Level 9, you’d have enough Empyreans to craft two Very Rare components, or one Very Rare and three Rare with a little left over. You can also get 4 Empyrean Merits for a successful Hamidon Raid, or obtain them from various other Incarnate content. As I mentioned above, Astral and Empyrean Merits used to have merit vendors on Ouroboros, where you could trade Astrals and Empyreans for costume parts, auras, unlocks, Inspirations, and other rewards. (The complete list is here, if you’re curious. How many of those costume parts and auras do you recognize from the costume creator now?) But all the costume stuff was rolled into the freely unlocked stuff from the costume creator, and the Inspirations were changed to sell for Threads rather than Merits. (And the unlocks you could buy were largely unlocked for free with Homecoming!) In the end, there’s now only one Empyrean/Astral vendor left on Ouroboros—Luna, just to the right of the big building with the shards in it. She’ll convert Astral and Empyrean Merits back and forth, and sell super Inspirations at 10 Threads each and up. You can also convert Astral and Empyrean Merits to Reward Merits at any Reward Merit Vendor, or convert 50 Empyreans to 1 Transcendent Merit and back to make it easier to email them to your other characters. I’d strongly not recommend converting Empyreans to Reward Merits, by the way. Reward Merits are easy to come by, but Empyreans are much rarer, and you can’t convert Reward merits back into Empyreans. If you reach the point where you don’t need any more Empyreans on that character, you can always change them to Transcendents and give your other characters an Incarnate head start with them. COMMON, UNCOMMON, RARE, VERY RARE The final four sections are named for the rarity levels of the Incarnate components, and they include options to Sidegrade, Downgrade, or Breakdown Thread-based components of those rarities. Sidegrading costs a number of Threads to change a component into another component of the same rarity—useful if you have an extra of something but need something else to make your chosen recipe. Downgrading turns a component in one of the next rarity level down—but you don’t get any Threads back for it. As with the Shard option, Breakdown dismantles a component into a number of Threads—but you only get a fraction of the cost to create that component back. THE INCARNATE PROCESS The process of building Incarnate powers is pretty simple once you understand it, but a little hard to understand at first when the user interface is so confusing. You get Shards and Threads from mob drops, Threads and Empyreans from Vet level-ups, Astrals, Empyreans, and components from events, and you use all this stuff to build your way up each power tree, twice—you make your first Tier 3 to use, then your second Tier 3 to convert into a Tier 4. It just takes a while to grind out enough components to make everything—which process I’ll go over in a later section. It’s worth noting that, unlike the powers you get when you level up, you aren’t locked into the first Incarnate power you build. In fact, by the time you reach Vet level 99 and stop getting any further Empyrean Merits from leveling, you’ll have gotten enough drops to have built several powers for each slot if you wanted. For example, my Tanker and Brute have both Resilient and Spiritual Alphas at Tier 4, and can swap them out depending on whether they want to be tougher or recharge faster in the mission they’re doing. And all my characters have Incandescence Destiny because I find its fast-recharge Assemble-the-Team effect really useful, but some also have one of the other Destinies for times when they might want to buff people rather than teleport them. So, don’t be afraid to experiment with multiple powers, especially if you might need to use more than one in different situations. THE INCARNATE POWERS I’m going to run down the various slots and powers now, with commentary and recommendation on each. I’m going to cheat a little, and instead of giving the statistics for each one, I’ll just point you at the Paragonwiki pages which have nicely organized charts. As far as I know, even though a lot of stuff about the Incarnate system has changed from live, the abilities of the Incarnate powers should still be mostly identical. There’s no need for me to waste time and effort reinventing the wheel. The thing you should consider in picking a particular option for any of the Incarnate powers is not simply what the Tier 1 version of the power provides—look at both Tier 4 versions of it, too. It’s possible that even if the Tier 1 isn’t useful to you, the Tier 4 might just include the specific other things that you need. In addition to reading the wiki pages, you can also see what any given power does by mousing over it in the Incarnate powers window. ALPHA SLOT ABILITIES The Alpha slot is the only Incarnate slot that you can build from either Shards or Threads, because it was intended to be the one slot freely available to people who didn't pay to unlock the full Thread-based Incarnate system. As I'll explain later, I recommend building it from Shards as much as possible and saving the Threads for other slots. The Alpha slot is an always-on power that functions, essentially, as an extra Enhancement tacked onto to all of your powers that can use that particular category of Enhancement, and partly ignoring the effects of Enhancement Diversification that cap Enhancement of your powers at set limits. Any and all of your powers that can slot that category of Enhancement benefit from this extra Enhancement, while powers that can’t do not. An Alpha that boosts Range doesn’t just make your blasts shoot farther, it also lets you teleport farther if you have Teleport, and recall friends from farther away with Recall Friend. (Maybe even from all the way across Independence Port!) But it doesn’t do anything for your melee attacks, unless they can also be slotted with Range for some reason. Also, it will not affect powers that do not take Enhancements, such as temp powers, prestige powers, other Incarnate powers, etc. These powers each enhance one attribute at Tier 1—Damage, Endurance Modification, Healing, etc.—but at Tier 4, they can either enhance three attributes extremely well, or six attributes moderately well. Any given attribute only seems to show up in two powers—one as the Tier 1 ability, and another as a secondary ability from later Tiers. For example, Agility boosts Endurance Modification at Tier 1, and Recharge Rate in later Tiers. Spiritual boosts Recharge Rate in Tier 1. Musculature boosts Endurance Modification in later tiers. And so on. A Controller who is considering taking the Intuition Alpha because of its boost to Hold Duration might also want to look at Nerve, which primarily boosts Accuracy but also boosts Hold Duration and Confusion later on. If you’re picking an Alpha, try to find the Alpha that enhances the most things you do use, and the fewest things you don’t. My Tanker took Resilient Radial Paragon, because it boosted Damage Resistance and Taunt. It also boosted a few other things, which I don't much use, but it was worth having for the two things that it did. The Alpha Slot also offers a Level Shift with Tier 3 and 4 versions of the power, which makes you effectively one level higher than your “current” level. This Level Shift applies to any City of Heroes content when exemplared to level 45 or higher. I’ll have more to say about that in the section on advice for new Incarnates. JUDGEMENT SLOT ABILITIES Judgement is, not to put too fine a point on it, a nuke. It’s a high-damage, high-number-of-targets attack that can go off every couple of minutes. It can provide a nifty complement to the rest of your powers, particularly in regard to softening up huge crowds of adversaries. But which one do you want? There are a number of elements to consider. For one thing, there’s thematic appropriateness. My Fire/Fire Tanker and Brute both took Pyronic, because shooting a fireball was perfectly in keeping with their other talents for fire. Ditto my Dark/Dark Controller with Void, and my Empathy/Electric Defender with Ion. On the other hand, there are other things to look at as well. For example, there’s the type of damage. Do you want a most-often-resisted Smashing or Lethal damage, like Mighty or Vorpal have? Or one of the less commonly resisted elemental attacks, like all the rest? And then there’s the pattern of the attacks. Mighty and Void are both PBAoE attacks, Cryonic and Vorpal are cones, Pyronic is a ranged AoE, and Ion is a chained lightning attack that jumps from target to nearby target until it runs out or hits its target limit. So, if your target is a melee class and often surrounded by mobs, you might prefer to consider one of the PBAoEs rather than a cone. My Fire/Kinetic Controller, who often has to run into the middle of enemies to Fulcrum Shift them, went with Mighty, which not only does some decent damage but can be taken with a knock-up effect that makes it harder for the enemies to damage him before he can get out of range. Or, if you’re a min-maxer, Ion is probably the one you want regardless. It’s got high damage, hits an extremely high number of targets at the higher tiers, and you don’t particularly need to worry about where you aim it as long as you shoot it at any mob who’s near any other mobs—it chain-jumps from one to the next until it hits its max number of targets or runs out of nearby mobs. A lot of people complain that it’s overpowered; it’s certainly by far the most common Judgement you see in use. (If you see the words “Ion Judgement Jump” appearing over a lot of enemies’ heads at once, someone just used it.) Judgement is a click power. When you equip it on the Incarnate Equip tab, it creates a new power in your Powers window, which you can then drag to your preferred spot on your control panel. INTERFACE SLOT ABILITIES The Interface power adds an inherent proc to all damaging attacks, for debuffs, extra damage, or other effects. Most Interface power trees have two potential effects you can choose to concentrate on, and the two Tier 4 power options each do a lot of one effect and a little of the other. The debuffs can stack on a single mob up to 4 times, whether from one or multiple characters with the same Interface. My Fire/Fire Tanker and Brute went with Reactive, because a little extra fire damage and damage resistance debuffing was in keeping with their theme—they burn stuff. But see what works better for you. Note that a lot of the debuff effects you get are fairly small—for example, Reactive only offers a 2.5% Damage Resistance debuff for ten seconds, which even stacked the maximum of 4 times only amounts to 10%—so going with Radial Flawless Interface that has the higher chance for the damage-over-time proc might be more effective at helping to kill things all in all. I've heard reports that this slot may be bugged, and the 75% proc is the only one that actually goes off. I'm not sure of the truth of those, however. LORE SLOT ABILITIES Lore powers are Mastermind-style summonable pets that will stay around for 3 to 5 minutes, and have a 15-minute recharge time (meaning it’ll be at least 10 minutes after they go away that you can summon them again). There is a wide variety of pets available, encompassing all kinds of damage and all kinds of secondary effects. Unlike temp power pets, Lore pets will change zones with you. Lore pets use the same control panel as Mastermind pets, meaning you can set them to Aggressive, Defensive, or Passive modes, and order them to attack your target. Unlike Mastermind pets, you can't drag Inspirations onto them, though. In practical use, Lore pets are handy companions for adventuring, especially if you solo a lot. They can make clearing "defeat all" missions a little easier, as well as giving a boost against archvillains and monsters. They also figure into Hamidon raids; as soon as all the mitos are down, the raid leader will call for everyone to pop Lores and set them to Aggressive. And there is a specific time within the BAF Trial they should be saved for. The left (Core) side of the Lore power tree focuses on damage, with Minion, Lieutenant, and Boss pets that have primarily damaging powers. The right (Radial) side of the tree features a support pet. The right-side tier 4 power’s support Lieutenant has no damaging attacks, but is also intangible so it can’t be attacked by enemies. I will usually take the Core (damage) side on support characters like Controllers or Defenders, and those (like Tankers) who are tough enough not to need any extra support but could benefit from damaging things faster. But my characters who are chiefly damaging and a little squishier, like Brutes, Blasters, etc. will go with the Radial (support) side for a little extra healing and buffing power. As for just which Lore pet to get, much like with Judgement it comes down to a question of what’s more thematically appropriate vs. what’s more powerful. If you’re a Demons Mastermind and want to take the Demons Lore set to match, then go right ahead. If you’re looking for the most useful abilities, you might want to check out this list that @CR Miss on the Guides forums has been working on. Cimerorans have a reputation for having the highest single-target damage attacks, though they use the most-commonly-resisted Lethal damage type. The Immunes Surgeon from the support side of the tree has some nice healing abilities that can be helpful if you’re a Fire Brute doing an AE farm. Storms and Polar Lights have some decent AoE. Longbow has a giant robot with some good AoE and a -regen attack. (Also, Longbow has a giant frigging robot.) I’ve heard good things about Banished Pantheon, too. As with any other Incarnate power, you need not limit yourself to only one. You’ll get enough components, Threads, and Merits over time that you can experiment with multiple different Lore sets, or you can pick different ones for different characters and see how you like them all. At Tier 3 and 4, Lore applies an Incarnate Level Shift—a +1 to your level that only applies when doing Incarnate content, such as the Trials or Dark Astoria missions (though oddly enough, not Apex/Tin Mage for some reason). I’ll have more to say about in the section on advice for new Incarnates. DESTINY SLOT ABILITIES Destiny powers are click-to-cast AoE buff auras that mostly emanate from the caster to cover a wide radius. They have a variety of useful effects that are at their strongest in the first thirty seconds after being cast, then gradually fade over time. Higher levels of these buffs may increase radius or buff duration, or add additional buffs or other effects. Most of these are pretty straightforward buffs. Ageless boosts Recharge Rate and Endurance Reduction, sort of like a wide-area Speed Boost but without the bump to running speeds. Barrier gives everyone bubbles that boost Defense and Damage Resistance, and a couple of the higher-tier abilities are noteworthy for rezzing either one or two fallen allies—pretty handy for a power that’s up every couple of minutes. Clarion provides hugely powerful mez protection, and is often useful in cases where powerful mezzes are things to worry about—avoiding getting stunned by Romulus’s Nictus self-rez in the Imperious Task Force, for example, or in Rikti Mothership raids to protect against Rikti Mages, or in Hamidon raids to guard against mito-mezzes. Rebirth is a wide-area mega-heal. But I think one of the most generally useful Destiny powers, both as an Incarnate power and in the game in general, is Incandescence. Not to be confused with the Incandescent Strike Kheldian ability, the Incandescence Destiny is a whole-league version of Assemble the Team that fires off instantaneously and is available every two minutes. In addition to teleporting everyone to the target location, it also knocks back and stuns nearby foes, improves the effectiveness of heal powers, and has various other buffs at higher levels. This power is particularly useful in certain Incarnate Trials (such as in pulling the whole league out of the green disentigration beam in the Keyes Reactor Trial), but it’s extremely handy in general in pretty much any teaming or league situation. In Hamidon raids it’s useful for transporting everyone to the giant monster “walls” to take them down until Hamidon spawns, and gathering them all at the “safety rock” afterward to prepare to go in. In Rikti Mothership raids it can be useful in the event of the league taking significant casualties—instead of rezzing everyone one by one, have them all go to the hospital and fire off Incandescence a few seconds later. In the Justin Augustine Task Force, huge amounts of travel time can be saved by one team member with Incandescence going on ahead to where the next hunt will be while everyone else works on the current one, then porting them there when it’s done. And, of course, it’s even better than Assemble the Team for stealthing to the end of missions and porting everyone else there—there’s no excessively long casting time during which enemies can interrupt you, and you don’t have to wait a half hour for it to recharge. And since it’s up so often, you can use it in any circumstance (for example, fixing team splits, or porting everyone else to the mission door if you get there first) rather than saving it for when you might really need it. For these reasons, I suggest that everyone should craft at least the 60-Thread Tier 1 version of Incandescence even if they mainly use some other Destiny—it’s just super-useful having that on-demand Assemble the Team effect. Plus, thanks to its knockback and stuns, Incandescence can also be used offensively. You just pick up your entire team and throw it into a group of enemies, and the enemies get knocked back and stunned while your team gets buffed. You want to be careful how you do this, though—since Incandescence can’t be slotted, there’s no way to turn its Knockback into Knockdown. So you want to try to position the teleport target to knock enemies into a corner if possible, or against a wall—don’t scatter them every which way and make it harder for your Tanker to get aggro control. If you’re going to do this on a team, you should definitely let people know at the start that you’re inclined to use Incandescence offensively, and if they don’t want to be yanked around (and particularly if they're squishy) they should make sure that “prompt team teleport” is turned on. It might also be useful to warn them that an Incandescence is incoming before you cast it. And, of course, if people react badly to the idea, just don’t do it. At Tier 3 and 4, Destiny applies an Incarnate Level Shift—a +1 to your level that only applies when doing Incarnate content, such as the Trials or Dark Astoria missions (though oddly enough, not Apex/Tin Mage for some reason). I’ll have more to say about in the section on advice for new Incarnates. HYBRID SLOT ABILITIES Finally, Hybrid powers are two-in-one—they include an inherent ability from being slotted, as well as 0-Endurance timed toggles that don’t shut off if you get mezzed. The toggles will run for up to two minutes, then take two minutes to recharge. They can buff damage, regeneration, control, or the rest of the team, with various differentiated abilities as you climb the Tier tree. The Hybrid abilities that offer extra damage to controlled enemies include some interesting pop-ups over affected enemies. If you’re wondering why you saw “WAYLAY!” over an enemy’s head, that’s why. Again, take whichever one of these has good synergy with the other powers you already have. For my Tanker and Brute that was Melee, given its buffs to regeneration, Resist Damage, and Defense, and the taunt aura effect of the Radial branch of the tree. My controllers took the Control power, and my Defender took Support. Now that I’ve gone over the Incarnate control panel and slots, the next section of this guide will cover my advice to new players just getting into Incarnate abilities. Again, if you experienced Incarnates disagree with any of this, please discuss it in the comments—having different points of view available will help those new to the system decide for themselves. FIRST STEPS FOR NEW INCARNATES Welcome to level 50! You’re about to take your first steps into a much larger world. Here’s my advice on the best way to go about building up your Incarnate powers. You may choose to go about it some other way, of course; there are plenty of good ways to do it—but understanding the way I recommend should help you to work out for yourself which other way you might prefer. STEP ONE: CHECK YOUR BUILD Your Incarnate powers, when you have them, will sit on top of your normal build and make an already good build even better—so to start, make sure you already have a good build. If you leveled to 50 without any goals in mind, this is a good time to look back at your character, decide what you want your build to do, and respec into it. The best way to plan out a respec, in my opinion, is with the new Mids' Reborn: Hero Designer utility. The most recent version includes the new Sentinel class, new Enhancement sets, and all the new and newly-proliferated power sets for all the character classes. It will let you play with builds, and see what slotting particular Enhancement sets into them can do for you. I personally like to spec out my builds with it beforehand and build my character into them on the way up, but not everyone does it that way. So, go ahead—make a good build and respec into it. (Remember to take a screenshot of your power trays before you do the respec, for reference when you’re rebuilding your trays afterward.) Slot ATOs or Winter Super Pack Enhancements and catalyze them; slot purples; slot Overwhelming Force into a damage aura or other AoE power…go wild! You’re level 50, you deserve it. If you don’t quite have the money for that yet, you can still spec out your planned build and slot cheaper sets or common IOs until you can afford the more expensive ones. But you’re level 50 now, you make the most Inf per mob defeat of any level in the game, and you can no longer disable earning Influence for double XP—so you will have it sooner or later. (And that’s leaving aside methods of specifically grinding for