Memphis_Bill

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  1. Quote:
    Originally Posted by Father Xmas View Post
    Pets - Deco pet is cute but pointless, buff pet is fragile (understandable with the mantra that vet rewards shouldn't affect play much).
    As a side note, "see who can keep the buff pet alive" is a fun little minigame. And buffed, we've had them over the HP of some of the people on the team rather easily.
  2. Quote:
    Originally Posted by Majek View Post
    My complaint is that there is too much good with the bad, and too much bad with the good. This is just a slap in the face to everyone who has played for 62 months or less.
    And everyone's opinion of "bad" or "good" is different.

    "Ugh, a boxing outfit? How lame!"
    "Cool, I can use those pieces!"
  3. Quote:
    Originally Posted by detroitfrost View Post
    1) It's not timed is it? Meaning, as long as the bruiser is still alive, the noxious gas is on him.
    It is, as I recall, timed. (IOW, it's not a toggle.) Haven't had the recharge low enough to answer #2 (not sure if it's possible, actually - I'm usually rather busy slapping an AV around. Or being slapped around by one. One or the other.)
  4. Quote:
    Originally Posted by EvilGeko View Post
    I want to disagree with the first one, but really, when you branch isn't a big deal to me.
    You'd better disagree!
    Quote:
    As to the second point, this really doesn't work in CoH/V unless the branching path is at least partially a continuation of the basic path. This works in Aion, because a Gladiator or a Templar are still tanks, still close in melee fighters. Chanters and Clerics are still priests, etc.

    This is effectively how Night Widows work, though. And I'll note that you claim to like them the least of the VEATs.
    Actually, I'm not fond either of Night Widows or Banes. I'm getting myself to work through a crab (that completely disregards any pretense of stealthy melee) to see what I think of it.

    Since my NW was my first VEAT to 50 (and first VEAT, period,) I've also lately been considering that the disappointment I've mentioned before in the storyline (which, again, not getting into in this thread, and I know your view and mine on it are vastly different as well) poisoned the well for Widows in general for me.
    Quote:
    Finally, permanent choices are and always will be a bad idea in MMOs. MMOs expect you to play characters for years. CoH/V is probably a bit different in that it expects you to alt a lot. But I have always thought permanent choices are a bad idea. Because things change in MMOs, and people have to make decisions based on what they know when they make decisions. And since nothing is permanent to the devs, they should provide their players the same courtesy.
    Yet, with every character you make, you make a permanent choice. Blaster, Stalker, Scrapper, Dom? What primary? What secondary? When a new primary and/or secondary come in, you're taking a chance that you'll like it when you roll one.

    Right now, if the Devs came up and said "hey, we're leaving VEATs as is except for one thing - you can't choose the other path once you've selected one," I'd complain about that as well - primarily because of how late you branch. Altering branching on a new AT so that it happens earlier and becomes permanent, though, I wouldn't argue so much. The character's "younger" and rerolling isn't a big deal (plus, as otherwise mentioned, you have more time to let that character grow as what they'll eventually be.)
  5. Memphis_Bill

    hospital upgrade

    Quote:
    Originally Posted by BlueRaptor View Post

    Also, it does make original contact less used and look stupid. After a few missions your contact tells you you can now buy red and blue inspirations from him, and you go "What? Is he stupid? I can buy all of them at every hospital!". Who goes to PocketD to buy inspirations now there's an AE building in almost every town? And who here buys SOs from contacts anymore, that were once the prime source for them?
    Last point first - contacts have never been the "prime source" for them. They were only *a* source for the "Power 10" inspirations, and generally at higher prices. The stores, initially, were hidden. Not marked on the map *at all.* (Another of those QOL things that got added.) Started in Issue 3 here, I have almost *never* purchased SOs (or DOs) from a contact.

    Second, if I'm passing through Pocket D (hit the tailor there, winter event, player event, meeting someone for a quick arena match,) I'm buying my inspirations there. If I'm closer to my contact - why would I travel to AE (or the hospital) to buy the inspirations, given I'm *right there?* Thus the "convenience" that's brought up.

    If I'm at (or closer to) the hospital, I'll buy them there (if they were available) instead of making a needless trip to the contact.

    If I'm at (or closer to) the contact, I'll buy them there instead of making a needless trip to the hospital/AE/the base.

    Neither one breaks the game, or makes me ignore the other.
  6. Quote:
    Originally Posted by Joe_Schmoe View Post
    I'm hoping for either Neutral Groups, or we can remain in our VGs/SGs.
    OK. You take your Blaster, go rogue. You now have a villain blaster.

    You aggro something horribly. You go squish.
    - Do you get to go to your base, since it's in Paragon?
    - What happens with the teleporters?
    - If they don't remove the "Opposing sides can't trade" limitation (which, honestly, is irritating in coop missions,) what happens to everything you put in the (heroic) bins? Can you get inspirations?
  7. No.

    For starters, the power pools are tiered. Why should I be able to get Superspeed or Superjump at level 6, but can only pick Fly at 14, or Teleport at 20 - and must have SS or SJ first? That's a wasted power. The tiering in general just looks goofy.

    Second, Kheldians *cannot* pick Teleport or Fly. What are you going to do to that pool for them?

    Third, you'd now force (for instance) my Fire tanks, who can grab two pools (fitness and leaping) to take three - one for combat jumping (slight defense, immobilize protection,) fitness, and the travel pool. I've got some characters who already utilize four pools (especially support) - fitness, travel, concealment and leadership, for instance. You'd absolutely break those characters with this.

    Fourth, it's FAR too late in the game to make such a major change. You would break *every single character in the game.* For me, *personally,* that would mean going through and having to respec over 170 characters - and I know many people with even MORE, not to mention what people would see on reactivation weekends - "I came back to the game and had to change my characters, so I just didn't bother, later COH." Adding a power to a pool, such as was done with the PPPs and APPs, doesn't have this issue - but that's not what you're proposing.

    I believe it was the four year anniversary where we were told there were several *million* characters created. Think about that - then think about having to go through most of them and do a complete respec with these new (and, I have to say it, rather disorganized seeming) power pools.

    Last but not least, what are you replacing the 60 (?) month vet reward with?
  8. Quote:
    Originally Posted by Noxilicious View Post
    While we're at it, fix the Longbow Ballista in Sister Airlia's first arc so that he doesn't spawn at a minimum of level 40 anymore. If you do that arc as soon as you can, facing an EB five levels above you is the least you want to do, especially when you have a boss-sized ally you have to lead out but she refuses to actually move past him and then gets knocked out and you LOSE THE BLOODY MISSION.
    Ugh. I think I've only had him and Lt whoever (and the associated groups) not show up together... perhaps once. That's even more annoying.

    Makes for a nasty fight, especially if I'm solo.
    Quote:
    On that note, have Daedalus' first arc be accessible when you're actually level 35. You know, the level when he POPS UP TO TELL YOU YOU UNLOCKED HIM. It might be WAI, but when I am told a contact is unlocked by reaching level 35, it strikes me as odd he won't give me missions until level 40.
    I'm forgetting her name, the midnighter contact... Mcknight, is like that as well, but it's only one level. If you get him via Croatoa, Cadao Kesterel can do that as well (finish croa around 32, usually, and he's a 35 contact.)
  9. Quote:
    Originally Posted by SunGryphon View Post
    Yep, I wait for a raid, completely ignore the "If you're not raiding, get out!" broadcasts, and as soon as that shield is down I'm making a (usually suicidal) drop onto the center of the mothership.

