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Colonel Jasmine's PVP Zone Guide[u]
v 3.0
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TABLE OF CONTENTS[u]
1. Intro
2. General PVP Zone Info
3. The PVP Zones
3.1. Bloody Bay
3.2. Siren's Call
3.3. Warburg
3.4. Recluse's Victory
4. Other Types of PVP
5. Self-Preservation Advice
6. The PVP Philosophy
7. Developing a PVP Character
8. Badges
9. Links
10. Glossary
11. Acknowledgements
12. Version History
13. Afterword
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1. Intro[u]
1.1 Check It Out
If you haven't been to the game's PVP zones, I urge you to go. At its best, it's a blast, and the PVP zones deliver a wealth of content - play areas, NPCs, quality temp powers, bonus XP missions, minigames, unique badges, salvage, music - that I for one would have been sorry to miss. (After all, PVP received major Dev love for many months.) The zones offer new challenges and a change of pace from your 4823576th door mission. It's also relatively easy to sample the zones with little or no PVP combat if you stay alert and on the move.
This guide contains general info on the PVP zones and what to do when you get there. It surprises me how many Heroes ask me "Where is Siren's Call?" when I invite them to run door missions there. I am no authority on PVP play, but once had to ask a lot of these questions myself, hence this guide.
1.2 Key Terms
PVP - Player vs. Player. Combat between players. This happens in the Arena, in a base raid between Super Groups, or in the four open PVP zones.
PVE - Player vs. Environment. Combat against NPC foes. Before I4, all of City of Heroes was PVE.
See the Glossary, Section 10, for more PVP terms.
1.3 Scope of This Guide
This guide is written from a Hero perspective. I have added Villain information where it is known to me. Much of the Hero-based text holds true (or holds true in reverse) for Villains. Villains are presumed devious enough to read "Threat Level" for "Security Level," "lackey" for "sidekick" and the like.
This guide does not cover subjects treated in depth elsewhere:
general PVP FAQ and guide to guides (
NotPutzing)
Arena, in-depth tactics (
PVP 101, Nicci)
detailed badge reference (
Badge-Hunter,
Paragon Wiki or
Coldfront)
zone maps and zone NPC mob types (
Badge-Hunter again, look in the Vidiotmaps.com section)
builds (several guides listed in the
PVP Guide to Guides)
game mechanics (see links in Section 5.3)
This guide is current as of Issue 11, released November 28, 2007, and its follow-on updates through December 29, 2007.
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2. General PVP Zone Info[u]
2.1 Getting There and Entry Level Requirements
Each PVP zone has an entrance from a PVE zone, marked on your map with a red dot. (The PVE zones are Paragon City for Heroes, the Rogue Isles for Villains.)
Paragon City (Heroes):
Bloody Bay: Skyway City (Helicopter near Faultline Gate)
Siren's Call: Steel Canyon (Gate in Eastern War Wall)
Warburg: Kings Row (Helicopter near Blue Steel)
Recluse's Victory: Atlas Park (Portal in D.A.T.A Office, Downstairs in City Hall)
Rogue Isles (Villains):
Bloody Bay: Cap au Diable (helicopter in SE part of sector)
Siren's Call: Sharkhead Isle (helicopter in NE part of sector)
Warburg: St. Martial (helicopter in SW part of sector)
Recluse's Victory: Grandville (portal inside The Tangle main building)
All four PVP zones have a minimum Security Level required for entry.
Bloody Bay: 15
Siren's Call: 20
Warburg: 30
Recluse's Victory: 40
As with hazard zones, sidekicking will not get past this; your Security Level must be the stated level or higher.
2.2 Autoexemp/AutoSK Level
In a PVP zone, everyone is the same Combat Level. You are automatically sidekicked up or exemped down to the appropriate Combat Level if you are lower or higher than this level.
Bloody Bay: 25
Siren's Call: 30
Warburg: 38
Recluse's Victory: 50
2.3 Zoning Grace Period
When you enter a PVP zone, you cannot attack other players, or be attacked by them, until 30 seconds have passed, a fact that will be emphasized by:
-- large, obnoxious red countdown numerals
-- an equally obtrusive warning siren
-- a "(PVP on: 30)" message next to your name visible to other players counting down the seconds until you are attackable (also known as PVP Enabled mode)
-- your name and reticle appearing to others in a dull orange color.
You are permitted to move, activate non-attack powers (including buffs) and attack/be attacked by NPCs in this time period. When it is up you will appear with a bright orange reticle and name.
If you are just there to do door missions, you may be able to get all or most of the way to your mission door in this grace period if you bust a move.
2.4 Zone Minigames
Each zone offers various rewards via minigames, including several temp powers. See the zone sections below; note that your personal score or personal partial completion of these minigames will go away if you leave the zone or log out. (Including a trip to your SG Base medical facility or entering a mission within the zone.)
The minigame status displays also override the display of other mission info in your Nav bar, even when a mission is set. (Yellow and red compass indicator stars still appear.) Mission info is still available on your Mission list.
2.5 PVP Door Missions
Three of the four zones (Bloody Bay, Siren's Call and Warburg) offer door missions through uniformed Warzone contacts standing near the entrance to the zone. These are Longbow Warzone Agents for Heroes, Arachnos Warzone Operatives for Villains. (These contacts can offer a patrol mission as well; see Section 2.6.) Though often called "PVP doors" by players, they are in fact PVE missions; they are PVP only in the sense that you must travel to the PVP zone to get to them or (initially) to the contacts that give them.
