PVP Zone Guide v2


ColJasmine

 

Posted

[u]Colonel Jasmine's PVP Zone Guide[u]
v 2.0



[u]TABLE OF CONTENTS[u]

1. Intro
2. General PVP Zone Info

3. The PVP Zones

3.1. Bloody Bay
3.2. Siren's Call
3.3. Warburg
3.4. Recluse's Victory

4. Other Types of PVP
5. Self-Preservation Advice
6. The PVP Philosophy
7. Badges
8. Links
9. Glossary
10. Acknowledgments
11. Version History
12. Afterword


[u] 1. Intro[u]


1.1 Check It Out

If you haven't been to the game's PVP zones, I urge you to go. At its best, it's a blast, and the PVP zones deliver a wealth of content - play areas, NPCs, quality temp powers, minigames, unique badges, salvage, music - that I for one would have been sorry to miss. (After all, PVP received major Dev love for many months.) The zones offer new challenges and a change of pace from your 4823576th door mission. It's also relatively easy to sample the zones with little or no PVP combat if you stay alert and on the move.

This guide contains general info on the PVP zones and what to do when you get there. It surprises me that I found no guide on this subject in the Guide to Guides in the Player Guides forum. It surprises me how many Heroes ask me "Where is Siren's Call?" when I invite them to run door missions there. I am no authority on PVP play, but once had to ask a lot of these questions myself, hence this guide.


1.2 Key Terms

PVP - Player vs Player. Combat between players. This happens in the Arena, in a base raid between Super Groups, or in the four open PVP zones.

PVE - Player vs Environment. Combat against NPC foes. Before I4, all of City of Heroes was PVE.

See the Glossary, Section 9, for more PVP terms.


1.3 Scope of This Guide

This guide is written from a Hero perspective. I have added Villain information where it is known to me. Much of the Hero-based text holds true (or holds true in reverse) for Villains. Villains are presumed devious enough to read "Threat Level" for "Security Level," "lackey" for "sidekick" and the like.

This guide does not cover subjects treated in depth elsewhere:
basics of PVP play (Buffy)
Arena, in-depth tactics (PVP 101, Nicci)
in depth badge info (Badge-Hunter or Coldfront)
zone maps and zone NPC mob types (Badge-Hunter again, look in the Vidiotmaps.com section)
game mechanics (see links in Section 5.3)

This guide is current as of Issue 8, November 29, 2006, and its follow-on updates through December 29, 2006.



[u]2. General PVP Zone Info[u]


2.1. Getting There and Entry Level Requirements

Each PVP zone has an entrance from a PVE zone, marked on your map with a red dot. (The PVE zones are Paragon City for Heroes, the Rogue Isles for Villains.)

Paragon City (Heroes):

Bloody Bay: Skyway City (Helicopter near Faultline Gate)
Siren's Call: Steel Canyon (Gate in Eastern War Wall)
Warburg: Kings Row (Helicopter near Blue Steel)
Recluse's Victory: Atlas Park (Portal in D.A.T.A Office, Downstairs in City Hall)

Rogue Isles (Villains):

Bloody Bay: Cap au Diable (helicopter in SE part of sector)
Sirens: Sharkhead Isle (helicopter in NE part of sector)
Warburg: St. Martial (helicopter in SW part of sector)
RV: Grandville (portal inside The Tangle main building)

All four PVP zones have a minimum Security Level required for entry.

Bloody Bay: 15
Siren's Call: 20
Warburg: 30
Recluse's Victory: 40

As with hazard zones, sidekicking will not get past this; your true Security Level must be the stated level or higher.


2.2. Autoexemp/AutoSK Level

In a PVP zone, everyone is the same Combat Level. You are automatically sidekicked up or exemped down to the appropriate Combat Level if you are lower or higher than this level.

Bloody Bay: 25
Siren's Call: 30
Warburg: 38
Recluse's Victory: 50


2.3. Zoning Grace Period

When you enter a PVP zone, you cannot attack other players, or be attacked by them, until 30 seconds have passed, a fact that will be emphasized by large, obnoxious red countdown numerals, an equally obtrusive warning siren, a "PVP Off" message over your head visible to other players, and your name appearing to others in a dull orange color. You are permitted to move, activate non-attack powers and attack/be attacked by NPCs in this time period.

If you are just there to do door missions, you may be able to get all or most of the way to your mission door in this grace period if you bust a move.


2.4. Zone Minigames

Each zone offers various rewards via minigames, including several temp powers. See the zone sections below; note that your personal score or personal partial completion of these minigames will go away if you leave the zone or log out. (Including a trip to your SG Base medical facility!)

The minigame status displays also override the display of other mission info in your Nav bar, even when a mission is set. (Yellow and red compass indicator stars still appear.) Mission info is still available on your Mission list.


2.5. PVP Door Missions

Three of the four zones (Bloody Bay, Siren's Call and Warburg) offer door missions through uniformed Warzone contacts standing near the entrance to the zone. These are Longbow Warzone Agents for Heroes, Arachnos Warzone Operatives for Villains. Though often called "PVP doors" by players, they are in fact PVE missions; they are PVP only in the sense that you must travel to the PVP zone to get to them or (initially) to the contacts that give them.

These door missions are always available, provided you are in the right level range for the zone. They are always one-hour timed missions. The first such mission you complete will have a higher than normal mission completion bonus; however, this extra XP can only be collected once every half hour. (PVP zone door mission completion bonus was 25% higher than a PVE mission in a casual study.) The enemies will always be Arachnos for Heroes, Longbow for Villains. All but the rescue/kidnap missions are Defeat All missions. Some missions contain glowies.

Note that once you step inside a door mission, PVE rules apply. You return to your true Combat Level, and can SK, mentor or exemp as normal.

The Warzone contacts are outside the PVE contact structure. They offer no story arcs, will not introduce you to other contacts and themselves require no introduction. They will however give you their phone number after getting to know you as a PVE contact does, and an unfinished mission from them takes up one of your three mission slots.

If you are very concerned about or aversive to PVP combat, you can pull a mission, zone out, zone back in, and take advantage of the zoning grace period (see Section 2.3.) or call the Warzone contact before zoning in for the same purpose.


2.5.1 Door Mission Level Ranges

Bloody Bay: 15-25
Siren's Call: 20-30
Warburg: 30-50
Recluse's Victory: No missions available


2.5.2 Door Mission Contacts

Hero:

Bloody Bay: Warzone Agent Eckman
Siren's Call: Warzone Agent Brinson
Warburg: Warzone Agent Goddard

Villain:

Bloody Bay: Warzone Operative Oudot
Siren's Call: Warzone Operative Massey
Warburg: Warzone Operative Braun

Recluse's Victory: No missions available


2.5.3 Door Mission Types

The Warzone contacts will give you any of four types of door mission.