    Kinda reminds me of getting the Heart of Hamidon badge, come to think of it.

    I just make sure I'm at the right coordinates before I drop so I get it on the first try.
    Pfft. Go to Warburg - the PVP zones are usually empty it seems - and run the patrol before you make your try. Get the temporary phase power. Make your run, when you get close to the ship, turn it on.
  10. In another thread, I was making comments about various things with VEATs that bugged me. Among other things, I mentioned that in beta, I was looking forward to the branching mechanic – one of the things that defines a VEAT, really. It's unique to them. And it didn't bug me in beta. But once it hit live, I ended up changing my tune. I found I wasn't fond of it, for a variety of reasons. (Some of which I'll go into later.)


    Well, an interesting thing happened today. I also play Aion, and my Priest hit level 10. At level 10, you ascend, get your wings, become a Daeva, and... choose a path to take (in my Priest's case, Cleric or Chanter.) This is the third character I have there that's done this.


    Sound familiar? Yeah. It's branching. Yet I like making the choice there. The difference in my attitude towards the two struck me as odd today. Am I being hypocritical? Thinking about it a bit – I'd say no. But I thought it might make for an interesting discussion about the various contrasts.


    What this isn't


    This isn't a HEAT/VEAT thread. It's not VEAT bashing. I'm going to mention WHY some things about the VEAT branching mechanic bug me when they don't bug me elsewhere. This is not a “Fix VEATs” - I'm not saying they're broken. If you're looking for an argument about how awesome or awful they are – it's not here.


    Also, while “compare and contrast” threads about games are against forum rules, I'm not going into “X game is better, here's why.” This is purely a look at similar mechanics. If you like another game better (or hate it,) hey, great.


    The only games I can really contrast this with are Guild Wars and Aion. I'm sure a similar mechanic exists elsewhere, so if anyone wants to chime in there, hey, go for it.


    Also, I'm not going to go into overall why I find them fun or not fun, comments on the stories or the like. This is JUST dealing with the branching mechanic, as for me I suspect the way it was handled is a big part of my overall irritation. So yes, this is me working on figuring things out - much like I did trying to find out why I didn't like masterminds (one set, Bot/FF, put me off the entire AT for a while - now I love my others.)



    Warning – this is, of course, heavily my opinions and views. I'm trying to watch my wording in a lot of this, but if you see me say “X is irritating” - just mentally add in “to MB.” It's not something to start a fight over, but if you have some other viewpoint to contrast with it, feel free.


    VEAT branching – what is it?


    Simply put, you go for 23 levels simply as a “soldier” or “widow.” Nothing all that special, and the powers of the branches aren't opened up to you. Up to this point, you're a lot like the regular ATs. At 24, when you see the trainer, you're told you have to respec now and pick a branch, starting over from level 1. You choose one branch, and the other is closed off for you. This makes you a Widow, Fortunata, Bane or Crab. (Ignoring, for the moment, huntsman type builds.)


    Now, COV has some interesting things to it. We're very free with respecs. Three trials, recipes, purchasable respecs, freespecs with most issues and more, you can rebuild your character over and over – and that ignores dual builds. No choice you make is permanent, beyond AT, primary and secondary (and it's arguable that VEATs ignore primary and secondary, since you get no choice of them in the AT, you're either Widow or Soldier, two distinct ATs. But you do get different branches with, sometimes, vastly different powers in them.)


    Branching in the other games


    Aion, as mentioned, has you “Ascend” at level 10. Your choice of initial class – Mage, Scout, Warrior or Priest – determines which you become. (Scout = Ranger or Assassin, for instance.) The choice is permanent – as far as I've heard, there's nothing like a respec in Aion. Of course, this IS also like many other MMOs where you don't keep your old powers – in COH, you use Burst (for instance) from 1-50, enhancing it as you go, whereas in Aion you end up with (powername) I, superceded by (powername) II and so forth. You learn a stronger version, you don't just beef up what you have and add other powers to it.


    This shuffling of power slotting and enhancement is one of the reasons respeccing is – to me – a vital part of COH and how it deals with powers.


    Guild Wars, as I recall (it's not gripping enough of a game to keep me playing constantly) is similar in a way. While you don't branch, early on (level 5) you pick a secondary, so you can be (for instance) a Ranger/Elementalist. (This would, VERY roughly, be like choosing to be a fire blaster, and at level 6 when pools open up also choosing, say, Energy Melee as well.) Again, though, powers get replaced, not enhanced. (among other things.)


    The latter two (Aion and GW) are very much with the standard MMO mold, as I've seen it, with how they deal with powers. COH, by comparison, is incredibly flexible in most cases. No decision you make is permanent.


    This, I think, is one of the things that ends up bugging me with VEAT branching. The complants may seem minor, but handled a little differently, I don't think I would be complaining. (Disclaimer: Again, I am NOT calling to “fix VEATs.” Should the mechanic be used in the future, though, perhaps some of this would come into consideration.)


    My branching complaints


    When it comes to my talking about VEATs and branching, I usually mention three things -


    First, it happens late in the character's life. OK, maybe not "Level 40" late, but it *feels* too late to me. It feels (to me) like it takes too long to get there, like I've “wasted” almost half my numeric levels.


    Second, the respec is forced at the trainer at 24, as opposed to being able to put it off.


    Third, and last of my usual complaints, respeccing is somewhat irritating, but dual builds are awful (to me,) as you do the same thing with build 2 – build to 23, then start over again.


    One I'm going to add in here that I don't normally say – it's not permanent, or permanent in that build. I'll get to that in a bit.


    So what is it about all this that puts a burr in my saddle? It does, definitely, affect my attitude towards VEATs, but why?


    Late in life


    Let's look at the first complaint again. VEAT branching happens at level 24. You can't really start “being” what you want until then. Contrast with Aion – level 10 (of 50) – or Guild Wars (level 5.) You burn through the lowbie stuff, decide you like the character, make a choice and then do the majority of the content (PVE and PVP.)

    I mentioned how it didn't bug me in beta, but did in live. It didn't affect me when the sets were in beta for two reasons - first, I was hopping between test and live, as well as doing other things. My test characters aren't "serious" characters to me. And second, the test characters got bumped. They skipped dozens of levels as we were asked to test various content, powers, and such. I'd log off a level 10 and come back to a level 35. That really hid how the timing of the branching would "feel" for me.

    This somewhat touches on the respec portion of it, as well. With the other two games, and how they're “MMO Standard,” you keep (and just get more powerful versions of) those same powers, then pick up class-specific stuff after that.

    I really think this feeling I have of “wasted levels” and “wasted effort” is part of what gets to me with VEATs. If the branching happened earlier – during the “fast levels” (up to, say, 14,) it wouldn't be anywhere near as big a deal. Instead, you're in the middle of the 25-30 content, have to come to a halt and completely rebuild your character when other characters are really coming into their own, getting some of the signature powers and beefing them up. I can't help but get the image of the VEAT (at this point) being a grade schooler kept in class during recess to redo their lessons while the other kids play.

    Branching off earlier means you would get more time to “play” as what you finally will be. Which, for me personally, I think would be more satisfying. And during a respec? Zip right through. Even a dual build, it's only a couple of powers to pick at that point and you're ready to go.


    That really works itself through the first three points I usually bring up regarding these. A feeling of wasted time and inconvenience to the point of irritation.


    The last idea, that of permanence, would be a big change (and quite likely unpopular if I were suggesting VEATs be changed to it – which I'm not, just looking at how it could affect branching.) Imagine leveling up to 10 or 14 and being told, “You have a choice to make. This choice will finalize your archetype.” From that level, you are always (say) a Widow. You'll never see a Fort power in that build.