loot, such as AE farming or Enhancement conversion.) And thanks to the way the Homecoming market works now, even the most expensive purples are still much more affordable than they ever were under Live. So, you’ve got options, if you care to use them. STEP TWO: BUILD YOUR ALPHA If you looked at that Paragonwiki page I recommended earlier, you will have noticed several ways of unlocking the Incarnate system, including doing Mender Ramiel’s arc, buying Incarnate XP with Threads, or outright buying the unlock from a vendor with Astral Merits. Which of those would I recommend? Well…none of them, actually. One of the changes Homecoming implemented was automatically unlocking the Incarnate system once you train up to level 50—no Mender Ramiel arc completion required. Once you train, you’ll immediately start earning Incarnate XP—and not just from special Incarnate content, either, but from ordinary adventuring. (Note that the Mender Ramiel arc will unlock your Alpha slot instantly upon completion, as well as awarding you an Incarnate Shard. If you want to unlock the slot right away, working through the arc would probably be faster than grinding out the XP. However, one of the missions involves a pair of elite bosses who can be tough to solo if your character isn't from a good damage-dealing class. You may want to stock up on Shivans and P2W store pet summons beforehand, or invite a friend or two to tag along—or if there's no other option, use your autocomplete to clear the mission.) The first batch of Incarnate XP will go toward unlocking your Alpha slot, and it unlocks pretty quickly—do a Task Force of any reasonable length, or even just get in a Rikti Mothership raid, and you’ll almost certainly have it unlocked by the time you’re done. And the other slots will follow that—a little more slowly, but keep adventuring and they’ll be done before you know it. The vendor who sold Alpha unlocks with Astral Merits no longer exists. You can still buy Incarnate XP with Threads (as I discussed in the description of the Incarnate power panel options), but really, I don’t recommend it. Unlocking all the slots doesn’t take long at all, so just grind a little more, and keep more Threads to spend on your power picks. SHARD-BASED COMPONENTS: HOW TO GET THEM While you’re unlocking your Alpha, you should also be thinking about building it. As a reminder, Alpha Slot powers can be built with either Shards or Threads. This is one of the more confusing aspects of the Incarnate power window, because the default window size is just small enough to show only one recipe and the scrollbar on the right indicating there are more recipes below can be very hard to notice. But both sets of recipes are there; you just have to scroll down to get to the Thread-based ones. You can, if you choose, apply the methods of gaining Thread-based stuff that I’ll cover in a later section for the other Incarnate power slots, and build the Alpha out of them, too. But I would tend to recommend using Shards as much as possible for the Alpha. You’re going to get Shard drops anyway, and they’re honestly not good for much other than the Alpha. You can convert 10 of them at a time into 10 Threads once a day, and 10 of them into 5 Threads at any time, but there’s not a lot else they’re really good for. So you might as well build as much of your Alpha with them as possible, and save your Threads for the other six slots. If you want to build out all your slots as fast as possible, that would be the best use of your resources. As for how you get Shards, you’ll get one if you do Mender Ramiel’s arc—it’s still available even if you no longer need to do it to unlock Incarnate abilities—and you’ll get them as occasional random drops during your other adventuring—along with Incarnate Threads. So, the main thing you need to do is any content you want to, and the drops will come. (Since you have a small chance of a drop with each enemy you defeat, things where you defeat large numbers of enemies quickly are particularly good for getting large quantities of Shards and Threads quickly: AE farms, Mothership Raids, etc. Also, monsters and AVs seem to have a higher than average chance of dropping Shards and Threads, so if you get in on the nightly triple Hamidon raids where everything you fight is classed as a monster, you'll probably end up with a handful of each in a very short time. Note that enemies must con at least white (that is, be the same level as you) to have a chance of dropping Incarnate stuff. So, doing missions at -1 or +0 (once you've gotten your first Level Shift) full of blues and greens won't be all that helpful for building out your Incarnate powers.) You might specifically want to do Rikti Mothership Raids to buy the Gr’ai Matter component at the Vanguard crafting table, and also do the Level 50 Task/Strike Forces—Imperious, Lady Grey, Miss Liberty, Lord Recluse—because these Task Forces give you the choice of a Shard-based Incarnate component on completion. Every component you get means that you are spending 4 fewer dropped Shards on what you need to craft the power—and you’ll have the chance of getting Shards from drops while doing them. You can only choose the component reward once every 18 hours, but you could certainly do the Task Forces once a day, and a single MSR could buy you several days’ worth of Gr’ai Matter. Apart from that, you can grind for Shard (and Thread) drops the same way you’d grind for XP and Inf, if you do or have a friend who does AE fire farms. LEVEL SHIFTING AND YOU Your first big goal should be to get your Alpha to at least Tier 3, because Tier 3 Alpha is where you get your first Incarnate Level Shift. The Level Shift is an odd little benefit of the Incarnate system, and it effectively makes your character one level higher than the game treats them. When you’re level “50+1,” level 50 mobs will be blue to you—but if you’re at +0 notoriety, the game will still give you those blue level 50 mobs in your missions, not white level 51s. You’ll keep this Level Shift as long as you aren’t exemplared below level 45, and this first one from the Alpha will apply to all content in the game that you can play at those levels. The Level Shifts from Lore and Destiny will apply to special Incarnate content only, such as the Incarnate Trials and Dark Astoria zone and missions (though oddly enough, not the Apex and Tin Mage Task Forces for some reason). I’ll touch on those again in the section on Thread-based powers. WEEKLY STRIKE TARGET And then there’s the Weekly Strike Target TF or SF, a rotating selection of Task and Strike forces which grants double Reward Merits but also awards a huge XP bonus if you’re not an Incarnate yet, or a Notice of the Well Shard component if you are level fifty with your Alpha slot unlocked. You have to have your Alpha unlocked to receive a Notice. You can only get one Strike Target reward per week, across any of the targets, so if you know you’re just about to hit 50, you might want to hold off on doing it until you can get your Alpha slot unlocked before you start it. The Notice of the Well that the WST awards you is a crucial component to crafting your Tier 3 Alpha—and it’s expensive enough to craft that you really want to make sure you get all the free ones you can. And another reason I suggest being sure to craft the Alpha with Shards is that you’re going to get that Notice of the Well anyway if you do the Weekly for the double Merit reward, so why not be able to use it? (You can break the Notice of the Well down into 40 Threads, and you probably should do that for future Notices once you’re finished building all the Alphas you want. But it’ll be a lot more efficient to build your T3 Alphas with them first.) THE TIER 4 ALPHA: SHARDS VS THREADS When I recommended using Shards to build your Alpha, I did make an exception for Tier 4. That’s because for Tier 4 you need a Favor of the Well, which takes two Notices and 32 Shards to make. Now, if you’ve been playing at level 50 for a while before getting into this Incarnate thing, you might very well have multiple Notices of the Well and bunches of Shards sitting around, but if you haven’t, you’re only going to be able to get one Notice per week going forward—so do you really want to wait two more weeks to craft your Tier 4? I don’t think so. Fortunately, crafting a Tier 4 Alpha with Thread-based components is just as easy for the Alpha as it is for the other powers I’ll discuss. So you can just do that and call it good. (By the same token, if you’re ready to craft the second Tier 3 you’ll need for that Tier 4 before you’re eligible to get another Notice from a WST, you may want to do that with Threads, too.) STEP THREE: BUILD LORE, DESTINY, AND THE OTHER THREAD-BASED SLOTS You don’t actually have to wait until you’ve built your Alpha to start on your Thread-based slots; you can work on both at the same time if and as you get enough Shards and Threads for them. But using Shards to build the Alpha means you can devote more Threads to the other slots, and you should certainly do so if you can. If you like, you can actually get started before you’ve even got the slots unlocked. You can craft Incarnate powers as soon as you have the components for them; you just can’t slot them until the slots are unlocked. So if you’re doing a lot of Incarnate Trials early on while you’re still unlocking the slots, you might want to make note of what components you’re going to need, so you can pick them from the reward rolls at the end of the Trials and work toward having the right ones to make the powers you want. And if you want to build them early so you're ready to drop them in as soon as they open up, that will be just fine. I would recommend that, apart from the Alpha, the first two Incarnate slots you should work on are Lore and Destiny. The reason is, those slots provide the Incarnate Level Shifts at Tier 3, making you that much more effective in Incarnate Trials (which I’ll discuss in a moment). Once you have all three, you’ll be at level 53, which means you’ll be on a more even footing with the level 54 mobs in most Incarnate Trials and other Incarnate content. That means you’ll be a more effective fighter in those trials, and those trials will be more likely to be successful. After you get those Level Shifts, you can build out the remaining powers in whatever order you like. You’ll probably want to get them all to Tier 3 before you start moving any up to Tier 4, though. THREAD-BASED COMPONENTS: HOW TO GET THEM There are three major sources of Thread-based components: Incarnate missions, such as those in Dark Astoria; Incarnate Task Forces, like Apex or Tin Mage; and Incarnate Trials, like Behavioral Adjustment Facility or Lambda Complex. INCARNATE MISSIONS Incarnate Missions are probably the simplest way for solo players to get their hands on Shard-based components. They are awarded at the end of Incarnate story arcs, including when the arcs are replayed via Ouroboros. As this guide by @ElPuerco indicates , the Dark Astoria introductory arc can be soloed at the lowest difficulty in about fifteen minutes, thus providing several components over the course of one hour of play. If you don’t enjoy having to depend on a large team of people not to screw things up for everybody else, and are of a class that solos easily, this might be the best course for you—especially after you’ve gotten your Incarnate level shifts and are at +3 and can do these missions at a Notoriety of -1, so you’ll be 3 or 4 levels higher than all the enemies. If you haven’t done this arc yet, and can gather a team of other people who also haven’t done it, you’ll be able to simultaneously complete the first few missions in the arc, then do the final mission once for each team member so each of you on the team gets as many components as there are team members who have the arc available. In Ouroboros, it runs Task Force style so there’s only one chance to run the final mission for everyone. INCARNATE TASK FORCES The next step up from those missions is doing the Incarnate Task Forces, of which there are only two—Apex and Tin Mage. These run similarly to all the other Task Forces, being primarily missions where you go places, click glowies, and defeat things. At the end of each of them, you’re awarded a choice of Incarnate Thread-based component. Also, if you earn the optional objective badges and “Master Of” badge for each, those should come with extra components, too. Unlike previous Task Forces, these do have specific Incarnate requirements—you have to have your Alpha unlocked and slotted in order to be able to participate meaningfully. If you don’t, you’re penalized 4 levels, meaning you’re going to be effectively level 46 while doing a 50+ Task Force, and will probably be dead weight at best. So if you don’t have your Alpha yet, you might want to focus on those Shard-based components I discuss above until you have at least the first Tier of it. INCARNATE TRIALS The main way of getting Incarnate components for most will be the series of Incarnate Trials that players get together and run. These trials usually call for leagues of 16 to 24 players, and take place over the course of a single mission in which players must complete several sets of challenges successfully in order to finish and win a Thread-based component. While going into great detail about these is beyond the scope of this guide, I can at least cover the basics of getting started in them. Incarnate Trials disable most of your temp or Day Job powers, though they don’t disable Accolade Powers. Interestingly enough, they also don’t disable many of the temp powers you get from Super Packs. You might lose your Resuscitator or Revive Ally powers, but any charge of the Super Pack “Restore” power you get will be right there for you to use at need. (So you may want to save those along and not use them in regular content.) Incarnate Trials usually form up in places where both Heroes and Villains can mingle, since both are eligible to participate in said trials. The most popular spot seems to be Pocket D, though you’ll also see some form up in Ouroboros. If you want to get in on such a trial, you might want to hang out in one of those places while you wait, and also watch the LFG channel just in case a trial starts forming up in another instance of the zone you’re in. Most pre-Incarnate Task Forces and Trials offer few challenges more stringent than going places, defeating bunches of enemies, and clicking on glowies. (You don’t even have to click on them simultaneously anymore, since Homecoming did away with that requirement.) However, most Incarnate Trials are considerably more nuanced—and more challenging. Goals vary by the individual Trial, but can include things like killing more than one archvillain simultaneously, killing enemies next to an archvillain to render it vulnerable, dragging an archvillain to a particular spot so other players can use temp powers on something there, and so on. At the simplest end of the trial spectrum are the Lambda Complex (LAM), Behavioral Adjustment Facility (BAF), and the (slightly more complicated) Keyes Reactor Trial. These are also the trials you see run the most often (to the chagrin of those who prefer some of the other, more complex ones). LAM is pretty basic—you just collect two sets of temp powers, then use them in a fight against the AV Marauder. It’s basic enough that a lot of people are bored of it, which is probably why it doesn’t get run as often as some of the other simple ones. (I would advise to stay away from “speed LAMs,” which is where you only bother collecting one set of the temp powers and disregard the other. It can be faster, but it can also be chancier because without the time boost from getting the second temps, you can run out of time to get enough of the first—and without using the second temp power, you can be overwhelmed by adds if you don’t kill Marauder fast enough. Maybe you’ll want to do things that way when you’re more experienced, but it’s just too easy for those to fail when inexperienced people are involved, resulting in a lot of frustration for all concerned.) BAF is probably the one that gets run more than any other, because it’s simple and short but also has some nice challenges (including defeating two different AVs twice each). It’s generally pretty hard to fail a BAF. If you’re just getting into Incarnate Trials, you should probably get your feet wet with these. Keyes is more complex, and has more of a requirement that its leaders know what they’re doing. There are a few aspects of the trial that are counterintuitive and require explanation (like the need not to damage the AV, Antimatter, until a certain point), and a few people who don’t know what they’re doing during the final AV fight can easily torpedo the trial for everybody. It’s worth noting that the Praetorian AVs from these trials do count toward the Dimensional Warder badge. If you do Maria Jenkins’s arc and then a BAF and a Keyes to get Siege and Antimatter, you will have that badge without having to do Tina McIntyre’s arc as well. Before doing these or any other Incarnate Trial, I would recommend that you review the write-up on ParagonWiki about the trial in question—but also pay attention to the trial leader. Are they willing to explain to newbies how this particular trial works (preferably while the team is forming up ahead of the event itself)? Do they seem to have a plan in mind for how to handle it? If not, you might be best off to bow out, at least until you have more experience with the trial yourself. My first Homecoming experience with the Keyes came from a so-called leader who had basically no instructions or guidance for the rest of the league, and just trusted everyone to know what to do already and work it out for themselves. It was such a disaster that it put me off trying another one for weeks. But if the leader does have it together, and is issuing orders, and the more experienced players don't seem to have any problem with them, you should follow those orders to the best of your abilities even if they don't seem to make any sense. There may be things they just haven't had time to explain yet. And once in a very great while, you might just run across a leader who has it so together that they make even the most complex trials seem simple without even trying. If you run across any amazing Incarnate Trial leaders like that, I recommend that you friend them, global-friend them if they’ll let you, and see if they have a global channel where they organize their trials. Good leaders are so rare, you definitely shouldn’t let them get away. You’ll get a choice of Thread-based component on successful completion of a trial—hopefully a Very Rare, possibly a Rare, more likely an Uncommon, or probably a Common. When you’re given the choice, you may want to pop up your Incarnate powers window and see which components you need to make the next power you want so you’ll know which one you should choose. (Unless it’s a Common, in which case you can pick pretty much any at random because you’ll probably need it sooner or later.) You can exit the trial and the window will stay open if you haven't yet made your choice. You will also get Astral Merits from completing specific challenges within Incarnate Trials, and an Empyrean merit at the end. You can also convert 5 Astral Merits into 1 Empyrean Merit at Luna on Ouroboros (which is really about the only useful thing you can do with Astral Merits). Earning the optional badges and Master Of from Incarnate Trials will earn you additional components and Astral Merits, which is nice if you're just starting out. Also, you shouldn't just limit yourself to those three. The other Incarnate Trials do get run from time to time, and are often very interesting—especially if you have one of those aforementioned amazingly good leaders at the helm. So, if you see one being announced on LFG, don't be afraid to jump in. The final Trial, Magisterium, does require that your character has their Lore and Destiny slots unlocked, but also offers a higher-than-usual chance of Rare or Very Rare components at the end. FURTHER INCARNATE PROGRESSION However you get components—be it missions, Task Forces, or Trials—the more of them you get, the more quickly you’re going to level up your Incarnate powers. I would strongly recommend saving the Threads and Empyrean Merits you get for leveling against the proverbial rainy day, and scooping as many components as you can from game content instead. Every Rare component you get saves you 8 Empyreans, and every Very Rare saves you 30. And as rarely as those two drop, you’ll have to do a lot of stuff to earn any. After you stop getting Threads as level-up rewards at Vet Level 11, you’re hardly ever going to get so many Threads at once again (save for converting Notices of the Well, at least), and those Empyreans slack off into a trickle as you near Vet Level 99. The farther you can stretch those threads and Merits, the more quickly you can build up all the Incarnate powers you need. Remember, you’re going to have to build Tier 1 through Tier 3 twice for each power before you can build its Tier 4. Another reason to save Empyreans is that, after you finish getting everything you could want to Tier 4, you can convert 50 of them into one Transcendent Merit for easier emailing to your other characters, to give them a head-start on building up their own Incarnate powers. But you have to have at least 50 to make the conversion—otherwise, you’re going to have to compose and send one email for each and every Empyrean you have. CLOSING THOUGHTS I hope that this guide has helped fill in some of the gaps in your Incarnate knowledge, and given you some ideas about how to use this system going forward. If there's anything that's still unclear, please let me know in the comments. If I didn't do a good enough job explaining something, I'll be happy to go back and expand the section to cover it better. Likewise, if I made any factual errors or mistakes, please tell me about those and I'll fix them. And, as previously stated, if you disagree with my opinions about anything, I'd love to have a discussion for the further elucidation of the people who come to read this later. Thanks for reading, and I'll see you in the City of Heroes!
