Useful Tricks/Features for new and old players.
Get your travel power as soon as you can! My first toon was always last to mish and I found that frustrating. I didnt realize, until he was 18th that what I needed was a travel power! duh, you say but as a newb I just wanted the next attack for my scrapper!
Furthermore on the OMG I am so stoopit! With that same toon running missions in the hollows (and remember no travel power) after being defeated I would always hit the hospital immediately. I was lucky to have some patient teams that would wait for me to sloooooowly run back. Finally someone explained that some other team members often had the ability to res me on the spot! How convenient!! Okay so that is REALLY basic stuff but I didn't know it right off the bat. Happy hunting all
Warlord: You are looking at a man that can run you through with this sword without batting an eye.
Monk: You are looking at a man who can be run through with that sword without batting an eye.
--old Korean folk tale
Here's something that I didn't realize - not sure if it was in the slash command section of the help file, but if it was I wasn't aware of it.
-Typing /localtime in the command window sends you a System message letting you know what time your computer is showing. Useful when you're not near an NPC or don't want to bother with time zone conversions.
The Paladin
Steel Canyon, Virtue
Exalted
@Paladin
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/localtime
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That's going to come in very handy for me...
Also, /tl <message> sends a tell to the last person you sent a tell to.
QR
When I first log into a new character, I always set up my Chat Window thusly:
1. Get rid of the three default tabs at the top and make sure the "A" for "Active Tab" is selected.
2. "Broadcast" Tab channels: Broadcast (Default), Request/Auction.
3. "Local" Tab channels: Local (Default), Emotes.
4. "Team" Tab channels: Team Chat (Default), Private Messages.
5. "Help" Tab channels: Help (Default), System.
6. And if you're in an SG/VG: "SG/VG Name" channels: "SG Chat (Default), Coalition.
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Get your travel power as soon as you can! My first toon was always last to mish and I found that frustrating. I didnt realize, until he was 18th that what I needed was a travel power! duh, you say but as a newb I just wanted the next attack for my scrapper!
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Not necessarily true anymore with the safeguard/mayhem missions you can get from doing Radio/Newspaper missions. The first safeguard/mayhem mission will give you the Raptor Pack temporary power with a 2 hour time limit. If you are frugal with it you can extend the amount of time you have before you need to actually get a real travel power. And you can get it at level 5 making areas like the Hollows FAR easier on you.
Proud Member of
'Well, I found the "fight" button, so lets do that.' Bun Bun
My Characters
I'm with Culach on travel powers. Most of my villains waited untill they were 30 before they got travel powers, and their temp travel powers ran out. Since Radio missions went live for heroes I do much the same with them as well.
If you use the GvE Jump Pack with the Temp SuperJump power you can jump nearly a mile in a single bound, more than enough most of the time to get from mission to mission.
The additions of the Pocket D TP and the Vet Base TP also lessen the dependancy on travel powers in the current game as well. With a fully loaded base, pretty much any zone in the game is only 2 TPs away.
Centinull
Something I just found out recently:
You can overwrite enhancements. If you want to replace a training enhancement with a DO, you just drop the DO on top of the training enhancement and the enhancement is deleted and replaced with the DO. I thought that I would have to respec to get rid of those mostly useless training origin enhancements.
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I'm with Culach on travel powers. Most of my villains waited untill they were 30 before they got travel powers
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I think that this is backwards thinking esp. with mal/exemp and now the I11 time travel. Both scale powers back to what you had at that level. Furthermore the paper/scanner powers are temporary which means anyone doing a no-temp run pre-30 on one of these builds is now running everywhere.
That would depend on the reason you are going without the temp powers. Since most people running the no temp power arcs in Ouroboros are doing it for the badge it is only a consideration for one arc, which makes it not such a big deal.
For those who are doing so for the added challenge, then yes, you are correct. One arc with no temp powers is easily dealt with, multiple arcs will make you want to get those travel powers ASAP.
So basically that breaks down to playstyle and frame of mind.
Proud Member of
'Well, I found the "fight" button, so lets do that.' Bun Bun
My Characters
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I'm with Culach on travel powers. Most of my villains waited untill they were 30 before they got travel powers
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I think that this is backwards thinking esp. with mal/exemp and now the I11 time travel. Both scale powers back to what you had at that level. Furthermore the paper/scanner powers are temporary which means anyone doing a no-temp run pre-30 on one of these builds is now running everywhere.
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Yes but villainside you can timehop back as much as you want and get the Skyraider rocket pack from that story arc as often as you need to.
Granted setting to No Travel or No Temps would inhibit usage of the pack but once you secure the No Travel/No Temp badges then you can just warp back for a new rocket pack as much as you need to thus never needing to take an acutal travel power once you secure the Flashback badges.
Also the Ouroborus portal is good for zone hopping as well.
Wow, I only wish I found this post when I first started playing! Nice summary!