    Why would anyone do this? It's against all the free-form choices we normally get in COH. Yet, looking at it in light of the prior complaints – it would solve most of them. (That and, I admit, I'm a fan of permanence. I like having my patron be my patron, even if I pick another one's powers – which is more fair gameplay wise. I like that you can fail the Efficiency Expert's badge. I like choices with consequences.)


    Of course, this could be “cheated” easily with dual builds, and honestly, I'd be fine with that. Let it be permanent within a build, and let the builds be different. When you start the second build, you get a checkbox of which branch you want to take, skipping the whole “.... and start over at level X” bit. But I like the thought of “You choose your path, and that's what you are from here on out.” Later (post-branch) respecs, you'd be respeccing your widow from step 1 as a widow, never seeing fortunata powers on that build. Done early, it would eliminate the feeling I mention getting of wasted effort and wasted levels. Also, if it were done early, you could quite conceivably keep the “basic” powers and just start picking up branch powers, instead of having to start over – making that forced respec not such a sudden stop-and-start.


    Would it make a huge difference, play-wise, for VEATs? It's hard to say. You'd start BEING your eventual self earlier – which, for me, may help “get into” the character more, getting a better feel for its strengths and weaknesses without having to unlearn so much. And again, it would lessen if not eliminate the feel I get of just burning through levels until I can finally play the “real” character at 24 (and hope it's what I'm looking for – though, admittedly, with many powersets it takes a bit to get into them and see what they're truly capable of. On the flip side of that, though, you're not running 23 levels of Ice and suddenly having to deal with being an Illusion controller.)


    My design


    So, taking this into consideration, if we were to get another “branching” AT designed like this, how would it work?


    • You branch early, say level 10-14.
    • Your early powers, the very basic ones, are kept regardless of branch. You don't respec and start over when you branch – this keeps a smoother “flow” of the character and its progression.
    • Once you pick your branch, within that build, you never see the other branch's powers. You can, of course, start a second build, pick the branch at the start and just build from level 1 that way. On the other hand, with the branching coming early, rolling a new one is more attractive as well.
  11. Hmmmmm.... have to think about it.
    I've never done one of the "new" hami raids. Just no interest. Old ones, yeah, I've been at a few.
    I've never done a LRSF.
    Never did the COP for the week or so it was out.
    Never participated in a base raid.
    Never built a character (from scratch, respec, or as a dual build) specifically for PVP.
    Never ran the Calvin Scott TF.
    Edit:
    Have to add, after seeing FF's list, "Unlocked viridian" as well. Think I'm one badge away... wait, after the last changes, maybe I have it. Have to check. Also the INF cap bit.
  12. Memphis_Bill

    What server?

    Kheld-ed servers for me -
    Pinnacle, Victory, Virtue, one on Guardian I keep forgetting, a 'shade on Infinity I'm working up at times, and one on Justice I keep forgetting. Think that's all of them.
  13. Memphis_Bill

    hospital upgrade

    Quote:
    Originally Posted by GrinningSpade View Post
    Some of those actually help the teaming thing like super SK. A lot is useless but does not harm the lets call it "core of the game".
    And I have to say I think you're vastly overstating how this would hurt the "core of the game." I don't see it influencing the decision of which content people choose to run any more than the addition of another set of red shades in the costume editor would.
  14. Memphis_Bill

    Get rid of rep

    /still supports removal of rep entirely, just like the star system went away.
  15. Memphis_Bill

    hospital upgrade

    Quote:
    Originally Posted by GrinningSpade View Post
    Nice list. Within it a few sad cases of almost not supported content like superbases and raids.

    What would I like to remove from the above? Nothing.
    Yet they're just as useless QOL changes.
    Quote:
    But we are not discussing those changes. Heck, I know that I will like the convenience of buying inspirations at hospitals. I am as lazy as anybody else. What I do NOT like is that 90% of the teams I have been in, are only doing Radio missions. Simple because they are so much more convenient then the awkward running around with normal missions. I am against solutions that will make playing normal contacts content even less important. Being able to buy insps at every hospital is one such thing I fear will make normal content less important.
    Do you ask for the star? Do you ask for them to do your missions, or do regular missions? Do you make your own teams?

    I have to admit, though, I have no idea where you're finding these just-radio-mission teams. The PuGs I end up with tend to be doing regular missions, unless we're JUST starting a level range (usually pre-20) and people want their travel power and rez.
    Quote:
    Should they remove insp from the AE building then? This would be better for the original content but would hurt the AE-content a lot. Maybe insp that only work in the AE are a solution here.
    Last thing we'd need is another type of inspiration. Especially switching from what we have now in the same place. Arena-only powers were confusing to several people (at a 10k cost each, mind you) when they came out, and I still on occasion see them bite someone.
  16. Memphis_Bill

    hospital upgrade

    Quote:
    Originally Posted by Fleeting Whisper View Post
    To be fair, the bartenders in PD only sell inspirations in the Tiki Room (only available to VIPs who bought the GvE edition of the game). The other bartenders either don't act as vendors, or only sell temp powers, and then only during the winter/spring events.
    Not true - the upstairs bartenders sell inspirations all the time. (Just verified.) The downstairs ones are window dressing.
  17. Thanks. I knew I forgot to mention (well, pull out) something, and that was the breakfree. DR, I just *vaguely* touched on, mostly in the comment from healing and buffing. I don't have a good way of describing it other than "They're less potent as you try to build them up." Edit: Though I did try to give a bit of an overview at this point.

    I may just copy (and, of course, cite) your comments directly with those. It's a good explanation. Thanks.
  18. Memphis_Bill

    hospital upgrade

    Quote:
    Originally Posted by GrinningSpade View Post
    And there you said it. It is not necessary.
    .
    Then let's remove IOs from the game. They're not necessary. HOs, as well.
    Set the trams back so they're only going to one zone at a time, and you have to ride around until you get to the specific zone you want.
    Remove all the costume options but tights. Just one outfit, and you can pick the color you like.
    Which of course, means we can remove the other costume slots, as well.
    Remove all the markers from the map. People can "discover" stores on their own.
    Remove SG bases in their entirety. The real point of them was for PVP raids, after all, and they don't exist. Right now, they're nothing but a big QOL feature until you have to pay rent, in which case it's inconvenient.
    Remove the mission teleporter, black market teleporter (since we'll remove consignment houses anyway,) and the like.
    Remove the jetpacks from Grandville and the Shard.
    Remove SSKing.
    Put hazard zone levels back.
    Remove globals.
    Get rid of the new email filters.
    Dump power and weapon customization. They don't do anything, it's purely QOL eye candy.
    Get rid of mission markers on the map.
    Get rid of simultaneous mission completion.
    Add the "Must click multiple glowies" back.
    Remove the ability to set the difficulty of your missions.
    Remove the mission drop feature.
    Remove dual builds.
    Remove automatic exemplaring to the top level of a task force if you're overlevel - make sure you have an EX and that they don't get DC'd.
    Remove the ability to combine enhancements.

    All these, and more, are just as useless, QOL features. Would you like to remove them all as well? There's a long, LONG list of purely QOL features that have been added to the game. How much do you want to remove?
  19. Quote:
    Originally Posted by Lazarus View Post
    Aside from story reasons, there really is no reason for Void Hunters to show up in the game anymore and even then they should only be in the Kheld arcs themselves. It never made any damn sense for Void Hunters to appear in the middle of spawns of Clockwork, Devouring Earth, Rularru, etc...
    They're mercenaries. They're also, potentially, turning into full Nictus. They're there to hunt you.