  16. Hello everyone! Here is my ultimate Fly bind. It retains my favorite feature, jumping into the air to fly (like Superman) but is designed to be more or less universal. The bind will work for Fly, Hover, Mystic Flight, Afterburner, and Evasive Maneuvers. It uses 4 keys on the keyboard (technically but really only 2) and 10 text files! You may, of course, change the keys, but here are the keys I use: G - Fly SHIFT+G - Hover CTRL+G - Reset Fly Bind SHIFT+E - Evasive Maneuvers & Afterburner The bind in total does several things... Jumps into the air to fly (press and hold G and you'll shoot straight up into the air. Useful as an escape tactic) Turns off most sprinting powers to save on end drain (sprint, ninja run, beast run, athletic run) Turns on/off Hover Turns on Sprint when you land Turns on/off both Evasive Maneuvers and Afterburner at the same time while striking a power flight pose The beauty of this bind is that it makes everything so easy, and you never have to think about turning your sprinting powers off when flying or hovering. Press G once to turn Fly on. Press it again to turn Fly off. Press SHIFT+G once to turn Hover on. Press it again to turn it off. You can Hover while already flying, and you can go back to flying (without falling) just by pressing G. I chose SHIFT+E to turn Evasive Maneuvers and Afterburner on because it allows me to do so with one hand while I am flying and pressing the W key. I debated with myself on whether or not to automatically turn off Evasive Maneuvers when I land, but (at least right now) we still get its defense bonus while on the ground. So I kept it on. Of course, you can still press SHIFT+E to turn it off... and we can always add it later if needed. Also, once in a while the bind sequence gets mixed up in the game. All you need to do to fix this is to press CTRL+G to reset the binds. If you like the keyboard keys I chose for the flight binds, then you won't have to change a thing. Otherwise, you can change the keys by editing the text files below. You may need to change the path (where you store your bind text files), but if the path is too long the binds might go over the 255 character limit and refuse to work (or mess up). All of my binds are in a folder named "binds" within the game's default or home folder. If you need help finding your default folder, you can type into chat /bindloadfile / in game and it will show you your file path in the global chat window. My default folder is z:/Applications/coh/settings/live/ and then I added the "binds" folder, so now my file path for binds is z:/Applications/coh/settings/live/binds/. The default folder allows you to cut out the middle man and use a shortcut to get directly to the default folder. So for all of my binds I just use "/binds/" as my file path. It saves a lot of space in the binds. Step 1 is to create all the text files... BUT I've actually included all the text files in the zipped file below so you don't have to do a thing! Just place those files in your binds folder. If you'd like to edit the text files, make sure you're using a plain text file app like Notepad (on Windows) or BBEdit (on Mac)**. If your binds folder is in the same place as mine, everything should work out fine. Make sure you keep the file names the same too. Step 2 is to load in the FlyG1.txt bind into the game. Type into chat: /BindLoadFile /binds/FlyG1.txt and you're done! The flight bind will automatically assign all the other binds to your keyboard's keys after you've used the fly bind once (turn fly on, then turn fly off). Let me know if you like the bind. Personally, it's one of my favorites! Here are the text file names and what's in them: https://drive.google.com/file/d/1vmY7TwGX4C6EESHwimv9l-QvOzzpM6xD/view?usp=sharing FlyG1.txt G "+$$up 1$$powexectoggleoff Hover$$powexectoggleoff ninja run$$powexectoggleon mystic flight$$powexectoggleon fly$$bindloadfilesilent /binds/flyg2.txt" FlyG2.txt G "+$$up 0$$powexectoggleoff beast run$$powexectoggleoff athletic run$$powexectoggleoff hover$$bindloadfilesilent /binds/flyg3.txt$$bindloadfileSilent /binds/FlySpeed1.txt" FlyG3.txt G "+$$autorun 0$$powexectoggleoff fly$$powexectoggleoff mystic flight$$powexectoggleoff hover$$powexectoggleon sprint$$bindloadfilesilent /binds/flyg4.txt" CTRL+G "tell $name, Flight binds reset.$$bindloadfile /binds/flyg1.txt" FlyG4.txt G "+$$bindloadfilesilent /binds/flyg1.txt$$bindloadfilesilent /binds/hover1.txt" FlySpeed1.txt SHIFT+E "+$$e flypose2$$powexectoggleon fly_boost$$bindloadfileSilent /binds/FlySpeed2.txt" FlySpeed2.txt SHIFT+E "+$$powexecunqueue$$powexectoggleon evasive maneuvers$$bindloadfileSilent /binds/FlySpeed3.txt" FlySpeed3.txt SHIFT+E "+$$powexectoggleoff fly_boost$$powexectoggleoff evasive maneuvers$$bindloadfileSilent /binds/FlySpeed4.txt" FlySpeed4.txt SHIFT+E "+$$bindloadfileSilent /binds/FlySpeed1.txt" Hover1.txt SHIFT+G "powexectoggleoff fly$$powexectoggleoff sprint$$powexectoggleoff ninja run$$powexectoggleoff beast run$$powexectoggleoff athletic run$$Powexectoggleon hover$$bindloadfilesilent /binds/hover2.txt$$bindloadfilesilent /binds/flyg1.txt" Hover2.txt SHIFT+G "powexectoggleoff hover$$powexectoggleon sprint$$bindloadfilesilent /binds/hover1.txt" ** The stock TextEdit app on Macs natively save in the RTF document format, not the TXT format. However, if you open an already made TXT file with TextEdit, TextEdit will save it in the TXT format. When making new text binds, a tip is to click on File--> Duplicate to get a new text file, edit it, and then save it as a different file name. Alternately, you can change the preferences in TextEdit and select Plain Text. UPDATE 2/19 - Oops. Fixed a small omission in FlyG2.txt that prevented the Evasive Maneuvers/Afterburner bind from activating a power pose on first use. Also updated the Evasive Maneuvers/Afterburner bind to use Afterburner's internal name "fly_boost" rather than its display name "Afterburner" in order to prevent problems when the popup travel tray is enabled or disabled. Lastly, I've posted a new link to the updated text files. FlyBind.zip
  17. Updated: 03-11-2021 @ 7:46p EST Before I start ANYTHING, I need to thank @cheeseninja for the crucial direction on this as the VM based solution wasn't going so well performance wise. Tested on my Base Model Mac Mini M1 with all Game GFX settings to ULTRA! Not smooth as butter that way, but turning down to what a sane person would isn't a bad thing. 😛 Notes: Rosetta 2 will need to be installed if not already, Type the following into the Terminal and Press the "Enter" key to install it manually softwareupdate --install-rosetta Otherwise it will install when you run the Launcher If you accidentally interrupt the process of installing Rosetta 2, then you will get an error Click the Close button and reopen the Launcher to start over When trying to copy/paste while in the Launcher's settings, use the standard Windows key combos, not the MacOS translated key combos IE: To copy you have to use Control+C not Command+C Step 1: Install Homecoming Launcher Step 2: Permissions Step 3: First Launch Step 4: Launching the Game Step 4: Post Install Migration About the Launcher Creating Shortcuts Possible Errors As much of a headache as all the testing was, trying to figure out Why it wasn't doing this or that, it's great to see that, with the help of those more used to these things, we finally have a streamlined solution to getting you up and running on modern hardware once again!