These door missions are always available, provided you are in the right true Combat Level range for the zone. (not Security Level, and not zone autoexemp/autoSK Combat Level) They are always one-hour timed missions. The first such mission you complete will have a higher than normal mission completion bonus; however, this extra XP can only be collected once every half hour. (PVP zone door mission completion bonus was 25% higher than a PVE mission in a casual study.) The enemies will always be
Arachnos for Heroes,
Longbow for Villains. All are Defeat All missions. (For the kidnap missions, you need only defeat the Longbow already present when you enter the map, not the ambush mobs.) Some missions contain glowies. They cannot be dropped.
Note that once you step inside a door mission, PVE rules apply. You return to your true Combat Level, and can SK, mentor or exemp as normal.
The Warzone contacts are outside the PVE contact structure. They offer no story arcs, will not introduce you to other contacts and themselves require no introduction. They will however give you their phone number after getting to know you as a PVE contact does, and an unfinished mission from them takes up one of your three mission slots. Due to a misfix, you cannot call them or indeed any contact from within a PVP zone.
If you are very concerned about or aversive to PVP combat, you can pull a mission, zone out, zone back in, and take advantage of the zoning grace period (see Section 2.3.) or call the Warzone contact before zoning in for the same purpose.
2.5.1 Door Mission Level Ranges
Bloody Bay: 15-25
Siren's Call: 20-30
Warburg: 30-50
Recluse's Victory: No missions available
2.5.2 Door Mission Contacts
Hero:
Bloody Bay: Warzone Agent Eckman
Siren's Call: Warzone Agent Brinson
Warburg: Warzone Agent Goddard
Recluse's Victory: No missions available
Villain:
Bloody Bay: Warzone Operative Oudot
Siren's Call: Warzone Operative Massey
Warburg: Warzone Operative Braun
Recluse's Victory: No missions available
2.5.3 Door Mission Types
The Warzone contacts will give you any of four types of door mission.
2.5.3.1 Door Mission Descriptions: Hero
-- Defuse bombs to debuff villain damage
Stable. Will contain 2-4 bomb-shaped glowies depending on party size; these give old-fashioned bonus influence for the clicking player only and often also give an enhancement or inspiration. Runs on the light-colored Crey lab tile and map set in Warburg. This is my PVP mission of choice for Heroes.
-- Rescue officer to debuff villain resistance (hostage mission)
Can be bugged in Warburg; believed stable in Siren's Call and Bloody Bay. Sometimes you will be jumped immediately inside the mission door, but the maps are usually a little smaller than the other three, so it doesn't happen as often. I've never been ambushed after rescuing the officer. Runs on the dark Arachnos lab tile and map set in Warburg.
-- Defend supply depot to buff hero damage
Seriously bugged in Warburg; on a team of 6 or more, you will probably be ambushed just inside the mission door, and frequently will rise from defeat in a doorless jail cell surrounded by enemies. In some situations the only way to break this cycle is to log out and back in again. Believed stable in Siren's Call and Bloody Bay. No glowies. Runs on the dark Arachnos lab tile and map set in Warburg.
-- Recover technology to buff hero resistance
Problematic in Warburg; believed stable in Siren's Call and Bloody Bay. Mobs sometimes jump you instantly inside the mission door, including sometimes the mission boss. May also be afflicted in Warburg with the jail door bug described in "Defend supply depot" above. Will contain 4 crate-shaped glowies; these give old-fashioned bonus influence for the clicking player only and often also give an enhancement or inspiration. Runs on the dark Arachnos lab tile and map set in Warburg.
2.5.3.1 Door Mission Descriptions: Villain
Bomb base to debuff hero damage
Kidnap officer to debuff hero resistance (hostage mission)
Destroy supply depot to buff villain damage
Steal technology to buff villain resistance
2.5.4 Door Mission Results
When you successfully complete a PVP door mission, the effect listed in Section 2.5.3 is applied to outdoor Heroes or Villains across the zone, and a system message announcing this fact is broadcast to other players. Affected players see a buff or debuff icon on their status lines. The effect doesn't apply to Heroes or Villains inside door missions within the zone. These buffs are all capped at 15%.
(There are a few problems with this system. First, the message text and display of the info is a little confusing. Let's say for example that Warburg Villains currently have a 4% damage bonus. Villains can see that they have a zone-wide buff, but not how much it is; Heroes can't see anything about Villain zone buffs/debuffs. When I complete an [example] Debuff Villain Damage mission in Warburg, a message reading "Colonel Jasmine has completed a mission. The Villains now have a 3% Damage Bonus." is displayed to players outdoors in the zone. This is the new status of the damage bonus, which is now lower since I am a Hero. The zone-wide mission completion announcements are the only way to know the actual buff/debuff stats, and you won't see these announcements for your own missions. And when you see a message about another player's buff/debuff mission results, it's not clear what has just happened unless you already know whether they are a Hero or a Villain, or unless the buff/debuff has hit its maximum.
(Second, since there is no ongoing display of enemy buff/debuff status effects, and only a general indication of friendly buffs/debuffs, nor any indication to you of the new status achieved when your mission completes, it's not unusual to run missions that have no effect. Nor is this info available when you pull the mission in the first place, to know whether your proposed mission will have an effect or not.)
