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People have often asked me about farming, not so much about builds, but literally ‘how’ to do it. Personally, I am someone who actually enjoys farming. I find it to be quite relaxing and somewhat cathartic, especially after a rough day or a bad task force. Farming is also a great time to catch up on your podcasts or audiobooks! I decided it was time for a guide! First, what this guide isn’t: This guide will not give you specific farmer builds, or tell you to use specific missions. Specific missions may be mentioned, and people are welcome to reply to it to share their farmer builds or the missions they like to farm. This will not cover farming Reward Merits or Incarnate components, as those require a bit different of a mindset for faring. Second, what this guide is: This guide will help you understand the ideas behind farming, help you find, or make, missions that suit your needs for farming. It will help you understand how different archetypes farm. It will also help you select some of the best tools for farming. It will cover the ideas of farming for influence, recipe drops, and experience. Part the first: the decision! You’ve decided it’s time to start farming! So, do you make a new character just for farming, do you make a second build of an existing character to farm with, or do you just use an existing character to farm? While many characters can farm, not as many can do it highly effectively. Generally speaking what you want from a farmer is the following: High AoE damage output. At or near softcapped defense of a specific damage type. At or near cap resistance for a specific damage type. If you have someone who fits those criterea, you can probably use them to farm fine, for now. If you don’t, or just don’t want to farm with that character, then you need to- Part the second: building a farmer. “What archetype farms best?” There’s not a set best, but some do shine. I won’t tell you which to play, I will, however, offer some insight on which archetypes are easy or efficient to farm with. Brute- Easily the most popular farmer and the easiest to build. Some brute builds are such that they can farm certain types of maps while AFK. Brutes are easily the ‘best’ beginners farmer, they’re super easy to build and pretty efficient. Tanks- The most popular farmers before brutes could be started blue. They don’t deal nearly the damage of brutes, but they are far easier to build high defense and resist on, making them slower but safer farmers than brutes. I rank them as an easy farmer, but they are not a popular choice because they’re pretty low on the efficiency totem. Scrappers- A less popular choice for farming, but still solid with a good build. They’re a little more challenging to farm with than brutes and tanks because most scrappers lack taunt auras, and while they share the base survival numbers with brutes, brutes have higher caps and more hitpoints. That said, a well built scrapper farmer is more efficient than a brute. Blasters- There are two kinds of blaster farmers, good ones and dead ones. I think blaster farmers are crazy, but I have mad respect for them. Farming as a blaster is not an easy task, and definitely not something I recommend as a beginner to farming. That said, when you get one that works, they are some of the most efficient farmers you will ever see because their damage is so high and some have great AoEs. Defenders and Corruptors- I am lumping these two together because they’re comparable farmers. These two both require some very special love and attention to farm with. I’ve seen people who farm well with them, and it’s impressive. Definitely not recommended for a beginner farmer, because they’re not even as direct to build as a blaster farmer. Controller- Once upon a time, fire/kin controllers were the undisputed supreme leaders of farming. They’re still good. Controllers though are an archetype that is a very slow starter, and if you don’t build them just right, will be one of the worst farmers you can imagine. Again, not a good “my first farmer”. Dominators- I have heard of people being able to farm with doms, but I have never personally seen it. Doms don’t have the best damage output, but when built well the can farm pretty safely by just locking everything down and picking them off. Probably one of the worst options for a first farmer, because their only inherent survival mechanic is locking foes down. Stalkers- Here’s the thing with stalkers, they’ve got great single target damage output, but most of them are super weak in the AoE department. They range from being about as good as scrappers at farming, to literal garbage at it depending on the power sets chosen. Also, AFAIK no stalker has a taunt aura. Masterminds- Not popular for farming, MMs can do it with relative ease, but not the greatest efficiency. The problem with MMs for farming is that your pets often cannot survive sustained fire from +4/x8 mobs. The advantage of MMs for farming is that some builds you can literally just sit there and read or crochet or whatever you like while you farm because they need very little input. Sentinel- I am sure someone is going to come along and tell me I’m wrong for saying this, because their sentinel is an amazing farmer, but sentinels are garbage at