    Personally, I end up seeing them in "odd" groups as being "I see them that way, through their form/camoflage/illusion." Easier than making a Nictified model of everything else (though, admittedly, it wouldnt' work that way with clockwork - no body to actually take over.)
  20. Memphis_Bill

    hospital upgrade

    Quote:
    Originally Posted by GrinningSpade View Post
    There are a lot of other options to get inspirations as you can see in the posts above. I am against this so called QoL thing because it is unnecessary and it is one more 'convenient lets ignore the content' thing. You have to be careful with those.

    For example, radio missions killed of the normal mission/vcontact and hunt play. Ourobouros, made traveling with boats or train a thing of the past. it also made itvery easy to skip content until it is convenient for you to do so. And everybody knows what AE did.

    So, I am not in favor of more convenient ways to circumvent existing content.
    How is "Here, you're exiting the hospital, here's a handy inspiration stop to help you" circumventing content?

    And, honestly, boosting indoor mission XP and halving debt inside regular missions hurt hunt missions. Most people I know of still use the trains, and base teleporters, as well as Ouro and Pocket D to get around. None of them "killed" each other.

    Plus, if Ouro made it easy to bypass content until you wanted to do it - you're still DOING the content. So that argument doesn't hold water, I'm afraid. Heck, exemplaring did the same thing, and that's been in the game for how long?

    "Another place to buy inspirations" does not assist in circumventing content. It does, however, make it easier to FINISH content as opposed to "Now I have to hunt down a contact, hope that one sells purples/greens/etc and hope I have enough to finish off whatever killed me.... forget it, I'll drop this or wait for it to go grey."

    Last but not least - it's *just* one more place. AE is in almost every zone, where I can get said inspirations. It's *one alternate stop.*
  21. Siren's Call
    Level:
    20-30
    Minigame: Control the Zone
    Reward: Depending on control level, temp powers are available to purchase.
    Mobs: Arachnos, Longbow, Warriors, Tsoo, Sky Raiders. (Vaguely recall grey Clockwork too.)
    Other temp powers: Combat Invisibility
    Zone notes: SOs at 20!

    Hey, look at you! Level 20. Nice cape and new duds, too. Congrats. Guess what else you get?

    You get another nice shiny... well, ok, not shiny, partially destroyed PVP zone to play in. Lucky you! Yes, from levels 20-25, you can get into two PVP zones and get XP for PVE kills and missions. Thing is... you probably *don't* want to spend a lot of time in Siren's right at 20, unless you're with a good team. Why?

    You can get SOs for 6k of bounty. But you're still using DOs and TOs... and should assume everyone else is fully SO'd up. You're going to be at a bit of a disadvantage. Still, if you're up for the risk, go for it. Someone will be designated "Bounty" on the other side, and you'll see an amount for them. Kill them solo, get the full amount - yes, you need to get the "kill shot." Kill them as part of a team, you'll get the bounty split among the team.

    So, you should solo, right?

    Not on your life. At least not with most characters. You'll generally be safer, get more kills, and get bounty faster if you're teamed. Solo, with a few exceptions, you're going to be swarmed by someone else who *is* on a team. Typical solists will be Stalkers, some Brutes, Tanks, Scrappers, and honestly I've done decently with my Peacebringer here. Even they will fall to a team, though.

    Also - ANYONE eligible gives bounty (eligible meaning you haven't fought them for a bit - just look in your PVP tab in your info box for who won't give you bounty and for how long. Yes, that tab actually does something.) Not just your "designated bounty."

    Unlike bloody bay, you cannot buy inspirations here. You *CAN* earn medium size ones though - though you don't get breakfrees, you get willpower, an older inspiration that has to be used ahead of time.

    Now, look at the nav bar. You'll see a divided red and blue line, and some note about "Zone control." If you control the zone (it HAS to say your faction, don't rely on the bar,) you can go to the merchant on your side and buy temp powers - temporary travel powers that last for 30 minutes from purchase (not of use,) web grenades, poison grenades, and if your side wins control twice in a row, other goodies (IR glasses for heroes, Arachnos mace for villains, as well as others.)

    How do you get control?

    Look at your map again. See the bright red "flash" there? That's the hotspot. There are four of them. At those hotspots, you'll see Arachnos and Longbow staring at each other... yes, they're a bit buggy at the moment. They'll stare at each other for what seems like ages (at least in the center hotspot,) then finally fight. When they do, whichever side wins moves the control a bit more to their side. Want to speed things up? Pick a fight. Go over and give a five knuckled "HI" to one of the guys on the other side, then run back, drawing them to your forces... yes, it's a risk. And yeah, players love picking on you as you're wounded... oh well... but if you get control, you get 100 bounty per battle you win (if you're at the battle.)

    Honestly, though, most people seem to ignore it and hunt other players. Bounty and SOs are king here.

    By the way, be sure to cash out before leaving the zone, logging, or entering a mission. You WILL lose your bounty you've collected otherwise. From my experience, this tends to be the zone you'll see the most battles in consistently.

    Warburg
    Level:
    30-38
    Minigame: Get the missile codes
    Reward: Three types of nuke (one per type.)
    Mobs: Longbow, Arachnos, Rogue Arachnos, Malta titans, Arachnoids
    Other temp powers: Hyper Phase
    Special notes: Trust no one. Missions available past level cap.

    Warburg. Home of tier 9s. You have grown stronger...

    But so has everyone else.

    And if you're not teamed with them, you're a target. Even if they're on your "side." Warburg is a Free for All zone. Outside of a small radius near your entrance, you can be attacked by anyone you're not teamed with, even your own side. (The other side, obviously, doesn't get turned off.)

    Two big plusses here:
    - The nukes. Go, fight Arachnoids. Get three scientists, they'll give you their codes when you get to the bunker. Pick a type of nuke (Bio, Chemical Burn, Nuclear - they all have different effects, and AOE damage) and convert the codes, then turn up your graphics and launch the rocket. It helps vs AVs/Heroes. You can have one of each - a total of three nukes - at one time (though you have to get the codes for each and launch each, you don't get them all at once. And you can't mix and match - say, two bios and a nuke.)

    - Hyper Phase. Why bother with the now-gutted (IMHO) pool power, when you can save a power choice and get this... which does the exact same thing? They both last for only 30 seconds. You have a total of two hours time using the temp power. That's 240 times... even WITH the pool power, I don't think I used it that much. It has the same four second activation, though.

    Other than that, if you don't want to go to the arena, this is where you can fight others of your side using all the primary and secondary powers at your disposal.

    Last but not least... the missions here continue all the way through level 50. You're exemped down to 38 in the zone (as my 39 brute remembered when I first wrote this...) but you'll fight at full level inside the missions.

    Recluse's Victory
    Level:
    40-50
    Minigame: Zone control!
    Reward: Temporary mini-mech
    Mobs: Lots and lots of Longbow and Arachnos.
    Other temp powers: None
    Special notes: Hi Ghost Widow! Can I get your autograph? No... dont' put that tentacle there, it's ok...

    Epic powersets. Signature Characters. Heavies. All things that people think of with Recluse's Victory.

    The spiel is this - it's an alternate dimension. There are six fortified dimensional anchors - neutral at first - that you have to defeat, then control, to control the timeline. The zone changes from Atlas Park to an Arachnos-ified Atlas Park (watch the statue of Atlas and the surrounding environment) if the villains gain control.

