The Combat Handbook - v2.AWESOME!
Comprehensive. Informative. Chock-full of tips and tricks from some of the most knowledgable in our community.
Frankly, it should be required that every person read this.
I have a tip for characters who are supporting a team, particularly (but not limited to) Defenders and Controllers. Getting an entire fallen superhero back into the fight is WAY MORE EFFECTIVE than any attack or buff you may have to cast.
I can't tell you how many times I've seen a key team member lie there dead, or slog three floors to find the team on a big map, while players with recall friend and/or rez powers use their Tier 1 and 2 blasts on bad guys -- and sometimes justify it "because the team was in trouble" or "no time to rez someone."
No matter how good you are, you do more for the team spending a few seconds adding an entire additional superhero to the fight and then go back to doing your thing.
This is not to be construed as a rant against Defenders blasting -- please use that secondary to your heart's content! But also please don't leave good Blasters and Scrappers face-down while you do. Leverge the power of your teammates! They'll help win the fight, and they'll appreciate not being bored while waiting for someone to notice they're dead.
Sailboat
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
You know there are times when in trying to bring a person back your not there saving I don't know one, two or more other people. Also the very place at where someone is laying maybe quite a dangerous place to res them. It's not unknown to see a defender res someone only to then see them both get pbaoed or coned by an AV. I think you just have to respect the player who's playing their character, on their account, their way, personal decision. It maybe more educated, but then maybe not especially with the slog 3 floors looking "if he was left there".
On topic: No opinion of guide (not read it).
Sure, but I'm talking about players who are not considering that -- players who just keep blasting away without looking up and thinking about the team.
Sailboat
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Woah, when I blast I often watch healthbars too. Sometimes a person can be saved from you focusing on or one shotting the rest of their targets (unless they pbaoe) or often I throw some control their way...like "omg they're swamped" *throws caltrops* (not on tanks ofc).
The real problem with this guide is that it relies on a team-based paradigm. And when you're mainly a solo player, which I am, most of the team-based advice is useless.
Of course some wit's going to tell me to get a team. I mainly play during the mornings and early afternoons when most of y'all are either at school or work -- it's impossible to find a team, so I'm stuck soloing.
Now reformatted for the new forums, enjoy!
Fantastic job on this handbook, I've binded several quotes from this post onto my tank and empathy because they are major team players, and just from sending out quick messages to unexperienced players has changed a team from wiping twice in the first mob to successfully completeing an ITF in 27 minutes. (same team, same players, same day)

The real problem with this guide is that it relies on a team-based paradigm. And when you're mainly a solo player, which I am, most of the team-based advice is useless.
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I solo 90%+ of my game time, and have done so with a lot of ATs including
so-called difficult soloists like Emp Defenders. I think I can distill this excellent
guide (nice work PK) into something that soloists can find applicable too.
First, a LOT of the points made DO apply to solo play - especially these:
- Know your AT - its primary role, its main strengths, and its risk areas.
The descriptions provided are good guidelines, but only actual play will show
what you can and can't do well... You should have a pretty good idea of that
for any toon you play by L10 or so... (Yes, it can change as you level, but
the basic gist will still apply). - Know your Enemy - which factions are most difficult for your toon, and which
mobs within a faction are most dangerous (ie. Quants/Voids for khelds,
Sappers for most folks, mezzers for Blasters etc.) - Know the Terrain - All of the Line of Sight advice applies to soloists - even
moreso than teams. For instance, my Stalker will even use pillars in a room to
funnel/split mobs - My troller loves corners for herding mobs into (via hurricane),
and my Blaster loves them for pulling and ducking around. - Knockback IS defense - especially for soloists... Most of my squishies get
Air Superiority, my Tanker loves his Ice Patch, and my PB Nova always opens
with his knockback blast -- Don't underestimate how helpful it is for reducing
incoming attacks. - Inspirations can be battle changing - use them... You'll get more...
multi-player co-operative attack strategies, for instance, so I'll add some Tips
that I think *are* helpful.