Hero:

Defuse bombs to debuff villain damage
Rescue officer to debuff villain resistance (hostage mission)
Defend supply depot to buff hero damage
Recover technology to debuff hero resistance

Villain:

Bomb base to debuff hero damage
Kidnap officer to debuff hero resistance (hostage mission)
Destroy supply depot to buff villain damage
Steal technology to buff villain resistance


2.5.4 Door Mission Results

When you successfully complete a PVP door mission, the effect listed in Section 2.5.3 is applied to outdoor Heroes or Villains across the zone, and a system message announcing this fact is broadcast to other players. The effect doesn't apply to Heroes or Villains inside door missions within the zone. Damage buff is capped at 15% and this is probably true of the other effects as well.

(There are a few problems with this system. First, the message text and display of the info is a little confusing. When I complete an [example] Debuff Villain Damage mission, a message reading "Colonel Jasmine has completed a mission. The Villains now have a 3% Damage Bonus." is displayed to players outdoors in the zone. This is the new status of the damage bonus, which is now lower since I am a Hero. Unfortunately the status icons that show these bonuses don't display the current buff/debuff stats; only the messages do, and you won't see these completion messages for your own mission. And when you see a message about another player's buff/debuff mission results, it's not clear what has just happened unless you already know whether they are a Hero or a Villain.

(Second, since there is no ongoing display of these enemy buff/debuff status effects, and only a general indication of friendly buffs/debuffs, nor any indication to you of the new status achieved when your mission completes, it's not unusual to run missions that have no effect. Nor is this info available when you pull the mission in the first place, to know whether your proposed mission will have an effect or not.)


2.5.5 Door Mission Salvage

Reportedly, defeating Arachnos in these missions can yield special salvage.


2.6. PVP Patrol Missions

The Warzone contacts (see 2.5.2) also offer a patrol mission to those in the right level range. It's very easy, serves as an introduction to the zone, and contains 6 waypoints. It is untimed; only the mission holder gets the XP bonus and temp power reward (see 2.6.1). If you log out during the patrol mission, your progress is saved.

(In my tests, the patrol mission was no longer offered after I'd run it three times per character. There are also reports of getting the patrol mission five times. Level ranges may be involved and investigation continues.)


2.6.1 Patrol Mission Rewards: Temp Powers

Successful completion of PVP zone patrol missions confers a temporary power if you don't already have it. The mission is still offered when you are not eligible for the temp power, so it takes a little planning to get the maximum number of power rewards.

See the appropriate zone section for full power descriptions.

Bloody Bay: Hyper Stealth
Siren's Call: Combat Invisibility
Warburg: Hyper Phase
Recluse's Victory: No patrol mission available


2.7. Buying Inspirations

In Bloody Bay, you can buy the basic 8 Level 1 inspirations from Warzone Agent Eckman (Hero) or Warzone Operative Oudot (Villain) at their respective bases.

You cannot buy inspirations in Siren's Call, Warburg or Recluse's Victory. You can, however, win inspirations in the Siren's Call bounty minigame. See Section 3.2.3 below. You can also earn them by defeating NPC villains as in PVE.

Note that leaving the zone (for whatever reason, including buying inspirations) will restart your score or partial completion of the various zone minigames, so bring what you need.


2.8.What are the teams?

In three of the zones (Bloody Bay, Siren's Call, and Recluse's Victory) solo or team Heroes battle solo or team Villains.

In Warburg, any team or character may fight any other, so Hero/Villain, Hero/Hero and Villain/Villain fights all occur. Teams must be all Hero or all Villain in every PVP zone.

Potential player foes have an orange targeting reticle (frame), name and titles. Confusingly, so do all dead players. Teammates are green and allies are blue. (Outside Warburg, "allies" are any characters of your alignment not on your current team.)


2.9. Hospital Resurrection

If you go to a PVP zone hospital for revival after death, you will have 1 hit point and 1 endurance - even if you died inside a PVE mission. Rest is handy here.


2.10. Chat Communications

By default, you will hear nothing Villains say. To remove this filter, go to Menu | Options | General. Scroll down to the Chat section; there are three toggles there, Show Villain Private Chat, Show Villain Broadcast Chat, and Hide Villain Local Chat. Once you've determined the value of Villain remarks, you can also can use these toggles to turn Villain chat back off. Villains have equal and opposite settings.

(You may find allowing Villain Private Chat useful even if you do not PVP. You will not hear tells from friends playing CoV unless you make this change.)


2.11. Debt

You get zero debt if you are killed by a player. You get proportional debt if the killing blow is landed by an NPC; no debt for damage done by a player, but debt for damage done by an NPC. So for example, if you were hit for 20% damage by another player, then sustained 80% damage from an NPC and died, you would get 80% debt.


2.12 PVP Reputation

If you defeat a player while soloing, you will gain 1 point of Reputation (rep) if your defeated opponent is within a 100 yard range. When on a team, this rep is split evenly among all team members within a 100 yard range. If the foe has significantly higher rep than you, you will get an individual bounty of up to 5 points bonus rep. (In an informal test, a Hero with approximately 90 rep on a team of two defeated a Villain with 195 rep. The Hero received .50 base rep, and a bounty of 2.50 rep.)

To view another character's rep, right click, Info, then select the PvP tab. For yourself, click Menu, Personal Info, PvP tab.

Once you defeat someone in PVP and gain the rep from it, you cannot gain any rep for defeating that character again until after a 10 minute period. In theory, a list of such enemies appears on your Personal Info PVP tab. There are currently some bugs with the defeat list.

Rep has no ingame effect apart from two badges - Forward Observer (100 rep) and Disruptor (400 rep). (Disruptor, tragically, was one of many buggy PVP-related badges, and some who have it have never attained 400 rep.)

Rep gradually falls over time. The decay rate is .1 rep per hour. This is the only way you can lose rep.


2.13 Zone Population

The /whoall command displays a text list of all players in the current zone who are not using the /hide command. (/Hide prevents your name from appearing on all /search displays, local friend lists and Super Group lists; the /hide setting persists across all characters on an account.)

Since you can't see Villains on the /search list, this is the only quick way to get an idea how populated a zone is, and the commonly used /hide limits the usefulness of /whoall. However, it can help you find pickup group teammates, and also will show true level vs. zone autoexemp level, which can be useful in enemy threat assessment.

Use /hide to deny information to the enemy. Not using it may encourage the foe to come out and play, if this is your goal, or help people find you for a teamup.


2.14 Special Salvage

Reportedly, both PVP door missions and zone critters drop salvage available nowhere else. FWIW, here's a salvage drop guide I found, but have not checked out.





