New Player. Lots of questions


AcceleratorRay

 

Posted

I'm going to give a little bit of unasked-for advice that I think might help a little bit.

a) Try all the archetypes. Not only does each archetype play differently but many of the powersets within the archetypes play differently as well. Some defenders buff, some heal, some buff and heal, some debuff and buff, some buff and have crowd control, some debuff and have crowd control and a heal... and they all have uses on teams.

b) Don't be afraid to start teams. Let people know that you're new, sure - but don't take crap from them because of that. Advice, yes. Abuse, no.

c) Learn the enhancement system.

d) Visit www.paragonwiki.com to answer questions you may have about the game or to clarify certain aspects. Also be sure to find Mid's Hero Designer, I don't remember the link(sorry!), but it's a very helpful tool that will let you plan out your character's build or else let you try out some different options.


 

Posted

Quote:
Originally Posted by Tangogulf2 View Post

I think I have the basics of the archetype system, but am quite confused as to which powersets to use with any given character. I'm concerned that my choices now will nerf my superheroe in later gameplay. Are there any detailed overviews out there to help me with my decisions?
Try the Guides section for an overview of the powersets. There isn't a lot that can "nerf" your character, though some sets are definitely more support based than others.

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I'm somewhat attracted to the tank and controller archetypes. My experience with the tank in other mmorpgs is that one needs to know the game in order to play the tanker well; is this the case with this game?
Well, you're going to need to know your limits, whether or not you take Taunt, aggro limits, stuff like that.
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Are tankers/controllers a needed/wanted archetype for grouping in the game?
Controllers are awesome. You have your status effects AND debuffs...AND buffs...so you basically are a key cog if you play your AT well. I tend to look for Controllers/Defenders/VEATs/Corrs (not in that order) when I build groups. Tankers are fine...but they tend to leave players underwhelmed outside of the Super Strength powerset. There aren't a lot of tasks (if any) where you go: "We NEED a Tanker." If you find it fun, go for it.

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Are tankers/controllers reasonable solo classes for the time when groups are not available.
Tankers won't die a lot but they do meh damage. Controllers really take off once they get their second tier of buffs/debuffs and pets, so in the early to late 30s you're getting there. Tankers will have the advantage of early status proection, decent armors and high hit points...

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Is there crafting or a player economy in the game? Not a biggy, just want to know what I'm facing if I subscribe.
Yes. Check out Wentworth's or the Black Market trucks. Don't get offset by sticker shock, because inf is trivially easy to make once you are level 50. Do drop by the Market section with an open mind and a willingness to learn for best results.
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Which server? Obviously looking for a server with reasonable population and adult super groups.
Freedom or Virtue for highest pop, any of the others for smaller pop but dedicated playgroups. Find out the global teaming channel for your chosen server, add it to your chat tab and go from there.

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Are new players welcome in the game?
Well, they are tasty in a bisque...

Seriously, you'll find this will be one of the more relaxed communities around. People are friendly and helpful but if I can give one warning...don't mistake the game as "empty" if you see no one on the streets, as most people are IN a mission instance. Use the search feature and send tells for teaming.

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Originally Posted by Tangogulf2 View Post
A couple of follow-up questions:
  1. Many of the replies indicated that no particular type of class is needed in an instance/group (And yes, I come from the "holy trinity" type mmorpg). In these types of mmorpgs, the instance that does not require the trinity could be viewed as one that is not challenging. One of the things that attracted me to this game is reading posts that indicated that grouping is needed at times ( I read this as the game has challenge). So is their challenge in the grouping? Where am
There's challenging stuff in the game. Some of the top end TFs are challenging for pick-up groups, like the Statesman Task Force or the Lord Recluse Task Force. The thing is, this game is all about Force Multipliers. So if you have one Fire/Rad Controller on your team, woohoo! If you have eight you basically win the game. It's similar with other sets such as Cold Domination, Kinetics...heck even the buff sets get stupid crazy in multiples. Three Empathy on your team stacking Fortitude will make someone a killing machine...

...which brings me to the next point. Scrappers and Brutes are a good starting point for a new player, since they SMASH and are fairly survivable. As you try the different ATs, you'll find one that works for you. I started with a Mind/Bubble Controller and boy was it slow without Containment...but eventually it grew into one of my favorites.

A lot of the established supergroups run "Speed" or "Super Teams" that can triivalize stuff. Bring a Brute/Scrap, three or four Colds, some other stuff...just overkill everything in the game basically. The key thing in this game is that challenge = big boss with a ton of regeneration, damage and special attacks.
Some of the content is gated by levels, you can't do all the task forces at level 10, for example while other content is gated by mission chains.

