The PVE'ers PVP Survival Guide 2.0


ColJasmine

 

Posted

The PVEer's PVP zone survival guide 2.0

This guide got a good reception the first time around. Looking back, I noticed a few things I wanted to point out, change, and clean up - so here we go. Round two - FIGHT!

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

Yep.

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

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

Who the heck are you to tell me this?

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

As far as PVP and my attitude toward it?

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

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

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

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

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

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

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

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

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

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


 

Posted

Before you step into the zones, prepare.

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

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

Don't worry about it.

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

Think of PVPers as *really tough* Archvillains.

What can you do?

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

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

[ QUOTE ]

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


[/ QUOTE ]


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

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

Sturdy (Damage resist, orange.) This is... iffy. Damage resistance is all well and good, and the TP Foe protection doesn't hurt, but if you don't have room for these, don't worry about it.

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

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

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

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

Breakfree (Mez protect, light purple._ Have at *least* one of these to deal with stuns, holds, and the like if you're a squishy. I like at least two, even at 15. If you're not a squishy, stick a toe into the zone and make sure you still have your mez protection power. If you do, it's not such a big deal for you to have these. They can also help with Placates.

Respite (Green, Health.) Need I say "Duh" again? That said, if you're a blaster, you may want to forego some of these for more Lucks or Sturdies and take advantage of Defiance. Up to you.

3. Empowerment stations - you have the power (dun,dun, dun dun dun... )

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

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

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

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

Go get buffed!

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

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

5. A team.

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

Metagaming and other preparation

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

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

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

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

In the Zone

Use /whoall and /hide as mentioned.

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

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

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

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

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


 

Posted

The zones

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

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

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

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

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

Now, the individual zones:

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

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

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

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

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

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

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

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

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

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

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

You'll glow green.

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

Beating the Bloody Bay Minigame.

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

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

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

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

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

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

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

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

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

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

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

Yes, remember, 59 feet, not yards.

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

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

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

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

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


 

Posted

Siren's Call
Level: 20-30
Minigame: Control the Zone
Reward: Depending on control level, temp powers are available to purchase.
Mobs: Arachnos, Longbow, Warriors, Tsoo, Sky Raiders. (Vaguely recall grey Clockwork too.)
Other temp powers: Combat Invisibility
Zone notes: SOs at 20!

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

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

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

So, you should solo, right?

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

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

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

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

How do you get control?

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

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

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

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

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

But so has everyone else.

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

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

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

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

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

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

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

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

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

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

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

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

Conclusion

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


 

Posted

Nice Guide Bill -- a good description of PvP for the common player, and good description of the zone games.


Main Characters - Virtue:
Manowar - Inv/SS/Pyre Incarnate Tanker
Mr Edward Hyde - SS/Inv/Scirocco Incarnate Brute

 

Posted

Indeed, I've really enjoyed this, Bill. Awesome guide, and I recommend it for anyone interested in starting their long journey down PvP lane.

I especially loved how you said Arena PvP is a different animal entirely. Too true.


 

Posted

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I've...found this really encouraging and informative.

[/ QUOTE ]

As an avid, but 'in zone, on my server only' PvP'er, I LOVED this guide, and thought it was VERY good advice.

Thanks for making it a positive one.


 

Posted

Good Guild... about the only thing I find missing is;

If you find yourself a team you like and can work well together with, get them on a teamspeak server or any other chat program (I use x-fire) when you zone. Makes life alot simpler, and will get you a few more kills.

... And its lot more fun, talking to your teammates while PVP-ing.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

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As an avid, but 'in zone, on my server only' PvP'er

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Your server being... Freedom?

Good guide, Bill. I wrote one myself (see sig) but yours presents the information in a different way, perhaps better suited to some readers. The more guides the merrier, I say.


 

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Unless you've agreed to a duel with "no inspirations," it's perfectly fair.

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Other people might care less about your "Duel". So you should also be prepared to have people jump you when your not expecting it.


 

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Unless you've agreed to a duel with "no inspirations," it's perfectly fair.

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Other people might care less about your "Duel". So you should also be prepared to have people jump you when your not expecting it.