[u]3. The PVP Zones[u]



[u]3.1. Bloody Bay [u]


3.1.1. Bloody Bay Summary Info

Required Security Level to Enter: 15
Autoexemp Combat Level: 25
Hero Zone Entrance Location: Skyway City (Helicopter)

Mission Contact: Warzone Agent Eckman
Door Mission Level Range: 15-25

General terrain: Bloody is a medium-sized island surrounded by water, with both city and forest areas. The Hero base is north and the Villain base south of the main island; both are built on small islands.


3.1.2. Bloody Bay Temp Power Minigame: Shivan Strike

Talk to the scientist near the helicopter. He'll give you a temp power to use on the six meteorites marked on your map. Use the power once on each meteorite; each use will fill up one of the spots in your nav bar where it says "Shivan Strike!" You will also start to glow with a supernatural "I have loot" aura.

Once you have all six, you'll need to take over a firebase. These are the small buildings with the four autoturrets on the roof. To take it over, you have to destroy those four turrets plus the other four that are nearby, and then run inside and use the computer before any of the turrets respawn. Your six samples become one sample. Take the resulting sample back to the scientist and you'll get your Shivan. The power has five charges. (If you have a current Shivan Shard power with any charges remaining, you can't benefit from completing this minigame again until all charges are expended.)

Note that if you are killed by a player while carrying meteor samples, your adversary gets the samples. If you leave Bloody Bay or log out, the samples and temporary power go away and you must start over.

There are some tricks to busting the firebase. Robotech_Master's guide offers good details.



3.1.3. Bloody Bay Minigame Reward: Shivan Shard

Your new temp power summons "Bubba", a large, slow Shivan Decimator Elite Boss pet who attacks with powerful Rad abilities and debuffs. He is a dumb (noncommandable) pet, will be your level when summoned, and lasts about five minutes. The power has five charges and takes about 150 seconds to recharge. (Former limit of level 25 was lifted, Bubba can now spawn at level 50.)


3.1.4. Bloody Bay Minigame Oddities

There are reports of Mayhem Mission salvage that can be used to replace ore samples for the BB minigame.


3.1.5. Bloody Bay Patrol Temp Power Reward: Hyper Stealth

If you complete the Patrol Bloody Bay mission, you get this temp power if you do not already have it. (See Patrol Temp Powers, 2.6.1 above.) It is much like Stealth and lasts for 30 minutes of use. Right clicking on its icon in your power tray will display the usage time remaining.



[u]3.2. Siren's Call[u]


3.2.1. Siren's Call Summary Info

Required Security Level to Enter: 20
Autoexemp Combat Level: 30
Hero Zone Entrance Location: Steel Canyon (Gate in Eastern War Wall)

Mission Contact: Warzone Agent Brinson
Door Mission Level Range: 20-30

General terrain: Northern and central Siren's are an urban battleground between Longbow (Hero) and Arachnos (Villain) armies, as well as neutral fighters that shift sides. (Warriors, Tsoo, Sky Raiders and a few hapless Cogs.) Parts of the zone have been shattered by the fighting. The hospital (the effective Hero base) is in the northwest of the zone. Southern Siren's is a small bay with drilling rigs; at the bay's south side is the small island holding the Villain base.


3.2.2. Siren's Call Temp Power Merchant Minigame: Battle for Siren's Call

When entering Siren's, the nav bar shows the status of the two zone minigames. The Battle for Siren's Call status is shown by the red and blue Score bar, and the Siren's Call Control currently displayed, either Heroes or Villains.

At any given time, the zone is controlled by either the Heroes or the Villains. When controlled by the Heroes, you can buy temp powers from the Hero Merchant just outside the hospital. (See Section 3.2.4 below.)

Zone control shifts back and forth based on battles at Siren's Call hotspots. At any given time, there are usually one or two active hotspots on the map, shown by white rings with red rays. Large groups of NPCs (armies) stand around there, and sometimes decide to shoot at one another; at the southeastern (waterfront) and northwestern (plaza) hotspots, they will wait indefinitely for players to get things started by creating aggro. Players can both attack enemy forces and assist friendlies with heals, buffs and taunts.

Neutral mobs also hang around the hotspots; they will aggro on Arachnos, Longbow or any player.

Once started, a winner will eventually be declared for the battle with a yellow zone-wide announcement. The loser is the first side to have X of their NPCs defeated, where X is something like 20-40. Thus it's possible to win a battle in which your side's army never fires a shot; neutral kills of your enemy will also help you win. The win will color the Score bar more blue (Hero win) or red (Villain win). When the bar is all red or all blue, that side wins zone control, which may unlock temp powers - see Section 3.2.4. The Score bar is then reset to 50/50 control.

(Note that if your side already has complete control of Siren's Call (i.e., unlocked all 9 temp powers) winning zone control will actually make it *easier* for the enemy to recapture the zone by moving the bar from 99.9% friendly control to 50%, with *no* benefit save the lousy 100 bounty if you're at the hotspot! Perhaps not what you'd expect for such an achievement.)


3.2.3. Siren's Call Reward Minigame: Bounty Hunting

The second minigame status shows in the Current Bounty and Most Wanted fields in your navigation bar.

When you or your team defeat a player Villain, you gain bounty, and it is added to your bounty total displayed in the nav. Distance across the zone is no object for team bounty; you will share in teammate kill bounty no matter where you are in Siren's Call. Successful Heroes or Villains with many zone PVP kills are worth more bounty. (Target rep or target bounty collected may play a part as well.) The Villain with the highest bounty for you is listed as Most Wanted. When a given Villain is defeated, no one can earn bounty from defeating the same Villain again for a little while.

You also gain 100 bounty from a hotspot battle won by Hero forces. (You must be in the general vicinity of the hotspot at the moment the battle is won to get this bounty. Our results suggest that participation with attacks, heals or buffs in the battle is not required.) You will lose any bounty accumulated if you leave the zone, disconnect from the game or enter a PVE mission.

Use the bounty points to buy rewards from the Security Chief just inside the Siren's gate. He offers medium-size inspirations at the price of 1k bounty points each and Single Origin (SO) enhancements at 6k each. (See below.)

The Most Wanted Villain is worth the most bounty to you. His or her current or last known location is shown on your minimap by a white ring with an orange center. This doesn't always work correctly, and is imperfectly understood; sometimes the same player will have two rings on the minimap. Unfortunately, there is nothing to stop the Most Wanted player on either side from idling in the safety of their side's base; Villains do this pretty frequently as the Siren's time badge is required for a Villain accolade.


3.2.3.1 Siren's Call Bounty Hunting Rewards: Inspiration Types (all medium level)

Defense
Damage Resistance
Accuracy
Endurance
Healing
Damage
Resurrection
Strength of Will
(Misnamed in the reward menu "Break-Free", this is actually the obsolete magenta inspiration formerly called Determination. For effectiveness against anything other than Immobilize attacks, it must be activated beforehand and is thus often inferior to a true BF, although it has a good duration.)