Basically, just...play the game and see if you like it. You can worry about whether you want to go hog wild on an AT later on.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

A general note about powersets :

They tend to share concepts/themes across archetypes.

Cold/Ice powersets tend to be a bit more controlling, for example, on all ATs then non-Cold/Ice sets - only exception really being Ice Control for Controllers/Dominators, but then, that's because there it's up against other control sets. Usually will have a Knockdown patch or two, as well. Also, -Recharge/-Speed

Fire - Damage. Any fire powersets "secondary" effect is a dot, pretty much. Fire armor, for example, gives up some of the hard surviabilty for a nice damage buff power plus more damage dealing powers than found in most armor sets.

Dark - Another generally "controlling" powersets for non-controller ATs, also most/all attacks have a -To Hit component*

Stone - Heavy Defense - for attack powers this translates into defense debuffs, usually.

Energy - Knockdown/Knockback

Electric - Endurance Drain & Sleep mezzes.

Guns/Swords - these kinds of sets tend to do Lethal Damage, and also do -Defense.

Psychic - -Recharge on your target.

So, if you like controlling, you can try an Ice/Ice tanker Or even an Ice/Ice blaster - these two tend to level a little slower than other powerset combos for their ATs, but they are (for their ATs) heavy on the controls.

*Just a note about what's what - the Hit/Miss formula for this game goes % to hit = (Tohit-defense)*Accuracy - so to-hit is usually more desirable than Accuracy. So To Hit Debuffs (aka -To Hit) is like +Defense.

Also, here is a little bit about defense since you mentioned tankers.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

I just wanted to pop in and say, don't be afraid to check out villains too! It's a whole half of the game. I know a lot of people prefer one side or the other, but I absolutely recommend giving both sides a try to see what you like.

Again, welcome to the game!


Proud member of Everyday Heroes (Infinity Heroes), Dream Stalkers (Infinity Villains), Devil Never Cry (Freedom Heroes), Enclave of EVIL (Pinnacle Villains), Phobia (Infinity Villains), Les Enfant Terribles (Freedom Villains), Gravy Train (Virtue Heroes), and more!

Full, detailed character list

 

Posted

More unsolicited advice!

Check my signature for a link... pretendy fun time games.

This game is very much in that category. If someone is ruining your experience and flinging feces (to coin a vernacular), then you have three choices in this game. You can ignore it literally, you can /ignore it (/ignore <lusername>), or you can return fire and post the results here; http://boards.cityofheroes.com/showthread.php?t=125267 for all to see.

I enjoy the last option most, but I don't run into many poo flingers.


 

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Oh yes do play Villains as well.

It's not half the game it's a GAME in itself. Two games for the price of one. City of Heroes and City of Villains. Villains was released to be independent of Heroes or work with it.

In truth Going Rogue will be the first TRUE payed expansion. New Beginning level content levels 1-20. But unlike Villains you will need the City of Heroes Game already.

Most important thing. DO NOT RUSH TO 50! enjoy the game stories take your time. we even can turn off XP gain and stay in what ever level we want. That option is under MENU/Option/miscellaneous.


 

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Quote:
Originally Posted by Tangogulf2 View Post
Checking it now!


One other thing. I believe that I have the basic city of heroes version that came out on release. Am I better to re-sub or purchase the going Rogue complete expansion on the 17th of August. I also understand the architect edition is another expansion pack. Will I want to have all of these in order to get the fullest gameplay out of the game?
I think your question has mostly been addressed, but maybe I can clarify things.

If you purchased the basic game, then you should also have access to both City of Heroes and City of Villains -- the two were "merged" a while ago, even though many things are kept separate. You may need to test that you have full access to the Villains (a/k/a "Red") side. There are several versions of the original game that gave out some bonuses -- none of them are essential but a few of them have nice bonus powers or costumes. In particular, the "Good vs. Evil" edition included a couple of handy powers -- a "jump jet" that can shoot you really high, useful for getting over things if you don't have a travel power with verticle travel; and a instant "Teleport to the Tiki Room" in Pocket D, which is sometimes nice when you are somewhere far away from where you want to go.

There was also an "Architect Edition" that gave you a choice of booster pack. The Booster Packs can be purchased separately for about $10. Each one has some costumes and emotes, and most of them have a power of some kind. By far the most useful is Ninja Run from the Martial Arts pack -- many players use Ninja Run instead of a travel power.