* Pace
As part of the "know your AT" item, know the pace at which it fights. Clearly,
an Emp Defender won't go as quickly as a Brute - ever... Even two of the same
AT may fight at different paces based on build particulars (Hasten, Stamina,
Pets, etc).
Fight within the pace for your toon. When in doubt, Slower is Safer.
* Aggro Management
You're on your own - no cavalry is coming... The number one way to help yourself
is to control the amount of aggro you generate.
- The first point here is scout the fight - determine who will aggro when
you attack and plan accordingly to minimize aggro. - Prioritize the targets - kill the most dangerous first (Be aware that
might not be the highest lvl mob/Lt). If you don't have a high priority
target, then take out the easiest 1-shot target you can... 1 less enemy
is *always* a Good Thing for the soloist. - Use snipes, holds and status effects to "sequence" the battle. Use terrain
to funnel combatants to areas that favor your attacks and prevent theirs.
For single target killers - take charge of the order that you'll kill the mobs.
For AoE killers - take charge of the placement of mobs to maximize the
powers you use (see point below). - Don't be shy about getting out of Dodge if things go south.
When in doubt - Leave Sooner than you Think. You can *always* come back.
Further, mobs chase at different speeds - you can often string them out
this way (for ST sorts) or herd them to an ideal ambush point (for AoEs) - Divide and Conquer - Any time you can split groups it's good for ST guys
(terrain, snipe pulls, Tp Foe, holds) all let you do this... For AoE guys, any
time you can funnel them into a contained area it's good for you and many
of the tricks to separate them can be used to funnel them instead - be
creative - Have an "Oh Crap" plan... Have an escape route to bail if needed (usually
the way you just cleared out works). Also, for squishies, pick up an Etheral
Shift (phase power) or get Phase from the Pool Powers or Hyper Phase from
a Warburg patrol... In short, give yourself any/every opportunity to live
through the battle even if it does go south. Don't be shy about using it...
Teams prevail through brute force as a general rule, and soloists prevail through
guile...
If your toon is squishy - get some form of Stealth - it doesn't have to be at
PvP levels, but it is (imho) very beneficial for Scouting, Aggro Managment, and
Fight Sequencing.
There are only three choices for dealing with a mob... Kill it, Bypass it, or
get wrecked by it. Stealth won't help you on the last of those, but it's a
big help for the first two cases.
Remember - for you, First Strike often IS first kill... Stealth gives you First Strike.
* Slotting
Most times that battles go south on me can be attributed to two reasons:
Bad Aggro Management OR I whiff on a target at a bad time...
As a soloist, I slot my attacks well... The *only* way to get XP is kill stuff,
so, I always try to achieve 60+% ACC and 90+% DMG on my attacks...
Whether you do it through SO's, IO's, Sets, or Procs, is up to you, but keep in
mind that you're going to miss 1/20 of your attacks (95% Max to-hit) on your
best slotting... Why make it any worse than that if you don't need to???
* Difficulty
I know with I-16 and that handy slider it's tempting to set difficulty up...
In the "know your AT" category, set it to your strengths.
I don't recommend changing it from default until SO time frame (L22+), but even
so, set it to your strengths...
For instance, My Stalkers (as a single tgt killer) sets it to +2/X1 - Difficult mobs,
he can kill... 1 at a time... Groups are hard for him... My Troller and Tank set
for 0/X4... Bring on the groups... My troller is squishy, so he doesn't want
the Tough guys, and my Tank kills slowly, so he doesn't want to take all
day to handle one group...
Set your difficulty based on your toon's strengths...
There ya go - that's my take on strategies for the soloist, and I hope you
find them helpful... YMMV
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Excellent stuff FS, nice add.
Line of sight pulling is particularly effective for masterminds, also (if you don't mind me dipping into villain territory). By casting a debuff and then ducking around a corner before the mob can react, I make it come to me before my pets start to attack. This way, I am able to pull smaller groups without having to sacrifice bodyguard mode to issue a specific command to control my pets.
I'm new-ish. Again.
@Kahzi. Pinnacle, mostly.
The Rebirth of True Heroes
I. Introduction
Hero - A person noted for feats of courage or nobility of purpose, especially one who has risked or sacrificed his or her life.