3.2.3.2 Siren's Call Bounty Hunting Rewards: SO Enhancement Types

These will be +3 to your Security Level and match your origin.

Damage
Accuracy
Range
Recharge
Endurance Reduction


3.2.4. Siren's Call Minigame Temp Powers

When the Heroes first win the zone from Villain control, the victory unlocks the initial 5 temp powers for Heroes, and removes access to them for Villains. If the Heroes win the zone again while they already control it, an additional 4 temp powers are unlocked (if they aren't already unlocked). The Villains can gain access to powers in the same way. Their initial 5 powers are identical; their additional 4 powers are unique to Villains.

All powers cost 10,000 influence from the Hero Merchant and can be used outside Siren's Call. You can only purchase a power if you don't already have it.

The Grenades, Smoke Bomb and EMP Glove have charges that last until used. The other 8 powers are toggles, available for 30 minutes after purchase regardless of how much or how little you use it. Note that once purchased, these toggle powers do *not* display the time remaining for use, so unless you track them carefully they may suddenly expire on you.


3.2.4.1 Initial Five Siren's Call Temp Powers

Raptor Pack, Low-G Pack, Jaunt Initializer - These powers mimic Fly, Super Jump and Teleport respectively. Each lasts 30 minutes from the moment of purchase.

Web Grenade - A clip of 6 short-range grenades which hit a single target with Immobilize, -Fly, -Jump and -Recharge. Great.. when they hit. (Not to be confused with the Villain Patrol Pool Power of the same name, which is more accurate and lasts longer. Or with the /Devices Blaster power of the same name. Nor with the Scrapper Munitions Mastery power of the same name. Nor yet with the buyable Arena power of the same name, functionally identical in play but permitted only inside the Arena.)

EMP Glove - An end-draining ranged attack with 10 charges. Can fill out your attack chain and is useful despite underwhelming damage. Hits well against Malta mecha.


3.2.4.2 Four Additional Siren's Call Temp Powers - Heroes

Stealth Suit - much like Stealth. Toggle.
Stun Grenade - AOE stun weapon. 6 charge clip.
IR Goggles - boosts Perception, handy against Stalkers. Toggle.
Cryonite Armor - defense against Smashing and Lethal damage and resistance to Cold damage. Toggle.


3.2.4.2 Four Additional Siren's Call Temp Powers - Villains

Smoke Bomb - A ranged AOE with -per and -acc debuffs. 10 charges.
Arachnos Mace - melee damage with poison. Toggle.
Kinetic Shield - +def (mostly vs. smash and lethal, a little vs. energy) Toggle.
Venom Grenade - As used by Crab Spider Longfangs. AOE smashing/lethal damage, DOT toxic damage, -res(all). 3 charges.


3.2.5. Siren's Call Patrol Temp Power Reward: Combat Invisibility

If you complete the Patrol Siren's Call mission, you get this temp power if you do not already have it. (See section 2.6.1 above.) It is much like receiving Grant Invisibility and will last for 30 minutes of use. Right clicking on its icon in your power tray will display the usage time remaining.



[u]3.3. Warburg[u]


3.3.1. Warburg Summary Info

Required Security Level to Enter: 30
Autoexemp Combat Level: 38
Hero Zone Entrance Location: Kings Row (Helicopter)

Mission Contact: Warzone Agent Goddard
Door Mission Level Range: 30 - 50

General terrain: Warburg is a somber, COV-style cityscape on a small island. Each side is based on a nearby ship. Underneath Warburg is the Web, a network of tunnels, underground hangars and labs with several entrances infested by Arachnoids. Part of the zone minigame takes place in the Web.

Special note: Warburg is the only PVP zone that permits ongoing Hero/Hero or Villain/Villain combat.


3.3.2. Temp Power Minigame: Launch the Warburg Rocket

(adapted from a Support/Nurse Illusion post, with help from Squez)

1. Speak to the Hero Contact on the Warburg ship base.

2. Go into the Web and locate a scientist. (Their ingame name is "Lab Technician", but for some reason players always call them scientists.) Rescue them as in a PVE mission, by defeating all surrounding NPCs. Talk to them and ask them to follow you.

3. Once rescued lead them to surface. If they lose you, you will have to ask them once again to follow. Proceed cautiously yet quickly to the drop off point indicated on your nav bar. They will then give you a set of launch codes.

4. Repeat step 3. You need 3 sets of codes. If another player defeats you, they get any codes you are carrying.

5. Once you have 3 codes you go to one of the glowie computers in the Web. These suppress stealth just like a PVE mission glowie. Your 3 codes become one large code. Its color will vary based on the missile payload (See Section 3.3.3.) You will get a nav bar icon and timer for your next destination, the launch pad outside. You have five minutes to get to the launch pad and click the glowie to launch the rocket. Have a nice day. Note that you also are now a humanoid glowie, as your body radiates an unnatural "Kill me and take my launch code" nimbus.

6. Once the rocket is launched,you will get one of the three "Warburg Nuke" temp powers detailed in Section 3.3.3 below.


If you already have one or two Warburg nukes on hand, be careful. My preliminary testing indicates that if you already have one type, an attempt to get the same type again will fizzle, making the minigame pointless if you complete it with all 3 types already in hand.

The scientists and codes are not shared among team members. Each player can only lead one scientist at a time. You can, however, have a teammate chat with "your" scientist and assume control of them. The scientists must have been affected by the hard radiation in the area, as they have a lot of trouble negotiating steps and ramps. Go slowly.


3.3.3. Temp Power Reward: Warburg Missiles

(adapted from a Lord_Crow post and paragonwiki.com)

Three AOE powers, one use each:

Chemical Burn -- lowers foe accuracy and damage resistance

Biological Mutagens -- buffs ally damage and regeneration

Nuclear Blast -- inflicts end drain and damage, with a bonus against "robotic units"


3.3.4. Warburg Patrol Temp Power Reward: Hyper Phase

If you complete the Patrol Warburg mission, you get this temp power if you do not already have it. (See section 2.6.1 above.) It is much like Phase Shift and also boosts run and flight speeds. It will last for 30 minutes of use. Right clicking on its icon in your power tray will display the usage time remaining.

3.3.5. Warburg Minigame Oddities

There are reports of Mayhem Mission salvage (villain side) that can be used to replace launch codes for the Warburg minigame.


[u]3.4. Recluse's Victory[u]


3.4.1. Recluse's Victory Summary Info

Required Security Level to Enter: 40
AutoSK Combat Level: 50
Hero Zone Entrance Location: Atlas Park (Portal in D.A.T.A Office, Downstairs in City Hall)

Missions: No missions are available in Recluse's Victory.

