Just started


Chompie

 

Posted

Hey everyone, I just started playing COH tonight. It seems like a pretty fun game but complex as well. I used to play a lot of WoW so I'm no stranger to MMORPGs but I was wondering if anyone might have some pointers, tips, general info or guides. If someone could point me in the right direction that would be great!


 

Posted

Check out ParagonWiki, which is a great resource for finding out just about anything. Depending your server you may also join a global channel where you can talk with other people who will be willing to answer any questions you may have.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

The race is on!

First things first, welcome to City of Heroes, both the game and the forums. When in doubt, ask - as a quick glance around the forums will show you, the natives are friendly.

Second thing, forget everything you have learned - there's a lot of things in WoW, and MMOs in general you might take for granted, and the slant in CoH is generally far more toward "fun" than "time sink" {unless the second stems from the former, which is... frequent enough}.

As for the tips and guides, there's ParagonWiki {note: avoid the Wikia mirror - it's out of date, run by gold farmers and occasional malware ad} if you need a general info dump - all things gameplay-related are there, from numbers, contacts, archetype descriptions and so on.

If you're interested in knowing how different archetypes play {and how different powersets within the archetypes do}, swing by the archetype forums. There's plenty of experienced players around willing to share the knowledge.

And finally, there is the Mentor Project, if you're looking for someone to actively guide you while you're getting your feet wet.

Edit: Some more stuff I missed...

While there are various global channels for various purposes {such as the one for the Mentor project}, note that every server has its own Help channel - there should be a tab for it in your chat window by default. You can talk in it using the /hc command, so it's a good place to ask on-the-fly questions from other players.

A lot of the game is instanced - that means that empty streets can lend to the illusion of a server being deserted, while in reality, most of the players are in indoor missions. The /search command {or the Find Member button in your team window} will pop up the search window you can use to look for teams or teammates.

Tying to that, it's considered polite by most players to send a tell to a prospective teammate and wait for a reply before actually inviting them. To that end, if you're on a trial account {and thus cannot reply to tells}, try entering something along the lines of "Trial account, can't reply, just invite me" in the team comment window, to avoid the one-way communication problem.

On a general note, try everything. You have twelve character slots per server, which means there's plenty of alts to roll. Dying is, in true comic book fashion, a joke, so there's little to be afraid of save for the inconvenience of running from the hospital {and that's only if there's no rezzes of any kind on hand} back to the mission.

Gameplay-wise, there's no "holy trinity" of the tanker/DPS/healer - healing, while useful, is still only on par with the ridiculous variety {and strength} of buffs and debuffs available in various powersets. Thus, a team of any composition can handle most challenges as long as everyone is familiar with their strengths and weaknesses. It bears mentioning, however, that a team with more diversity still has more room for error, as the gaps are less pronounced.

There's also no need to rush to the level cap - the content is more or less evenly spread across all levels {though there's still a slight bulge in the Lv20sh range}, and with store-bought enhancements {i.e. gear} being pretty much sufficient, there's no need to grind for loot or money either. The Invention System allows for even more customization of enhancements, if you've got the spare cash to throw around.

Virtue and Freedom are the two most populated servers - Virtue is the unofficial "roleplayer central", with all the fun and occasional drama that entails, while Freedom has the reputation for a more hardcore "MMOs are srs bzns" crowd. Having spent very little time on Freedom, though, feel free to take the latter with a grain of salt.

Enjoy, and feel free to ask some more if you've got any more questions.


 

Posted

Welcome! Just one small tidbit from me: Theres no need to rush to the level cap(50). Most of the fun of the game is about the journey, not the destination. Making multiple characters and trying out powers is encouraged. Have fun!


 

Posted

Thanks for the welcome, guys. I've formulated a few more specific questions:

  1. How do raids work? Are PUGs formed similar to how they are in WoW? (sorry, lots of my questions will be me trying to figure out the game by using one I already know)
  2. Is there a guild mechanic of any kind?
  3. I have noticed Galaxy City is pretty much empty. Are places like Galaxy City just hubs for instances? Is there an instance database similar to Atlas for WoW where I can find maps and bosses?
  4. How many people still play the game? It looks like a lot but are there any specific figures?
  5. What kind of loot can you get? In WoW you can get items ranging from grey to orange, but there isn't armor or weapons in COH.
I guess that's all for now, but I'm sure there will be more to come :P thanks everyone!


