Thresholds CoH: What to do When [i12]


Ang_Rui_Shen

 

Posted

Having recently achieved my eighth level 50 character, it seems about time I finally updated my issue 7 guide sharing some of the information I've absorbed. This guide shall attempt to describe the various tasks and abilities which are available to heroes as they level. I'm not an expert at CoV; some of the information will be useful to villains, but the guide is definitely written from a hero's point of view.

The various sections are divided by level. Except for the tutorial at level 1, the level heading is merely the first, not the only, level at which you can begin doing the task(s) listed.

Level 1 (optional tutorial)
Outbreak is your purview. Learn to move, read the map, and use your powers. Free a hostage. If you wish to stay and earn the Isolator badge, defeat 100 contaminated foes. This is easiest to accomplish if you do the guided tasks first, which will effectively advance you to level 2. Defeating the contaminated becomes easier at that point, because your ability to hit and damage them will increase.

Do not revisit Coyote until you have earned the badge. Once you click him that second time, you will have to leave Outbreak. You cannot go back, unless some grouchy elitist time traveler should decide to send you at a much later date.

Level 2 (or 1 if you skipped the tutorial)
Atlas Park and Galaxy City are your purview. You are also able to hunt in the lowest level hazard zone, the Sewer Network (accessible via Atlas). If you go there, or any other hazard zone, be part of a hunting team. Soloing in a hazard zone is, well, hazardous.

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

Lt. Wincott will soon introduce you to Meg Mason, who is helping the Paragon Police Department (PPD) fight the various gangs in the Hollows. Many of her missions are timed and are not part of the Hollows arc (which the other five contacts lead you through).

Beware the Hollows Trap. Some players never develop their other contacts until completing the missions offered by the six Hollows contacts. One can miss a lot of non-Hollows content available from 5-15. Experienced players may wish to focus on the Hollows exclusively, but new players should be aware there is a lot more going on.

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

3) A detective will be assigned to you upon your first entrance into Kings Row. Detectives are special contacts who will make available missions via a police band radio. To get your radio, visit the detective. It will then become a permanent part of you contact list. Clicking the radio (aka "scanner") will open a window, normally allowing you to choose one of three missions. Doing three such missions (whether your own or a teammate's) will allow you to run a safeguard mission. In a safeguard mission, your main goal is to prevent a bank robbery. The reward for successfully completing the safeguard, when the mission holder is between level 5 and 10, is a Raptor Pack. This pack is a temporary power which allows you to fly. It lasts for two hours of on time, perfect for holding you over until you can choose a permanent travel power at level 14 or above.

There are many temporary powers you can get from doing safeguard missions. Generally every five levels, you can do scanner missions and a mayhem in level-appropriate zones. For example, between levels 11 and 15 you could do three scanners and a safeguard in Steel Canyon. The temporary power for doing so is a Zero-G Pack, which gives you two hours of super-jumping. As your level increases, you will need to do more scanner missions to receive a safeguard mission. There will be side missions within the safeguard itself, some of which offer a second temporary power. Be polite during safeguard missions; allow the mission holder to "click the glowies". Any additional powers go to the clicker, not the entire team nor necessarily the mission holder. Also, each safeguard mission contains an exploration badge. Gaining the full set of these badges earns you an accolade. See list toward the bottom of this post of safeguard missions.

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

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

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

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

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

4) You can learn about inventions by doing the invention tutorial. You begin this by seeing Admissions Officer Lenk, located at the University in Steel Canyon. I typically wait until level 12 to do the tutorial, so I can craft a level 15 enhancement, either an accuracy in Brawl or a recharge in Rest.

5) You can join the Midnight Squad and gain access to their headquarters. See Montague Castanella in the library of the Steel Canyon University. He will get you started on a membership arc that culminates in a unique form of heroism.