Source: Dictionary.com
This manual has one simple purpose: to crystallize and publicize my four year's worth of City of Heroes combat experience and the experiences of other brave heroes into a good solid guide for gameplay tactics. This guide's first version was written after the "Issue 6" crisis; in fact, it was written in response to it, and to the coming of the true villains in our midst - the player villains. Much of the knowledge contained in this guide has been seen in many other places before; the purpose of this handbook is not to claim ownership of these ideas, but to place them all together in one place for ease of use. If any hero has contributed to this guide, I will place his name next to his ideas in parentheses like so (HeroName). This way, everyone gets the credit that they are due.
A hero, a true HERO as described in the above definition does NOT complain about being powerless, for the true hero's power lies in the strength of his heart, does NOT whine, because he knows that there are people worse off than he is, and does NOT have the word 'nerf' in his vocabulary, because he accepts challenge with a grin, not a frown. This manual is dedicated to all the true heroes that are still out there.
Special Notes: The entire manual will use the pronouns "him and he" to save time and space, not to slight the fairer sex. This guide will not cover the Epic Archetypes or PvP.
II. Purpose and Intent - The Five Archetypes
City of Heroes was designed to be a combat-oriented game. While with each new Issue more and more non-combat content is being added, the game at its core is a combat game. The five archetypes represent different methods of playstyle. Much of the reason why players become upset over changes to the game is that they are used to one playstyle or another and the changes affected the playstyle they were used to. Tough cookie. In the world of combat there IS no playstyle, there is only war, and in war anything goes. The good solider knows how to strategize and work with what he has, to be resourceful and cunning.
However in this game, the designers have explicitly stated that each archetype was DESIGNED with one ideal playstyle in mind, one playstyle that compliments that archetype better than any other. While players are free to attempt other playstyles with their unique builds, these playstyles have been proven time and time again to be the most effective:
- Tankers: Melee combat, valuing defense more than offense. Wins by being tougher than the enemy.
- Scrappers: Melee combat, valuing offense more than defense. Wins by destroying the enemy one by one quickly.
- Blasters: Ranged combat, valuing offense more than defense. Wins by destroying the enemy from a distance quickly.
- Defenders: Ranged combat, valuing defense over offense. Wins by helping his team survive the fight.
- Controllers: Ranged combat, valuing control over enemy's actions. Wins by stopping the enemy from doing anything.
While there are 'blappers' and 'scrankers' and 'blaptrollers' and 'blaptankrollers' and every other possible combination out there, these are the PURPOSE, the driving force, the Tao of these archetypes. This is what these archetypes were made for, these are the IDEAL. You can try to swim upstream, and if you are strong in mind and will, can succeed, but if you are a new player, going with the flow will get you the greatest deal of success.Here are your roles:
III. Primary, Secondary, and Pool Powers - The Great Confusion
Remember how I was talking about 'scrankers' and 'blappers' before? Well, they are violating the first basic rule built into the game. Listen to this, and repeat it as a mantra:
My primary powers are my PRIMARY powers, and my secondary powers are SECONDARY.
Scrappers were never meant to be tankers, Blasters were sure as HECK never meant to be scrappers, and anyone that tells you otherwise is just plain confused. A Scrapper was designed to dish out damage, not to take it, and blasters were meant to attack from a distance, not up close. Scrappers defense was put in there to be a compliment to their offensive attacks, not to replace them. Blasters melee and control powers were meant to keep enemies away from you or kill them quickly when they get too close. I only pick on these two archetypes because they seem to be the only ones that are confused about their place in the world. If you really feel the need to play a 'scranker', then play a TANKER. If you really feel the need to play a 'blapper', then play a SCRAPPER. If you are an experienced player, you can probably make one of these unique builds work, but only if you are brave and cunning and have a quick wit. Most players would do well by sticking with what their archetype is good at, and trying to be the best tanker/scrapper/blaster/defender/controller that they can be.