General terrain: Recluse's Victory is Atlas Park in an alternate dark future where Lord Recluse and his Villains bid for control Paragon City.. unless Heroes do something about it. (When you go, take a look at the Atlas globe when the zone is under Villain control.) Unlike present-day Atlas Park, you can't go all the way to the War Wall; those mysterious blue planes of force in the middle of nowhere bound the zone.

Note that the bases in RV have "sally ports" that let you exit the base to a random location - useful if the base is being camped.


3.4.2. Special Zone Resource: Heavy (Freedom Corps Cataphract Class Heavy Assault Robot)

This large, beautiful piece of technology is available to Heroes at three platforms on the west side of the zone. If the heavy belonging to a particular platform is available, the platform's console will glow, and you can take control of the heavy by clicking on it and waiting about 10 sec for an activation bar to complete. (Great time to get attacked by a Stalker.) Once you control it, a control bar for it appears.

The Heavy is a slow-moving, hard-hitting Level 54 Elite Boss. Its controls are very similar to those used by Mastermind pets; check a good MM guide for more on that. (Unlike henchpeople, RV Heavies and pillbox guns cannot be dismissed.)

The Longbow Heavy has five attack powers:
a launched Grenade (looks like those Freak Tanks use) - adequate damage
Seeker Drones similar to those used by Mastermind Villains - can hit for adequate damage, but often drift around uselessly
Arm Blasters - good damage
Cannon of Death unfolding from the back - excellent short-period damage over time, requires close range
Blue Spray of Destruction - stunning AOE, excellent damage, he doesn't use this often

Strangely, only the damage your Heavy inflicts from the back cannon will appear in the combat log (as Energy Barrage).

You will gain Experience and Reputation for NPCs and player Villains defeated by your Heavy. If you die, you lose control of the Heavy and after a pause it returns to its platform.

Arachnos has provided the zone's Villains with a parallel robot, the Arachnos Heavy Blaster. While of roughly equivalent strength and control mechanics, they aren't the same. The Arachnos Heavy is stronger in melee, the Freedom Corps bot better at ranged attacks. The Villain Heavy control platforms are on the east side of RV. You get no reward (XP, influence, prestige or rep) for defeating an Arachnos Heavy.



3.4.3 Reward Minigame: Recluse's Victory Zone Control


3.4.3.1 Pillboxes

RV sports a series of 7 code-named pillboxes scattered throughout the zone, marked on your map, and with status shown in the nav bar. When the zone mini game starts (yellow message, "Dimensional Reversion!") they are all neutral and will attack approaching Heroes, Villains or their pets with their four Pop-up Anti-Personnel Guns (Level 54 purple Bosses.)

To seize a pillbox for the Hero side, destroy its four guns, then click on the force bubble in the center where the blue hand icon appears. After about ten (interruptible) seconds of activation, the pillbox will come back online armed with commandable Hero-aligned armaments: two High Explosive Missile Turrets and two Quad Howitzer Batteries. (Level 50 Bosses, yellow. When a Villain does this the same guns come online with Villain alignment; defeating Villain guns does NOT give XP.)

The captured pillbox will be marked as Hero-controlled on the nav bar and map, and its color scheme will change to blue and white. Like the Heavy (See Section 3.4.2) the stationary guns can be commanded with Mastermind-style controls. (All commandable pets will share the same list.) You can only command the pillbox guns while inside the pillbox's central command bubble force field. The field protects against ranged attacks but not against physical Villain entry or their attacks once inside. (Thus, controlling a pillbox alone is another great way to get whacked by a Stalker.) If you leave the pillbox, you will have to assert control again via the blue hand icon.


3.4.3.2 Zone Control and AVs/Signature Heroes

When one side gains control of 4 pillboxes simultaneously, powerful reinforcements show up to help the losing side: Lord Recluse and the other signature Archvillains for the Villains, Statesman and other famous Freedom Phalanx heroes for the Heroes. (See Section 3.4.4.1 below.) They are heralded by a yellow Reinforcements message and a global system message telling all players which enemy pillbox they are heading to. Even after the recent rollback of their regeneration abilities, these major Heroes and Villains remain a tough nut to crack.. especially if player Villains or Heroes are helping them out. However, if the losing side takes another pillbox, or the dimension resets, they will vanish immediately.

If one side gains control of 6 pillboxes simultaneously, that side wins. The winning side gets a five-minute bonus round wherein player enemies defeated grant extra Prestige (or Influence, depending on your SG mode setting.) (The losing side gets a different message, "Defeat [Heroes/Villains] to Reset Dimension" with an enemy countdown. I've never seen the reset countdown completed and don't know how it works.) After the bonus round, the game resets and begins again with another "Dimensional Reversion!" yellow message. All pillboxes return to neutral status.


3.4.3.3 Zone Control Points

Each Hero has a personal point total for achievements in the minigame. This total will reset to 0 if you log out or leave the zone, or when the game ends.

Defeating neutral or Villain turret: 15 points
Capturing neutral or Villain pillbox: 20 points
Being present in the zone when Heroes win: 25 points
Killing player Villain: Anywhere from 30 to 150 points have been reported. May be split among teammates. Investigation continues.
Killing NPC Archvillain (AV): 250 points

There may be other ways to get points; my study was not exhaustive. No zone control points for killing mobile Villain NPCs in the zone.


3.4.3.4 Temp Power Reward: Longbow Mech

"Junior" is a miniature Heavy. You will gain the temp power to summon him once when the Zone Control minigame is completed *if* you have 1000 zone points at that time, and *if* you don't already have this temp power. It doesn't matter whether you are on the losing or winning side. He is a pet of your level (shows yellow to a Level 50, implying Lieutenant strength.) He will last indefinitely, will not zone, but will persist after your death, and will sometimes persist if you log and return to the same zone. Compared to the Heavy, he has the same five attacks (although not as powerful in their damage), far fewer hit points and quicker movement.

Junior is a "dumb" pet; he cannot be commanded. However, sometimes if you have other pets with a status bar, that can be, you will get a status bar for Junior on your pet list, which is handy for tracking his health and buffing him. I have had other people's Longbow Mechs follow me around in RV after they left!


3.4.4.1 Signature Archvillains (AVs)

This information is incomplete and may well be somewhat inaccurate. Thanks to Aged_ice for info on attacks. All the Signature AVs are tough - bear in mind that though their target info says Archvillain, they are Giant Monster class foes.


Lord Recluse
Big bad honcho AV. Continually summons debt-giving level 54 Bane Spider Executioners to help him out. Attacks: A multiple arm blast like that of Crab Spiders, a smaller single target, and a very mean melee swipe. Appears with Black Scorpion.


Black Scorpion
Attacks: several ranged blasts and a ranged AoE. Appears with Lord Recluse.