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

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

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

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

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

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

[/ QUOTE ]

2) Faultline is now part of your purview. This zone is now a combo city/hazard zone, accessible by all heroes. Visit Jim Temblor as your first contact there. You may be sent to him by another contact, but no intro is necessary. He'll give you missions once you turn 15. He is located by the metallic sculpture a bit south of the hospital.

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

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

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

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

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

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

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

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

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

Level 25
1) Visit Ouroboros. You may have already gained the permanent portal power to get there; any time-travel related mission would have granted you this ability you can use beginning at level 25. If not, ask another level 25+ player to open a portal for you. Once in Ouroboros, you can get its exploration badge, which will grant you the portal power. See The Pilgrim to begin the 4-mission arc which makes up the Ouroboros introduction.

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

Random thoughts on Croatoa, Striga, Faultline, and the Hollows
Faultline was a hazard zone up until i8, Croatoa was considered a hazard zone for several weeks, with a clearance level of 25 required for entry. Each of these four zones is "linear" in the sense that there are four primary contacts within the zone. When you finish one contact, they introduce you to the next. The mission sequences are the same for each character who runs the "zone arc", although there may be minor order differences of mission from a given contact.

With the exception of the Hollows, you can gain some nice temporary powers by doing their missions. From Striga you can gain the aforementioned Wedding Band as well as Holy Shotgun Shells (shotgun which does extra damage to Banished Pantheon), Warwolf Whistles (summons a warwolf to fight on your behalf for 5 minutes), and EMP Grenades (for stunning foes). From Croatoa you can gain a Bow and Arrow and an Iron Sword, as well as a few other zone-specific powers. In Faultline you can earn the right to enter Mr. Yin's store, and purchase SOs usable by players level 11-24. The SOs are limited by origin, however. Each origin can only use one kind of SO. For example, mutants only can slot a damage enhancement called, "Talisman of the Altered Offspring". You can buy any of the enhancements, however. Thus you could buy ones for SG mates that you yourself cannot use.

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

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


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

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

3) Patrol Warburg, the third available PvP zone. No introduction is needed for Agent Goddard. See him, accept the patrol he offers, and receive the third temporary concealment power, Hyper Phase. Again, this lasts for 30 minutes of ON time. This one is renewable thru level 50!

With concealment powers available for "free", I do not recommend the Concealment Pool powers. If you do want powers from that pool, I suggest waiting until your late 20s. (Combat Invisibility is not renewable past level 29.) Since you can attack with Combat Invisibility (and not the Concealment Pool Invisibility power), the temp powers are a better choice all around. Note that even the Grant Invisibility power is available from a base's empowerment station. This is a renewable ability which lasts one hour from the time of creation.

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

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

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

Level 35
1) The Rikti War Zone becomes part of your purview. Up until issue 10, this zone was known as the "Rikti Crash Site", a level 40+ hazard zone. It remains a hazard zone, but almost unique in its nature of being a permanent cooperative zone between heroes and villains. Both can be members of the same team, fighting the Rikti for the survival of mankind itself.

2) As of issue 12, Cimerora also became part of your perview. This is another cooperative zone existing in an ancient Roman area. Access it via a crystal in the Midnight Squad headquarters.

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

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

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

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

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

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

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

Level 44
You can take part in the third and final respecification trial. Teams begin in Peregrine Island. The contact who sponsors the trial is Major Richard Flagg. He is located in the Portal Court neighborhood.

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

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

HOs are level 50, and will be available for characters 47 and up. Since you can enter the Hive at 45, the rewards offered to those who can't get HOs are either a rare recipe or normal SO. A Hamidon Enhancement (HO) has the same strength as an SO; the difference is each HO improves two characteristics at once, such as accuracy and damage.