    Once zone control is taken over, you get a bonus for villains killed, and temporal points. 1000 temporal points before the zone converts gives you a (one use) mini-Heavy.

    What's a heavy? A big, walking pile of ouch. Arachnos blasters or Longbow heavies put out a lot of damage - there are three of each in the zone. Take control of one and go hunting. They're slow, but pack a wallop. The minis don't do as much damage, but are still rather interesting...

    What's more interesting, though, is that once your side controls four pillboxes, the OTHER side gets reinforcements. *BIG* reinforcements. Namely, signature heroes or villains - States, Manti, Posi, Lord Recluse, GW, Mako (super-stalker with sharks,) and more. They take some serious pounding to take down.

    There's no concealment power for doing a patrol - in fact, there are no missions in the zone at all, though there are exploration badges and badges for doing PVP related things (controlling heavies, pillboxes, etc.) Go in ready to fight.

    Conclusion

    Yes, that seems like a lot. But contrary to the picture painted by many, PVP zones aren't "filled" with people just waiting to kill you, talk trash, insult your parentage and the like. Yes, there are some jerks - but there are in any group. Remember, the worst they can do to you is remove a bunch of red pixels for a little bit. You CAN get through PVP zones... and even have fun there.
  22. The zones

    There are four PVP zones for four level ranges. Bloody Bay, Siren's Call, Warburg and Recluse's Victory. I'm not going into Arena PVP because it's a different animal entirely. We'll hit each of the zones and tell you what to expect.

    In ALL the zones, though, there are some features:
    - They all have exploration and time badges some people want. It's a means of attracting people to try it out.
    - They all offer some sort of reward for being there.
    - They all have a "mini game."
    - They all have NPCs you can fight - or draw your enemies into.
    - They all have a base for your faction.
    - Most offer missions. (Recluse's Victory does not.)

    About the base. Don't *ever* make the mistake of thinking it's a safe zone. It isn't. It's a FORTIFIED zone, yes - but as with any fortification, someone will find a way around it. It's not foolproof. Never assume you're completely safe.

    I mentioned time badges. For spending a total of 5 hours (not, thank $deity, consecutive hours any more) in any PVP zone, you get a PVP time badge. Being in one of the missions in the zone does not count towards these - you have to be in the zone itself, and at risk. (Remember, the bases aren't safe, just fortified.)

    Finally, if you outlevel the first two PVP zones, you'll no longer be offered missions there. You CAN, however, still go in. The zone will automatically exemplar you down to the highest level allowed - yes, you'll lose powers, but you'll be able to work off debt and earn INF and Prestige.

    Note, if you skipped the last section - The level ranges are the ranges you will be exemplared down to in these zones. However, due to SSKing, assume anyone exemplared down has powers up to five levels higher. Expect to see Controller pets (level 32) in Siren's Call (Level range 20-30) for instance.

    Now, the individual zones:

    Bloody Bay
    Level: 15-25
    Minigame: Collect ore samples
    Reward: A Shivan Shard (5 uses, summon Shivan Devestator elite boss. Re-obtainable.)
    Mobs: Arachnos, Longbow, Freakshow, Shivans, Circle of Thorns, Banished Pantheon, sometimes Ghosts.
    Other temp powers: Hyper Stealth for completing the patrol mission
    Special notes: Only PVP zone you can freely buy inspirations in.

    This and Warburg have the "goodie" powers most folks go after. The Shivan Shard is very useful. As a squishy, it's extra damage and distraction. It's nice having a pocket tank - and if you use it up, you can go get another one.

    Before doing anything, talk to the Longbow or Arachnos liaison there. Get the Patrol mission. (I know, "I don't want to PVP." You've done PVE patrols where you click on callboxes, right? Same thing.) Why do I stress doing this? Stealth without taking a pool. 30 minutes, and it's able to be obtained up to three times. It'll make a difference, and you should be able to finish the mission in three minutes or less. Stealth is *big* here - very few people will have Tactics or other +Perception powers.

    Hit the callboxes, see the operative - boom, you have stealth! It does use END like any other power. (It does also stack with Hide, by the way.) Why do you want this? Because you WANT the Shivan. Go ahead, you don't have to hide it, I know you do... even if you don't yet.

    No, don't go out yet. This is the only zone you can freely purchase inspirations in. Some people complain about them - so what. Use them. Pick up some purples (for fending off Shivan attacks at the meteors,) maybe a Sturdy (TP Foe protection,) and you'll probably want some CABs and Respites if you do take damage. And never forget the Breakfree.

    Now, look at your map (hit "M.") You'll see green dots scattered throughout it. Those are the locations of the meteors. Talk to the scientist/evil scientist. He'll give you another temp power (ooh, shiny.) That's your ore collector... no, don't go out yet.

    Look out from your base. What do you see? (Other than perhaps the other side running around.) If you answered water, go get a cookie. For all people complain about Stalkers, especially in here, all that blue stuff is a *big* bonus against them. Why?

    In a PVP zone, you must be aware of your surroundings. Including two things:
    - The sound of a weapon being unsheathed (depending on the powerset) and
    - the water rippling.

    Yes, the water will *ripple* if someone's moving in it. Three travel powers - Superjump, Superspeed, and Teleport - will still give themselves away no matter how well they're hidden. If you play in first person or the default view... learn to zoom out a little. It'll save your neck.

    I will give a little more detail on how to do the meteor mission further down. The reader's digest version is:
    - Get a sample from each meteor
    - Go defeat a firebase
    - Use the ore processor inside to make a sample
    - Return to the (evil) scientist for your reward.

    If a PLAYER defeats you at any point that you have samples, they'll get your sample and you'll have to start over. If you die to a PVE mob, you won't. How will they know you have samples?

    You'll glow green.

    Aren't you glad I mentioned grabbing that hyper stealth power first....

    Beating the Bloody Bay Minigame.

    OK. You have your nice stealth power. Time to get yourself a Shivan. Yes, you can do this - even solo.

    Head over to Vidiotmaps bloody bay map to take a look at the layout. The main island is in a (general) "U" shape, with forests in the east, city in the west. The hero base is to the north, the villain base in the southeast.

    Scattered along the island are the two things you need to work with for this mission:
    - Meteor fragments (shown as green dots) and
    - Firebases (red and white rectangles.)

    The first thing I do before going *anywhere* is scout the firebases. I look at the ones closest to my base - southwest for the hero base, northwest and west for the villain base.

    Firebases have a bunker in the middle (with four popup antipersonnel guns) and four turrets that surround them. The turrets are what you want to pay attention to. There will be a mix of three types of turrets:
    - Minion (Dual Artillery gun)
    - Lieutenant (Quad Artillery Gun)
    - Boss (Missile turret.)

    *USUALLY* the ones nearest the base don't have Boss turrets, but that's not always the case. Look for one that's all minion, or minion and lieutenant, preferrably white and yellow - the faster you can do this, the better.

    There are two key points to remember when dealing with firebases:
    - The turrets don't regenerate, and
    - The turrets respawn on a timer - but ONLY destroyed ones, and all at once. Damaged turrets are left as is.

    Once you find a suitable base, start attacking. Take all the turrets down to a sliver of health - do NOT defeat any of them. Try not to use attacks that have a damage-over-time component to them when they get low on health. Once they're all low... go grab meteor fragments.

    If you look at the map I linked to above and go to the right (forested) side, you'll see one meteor smack dab in the middle of a bunch of trees. Hello, Meteor Panch. Regardless of what you do after this, I suggest getting this one first. Why? It's the most enclosed, dangerous one to get. There are mobs around it (Banished Pantheon - some of which will pop up from the ground - and Circle of Thorns, typically.) Plus, there's a canopy above, so you can't just fly up and out of the way (or teleport, or SJ.) Enemy players can ambush you here, as well.