Along with that, remember that Power Pool powers were meant to be a compliment to your character, they were never meant to be relied upon for major support. These are nice bonuses that can enhance your current abilities or fill some small gaps in them, but they were never meant to make you into something you are not, they are far too weak compared to similar primaries and secondaries for that.
IV. Movement and position - How a Little Space Goes a LONG Way
Issue 6 has brought a problem to my attention. This is a problem that I have seen for a long time now, but a problem which has been exacerbated due to the global defense reduction and Enhancement Diversification. Most heroes in a combat situation, DON'T MOVE. They find a spot where they feel comfortable and they stay there. This is a big mistake. In combat, strategy is one part planning, one part resources, and one part cunning. While you may have the most 'uber' build out there, and you may have the best enhancements and teammates, if you don't have a good personal strategy and knowledge of your position in the battle, you are lost. Your enemies are AI (artificial intelligence) and cannot move except in certain pre-defined patterns, why hinder yourself and lobotomize your advantage by acting in the same manner??? The following are a few movement strategies:
- Remember T.G.I.F., Tanks Go In First (Local_Man) - As a Tank, I wait until everyone is ready (use the F7 key!), and then I usually go for the biggest bad guy on the front line. I hope to clog things up for the baddies behind. If there is another Tank on the team, I try to coordinate with him so that I take one side, he takes the other. I also try to coordinate with the other tank on who will really lead into the first attack, so that the other will follow the first one's lead. (As stated above, communications is key. Keybinds can be set up for this. I sometimes use /bind [key] "team I have the $target in my sights" or something like it.) As a tank, it generally is NOT my role to save a squishy, unless there are very few bad guys left. My role is to try to keep the bad guys AWAY from the squishies. As a scrapper, I often try to hang out with the Tank. I let him go into the front line, then start attacking the bad guys orbiting around him. I only go after his target if it looks like he is in trouble, otherwise I focus on the others around him. If you have two tanks and two scrappers, each pair should be a sub-team. I DO keep an eye on the health of the squishies, and run off to help if someone is in trouble. If there are more scrappers than tanks, have one scrapper hang back closer to the blasters/defenders/controllers specifically to take care of any bad guys who go after them.
- Aura Efficiency (Arcas) - Having a near invulnerable team with tons of stacked auras and outside defense (dispersion bubble + triple maneuvers + steamy mist, etc.) doesn't do much good if the team formation isn't taking advantage of it. Stacked auras are only a bonus when everyone on the team is in range of all the auras. You don't always need everyone in a tight cluster, like my storm defender who piles the team inside of hurricane. This is definitely the case with the previously mentioned tank/scrap front line and ranged rear line. But it's a major help on any team when everyone is in range of the leadership and aura defense powers or when a acc. metabolism or recovery aura fires and hits everyone on the team. The same for healing powers. It's much more endurance and battle efficient when a team can take care of all the healing with a few auras, than with a lot of time consuming single target heals because no one is close enough for the auras.
VI. Targeting and Combat Strategies - Oh Those Lovely Reticules!This is another aspect of combat that is almost universally looked over. Most heroes just use Tab and attack the first target that they acquire, then attack it until it is dead. This is another big mistake. That is what the computer does, and don't you want to be smarter than the computer??? There are several strategies that you can take with different methods of targeting. There are two main methods, and several smaller ones:
- Focused Attack - All players on the team click the Tanker or Scrapper (if no tanker is available) on the team window. Now whenever you fire your powers, the powers will hit the toughie's target. This works really well with high level mobs that you need to take down one by one, and excellent against bosses. If there is a boss that heals or mezzes in any way, you should use this strategy to take them out first. Other melee combatants can attack as they please, wherever they please. This will draw attention away from the main toughie that is focusing the rest of the group's attack. The toughie needs to make sure that he keeps a fresh live target at ALL times, otherwise the team will sit there doing nothing while the enemies whale on them.
- Unfocused attack - All players each target a different minion, to take the minions out more quickly. Use this when the number of minions is large and when there is fear that you could be 'plinked' to death by 1,000 tiny attacks. As long as every hero takes on at least one minion alone, they should each be able to handle the small aggro they draw. This works best as an aggro management strategy when everyone attacks the enemy mobs at ONCE.