  18. Hey all! So, a little background info. When HC brought our beloved game back, I was ecstatic. On Live, my main was a Fire/Rad troller. I mainly played it and MMs, Corrs, and with the occasional Scrapper thrown in. I never really played Tanks. So when the Game came back to life, I said to myself that I would branch out and try new things. I went to the Test server and debated. I finally chose a Tank, and I went with 2 powersets I had never tried nor knew nothing about...Bio Armor and Rad Melee. To say the least, I was impressed. Perhaps it was because this was the first tank that I really ever played. Perhaps it was because I didn't have any experience with either powerset. Whatever it may have been, I was shocked. I could survive anything, and the damage wasn't subpar (as I expected it to be). I did good damage, and couldn't be killed. I didn't know why, and I didn't understand. I have since played MANY Tanks, with all sorts of different combinations of power sets. The Tank AT is, as a whole, what it is meant to be....and then some. Unless you're doing something absolutely freakin' ridiculous, or under a ton of debuff, there's a 90% chance you're not gonna faceplant. And in those instances, at least in my own experiences, you deserve to. I've done Bio, Invuln, Fire, Dark, SR, Electric, WP, Ice, Rad, and Shield all to 50. I played a Stone Brute on Live and remember that you pretty much HAD to have a /Kin on your team, so I have not done Stone to 50 (yet). All of my tanks, the (few) times I have faceplanted, I deserved it. I was either not paying attention, had too many Defense Debuffs on me, or was seriously pushing the envelope to see how far I could take it. At the time, I didn't understand Bio. I just rolled with it because it felt....strong (and pretty!). After some time, I read on the forums that the best armor for Scrappers, Brutes, and Sents was Bio. Tanks that wanted to focus on damage also took Bio. So....I thought that maybe I needed to revisit this powerset. I searched, and never could find an actual guide or any help strictly dedicated to Bio. Sure, there's all kinds of builds out there for Bio/This, Bio/That, etc etc. On mine, i focused on IOs that boosted Max HP, Max Regen, then focused on Defense. I thought that's all that mattered, since Bio states it offers a fair amount of regeneration. Now, I realize that 2 people can take the exact same primary/secondary powerset and build it totally different from the other. That's one of the things I've always loved about this game. The different options available, the different thought processes that go into building a toon, the different bonuses you can chase, etc. I figured since I have some knowledge of Bio, I would attempt my best to put it out there. Perhaps someone will find it useful. If not, then I at least helped myself by understanding it a bit more. So, without further ado, here's what you wanted to know about Bio, but never asked. Bio Armor is a hybrid. It offers Resistance, Defense, Regeneration, some Offense, a little Debuff, Absorb, a little Healing and some End Recovery. It does not offer any Defense Debuff Resistance, , To Hit Debuff Resistance, or Regeneration Debuff Resistance. Which, by the way, I thought was strange since Bio does rely a bit on Regeneration. Oh well.. onto the next. HARDENED CARAPACE With a little concentration you can cause your skin to become hard as stone, boosting your constitution to reject toxins and recovering from wounds more quickly. While active, this power will boost your resistance to Lethal, Smashing and Toxic damage, grant a minor amount of regeneration, and protection from Disorient and Sleep effects. If Efficient Adaptation is active, Hardened Carapace will grant an Endurance Discount. If Defensive Adaptation is active, Hardened Carapace will grant additional resistance to Lethal, Smashing and Toxic damage. While Offensive Adaptation is active, this power will grant a minor boost to damage. Bonuses granted from Adaptations are unenhanceable. Your basic toggle. Gives a base resistance 25% to Smashing/Lethal/Toxic damage, and mag 12 protection from Disorient and Sleep. In EFFECIENT ADAPTATION, it gives a small Endurance Discount ( instead of using .26 End/Sec, it drops down to .2 End/Sec. I'm not a math major, but it seems like that's a 6% decrease? In DEFENSIVE ADAPTATION, this gives you an additional bonus to your Smash/Lethal/Toxic resistances. Your base is 25%, and Defensive pumps it up to 32.5%. OFFENSIVE ADAPTATION gives a minor boost to your damage. I can't say EXACTLY how much that damage boost is, but I believe it is around 28%. For example, Quills pulses for 13.98. In Offensive, it will pulse for 17.94. Another example is with Battle Ax. Beheader goes from 37.64 damage to 62. 74, while Pendulum sees 168.1 jump up to 215.7 damage. Again, I never majored in Math, and don't spend hours going through every possible combination to do math to see exactly how much time a power takes to activate, how much end that power takes, how much damage that power takes, to figure out the absolutely best possible return on investment to get the best attack chain. I play for fun. I understand simple. My bad. INEXHAUSTIBULE Your body is constantly evolving and adapting based on your surroundings. As a result you receive a moderate bonus to maximum hit points, regeneration, recovery as well as gaining a measure of Slow and Endurance Drain Resistance. Half of this power's maximum hit point increase is unenhanceable. While Efficient Adaptation is active, this power grants a small bonus to recovery and regeneration. While Defensive Adaptation is active you gain a small amount of additional maximum hit points. This power doesn't grant any bonuses to Offensive Adaptation. These special bonuses are unenhanceable. Inexhaustible is always active. Again, I don't run every single scenario. Inexhaustible gives you a bonus to your Max HP, Regen, Recovery, and a bit of Slow/End Drain Resistance. EFFECIENT ADAPTATION sees your base End Recovery go from 2.08/Sec to 2.67/Sec, your Regen go from 140% (11.05HP/Sec) to 205% (17.79HP/Sec) and your Max HP from 1874 to 2061. DEFENSIVE gets your End Recovery from 2.08/Sec to 2.5/Sec, your Regen from 140% to 190%, and your Max HP from 1874 to 2145. NO bonuses while in Offensive. Half of the Max HP bonus is unenhanceable, but the Regen and End Recovery ARE enhanceable. Many people use this power just as a "mule" to throw in one,or more Procs (Numina's, Miracle, etc etc). Obviously it's up to you on how you want to slot it, what goals you're shooting for, and what bonuses you want. ENVIRONMENTAL ADAPTATION Your body can spontaneously adapt to its surroundings and your mind has learned to shield itself from harmful effects by constant exposure to these dangers. While active you gain moderate defense to Fire, Cold, Energy and Negative Energy damage, and a small amount of defense to Psionic damage. Additionally you are protected against hold, knockdown and immobilize effects. While Defensive Adaptation is active you gain a minor amount of Lethal, Smashing, Fire, Cold, Energy, Negative Energy and Psionic defense, as well as a minor amount of maximum hit points. If Offensive Adaptation is active you'll gain a moderate To Hit bonus. These special bonuses are unenhanceable. Defense shield. Bio *can* hit the defense soft cap on Fire/Cold/Energy/N. Energy. Not only does this give you Defense to those, it also gives you protection against those pesky Holds/KBs/Immobilize. This is yet another trick that Bio has based on the "stance" you take. In DEFESENSIVE ADAPTATION, you'll get a base 4.5% bump in S/L/F/E Resistance, 2.25% Psionic Resistance. and a base +84HP to your Max HP. (I'm getting all these values at BASE. At level 50, and slotted, obviously the numbers will be different. I'm just trying to give you an IDEA of what each stance does for you). OFFENSIVE ADAPTATION will give you a 7.5% bonus to To Hit. ADAPTATION By purchasing this power you gain access to three mutually exclusive toggle powers: Efficient Adaptation, Defensive Adaptation and Offensive Adaptation. If Defensive Adaptation is active you gain improved damage resistance from Hardened Carapace and Evolving Armor, additional defense from Environmental Modification and Evolving Armor, and increased Maximum HP from Environmental Modification and Inexhaustible. If Offensive Adaptation is active you gain bonus damage from Hardened Carapace, additional To Hit from Environmental Modification, empowered -resistance debuff from Evolving Armor, and your debuff effects from DNA Siphon, Genetic Contamination and Parasitic Aura are increased. The "Bread and Butter" of Bio. Once taken, you will have 3 "powers" show up in your bar. One is Efficient Adaptation, one is Defensive, and the last is Offensive. ABLATIVE CARAPACE When needed, you're able to cause your Bio Armor to gain a thick, but brittle outer layer that will absorb a large amount of damage before breaking off. Ablative Carapace will grant a moderate amount of damage absorption and a high amount of regeneration for a short time. While Efficient Adaptation is active, this power grants a slightly larger regeneration buff. While Defensive Adaptation is active, this power grants a bonus to damage absorption. What many consider to be a "must have", here is your "absorb shield". It adds a base 100% to your Regeneration rate, and gives you an Absorb Shield of 30% of your base HP while in DEFENSIVE. EFFECIENT ADAPTATION gives 130% to your Regeneration rate. EVOLVING ARMOR When faced with danger, your Bio Armor reacts by becoming incredibly durable as well as infecting nearby enemies, lowering their resistance to damage. While active, Evolving Armor will grant you small amount of damage resistance, plus an additional amount for each nearby target. Nearby foes will also be taunted and have their damage resistance reduced. While Efficient Adaptation is active, this power grants a moderate bonus to Regeneration and Recovery plus a tiny amount of both for each nearby foe up to 10 foes. While Defensive Adaptation is active you gain a very minor amount of defense and damage resistance for each nearby foe, however you lose the benefit of this power's resistance debuff. If Offensive Adaptation is active this power's damage resistance debuff is increased. These special bonuses are unenhanceable. Evolving Armor is one heck of a power. You gain Damage Resistance, you Taunt everyone in its effect, AND you LOWER the enemies' resistances. Of course, like most everything else in Bio, you can choose different bonuses based on which "stance" you're in. EFFECIENT ADAPTATION , with 1 target, gives you 5.5% S/L/Toxic Resistance, 4.13% Resistance to F/C/E/N.E, and 3.3% to Psi. Your Regen rate goes up by 36%, and your base end recovery goes from 2.08/Sec to 2.38/Sec. In DEFENSIVE, you lose the Resistance DEBUFF, but you gain the following Defense bonuses: 4.2% Defense to S/L 3.14% Defense to F/C/E/N.E 2,24% Defense to Psi On top of that, you gain the following Resistances (base, with 1 target fueling the power) 7.15% Resist S/L/Toxic 5.37% Resist F/C/E/N.E 4.29% Resist Psi To give you an idea, if you have 10 (the max) enemies around you fueling this power, those Defense #s jump to 8.25% S/L, 6.16% F/C/E/N.E, and 4.4% to Psi. your Resistances would jump to 13% S/L/T, 9.82% F/C/E/N.E, and 7.8% Psi. All these numbers are unenhanced/base. Now, in OFFENSIVE ADAPTATION, here's the tradeoff. You will debuff the enemies' resistance even more (sorry, I don't have that number), BUT your OWN resistances will suffer a -7.5% penalty. Yes, that's right. It IS possible for your own Resistances to even be NEGATIVE just from using this power in Offensive. This is why some people will build their Bio for Resistances to try and offset the -7.5% penalty, while others focus on trying to softcap their defenses and bumping up HP/Regen. DNA SIPHON You can siphon genetic material from nearby enemies, causing a minor amount of Lethal damage and a minor amount of Toxic damage over time. Living enemies will provide the user with a small boost to health and endurance. These foes will have their regeneration rate reduced for a short period of time. Defeated enemies provide a weaker sample of material and thus will boost recovery and regeneration for a short while. While Efficient Adaptation is active, this power will grant bonus regeneration and recovery per defeated target hit. While Defensive Adaptation is active, this power will grant bonus health per living target hit. While Offensive Adaptation is active this power's regeneration debuff is increased in effectiveness. A heal, a recovery power, Regen debuff, AND damage! The Regeneration debuff is -100% to each living enemy. And just like most everything else, the Special effects are determined by which "Stance" you're in. The base damage on this power is 20.88 (10.57 Lethal and 4.23x2.44 Toxic). In DEFENSIVE, you get a (base) 20% to Regen and 12.5% to End Recovery per LIVING TARGET, plus an additional 70.28HP Heal. In EFFECIENT, you get a (base) 26% to Regen and 21.88% to End Recovery per every DEFEATED TARGET. In OFFENSIVE, the Regeneration debuff is -133%, your Regen goes up 20%, while End Recovery is boosted by 12.5%. GENETIC CONTAMINATION You're capable of breaking down the genetic material of your foes with a powerful toxin that is produced by your Bio Armor. Nearby foes affected by this poison will suffer toxic damage over time as well as dealing reduced damage. While Defensive Adaptation is active this power's damage debuff is increased in effectiveness. Yet ANOTHER damaging toggle, plus a Debuff! In Efficient AND Offensive, this power ticks for 7.92 damage and applies a 10.5% Damage Debuff to the enemy. In DEFENSIVE, this power will tick for 5.94 damage, but apply a 13.97% Damage Debuff to the enemy. PARASITIC AURA You release a cloud of parasites around you that draw out your enemies' genetic material. These parasites dramatically increase your survivability by gaining damage absorption while boosting your regeneration and recovery rate for a short time. Affected foes will be infected and deal reduced damage for a short while. While Efficient Adaptation is active, this power will grant additional regeneration and recovery per target hit. While Defensive Adaptation is active, this power will grant a small amount of additional damage absorption and increase the effectiveness of this power's damage debuff. The tier 9 power does not disappoint. This is a Heal, Absorb, +Regen,+Recovery, and a damage debuff to the enemy. These numbers are for 1 enemy in range, and as many as 10 to contribute. EFFICIENT Adaptation gives you a (base) 10% Absorb shield, +65% to Regen, +42.5% End Recovery, and a -14% Damage Debuff to the enemy. DEFENSIVE gives you a 13.3% Absorb shield, +50% to Regen, +30% to End Recovery, and applies an 18.2% damage debuff to the enemy. OFFENSIVE nets you a 10% Absorb shield, +50% to Regen, +30% to End Recovery, and a 14% damage debuff to the enemy. Now, let's just say you have the maximum # of targets (10) and you use this power and hit all 10. Your bonuses go through the roof. With 10 targets: EFFICIENT = 100% Absorb Shield, +650% Regen, +425% End Recovery DEFENSIVE = 133% Absorb Shield, +500% Regen, +300% End Recovery OFFENSIVE = 100% Absorb Shield, +500% Regen, +300% End Recovery This power costs 18.2 end, Recharges in 270 seconds, lasts 45 seconds, and has a 15' radius. It is highly advised that you get Recharge. not only for this power, but Ablative and DNA Siphon also likes to have extra Recharge. Bio LOVES and NEEDS recharge. With more Recharge, comes more Ablative, DNA Siphon, and Parasitic Aura. It's possible to have a permanent Absorb Shield just from Ablative. Then tack on the absorb from everything else, and well, you ain't dying. Now, you'll have a base of 12.98 Hold/Stun/Sleep/Immob protection, and a mag 10 KB protection. The downfall is that you get 0 Defense Debuff Resistance, and 0 Recovery, Perception, To Hit and Regen Debuff Resistance. You can softcap your Defenses to F/C/E/N.E, and you can get hellacious Regen numbers, but having NO resistance to those debuffs will hurt. They will hurt A LOT. This is why most Bio Armor users go for Destiny: Ageless Radial Epiphany to get all the Debuff Resistances. Plus, the extra recharge always helps. As you can see, Bio has NUMEROUS tools in its toolbelt. If you are planning on taking a secondary that uses a ton of Endurance, then you can offset that with Bio's powers and in Efficient Adaptation. You want more damage? Switch to Offensive. Taking on an AV? Switch to Defensive for a while. It truly is a hybrid, and allows the character to fill a few different roles. If farming is your thing, then you can farm. If pure tanking is your thing, then you can do so. Team lacking a little damage? Go in Offensive mode to pump out a little bit more damage. Other than the downfall of the Debuff Resistances, another "downfall" (if you want to call it that) is that every power is good. There are some Tank Primaries that you can skip one or 2 powers. With Bio, IF you skip anything, it'd be extremely hard to decide. And each power deserves some slots, even 6 slots, to get the full potential from them. Overall, I have thoroughly enjoyed my Bio/Rad tank. I ended up making a Bio/Staff Brute as well. I am going back and making another Bio Tank (because I simply love Tanks), and I am unsure right now what I want to pair it with. I have not made a Bio Sent, but have heard nice things about them. Now that I, and hopefully you, see more of what Bio is (and isn't) capable of, I hope to see more Bio toons in our beloved City (other than Bio/TW haha). Thanks for reading, and I hope this helps a little. -X