2.5.5 Door Mission Salvage
Reportedly, defeating Arachnos in these missions and outdoors in the zone can yield
special salvage.
2.6 PVP Patrol Missions
The Warzone contacts (see 2.5.2) also offer a patrol mission to those in the right level range. It's very easy, serves as an introduction to the zone, and contains 6 waypoints. It is untimed; only the mission holder gets the XP bonus and temp power reward (see 2.6.1). If you log out during the patrol mission, your progress is saved.
It is available three times per character.
2.6.1 Patrol Mission Rewards: Temp Powers
Successful completion of PVP zone patrol missions confers a temporary power if you don't already have it. The mission is still offered when you are not eligible for the temp power, so it takes a little planning to get the maximum number of power rewards, by running down the previous one when you are ready to go patrolling again.
See the appropriate zone section for full power descriptions.
Bloody Bay: Hyper Stealth
Siren's Call: Combat Invisibility
Warburg: Hyper Phase
Recluse's Victory: No patrol mission available
2.7 Buying Inspirations
In Bloody Bay, you can buy the basic 8 Level 1 inspirations from Warzone Agent Eckman (Hero) or Warzone Operative Oudot (Villain) at their respective bases.
You cannot buy inspirations in Siren's Call, Warburg or Recluse's Victory. You can, however, win inspirations in the Siren's Call bounty minigame. See Section 3.2.3 below. You can also earn them by defeating NPC villains as in a PVE zone.
Note that leaving the zone (for whatever reason, including buying inspirations) will restart your score or partial completion of the various zone minigames, so bring what you need.
2.8 What are the teams?
In three of the zones (Bloody Bay, Siren's Call, and Recluse's Victory) solo or team Heroes battle solo or team Villains.
In Warburg, any team or character may fight any other, so Hero/Villain, Hero/Hero and Villain/Villain fights all occur. Teams must be all Hero or all Villain in every PVP zone.
Potential player foes have an orange targeting reticle (frame), name and titles. Confusingly, so do all dead players. Teammates are green and allies are blue. (Outside Warburg, "allies" are any characters of your alignment not on your current team.)
2.9 Hospital Resurrection
If you go to a PVP zone hospital for revival after death, you will have 1 hit point and 1 endurance - even if you died inside a PVE mission. Rest is handy here.
2.10 Chat Communications
By default, you will hear nothing Villains say. To remove this filter, go to Menu | Options | General. Scroll down to the Chat section; there are three toggles there, Show Villain Private Chat, Show Villain Broadcast Chat, and Hide Villain Local Chat. Once you've determined the value of Villain remarks, you can also can use these toggles to turn Villain chat back off. Villains have equal and opposite settings.
(You may find allowing Villain Private Chat useful even if you do not PVP. You will not hear tells from friends playing CoV unless you make this change.)
2.11 Debt
You get zero debt if you are killed by a player. You get proportional debt if the killing blow is landed by an NPC; no debt for damage done by a player, but debt for damage done by an NPC. So for example, if you were hit for 20% damage by another player, then sustained 80% damage from an NPC and died, you would get 80% debt.
2.12 PVP Reputation
If you defeat a player while soloing, you will gain 1 point of Reputation (rep) if your defeated opponent is within a 100 yard range. (Messages informing you of this sometimes are omitted due to a bug.) When on a team, this rep is split evenly among all team members within a 100 yard range. If the foe has 15 points or more higher rep than you, you will get an individual bounty of up to 5 points bonus rep. (This is split among teammates. In an informal test, a Hero with approximately 90 rep on a team of two defeated a Villain with 195 rep. The Hero received .50 base rep, and a bounty of 2.50 rep.)
To view another character's rep, right click, Info, then select the PvP tab. For yourself, click Menu, Personal Info, PvP tab.
If you defeat someone in PVP and gain the rep from it, or they by defeating you, you cannot gain any rep for defeating that character again until after a 10 minute period. In theory, a list of such enemies appears on your Personal Info PVP tab. Currently, the defeat list only includes those who defeat you. If you defeat one of these again, or they defeat you, the "no rep" timer starts again. So you could defeat someone every 5 minutes indefinitely and only receive the rep for the first kill.
Rep has no ingame effect apart from two badges - Forward Observer (100 rep) and Disruptor (400 rep). (Disruptor, tragically, was one of many buggy PVP-related badges, and some who have it have never attained 400 rep.)
Rep gradually falls over time. The decay rate is .1 rep per hour. This is the only way you can lose rep.
2.13 Zone Population
The /whoall command displays a text list of all players in the current zone who are not using the /hide command. (/Hide also prevents your name from appearing on all /search displays, local friend lists and Super Group lists; the /hide setting persists across all characters on an account.) For each player in the /whoall list, Security Level, Archetype, and Combat Level are displayed.
Since you can't see Villains on the /search list, this is the only quick way to get an idea how populated a zone is, and the commonly used /hide limits the usefulness of /whoall. However, it can help you find pickup group teammates, and also will show true level vs. zone autoexemp level, which can be useful in enemy threat assessment.
Use /hide to deny information to the enemy. Not using it may encourage the foe to come out and play, if this is your goal, or help people find you for a teamup.
