cohRock

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  1. See Thresholds CoH: What to do When (i11+) in the For Fun - City Life forum for a beta update version. It updates the guide from the original issue 7 info thru issue 11. It also includes outline info for issue 12. I plan to formally release it to the Player Help - Player Guides forum once issue 12 info becomes solid and is published to the live servers.

    Please post new feedback there for now. Thanks.
  2. [ QUOTE ]
    We'll likely be running the scripts to do the Debt Wipe and Prestige Grant on the Training Room (on the beta version of Issue 11) sometime before Dec. 10th to test it out. So, yes, you should see this on the Training Room. As soon as we have a date, we'll let you know.

    [/ QUOTE ]
    That makes sense, and is good news. Thanks for the reply.
  3. Will SGs on Test get the prestige grant? There are many SG's created after the mega-prestige period for new test bases. With Test population relatively low, it is hard for a Test SG to build up significant prestige. The grant would help them tremendously.

    I asked this question on the test server forum and received no official reply. Some suggested we just keep copying a rich character to test over and over and convert his influence to prestige. I'm sure that would work, if you had significantly wealthy live characters. The invention system has done its work of being a "gold sink", and the days of huge wealth for me are over.
  4. [ QUOTE ]
    ...
    Nice idea, but won't be implemented.

    Someone would have to acknowledge there was a server population issue on some of the servers in the first place, let alone start classifying them into those three categories.

    Creative thinking, tho!

    [/ QUOTE ]
    Thanks for your thoughts, Dr. Pulsar. Concerning acknowledgment, I think Lighthouse essentially did in the first post:

    [ QUOTE ]
    ... We are sensitive to population issues and will continue to closely monitor server populations and server performance. Should transfers be seen as a contributing factor to a less than optimal gaming experience, we reserve the right to restrict transfers in the future to address such concerns

    [/ QUOTE ]
    I doubt my varying cost idea will be implented as well, but wanted to share it anyway.
  5. How about varying the cost, depending on what server traveling to and from? Something like:

    * classify each server as over-populated (OP), well-populated (WP), and under-populated (UP)
    * OP -> OP: $9.99
    * OP -> WP: $7.99
    * OP -> UP: $1.99
    * WP -> OP: $9.99
    * WP -> WP: $5.99
    * WP -> UP: $2.99
    * UP -> OP: $9.99
    * UP -> WP: $6.99
    * UP -> UP: $4.99

    A dynamic list of each server and its population category would be available at transfer time (and via the net). "Population" would be based on logged-in character hours per week, not simply how many characters exist on a given server. Actual cost would be displayed prior to the transfer request.

    The goal, of course, is to use cost to help drive all servers to a well-populated state.
  6. [ QUOTE ]
    It began with the first MMO, EQ.

    [/ QUOTE ]
    Sorry CuppaKenja, EQ wasn't even close. According to the Wikipedia:

    * Ultima Online: released on September 25, 1997
    * EverQuest: released on March 16, 1999

    Gotta give Lord British the credit here. I know there were various MUDs predating UO, some even with graphical elements. There were also graphical games that allowed cooperative online play. But as far as a full blown modern MMORPG, everything I've read puts UO first.

    (Otherwise an interesting post.)
  7. Enantiodromos wrote:
    [ QUOTE ]
    The irony is, after brazenly stealing sections from other people's guides without asking (credited them, but didn't ask), the only person I managed to annoy at all, I think, was Frost.

    [/ QUOTE ]
    Wow, she carries her annoyance with grace...

    Frost wrote:
    [ QUOTE ]
    Thanks to Enan for compiling this and to all the members of the Controller community who contributed. Turned out very nicely

    [/ QUOTE ]
  8. [ QUOTE ]
    [ QUOTE ]
    Issue 10 is a ways out, but it will bring us an update to an old familiar villain group. This group will have their power center altered

    [/ QUOTE ]

    Right, let's list all the villains that have a power centre.

    1) The Council
    2) ...
    3) Er
    4) That's it.

    [/ QUOTE ]
    Um, not quite ...

    1) The Council (Striga Island)
    2) Devouring Earth (The Hive)
    3) Circle of Thorns (Orenbega)
    4) Trolls (The Tunnels)
    5) The Rikti (Abandoned Sewer Network)
    6) Arachnos (The Rogue Isles)
    ... and quite likely more
  9. [ QUOTE ]
    ...
    COMBINATION SYNERGY
    Obviously this section is incomplete. It's intended that sooner or later people will supply me with increasingly useful synergy comments for each of the 42 combinations. It should be obvious by looking at the credits at the end that different people have written different sections-- some as if they'd been asked simply: "What's best about this combination," others more like "What's worst about this combination?" and everywhere in-between. I leave it to you to get what you can out of the following.