Ghost Widow
Very dangerous. Has a phenomenal AOE melee-based heal and a very powerful hold, Soul Storm. A Break Free will take a few seconds to escape from it. Other attacks: Soul Tentacles (looks like tenebrous tentacles) and a gloom like attack. GW appears with Captain Mako and sometimes with Scirocco.


Scirocco
Flier. Rarer in appearance than the other Signature AVs. Hits very hard. Attacks: Mu shackles, the waterspout attack from Mako that animates as a sound storm, lightning blasts from the electric sets and a powerful melee attack. Appears with Captain Mako and Ghost Widow.


Captain Mako
Difficult to hit when his super-Elude style ability kicks in. Attacks: Bile Spray, Stealth, possibly Spirit Shark, Swipe (or Slash?) from the claws set, and Ripper from spines. His School of Sharks hold causes ghostly sharks to swim in a little circle around the target. Appears with Ghost Widow and sometimes with Scirocco.


3.4.4.2 Signature Heroes (Freedom Phalanx)

(thanks to Stratoman)

Manticore: Arrows defender. Has leadership pool and stealth.
Positron: Radiation defender. Has Overload and EMP Pulse.
Sister Psyche: Mind/Bubble controller. Has pink energy blasts as well.
Back Alley Brawler: Invul/SS/EM Tanker. Has unstoppable.
Synapse: Electric Blaster. Has SS on always.
Statesman: Tanker Incarnate, Invul/SS with 2 lightning powers, 1 is mass death AoE.


[u]4. Other Types of PVP[u]

This guide is about PVP zones (also called open zone PVP), so I'll just include a brief summary on the two other PVP styles: Arena PVP and base raid PVP.


4.1. Arena PVP

Check out Nicci's guide for much more on this, but in brief:

Up to 64 Heroes or Villains battle in teams, duels, or in huge FFAs known as a battle royale. The Arena excels as a venue for experimentation with powers, teams and tactics in a more controlled situation. The ingame help has useful detail on Arena fights. Unfortunately, the Arena is a little unstable. I personally crash out of maybe 1 arena battle in 6.

There is a fair amount of Arena activity on the Test server. Matches, leagues and other events are set there to allow players from all servers to participate. It's useful and fun to pick a hero with a respec available, copy that hero onto the Test server, several times if you like, and fool around with your build.

Arena play is often more intense than open zone PVP fighting; the maps are smaller and a lot of very strong players and teams throw down there. Plays that work in the open zone may not be effective under the pressure of Arena battle. Be aware that powers and skills required for success in zone PVP, 1v1 Arena and team Arena can differ dramatically.

You can buy a few temporary powers in the Arena, detailed in Nicci's guide. Current info suggests that few if any other temporary powers may be used there. So you can't use:
-- any PVP zone-based temporary powers (enumerated above)
-- origin-based starting powers
-- veteran reward powers
-- funky PVE story arc based powers such as the Wedding Ring, Idol of Lughebu and the like.

(Our team specifically tested the following: Shivan Shard, Combat Invisibility, Tranq Dart, Divining Rod, [GVE] Jump Pack and Sands of Mu [vet version].)

The Arena also supports gladiator matches. Technically this is PVP since you compete against another player, but it's your Pokemon-style gladiators against those of your opponent(s) using Mastermind style controls, with the selection of fighters based on the Gladiator section of your Badge listing.


4.2. Base Raid PVP

Members of two Super Groups go at it in a battle set inside an SG base. Currently, only instant raids for fun are supported, with no consequences beyond badges. For the future, the devs plan to add support for scheduled raids, with persistent consequences.


[u]5. Self-Preservation Advice[u]


5.1 Battle Tactics

Go in a team. A big team.
Be aware that Stalkers and others will use stealth powers to ambush you and to escape if you pursue them.
Expect a lot of mez on you and be ready for it.
Keep moving - a stationary Hero is a target.
Minimize typing - stay alert. The pace of PVP battle is brutally swift.
Be aware of lines of sight. If you can't be targeted, it's much more difficult to hit you.


5.2. Key Powers to Know


5.2.1 TP Foe

This is a very important PVP power. You can be teleported into groups of player or NPC enemies, a minefield, static defenses such as Tar Patch and Caltrops, or (most annoyingly of all) the drones that guard the Villain base, which will pretty swiftly stun you and kill you. Only the last can be completely prevented - by staying away from the Villain base. Remember that if NPCs kill or damage you, you will incur debt when you die. (Drone death gives no debt.) Defense against ranged attacks reduces the effectiveness of enemy TP Foe, as do orange inspirations.

The best prevention for TP Foe is to stay out of the line of sight of enemies who might use it. Sometimes also movement you initiate before the TP is complete can help you recover from whatever the foe has planned for you. Watching for the TP Foe icons and/or animation helps you react quickly to this threat.


5.2.2 Assassin Strike (AS)

AS is the cornerstone power of the Villain Stalker archetype. Stalkers are a very popular Villain character choice, and once you've been on the receiving end of an AS you will understand why. This mega-attack can kill a squishy in one blow, and with a swift followup can take down a Scrapper as well. It must be delivered from hiding or set up with the Stalker ability Placate.

If you move *instantly* when hit, it reduces the chance of a lethal followup. If you keep moving all the time, it sharply reduces the number of Stalkers who have the skill and patience to AS you.

(Note: While in theory no attack can kill an undamaged player in one blow, in practice an AS may be composed of two or more simultaneous "applications" of damage [either because it has two damage types, gets a critical, or both.] Thus AS has the potential to deliver a one shot kill, though a little luck is required and even a squishy will often have a sliver of health left after an AS.)

(Another note: A very common Stalker attack chain from hide is: AS - Placate - any other quality attack. However, since Stalkers can crit from hiding on any of their primary set attacks, Energy Melee Stalkers [or less popular Martial Arts Stalkers] may opt to open with one of their stunning attacks to improve their chances of landing the second, killing blow. So this attack chain from hide is more like: Stunning attack - Placate - AS. This has on occasion confused guide-writing Defenders.)


5.2.3 Scourge

This is the Corruptor's inherent ability. Essentially, as the target's hits drop, Corruptor attacks have an increasing chance for bonus damage, up to double base strength.


5.2.4 Mezzes

Successful holds, stuns, and immobilizes will usually be decisive if not dealt with by the target or their team. Get Break Free inspirations before you come to the zone. If you're not a Tank or Scrapper, get a lot.


5.2.5 Hide, Concealment and Perception

A Stalker's Hide power is like Stealth, only far more so. Without Tactics, Clear Mind or another perception buff (+per) power, you won't see them coming. Other foe ATs use concealment type powers to good effect as well and it's critical to plan for this. Pretty obviously, if you can't target the foe, there's a sharp limit to what you can do (basically: use an AOE and get lucky; get some +per; wait for them to make a mistake.)

Here is a guide with discussion of the numbers.