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Very true. I was only pointing out the one person who would actually have a right to gripe about inspiration usage in one situation. (Though to be honest, I've had some duels last a good while - brute vs peacebringer (draw,) MA stalker vs stone tank (won with my stalker after about 5 min. Lots of blues were eaten.))


 

Posted

A bit of more or less related advice: know your weaknesses and don't let others exploit them.

Example 1: I'm on the zone with my radiation defender. A brute asks me to duel and I accept; but then he insists doing it under a bridge where my maneuverability will be highly impaired and he'll be able to close to melee easily, and calls me a chicken if I move out of the 'cage'. In the open, I can move freely out of melee range and debuff his butt. I don't need my abilities crippled.

Example 2: I'm on my peacebringer (mostly energy damage) and an electric brute taunts me to duel him. Electric armor soaks up energy damage; there's not a chance in hell of me doing enough damage, and the brute knows it. I'm not interested in a fight where the odds are immensely against me.

There are other examples, but they all boil down to the same thing: if you're trying to have a good duel with someone, don't accept conditions that cripple your abilities. Don't give in to taunting. A player who's looking for easy targets is most of the time the same player who will gloat afterwards about how much he rules and how much you suck. Don't give them the chance and you'll save yourself a lot of frustration.


www.SaveCOH.com: Calls to Action and Events Calendar
This is what 3700 heroes in a single zone looks like.
Thanks to @EnsonsDeath for the GVE code that made me VIP again!

 

Posted

Debating a rewrite for I13. Haven't gotten my head around all the changes with it.

However, a few quick highlights from taking my tank into BB to snag a shivan and a few presents (Fire/SS.)

- Holds.

Holds have changed dramatically after I13. This is either a good or a bad thing, depending on which side of them you're on. If a hold lands, you will be held. The only question is for how long.

This is true for NPCs as well as players who are trying to hold you. If you're used to ignoring the slightly irritating Agony Mage? Don't ignore them. They will hold you and drop your offensive toggles.

If you're the one DOING the holding, your holds may last longer - or they may not. But if they land, they will take hold. So to speak.

- Toggles

We've had a lot of things happen in PVP when it comes to toggles, from some hits dropping almost everything, to having a chance to drop one, to seemingly ignoring it unless you're stunned.

Now?

Holds drop offensive toggles. If it affects an enemy, it will drop, period. So your Fire tank, Spines scrapper, Ice tank, Rad defender, Ice controller or dom (Arctic Air) - your toggles will drop.

Defensive toggles are still on, so you're not completely defenseless, and don't have to spend time retoggling.

This, combined with the holds, is probably more of a rude shock to melee types who are used to being able to pretty much ignore anything and be a walking AOE. You must check your toggles!

- Effects of being hit.

Have your power monitor open? Good. Add "Regeneration Rate" to it, and walk by something that never bothered it before - say, a Freak gunner. Let them hit you. Note anything dropping? The gunner hasn't changed. The effect of being hit in PVP, however, has.

- Travel suppression and teleport.

In an effort to keep people around and fighting, travel suppression has taken hold. If you attack or are successfully hit, your travel speed is vastly reduced.

Of course, that brings up Teleport, which has *no* speed. it just moves you from place to place. Initially, Castle wanted to just reduce its range - which other players have also suggested. However, he found that reducing the range of teleport *also universally reduced the range of everything on that character.* That not being a good solution, at the moment (i13,) if you're hit and you use Teleport... I hope you like sprint, because your travel power no longer works while it's suppressed.

*looks up*

I think those are the biggest "gotchas" for someone entering the zones for the first time. If I'm explaining those wrong, or have missed something (have to check on heal decay, that was in and out during beta so much...) let me know. Note I'm looking for things that are *noticable,* that would confuse a new player, not .5% reductions of dps in specific situations or whatnot.


 

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Defensive toggles get suppressed. They're still on, so you're not completely defenseless when the hold goes away.


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Inaccurate. In PVP defensive toggles do not suppress when you are held.


 

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Defensive toggles get suppressed. They're still on, so you're not completely defenseless when the hold goes away.


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Inaccurate. In PVP defensive toggles do not suppress when you are held.

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Fixed. Thanks.