- Aggro Splitting, Unfocused Attack part B (Arcas) - Outside of a tank, you rarely want any single hero taking all the aggro completely alone. Try to coordinate it so multiple teammates can open a battle, if possible. Aggro splitting is key for my scrapper who runs all-tanker/scrapper teams. Everyone on those teams is pretty tough individually, but every single one of them would die if they tried to take ALL the aggro by themselves. But when they rush in as a group, quickly eliminates the bosses, and split the remaining aggro, the total damage taken is greatly reduced.
- Buddy System - This works really well either with sidekicks or without. Each team member picks a 'buddy', and they attack enemies as a mini-team. This allows your team to follow more subtle or complex strategies, and gives you some backup assistance from a close ally.
- Save Me! - When you see an ally's health meter turn orange or red, and if you are not a defender, there is still something you can do about it! Click on them in the team menu and fire off your powers. If you are a tanker or scrapper, you can click your ally's name, then press F (by default( and more easily get to the source of the problem. Hopefully you will have enough power to either destroy your teammates would-be assassin, or at least draw him away. Buffs and healing also works out well this way. The team window is not just for seeing who is on your team, it is also a valuable targeting tool.
- Targeting Techniques (Arcas) - Many heroes have binds set up to target specific teammates. Others simply click on the hero or the name of that hero on the team list. I continue to use the old school method of SHIFT-selecting. Holding SHIFT and pressing the number keys 1-8 will select the team member in that position on the list. Given practice as a chronic assisting blaster, a force fielder, a kinetic, or a single target healer, and you can become incredibly fast with shift-selecting.
- Aggroball (Fulmens)- The idea is that one character starts with the aggro and then then someone else steals, thus distributing the pain among multiple characters. Often a Scrapper/Tank pair can do this nicely- Scrapper takes alpha, Tank taunts the villains off them. I've also done it with multiple Blasters, one with Phase Shift, and in other situations as appropriate.
- Shock and Awe (Fulmens) - This is another "PUG" (Pick Up Group)-friendly technique, because it's basically what a Blaster does all the time soloing. You hit the enemy spawn with all the AoE damage the team can muster and then clean up the lieutenants and bosses. There are subtleties to doing this. For one thing, most minions take about three AoE attacks to drop - even with buffs- and Blasters generally only have one or two. So the multiple Blasters have to hit pretty much together. For another thing, the non-knockback attacks have to hit first. Think "Burn, then scatter. "
VII. Communication -A crucial area of combat that I almost completely forgot about in my original Handbook was communication. Luckily, alot of heroes have stepped forward to provide much of this information.
(Cyberforce)
Talk to one another. Take the time to assess your enemy, develop a strategy, organize your attack, and devise a "go command" to start it all. Team leaders and experienced players usually know how best to survive. Listen to them. Here are some simple rules when on a team: (gWrath)
- ]If you need help, ask for help by typing it out or pressing the default function key. As a tanker teammate, I can run over there or taunt your target. As a blaster or scrapper teammate, I can target you (which in turn targets your foe) and blast away. Use the team window or SHIFT+# to choose your teammates.
- If you're mezzed, type "zzzz". Healers can unmez you or someone can run over and hand you a break free.
- If something's broke, fix it. The standard strategy I see in PUG is the simple "run-in and blow everything up" strategy. Teams likes that bc it's simple and it works many times. But if you rush in, and get face planted, or worse, team-wiped, then it's time to talk some strategy.
- Speak up and take a few moments when the team forms to explain any key powers or tactics. For example, explain what an anchor is and how you should keep it alive until all the other mobs are defeated.
- Change things around to keep things interesting. I play a tank so I'm the one who rushes in first. Now, I'm trying to lead spawns through choke points for better positioning. With scrappers, we all go in at the same time. When a blaster is with me, who has snipe or likes to pull, we try the "double strike" where I run toward the mob when he starts his snipe. Ideally, we hit em at the same time, sparing the blaster the aggro.