    ...

    <ul type="square">[*]Ice/Storm
    Ice/Storm is a set of overlapping powers, usually to your benefit. Both the primary and secondary provide multiple slow powers, which is nice, because –recharge can never be enhanced, only stacked. Ice Slick and Freezing Rain are patches that are put on the ground, and take up about the same amount of space. Hurricane can be used to push MOBs back onto the patches, or arctic air can be used to slow them from running off. Ice/Storm does very little damage until lvl 32, but has access to Jack Frost, tornado, and lightning storm in the thirties. In general, you will team better with ranged attackers than with melee attackers, but with smart play, you’ll be a benefit to both. Ice/Storm is also at its strongest when there is at least one other support toon on the team (any other controller or defender, or tanker who can and does grab up agro), but that’s not to say it’s a liability if there isn’t.
    [*]Ice/Empathy
    The Ice/Empathy controller is not one of the stronger soloist controller builds out there, but in a team support role is very effective. It makes use of the strong control powers provided by Ice control to protect the team and Empathy's healing and buffing powers to deal with anything that gets through. While most solo oriented players should probably look elsewhere, the empathy secondary provides several decent buffs for Jack Frost, in Fortitude and Adrenaline Boost, as well as allowing you to heal your pet wherever he is (since he's probably not going to be in melee) Ice Control can be somewhat endurance hungry at times, making Recovery Aura a welcome addition to your power choices.
    [*]Ice/Kinetics
    Ice/Kinetics is all about making your enemies weaker and your teammates stronger. Ice provides the -recharge and -runspeed debuffs along with it's various other controlling powers, such as knockdown and a couple actual holds. Kinetics contributes with it's damage and recharge debuffing/buffing and, notably, transference for when you get low on endurance. This particular combination can work well in either group or solo settings. On the solo side of things, Jack Frost benefits greatly from Speed Boost and when he gets into range, Fulcrum Shift. In groups, those same powers will greatly benefit your teammates.

    Notable power synergies include using frostbite to trigger containment on an entire group, Fulcrum shift to give yourself a damage boost and then using an AoE damage power from the epic pools (such as Fireball or Psychic Tornado) to deal a lot of damage quickly. Since Kinetics is such a melee oriented set, a power like Arctic Air to protect you when you are required to move into close range is also a benefit.
    [*]Ice/Trick Arrow
    Ice/Trick arrow has a lot of debuff and a lot of control. In the debuff side, Ice has a lot of slows and trick arrow covers pretty much everything else. There is no heal, but you can more than make up for that by saving your team from taking damage at all with the two slick powers(one of which can light on fire), two AoE holds, and two single target holds. Add in the Arctic Air for confusion and you have one of the most control-oriented builds in the game.[/list]
    [/ QUOTE ]
    Ice/FF
    An Ice/FF controller has very little overlap between his primary and secondariy powers. Yet, due to having a fully functional secondary with just four powers from it, he has great flexibility in choosing his primary and pool powers. A */FF controller needs from his secondary just Personal Force Field (PFF), Deflection Shield, Insulation Shield, and Dispersion Bubble (DB). He can choose more secondary powers to expand his knockback/repulasion capabilities, but these tend to conflict with what his primary powers accomplish.

    Little overlap does not mean little synergy. The largest synergy is in the combination of Arctic Air and Dispersion Bubble, granting an ice/ff controller a scrapper's front-line robustness. Together they reduce damage to he and his teammates, provide mez resistance to hold, immob, and stun, and nerf foes with slow and -recharge as well as ongoing pulses of confuse and fear. If you have a hankering for front-line control, there isn't any better combo.

    Jack Frost begins rugged, but keeping him bubbled along with your teammates means he will very, very seldom be defeated.