 

Posted

1} I'm not familiar with WoW-style raids, so I'll be guessing about what you mean by your question. With much more interest in PvP than PvE, there aren't any major conflicts between redside {CoV} and blueside {CoH}, and none outside the actual PvP zones. There are two major events that involve more than one team - the Muthaship raid in the Rikti War Zone, and the Hamidon Raid in the Abyss/Hive. The former is a co-op endeavor where a whole lot of people fight their way across a downed Rikti spaceship - the primary reward there is a very rapid accumulation of Vanguard Merits which can be traded in for various goodies {most cosmetic, but plenty of practical uses too}, while the Hamidon raid grants a special enhancement to all involved.

2} There are Supergroups, which are basically the equivalent of guilds - you can join one at any level {provided you're invited} or form your own at Lv10 or above. Supergroups can also join each other into Coalitions for improved organization or base convenience.

3} As I mentioned in my earlier post, most of the action is indoors - while there are Giant Monsters and events spawning in various zones, those are mostly tackled for badge rewards. Your contacts basically act as the quest dispensers - you can talk to them and they'll give you a mission. Protip: if you get a mission in the butt end of nowhere, you can abandon the mission and retake it - most missions spawn in quasi-random locations, so you can save a lot on travel time.

4} Still plenty. Not sure about exact numbers.

5} See my first post - other than the wholly optional invention system, getting "gear" that will allow you to fight adequatly isn't a problem. There are three primary tiers of standard enhancements - Training {TOs} with... fairly small benefits which are available from levels 1 through 14, Dual-Origin {DOs} which have twice the effectiveness of TOs, which start at Lv15 through Lv24, and Single-Origin {SOs} which are twice as effective as DOs, which start at Lv25 and up. Keep in mind that you can slot an enhancement that's up to three levels above yours, so you can slot DOs at Lv12 and SOs at Lv22.

For added perspective, there are task force challenges that neutralize effects of all slotted enhancements, and they're still very much doable.


 

Posted

Quote:
Originally Posted by lcwest View Post
Thanks for the welcome, guys. I've formulated a few more specific questions:

  1. How do raids work? Are PUGs formed similar to how they are in WoW? (sorry, lots of my questions will be me trying to figure out the game by using one I already know)
  2. Is there a guild mechanic of any kind?
  3. I have noticed Galaxy City is pretty much empty. Are places like Galaxy City just hubs for instances? Is there an instance database similar to Atlas for WoW where I can find maps and bosses?
  4. How many people still play the game? It looks like a lot but are there any specific figures?
  5. What kind of loot can you get? In WoW you can get items ranging from grey to orange, but there isn't armor or weapons in COH.
I guess that's all for now, but I'm sure there will be more to come :P thanks everyone!
1. There are only two "raids" in the game that require and are playable by more than 8 people (a full team): the Mothership raid in Rikti Warzone (which is a coop zone where heroes and villains can team up together) and the Hamidon raid which happens both in a hero-only and in a villain-only zone. They are not done for rewards as much as for badges and the sense of accomplishment - the Mothership raid doesn't give any better rewards than the rest of the content in the game but gives a LOT of Rikti Merits which can be traded in for bonus costume pieces and a few bonus powers. The Hamidon raid gives a special type of enhancement on completion, which can either be total crap or one of the best pieces of loot in the game.

I'd say that in CoH the equivalent of raiding in WoW is running Task/Strike Forces, which you can consider as mini-raids for a full team of 8 people (some can be done by less), and are actually a string of 4 to 10 or even more missions that often have very tough "bosses" in them, Archvillains as they are called in the game (or Heroes if you're doing a villain Strike Force), and give a certain amount of Reward Merits upon completion that can be exchanged for any type of loot in the game except the very best ones.

2. The equivalent of guilds in CoH/V are supergroups/villaingroups. They may have their bases which can contain useful stuff like racks for the storage of enhancements and inspirations, crafting tables, teleporters to various zones etc.