5.2.6 Unfamiliar Powers

Unless you're really knowledgeable about powers, some of what hits you will be new to you. When in a safe place, like the hospital, check the combat log after defeat to familiarize yourself with attack types.


5.3. Game Mechanics - Know The Rules

An accurate understanding of the game's mechanics will boost both your PVP and PVE game. This is a deep subject, but to start off with:


Red Tomax on Power Stats
(partially based on Iakona, below)

Arcanaville on Defense

GlaziusF on Mez Magnitude

TopDoc on Movement

Iakona on Power Math (damage, buff %s, etc etc)



5.4 Fight Club and Duels

(thanks to Max_Firepower for this section)

Various servers have different incarnations and locations for this ‘alternative’ to the largely deserted arenas. In general, a circle of heroes and villains will (mostly) stop attacking each other so one vs. one and the occasional duo battle can be run, while others watch.

Please note, if you are NOT a part of this circle, you may be killed while approaching, particularly if you are running debuffs or other powers that affect Stalkers and others as you approach. Note, some Stalkers seem to think it is rather funny to AS players who are ostensibly watching the battle. While not common, it does happen.

Some love Fight Club. Others loathe it. If you choose to observe the ‘rules’ of Fight Club, inquire early. If you choose to ignore those rules, you may infuriate the other players (some players care about that, others do not), or may have a difficult time finding opposing players who are willing to engage in ‘normal’ PvP.

Also, sometimes players will request a duel from a foe (call them out) on the broadcast channel. It's up to you whether to leave such duelists alone; if you jump in, as a rule they don't like it if they were winning.



[u]6. The PVP Philosophy[u]


6.1. Chill out.

When you first battle other players, the chance is excellent that you will lose, a lot. This can be a real blow to the ego.. as you will quickly learn if you listen to the broadcast channel. Only some people never get over it. Relax and be willing to learn from your mistakes. It is, after all, just a game; and one where your PVE experience, while not useless, is only a small fraction of the story. The many powers in COH/COV take on a whole new tactical significance when applied by canny players. Sometimes, being hit and getting away alive is the best you will get out of a bad situation.


6.2. Talk is cheap.

If you win, gloating really adds nothing. If you lose, various types of kvetching, moaning and dissing don't retroactively cause you to win. Save your energy for something more satisfying.

By the same token, victorious enemies will crow, and defeated enemies will whinge and curse. Let 'em - it doesn't matter.

Ask no quarter. It often backfires, provoking a foe into giving you special, painful attention.


6.3. It's a team game.

Sure, a 1v1 duel can be fun, but the PVP game really comes into its own when larger groups square off. Don't get too worked up if a particular AT is your nemesis in 1v1, or if a group jumps you with unpleasant results. This is expected. The Devs have stated repeatedly that PVP is not balanced for 1v1 fights, nor is intended to be.



[u]7. Badges [u]

Dozens of unique badges can be earned in the PVP zones: exploration, accomplishment, various types of achievement, and even gladiator badges. A Villain accolade requires the Siren's Call time-based achievement badge.

I've listed several PVP-related badges below. If you need details, go read more about them on Badge-hunter.com, or ask questions on the Badges and Gladiators official forum. Coldfront provides some useful detail as well.

Most of the info below applies to Heroes; some applies also to Villains.

Arena-related badges listed in some official guide or other do not work and can't be earned.


7.1 PVP Combat Only Badges

(all Achievement)

Reinforcement
Forward Observer
Disruptor
Lanista
Grand Lanista
Liberator (2)
(This is for successful theft of an Item of Power in a base raid. The original Liberator badge is for completing the Eden trial and is not a PVP badge.)


7.2 PVP Zone-Specific Badges

You must go to the specified zone to get these badges.


7.2.1 Bloody Bay
Gunner (Achievement)
Man in Black (Achievement)
Irradiated (Achievement)
Bloody Bay Exploration Badges (4)


7.2.2 Siren's Call

Siren's Song (Achievement)
Siren's Call Exploration Badges (4)


7.2.3 Warburg

Web Master (Achievement)
Rocketman (Achievement)
Warburg Exploration Badges (3)


7.2.4 Recluse's Victory

Time Traveller (Achievement)
Temporal Agent (Accomplishment)
Temporal Spy (Accomplishment)
Temporal Soldier (Accomplishment)
Time Machinist (Accomplishment)
Somewhere in Time (Accomplishment)
Back from the Future (Accomplishment)
Recluse's Victory Exploration Badges (4)


7.3 PVP Mission Badges

(all Achievement)

Risk Taker
Agent Provocateur
Vigilante


7.4 Other Badges with PVP Zone Connections

Serpent Red Ink Man (Gladiator)
Awarded for defeating Tsoo Blue Ink Men. These are found in Siren's Call (as well as elsewhere.)

Legionnaire (Achievement)
Awarded for defeating Warrior bosses. These are found in Siren's Call (as well as elsewhere.)

Banisher (Achievement)
Awarded for defeating BP masks. These are found in the northeast of Bloody Bay (as well as elsewhere.)

Reformed/Longbow Spec-Ops (Achievement/Gladiator)
Reformed is awarded for defeating 1000 Longbow; when you get it, you'll receive the gladiator badge Longbow Spec-Ops at the same time. One way to get this for Heroes is to have a Villain confuse you in a PVP zone. Another is to defeat jail doors in PVP zone missions - some of these are Longbow. (Villains, of course, will get it with little effort after running sufficient numbers of newspaper and mayhem missions.)

Isolator (Achievement)
Awarded for defeating 100 Contaminated. The easy way to get this badge is to defeat them in the Outbreak tutorial. If a given Hero didn't do this just after character creation, though, the only way for such Hero to get this badge is to repeatedly defeat the one Contaminated that spawns inside the tram station in Recluse's Victory. Reportedly, the spawn time ranges from half an hour to as long as two hours.


7.5 Former PVP Badges Now Opened Up

Certain badges used to only be available to Heroes in PVP zones and missions; as of Issue 8 they are now also available by fighting Arachnos in police band missions or the Faultline PVE zone. These are: Fortunata Seer, Venomous, Spider Smasher, Mu Guardian.


[u]8. Links[u]

These were all either cited in this guide, or helpful to me in researching it and PVPing.

Buffy (PVP basics guide)

Nicci's PVP 101 (Arena, in-depth tactics and more)

Badge-hunter.com (badges, maps and more. Look in the vidiotmaps section for the maps.)