    As I mentioned in the guide - pick up inspirations. Pop a pair of lucks as you get close - primarily to avoid NPC attacks, especially Shivans, as the "ore collection" is interruptable. Once you get this, get out of there.

    For the rest of the meteors - I love having Fly, or at least Hover, and some sort of stealth. Coming at the meteors from ground level, you have to get *close,* and the Shivans will aggro on you as you get close. I've gotten "Out of Range" at 30 feet and less. If you can fly, though, you can come down, even unstealthed, and at 59 feet directly above the meteor you can collect the ore sample. The shivans sometimes wont' aggro *at all,* and if they do, it's usually too late to do anything about you having a sample.

    Yes, remember, 59 feet, not yards.

    The order you get the other meteors is purely up to you - I like to work my way from those farthest from my base to those closest. The Heroes have another potential trap to worry about - the Water Street meteor (Ek) is inside a scaffold-work, and it's somewhat easy to get hung up inside or have someone try to box you in.

    At five meteors - find your firebase, and destroy one of the outer turrets. Since you want this to be quick, destroy a minion turret. Leave the others alone. Get your sixth meteor, and go back to the firebase... then wait.

    Watch the turret you destroyed. Sometime within five minutes, it'll respawn. Destroy it again - you have five minutes from the time it respawns to destroy the other seven turrets (three outer, four machine gun on the bunker) and get into the bunker. When there, click the ore converter and book to your scientist. (Make sure it actually *converts* the ore - you'll go from a set of six samples to a single one.)

    The bunker, as you see, is another great place to be ambushed - just two single-character-sized exits. Don't waste time. Convert and go. If you click on something that says "Firebase defenses inactive," go around the pillair in the middle and click on the ore converter instead.

    When you meet the scientist, he'll take the sample and give you a Shivan Shard. You now have your own pet Elite Boss Jello-tank.
  23. Power and character changes in PVP

    Yeah. This is the new section that's going to throw you, as a PVE player, off. It will throw you off BADLY. It's a somewhat complex mesh of suppression of powers, defense going into resists - just be prepared for some things not to work the way you're used to.

    Quick link, if you want the patch notes o'doom - Issue 13 patch notes.

    Travel powers

    This is, to me, probably the least worrisome of the changes, with one exception. Travel powers suppress for a few seconds when you attack or are attacked. Honestly, I've never been bothered by them, with one exception:

    Teleport.

    All other travel powers slow down somewhat. Fly's still nice, as it takes a lot to bring a flier back down to earth. Teleport, however, gets shut down completely. If you're a Warshade, or a Peacebringer relying on dwarf, this will hurt you badly.

    Even a non-teleporter can see what happens, if they have the Black Market/Wentworths teleporter, Mission teleporter or the like. Just watch when you attack, say, a Shivan - it will grey out and be unavailable for a few seconds. (The teleporter, not the shivan.) Now imagine having Teleport as your only travel power, and needing to get away JUST for a second...If you're a teleporter, invest in a jet pack so you have some sort of backup.

    Why was this done? Well, take some heart, even powers-guy Castle isn't happy with that situation from his own account. Initially the plan was to have Teleport's range reduced, reducing its "speed" similar to other powers. The problem, though, was that the range just on teleport couldn't be reduced - reducing it reduced the range of every single power on that character. So, for now, it just gets shut down.

    Related to this is TP Foe. Likely in response to complaints about TP Foe-ing into "death traps," or "TP Foe chains," the target of a TP Foe (on arrival) is untouchable for a short period of time, allowing them to get away from whatever the problem is (with suppression considered, above.)

    Oh. Sturdies no longer protect against TP Foe.

    Status Effects

    I was going to label this "holds," but this affects everyone that stuns, disorients, etc. This, alone, has reduced the effectiveness of my Energy/Energy brute, who formerly got many, many comments about the nasty stuns she put out.

    First, holds will take hold, no matter what. Have a nice tank with stacked Mag 20 mez protection? You don't have mez protection, you have mez resistance/ If the hold hits, you will be held. Controllers and Dominators have a base of 4 seconds on an otherwise unprotected target, others get two. This time can be increased by domination and slotting, and decreased by what WAS your mez protection.

    This will catch your tank/stalker/brute/scrapper by surprise if you're not aware of it - so don't just bounce by those Ink men and Agony Mages any more. Pay attention.

    That hold time does also mean holding can be difficult for a controller or dominator. I've heard dominators described, recently, as redside blasters in PVP. Don't ignore your secondary.

    Support and decay

    Here's one of the places you'll find yourself hit by the I13 changes. Buffs (self applied and external) are subject to what's known as Diminishing Returns. In essence, each similar sort of buff, when applied, gives less and less of an effect to the recipient. Heals are where it's probably most noticable without pulling up the numbers - if someone heals you for (say) 150 HP, the next application of the exact same heal (assuming it's slotted the same,) if applied too soon after, may only heal 120, then 90 and so forth.

    On the plus side, everyone gets some base damage resistance, even if they normally wouldn't have it in PVE. In fact, those that don't typically HAVE their own source of resistance (such as blasters or corruptors) have the highest base resistance. This is meant to help even out the playing field overall. However, the caps that can be reached are different for each AT as well. And reaching those caps is another place you'll run into diminishing returns, as each buff grants less and less as it stacks.

    (I want to say offensive debuffing toggles, such as lingering radiation, have a timer on them now, but I can't find the note. This obviously wouldn't apply to something like steamy mist or blazing aura.)

    Really, if you want to get deep down into the numbers on this, I'd point you first to paragonwiki (and their PVP page,) then down into the PVP forums.

    Super Sidekicking (Issue 16) and PVP zones

    This is - well, another place to say "Be careful." With Issue 16, Super Sidekicking came in. It's a nice little feature that eliminates the whole "mentor shuffle." As a bonus, exemplared down players now have access to powers up to five levels above their exemplared level. So, you can run the Positron task force and still have Stamina, if you took it at 20!

    Now think about that with a PVP zone. In Bloody Bay, you'll have people using level 30 powers. In Siren's Call, which used to top out at 30, you'll have people with a full primary, including tier 9 (controllers, you have your pets,) and nearly full secondary. Patron and Anciliary powers in Warburg. It's like the upper level got ratcheted up in all zones - which isn't so bad in the higher levels, but for a lowbie just coming into the zones (especially Bloody Bay,) it's quite the power gap.

    Just be aware of it. And be more careful in BB if you're 15-20. Get a team.


    Drops

    One other change - welcome to some, not to others, but generally well received - is that players have a chance of providing "drops." You will get XP and Inf, could get an inspiration, and have a chance at a PVP recipe. Note these are not TAKEN from the defeated player - I could go in with absolutely nothing, get defeated, and have the winner get an inspiration and a PVP IO recipe from me. It makes no difference to the defeated player at all.

    I know this sounds like a lot of "Be careful, danger danger!" And in a way it is. Things are MUCH different in PVP zones (and some of these can be changed in the arena, as well.) Be aware of them - but don't be scared off by them. If you want more in-depth "what can I expect," head down to the PVP section of the boards and ask the people that live and breathe them.
  24. Before you step into the zones, prepare.

    Before I get into a description of the individual zones, I have to say this - go in prepared.