3. All zones in CoH/V are actually hubs for instances. Note that the common use for the word instance doesn't have the same meaning here as in WoW. An instance in this game is not specifically a very tough dungeon with elite opponents and epic loot, but any mission (quest) that is spawned on an instanced map, as 90% of missions are. The remaining 10% are talkie missions (where you just have to go to talk to someone in a certain zone for storyline purposes) and hunts (which are remnants of early game design where you need to kill x mobs of type y and are usually avoided like the plague by players because they are boring as hell and barely have any rewards).

Besides serving as hubs for instances, zones contain contacts that give out missions, stores and everything else you normally find in a MMO zone. It's just that 90% of the game happens in instanced maps and not zones.

4. No idea about specific numbers, but more than enough

5. There are several types of loot in the game. The majority of loot is comprised of enhancements, which serve as a kind of equivalent of weapons and armor. Enhancements are slotted in powers and enhance certain aspects of the power they are slotted in - damage, accuracy, resistance, defense and so forth. The basic type of enhancements, those that have been present in game since the beginning, are the so called "origin" enhancements: training enhancements (usable by toons of any origin but their enhancement values are almost negligent), dual-origin enhancements (useable by two specific origins but actually have noticeable numbers) and single-origin enhancements (useable by just one origin but have the best enhancement values). Enhancements come in levels - you cannot slot enhancements that are more than 3 levels higher than your character, and in the case of "origin" enhancements, the higher level you are compared to their level, the lesser their effect, and once they are 4 levels lower than you they stop working altogether and you have to get new ones. Trainings are usable from lvl 1, DOs (dual-origin) from lvl 12 and SOs (single-origin) from lvl 22. Each origin enhancement increases one aspect of the power it's slotted in.

The next type of enhancements that were introduced in the game are the Hamidon enhancements, often called HOs (Hamidon origin). They are usable by characters of any origin and have the enhancement values of SOs, but unlike SOs they enhance two or more aspects of the power they are slotted in. They can only be gotten in Hamidon raids and in the toughest TF on each side of the game.

The newest type of enhancements are the invention enhancements, IOs. They come in two varieties: common IOs and set IOs. Common IOs are crafted from recipes that can be bought at the crafting table, but they also drop from mobs. Set IOs are crafted by recipes that are either dropped by mobs, or gotten by cashing in reward merits and architect tickets (yet another type of reward, only earned in the Mission Architect). To craft an IO, you need the specific recipe, a certain amount of inf, and specific salvage pieces. Salvage is dropped by mobs and can be gotten by cashing in merits and tickets. Unlike non-IO enhancements, IOs do not expire - they have a constant enhancement value that is fixed and doesn't vary by your level. The specific enhancement value of IOs varies by their level - they are always better than trainings and DOs that can be gotten at that level, lvl 25 IOs are just a little bit worse than even-con SOs (SOs who's level is the same as yours), and lvl 28 IOs and upward are better than even-con SOs - the higher the better. IO recipes dropped by mobs and cashed in from merits/tickets can be of any level (although certain IOs only come in specific level ranges) while those bought at crafting tables come at multiples of level 5.

Common IOs enhance one aspect of the power, just like trainings, DOs and SOs. Set IOs, however, may be either single-aspect or multi-aspect, enhancing from two to four aspects of a power. The specific enhancement values for each aspect of multi-aspect IOs are lower than that of single-aspect IOs of the same level, but their total enhancement values are higher. So for example two acc/dam IOs give you more damage and accuracy than one acc IO and one dam IO of the same level.

Besides enhancing aspects of the power they are slotted in, set IOs also give global bonuses to the character if there are two or more IOs from the same set slotted in a single power. That makes set IOs the most coveted type of loot in the game, and it's on them that the in-game market economy is based. Some specific set IO pieces even give global bonuses by themselves.

And then there are the purple set IOs, the newest type of enhancement in the game, the rarest, the most expensive and the most powerful. They only drop as lvl 50, can only be slotted by lvl 50 characters and have the best set bonuses, but each of them is unique - you cannot have more than one of each on your character, not only in the same power as for other set IOs. Their enhancement values are also greater, so for example a dual-aspect purple enhances both aspects by a value equivalent to an even-con SO.

The other kinds of loot in the game are salvage that is used to craft recipes into IOs, inspirations (the equivalent to potions), recipes that give you access to bonus costume pieces when crafted as well as recipes that give you temporary powers when crafted.