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3. The PVP Zones[u]
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3.1 Bloody Bay [u]
3.1.1 Bloody Bay Summary Info
Required Security Level to Enter: 15
Autoexemp Combat Level: 25
Hero Zone Entrance Location: Skyway City (Helicopter)
Mission Contact: Warzone Agent Eckman
Door Mission Level Range: 15-25
General terrain: Bloody is a medium-sized island surrounded by water, with both city and forest areas. The Hero base is north and the Villain base southeast of the main island; both are built on small islands.
Tactical summary: BB's sprawl reduces PVP encounter opportunities; for me good fights here have been very rare. Readily available inspirations set the tone of both combat, and of endless discussion in broadcast of "popping" them. Stalkers freely whack many PVP-inexperienced Heroes here.
Faction aligned NPCS: Longbow, Arachnos. Neutral NPCs: Freakshow, Circle of Thorns, Shivans, Banished Pantheon, Spectral Pirates.
3.1.2 Bloody Bay Temp Power Minigame: Shivan Strike
Talk to the scientist near the helicopter. He'll give you a temp power to use on the six meteorites marked on your map. Use the power once on each meteorite; each use will fill up one of the spots in your Nav bar where it says "Shivan Strike!" You will also start to glow with a supernatural "I have loot" aura.
Once you have all six, you'll need to take over a firebase. These are the small buildings with the four autoturrets on the roof. To take it over, you have to destroy those four turrets plus the other four that are nearby, and then run inside and use the computer before any of the turrets respawn. Your six small samples become one big sample. Take the big sample back to the scientist and you'll get your Shivan. The power has five charges. (If you have a current Shivan Shard power with any charges remaining, you can't benefit from completing this minigame again until all charges are expended.)
Note that if you are killed by a player while carrying meteor samples, you will lose them, and your adversary gets them if they have started the minigame. You don't lose the samples when killed by an NPC. If you leave Bloody Bay, log out or enter a mission within the zone, the samples and temporary power go away and you must start over.
There are some tricks to busting the firebase. Robotech_Master's
guide offers good details, and paragonwiki has full details on the
turrets.
3.1.3 Bloody Bay Minigame Reward: Shivan Shard
Your new temp power summons "Bubba", a large, slow Shivan Decimator Elite Boss pet who attacks with powerful Rad abilities and debuffs. He is a dumb (noncommandable) pet, will be your level when summoned, and lasts about five minutes. The power has five charges and takes about 150 seconds to recharge. (Former limit of level 25 was lifted, Bubba can now spawn at level 50.)
3.1.4 Bloody Bay Minigame Oddities
There are reports of Mayhem Mission salvage that can be used to replace ore samples for the BB minigame.
3.1.5 Bloody Bay Patrol Temp Power Reward: Hyper Stealth
If you complete the Patrol Bloody Bay mission, you get this temp power if you do not already have it. (See Patrol Temp Powers, 2.6.1 above.) It is much like Stealth and lasts for 30 minutes of use. Right clicking on its icon in your power tray will display the usage time remaining.
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3.2 Siren's Call[u]
3.2.1 Siren's Call Summary Info
Required Security Level to Enter: 20
Autoexemp Combat Level: 30
Hero Zone Entrance Location: Steel Canyon (Gate in Eastern War Wall)
Mission Contact: Warzone Agent Brinson
Door Mission Level Range: 20-30
General terrain: Northern and central Siren's are an urban battleground between Longbow (Hero) and Arachnos (Villain) armies and guards, as well as neutral fighters that shift sides. Parts of the zone have been shattered by the fighting. The hospital (the effective Hero base) is in the northwest of the zone. Southern Siren's is a small bay with drilling rigs; at the bay's south side is the rocky island holding the Villain base.
Faction aligned NPCS: Longbow, Arachnos. Neutral NPCs: Cogs, Tsoo, Sky Raiders, Warriors.
Tactical summary: The best and most active PVP zone. The bounty minigame is actually worth playing, and the temp powers a hidden treasure many PVErs miss. (Again, if you move with a quickness, you can nip in, buff up and get gone with little or no risk.) No one has Tier 9s here after a few minutes in the zone. Most likely zone for hostile TP to drone maneuvers. The NPC armies at the hotspots are no joke when mass aggroed, especially when they quickly materialize in mid-battle in a pre-aggroed state. I've seen them flatten buffed Tanks remarkably quickly.
3.2.2 Siren's Call Temp Power Merchant Minigame: Battle for Siren's Call
When entering Siren's, the Nav bar shows the status of the two zone minigames. The Battle for Siren's Call status is shown by the red and blue Score bar, and the Siren's Call Control currently displayed, either Heroes or Villains.
At any given time, the zone is controlled by either the Heroes or the Villains. When controlled by the Heroes, you can buy temp powers from the Hero Merchant just outside the hospital. (See Section 3.2.4 below.)
Zone control shifts back and forth based on battles at Siren's Call hotspots. At any given time, there are from one to three active hotspots on the map, shown by white rings with red rays. (High zone population gives a higher chance of two or three simultaneous hotspots.) Large groups of NPCs (armies) stand around there, and sometimes decide to shoot at one another; at the southeastern (waterfront) and northwestern (plaza) hotspots, they will wait indefinitely for players to get things started by creating aggro. Players can both attack enemy forces and assist friendlies with heals, buffs and taunts. Once the battle has started large groups of additional Arachnos and Longbow forces will eventually spawn and charge into the battle, already aggroed when they hit the ground.