    Any bubbler always offers his team great alpha-strike tanking via Personal Force Field alone (well, ok, augment it with Dispersion Bubble while taking the alpha strike). An ice/ff controller, though, is the king of alpha-strike tanking. Talk about synerygy:

    <ul type="square">[*] Bubble Burst
    Before jumping into the mob, put up PFF, DB, and Arctic Air (AA). Have team wait back, then jump in and make yourself a nuisance. You can't do anything to the foes, but you can, for example, annoy the Psychic Clockwork King enough for him to let loose on you. Once that happens, call in team. They'll quickly draw the aggro away from you. Big mistake for the bad guys. Release PFF, allowing AA to instantly begin nerfing bad guys, and DB to immediately begin protecting the good guys.[*] Bubble Burst Bounce
    Same as above, but as final step let loose an Ice Slick to further nerf the foes.[*] Bubble Burst Chunk
    Same as the first, but as final step let loose Glacier and turn most of the front line foes into statues.[/list]
  10. One of the things I usually do as my "20 stuff" is to get the Pupil history badge and Top Dog exploration badge. These are two more components of the Atlas Medallion. With these (plus Spelunker), it's kind of nice to be granted the medallion in your mid 20s as you complete a hunt in Striga.

    These badges can be gotten way before 20, so they don't really belong in the "Level 20" section. Still, it is worth mentioning that they are well worth getting. See one of the Badge links if first post for info on how to get them.
  11. [ QUOTE ]
    To clarify, I quoted the Warburg section for a reason. A 50 can pull the patrol mission in ** Warburg **, nowhere else. (Again, with the probable renewal limit neither of us have tested.)

    [/ QUOTE ]
    (Note to self: before responding to a post, make sure you read it carefully!)

    You are right, ColJasmine. I sent a 50 defender to Warburg and Agent Goddard offered him the patrol as well as several other PvP-zone missions. He did the patrol and received Hyper Phase (HP).

    It is probably moot on whether there is a limit to how many times you can renew HP. Since it can only stay on a maximum of 30 seconds per use, it is good for at least 60 self-phasings, and likely many more. Perhaps it is just my playstyle, but it is going to be a long, long, long time before any of my guys would need Hyper Phase 60+ times ...


    Ineffable Bob, yesterday I was able to edit the first post to fix the invalid links; I even included the second badge site you mentioned.

    It's too late, though, to fix the section on Warburg. I hope people read down this far to find out they can get Hyper Phase from level 30 through 50.
  12. [ QUOTE ]
    The map and badge links are broken, yet another victim of the naming of "that badge site we can't name on this forum". Fixed links:

    [/ QUOTE ]
    Ack! The links worked while previewing the page; they must have been censored during the final submission process. Thank you for providing working links, as well as the link to the second badge site.
  13. [ QUOTE ]
    Excellent guide, and one that I'm sure will server many players well.

    [ QUOTE ]
    3) Patrol Warburg, the third available PvP zone. No introduction is needed for Agent Goddard. See him, accept the patrol he offers, and receive the third temporary concealment power, Hyper Phase. Again, this lasts for 30 minutes of ON time, and is renewable for approximately nine levels.


    [/ QUOTE ]

    This was formerly true, but as of I7, Level 50s can pull the patrol mission and get the reward.

    [/ QUOTE ]
    Thanks, ColJasmine. I believe, however, you are mistaken about renewability through 50. I just sent a 42 scrapper to both Bloody Bay and Sirens Call. Even with a free mission slot, neither Goddard nor Brinson would offer the patrol nor any other mission. So I still believe these concealment powers to be renewable, but only while within about 9 levels of the entrance level for each zone.

    I have not verified whether you can renew one of these powers more than five times. For my usage of concealment, I just don't use them enough to know.
  14. Having recently achieved my third level 50 character, it seems about time I finally wrote a guide sharing some of the information I've absorbed. This guide shall attempt to describe the various tasks and abilities which are available to heroes as they level. I'm not an expert at CoV; some of the information will be useful to villains, but the guide is definitely written from a hero's point of view.

    The various sections are divided by level. The level heading is merely the first, not the only, level at which you can begin doing the task(s) listed.

    Level 1
    Atlas Park and Galaxy City are your purview. You are also able to hunt in the lowest level hazard zone, the Sewer Network (accessible via Atlas). If you go there, or any other hazard zone, be part of a hunting team. Soloing in a hazard zone is, well, hazardous.

    Level 5
    1) The Hollows opens up. A contact will most likely introduce you to Lieutenant Wincott in the Hollows near the Atlas Gate, and he will give you missions there. He will even give you mission if no contact has sent you to him. You don't have to accept any missions from Wincott; introduce yourself to him, then just go back to the contact that sent you; that contact will give you more missions. Traveling around a large hazard zone like the Hollows to do missions can be very dangerous. Have fun! If it seems too hard, you are free to wait a couple levels and come back.