    "But I'm not a PVPer, I don't want to pick up stealth, spend 10 mill on a Stealth IO, etc!" You don't have to. Yes, those who are more into PVP will try to stack the odds against you. They'll have the concealment pool, stealth IOs, tactics to try to break stealth, movement counters, the works.

    Don't worry about it.

    What does the good PVE'er do when they're about to face an Elite Boss or Archvillain/Hero? They prepare. Even without a team, they'll stock up on inspirations and whatever else they need to come out on top in the coming battle.

    Think of PVPers as *really tough* Archvillains.

    What can you do?

    1. Enhancements. Accuracy is a big plus. I don't care if you can one-shot the entire Freedom Phalanx, you have to be able to hit first. If you feel like bumping up your enhancements, work on these.

    Don't forget, if you have sets, the bonuses will disappear when exemplared down, as the zones will do. To copy the relevant section from Black_Specter's excellent guide:

    Quote:

    A set bonus given by an IO is lost (deactivated) in 3 cases: 1) when the power is unavailable, 2) when you exemplar below the minimum level of the set itself (eg., if the set is available from 10-53 and you exemplar to level 9), or 3) when you exemplar more than 3 levels below the level of the set IOs you have (such as if you have two level 23 Miracle in Health and exemplar to level 19). It is important to note that this only applies to "set bonuses." The normal bonus given by the IO will remain in effect even if exemplared below the level of the IO (however the usual Exemplar Reduction Modifier applies to IOs as it does to all other enhancements, reducing the amount of bonus while exemplared down to equivalent levels of other toons at that level - see Appendix below).

    Issue 16 note: This isn't 100% true any more, due to purples and PVP recipes. PVP recipes, especially, are interesting, as not only do they give you bonuses in PVE (as any other set,) but a second, ADDITIONAL set of bonuses in PVP *only.* Some of the pieces (such as TP Resist) also only have any real effect in PVP, as PVE just doesn't have that sort of threat. It's a somewhat complex issue - my best recommendation is to go to the Paragon Wiki enhancement sets page and see what they do, and just be aware that these sets are out there. Heck, beat someone and you may well get a piece of one - which, if you don't use it, sells QUITE nicely on the market.

    2. Inspirations. You will, I guarantee, hear "That's not fair" or "You cheated!" if you pop an inspiration. You know what? Unless you've agreed to a duel with "no inspirations," it's perfectly fair. You're not there to get killed, you're there to get something done and try to survive while doing it.

    So, what is useful - or not?
    Insight (Accuracy, yellow.) Not just to raise your chance to hit. Those little yellow Skittles have an added bonus - they boost your perception. Anyone running Hide, Stealth, just one form of stealth will generally have it overcome by a simple inspiration.

    Sturdy (Damage resist, orange.) This is... iffy. Damage resistance is all well and good, but the TP Foe protection is gone now.

    Lucks (Defense, Purple.) You're harder to hit. Duh.

    Awakens (Self rez, "hospital green.") Don't bother. Throw them out. You run an Awaken in the middle of the zone, you're going to get killed again, period.

    Rages (Damage, Red.) Extra damage - yet I still call them "extra." Nice if you have room, or if you're a low damage AT going after, say, a Firebase (covered in the zone descriptions.)

    Catch a Breath (Endurance, Blue.) Yes. Especially in Bloody Bay, even more so if you're JUST barely able to get in. You don't have Stamina yet. If you have END problems in PVE, you don't want those same problems in PVP. While you won't get debt from a player defeat, it's embarrassing.

    Breakfree (Mez protect, light purple.) This, post-I13... is pretty much a waste of space. It just doesn't reduce the duration of the mez long enough to be worth the spot in your enhancement tray - ESPECIALLY at lower levels.

    Respite (Green, Health.) Need I say "Duh" again? Healing. Though chomping several in a row, you'll see less effect from them.

    Comments from macskull, who's one of the people I'd consider a "go to" person when it comes to PVP.

    Quote:
    Just gonna pick at this a bit in regards to specific types of inspirations. Also note that the inspiration loadout (remember, you can carry 20 at level 50) will vary depending on what you're fighting, what kinds of teammates you have, and the character you're playing. For example, if I'm on my Blaster, I'll probably bring along mostly reds and greens, and maybe a few oranges if I went with Cold Mastery. On my Stalker I'll probably bring a tray full of reds with maybe a few greens and blues.

    * Yellows are nice and can be used in a pinch to help see stealthed targets or hit targets with lots of defense, but in most cases ally buffs will cover those weaknesses (Clear Mind, O2 Boost, Enforced Morale, and Clarity all give perception, and Forge, Fortitude, and several other buffs grant tohit bonuses). While they're nice to have, they're not going to be at the top of the list.

    * Oranges are more useful for melee ATs or squishies who have defense-based epic/patron shields, as the free PvP base resistance plus slotted APP/PPP shield will generally get you very close to the DR cap on resistance. Oranges do still give teleport protection but given how TP Foe works now, it's not a big deal. I'd probably only bring along oranges if I were on a Tanker, Scrapper, or Brute, and even then I'd probably rather have reds.

    * Purples are kind of like oranges - they're useful for melee ATs. The DR cap on defense on a squishy is something around 20%, which isn't much when compared to the DR cap on tohit buffs and accuracy. They might be nice to save you from someone who's not well-slotted or buffed, but if you're relying on them to stay alive on a regular basis, you'll be disappointed.

    * Reds are probably the best to bring if you're playing on something with a self-heal or some teammate support. Why? In PvP 2.0, damage is king and it's not badly affected by DR until you start to stack a lot of it. For example, my Blaster might bring three columns of reds and two of greens.

    * Blues are nice if you have endurance issues or are fighting an endurance drainer like a Kin or Therm.

    * Break Frees are, unfortunately, worthless. They don't free you from mez effects and will only make a mez last a fraction of a second less, which usually doesn't make a difference. They might be worthwhile for knockback protection but generally that'll be covered through your own build.

    * Greens are important if you don't have a self-heal or don't have reliable support teammates. Unfortunately, using one to heal yourself will trigger travel suppression, so it's your call whether you think you can safely escape without a heal or if you'll need to use one and deal with the opponents catching up to you.
    3. Empowerment stations - you have the power (dun,dun, dun dun dun... )

    What's surprising to me is that this isn't mentioned very often. If you don't want to be seen... be invisible. If you have an empowerment station in your SG base, Use it!

    "But we need salvage for..." Look. Most bases pick "Tech" or "Arcane" for most of their stuff, right? What do you do with the other stuff? If you have a Tech base, use an Arcane empowerment station, and vice versa.

    Why? Look at Paragonwiki's page on the empowerment stations. See those nice, juicy buffs... like, oh, Grant Invisibility, Increase Perception, Increase Run speed, Knockback protection, Fear protection.... and those just in the first tier empowerment station?

    And you get those for some *salvage.* No power choice needed, no END usage, they can't be detoggled. Why would you not want to use these?

    Go get buffed!

    4. Know your character, and everyone else's.

    You'd be surprised how many people don't really know what their character's capable of. Several have built in Perception, for instance. That Fire brute charging at you? If they don't have some form of Knockback protection - knock 'em down. Stalkers scaring you? Keep moving. Cut around corners. If you break line of sight, they waste an Assassin strike - they have to sit still. (Which, conveniently, makes them a nice, steady target for someone else who can see them... which brings us to the next section.)

    5. A team.

    No, not Face, Murdoch... am I dating myself there? Get a team. It's as true in PVP as it is in the wild - a predator will pick off a straggler before trying to take on a herd. Even a duo can help. Keep an eye on each other, keep close, alternate who's on stalker watch. Even if neither of you have PVPed, you can watch each others back.