  19. Between the forums and the Discord channel, I see a lot of folks confused about setting up base teleporters. It's easy to do once you understand the principles, but since there are things that aren't self-evident, I decided to put together a little guide. (With pictures and everything! Ooh! Ahh!) I've separated my lame jokes from the main text by using a different font color for your convenience. ;D Contents: The Basics The Components Setting Up a Zone Teleporter Setting Up an In-Base Teleporter Troubleshooting Tips, Tricks, & Tidbits #1: The Basics (or, What's All This Hullaballoo About Teleporters, Now?) Base teleporters are, in the simplest terms, a base item you can click that will move your character to somewhere else. Because real heroes & villains don't take cabs, and car insurance in Paragon is just outrageous. What base teleporters can do: They can transport a player to any city/hazard/trial zone that has a beacon and matches their alignment. They can transport a player to another spot within the base, a new function since the old days that's super-cool. What base teleporters cannot do: They cannot transport you to zones you can't access. (i.e., Heroes can't go to villain zones or vice-versa, and low-level Praetorians can't go to Primal Earth.) Silly baby goldsiders, you can't escape Cole's utopia that easily, muahaha! They cannot transport you from city zones into the base. (Though, as noted by justicebeliever--thanks!--you can get a base teleporter power by collecting badges or purchasing it from the P2W vendor.) They cannot change where you zone in to the base when you use a base portal, or make it so different people will zone into the base in different spots. No making the peons turn up in the back alley by the dumpster while the CEO shows up in the penthouse suite; sorry. A note on "Secret Entrance" Portals: Despite being a type of portal, the "secret entrance" is an entirely different beast than a teleporter, with different rules. The secret entrance cannot be deleted. So much for that Poe-themed base idea. There can be only one secret entrance. ...#highlander... If you ever see more than one, it's a glitch; leaving the base empty of people for 20 minutes should reset it. Though the secret entrance can be moved anywhere in the base, the entrance room can't be resized or deleted. Typing /stuck will return you to the secret entrance. Anyone entering the base through the secret entrance will always be facing south. And it just goes south from there! Haha! A-haha...ha...*cough* 😒 Leaving via the secret entrance will return you to the zone you were in before you entered the base. Déjà vu, or a glitch in the Matrix? You decide. If you entered using a base portal, you'll reappear beside it; if you entered any other way, you'll reappear at the zone's designated teleport spot. (Thanks to justicebeliever for the clarification. :) ) Okay, so now that we know what teleporters are and aren't, how do they work? #2: The Components (or, 'Porters & Beacons & 'Port Points, Oh My) Regular teleporters (i.e., the "teleport to zone" types from the live era) have two parts: Teleporter Beacon (the thing you click) (the place you go) Arcane Example: Tech Example: PI Paragon's VP of Engineering, Karen, agreed to be in these photos to provide a sense of scale. She's a shapeshifter and a bit of a clothes-horse, but so dependable and dedicated--I never see her leave her office! For in-base teleporters, there's one other component, a teleport point...but we'll come back to that in a bit. #3: Setting Up a Zone Teleporter (or, Transportation by IKEA) To make a working zone teleporter, all you need is a teleport device and a beacon of the same style placed within range. That's it! Back in my day, we only had one basic and one advanced 'porter for each style...and you needed a special Transportation Room and enough power to run the thing...and even then, the basic 'porters would only go to two places, uphill, BOTH WAYS! These young whipper-snappers and their free, pretty, 10-destination porters don't know how good they have it! Muttergrumblemumumble... (I'm totally kidding about the grumbling, to be clear. They can pry the new porters from my cold dead hands.) The beacons, up to ten per teleporter, can be placed anywhere...above the porter, behind it, buried in the floor, wherever...as long as they are within range. You can tell if a beacon is in range in two ways: Click on the beacon, and make sure there's a yellow box around the teleporter (or vice versa). -or- Click on either the beacon or teleporter, and check the object description box (the "Info" tab for beacons, or the "Aux" tab for the teleporter). The attached items should be listed. #4: Setting Up an In-Base Teleporter (or, "But I Don't Wanna Go Outside, Mom!") For teleporting to another area within the base, there's one more piece you need: a teleport point. Regular beacons teleport you to zone points the game already knows how to find. So, to make an in-base teleporter work, you need to explain to the game where you want people to end up. That's where this tab comes in: Currently, there are ten points available to place inside your base. When placed, they look like this: VP Karen not included. So, let's say you want to teleport from your office to your bathroom. When you gotta go, you gotta go, amirite? To do that: In your office, put a teleport device. In your office, put an Aleph beacon. In your bathroom, put the Aleph teleport point. (Teleport points don't have a style, and can be used with either arcane or tech devices.) And voila, you can teleport directly from the office to the potty. Base Teleporters: Bringing you proper hydration without fear since 2019. Note, the above setup will only get you to the bathroom. If you want to teleport back, you'll need to repeat the steps above, except in the opposite direction and using a second teleport point. #5: Troubleshooting (or, LIEZ!! It doesn't work!! UR AY FRAUD AN SHUD B ASHAYMED!!) I hope that amused someone because typing like that made me die a little inside. If you've placed a teleporter and it doesn't work the way it should, there are a few things to check: Did the beacon connect to the wrong teleporter? If you have two teleporters close together, the beacon may have linked to a different one than you expected. And next thing you know, the teleporter and the beacon are arguing about infidelity on Dr. Phil. Are you trying to connect more than ten destinations to a single porter? Any beyond ten won't connect. That's what happens when you let the henchmen do the math. Are you using a functional teleporter? As one might imagine, teleporters labeled as inactive or destroyed won't work, but it's an easy mis-click. Now where do I get a portal repair tech at 3 AM on a Saturday?!? The second-most common problem: Is your character the right alignment to see the zones in question? A villain character can't go to hero zones, and vice versa, so the list will be blank even if the beacons are connected and working properly. Nice try, Lord Recluse. And--*drum roll*-- the biggie: Is your beacon the same style as your teleporter? Items from the tech tab will not connect to items from the arcane tab; the styles must match. Arcane & tech elements in the same teleporter ensemble is so last season. Remember... goes with goes with #6: Tips, Tricks, & Tidbits (or, Things You Wish You'd Known Before Wasting That Last 3 Hours) The order zones appear in any teleport listing is according to the zone's ID number in the internal database. The only way you can affect the list order is to link beacons to separate teleporters. We won't discuss how long I tried to alphabetize the teleport beacons before I learned this. I (like a number of other folks, it seems) like to set up my zone 'porters with one for blueside city zones, one for blueside hazard/trial zones, one for redside zones, and one for everything else (although our current base has them split up slightly more for aesthetic reasons). If you aren't sure/can't remember which zones are which, this wiki page may help; it has zones separated by alignment, and you can sort the list by type or level. None of the teleporters are tintable, except the Oranbegan Portal in the Arcane tab. That one lets you recolor the runes that circle around the edge of the portal. I see a red portal and I want to paint it black... There are currently no doors in the base builder that open/close...but you can simulate one using in-base teleporters. You'll need two teleporters (the Interdimensional Shard is a popular choice because it's small), two beacons, and two teleport points. Place the Shards as far inside your doors as you like, as long as enough sticks out for people to click on. Place Beacon A on one side of the door, and Point A on the other...then place Beacon B on that side, and Point B back on the original side, as noted in this high-quality illustration: [Point A, Beacon B, Teleporter] {[DOOR(S)]} [Point B, Beacon A, Teleporter] Great, there goes our whole graphic design budget. Note, you'll want to use two teleporters and make sure your beacons connect the way you intend, because otherwise both destinations would show up on the same teleport list, and someone could inadvertently teleport to where they already are. Ha ha, suckers. Er, I mean... :-X Whatever direction you're facing when you click an in-base teleport point, that's the same way you'll be facing when you come out the other side. (As ajax34i observes, the points -- and the Secret Entrance, for that matter -- do have directional arrows you can see using the Hidden Markers option...but they don't seem to actually be correct or do anything.) Turn around, bright eyes... Since you're actually teleporting instead of using the door like a door, you have the option of putting the "other side of the door" anywhere in the base you like. It doesn't have to be physically near the original door. And they'll never know they've been fooled! MUAHAHAHA!! ...well, unless they look at the map. If devious hidden doors are your jam, you can easily bury your teleporter almost all the way inside pretty much anything...secret door hidden in the bookshelf, anyone? From Catgoyle: "For semi-secret in-base teleports, the globes are about the right size to fit the "interdimensional shard" into (and I hide the beacon under the floor -- enable room clipping)." Just make sure Alfred doesn't set it off accidentally while dusting Wayne Manor. There's no way to re-name the in-base teleport points. What you see is what you get. Fun Fact: I learned that the point names are letters in the Hebrew alphabet. Thanks, Google! Clicking a teleporter always brings up a pop-up destination menu, even if you only link one beacon. At present, there's no way to make it click-and-go like mission doors. Some of the flatter teleporters (the Carnival of Light portal, etc.) are difficult to select once they've been placed. In addition to the usual camera angle shuffle, it can help to hold shift, which helps you click objects hidden behind other things. If all else fails, you can choose "Current Room," sell off the portal, and start over. If a sound/visual effect remains after you delete a teleporter, leaving the base for 20 minutes should reset the map. Anybody else entering the base in that time will prevent the reset; stowaways walk the plank. WanderingAries adds that if you've read all this and decided it's too much work, you can always coalition with someone who's built zone teleporters already and use theirs. 😉 So there you have it, everything you need to be a physics-defying location hopper. Did I leave anything out? Did something get added/changed since this post was written? Did I...*GASP*...get something wrong? Or worse yet...HAVE A TYPO?!?!? :-[ Let me know, and I'll get it fixed. Happy base building!
  20. Hey there! Klypso from Homecoming/Excelsior here. This is a guide on how to play City of Heroes on Linux. We will be running the 64-Bit version of City of Heroes, if you are curious. This guide presumes that you already have you GPU drivers installed. NVIDIA users (may) have to install it themselves, while AMD users (may) not have to, but it doesn't hurt to check. If you have any issues, PLEASE make sure you've installed your GPU drivers properly. Also, if you're using an iGPU (Integrated GPU), disabling it should fix some issues that you may run into. Edit: There has been an official post by GM Tahquitz on how to use the new Homecoming launcher in order to download / install / setup HC to run on Linux. Please check it out here if you have issues with this one, or you want to use the official guide: Official Guide by GM Tahquitz. Edit 2: There have been some issues with rolling release distros that're on WINE 5.18 where HC doesn't launch at all, or has issues launching. I've been currently bypassing this issue by using the 32-bit client instead of the 64-bit one. Please, if you are having issues as well, try setting your Architecture to the 32-bit version within the official HC launcher, or through Tequila by using the second option. Tips are BLUE Attentions are RED My system specs: *Pop!_OS 20.04 *i7-4770 with Kernel version 5.4.0-7634-generic *Nvidia GTX 970 (using driver 440.100) *16GB DDR3 RAM To be able to do this, you'll need the files for i24 / Homecoming. If you don't already have it, then you can click this link here to download the files. They will be out of date, so we'll be updating them later on in the guide ourselves. Please note that FireFox can't download files past a certain size with that link, so you will need to use Chrome / Chromium to download the game. Prerequisites: *Linux *A dedicated graphics card (although integrated graphics should run as well, although I haven't tested) *A dual-core CPU (Tested on an i3-4130, i7-4770, and an AMD FX 4300 CPU) or better. *At least 4GB of RAM The start of the guide Now, we're going to need to have 3 things already for this process to be simplified. These three things are as followed: A copy of City of Heroes already, one that we have ourselves that we can simply copy over, or the one downloaded from the link above. Wine to already be installed. If you don't have it, you can easily install it yourself by following the guide here VIA the official WineHQ website for your current flavor of Linux. Just search for your flavor (Ubuntu, Debian, Fedora) and open the Terminal, then copy-paste the commands it gives you to follow. Make sure to grab winehq-stable. For Lutris to be installed. Grab it here. We're going to go ahead and make sure that you have WINE properly installed. To do this, please run this in your Terminal. Do note that your version may be different than mine as this guide ages. Next, we have to add City of Heroes: Homecoming (CoH: HC) to Lutris. The video below will show you how to do so. Please note that it's a little fast as I need to be quick due to "Max total size" limits for uploading, and as such I had to compress the videos. Please, full-screen the videos so you can follow along. Adding_CoH.mp4 When you run CoH: HC (Tequila) for the first time, you'll encounter 3 of these pop-ups. They're necessary to run the program, so please, install them. Once that's done and those files are installed, we need to navigate to the CoH: HC directory, which is shown in this video. Please note that your directory may be different if you've placed it in a different folder. Selecting_Tequila_Directory(2).mp4 While validating files, you (may) come across an error that states "Insufficient Memory". Getting past this is simple, just exit out of Tequila first, and then click "Ok", as shown below Insufficient_Memory(1).mp4 Please note that it will always say that "The file Tequila.exe already exists", just click "Ok", as it doesn't matter. That's it! Every time you want to play CoH: HC, you need to run Lutris, then CoH: HC, then the 64-bit version of the game. Tequila will automatically update as it normally does. I hope this helps you with getting CoH: HC running on Linux! If you have any issues, please, post something here and I'll try my best to help you out!
  21. Updated 2021-01-23 This chart has been assembled from a variety of sources, relying primarily on the current Info text for each power and in-game testing of actions, times etc. It can be considered to supersede all other current information sources, including the patch notes, wiki and (in some cases) even the powers' Info data. Note that this is only the pool/prestige/temporary TP powers, and not those included in the Teleport and other power sets. Notes Base portals and the Ouroboros portal summoned by these powers no longer vanish when the summoner uses them. They persist, and can be used by any alt, for the duration specified. The Monitor Duty and Rapid Response Portal powers appear to be earned simultaneously, by logging out near base portals, and earn new uses in parallel by doing the same thing. The RRM power appears to lag getting the accolade, however, for unknown reasons. Ouroboros Portal The Ouro portal power can be obtained in several ways. The simplest is to dive through an Ouro portal. While you're at it, climb up the gnomon (big arc over the pool) to obtain the exploration badge. For the record, return transit from Ouroboros can be to any of the following zones (hero/villain limitations apply): Atlas Park Independence Port Talos Island Founder's Falls Peregrine Island Cap Au Diable Sharkhead Isle St. Martial Nerva Archipelago Grandville And while we're at it, the only way to get to the Echo Zones is via the Ouro portal at the rear of the building in Ouroboros. (Base transport beacons were removed in I27.) Long Range Teleporter The Long Range Teleporter is unlocked when an alt collects all exploration badges in a single zone for that zone's accolade badge. (Atlas Park and Mercy Island are the easiest, hint hint.) It can also be purchased from P2W if you find 1M Inf easier than hunting a few badges. After that, collecting any one exploration badge in any zone adds that zone to the LRTP's list of target zones. The LRTP can also be unlocked by spending one hour in Pocket D to obtain the Pocket D Gold VIP badge. The Pocket D beacon is unlocked if you gain the LRTP by getting the Pocket D badge. If you get the power any other way, you must unlock the Pocket D beacon by getting one of the two zone exploration badges. (Go for the Trucker one, daredevils.) LRTP Beacons The available Long Range TP zone beacons are (currently) as follows. Each can be obtained by collecting any one exploration badge in that zone. Inherent Your SG Base SG Base via passcode — note that base-entry macros will work in this menu Pocket D — may need to be unlocked Paragon City Atlas Park Kings Row The Hollows Perez Park Skyway City Steel Canyon Boomtown Faultline Talos Island Striga Isle Independence Port Terra Volta Croatoa Brickstown Crey's Folly Founders' Falls Eden Peregrine Island Rikti War Zone Kallisti Wharf — note odd grouping for this one Dark Astoria Rogue Isles Mercy Island Port Oakes Cap Au Diable Sharkhead Isle Nerva Archipelago St. Martial Grandville Praetoria Nova Praetoria Imperial City Neutropolis First Ward Night Ward Shadow Shard Firebase Zulu Cascade Archipelago The Chantry The Storm Palace Obsolete TP Powers The Pocket D VIP transporter has been removed with I27. The Long Range TP power has a Pocket D option, though. The many auction house TP powers may not be earnable by new alts any more, but if you had earned uses remaining, you can keep the power until they are exhausted. Some auction house teleport powers can still be obtained as temporary powers. The Base Entry Macro The short-lived, beloved "zap to base from anywhere, any time, no penalties" command/macro is no more. Well, it exists, but it was greatly nerfed from Dev/God power to something less game-breaking. It is still very convenient to create a macro for entry to your own SG base, if you have one. A good second choice is to use any SG base that publicizes their entry code and doesn't mind guest users. The original promoter of this power/macro/buff was the Cosmic Transport SG, which built a base with every portal and home feature you'd want. The macro definition below uses their base code. You can substitute your own or others, or even have multiple macros if you like. Clicking this macro icon while within a few feet of any base portal will instantly transport you to the corresponding SG base, without having to click through the "Your Base/Enter Passcode" menu. This also works when the LRTP menu is open. Other macro icons can be selected from the massive list of power icons (found on the website in the sig, and elsewhere). I picked a pretty and unusual one here. /macro_image DilemmaDiabolique_Diabolique_ShadowTeleport "TP to SG" enterbasefrompasscode COSMICTRANSPORT-6608 A version of this post with a reproducible version of the chart will be found at the Heroica! website in the sig. Corrections, updates and suggestions welcome. I'm just sorta kinda surprised no one has created this short, accurate chart in the months since I27! 😛