    Beware the Hollows Trap. Some players never develop their other contacts until completing the missions offered by the four Hollows contacts. They miss a lot of non-Hollows content available from 5-15.

    2) Kings Row is now part of your purview. It is often useful to get a contact there, to buy inspirations from if nothing else.

    Level 6
    You can choose your first "pool power". Power pools are common to all players. (Kheldians cannot access certain pools, however.) Most players should plan on at least 5 pool powers by the time they turn 20. You will want a travel power from the Flight, Leaping, Speed, or Teleport pools. The actual travel power won't be available until level 14; prior to choosing the travel power, you will need to choose a pre-requisite from the travel pool you desire. For example, Combat Jumping is a great pre-requisite power prior to actually getting Super Jump at 14.

    Most players will also want three powers from the Fitness Pool. The primary power in this pool is Stamina, and I recommend most players plan their build so as to get Stamina at 20. This requires choosing two other Fitness powers first, from Swift, Hurdle, and Health.

    Level 10
    1) You can form a supergroup should you so desire. See the contact in City Hall, Atlas Park.

    2) You can begin sidekicking younger players, which makes building an effective team a simpler process. (Your trainer won't mention this until level 11, but you can indeed sidekick at 10.)

    3) You are now grown-up enough to receive debt when defeated. Don't fear debt though; even with debt you still gain experience, at half the normal rate. The other half goes to pay off your debt. If you have a lot of debt (or need extra influence), you can exemplar to a lower level and work off debt at a fast rate. Once debt is paid off, you will gain extra influence. Whether you have debt or not, you will not gain experience while an exemplar.

    4) Steel Canyon and Skyway City are now part of your purview. Develop contacts there.

    Level 12
    You can begin buying Dual Origin (DO) enhancements from stores in Steel Canyon and Skyway City. These are twice as effective as the training enhancements you had been using prior to this point.

    Sometime between level 10 and 14 you should strive to get "the Fortune Teller mission", which grants the Spelunker Badge. This Badge is part of an accolade called the Atlas Medallion. Having this accolade is greatly desired, because it increases your endurance permanently by 5%. An early contact in Steel or Skyway will offer you this mission. If he doesn't, keep choosing new Steel or Skyway contacts as soon as they are offered. One of them will be "right".

    Level 14
    If you had taken one of the first two powers in a power pool, you can take the third one now. A large percentage of players get their travel power at level 14.

    Level 15
    Patrol Bloody Bay, the lowest-level PvP zone. You do not need an introduction to the contact (Agent Eckman) within Bloody Bay. By spending 5 minutes performing the patrol he offers (assuming you don't have your three mission slots full), you gain a temporary power, Hyper Stealth. The power is good for 30 minutes, which only count while you have the power on. Thus it can last for quite a while. Not only that, you can renew Hyper Stealth as long as the contact will speak to you -- about nine levels.

    My thanks to Dr. Automaton for the following explanation on another renewable temporary power available in Bloody Bay, the Shivan Shard.
    [ QUOTE ]
    This temp power allows you to summon a powerful Elite Boss Shivan Decimator pet to help when things get tough. Speak with the Scientist in your base and he will give you an Ore Extractor. Visit each of the six meteor fragments in the zone and use the Ore Extractor to obtain a sample. Once you have all six, head for a firebase. Once you (and maybe some friends) defeat all the firebase's automated defenses, enter the base and use the terminal inside to create the Shivan Shard. Returning to the Scientist will grant you the temp power.

    [/ QUOTE ]

    Level 20
    1) Get your cape. See the City Representative in Atlas Park.

    2) Get a second costume. Visit the Icon Store in Steel Canyon, and the manager will give you a mission to protect his store by hunting Tsoo.

    3) Patrol Siren's Call, the second available PvP zone. No introduction is needed for Agent Brinson. See him, perform the patrol he offers, and receive the second temporary concealment power, Combat Invisibility. Again, this lasts for 30 minutes of ON time, and is renewable for approximately nine levels.

    4) See Stephanie Peebles in Striga; no introduction is required. She is located outside her tavern, about 460 yards northeast of the ferry. Do all of her missions and you will receive one of the best temporary powers, Wedding Band. This provides 20% resistance to all damage types, and lasts for two hours of ON time. I.e., with judicious use you have extra damage mitigation that can last many, many months. Unlike the temporary concealment powers, Wedding Band is not renewable.

    5) If you have taken two powers from a power pool, you can take the final one now. A large percentage of players choose Stamina from the Fitness Pool at this point in their careers.