Other, non-loot rewards are influence/infamy (one for heroes the other for villains, both shorted to inf) which is the in-game currency, merit rewards which are given upon the completion of TFs/SFs, story arcs and a few other activities, vanguard rewards which are gotten by killing Rikti and Architect tickets which are gained instead of everything else when doing Mission Architect (player-made) missions.



Damn, I can't believe I wrote all this.


 

Posted

This has been mentioned before, I think, but I'm going to emphasize that buffs and debuffs are much stronger than you're used to and much stronger than "healing." It is possible for a properly built and buffed character to be one HUNDRED TIMES tougher than an unprotected character. It is common for a character with no outside buffs to be ten or twenty times tougher than an unprotected character. It is common for one person on a team to make nearly everyone else on the team five times tougher with buffs. That's aside from things like "30% to 70% more damage on the hard targets" and "unlimited endurance".

In comparison, it is very very hard to heal someone for five times their HP every fight.

Also, when you get to level 14 you will be able to get a travel power IF you get a "prereq" power- so if you want Fly, you should get Hover or Air Superiority sometime between level 6 and 12. Each travel power has their advantages and disadvantages- Super Speed is fast, it FEELS fast, it has built in stealth and it looks cool- but you will sometimes have to go around three sides of a square to get up on top of something. Fly is relatively slow but entirely troublefree- and some people just love flying. Pick the one you think you'll like and realize that it will have a downside.

Welcome to a game where "fast travel" is 80 MPH.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Exxar View Post
... The remaining 10% are talkie missions ... and hunts (which are remnants of early game design where you need to kill x mobs of type y and are usually avoided like the plague by players because they are boring as hell and barely have any rewards).
A word here on 'hunt' missions. Veteran players often do skip these. I like to recommend that new players go ahead and do the hunts on their first character or two. It's a good way to see the zones. While each zone has parts that are boring (Skyway anyone?) there are some really interesting areas in all zones, and doing the hunts is a good way to enjoy the 'outdoors' and get a feel for the City.

When you've had your fill of seeing the sights, do what I do. There's a feature to 'auto-complete' missions. Each character can use it once in three days. The intent is to be able to skip missions that are too difficult or bugged - I use it to skip hunt missions.


 

Posted

Welcome aboard. I concur with fulmens that buffs/debuffs are going to be more powerful than you're used to in other games and healing less powerful. That doesn't mean healing is not useful....its cruicial sometimes in fact. But a ff or cold dom can increase group survivability more than an empath in most cases.

The holy trinity in CoX is someone to take the alpha strike from the enemy, someone to lock the mobs in place (immob or hold), and someone(s) to do massive AoEs. If you have a fully IO'ed level 50 toon sometimes that can all be one person.

Like others have said, this game's content is fairly evenly distributed so the path to 50 is as much fun as being 50. In fact other than for PvP, sub-50's might be more fun because there is stuff to do other than try to pop purple or PvP recipes.


Don't base the pbase on Galaxy City, its the lower used new zone for heroes and Atlas Park has alot more action. If you want to try a villian out, the action really gets started when you get to Cap au Diable.


 

Posted

Quote:
Originally Posted by Enyalios View Post
But a ff or cold dom can increase group survivability more than an empath in most cases.
Don't short-change Empathy. It's buffs are *awesome*. An Emp/* with well-slotted Fortitude, Recovery and Regeneration Auras, and Adrenaline Boost can make a big difference for any team. Just stay away from the 'I M heelorz' crowd...

I recently respec'ed my main (Ice/Emp 'troller) and skipped the rez power, and dropped the extra slots on the heals. I use them so rarely I probably would've skipped Healing Aura if I could...


 

Posted

Quote:
Originally Posted by lcwest View Post
  1. How do raids work? Are PUGs formed similar to how they are in WoW? (sorry, lots of my questions will be me trying to figure out the game by using one I already know)
  2. Is there a guild mechanic of any kind?
  3. I have noticed Galaxy City is pretty much empty. Are places like Galaxy City just hubs for instances? Is there an instance database similar to Atlas for WoW where I can find maps and bosses?
  4. How many people still play the game? It looks like a lot but are there any specific figures?
  5. What kind of loot can you get? In WoW you can get items ranging from grey to orange, but there isn't armor or weapons in COH.
Note: I didn't read all that follows, so I figure this is redundant, but also validation of what others say.