    Metagaming and other preparation

    People are going to broadcast back and forth, teasing, talking smack and the like. If the "Trash talk" bothers you - turn off broadcast. I'd suggest against it in most cases, actually, as it gives you an idea of who's out there. Take a look, laugh at some of the stuff that comes over... oh, but don't say anything if you don't want to get noticed. Seriously - I find it amusing that someone will say "Any (other side) in here?" If I'm grabbing powers, hitting missions or whatnot, I'm NOT ANSWERING.

    In addition... as you step in, do a /whoall. Just type /whoall into the chat box. It WON'T show people who are hidden (as in using /hide, not the stalker power,) or in missions. But it can give you an idea of how many folks are out there...

    By the same token, use /hide. Just type it into the chat box. When you leave the zone, /unhide. If they don't know you're there, they won't be hunting you from the outset.

    If you REALLY want to avoid PVP... don't go at the busiest times of day. The zones aren't always populated. Go in at odd times, and it may be a walk in the park for you.

    In the Zone

    Use /whoall and /hide as mentioned.

    And ignore broadcast. People will say all sorts of things - remember, they are PEOPLE behind there. They get frustrated and angry, too. Or they taunt you, and can say some really - sometimes odd, sometimes foul things. They're trying to goad you... don't let them. Dont' answer. If it gets too bad, just minimize the chat window.

    The biggest thing... keep moving. You can admire scenery all you want... as it goes past. If you want to stand still, remember - an assassin strike only takes three seconds. Running Personal Force Field? A few yellows gets a hit through. Don't stand still longer than you need to. Use your inspirations against NPCs and PCs.

    Also, while moving, don't be *predictable.* Don't stand on a badge and figure where the next one is. Go to vidiotmaps, take a look, and run from badge to badge. Why? If you're obviously "hunting something," you can be ambushed at the next whatever it is.

    For instance, when I'm in Bloody Bay getting meteor samples, I'll often start flying/jumping/running toward a meteor I've been at already - then when Iv'e gone up a ways, switch direction to where I really want to go. Or go up in a spiral and let them guess where I'm going. Don't give the other side free information - make it hard for them... and use those temp stealth powers.

    Finally, if someone does corner you - fight. Have fun with it. You might lose - first few times in, you probably *will.* So what - you don't get debt from player caused deaths. Don't complain on broadcast (you're trying not to be noticed, remember?) Give them a local "GJ" or "ow" or something (No, "ow" doesnt' stand for anything. Ow is just "that hurt." You know... Ow.) Some people will talk to you, give you ideas, etc. Others will try to brag... ignore them. And don't rez right there - go to the hospital. Why leave yourself vulnerable? (Of course, if you're on a team with someone who can rez you, and everyone else is fine, go for it. Just be aware of your toggles.)[/quote]
  25. The PVEer's PVP zone survival guide 3.0

    This guide got a good reception the first few times around. It's now Issue 16. I had considered a bit of a rewrite to 2.0 for issue 13, and never got around to it. Honestly, it's mostly due to the vast changes from Issue 13, various bits of math I don't want to think about, and just a lot of back and forth.

    Issue 16 added a change in how sidekicking works that adds more consideration in PVP zones, as well - SK'd higher levels are going to be at more of an advantage in zones, IMHO. Teleport hasn't been changed since I13's suppression (and yes, it affects all forms of teleport - it got distracting seeing my base, Wentworth's, mission, etc. teleporters all wink out when I attacked something.) Still, it's time for an update. Much of the guide will be cut and pasted from 2.0, since a lot of it really doesn't NEED an update, but there is more to be aware of. So without further ado, here's the PVEer's PVP survival guide, version 3.

    As always, those that live in the zones, if you see something that can be explained better or looks really mucked up, feel free to tell me and I'll change it. I want the zones alive, as well, after all - even with us "casual" folks. Round three - FIGHT!

    ---

    So, there you are. Level 15, and being sent to someone called a "Warzone liason." He tells you all about the existance of this thing called a "PVP zone." For whatever reason - you don't feel like PVPing, but decide to check it out. Can you do it?

    Yep.

    Contrary to popular belief, not everyone gets a team of stalkers (if you're a hero) or ice/energy blappers (if you're a villain) assigned to them as soon as they enter the zones. The zones can be fun, and they can give some useful boosts - they can also be chaotic, and quite a shock to the unprepared player.

    This guide is here to help you get in and out - though who knows, you might decide to stick around and play. Yes, there are other PVP guides here, but this is really aimed more at the PVE oriented crowd who just want to get in and out. (And yes, you should try PVP anyway...)

    Who the heck are you to tell me this?

    Memphis Bill. Nice to meet you. Been here since I3, played every AT to some extent. Yes, I PVP. No, I'm not one of the hardcore PVPers, and I'm reasonably sure I lose more than I win - on the other hand, I have fun, and can avoid notice if so desired the majority of the time.

    As far as PVP and my attitude toward it?

    I started PVPing waaay back in the 90s, playing Netmech/DOS over a modem - first with one other person, then with a group in the Registry (raises a glass of 'schlager to the Black Sheep.) Yep. Predated Win95. I had a *blast* then - when you take out an "uber" gunboat 'mech with a little thing half its size loaded with machineguns, or take out a 100 ton Clan Omnimech with your 1 ton Elemental (ok, by making the player shoot their own legs out trying to get to you, or falling on them from a mile or two up... but I still won,) it's amusing.

    Unfortunately, Diablo soured me on PVP - not least because it wasn't "true" PVP, but a collection of hacks allowing people to kill and loot you in town. Diablo II didn't improve matters, and I came to see PVP as something I flat out did not want in any game I played. I refused to see PVPers as anything more than a bunch of immature brats I didn't want to deal with, figuring the group I'd played with was the exception.

    Then along came City of Heroes. I'll admit, the lack of PVP was a draw for me. As much as the lack of loot, not needing the Uber Armor of Uberness to be useful, the costume creator, the story arcs, and last but certainly not least, the community. The arena got introduced to yawns...

    Then came City of Villains beta. And they wanted people to test out the PVP zones... And there I was, in lag city, battling it out, hunting one of my best friends, trying to make tactical decisions (find the defender that's healing everyone) without getting killed myself. I was interested. When it went live, I took my lvl 15 brute into Bloody bay, and had a great time... then had a horrible time due to one group of people. I nearly swore off PVP... but I recalled, I *had* been having a good time. I went back in and, to be honest? I've had *far* more good experiences with good people than bad experiences with jerks.

    And that's part of why I'm writing this. I want to help you have a good experience in the PVP zones.

    OK, ok, fine. So what's all this about PVP?

    PVP. Player versus Player. The enemies you've fought in-game so far are PVE - Player versus Environment. They don't hold a grudge. They aren't all that skilled. You get used to their routines and figure out how to take them out, and you level.

    People don't have that weakness, usually. They will see you, remember you killed them last week, and set out to even the score. They'll get angry. They'll get cocky. They'll laugh as they die, they'll chat to see what happened. They'll be a challenge.

    There's something you must remember going into the zones, though. PVP is not "Fair." Five villains kill you and ignore the tank? Of course they do! You've got fewer defenses, and buff that tank! Take it as a lesson, or a compliment... you're a bigger threat than that walking bag of hit points.

    "Fair" exists (to the extent it can) in the arena. In the PVP zones, it's "Do what you have to to survive." Sound cutthroat? Perhaps it is - but it's not that bad, at the same time.