farming. They have scrapper survival numbers and closer to tank damage numbers. They’re slow, inefficient, and too squishy for the speed they farm at. Epic Archetypes- I have insufficient data on the viability of these four classes for farming. I can see specialized builds for each of them being decent at it, but I am not familiar enough with the archetypes to comment on it, and honestly, I don’t think I have ever seen a EAT farmer. At the time of writing this, the most popular farmers on Homecoming are Spines/Fire brutes- they’re not the best, mind you, but they are one of the easiest. For your first farmer, I do really recommend a brute though. Learn the trade with a forgiving archetype, use that to build in to something else later if you want. So from here on out, I will specifically discuss brute sets (because this guide would take me months to write otherwise), most of what I say translates to scrappers and tankers too though. If you want to farm with something else, consider what I expressed made a good farmer, and why I say some of the following Brute sets are good for farming, if you can’t glean from this information how to select sets for another archetype, you’re probably not ready for one of the more difficult farmers. When choosing your archetype and power set, determine what type of farming you want to do. Fire farming is the most popular, smashing/lethal farms are popular as well, if you’re building a character just to farm, then honestly, stick with one of those two. Fire is a popular choice because it is super easy to cap fire resist, and fire damage doesn’t tend to come with annoying secondary effects. Smashing/Lethal is popular because it’s super easy to resist and defense cap (or close to), and it doesn’t tend to have as many annoying secondary effects. Energy isn’t popular because while it’s not hard to resist/defense cap to it, it almost always comes with stuns or endurance lost (in a farm environment enough stuns can stack on you to stun you for an instant, which is enough to drop your aggressive toggles). Psi isn’t popular because it’s not easy to resist/defense cap, and it tends to come with slows or other annoying side effects. Cold is fairly easy to resist/defense cap, but like psi it is unpopular because of the slows. Negative energy damage is not particularly easy to cap against, and tends to come with accuracy debuffs. Unlike archetypes, I won’t cover ALL the brute power sets, just the ones that tend to shine in farming. That said, any brute can be specced to farm, seriously. Primaries: Spines- Super popular for farming because it’s got decent animation times, a lot of AoEs, and comes complete with a PBAoE DoT aura. Radiation Melee- I actually like Rad more than spines. We could argue until we’re blue in the face which is better, I think they’re pretty equal. The place where I feel rad surpasses spines, personally, is that all your attacks have a defense debuff in them which means it’s easier to hit +4s, and you can slow Achilles’ Heel procs if you have slots to spare. -resist is always good. Titan Weapons- I don’t really like TW on brutes, but it still an immensely powerful AoE set that deals a metric shitton of damage. Side note: One of my favorite farmers is a TW scrapper. Super Strength- Once upon a time, SS was the top tier melee farmer set. This was due to Rage being bugged. Rage got ‘fixed’ so that the defense crash was unavoidable and SS went from top tier to … not that good. SS only has one AoE, Footstomp, but it’s a beast, if you’re fine with every 2 minutes having your damage and defense tank to exactly nothing, SS still works well as a farmer. While Rage is up, SS is amazeballs, without Rage, SS is butts. Claws- An oft overlooked set for farmers, Claws works well as it several good AoEs and is an extremely fast set both in animation and recharge. As an added bonus, it's build up power is an attack, so you do not even have to stop dealing damage to use that. Staff- Not an optimal choice for farming, but it works none the less. It has a couple of decent AoEs, and its PBAoE is on a fairly short recharge time. While it lacks a build up power, the forms lead to some interesting benefits, and if you have three stacks of perfection your PBAoE gains an extra benefit. Secondaries: Fiery Aura- If you’re wanting to farm things that deal fire damage, you cannot go wrong with /fire. You sneeze and you’re resist capped, defense is a little harder to get, but can be made up for with Luck inspirations until you have the money to get your fire defense up. Great thing about a Fiery Aura farmer is that you can actually farm yourself to 50 with this set, because it has the distinction of being able to farm adequately without set bonuses. Fiery Aura also offers some serious extra damage output in form of Burn, and Fiery Embrace. Scrapper note: No taunt aura for scrappers. Bio Armor- Where do we start with bio? Boasting two separate taunt aura, a wide array of baked in debuffs, a mix of defense and resist in the set already, one of the greatest armor T9s in game (which can almost be perma’d), health and endurance management, absorb, and the versatility of the Adaptation stances, literally the only bad thing I can say about bio armor is “there are no skippable powers”. Bio is an amazing choice if you want a