  22. Mr. Simpson – we have reason to believe that you have consumed - POISON! Poison is the most aggressive debuff set in the game. It is the kinetics of debuffing. If you attempt to play poison passively the results are always underwhelming. The set requires melee range to achieve maximum potential as the capstone power is a pbaoe aura that is several powers rolled into one. Poison doesn’t compromise, it doesn’t give you false hope through a weak self heal, or encourage you to sneak around. You either poison the enemy so they are weaker than you, or you die. People that have enjoyed melee oriented blasters and dominators usually pick up the set and run with it. Others that have played alternate debuff sets like radiation and go in thinking it will offer a similar play experience, often struggle. In this guide I will detail some of the intricacies of poison that make it a great set for those that take the time and investment into making it work. No, the set is not easy to use, and probably was never intended to be solo’d. We can’t change the ease of use, but we can build it so it can solo just about anything. This is a long guide so refer to the sections for ease of use Section 1 - Brief overview of poison for each AT 1.1 Corruptors 1.2 Masterminds 1.3 Controllers 1.4 Defenders Section 2 - Brief overview of each poison power 2.1 Alkaloid 2.2 Envenom 2.3 Weaken 2.4 Neurotoxic breath 2.5 Elixir of Life 2.6 Antidote 2.7 Paralytic Poison 2.8 Poison Trap 2.9 Venomous Gas Section 3 - In depth analysis of key poison mechanics 3.1 Envenom 3.2 Weaken 3.3 Poison Trap Section 4 - build synergies 4.1 The importance of mez protection 4.2 Cones…..grrr 4.3 What about healing? 4.4 Power pools 4.5 Epics 4.6 Incarnates Section 5 - My build 5.1 Why fireblast 5.2 Current build Section 6 - Fun stuff 6.1 The PYLONS 6.2 TF’s 6.3 GM’s Section 7 - the future ... Section 1 - Maleficent was a corruptor, but what should you be? Poison Is available to 4 AT’s. Two of them excel with it, two of them leave a bit to be desired. *I strongly recommend poison on controllers and defenders – though for very different reasons that I will touch on later. *I don’t recommend poison on corruptors, or masterminds, but that isn’t to say you can’t enjoy one. 1.1 Corrs – relative to defenders their debuffs are just too weak to make effective use of this set. Proc damage is significantly lower and personal protection through power pools and epic armors is too low in conjunction with the weaker debuffs. As far as I can tell nearly everything in poison is subject to AT scaling and everything scales properly between corrs and defs. The result is that defs are noticeably more potent with poison. The Corr ATO’s work reasonably well with this set though as health/endurance is always welcome and another purple damage proc is great. 1.2 MM’s – the debuff values are ok for what MM’s need to do, but the aoes are too small. As a result many of your pets take direct undebuffed damage from enemies and quickly become overwhelmed. The t9 has terrible uptime, otherwise the set would be salvageable. If MM’s had the t9 found in the other AT’s you could make a poison trap tanker-mind that could work reasonably well due to the synergy of PT and venomous gas . But they don’t. 1.3 Trollers – trollers offer a lot of mitigation. This degree of mitigation can more easily compensate for the fact that with poison you either weaken them until you overpower them, or you don’t. Their superior mitigation makes things like mez protection and personal defenses far less important. The set also offers good aoe damage and quick aoe containment, and lots of stackable holds to pair with your primary. You also get very high -res against bosses, which trollers often struggle to take down quickly. Finally, trollers get by far the best modifier on the -special aspect of weaken. It is really strong. In fact it is almost twice as strong as what corruptors get even though it is both a secondary set. 1.4 Defenders - Just about every debuff is strong and they are all scaled up to defender values correctly. For this reason if you want to have the quintessential poison experience it is best played on a defender. Additionally, the defender ATO procs work very well with this set providing consistent absorption and spot heals if placed correctly in your attacks This guide is primarily about defenders, so lets get into what makes poison tick. Section 2 - Pick your poison Short and sweet: *Weaknesses – no mez protection, no sustain powers, requires melee range *Strengths – unparalleled speed of swinging the battle by drastically weakening foes so they do little harm and take considerably more harm. 2.1 Alkaloid – slow projectile, single target ally heal. It’s not my job to keep you alive, so be glad we can skip this on defenders. I’d take this if I had a dedicated duo/trio, but on a full team there had better be someone else equipped to patch you up because I just view you as vengeance bait. (see elixir of life) Slotting: one of the heal sets. Preventative medicine proc if you are leaving it unslotted. 2.2 Envenom – second best power in the set. Available at lvl 1. Pretty fast cast time of 1.33 sec, 12 sec recharge Main target: -40% res, -37.5% def, some other stuff that usually doesn’t matter, but sometimes does (-regen, -heal) 8ft aoe: -20% res, -18.75% def, half of the other stuff that usually doesn’t matter I’d recommend putting accuracy in this power because it doesn’t do anything if it misses. Then achilies, then 2 damage procs. 2.3 Weaken – this is an extremely unique power. There is only one other power in the game that functions like weaken and it is single target and extremely difficult to perma. Weaken however, is spammable and has an aoe mechanic similar to envenom (half strength debuff). Sadly, the benefits of this power are often overlooked for sheer brute force, but where this power shines, it is blinding. Main target: -37.5% damage, -18.75% tohit, -74.5% special (reverse powerboost) 8ft AoE: -18.75% damage, -9.38% tohit, -37.25% special Slotting: Cloud senses goes well in this power. 2.4 Neurotoxic Breath – This is like a poor man’s shiver. Don’t get me wrong the -rech/speed value is fantastic and really cuts incoming damage over the duration. The issue is the cone is pretty narrow so you need to be max range of the power for it to hit most of the group. However, poison plays best in melee range and you want your t9 aura applied immediately. If this had the wide cone of shiver you would be able to use both venomous gas and still hit large numbers with neuro breath. Pretty good while leveling, but once you have venomous gas this will sit in your tray collecting dust. Maybe throw a chance for smashing proc in there. That lets you clearly see who you hit over the whole spawn. 2.5 Elixir of Life – hilarious in conjunction with vengeance. You rez them and they run off buffed to the gills from elixir. Elixer provides 100% rech boost, 50% damage boost and unlimited endurance…at a price. A short 90 seconds later the buffs expire and get replaced with a mag 1000 hold (ie toggle drop) puking and strong debuffs. Everyone else’s veng is still going strong so other buffers get lax. If you get lucky this happens in a spawn and they die again so you can refresh the teams’ veng. Lather, rinse, repeat. Of course they accept the rez, cause who wouldn’t? 10/10 power w/ veng on PUGs. Best used on scrappers as their swords tend to be sharper than they are. 2.6 Antidote – single target, ally mez protection. Good slow/-rech protection and a bit of cold/toxic resistance. Look, if I have to deal with mez, then so do you. That said, it is a good spot for unique Res IO’s if you aren’t taking fighting. And if you are in a duo/trio it is pretty good. It can also be the third leg of the elixir+veng strategy of killing your teammates if you instead want to use a blaster over a scrapper. Elixer buffs the blaster and you throw antidote on him for mez protection. That is now an overconfident blaster. When elixir drops, he splats. Not as much fun as a scrapper though as blasters are used to getting mezzed and dying. When elixir causes toggle drop/suppression on a scrapper they are genuinely confused. 2.7 Paralytic Poison – A not terribly fast single target hold. This allows you to fairly quickly hold a boss in conjunction with poison trap. It doesn’t last long, but maybe long enough to not die? This rolls procs super well and can actually do decent damage give the abundance of -res at your disposal. Definitely use this while leveling, maybe use it in your final build. It works reasonably well. 2.8 Poison Trap – not to be confused with Poison Trap. This poison trap doesn’t work the same as that poison trap. Confused? Ya me too. There are two powers in the game named Poison Trap, they are similar in some ways, but not in others. The one everyone talks about is Traps – poison trap (TPT). TPT has so much -regen that if you split it between all the defender primaries it would still be better at -regen than many sets. So what does PPT (poison - poison trap) do? A bunch of stuff, none of it really worth writing home about. However, doing a bunch of stuff, means it takes a bunch of procs. This power simultaneously rolls procs far better and far worse than you might expect. Slotting: as many procs as your build can support. See section 3.3 for more details. 2.9 Venomous Gas – This power takes just about everything poison does and then does it again in an auto hit pbaoe aura. I’m not sure if this power was supposed to “fix” poison when it was ported over to corrs, defs and trollers, but it sure seems like that was the intent. You’ll either love this power, or get mezzed repeatedly in the middle of spawns until you delete the character. Poison has no defense, no stealth, no resistances, no self heals, basically nothing that would support the need to be in the centre of a mob to utilize venomous gas. But that’s what makes it SO REWARDING. I’m not kidding. Once you get to a point where you can leverage venomous gas you start to feel really powerful and you start to witness a dramatic increase in team efficiency. 25% -res, 12.5% tohit debuff, 18.75% -dam, 12.5% -def Maybe that sounds great to you, maybe it doesn't. But even at a glance you should be able to see that it promotes the virtues of poison - negatively impact the enemy so they do less and you do more. Slotting: achilies, tohit debuff/end. Section 3 - Tetradotoxin, Amatoxin, Botulinum 3.1 Envenom Envenom is the most powerful single application -res power in the game. *Protip – alternate targets when recasting. The main debuff can stack with the aoe debuff giving -60% res. Fantastic if a minion is near an AV. The resistance debuffing is the main aspect of this power, but it also does a large defense debuff, a small amount of -regen and -heal. The aoe is admittedly small. I wish it was at least 12ft, or incorporated some delayed chaining mechanics to help it spread. Oh well, this is your targeted debuff, venomous gas is your group debuff. This power would still be worthwhile if it were single target (like it once was). The -regen is only 50% which isn’t fantastic, but it DOES stack when recast. It isn’t anything to celebrate, but it can help you get a handle on a GM’s regen if you keep it stacked 3-4x. You can see the impact it has on regen in the GM section (6.3) I personally think most -regen powers are too strong, or too weak. The sweet spot to me is 150-200%. That lets you have an impact, but still leaves room for another regen debuffer to have a role. The -heal is interesting, but rarely comes in to play. The target hit with the main debuff will receive 20% less healing. That can be helpful at times. If you envenom your target and cast weaken on the healer the results can be a near shut down of healing. 3.2 Weaken *Protip – alternate targets when recasting. The main debuff can stack with the aoe debuff giving -56.25% damage debuff, -28% tohit, and capping -special at 90% debuff. The nuts and bolts of debuffing damage: An often overlooked debuff. It works like it says on the tin. A 37.5% debuff will lower damage by 37.5%. However, this debuff has several interesting mechanics that make it incredible in some situations and not so hot in others. What makes it incredible? It is boosted by -res. A 37.5% -dam boosted by 65% -res (envenom+venomous gas) becomes 60% -dam. Poison can easily apply 56.25 to 75% -dam and debuff resistances by 65 to 85%. The result is often flooring an enemy’s damage at -90%. (look at the -damage on Jurassik) What else? -damage works independently from resistance. So if you do -90% damage debuff and have 50% resistance you end up taking 5% total damage. If you have 75% resistance you end up taking 2.5% damage. It can make some seemingly dangerous enemies a cake walk. An attack that would normally do 1000 damage can be reduced down to 25 damage. All by your lonesome. Poisoned! What makes it not so hot? The purple patch and enemy resistances. The purple patch is fairly straight forward, basically every level of difference between you and your enemy makes your debuffs less effective. +1 = 0.9, +2 = 0.8, +3 = 0.65, +4 = 0.48 When you hit +3 the potency of debuffs taper off hard. Probably too hard relative to other effects in the game on my opinion, but what can you do? Enemy resistances are a different matter. Resistance resists damage debuffs. Sometimes this matters a lot, sometimes it makes no difference. It matters when your target has resistances to the same type of damage that they deal. An example is Dra’Gon in the lady grey TF. He has 60% fire resistance and deals primarily fire damage. Also resistance resists resistance debuffs. Hahaha say what?. So previously where you can amplify your damage debuffs by applying -resistance, that is now also severely impacted. Examples using Dra'gon (60% fire resistance) while applying debuffing via envenom, weaken and venomous gas: +0 lvl: (56.25% dam debuff resisted by 60%) * ( 65% res debuff resisted by 60%) = 31.85% damage debuff +0 lvl: normal enemy = 92.81% damage debuff (capped at 90%) +3 lvl: (purple patch 36.65% dam debuff resisted by 60%) * (purple patch 42.25% res debuff resisted by 60%) = 19.37% damage debuff. +3 lvl: normal enemy = 52.13% damage debuff As you can see, you need to be very aware of what your enemy is capable of. An AV fight can be going super well and they are hitting like a wet noodle until they activate unstoppable. Suddenly they start hitting like a mack truck. Situational awareness is key. Lots of sets have -damage debuffs so that isn’t unique to poison. However, poison is also a good resistance debuffer so it ends up being very good overall at debuffing damage in most situations. (look at all that lovely -resistance that will boost your -damage) Weaken isn’t only useful for the -damage though. It also has an inverse powerboost. You ever see a scapper get one shot held by ghost widow’s ridiculous mag 100 hold and squirm helplessly until they die from the dot? Well you won’t see that if you hit her with weaken first. The hold will expire very quickly. Weaken drastically reduces the strength of many enemy abilities. Things like hold duration, defense debuffs, and heals are rendered almost useless. No one has any particular resistance to -special beyond the purple patch. So you hit silver mantis with it and suddenly her defense debuffs are a lot less impactful to the point that sets other than Super reflexes can shrug off some of her attacks. (Originally at 30% def, 2 of her attacks would normally drop me to -30% def, but I'm still at 0%) This aspect of the power doesn’t come in to play very often, or at least isn’t noticeable in most encounters. But it can spell the difference between victory and defeat like in the ghost widow example. 2/10 or 10/10 depending on the situation. 3.3 Poison Trap First off, it has a super fast cast time (which Traps -PT does not). And then it detonates when touched by an enemy into a big aoe hold. The hold only lasts like 7 or so seconds, but it can shut down most of the spawn for a short time. It gives you a nice little window to get some debuffs down. In addition to the hold it does a little bit of toxic dot damage. This could be useful for interrupting casters in some cases. What matters though is that it does an aoe hold and aoe damage. So it can take hold and pbaoe IO’s. The initial hold and damage procs roll at approx. 40-50% rate for 3.5ppm procs, which seems a bit lower than it probably should. However, after detonation the PPT releases a cloud that continues to do dot damage and periodically hold foes. So at 10 seconds it rolls its procs again at a lower probability than the initial detonation. (Ka-POW) PPT has some issues I’ll detail below. It is probably bugged and not working as well as it should. That said, it is still one of the most efficient powers in the game to place procs as it can frequently get over a 100% proc rate over the life of the power. The outcome is that while you focus on the bosses this power can often defeat most of the minions on its own. PPT with procs + a bit of aoe will finish off most spawns pretty quickly and safely. *issues with poison trap (and many other drop powers). - It only uses acc slotted into the power (so slots+alpha). Global acc, tohit buffs and even yellow insp have no impact on its accuracy. At least venomous gas helps it hit. People that think the power isn’t proccing well are probably just missing with it. -Secondly - the 3rd and 4th roll of procs are set up to automatically fail. It doesn’t matter what you do the chance to hit will always roll above 95 and miss. -Thirdly - The power can “critical” and double hit with procs instantly. I need to test this more, but I’ve only seen it happen with the pbaoe IO’s, which admittedly doesn’t make a ton of sense as you might expect the hold IO’s to do that given how the power works. -Fourth(ly) - The -recovery of the power hardly ever works. When it does work, it only lasts maybe 1 second. That said, it remains a very good proc power and very useful to helping poison do its job. If/when procs get overhauled my hope is this power gets a deep dive because it likely isn’t working as intended in all of its functions. Section 4 - When carrying poison, be sure to have an antidote on hand 4.1 Mez protection - I think the biggest weakness of poison is that if you get mezzed you will probably die. The set needs to be standing in the middle of a pack and you need to be actively applying debuffs and attacking to succeed. Even with weaken causing mez to last a fraction of the normal duration the toggle drop of venomous gas is often enough to get you killed. Solutions: Teaming - yah, but that’s not the point of this guide. Inspirations - yep, but there isn’t much you can’t do with enough inspirations. Some even rapidly port to their base to refill. I do my honest best to never use inspirations and certainly not as a key part of my build. P2W defense amplifier - you’d be silly not to pick this. 7.5% res all, 5% def all, 4 mag mez protection. 2.5 mil inf/hr at lvl 50. This is the best solution while leveling. Well worth the cash. I don’t use temp powers on final builds because I don’t see the difference between a power like this and a shivian against an AV. Defense - you can’t mez what you can’t hit. But poison has no innate defense and while s/l def is very easy to cap for defenders (scorpion shield) that only protects us from a moderate amount of mez attacks. Softcapping ranged defense and getting enough melee def that venomous gas’ tohit debuff gets you the rest of the way is no small endeavour. Rune of protection - awesome power. Great resistances and mez protection to most things including knockback. Unfortunately it is up only about 50% of the time and it requires you to go three powers deep in a pool. It can function as a break free too. Melee Hybrid - another awesome power. Good resistances and mez protection to most things excluding knockback. Also has really solid regen. Only up 50% of the time though and precludes that you don’t get a different hybrid like assault 😞 Clarion - probably the most obvious choice to cure the mez hole. Means you can’t use barrier or ageless though… 4.2 Cones - There are a lot of great cone powers out there. The issue for poison is that it needs pbaoe or taoe powers. You need to be in the middle of the spawn maximizing venomous gas, so cones conflict with the playstyle of poison. That means a set like dark blast, which would otherwise be a dream pairing, loses much of its prowess. You can still make an excellent poison/dark build, but imo ta/dark or storm/dark have more synergy. 