Coldfront (badges and more)

Red Tomax (power info, temp powers, badges and much more)

The Paragon Wiki (temp powers and much more)

Copying a hero onto the Test server - instructions

Mastermind guide (for RV heavy and pillbox controls)

Perception guide

Shivan Shard guide



Salvage Drop Guide

occasionally unstable link to a good Salvage Drop Guide (includes special PVP zone types as well as mostly PVE stuff)

(these salvage guides cover special PVP zone types as well as mostly PVE stuff)





[u]9. Glossary[u]

1v1 --- One on one PVP combat, whether intentional or not, sometimes in an Arena match
BB --- Bloody Bay, a PVP zone. See Section 3.1
carebear --- an insulting term for players who don't like PVP
drone (n) --- guard drones around bases. Police Drones for Hero bases, Arbiter Drones for Villain bases.
drone (v) --- to TP Foe an enemy into drones
Fight Club --- players gathered peacefully (?) to watch fights in open PVP zones. See Section 5.4
gank (v) --- to execute other players in a one-sided fashion. Definitions vary.
kite (v) --- to attack while moving rapidly toward then past the target. Usually done by queueing the attack, then moving.
minigame --- a "game within a game" with its own steps and rewards. See zone-specific sections for more on each minigame.
open PVP --- PVP that takes place in the four PVP zones
open zone --- one of the four PVP zones - see Section 3
own --- to defeat soundly
pwn --- to own emphatically
PPP --- Patron Power Pools - what villains have instead of Epic/Ancillary Power Pools
PUG -- Pick Up Group
PVP --- Player vs Player. Combat between players in the Arena, a base raid between Super Groups, or combat in the four open PVP zones.
PVE --- Player vs Environment. Combat against NPC foes. Before Issue 4, all of City of Heroes was PVE.
RV --- Recluse's Victory, a PVP zone. See Section 3.4
SC --- The PVP zone of Siren's Call, or sometimes (confusingly) the Hero PVE zone Steel Canyon. See Section 3.2
Shivan --- Usually a BB temp power (See Section 3.1.3) but can also refer to NPCs found there
SHW --- 1. The Super Heavy Weight class of Arena matches, fought by Level 50 characters. 2. SG vs SG matches, often fought 8v8 or 16v16 in this weight class. 3. A character created for this class.
Soul Storm --- A Villain hold power. See Ghost Widow, Section 3.4.4.1 above
spike --- a massive moment of coordinated damage from multiple enemies. A good one occurs in less than 1 sec.
Teamspeak --- Real-time voice communications software that runs concurrenly with COH/COV. Often used by PVP SGs.
Ventrilo --- Similar to Teamspeak (q.v.)
Warburg nuke --- Three temp powers. See Section 3.3.3
WB --- Warburg, a PVP zone. See Section 3.3


[u]10. Acknowledgments[u]

Sections of this guide and facts were adapted from posts and PMs by the following:

Lemur_Lad
Beef Cake
ValkyrieRising
Memphis_Bill
FunkyWaltDogg
Support (Nurse Illusion)
Lord_Crow
Rush_Bolt
Stratoman
Aged_ice
Squez
Bekkar


Additional acknowledgments:

Authors of guides and admins of websites listed in the Links section
Max_Firepower (Fight Club section and general editorial help)

The Justice for All League
Paragon's Most Wanted
Freaks of Legend
Lions Den
The New Vanguard
The UnJustice League

Labrynth
Kenau
Kildy, Plorg, Ketjak and the Monkey Gods
Marcus Hamilton
John Jayme
CharredDestruction
Toxic Glacier
Keltech
ThinMan
Truce

The COH official forum Player Questions community
and all the 24 hour party people of Siren's Call and Recluse's Victory on Freedom server



 

Posted

[u]11. Version History[u]

1.0 - initial release, August 4, 2006

2.0 - updated December 29, 2006

added:
Badge section
Game Mechanics section
new Villain-based mission info
links to Nicci PVP 101 guide
salvage references and guide links
range limitation passage in PVP Rep section

updated:
Siren's Call Villain temp powers, bounty rewards and ranges, hotspot bounty points, battle info
Recluse's Victory section
Hospital Rez section
Warburg rocket minigame steps
Patrol Mission and Door Mission sections incl XP facts
Debt section
Stalker attack chains passage in Key Powers to Know section
Arena temp powers limitations
Glossary
Intro section
general wording throughout for clarity and style



[u]12. Afterwords[u]


Hero

"...there were men and women with amazing abilities - and unbridled courage - who battled tyranny and defeated it at every turn! What happened to them? Where are they? Where are our heroes?" - Frank Miller


Villain

"Of all that is written, I love only what a person has written with his own blood." - Friedrich Nietzsche


@Colonel Jasmine
50 Empath, Freedom
+alts

Justice for All League (Freedom, Test)


 

Posted

A few comments...

You get Special Salvage for completing all of the PvP zone door missions. This salvage is required for building the better base items, particularly the Defenses. (I'm working on a big base guide, so I've been doing these recently.) You get Spells of Power or Alien Tech in Bloody Bay, and these are usually used for Advanced Defenses. Up to level 25 you get the same in Siren's Call. I also got Aberrant Tech and Scent of Brimstone in Siren's Call at 26 I think, though I think those are just rarely given out instead of the usual ones. I haven't tested higher levels in Siren's Call yet. In Warburg you get Unstable Rad Pistol, Nano Fluid, Weapon of Mu, and Demon Heart. These are used for Elite Defenses.

You earn a bonus 5 Rep when you defeat someone who has 15 Rep higher than yourself.

After one person defeats another in PvP, neither can get Rep from the other for 10 minutes. If someone defeats you in PvP, getting revenge isn't worth any Rep.

The Shivan that you can summon as a result of the Bloody Bay minigame is an Elite Boss. Using him, you can "solo" any other elite boss in the game.

Bounty in Siren's Call is Rep + 10 * Level. A level 50 with 400 Rep is worth 900 Bounty. A level 20 char with 0 Rep is worth 200. Your "Most Wanted" opponent is worth 3 times as much to you.

Strength of Will is very nice because it has a long duration. Earn a few of these and keep them in your Base storage, then grab one when you know you're going to fight a mezzing AV.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I might add more specific rep numbers stuff after I've figured out how it is split on teams of unequal reputation.

[ QUOTE ]
The Shivan that you can summon as a result of the Bloody Bay minigame is an Elite Boss.

[/ QUOTE ]

Updated.

[ QUOTE ]
Bounty in Siren's Call is Rep + 10 * Level. A level 50 with 400 Rep is worth 900 Bounty. A level 20 char with 0 Rep is worth 200. Your "Most Wanted" opponent is worth 3 times as much to you.

[/ QUOTE ]


This would cap bounty for a Most Wanted target at 2700. There are numerous anecdotal reports of higher bounty, and I thought I'd seen 3k + myself. However, I've also seen bounties that conform precisely to your formula. It's possible that these recollections are accurate but the formula has changed. I'll keep looking into it.


 

Posted

This guide is now superseded by Version 3. Moderators may feel free to lock and/or delete this thread.