- Make up cool names for maneuvers and let your teammates know. For example, I team with a D3 (called Night's End) who had recall friend. If we needed to make a strategic retreat, he would zip out to a safe place, while I hold the line. Then I'm tp'd away (hopefully alive). We called this the "Night Express". It makes things more interesting and mirrors the comics. Anyone for a "fastball special"?
(Local_Man) - I use keybinds or macros for advising my team that team buffs are available. I have keybinds or macros to tell my team when I need to rest. Keybinds and macros have really improved my enjoyment of the game. They allow me to have quick access to the powers I need most in an emergency. For example, I usually bind any healing power to the "plus" key on the numeric keypad. This allows me to flick out my thumb to pop a quick heal anytime it is needed. Keybinds and macros let me do quick communications without having to type.(Reptlbrain) - The top bar of my power tray is devoted to team combat macros that I need instant access to: "Incoming!" "Fall back!*" "Holding $target" "Sapper!" etc. This sounds so much better than Run!, and indicates a fighting withdrawal.
(Su_Lin) - The first thing I think anyone should do upon entering a group, is run an Info on each and every member, and take note of level and powersets, including pools. Do the same for every new person that joins the group. As a secondary to this, it's very important to understand those sets. Take time to skim the boards, read guides for other ATs, dig through the Hero Planners, and so on. This is stuff you NEED to know; it may make all the difference if tactics, communication, et al fail you. If you don't know your defender is Force Field instead of Storm Summoning or Kinetics instead of Dark Miasma, or you don't know that Force Fields are a defense-buffing set as opposed to a heal/buff or debuff set... you're operating on a set of misconceptions. It's important to know what your groupmates CAN do, enough about what they can do to have an idea what they're GOING to do, and what you can't reasonably expect them to do in a fight. If you expect a heal that isn't coming, slows and holds that don't exist, ranged knockback from a set that doesn't have it, tanking from a scrapper that can't do it, then it's no one's fault but your own when that wipe comes. This is a tenet many people overlook, so it may be in best interest if you happen to be one of these little-understood sets(my Storm Defender comes to mind) to educate others how your powerset works. "I'm going to trap them in the corner with Hurricane and you can pound away", etc.
VIII. Other Game Hints and Tips
This section is for other strategies and tips to make you a more effective player and hero. Anything that doesn't fit in Movement, Targeting, or Playstyle Strategies will go here.
Inspiration Management (Arcas) - There is no larger crime in a team setting than walking around with a full inspiration tray. Use those inspirations and use them often. If a teammate can use it more than you can, give them the inspiration by dragging it over to him. If no one can use it, throw it out. If you can't use it right now, but it's taking up space, use it anyway and make room for better stuff to come. Always keep at least one open slot, you won't receive anything from villains, as well as that life-saving inspiration from a teammate, if you have a full tray. There's no time for full-on trading during an extreme battle.
(teflonshugenja)
Know your enemy - Tactics can make all the difference in the world, but not unless your team knows which ones to use...and when. For example, I have a couple Scrappers and a Peacebringer, and when I'm on a team with a Tank I like to play Aggroball and Jumping the Fire to help keep things under control. It usually works well, especially since I'm not trying to usurp the toughie's job, but to complement it. However, against enemies like Nemesis soldiers that are heavy on AoE attacks, being close to the primary fire target can be a quick trip to the hospital. If you're fighting Crey or Nemesis, be on the lookout for Snipers that can start a fight before you're ready. If you're fighting Malta, mez or quickly kill Sappers first. If the enemy is heavy on mezzes, protect your toggle-Defenders to prevent a slippery slide into trouble. Remember kids, knowing is half the battle!
Be aware of your surroundings - When you enter a room, pause for a second and remember what your mother used to tell you about crossing the street when you were a kid: look both ways first! Check your flanks and make sure there aren't any additional spawns close by that might aggro. If there's a Kheldian in the team, scan each group for Quantums and Voids. If you see something dangerous, say something.