4.3 Healing - poison does a lot to mitigate damage. It isn’t the best at it though to be sure. Damage will get through, sometimes lots of it. Relying on the regen from health will quickly let you down. Solutions: healing procs in health and stamina. These are great on just about any build, but they are essential for poison. Pancea and Power transfer can go a long way to repair chip damage. aid self - a strong heal that can help a fair amount with endurance too if you add field medic. I find aid self counter to the aggressive playstyle that poison espouses. dark blast/life drain - reliable, decent damage with procs. Life drain is a boon to sets like poison, ta and storm. However, as indicated in the discussion on cones in 4.1 dark blast has some issues playing nicely with poison. In addition to that the lack of aim can be significant when you really need to land a debuff, or just want to nuke at damage cap. water blast/dehydrate - reliable, decent damage with procs. Water has some great taoe powers and only one cone. The set takes quite a few procs. Honestly this is one of the best pairings you can make with poison. However, the single target damage leaves much to be desired. The attacks are a tad slow and it has no really heavy attack. The water jet instant recharge gimmick is sort of neat though. A team based poison would do well picking water. Melee hybrid - a great hybrid for poison. I already touched on it in the mez protection section, but melee hybrid provides strong regen as well. Rebirth destiny - yep, good heal with good regen. Means not taking clarion, ageless, or barrier though. All of which may be better for you. Defender ATO procs - one does a pbaoe heal, the other does a pbaoe absorb. If you put these in two heavy hitters (10 second recharge powers) they fire off a lot. An aggressive poison can make great use of these Entomb proc - put this in either paralytic poison or dominate/char. It gives you nearly 200pts of absorb every cast. It makes a tremendous difference. 4.4 Power Pools The reality is, you don’t “need” a lot of powers from poison to get the job done. Maybe that’s a good thing? Having skippable powers is a sign of weakness, but it sure helps out with build flexibility. Skip these for another build: Concealment - nah. Poison is best played in your face. Although phase shift would occasionally present value. Flight - if you enjoy it. But I feel mystic flight is a better option if this is your prefered path. Medicine - if you are really desperate for a self heal, but there are better, more synergistic ways to heal. Presence - don’t worry you’ll pull plenty of aggro haha. Conversely, many things will try to run. Teleport - only if you have a concept? poisoning people through space and time? Take a good look at these: Hasten - of course Leadership - you probably should. Defender values are very attractive. Tactics+kismet can all but let you skip out on acc slotting. Seeing through stealth/blindness isn’t frequently needed, but it sure is annoying. Fighting - just about everyone does these days… I personally skipped it on my poison defender. We all know how effective the pool is though. Leaping -- combat jump is a great power Force of Will - mighty leap is great, weaken resolve is pretty good if a bit slow. It is a surefire way to trigger achilies proc. Unleash potential is a very strong power. Not so great uptime though. Experimentation - Jaunt is really good for getting in to a spawn fast and affecting them with venomous gas. I haven't tried out corrosive vial, it "could" be a good addition. Adrenal boost is a nice offensive power. Not great uptime though. Sorcery - spirit ward is a good spot for preventative medicine, mystic flight is useful at times to chase fliers or avoid extremely dangerous melee attacks. I almost always fight on the ground personally. Rune of protection is awesome. Full mez protection, great damage resists and an achievable 50% uptime. I chose: leadership, combat jump, hasten, sorcery 4.5 Epics Defenders/corrs have some nice epic choices at the disposal. Controllers have very good epics. I'm going to discuss them from the point of view of a defender. Leviathan- good resistance shield (s/l/cold). hibernate can turn the battle around. The pet can add a lot of dps with the huge -res poison adds. Scorpion - only defensive shield (s/l), it makes softcapping s/l very easy for defenders. Focused accuracy can free up a lot of slotting options. Pet can add good dps Mu - great resistance shield (s/l/energy), powersink and conserve power make endurance management a non issue. Pet can add good dps and attacks from range which can be good sometimes. Soul - Double recharge soul drain is meh, powerboost used to boost - special but no longer does. As such it doesnt do a lot for poison. Ok resistance shield (s/l/negative). Mistress can do a lot of dps. Dark - Oppressive gloom works very well with venomous gas and can mitigate considerable damage. Dark consumption recharges too slow to rely on much. Ok resistance shield (s/l/negative), Awesome soul drain. One of the best epic powers in the game. Self rez can be useful. Electric- great resistance shield (s/l/energy), power sink and shocking bolt can all compliment poison very well. Unfortunately you need either electric fence or thunder strike to unlock the good powers. Power - conserve power is good. ok resistance shield (high s/L). Force of nature gives you 120 seconds of god mode resistances and strong recovery. Full end crash though. Powerbuildup is build up+ powerboost. recharge is too slow though. Fire - char. it is reason enough to take fire app. Decent resistance shield (s/l/fire), consume recharges too slow but has a fast cast and bigger aoe than dark consumption at least. Self rez has uses sometimes. Greater firesword isnt very good unfortunately. Psychic- dominate. as good or better than char. Great resistance shield (s/l/psi). Mass hypnosis has uses, but they are rare. Telekinesis costs too much and has no synergy with poison. World of confusion is fantastic w/confuse proc. Poison enhances confuse powers really well. Overall: Psychic is my favorite. It gives you another heavy hitter (proc'd dominate), A very useful shield and a confuse aura that works really well with venomous gas to provide meaningful mitigation and improve spawn clearing. Dark is my second favorite. Perma soul drain can give you really good damage output. Mu is my third choice. It makes endurance a non issue and the shield is great 4.6 Incarnates This is a huge category. I'm just going to highlight a few choices that go particularly well with poison. Alpha: musculature radial - improves damage, tohit debuffs, defense debuffs and gives you a bit of recovery. Everything poison likes. Cardiac core - solves endurance,boost resistances a bit. Nerve - really helps poison trap (see issues section 3.3) Interface: Reactive radial - good dot damage, a bit more -res which helps your -damage powers a little. Degen - probably the best for big game hunting. Lore: I dont use lore, but poison can make them do crazy damage Hybrid: Melee core- good resistances, good regen, mez protection Assault radial - proc damage is poison's forte. Destiny: honestly this will depend on the rest of your build options. Each destiny power has great potential for poison. If you can solve mez protection and endurance then barrier is incredible. Section 5 - I am Poison! I have created and played a lot of poison characters. I chose poison/fire for a variety of reasons. I dont think it is the most synergistic pairing, but it is extremely fun and effective. The set offers virtually no mitigation so everything I do is based on poison as the backbone. 5.1 Why fire? I mean, why not? Even in the world of procs fire is still the damage king. The thing about fire is it doesn’t “need” procs to do well, so you are free to enhance the recharge of blasts without drastically altering overall performance due to decreased proc damage. Some sets can hit harder than fire when heavily proc’d (ie radiation), but fire still does quite a bit more dps in the long run. In the end I enjoy playing fireblast, so that was my main motivation. 5.2 Current Build Ok, I’ve done a lot of respecs now and what I’ve discovered for poison is that I like it a lot more when I focus on solid resistances and coming back from the brink than opposed to softcapped defense followed by immediate occasional defeat. I think resistances and -damage debuffing go very well together and fit really well with the regen of melee hybrid as well as the small absorbs/heals of the defender procs. the result is that my failures are predictable and avoidable if I so choose. I very rarely go from hero to zero in the blink of an eye, which my defense based squishies can not replicate. However, if you plan on being hit that takes a lot more behind the scenes preparation than simply avoiding most damage/mez. Namely you require mez protection. That isn’t as easy as it sounds. I cycle rune of protection with melee hybrid. It doesn’t provide 100% uptime, but it is up most of the time. Those two powers also really round out resistances, so it works out pretty well. I have little doubt that the build would be stronger with cardiac and barrier instead of musculature and ageless, but the latter was a conscious decision to increase dps. I might finish out those two alternate incarnates though for some difficult encounters like the “final warwalker standoff” in the tinmage tf. I have been unable to pass that point solo no insp/temp/lore. I have assault radial at t4 as well as melee t4. If I know survival is a non issue then the extra dps is welcome (see pylon section).
  23. A POWERLEVELING PRIMER or TAKING THE SPEEDY WAY TO LEVEL 50 About fifteen issues ago, I wrote a powerleveling guide for City of Heroes (which I called an "XP Gain/Debt Loss Guide" because "powerleveling" was kind of a dirty word back then). I’ve been looking at going back and revising it, but so much has changed since those days (and so many of those techniques no longer work) that I realized it would actually be less trouble just to start fresh. If you do go back and reread that old guide, you’ll probably be struck by just how fiddly some of those methods were. For example, if you had just the right mix of character levels, you could arrange sidekick levels in Task Forces so you could be sidekicked as low as possible to earn as much XP as possible—which doesn’t work so much now that everyone is automatically set to the same level on a Task Force. Also, any given method would only work for just so long before the devs caught on and did their best to nerf it out of existence in the name of “game balance.” By comparison, powerleveling now is a whole lot simpler—and a lot easier. The Homecoming team doesn’t seem as eager to nerf it away as the old live devs. There are just a few key things you need to know if you want to level your character as high as possible as quickly as possible. Please note: I strongly recommend playing your first few characters through the game the long way. The longer leveling curve gives you plenty of time to learn how things work and explore all the fun content on the way up. With Ouroboros, you can always go back to revisit the content you missed, but there’s no substitute for experience when it comes to knowing what you’re doing. And as difficult as some of the post-level-50 Incarnate content can be, your other teammates won’t thank you if you’re the one who caused a team or league wipe, or cost them badges, because you didn’t know what you were doing. TEMP POWERS FOR POWERLEVELING To begin with, here are a couple of useful temporary powers that will give you a boost to your leveling speed. XP BOOSTS You can adjust your XP rate using the XP boost options available at the P2W store. These are options to boost your XP gain by 25%, 50%, or 100%. If you’re wanting to level up fast, that’s clearly the way to go. The boost comes in one-hour chunks, and you can have up to eight hours of it at a time. Each boost will also cut the amount of Inf you gain by the same percentage. If you are earning 100% extra XP, you are earning zero percent Inf. Folks who aren’t so good at earning cash by other means may want to leave this alone—but if you’re adept at marketeering or farming, knock yourself out. XP boosts only work until you hit level 50, at which point they are no longer available to purchase. You can check how much time you have left on your XP boost by opening your Powers window and right-clicking the icon for it. You should always check before you begin a Task Force or other lengthy event. If you run out in the middle of a TF, most P2W vendors won't talk to you until the TF is over; however, the P2W in Pocket D will still talk to you. EXPERIENCED Another handy temp power is Experienced. This power immediately provides 5 bubbles of Patrol XP—the blue XP bubbles that you can also get for staying logged out for long periods of time. These bubbles boost the amount of XP you get from critter defeats by 50%. That is, if defeating an enemy usually gives you 100 XP, defeating it while you have Patrol XP gives you 150 XP, deducting 50 of that from your Patrol XP. Patrol XP also applies toward any XP debt from player defeats before it starts adding debt to your regular XP. During the May anniversary month or other special events, new characters may get 5 charges of this power for free; apart from that, the only way to obtain it is as part of the 10 million or 25 million Inf Super Packs listed under Special Salvage on the Auction House. (It can’t be bought separately, or transferred once someone has it.) Experienced doesn’t come in every pack, but if you build up enough Inf to buy those packs in bulk, you’ll end up with a good number of charges of it over time. (Buying Super Packs in bulk and putting their ATO Enhancements on the Auction House is a decent way to break even or possibly even make a little extra Inf. So if you know you're about to be needing to level a character, you might just want to start doing a lot of that—and along the way, put aside the ATOs that character could use so you'll have an easier time of finding them.) You’ll get the most benefit out of this power if you hold off on using it until at least level 30 or so, when the amount of enemy defeats needed per XP bubble start going way up. But if you have it, you can use it at any time (that it’s off cooldown, at least). Note that you can only have a total of 10 Patrol XP bubbles from any source at any time—so if you have more than 5 bubbles, don’t use another Experienced yet. Incidentally, here's a nifty trick for using Experienced. If you claim more than one charge, you might notice there's a 10-minute cooldown between using charges—by which time you might have long since used up the bubbles you got from the first charge, if you're on a good team. However, if you only claim and use one charge at a time, the power is created anew with each newly-claimed charge, and doesn't inherit the cooldown from the last time you used it. Thus, you can fire off two charges immediately, and can claim and fire off another as soon as you drop below 5 bubbles. But you still can't have more than 10 bubbles at once, so you still shouldn't use it again until you drop below 5. Hence, if using both 100% XP Boost and Experienced/Patrol XP, you will earn 3x the normal XP rate for mob defeats (just 2X normal for end of mission bonuses and other XP sources). You will be amazed at how fast you level just playing normally. But if you want to get the most out of these powers, here are some play techniques I recommend. DEFENSE, OFFENSE, AND SURVIVAL AMPLIFIER These powers provide one-hour buffs to the relevant combat stats. Their prices scale up exponentially as character level increases, starting out at 1,000 Inf per hour at level 1 and capping out at 2.5 million per hour at level 50. This means they're most worthwhile at lower levels when your character is fairly low-powered, but even higher-level characters may find them worth buying if they can afford them. Note that, like the XP Buff, these take effect immediately upon purchase, so don’t just buy them haphazardly thinking to save them for when you need them. But, like XP Booster, you might want to purchase a few hours right when you start a Task Force. These powers can be handy for the low end of powerleveling, when you have no or weak Enhancements; since they last an hour, one purchase could see you through a dozen or so levels. Like Experienced, you can also obtain them from Super Packs, but you may want to save any you get that way for use later on, when they're much more expensive. There are a number of other temp or prestige powers available at P2W that can also be super-useful to players starting out. See my guide to the P2W store for more information on those. TEAMING STRATEGIES This section will cover some of the best ways to maximize the amount of XP you're earning while you're using XP boosts or stocking up on Patrol XP. Because XP multipliers and number of mobs increases with bigger teams, the best way to earn XP as fast as possible is to be on as large a team as possible, defeating as many higher-level enemies as possible. The ideal team for the fastest XP gain would be putting your low level character on a full team led by a level 50+1 character, fighting enemies at level +4 difficulty. If there are enough 50+1s on the team to handle the enemies, lower-level characters can just soak it up even if they can’t hit a darned thing themselves. However, remember that this relies on your teammates being willing to carry you. It's always best to ask, meekly, if they're okay with you leeching XP. Most of the time, they probably will be, especially if you've got good buffs, debuffs, heals, etc. so you can carry some weight without having to be able hit bad guys. But don't just assume, and don't give them any grief if they say no. Nobody owes you powerleveling. (You can also run x8 difficulty missions all by yourself if you're a tough character like a Tanker, Brute, or Scrapper who can handle many mobs beating on them, but that doesn't also give the per-team-member XP multiplier.) There are a couple of main ways of getting on such a team: joining or forming a pick-up group, or joining or forming a Task Force or Trial. I'll cover these below. PICK-UP GROUPS Pick-up groups can be good ways to earn XP fast, especially if they're being run by a level 50+1. They also come with no real obligation to hang around for a particular period of time: you can join for a couple missions if and as you have the time, then go off and do other things. A good way to get on such a team would be to hang around in Peregrine Island, Grandville, Rikti War Zone, or other level 50 areas, and keep an eye on the /broadcast and /lfg channels to see if anyone is looking for more teammates. Or you could try to put such a team together yourself, giving the star to one of the level 50+1s. If you do ask to join such a team, try not to make a nuisance of yourself about it. If no one