Neutral mobs also hang around the hotspots; they will aggro on Arachnos, Longbow, any player or other neutral groups.
Once started, a winner will eventually be declared for the battle with a yellow zone-wide announcement. The loser is the first side to have X of their NPCs defeated, where X is something like 20-40. (X may also be total hit points defeated rather than number of mobs.) Thus it's possible to win a battle in which your side's army never fires a shot; neutral kills of your enemy will also help you win. The win will color the Score bar more blue (Hero win) or red (Villain win). When the bar is all red or all blue, that side wins zone control, which may unlock temp powers - see Section 3.2.4. The Score bar is then reset to the starting point, which is 50/50 control.
From the starting point, it takes approximately 35 wins by your side to take control of the zone. Obviously, if the other side wins a few along the way, you will need more wins.
(Note that if your side already has complete control of Siren's Call [i.e., unlocked all 9 temp powers] winning zone control will actually make it *easier* for the enemy to recapture the zone by moving the bar from 99.9% friendly control to 50%, with *no* benefit save the lousy 100 bounty if you're at the hotspot! Perhaps not what you'd expect for such an achievement.)
3.2.3 Siren's Call Reward Minigame: Bounty Hunting
The second minigame status shows in the Current Bounty and Most Wanted fields in your navigation bar.
When you or your team defeat a player Villain, you gain bounty, and it is added to your bounty total displayed in the nav. Distance across the zone is no object for team bounty; you will share in teammate kill bounty no matter where you are in Siren's Call. Successful Heroes or Villains with many zone PVP kills are worth more bounty. When a given player is defeated, no one can earn bounty from defeating the same player again for a little while. (Note that this is not the same as the timing rules for gaining Reputation from defeating the same player.)
The Most Wanted Villain is worth extra bounty to you. His or her current or last known location is shown on your minimap by a white ring with an orange center. This doesn't always work correctly, and is imperfectly understood; sometimes the same player will have two rings on the minimap. Unfortunately, there is nothing to stop the Most Wanted player on either side from idling in the safety of their side's base; Villains do this pretty frequently as the Siren's time badge is required for a Villain accolade.
High-level and high-rep targets are worth more bounty. TopDoc gives the player bounty formula as follows: "Bounty in Siren's Call is Rep + 10 * Level. A level 50 with 400 Rep is worth 900 Bounty. A level 20 char with 0 Rep is worth 200. Your 'Most Wanted' opponent is worth 3 times as much to you." I have not tested this systematically but it's consistent with what I've seen.
You also gain 100 bounty from a hotspot battle won by Hero forces. (You must be in the general vicinity of the hotspot at the moment the battle is won to get this bounty. Our results suggest that participation with attacks, heals or buffs in the battle is not required.) You will lose any bounty accumulated if you leave the zone, disconnect from the game or enter a PVE mission.
Use the bounty points to buy rewards from the Security Chief just inside the Siren's gate. If you have less than 6k bounty, he offers medium-size inspirations at the price of 1k bounty points each. If you have 6k bounty or more, he offers Single Origin (SO) enhancements at 6k each. (See below.)
The identity of your Most Wanted Villain will usually reset every few minutes. It doesn't do so automatically when Most Wanted is "None" and a new Villain enters the zone, so don't assume there are no player Villains when you have no Most Wanted Villain listed.
3.2.3.1 Siren's Call Bounty Hunting Rewards: Inspiration Types (all medium level)
Defense
Damage Resistance
Accuracy
Endurance
Healing
Damage
Resurrection
Strength of Will
(Misnamed in the reward menu "Break-Free", this is actually the obsolete magenta inspiration formerly called Determination. For effectiveness against anything other than Immobilize attacks, it must be activated beforehand and is thus often inferior to a true BF, although it has a good duration.)
3.2.3.2 Siren's Call Bounty Hunting Rewards: SO Enhancement Types
These will be +3 to your Security Level and match your origin.
Damage
Accuracy
Range
Recharge
Endurance Reduction
3.2.4 Siren's Call Minigame Temp Powers
When the Heroes first win the zone from Villain control, the victory unlocks the initial 5 temp powers for Heroes, and removes access to them for Villains. If the Heroes win the zone again while they already control it, an additional 4 temp powers are unlocked (if they aren't already unlocked). The Villains can gain access to powers in the same way. Their initial 5 powers are identical; their additional 4 powers are unique to Villains.
All powers cost 10,000 influence from the Hero Merchant and can be used outside Siren's Call. You can only purchase a power if you don't already have it.
The Grenades, Smoke Bomb and EMP Glove have charges that last until used. The other 8 powers are available for 30 minutes after purchase regardless of how much or how little you use it. Right click on the power, and choose Info to see the time remaining for use for a Siren's temp power.
3.2.4.1 Initial Five Siren's Call Temp Powers
Raptor Pack, Low-G Pack, Jaunt Initializer - These powers mimic Fly, Super Jump and Teleport respectively. Each lasts 30 minutes from the moment of purchase.
Web Grenade - A clip of 6 short-range grenades which hit a single target with Immobilize, -Fly, -Jump and -Recharge. Great.. when they hit. (Not to be confused with the Villain Patrol Pool Power of the same name, which is more accurate and lasts longer. Or with the /Devices Blaster power of the same name. Nor with the Scrapper Munitions Mastery power of the same name. Nor yet with the buyable Arena power of the same name, functionally identical in play but permitted only inside the Arena.)