Stay flexible -Don't Panic - If things take a turn for the worse - if, for example, a second group of enemies adds midway through the fight - don't lose your cool. Remember: there is something you can do about it! Not just "you" in the general sense, but YOU individually. Think about what tools you have to change the battlefield. If you're a Scrapper, for example, you can make a conscious decision to focus on occupying a dangerous enemy rather than doing damage, to take the pressure off your teammates and let them thin the crowd down to something more manageable. If you're a Defender and you're struggling to keep the tank up, don't panic, do something by going after the sources of the damage, even if all you do is knock them down; if the incoming damage is too much to keep up with, then cut it down at the source. If you're a Blaster, don't neglect your secondary controls or, if things have already gone too far, the Nova. Sometimes it's worth the crash if the alternative is being overwhelmed.
Don't be afraid to fight defensively - Remember, as long as your teammates stay alive, they're doing damage to the enemy. Stay alive long enough and eventually, you'll win. Shift to a defensive footing. Fall back to a choke point or change your own personal tactics. If there are simply too many foes to take all at once, try to Divide and Conquer: split the enemy force in two and focus fire on one half. Often it only takes one or two heroes on a defensive footing to occupy a large group of enemies they could never hope to defeat on their own, but can buy enough time for the team to deal with the rest. It doesn't take a tanker to do this - in a pinch, anyone with a handful of Lucks and Respites can buy some time. Just be aware of your limits - know how many you can take, and for how long, and know when to cut and run. Control Strategies (Local_Man) -
- My main is an Illusion/Rad controller, and he uses his pets as the first line of "control." Phantom Army is even better than the tanks at taking the Alpha strike, so PA goes first, before the tanks. After the tanks go in, it is time for AoE holds and debuffs, after the alpha strike is gone and the bad guys' attention is focused on the tank or PA.
- For other kinds of controllers, I usually wait for the tanks to go in, then lock down anyone getting past the tanks. I try to line them up for the damage-dealers to take out, so if there is a blaster with AoEs, I use AoE immobilize. If there are bosses, I may try to hold them, or hold the Lts and debuff the bosses.
- If there is an Illusion or a mind controller on your team, keep an eye out for Deceive/Confuse. Try not to take out the bad guys who are Deceived/Confused until there is no one else to target. Be Patient and let the Controller use Deceive/Confuse before the battle starts, and it can make a big difference in the battle. If you have a Defender or Controller on the team with Anchor-based debuffs, try to avoid taking out the Anchor, if you can.
Alpha Attack Decisions -(Reptlbrain) - If the map permits it, the group should also see which approach to an enemy spawn will be most effective. Just because you came upon the mobs from the southwest doesn't mean you have to attack them from there.
(Fulmens) - Only one person should be starting any given fight [normally, unless you are using an Unfocused attack strategy - PK] and everyone should know who that is. Ideally, this would be " a tanker" or "a sniper" if you're pulling. If you have someone who goes off by themselves and starts fights, make them the official fight starter. It may not be the most optimal person, but it will make them happier and it will make you happier too.
IX. Conclusion - And Final Notes
I began the first version of this manual about two hours after hearing my brother rant about how Issue 6 'ruined' his level 50 Broadsword/Invulnerability Scrapper. He had said that he had some small problems with previous Issues but that this was too much. As a direct result of this conversation, I felt compelled to write this handbook to assist my fellow heroes in not only surviving, but prospering in this new, more difficult environment. I see all new Issues as challenges and a call to action, and a way to weed out the weaker heroes among us from the ones that are willing to work hard for Our Beloved Paragon City. In war, as in all the rest of chaotic life, you either adapt and learn with the changes, or you stagnate and die. I hope that this guide can help you all to grow and become the heroes I know you can be. I leave you now, with a word from one of our greatest heroes.
A hero is an ordinary individual who finds the strength to persevere and endure in spite of overwhelming obstacles. -Christopher Reeve: former Superman, current Hero
If you have any new strategies that I may not know about, please feel free to post them here. If I like what I see, I will add it to the next version of the Handbook and ensure that you get the credit that you deserve. Any contributions may be edited for content and/or grammatical errors. Please report any such errors that you see to me.
Good luck to all the True Heroes out there!
-The Philotic Knight