farmer who sees play outside of farms, or you want to change up what you farm. Scrapper note: Bio has a taunt aura for scrappers, making it a great farmer set for them. Invulnerability- If you want to do Smashing/lethal farming, Invuln is a great option for you. It provides a mix of defense and resist, easily resist capping to smashing and lethal, defense softcapping with a little work. Willpower- Kind of like Bio, WP is a mixed bag. Defense, resist, and regen are its big things. Can be super solid as a smashing/lethal farmer with a bit of work. Stone Armor- A very unpopular option for farmers, and for good reason, it slows you down and reduces your efficiency by a lot, but especially if you want to do smashing/lethal farming, you could do worse than Stone Armor for a secondary. Once you get Granite it takes basically nothing to get capped smashing/lethal resist and softcap or close to smashing/lethal defense, you could also build for fire pretty easily with IOs. And while it's true that this means you have a reduction in recharge speed and damage, you also have a lot more power picks and slots free to build for offense. It will, as I said, be a less efficient option.. but also a very safe one. As I said, any brute can farm. Just because it’s not listed here doesn’t mean it won’t make a good farmer, it means that either it’s not as good as what’s listed here, or I am unfamiliar with the elements of the set that make it a good farmer (because I am one man, I haven’t extensively played every brute primary and secondary yet). As an aside, my primary farmer is a Titan/Bio scrapper, FotM sure, but I built her before I knew it was a popular combo. Epic/Patron pool selection: It’s pretty flexible at this point, your primary and secondary are usually your main elements. Mu and Fire are the two most popular options for farmers due to the damage output and animation times. Power pool selection: So, as far as farmers go, the popular choices for power pools are things that add more defense, mostly. Fighting, so you can get Weave. Tough is also super helpful if you want to do smashing/lethal farming. Leadership, Manuevers is a nice bit of extra defense, Tactics is useful if your IO build isn’t super strong and you want to farm +3/4s as soon as possible. Venge is a nice LotG mule. Speed, Hasten. Maybe super speed too, if they’re feeling frisky. Leaping, Combat Jumping, super cheap source of +def/Luck of the Gambler mule. Stealth, it’s an odd choice to some, but it provides several Luck of the Gambler mules. IO selection: So this is where things will get super vague, because the exact IOs you choose will depend on what your build is and what kind of farming you’re doing. Your main concerns from set bonuses are going to be defense against your selected damage type if you’re not already softcapped, resist against your selected damage type if you’re not already hard capped, recharge speed, because you want your best powers up constantly. Most anything else you’ll need will come as part of reaching these benefits. Accuracy, Max Endurance, and Recovery are super useful though. Some generally useful specific IOs: Steadfast Protection: Resist/Defense Gladiator’s Armor: +defense Shield Wall: +resist Reactive Armor: +maxHP Reactive Defenses: Scaling Damage Resist Fury of the Gladiator: chance for -resist (great in your DoT aura) Performance Shifts: Chance for +Endurance Numina’s Convalesence: +regen/recovery Miracle: +recovery Panacea: Chance for Hit Points and Endurance. Kismet: +accuracy (generally more useful before your build is ‘done’) Luck of the Gambler: Defense/Global Recharge (Slot as many of these as you can up to 5) Pretty much regardless of the archetype you’re choosing to farm with and the type of farming you want to do, your Archetype sets will be super useful for you to 5-6 slot. If you are fire farming, the Winter sets are really nice because they offer fire resist and defense. They help a fire farmer reach the point they’re resist capped with only one toggle running. Side note: Don’t make the mistake of slotting Avalanche: Chance for Knockdown in Burn. It sounds like a great idea, things flop around you and can’t hit you…. Burn ticks so fast that the Knockdown can stack up to Knockback, and send foes flying. Funny, but terrible for a farmer. Very Rare sets, like Armageddon, Ragnarok, etc. are super useful as they tend to offer high recharge, high accuracy, and the usually something else nice like recovery or regeneration. Incarnate selection: Hybrid: Basically assault is your best option here. I’m not going to tell you which version of Assault to get because the arguments of which is better are endless. I like the +damage more, YMMV. Lore: Find a set with a support pet you like, but don’t bank on your Lore pets for farming due to the long recharge time. Destiny: Ageless is almost always the best option here, typically you want the +recovery version because farming is thirsty work. You may find though that Barrier closes gaps nicely for your farmer build. Judgement: Take basically whichever you want. I dislike the cones for farming, personally. Pyro has a slightly quicker activation type than the rest. Their damage is pretty uniform over all, and for farming you want to crit version, not the secondary effect version. Interface: For