EMP Glove - An end-draining ranged attack with 10 charges. Can fill out your attack chain and is useful despite underwhelming damage. Hits well against Malta mecha.
3.2.4.2 Four Additional Siren's Call Temp Powers - Heroes
Stealth Suit - much like Stealth. Toggle.
Stun Grenade - AOE stun weapon. 6 charge clip.
IR Goggles - boosts Perception, handy against Stalkers. Toggle.
Cryonite Armor - defense against Smashing and Lethal damage and resistance to Cold damage. Toggle.
3.2.4.2 Four Additional Siren's Call Temp Powers - Villains
Smoke Bomb - A ranged AOE with -per and -acc debuffs. 10 charges.
Arachnos Mace - melee damage with poison. Click power.
Kinetic Shield - +def (mostly vs. smash and lethal, a little vs. energy) Toggle.
Venom Grenade - As used by Crab Spider Longfangs. AOE smashing/lethal damage, DOT toxic damage, -res(all). 3 charges.
3.2.5 Siren's Call Patrol Temp Power Reward: Combat Invisibility
If you complete the Patrol Siren's Call mission, you get this temp power if you do not already have it. (See section 2.6.1 above.) It is much like receiving Grant Invisibility and will last for 30 minutes of use. Right clicking on its icon in your power tray will display the usage time remaining.
3.2.6 Siren's Call Map Abuses and Remedies
There are a few spots in Siren's where an enemy (or confused ally?) can TP you into a location from which you cannot move by walking/running/jumping. If done for griefing purposes, this is a petitionable and bannable offense. (My understanding is that doing it to kill is legit, but visibility into the details of mod banning decisions is poor.)
If this happens to you, here are some possible solutions to being so trapped.
-- Die. Depending on server an enemy might help you out.
-- Pocket D pass
-- WW/BM teleporter
-- for 24+ vets, base teleport
-- for those Entrusted With The Secret, Ouroboros portal
-- Siren's Jaunt Initializer temp power, if you happen to have it at the moment
If none of these work, you might try:
-- petitioning - be sure to mark your petition Stuck
-- your server's /help channel for a Recall Friend rescue or a helpfully violent enemy.
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3.3 Warburg[u]
3.3.1 Warburg Summary Info
Required Security Level to Enter: 30
Autoexemp Combat Level: 38
Hero Zone Entrance Location: Kings Row (Helicopter)
Mission Contact: Warzone Agent Goddard
Door Mission Level Range: 30 - 50
General terrain: Warburg is a somber, COV-style cityscape on a small island. The Hero base is a Longbow air carrier, the Villain base a depot on the island's north side. Underneath Warburg is the Web, an Arachnoid-infested network of tunnels, underground hangars and labs with several entrances. Part of the zone minigame takes place in the Web.
Faction aligned NPCS: Longbow, Arachnos. Neutral NPCs: Rogue Arachnos - will attack both Heroes and Villains.
Tactical summary: Beware sudden treachery. Characters with little trouble elsewhere may face powers here for which they have no counter. Few are as bitter as a PVE-er whose launch codes you steal through PVP combat; expect hostile chat if you engage in this cruel pastime. Conversely, be prepared for opposition if you make the Warburg Nuke run.
Special note: Warburg is the only PVP zone that permits ongoing Hero/Hero or Villain/Villain combat. The immediate vicinity of each base does not permit Hero/Hero or Villain/Villain fighting, but most of the zone does.
3.3.2 Temp Power Minigame: Launch the Warburg Rocket
(adapted from a Support/Nurse Illusion post, with help from Squez)
1. Speak to the Hero Contact on the Warburg ship base.
2. Go into the Web and locate a scientist. (Their ingame name is "Lab Technician", but for some reason players always call them scientists.) Rescue them as in a PVE mission, by defeating all surrounding NPCs. Talk to them and ask them to follow you.
3. Once rescued lead them to surface. If the scientist loses you, you will have to ask them once again to follow. Proceed cautiously yet quickly to the drop off point indicated on your Nav bar. The scientist will then give you a set of launch codes.
4. Repeat step 3. You need 3 sets of codes. If another player defeats you, they get any codes you are carrying. You will also lose the codes if you zone out, log out or enter a mission in the zone.
5. Once you have 3 codes you go to one of the glowie computers in the Web. These suppress stealth just like a PVE mission glowie. Your 3 codes become one large code. Its color will vary based on the missile payload (See Section 3.3.3.) You will get a Nav bar icon and timer for your next destination, the launch pad outside. You have five minutes to get to the launch pad and click the glowie to launch the rocket. Have a nice day.

Note that you also are now a humanoid glowie, as your body radiates an unnatural "Kill me and take my launch code" nimbus.
6. Once the rocket is launched,you will get one of the three "Warburg Nuke" temp powers detailed in Section 3.3.3 below.
If you already have one or two Warburg nukes on hand, be careful. My preliminary testing indicates that if you already have one type, an attempt to get the same type again will fizzle, making the minigame pointless if you complete it with all 3 types already in hand.
The scientists and codes are not shared among team members. Each player can only lead one scientist at a time. You can, however, have a teammate chat with "your" scientist and assume control of them. The scientists must have been affected by the hard radiation in the area, as they have a lot of trouble negotiating steps and ramps. Go slowly.