1. There are only two true raids in this game. Hamidon and Ritki Mothership. Get on one of the umpteen teams and you'll see what it's like. Pugs in CoH vs WoW, not sure how they work in WoW. Here you just either search for those on teams and ask, shout your availability, or wait for someone to shout an opening on a team. Everything is instanced here, so you can't seen 90% of people. You can add friends and check to see if they're on a good team, but I've rarely had this work. But I'm on Freedom which is so large that no one ever remembers anyone else.

2. Supergroups. Some are inactive and some do stuff. Mine has only one event that I know of, a Monday Fire/Rad controller thing. I've always hopped into one so I can get access to the Telepads. Movement in CoH is much different than WoW, but that's another topic. I've watched WoW 30 minute long parades on Youtube and it makes me sad.

3. Galaxy City should be nuked so bad it looks like Boomtown. Nobody goes to Galaxy. But, even if you chose it, you can still spend your low levels in Atlas. I try to get out and into KR and SC asap. But, as I mentioned, I'm on Freedom and our Atlas Park is notorious for being full of idiots.

4. Like 80k or something. Dunno.

5. Drops are enhancements to your powers or recipes or salvage for those recipes. If you die, you keep them all. The only way to get rid of them is sell them or delete them. I guess you could hand/mail stuff to someone too.

Edited to add - Some drops are for temporary powers. Some of these powers are amazing. The new dagger is one of them and it alone can help a team take down a Giant Monster much faster. Though, best dudes for helping with a GM is a /rad controller IMO. And all these drops can just be bought at Wentworths. And Wentworths can also allow you to make tons of money so you can buy some great enhancements.

Enjoy CoH. It's less rigid in classes than WoW. As mentioned before, a full team of 8 fire/rad controllers is actually much more effective than most traditionally mad teams. And I'd love to see a full team of Night Widows.


 

Posted

Thanks guys! I read everything so don't feel bad if you wrote a lot :P All your answers really helped in my basic understanding of the game. I'll check out the Mentor channel and Paragon Wiki for any other questions.


 

Posted

Quote:
Originally Posted by lcwest View Post
Thanks guys! I read everything so don't feel bad if you wrote a lot :P All your answers really helped in my basic understanding of the game. I'll check out the Mentor channel and Paragon Wiki for any other questions.
Both are great resources but, don't be afraid to ask either here or on the help channel when in game (by typing /hc <your question> in the chat box). We like to help newbies here and many of us race to do so

--Rad


/whereami:

 

Posted

Quote:
Originally Posted by Postagulous View Post
4. Like 80k or something. Dunno.
Closer to the 130-150k range. In the industry, 100k is generally considered a healthy MMO unless there are other things supporting it (such as SEO's MMOs all being available with one subscription, so a popular SEO MMO can offset an unpopular one).


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

welcome aboard! I've been both a casual WoW player (until a few months back) and a CoH player. The information the others have given so far has been spot-on, but I'd like to make a few additional remarks.

1. Raiding. As stated, currently there are 2 raids and the strike force/task force/ trials in game. The task forces are a bit like Dungeons in your former game, though some of these, like the Statesman Task Force really do feel like a raid at points, especially the ending strategies.

2. Additional endgame material: The coming expansion, Going Rogue, will present a sneak peak of sorts for a new end-game system to be fully introduced in Issue 19 (issue=free expansion) which is intended to roll out later this year. That said, Shadowclone is right, the game at the moment focuses on the journey to level 50. So pace yourself and enjoy, rather than make the mistake others made racing to 50 and then wondering what to do.

3. Additional endgame material, part II: Once you are at 50, its not an end. First, there is the Mission Architect system: a "virtual" system where players design stories and missions to be played by other players. You can access it while you advance in the game. Some use this for leveling, some use it for increased challenged. Some just like to create for it. Its very flexible.

4. Oroboros: Also at some point after level 25, you'll be exposed to time travel and gain the Oroboros "secret". Amongst many other things, Oroboros allows you to "time travel" back to younger levels and do the storylines and missions you advanced beyond. (unlike your former game, which just grays a quest, our missions can become too "simple" for your powerful character, and therefore not offered unless you use the Oroboros system) This can be done at level 50 as well, and some, like the legendary "rescue the fortuneteller" mission grant badges.