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

Hazard Zone Base Entrance Level
* Sewer Network: 1
* The Hollows: 5
* Perez Park: 7
* Boomtown: 10
* The Tunnels: 12
* Striga Isle: 20
* Terra Volta: 20
* Dark Astoria: 21
* Crey's Folly: 30
* Eden: 33
* Rikti War Zone: 35
* Cimerora: 35
* Abandoned Sewer Network: 36
* The Shadow Shards
*** Fire Base Zulu: 40
*** The Chantry: 40
*** Cascade Archipelago: 40
*** Storm Palace: 44
* The Hive: 45

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

Safeguard Missions
<font class="small">Code:[/color]<hr /><pre>
Scanner Zone(s) Bank Zone Level Range Temporary Power
--------------- --------- ----------- ---------------
Kings Row Atlas Park 5-10 Raptor Pack (fly)
Kings Row, Kings Row 11-15 Zero-G Pack (superjump)
Skyway City,
Steel Canyon
Faultline, Skyway City 16-20 Resuscitation (self rez)
Skyway City,
Steel Canyon
Independence Port, Steel Canyon 21-25 Summon Teammates
Talos Island
Independece Port, Independence Port 26-30 Movement Speed Increase
Talos Island
Brickstown, Talos Island 31-35 Endurance Increase
Founders Falls
Brickstown, Brickstown 36-40 Health Increase
Founders Falls
Peregrine Island Founders Falls 41-45 Life Insuranced (less debt)
Peregrine Island Peregrine Island 46-50 Regeneration Increase
</pre><hr />


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

Here is a link describing most trials and task forces:

* Wiki CoH Task Forces
* Wiki Trials and Raids


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

* Maps
* Badges and Accolades


-- Rich
* Thresholds CoH: What to do When
* My Comics Collection

 

Posted

Exactly what i was looking for. Really nice work!


@Prandi - Freedom

Arcs:
# 143959 - Freedom Phalanx, Arachnos Forces and the Deadly Virus.

 

Posted

[ QUOTE ]
Level 22
You can begin buying Single Origin (SO) enhancements from stores in Talos Island and Independence Port.

[/ QUOTE ]
And Faultline.


 

Posted

Great Guide.

I do however differ in oppinion on one thing. The Hollow's Trap is less of trap as it is an alternative place to be in that level range.

Personally, I'm so sick of running around doing the same missions in Kings Row/Steel/Perez/Skyway that I've welcomed the new content and changes that they've brought to The Hollows. Now, since the missions are in the same region as the contact who gives them to you, travel powers aren't even needed to make it tollerable.

It's all a matter of personal taste, but since this is an I12 guide, The Hollows is where some of that new I12 content is.


Centinull

 

Posted

lvl 6: you mention planning on 5 power pools, though you're only allowed to have FOUR, max.


 

Posted

Thanks for the feedback folks! Keep it coming.

Ang_Rui_Shen, I mention Mr. Yin's store, and the early SOs, in the commentary at level 25. Perhaps I should mention them much earlier, when a character could first slot them. Well, if he can get someone to buy them for him, anyways.

Centinull, I had modified my description of the Hollows Trap between the Issue 7 and Issue 12 versions of this guide. Doesn't the text:
[ QUOTE ]
Experienced players may wish to focus on the Hollows exclusively, but new players should be aware there is a lot more going on.

[/ QUOTE ]
address your concerns?

LygerZero, I am describing "pool powers", not pools themselves. Is this distinction unclear?


-- Rich
* Thresholds CoH: What to do When
* My Comics Collection

 

Posted

[ QUOTE ]
lvl 6: you mention planning on 5 power pools, though you're only allowed to have FOUR, max.

[/ QUOTE ]

No, this is what the OP said:

[ QUOTE ]
Most players should plan on at least 5 pool powers by the time they turn 20.

[/ QUOTE ]

That's 5 pool powers not 5 power pools.


Global = Hedgefund (or some derivation thereof)

 

Posted

Good work there, Rock. Very useful skeleton to hang your CoH experiance on.


Rend this space....

 

Posted

You might want to include a note that explains how to skip the tutorial; I sure don't know how. heh.


 

Posted

Any plans for a Redside guide?