3.3.3 Temp Power Reward: Warburg Missiles
(adapted from a Lord_Crow post and paragonwiki.com)
Three AOE powers, one use each:
Chemical Burn -- lowers foe accuracy and damage resistance
Biological Mutagens -- buffs ally damage and regeneration
Nuclear Blast -- inflicts end drain and damage, with a bonus against "robotic units"
3.3.4 Warburg Patrol Temp Power Reward: Hyper Phase
If you complete the Patrol Warburg mission, you get this temp power if you do not already have it. (See section 2.6.1 above.) It is much like Phase Shift and also boosts run and flight speeds. It will last for 30 minutes of use. Right clicking on its icon in your power tray will display the usage time remaining.
3.3.5 Warburg Minigame Oddities
There are reports of Mayhem Mission salvage (villain side) that can be used to replace launch codes for the Warburg minigame.
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3.4. Recluse's Victory[u]
3.4.1 Recluse's Victory Summary Info
Required Security Level to Enter: 40
AutoSK Combat Level: 50
Hero Zone Entrance Location: Atlas Park (Portal in D.A.T.A Office, Downstairs in City Hall)
Missions: No missions are available in Recluse's Victory.
General terrain: Recluse's Victory is Atlas Park in an alternate dark future where Lord Recluse and his Villains bid for control of Paragon City.. unless Heroes do something about it. (When you go, take a look at the Atlas globe when the zone is under Villain control.) Unlike present-day Atlas Park, you can't go all the way to the War Wall; those mysterious blue planes of force in the middle of nowhere bound the zone.
Faction aligned NPCS: Longbow, Arachnos, Archvillains and Heroes. Neutral NPCs: None.
Note that the bases in RV have "sally ports" that let you exit the base to a random location in the zone - useful if the base is being camped.
Tactical summary: Excellent combat can happen here, if somewhat soured by Hero EPP/Villain PPP inequities. Its zone-specific badges take the longest to earn, bringing badgers to the zone and inciting badger/PVPer conflict. (Formerly farmers were often in the mix too; when Heavies were severely nerfed, RV farming fell off, but still sometimes occurs.) If you don't have Super Speed, a Kin buddy or an escape power, you will regret it when the Villains webnade you. Heavies (see below) hit hard - stay on the lookout for them.
3.4.2 Special Zone Resource: Heavy (Freedom Corps Cataphract Class Heavy Assault Robot)
This large, once beautiful piece of technology is available to Heroes at three platforms on the west side of the zone. If the heavy belonging to a particular platform is available, the platform's console will glow, and you can take control of the heavy by clicking on it and waiting about 10 sec for an activation bar to complete. (Great time to get attacked by a
Stalker.) Once you control it, a control bar for it appears.
The Heavy is a slow-moving, hard-hitting Level 54 Elite Boss. Its controls are very similar to those used by Mastermind pets; check
a good MM guide for more on that. (Unlike henchpeople, RV Heavies and pillbox guns cannot be dismissed.)
The Longbow Heavy has five attack powers:
a launched Grenade (looks like those Freak Tanks use) - adequate damage
Seeker Drones similar to those used by Mastermind Villains - can hit for adequate damage, but often drift around uselessly
Arm Blasters - good damage
Cannon of Death unfolding from the back - excellent short-period damage over time, requires close range
Blue Spray of Destruction - stunning AOE, excellent damage, he doesn't use this often
Certain buffs have stringent limitations for Heavies: they cannot be healed or given +Regen buffs, +speed buffs on them have a very low cap, and other buffs are limited as well. Strangely, only the damage your Heavy inflicts from the back cannon will appear in the combat log (as Energy Barrage).
You will gain Experience and Reputation for NPCs and player Villains defeated by your Heavy. If you die, you lose control of the Heavy and after a pause it respawns on its platform.
Arachnos has provided the zone's Villains with a parallel robot, the Arachnos Heavy Blaster. While of roughly equivalent strength and control mechanics, they aren't the same. The Arachnos Heavy is stronger in melee, the Freedom Corps bot better at ranged attacks. The Villain Heavy control platforms are on the north and east side of RV. You get no reward (XP, influence, prestige, rep or RV minigame points) for defeating an Arachnos Heavy.
3.4.3 Reward Minigame: Recluse's Victory Zone Control
3.4.3.1 Pillboxes
RV sports a series of 7 code-named pillboxes scattered throughout the zone, marked on your map, and with status shown in the Nav bar. When the zone mini game starts (yellow message, "Dimensional Reversion!") they are all neutral and will attack approaching Heroes, Villains or their pets with their four Pop-up Anti-Personnel Guns (Level 54 purple Bosses.)
To seize a pillbox for the Hero side, destroy its four guns, then click on the force bubble in the center where the blue hand icon appears. After about ten (interruptible) seconds of activation, the pillbox will come back online armed with commandable Hero-aligned armaments: two High Explosive Missile Turrets and two Quad Howitzer Batteries. (Level 50 Bosses, yellow. When a Villain does this the same guns come online with Villain alignment; defeating Hero/Villain aligned guns does NOT give XP.)