5. Badges: even at 50 you'll still be collecting badges. Some players focus on this gaining names like "badgers". Its a bit like the achievement program in your former game, but some combinations of badges grant special rewards, like minor power effects (see "Atlas badge" in the paragon wiki) or consumable weapons like gas grenades, earned by combined Day Job badges.

6. Day Jobs: In other games, you log out at an inn or major city to earn a resting bonus. In our game, we've got Day Jobs. Similar to an inn, if you stay at a police station on the blue (hero) side, for example, you'll gain a bonus for a time to XP. But that is just a start. There are many, many locations to log out to get some special effect: city hall, hospitals, tailor/facemaker, stores, etc. For example: stay in the Wentworths consignment house or Black Market (our version of an auction house) to earn a special teleport to the consignment locations. And the beauty is that after you earn the badge for each location, they can be combined with other locations to earn additions temporary items (see the "gas grenade" comment earlier).

7. Travel: Speaking of the Wentworth's teleporter, let me comment on travel. You are familiar with long travel over great distances by flying creatures, either from flight points, or by your own mounts. Here, the hero earns or buys (temporary) his own travel powers (equivalent to mounts) or can take one of many other means of travel. Some of these include the elevated train systems in Paragon city, boat travel in the Rogue Islands, the Wentworth teleporter, Oroboros teleporter, Ritki War Zone portals, Pocket D teleporter/doors, etc. Many of these are earned as you increase in rank. It can be a bit tricky to learn them all at first, but once you grasp how they work, movement across the entire city or across the islands will be much, much faster than to what you are accustomed. Travel can even be used as a weapon. Earth tanks, for example, like to teleport into the midst of a pack of enemies as a opening move.

8. Mail. Recent developments allow us to mail a limited number of items to ourselves. You'll use your global name to do that (like @super_guy). Although fewer items than you may be accustomed to, there is a very nice feature in that you can access your mail from anywhere, removing the need for a mailbox. Some have used this to mail themselves spare inspirations, like the "rez" inspirations, to have handy if needed in combat.

Theres lots more to say, but I will conclude by seconding the motion by Quinch in his first post that you tie yourself to the Mentor Project. Its a great way to get up and running.

See you in the City!


 

Posted

Welcome to the game! There is so much to learn! Fortunately, you found the forums early, where you can learn a ton of stuff a lot of players never knew.

Use the Forums -- there are a lot of player-written guides that can provide a lot of help. Some are better than others. Some are out of date, since there have been a lot of changes in this game over time.

For the most part, this is a very friendly community. Ask questions in game or here, and you'll probably get helpful answers . . . however, a few questions are "hot buttons" that will bring out the snarky responses.

Be willing to try stuff out. My first character was a scrapper. Then I tried a Blaster, then a Tank, then a Defender. I thought I had found my favorite in Defender . . . until I finally tried a Controller. Now I have far more controllers than anything else.

Here's a quick suggested outline on how to play a Hero character for the first 22 levels: First, do the tutorial and READ EVERYTHING -- lots of good info there. Start in Atlas, and do your missions there until you get up to level 5. If you get any drops of Enhancements and Salvage, sell them. (You may want to use the yellow Accuracy ones, but the others generally are not worth slotting.) Run to the Hollows and click on Officer Wincott, but don't take any missions from him yet (you can if you want, but trust me on this). Then go back to Atlas, to the train to King's Row. When you arrive, you should have a Detective on your list of Contacts. Run to the Detective and click on him to get a scanner. Do three Scanner missions.

Then either get a team or go to a Field Analyst to drop your difficulty to -1 (to make this next mission easy) and do the Atlas Bank mission. Run straight to the bank and defeat the baddies. You will get a Temp Power that is a type of jet pack called a "Raptor Pack." You can do more stuff in the bank mission if you want, or you can exit. Talk to the detective again to get a new contact. (By now, you should be level 6-8.) Go back to the Field Analyst to bump your difficulty back to 0.