    6) Talos Island and Independence Port are now part of your purview. Develop contacts there.

    Level 22
    You can begin buying Single Origin (SO) enhancements from stores in Talos Island and Independence Port. These are twice as effective as the dual origin enhancements you began using at level 12.

    Level 24
    You can take part in the first respecification trial. Teams begin in Independence Port. Respecification (commonly referred to as "respec") allows you to rechoose all your powers and their slotting. The only things you cannot change are your origin, archetype, and primary and secondary power sets. I.e., if you were a mutant claws/dark scrapper prior to respec, you will still be one after.

    Jane Hallaway is the contact who sponsors the trial. She is located very near the Valor Bridge marker, about 2/3 of way west across zone from the Green Line train station.

    Level 25
    You can visit mayor Gordon Bower in Croatoa (actually, Salamonca) and begin a series of missions with he and his friends. No introduction is required; he is located 58 yards north of the hospital marker.

    Random thoughts on Croatoa, Striga, and the Hollows
    Croatoa was considered a hazard zone for several weeks, with a clearance level of 25 required for entry. It has a top-level design similar in many ways to the Hollows and Striga Isle. Each of these three zones is "linear" in the sense that there are four total contacts within the zone. When you finish one contact, they introduce you to the next. The mission sequences are the same for each character who runs the "zone arc", although there may be minor order differences of mission from a given contact.

    With the exception of the Hollows, you can gain some nice temporary powers by doing missions in the zone. From Striga you can gain the afore mentioned Wedding Band as well as Holy Shotgun Shells (shotgun which does extra damage to Banished Pantheon), Warwolf Whistles (summons a warwolf to fight on your behalf for 5 minutes), and EMP Grenades (for stunning foes). From Croatoa you can gain a Bow and Arrow and an Iron Sword, as well as a few other zone-specific powers.

    In order to complete the Atlas Medallion, you will actually want to do all the missions of the third Striga contact. He'll have you perform missions with vampyres -- lots of vampyres, easily granting you the Slayer badge. Spend some more time in Striga hunting warwolves (Silver Bullet badge), and you'll have almost everything you need for this accolade.

    I do not consider Croatoa or Striga as "traps" in the same sense as the Hollows. Even doing all the Hollows missions is not bad, just make sure you spend time outside the Hollows also.


    Level 30
    1) Get your aura. See the City Representative in Atlas Park.

    2) Get your third costume. Visit the Icon Store in Independence Port, and the manager will ask you to protect her store by hunting Crey.

    3) Patrol Warburg, the third available PvP zone. No introduction is needed for Agent Goddard. See him, accept the patrol he offers, and receive the third temporary concealment power, Hyper Phase. Again, this lasts for 30 minutes of ON time, and is renewable for approximately nine levels.

    With concealment powers available for "free", I do not recommend the Concealment Pool powers. If you do want powers from that pool, I suggest waiting until your late 20s. (Combat Invisibility is not renewable past level 29.) Since you can attack with Combat Invisibility (and not the Concealment Pool Invisibility power), the temp powers are a better choice all around.

    4) Do your origin-based store mission. Level 30-40 enhancements are available from a special contact ("store"). Your contact is in Brickstown if you are of magic or science origin. Otherwise, your contact is in Founders Falls. Before the contact will sell you enhancements, s/he will ask you to do a mission. You can actually do the missions for all five contacts, but the only one you really need is for your own origin.

    5) Brickstown and Founders Falls are now part of your purview. Develop contacts there.

    Level 34
    You can take part in the second respecification trial. Teams begin in Founders Falls. Captain James Harlan is the contact who sponsors the trial. He is located about 217 yards north of the Natural Store marker.

    Level 40
    1) Get your fourth costume. Visit the Icon Store in Founders Falls, and the manager will ask you to protect his store by hunting Nemesis.

    2) Peregrine Island (PI) is now part of your purview. Develop contacts there. You will continue to have level 40+ contacts in Founders Falls, however.

    3) Do Ghost Falcon's mission in Peregrine Island. Once you do his mission, he will sell you all types of SO enhancements, levels 40-50.

    4) Visit General Hammond just inside the portal of Firebase Zulu, the first of the Shadow Shards. He will give you an errand to run; when you complete it, he will be another source of level 40-50 SO enhancments. Unlike Ghost Falcon, General Hammond will continue to offer you missions.