The captured pillbox will be marked as Hero-controlled on the Nav bar and map, and its color scheme will change to blue and white. Like the Heavy (See Section 3.4.2) the stationary guns can be commanded with Mastermind-style controls. (All commandable pets will share the same list.) You can only command the pillbox guns while inside the pillbox's central command bubble force field or very close by. The bubble confers +def(ALL), res(toxic), +regeneration, and -teleport; its icon is similar to the FF Defender power Deflection Shield and you need not take control of the guns to benefit from it. (Taking control of a pillbox or manning it while alone is another great way to get whacked by a
Stalker.) If you leave the pillbox, you will have to assert control again via the blue hand icon.
3.4.3.2 Zone Control and AVs/Signature Heroes
When one side gains control of 4 pillboxes simultaneously, powerful reinforcements show up to help the losing side: Lord Recluse and the other signature Archvillains for the Villains, Statesman and other famous Freedom Phalanx heroes for the Heroes. (See Section 3.4.4.1 below.) They are heralded by a yellow Reinforcements message and a global system message telling all players which enemy pillbox they are heading to. Even after their regeneration abilities were rolled back, these major Heroes and Villains remain a tough nut to crack.. especially if player Villains or Heroes are helping them out. However, if the losing side takes another pillbox, or the dimension resets, they will vanish immediately.
If one side gains control of 6 pillboxes simultaneously, that side wins. The winning side enjoys a five-minute bonus round wherein each player enemy defeated grants 1k prestige (or 10k influence/infamy, depending on your SG mode setting.) The losing side gets a different message in their Nav bars, "Defeat [Heroes/Villains] to Reset Dimension" with an enemy countdown. (I've never seen the reset countdown completed and don't know how it works.) After the bonus round, the game resets and begins again with another "Dimensional Reversion!" yellow message. All pillboxes return to neutral status and their guns respawn.
3.4.3.3 Zone Control Points
Each Hero has a personal point total for achievements in the minigame, displayed in your Nav bar. This total will reset to 0 if you log out or leave the zone, or when the minigame ends (Dimensional Reversion message).
Defeating neutral or Villain turret: 15 points
Capturing neutral or Villain pillbox: 20 points
Being present in the zone when Heroes win: 25 points
Defeating player Villain: Anywhere from 30 to 150 points have been reported. May be split among teammates. Probably has some of the same restrictions as Rep points (see Section 2.12) Investigation continues.
Defeating NPC Archvillain (AV): 250 points
Defeating enemy Heavy: No points
Defeating miscellaneous Arachnos NPCs: No points
There may be other ways to get points; my study was not exhaustive.
3.4.3.4 Temp Power Reward: Longbow Mech
"Junior" is a miniature Heavy. You will gain the temp power to summon him once when the Zone Control minigame is completed *if* you have 1000 zone points at that time, and *if* you don't already have this temp power. It doesn't matter whether you are on the losing or winning side. He is a pet of your level (shows yellow to a Level 50, implying Lieutenant strength.) He will last indefinitely, will not zone, but will persist after your death, and will sometimes persist if you log and return to the same zone. Compared to the Heavy, he has the same five attacks (although not as powerful in their damage), far fewer hit points and quicker movement.
Junior is a "dumb" pet; he cannot be commanded. However, sometimes if you have other pets with a status bar, that can be, you will get a status bar for Junior on your pet list, which is handy for tracking his health and buffing him. I have had other people's Longbow Mechs follow me around in RV after they left!
3.4.4.1 Signature Archvillains (AVs)
This information is incomplete and may well be somewhat inaccurate. Thanks to Aged_ice for info on attacks. All the Signature AVs are tough - bear in mind that though their target info says Archvillain, they are Giant Monster class foes.
Lord Recluse
Big bad honcho AV. Continually summons debt-giving level 54 Bane Spider Executioners to help him out. Attacks: A multiple arm blast like that of Crab Spiders, a smaller single target, and a very mean melee swipe. Appears with Black Scorpion.
Black Scorpion
Attacks: several ranged blasts and a ranged AoE. Appears with Lord Recluse.
Ghost Widow
Very dangerous. Has a phenomenal AOE melee-based heal and a very powerful hold, Soul Storm. A Break Free will take a few seconds to escape from it. Other attacks: Soul Tentacles (looks like tenebrous tentacles) and a gloom like attack. GW appears with Captain Mako and sometimes with Scirocco.
Scirocco
Flier. Rarer in appearance than the other Signature AVs. Hits very hard. Attacks: Mu shackles, the waterspout attack from Mako that animates as a sound storm, lightning blasts from the electric sets and a powerful melee attack. Appears with Captain Mako and Ghost Widow.
Captain Mako
Difficult to hit when his super-Elude style ability kicks in. Attacks: Bile Spray, Stealth, possibly Spirit Shark, Swipe (or Slash?) from the claws set, and Ripper from spines. His School of Sharks hold causes ghostly sharks to swim in a little circle around the target. Appears with Ghost Widow and sometimes with Scirocco.
3.4.4.2 Signature Heroes (Freedom Phalanx)
(thanks to Stratoman)
Manticore: Arrows defender. Has leadership pool and stealth.
Positron: Radiation defender. Has Overload and EMP Pulse.
Sister Psyche: Mind/Bubble controller. Has pink energy blasts as well.
Back Alley Brawler: Invul/SS/EM Tanker. Has unstoppable.
Synapse: Electric Blaster. Has SS on always.
Statesman: Tanker Incarnate, Invul/SS with 2 lightning powers, 1 is mass death AoE.