You can either do missions from contacts, go to the Hollows and do missions there, street sweep, do more missions from your scanner or do missions in the Mission Architect building (not recommended until later). You want to get up to level 11, and then do more scanner missions until the detective offers the King's Row Bank mission to you. This one gives you the "Zero-G Pack" that gives you a temp power with Super Jump. By now, you should be level 12. Travel to Steel Canyon or Skyway and buy Dual Origin Enhancements, mostly focusing on Accuracy and Endurance Reduction (EndRdx), but that can vary with the character and what you want.

Then you have a bunch of choices: Join a Positron Task Force (there are actually 2 parts, so it is more like two shorter task forces). Do more missions in the Hollows. Do missions from contacts -- if you get one that says something about rescuing a mystic, take that one, as it gives a badge needed for an accolade later. However, don't be upset if you miss it, as you can go back to get it later through the Piller of Fire and Ice (Flashback system), but don't worry about that now. You can do more scanner missions, you can kill (er, "arrest" because heroes don't kill) bad guys in the street -- Perez Park is good for that. Or you can do Mission Architect missions (still skip this for now).

Plan ahead as you choose your powers. To get a travel power by level 14, you have to take one of the pre-requisites by level 12. You also want to get Stamina from the Fitness Pool by level 20 (or maybe 22) on almost all characters. To do that, you have to take either Swift or Hurdle, then Health, before level 18.

At level 15, you can do more scanner missions to get the next bank mission. This one will give you a self-rez Temporary power. The you can use any of the above options except the Hollows, as you are getting too high for that. Instead, go to Faultline to do the fun stories there. It is located at the far south end of Skyway. If you take the train at the North end of Steel, it will drop you off right near the entrance. Pocket D also has a way into Faultline. You can also do a Synapse Task Force -- Synapse is located in Skyway, and you will be fighting a ton of Clockwork.

You may have been having a lot of trouble with your endurance. Getting to level 20 and getting Stamina will make it much better. At level 20, you can do more scanner missions to get the Bank mission -- that will give you a team teleport temporary power that is handy. You can to missions from contacts (there are some fun stories in the 20's), scanner missions, missions in Faultline or a new zone, Striga. Striga is a favorite zone with a good series of missions and some nice temporary powers get awarded. You can get there from Talos Island or Independence Port -- look on your map for the ferry to Striga.

A key is to get to level 22. That is when you can buy Single Origin Enhancements for all your powers, which will make your powers much better. When buying enhancements, put no more than three of the same type into any one power -- no more than three red Damage enhancements in an attack. Under a system called "Enhancement Diversification," more than three will give very, very little benefit.

There is more content than you can play on one character -- That's why it is fun to make more characters and try different things.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
You may have been having a lot of trouble with your endurance. Getting to level 20 and getting Stamina will make it much better.
Superb point, Local_Man. I'd add that Stamina is a power pool (you'll see those pop up at level 6) and requires 2 other powers selected in the set before it unlocks at level 20 or beyond. Generally, I'll take the first one at level 16, and the Health pool power as second at level 18.


 

Posted

I might not have seen it, but has anyone mentioned Mids Hero Designer?

It's a great offline tool for planning out your powers & enhancements.

I definitely wish someone had pointed me to it early on (hubby didn't tell me about it until I'd been playing for nearly 4 months - the butthead).


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Quote:
Don�t say things.
What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson
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Posted

Here's a bonus tip I like to give out when I'm talking to someone about game mechanics!

Q: Does it stack?
A: Yeah, so long as it's not a Target-Other power being used repeatedly by a single person on the same target.

You can't put a Deflection Shield on one person a bazillion times, but if you and three other people all use Deflection Shield? Yeah, it stacks.

If you have a lot of Recharge speed and cast Ice Armor's Energy Absorption several times? All that self-defense stacks.

The ONLY buff I can think of that doesn't work like that is Vengeance. It's crazy-strong enough that honestly, why would you want it to?


 

Posted

Lot of good information provided; Local Man, as usual, does an outstanding job in particular.

So let me just add this pointer, which apparently most of the CoH populace has learned the Hard Way:

There are two doors in the train station. The smaller one to the right is ALWAYS the EXIT. It is the big opening in the center of the station (with the huge map) that is the ENTRANCE. You can never board the train at the Exit... you will stand there clicking forever, but never get on.

Some of the smartest players I know stood at that Exit and cursed that train... including me.

Welcome to the game and good luck!


"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"

"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."