The new Going Rogue Expansion will provide access to a new area, Praetoria, and allow Villains to become Heroes or vice versa. It also has 4 new powersets only available to people who purchase the expansion. Somewhere around the same time, Issue 18 will come out with some additional changes to the Game, but you do not need to purchase Going Rogue to receive the benefits of Issue 18.


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

Rajana Isa said

Quote:
*Just a note about what's what - the Hit/Miss formula for this game goes % to hit = (Tohit-defense)*Accuracy - so to-hit is usually more desirable than Accuracy. So To Hit Debuffs (aka -To Hit) is like +Defense.
Warning: there's a nearly unlimited amount of complexity packed into the Hit/Miss formula. It has slight variations depending on whether it's a player swinging at a critter, critter swinging at a player, what level critter, player swinging at another player, various buffs and debuffs, and so forth. So when I say that quote up there is oversimplified, I don't mean it's wrong, or a bad explanation; just that it'll only work REASONABLY well MOST of the time.


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

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

 

Posted

You people have given me a good deal of information to go through here. Its a long weekend in Canada and I will be attempting the game starting tonight.
I want to say how grateful I am to each of you for taking the time to reply to my questions. I have read each one and have taken something from every reply. I would like to respond to each of them, but haven't that much time. I will be referencing this thread over the next couple of days. I will continue to check in for anymore posts.

I can certainly say this much, if the gameplay is a match for the excellent community I have seen on these forums, subscription will indeed be a no brainer.

So glad that I posted!


 

Posted

Please don't hesitate to come back and ask any other questions that you may have. As you can tell, we're very willing to help out any player that wants to learn about the game, new or old. And while the response rate on the weekends might be a little slower than during the week (I know that a lot of us post in downtime at work), you should be able to get your questions answered pretty quickly.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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Quote:
Originally Posted by Fulmens View Post
Don't forget the essentials!
1. Run around.
2. Hit people.
Fulmens has pretty much nailed it but if I could addendum:

3. Sell drops at Market.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

Quote:
Originally Posted by Local_Man View Post
There was also an "Architect Edition" that gave you a choice of booster pack. The Booster Packs can be purchased separately for about $10. Each one has some costumes and emotes, and most of them have a power of some kind. By far the most useful is Ninja Run from the Martial Arts pack -- many players use Ninja Run instead of a travel power.
The Architect Edition only allows you to choose between the Tech Booster Pack with it's Cyborg pieces and the Magic Booster Pack.

Paragon Wiki: Super Booster


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

Quote:
Originally Posted by Tangogulf2 View Post
I'm concerned that my choices now will nerf my superheroe in later gameplay.
something that hasn't been mentioned yet, there are ways to repick your power choices and slotting later in the game, called 'respecs'*. you can't change your primary and secondary powerset choices, but you can change everything else including pool power choices (and epic pools lvl 40+). it acts as if you were re-leveling your character, so you can't choose your lvl 32 power as your lvl 1 choice, but respecing is very useful if you found you overslotted a power, a power doesn't mesh well with your playstyle, realizing you missed a particular power, or when you want to start slotting IO sets later in the game. try to keep a balance between primary and secondary choices and find out which powers work for you, you can always change them later.

*you can respec by running one of three similar trials at different lvl ranges, by a special respec recipe, or by the occasional 'freespec' given out by the devs. don't waste them, but don't think you can't use them when you're ready either.


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004

 

Posted

Your questions have been answered by some of the most knowledgeable vet players on the forums. And that's just the tip of the iceburg! I won't bother with redundencies then. But you've stumbled on the one thing that keeps players around for a long time.

Best Community Ever.

Sure we have our share of smartalecs and snarkletons, but for the most this community loves being helpful and welcoming to new players. Let me just say again, welcome to Coh/v.


One word of advice that I haven't really seen yet.

This game isn't about the endgame, it's about the journey. Do yourself a favor and play through the content as it unfolds for you. At least your first time through. While a lot of games stress "getting to the end for the big loot" it's not so much here. This game is highly replayable and promotes altism (playing many different characters, not just your main), so don't feel like you are going too slow your first time around. Soak it all in, learn the game and all of its many currencies and systems. If you take the PL route you'll never really understand. Once you get through it and feel comfortable with the game, you may want to go a "little faster", but whatever you do don't feel a need to get to the end as quickly as possible. You may end up disappointed. Sure there are late game tasks and even an endgame system coming out down the road, but the game will always be about the journey and not the destination.

Enjoy and welcome home!

Edit- one more thing..............Controllers rule!


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Tangogulf2 View Post
You people have given me a good deal of information to go through here. Its a long weekend in Canada and I will be attempting the game starting tonight.
I want to say how grateful I am to each of you for taking the time to reply to my questions. I have read each one and have taken something from every reply. I would like to respond to each of them, but haven't that much time. I will be referencing this thread over the next couple of days. I will continue to check in for anymore posts.