bites, there may just not be any pick-up groups looking for openings right now. TASK FORCES/STRIKE FORCES/TRIALS Task/Strike Forces and Trials are one of the easiest ways to put together large teams, take down large numbers of tough enemies, and even get some Reward Merits along the way for your trouble. TF/SF/Trials are generally easy to form up, because everyone knows what to expect, how long they’re going to take, and that they can expect a big reward at the end. (All the more from Weekly Strike Targets, which provide double merits and a valuable piece of Incarnate Salvage (or a huge XP bonus to characters who aren’t Incarnate yet).) Choosing the right mission difficulty for your Task Force can either help or hinder your leveling speed. Higher-level mobs are worth more XP, but they can also be much harder to kill. Always take into account the composition of the team. At lower levels, you’re not going to have very good Enhancements, and Exemplared higher-level characters will have their Enhancement effectiveness slashed considerably, so I would suggest not going any higher than +0 or +1 at most until you hit level 22 and can get SOs or decent common IOs, and +2 thereafter at least until you hit the 40s. (The Imperious Task Force can be an exception; I’ll say more about that a little later.) Thanks to the XP boosts, you could practically go from level 1 to 50 on nothing but trials and TFs. For example, when I start a new hero-side character, I usually put double-XP on and then go through Death From Below once or twice, to reach at least level 8. From there, I go straight to Positron, and do all the “Task Force Commander” Task Forces up through Numina, followed by a few Imperious Task Forces and possibly some Rikti Mothership Raids. I’m level 50 before I know it, often just over the course of a day or two. If I ever hit a stretch where I don’t have quite enough XP to get to the next Task Force, I will fill in with one of the other TFs or trials, like Moonfire or Hess, Market Crash, Summer Blockbuster, or a Respec Trial. I might also do the Abandoned Sewer Trial or Eden Trial for variety, or the Shadow Shard TFs if I can find enough people willing to do them; I’ll also be sure to do whatever the current Weekly Strike Target is for that big XP bonus. Although I haven’t done much on villain-side yet, there’s no reason it shouldn’t work the same way, with the various Strike Forces available over there. And, of course, Vigilantes and Rogues have access to all Task/Strike Force missions available to either side. (Praetorian alignment doesn’t have access to Task/Strike Forces until they pick an alignment at level 20, at which time they can do all of those accessible to whatever side(s) that alignment permits.) DEATH FROM BELOW Here’s a word or two about Death From Below, which is the go-to trial for low-level characters who want to get their first jump on earning lots of XP. Hardly a moment goes by you don’t hear someone broadcasting about one forming up in Atlas Park. You actually don’t have to be in any particular spot to launch it, though a lot of the time you can find them forming up just inside the Atlas Park sewer entrance. Each time you run DFB, it gives a decent chunk of XP, five SO Enhancements in your Origin, and a choice of four temporary buffs that last for a few days or until you reach Level 22, whichever comes first. There are also two badges that can be earned by defeating the Vahzilok boss before any of his adds, and the Lost boss after all of his adds. As I mentioned, I usually just run DFB once, to level high enough to start the first Positron Task Force and go from there. However, you could certainly run it four times, once for each buff, or even more. However, the amount of XP you get per run starts to fall off after you hit level 10, and drops sharply by the time you reach level 20, to prevent people from doing nothing but grinding DFB all the way to level 50. There’s a lot of other fun content out there; go and do it! RIKTI MOTHERSHIP RAIDS There are two types of Rikti Mothership Raids: the zone event and the instanced trial. The zone event can be open to anyone within the 50-person-limit Rikti War Zone area, whereas the instanced trial is for up to a six-team league and requires a minimum level of 35 from all members to start. The Mothership Raid can be a good way to powerlevel, even starting all the way down at level 1 for the zone event. As long as you’re sidekicked up to survivability, you can hang out in the bowl and soak up XP from your teammates killing off all those level 54 Rikti. (If you join at level 1, you could earn 20 levels from a full-length raid, or more if you use the Experienced temp power to add Patrol XP.) However, if you’re going to try to get in at low levels, check with the raid organizer first. Some organizers won’t allow characters below level 35 to join, because such a character isn’t going to be able to contribute meaningfully to the success of the raid. The more dead weight on a raid, the fewer Rikti will get defeated, and the fewer Vanguard Reward Merits will be earned. You don’t want to join only to get kicked in the middle of the event. At level 35, you should be sure to do the mission arc for Levantera that involves talking to a bunch of people and defeating five Rikti. (You don’t need to do the second arc, involving various instanced missions to fight Rikti and rescue Temblor and Fusionette.) This will get you the Member of Vanguard badge, that will let you earn Vanguard Merits for Rikti defeated on the raid. If you get it while a raid is going on, your teammates on the raid can easily handle the defeat five Rikti mission for you while you’re still back at the Vanguard base. If you’re at least level 35, a Mothership Raid can be a good way to earn a decent chunk of XP, especially if you make sure your XP boost is full before you start. It will also earn you around a thousand Vanguard Merits per half-hour run, which can be converted to about 33 Reward Merits or used to buy handy items at the Vanguard Crafting Table. IMPERIOUS TASK FORCE The ITF can also be a good means of powerleveling if you’re at least level 35. You’re mostly just facing wave upon wave of ancient Roman soldiers, who mostly just do lethal damage, with a few Warshades and Nictus here and there. On a good team, you can mow them down with ease, and gain at least a level or two by the end of the event. You do need to get the Midnighter badge to enter Cimerora, either by doing one of the introductory arcs or by visiting the mansion in Night Ward. Once you have it, you can instantly teleport to Cimerora just by queuing and locking the “Time’s Arrow” Task Force. (See this guide to getting around for full details on how to do that.) For the best XP, you need to be sure that you’re doing a “kill-most” ITF, rather than a speed run. A speed run is intended to get through the TF for the merit reward as quickly as possible, and can easily be done in 15 minutes or less. But to grind out the most XP, you want to take your time and defeat as many enemies as you possibly can. For the very best XP, make sure that as many members of the team as possible are level 50+1 with the Incarnate Alpha boost, and have one of them lead and set the difficulty to +4. You may not be able to hit much yourself, but your teammates will handle that, and you’ll rake in XP by the bucket. (And remember what I said above about asking nicely if you can leech XP.) But even setting the diff lower will still result in a good haul, as long as your team is able to defeat the mobs easily. FARMING This is probably the most common way people powerlevel. I’m not going to go in-depth about how to farm here; there are plenty of other great guides for that. But I can give you a decent overview. In case you didn’t know, farming is when you do the same content over and over, for the purpose of gaining lots of XP or Inf. Some people will keep certain plot arc missions as handy reusable farms for specific enemy types (Council are a fave), but probably most farming is done via Architect Entertainment farming maps. Even though AE awards XP at only 50% of the rate of adventuring within official content, AE missions can be packed full enough of readily-defeated enemies to overcome that drawback for many. Some farmers will request “door sitters”—people to join their team and wait at the entrance of a farm while they go do their thing, so that the XP multiplier improves and they can get the best personal XP rate. If you’re looking for a door-sitting slot, your best bet is to sit in an AE in a lowbie zone like Atlas and wait for someone to make the request. You can try broadcasting or posting to /lfg requests to join such a team yourself, but don’t make a nuisance of yourself about it. If you are making a farming-capable character yourself, you may be able to trade favors with other farmers—get them to farm you up in return for you doing the same for one of their alts at need. Or, if you have the ability to run two instances of City of Heroes, you could dual-box with two separate accounts of your own, making a farmer on each account and using it to farm-level someone from the other account. (Bear in mind, dual-boxing is only permissible when the server has below 1,500 accounts logged in.) If you’re looking to make a character to run a fire farm (one of the most popular AE farm types), you’ll probably want to go with a Fire/Spines Brute, or Fire/Radiation Melee if you just don’t like how spines look. Any melee set with decent AoE will be good in a farm, even the classic Fire/Fire. You can also farm with Fire Scrappers and to a certain extent Tankers (they’re very tough, but don’t damage as fast), and even Fire/Kinetic Controllers can be built with farming in mind. When you farm, Inspirations will drop like crazy, so use them like crazy if you want to stay alive. From experience, farming can be kind of boring, but on the other hand there can also be a sort of soothing “zen” about defeating the same enemies over and over and over again, lather rinse repeat. It doesn’t require a whole lot of attention, so you can do it while you’re thinking about other things, or watching TV, or whatever. And even if you’re soloing, it can be a decent way to powerlevel yourself once you get the hang of it. But it's not required, by any means; as I mentioned above, doing task forces on double XP can be very nearly as fast, and a lot more fun besides. Once you’ve hit level 50, you can also choose to turn off XP and just farm for Inf. Inf farming can be pretty lucrative in its own right. SLOTTING STRATEGIES Powerleveling isn't just a matter of leveling and training up. There's also slotting up involved, too—enhancing your powers so that they will be more effective on tougher enemies. But how and when to slot? Here are my suggestions. COMMON IO ENHANCEMENTS When to slot Common IOs is a bit of a balance; they don't need to be replaced, but at the lower levels you'll be leveling so fast that if you fill too many slots it won't be long before you'll want to replace them with better ones. Luckily, if you have the recipes memorized on at least one of your characters, you can craft them for next to nothing; your only real limitation is how much storage room you have in your supergroup base (or your character's 70 Enhancement Tray slots if you don't have a SG base). I would suggest crafting or buying a just handful of the most-used types of Common IO (Damage, Accuracy, Recharge Rate, Endurance Reduction, Healing, Run Speed) at level 10, for slotting after you finish your Death From Below. Craft or buy a few more of those at levels 15 and 20, which you can stick into empty slots, but you're probably not going to want to bother replacing all the level 10s just yet. Then craft a bunch more at level 25, that you can use to replace the lower-level ones. Those are very nearly as effective as SOs, so you can keep them as they are for a while. You probably should concentrate on replacing them with Attuned IO sets from here on out, rather than continuing to upgrade everything through commons to level 50. Having all these Enhancements crafted ahead of time means that when you level, you can pop into your base and grab as many IOs as you need, rather than having to spend a bunch of time crafting or buying all new ones and slowing yourself and everyone else down as you sprint to level 50. RARER ENHANCEMENTS Common IO are great for getting started, but over time, if you want your character to be at their best, you're going to want to replace them with Attuned Enhancement sets for the long haul. By the time you're 50, you should be full up on ATOs, special sets like Overwhelming Force or Winter-Os, and the higher-end Invention Origin sets (Uncommon, Rare, Very Rare, PVP). You'll have to wait to get Very Rare, Superior ATO, and Level 50 PVP sets until you hit level 50, but there's no reason you couldn't work on slotting everything else in Attuned form along the way so it can level up with you to level 50. The best way to go about this is to plan your build ahead of time using Mids, so that you can place bids on the Auction House for the specific recipes or Enhancements that you want, and hope that they'll come in by the time you can use them. This is especially worth doing for purple (Very Rare) sets, since you'll have all the way up to level 50 for the bids to go through. You may also want to buy or craft some "filler" IO sets to stand in for those level-50-only sets until you reach 50 and can slot them; then you can pop those fillers out and sell them or pass them on to the next character you make. If you slotted and Attuned any PVP sets on the way up, at level 50 you'll want to pop them out and sell them, then re-buy the non-Attuned level 50 version so you can Boost it to 50+5. Also remember to boost purple IO sets; do not Attune them. (Purple and PVP sets will act as if they're Attuned, providing their set bonuses as low as they're available.) CONCLUSION This guide sure was a lot shorter than the last powerleveling guide I wrote, wasn’t it? Even leaving aside all the old FAQ stuff about why people would want to powerlevel, there really aren’t all that many secrets to know anymore now that the Homecoming devs are only nerfing things when they get ridiculous (like people taking DFB all the way to level 50). Just remember to respect the other players, and always ask nicely if they mind when you know you're not going to be a very effective member of the team. Hopefully, knowing how to level as quickly as possible will enhance your enjoyment of the game—but also, remember that nobody says you have to powerlevel. You’re free to leave double XP boosts off and take your time, leveling as quickly or as slowly as you want. Isn’t it fun to have a choice? If I made any mistakes, or left out any good methods of powerleveling, please let me know in the comments. If there’s anything really big that I forgot to mention, I’ll be happy to incorporate it into the guide. Thanks for reading! If you liked this guide, please check out my others.
  24. Homecoming Ouro Reward merits Hero&Villain 2020-04.pdf Here is the updated merit reward amounts for Ouro arcs for Hero and Villain sides. Sorry for the PDF, this data will be formatted to a more useful way at a later time. Homecoming has previously adjusted merit reward amounts vs Live based on average time to complete the arc. _ Edit: Date added. This was not an adjustment of merit amounts, just a listing long overdue of the amounts HC has had since day 1.
  25. KnightSoul

    Guide Index

    Last Update: 8/112019 (Internal links repaired. Please notify me if any are still faulty.) This is an index of Player Guides, for players, by players. Thank you to everyone that contributes. This is a resurrection of Zombie Man's pre-shutdown Guide to Guides. You can find The undead Guide to the Guides (Zombie Man 4-21-12, [i23]) on the web archive. Its full of all the pre-shutdown guides that countless players wrote and an excellent resource. This Index will be focused on the material written for the I26 Homecoming servers. [glow=yellow,2,300]Mirrors to be found at <placeholder> and <web.archive placeholder>.[/glow] Information on contributing is in section one, the first linked post. This post contains the links to the Index subsections below, allowing quick navigation to the links to the guides. Click the header to be on your way. I. Introduction: The Guide Index. II. Before You Start -Preparing to Play Manuals, New Player's Guides, Account Information, Overviews. Homecoming - What's new with City of Heroes Homecoming Account Info Beginner Guides Tips Guideposts for long range planning Character Creation Names and Titles Rolling Role-Players Origins Alternative Characters Costume Hero/Villain Planners III. Archetypes, Powersets, Powers and Builds Guide to Archetype and Powersets Heroes (Blaster, Controller, Defender, Scrapper, Tanker, Kheldian) Villains (Brute, Corruptor, Dominator, Mastermind, Stalker, Soldiers of Arachnos) New (Sentinel) Pool Powers Travel Powers Other Pool Powers Ancillary/Patron Pool Powers Specific Powers & Character Concepts What Archetypes Can Do Powers used by Several ATs Character Concepts In General Incarnate System General Incarnate Powers and Slots IV. Operating Your Game - How To Make Things Go Commands User Interface Binds & Macros How To Bind & Macro Binds for Specific Purposes Travel Binds Remapping V. Communicating With Others Playing Nicely Know Where and How to Speak Understanding One Another Sying it With Style VI. Combat Mechanics Introduction to Combat Defense, Accuracy, and To-Hit Damage, Experience, Rewards and Leveling Health and Endurance Other Combat Mechanics Control, Aggro and Strategy Pulling Managing Aggro VII. Foes Combating the Environment (PvE) Giant Monsters ArchVillains and the Hero class Foes in General and other Specific Foes Combating Other Players (PvP) VIII. Missions Contacts, Difficulty, and Missions in General Mayhem and Safeguard, Schemes and Policebands Specific Missions Trials, Raids, Events, and Task/Strike -Forces Hero Content Villain Content Shared Content Respecification Trials The Hamidon Raids Lord Recluse Strike Force Miss Liberty Task Force Ouroboros and Flashback Going Rogue and Praetoria Alignment System IX. Teams, Groups, and Bases Teaming How to form a team How to run a team- leader tips Team Strategy Knowing Your Teammates Capabilities Voice Communication Super (Villain) Groups and Bases Creating a group Creating a Base Base Salvage and Crafting (Not applicable in the Homecoming fork.) X Powers -Enhancements and Respecification Enhancements Respecification XI. Inventions - Enhancements, Recipes, "Loot" and the Market Inventions in General Invention Salvage, Recipes, and Drops The Consignment Markets and Economy XII. Other Game Systems Badges Setting Badge Title How to Get a Specific Badge How to get a Specific Badge Set Badge Lists Badge Trackers Arena and Gladiator Day Jobs Mission Architect XIII. The In-Game World - Tale of Three Cities Background, Storybook, and Lore Areas and Zones and other Places Finding Yourself Hero Zones Villain Zones Praetorian Zones Shared Zones XIV. The Out of Character Experience Community History, Customs and Culture Leading by (Bad) Example Comic Books and "The Industry" XV. Looking Under the Hood - Advanced Mechanics 3rd Party Customization (maps, graphics, sounds, fonts, icons) Screenshots, Demos, Videos Computers & PeripheralsHomecoming Development XVI. Getting Help and Other Resources Official Channels Using the Homecoming Forums Other Websites with Guides and Further Information
  • Create New...