    The Shadow Shards are a series of shattered worlds. Firebase Zulu is always accessible from in the northmost building of the Portal Corporation, PI. From Firebase Zulu, you can access the other Shadow Shards.

    5) Until now, arch-villains (AVs) have been a relatively rare occurrence. This is no longer the case; if you have not been reading your mission statements carefully, now is the time to start!

    Level 41
    You can now begin choosing powers from an epic power pool. While several epic pools will originally be available, once you choose an epic power, you can no longer choose powers from other epic sets. You need not choose any epic power at all; in my opinion tanks and especially scrappers have better choices available in their primary and secondary sets. On the other hand, defenders, controllers, and blasters all have some sort of armor available in their sets. Thus I believe these archetypes should strongly consider choosing from an epic power set.

    Level 44
    You can take part in the third and final respecification trial. Teams begin in the Rikti Crash Site. The contact who sponsors the trial is Major Richard Flagg. He is located near the two entrances (between the gate to Crey's Folley and the portal to Peregrine Island).

    Your earned respecs accumulate. If the developers should grant players a free respec, it replaces any unused free respec, but not any of the earned ones.

    Level 47
    You can earn and begin using Hamidon enhancments (HO) by taking part in "Hami raids" within the Hive. The raids are large, player-organized affairs sometimes involving 50 or more players. Hamidon Pasalima has become something other than human, and incredibly powerful. To gain even one of these enhancments will involve teamwork, strategy, and likely multiple defeats during the process.

    Most HOs are level 50. Since you can enter the Hive at 45, technically you can get an enhancment at that point. If you are really lucky, you can possibly earn a lower level one as a sidekick. The advice I've seen from most people is just to wait until 47 so you can use any HO that happens to drop for you.

    A Hamidon Enhancement (HO) has the same strength as an SO; the difference is each HO improves two characteristics at once, such as accuracy and damage.

    Level 50
    You stop gaining experience, but the journey is not over. You can continue fighting arch-villains, gain more accolades, take part in task forces and trials, instruct eager new players, explore places you likely never saw before, and just continue having fun. And oh yeah, now you can create new epic characters, either a peacebringer or warshade. Or both!

    Hazard Zone Base Entrance Level
    * Sewer Network: 1
    * The Hollows: 5
    * Perez Park: 7
    * Boomtown: 10
    * The Tunnels: 12
    * Faultline: 14
    * Striga Isle: 20
    * Terra Volta: 20
    * Dark Astoria: 21
    * Crey's Folly: 30
    * Eden: 33
    * Abandoned Sewer Network: 36
    * Rikti Crash Site: 40
    * The Shadow Shards
    *** Fire Base Zulu: 40
    *** The Chantry: 40
    *** Cascade Archipelago: 40
    *** Storm Palace: 44
    * The Hive: 45

    PvP Zone Base Entrance Level
    * Bloody Bay: 15
    * Siren's Call: 20
    * Warburg: 30
    * Recluse's Victory: 40

    Trials and Task Forces
    There are other guides and sites which provide detailed information regarding trials and task forces. I would not be offering anything new. Something of my own that I can offer is the difference between Trials and Task Forces. Trials are generally shorter than task forces. Their final mission will be performed without an active map. In task forces, the map is always active.

    Here is a link describing most trials and task forces:

    * Wiki CoH Task Forces

    Two very difficult trials not mentioned in the Wiki article are:

    * Sewer Trial (level 36+)
    * Eden Trial (39+)

    Maps, Badges, and Accolades
    Again, this type of information is better provided by those who focus on it.

    * Maps
    * Badges and Accolades
    * Another Badge Site

    -- Many thanks to all who helped me with this guide while it was under Beta review within the General Discussion - CoH forum.

    {edit to fix links}
  15. I've always thought the Knives of Artemis were a branch of Malta, perhaps one that was willing to take on non-Malta jobs -- for the right price!
  16. [ QUOTE ]
    Wheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!

    [/ QUOTE ]
    "Name is Bob; James Bob."
  17. I'm a newbie, with my main only at lvl 14. However, I have teamed with Kheldians on various occasions, and their role seemed obvious to me. Experience. You might be only a level 12 Kheldian, but having brought at least one character to level 50 you know a lot. That knowledge is and of itself an incredibly valuable "power".

    The examplar function for advanced non-kheldians provides a somewhat similar function, at the cost of the advanced player not being able to use all the powers they have earned. As a kheldian, there is no cost; you benefit from experience gains as much as the level 12 or 14 rookies you have teamed with.

    Thank you.