I can certainly say this much, if the gameplay is a match for the excellent community I have seen on these forums, subscription will indeed be a no brainer.

So glad that I posted!
Oh crap, he/she/it's CANADIAN!

*quickly scans back through thread*

Whew, it looks like we didn't give out any of the restricted information.

We dodged a bullet this time people, but let's be more careful in the future!









































j/k. We love Canucks here.


 

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Wait I thought it was Texans that we don't talk about stuff with?


 

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Quote:
Originally Posted by RottenLuck View Post
Wait I thought it was Texans that we don't talk about stuff with?
Wait...what?


 

Posted

Quote:
Originally Posted by RottenLuck View Post
Wait I thought it was Texans that we don't talk about stuff with?
I think you're confusing them with Latverians.


@Demobot

Also on Steam

 

Posted

Quote:
Originally Posted by Demobot View Post
I think you're confusing them with Latverians.
No, i'm pretty sure it's Te... Oh! Right, of course, how silly of me to forget.
It's Latverians, yup.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by RottenLuck View Post
Wait I thought it was Texans that we don't talk about stuff with?
Hey! Don't Mess With Texas!


Spines/ D A lvl 50 Scrap, stone/wm lvl 50 tank, Kat/reg lvl 50 Scrap
Grav/Kin lvl 50 Cont, Fire/Enegry lvl 50 Blast
Warshade lvl 50, PB lvl 39, nightwidow lvl 50, crab lvl 42
plant/thorns lvl 50 dom, ice/fire lvl 40 dom, grav/nrg lvl 41 dom

 

Posted

Welcome to our beloved game! I won't be so presumptuous as to say I can help you as much as the raw data in the Titan network or Paragon wiki, but I can help you with guides for character design, some fun types to play and several other things:

http://www.jordans-town.com/guides


 

Posted

Let me give it a go. My main is an Ice/Ice Tanker and I have several Controllers (the Illusion/Kinetic is my favorite but Gravity/ is also fun).

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1. I think I have the basics of the archetype system, but am quite confused as to which powersets to use with any given character. I'm concerned that my choices now will nerf my superheroe in later gameplay. Are there any detailed overviews out there to help me with my decisions?
Balance issues occur in all MMOs. Most of the time it means a power will be altered to be less effective than making all the other powers more effective. The game is six years old. Balance issues are pretty much taken care of. There's a tweak or two every Issue but I can't think of a recent change to a power that raised the cry of NERF!! YOU BROKE MY CHARACTER!! You missed out all of the really big drama inducing changes by showing up now. However villain ATs doing hero content and vice versa may reveal something that wasn't foreseen.

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2. I'm somewhat attracted to the tank and controller archetypes. My experience with the tank in other mmorpgs is that one needs to know the game in order to play the tanker well; is this the case with this game?
No Tankers are relatively simple. You hit a bad guy, now he and his friends now want to hit you back, repeatedly. As long as you keep hitting them and your squishier teammates don't draw too much attention to themselves with large amounts of damage, your teammates be relatively safe and your biggest concern is surviving all the attention from your new "friends".

Now "hitting" doesn't necessarily mean damage, causing a secondary effect on a bad guy is just as effective in generating aggro. For example Ice Armor has Chilling Embrace which slows and weakens foes around you, Invulnerability has Invincibility which buffs you while ticking the foes around you off and Ice Melee has Ice Patch which causes the foes immediately around you to slip and fall (knockdown/knockback effect). But usually just causing damage is the way to hold their attention and some powersets have powers with small PBAoE damage auras. Tankers can take group taunt to pull foes if you wish to spread out mobs or lure them into a trap.

I can't think of how you can break a Tanker build other than not taking attacks or just taking attacks. Most Tanker power sets have one power that grants mez resistance, take it as soon as it's available.

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3. Are tankers/controllers a needed/wanted archetype for grouping in the game?
Depends on the makeup of the team. A team with multiple Controllers may not need a Tanker. A team with multiple Defenders who can buff a team so they are just as survivable as a Tanker may not need a tanker. That's the thing about this game, just about any team composition is playable unless bum rushing every room full of critters three levels higher than your team is the team's only concept of strategy, in which case a Tanker or two would come in handy. The downside of a Tanker is lower damage than Scrappers and Blasters so if a team is forming and are looking for damage dealers, Tankers aren't that high on the list (exception Fire Tankers).