farming, Reactive is probably the strongest. A DoT paired with a resist debuff. It may not be much -resist but every little bit helps in farming. Alpha: Choice of Alphas is going to depend on what power sets you choose, and what holes you still need to fill. Spiritual and Agility are my two main go-tos, but if you’re sitting at permahaste and softcapped defenses without your Alpha, Musculature or Intuition is a great choice too. Update: I had a discussion with a friend regarding Alpha selection (specifically for a /fire brute, though this will apply regardless), we were bickering a bit about whether Alpha or Musculature was better for DPS, so being the nerd I am, I mathed it out. The damage per second of individual powers varies based off the activation and recharge time, but at a certain point based off global damage and global recharge, Spiritual will eventually eke slightly higher DPS than musculature. However, spiritual also improves the recharge of Build Up and (where applicable) Fiery Embrace. If you're popping reds constantly, +recharge is definitely a higher value to you than +damagae. Now that you have all of that stuck in your head, go tinker with a build.. OR… Start your character and work on getting them to 50! Part the third: What to farm? Now that you have a farmer, or have decided to farm with an existing character. You must decide what you’re going to farm. If you’re running a fire farmer, your two choices are AE (there are more fire farms on AE than I can keep track of. I like Bloody Rainbow Comic Con farm myself) or the Praetorian Demon farm from Harvey Maylor (to get this arc, be prepared to fight a bunch of carnies and other annoying enemy types before you get it). If you’re running smashing/lethal, there’s some good smashing/lethal farms in AE (I don’t know the names of any off the top unfortunately), the Council Empire farm from Unai Kemen is my preferred option for this, you get it from Unai pretty quickly. If you don’t mind being below 50 and can soak some energy too, the Freakshow War arc in Ouroboros is decent to farm, and offers merits at the end as an added benefit. Plus you can always just get Council radio missions (which is super inefficient for farming). I am sure there are some other good Ouro arcs for farming Smashing/Lethal, if anyone would like to share them. If you’re running something else, you’re kinda limited to just using AE, and you’ll probably need to custom build an arc for it. I may go into some detail on doing that at a future point if there is demand. You’ve decided what to farm, you have your farm ready to go.. Now it’s on to… Part the Fourth: Farming and Fine Tuning. The goal is to eventually be able to farm +4/x8 with bosses without breaking a sweat, sure.. But odds are, especially if you’re just starting out, you’re not there yet. Start by increasing the spawn size until you can comfortably handle x8 (some will go to -1/x8, if you need to do that by all means. I refuse to acknowledge -1 exists, personally), then start raising the enemy level. Lastly, add bosses. You will find the rewards/minute are best from more enemies, and least from bosses (until you can rip through bosses like they’re nothing, too) - as a side note though, bosses are noticeably more likely to drop a recipe, so you’re less likely to get purple drops if you don’t have bosses on. Figure out your optimal attack chain. This might involve respeccing later if you slotted poorly for that particular chain. That’s great because you’re still learning, and realizing you made a mistake and tweaking it teaches you more about making a build than reading a dozen Pines builds. Make sure you’re not running any unneeded toggles. This is especially noteworthy when you have a build that is meant to run outside of a farm as well. Things like on a Fiery Aura character, don’t run Tough in a fire farm, depending on your build you make be able to do without Plasma Shield on. If you’re farming with Bio Armor, play with your efficiency between stances. Sure, sitting in Offensive all the time may be tempting, but you might find you do better in Efficient due to the endurance benefits of it. Something that needs to be said as well: Do not be ashamed to use inspirations in farming. People may try to shame you if you munch purples while farming, those people are jerks and should be stabbed with a spork. Following that up, once your build is completely done, hopefully you no longer need anything but reds while farming. Until that day comes, use whatever you need to maintain the most efficient rewards/minute you can muster. I recommend going to the P2W vendor and disabling Awaken and Break Free inspirations, and then setting up either a macro or a popmenu to convert inspirations of the other types to the type(s) you’ll need. If you’re using inspirations heavily while farming, I also recommend against enabling Dual and Team inspiration drops, because you can’t convert those and they clog up your inventory. (There are guides for quick insp. conversion elsewhere on the forums, so I won't cover that here). I shared the popmenus I use A few posts down. That's all, for now. Feel free to ask questions and myself, or one of the 10,000 other farmers around will probably answer them quickly enough.
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.