Controllers also have buff/debuff powers like Defenders, but a bit less effective, so they have a second "occupation" to fall back on if control isn't needed.

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4. Are tankers/controllers reasonable solo classes for the time when groups are not available.
Yes but they tend to level slower than the Architypes (AT) that can do a lot of damage, like Scrappers and Blasters. Also depends on the power sets you take. Fire Armor trades protection for additional damage. You may not be as durable as an Ice or Invulnerability tank but you can take out crowds somewhat quicker.

Same is true with Controller power sets. Their secondary sets are buffs/debuffs and in some of those sets you can't apply the best buffs to yourself. Also it doesn't help being able to freeze a group of bad guys in their tracks at range while you are the only valid target. They then tend to all try to shoot you with their range attack. Solo Controller play is more about divide and conquer, mezzing one or more while damaging those still free to chase you. Also Boss ranked bad guys are more of a problem requiring multiple mez attacks to affect them. But you can set the mission difficulty to avoid Bosses for the most part.

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5. Is there crafting or a player economy in the game? Not a biggy, just want to know what I'm facing if I subscribe.
As you get past the low levels you will start getting component drops that you can use to craft what passes for equipment in our game, called enhancements. There is a tutorial that you are told about at Level 10 I think where you get to learn the very basics of crafting and end up with one useful crafted enhancement when the tutorial is done. The later you take the tutorial, the better the item you can make, up to Level 25 I think.

Crafted enhancements, called Invention Origin Enhancements or IOs for short, are "better" than store bought Training Origin (TO), Dual Origin(DO) or Single Origin(SO) enhancements since they don't get weaker as you level and become useless, forcing you to buy new ones every five levels. IOs can also offer addition bonuses if ones from the same set are slotted in the same power and some enhancements provide global bonuses or chances of additional effects occurring.

You can sell these components (but not buy them) in stores but often you can get more for them on the player market.

The player market isn't an auction house. I can't stress this enough because if you go in thinking it's the super hero equivalent of eBay you will be confused and disappointed. It's a consignment house. Currently it is cross server for each faction, one for heroes, one for villains. After I18/Going Rogue comes out they will be unified, one market for all.

When you put on item up for sale you are listing the minimum amount you are willing to accept for it, before the 10% market fee. It will cost you 5% upfront (minimum 5) to list the item. If the item sells you will get that fee back but if you simply pull the item the fee is lost. Putting an item up for sale with a minimum price of one million will cost you 50,000. If you don't have 50,000 you can't set the asking price to one million.

When you are putting in a bid you are saying you are willing to pay that amount, right now, for that item. Not up to that price, that exact price. That amount is taken from you as soon as you bid. Bids are free so you can pull them, get your money back, and change them frequently if you want to hunt for a price. Now if your bid is equal or greater than someone's asking price, the transaction is made immediately. No give backs. If you meant to bid 1,000 and your finger slipped and bid 10,000 and it sold, tough.

Now the interesting part. If the seller was asking for 100 and the buyer was willing to pay 1,000, the seller gets 900 (1,000 minus 10% market fee, minimum 5) and the buyer gets the item. If the buyer was willing to pay a million, the seller gets 900,000 even though he was willing to accept only 100. The way the matches are made is the largest bid is matched to the seller with the lowest asking price. There is no timer, items for sale and bids will stay on the market until the player removes them or a transaction is made.

The thing is that as a buyer, you have no idea what the sellers are willing to accept and as a seller you have no idea what prices the outstanding bids are for that item. All you have is the price that the last five transactions went off at and how many of that item are for sale and how many bids are outstanding. If you want to sell quickly, set a low asking price but be aware that you may only get exactly that. If you want to buy quickly bid high, knowing that you will likely paid too much. You only have a limited number of slots at the market for items and bids, you can earn more as you level and by other means, so that limit encourages you set your asking price and bids so they don't linger there taking up limited space.

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6. Which server? Obviously looking for a server with reasonable population and adult super groups.
Depends. The two busiest are Freedom and Virtue on the North American servers. There are no exclusive PvP or RP servers in the game but RPers tend to cluster on Virtue while PvP tend to cluster on Freedom. PvP is done in special zones or combat arena so no PKing mobs of players are roaming in the standard zones in the game but I've found some of the PvP crowd to be similar to the maturity level found on XBox Live. And the RP crowd can get a little uncomfortable if you overhear them cybering at the game's pocket dimension bar and dance club.

Be aware that in this game most of the content is instanced and with the numerous ways you can travel quickly you normally won't find lots of players out in the world or in one area unless that area is new. Also due to past problems with real money for game money spammers and an influx of new players that quickly got power leveled via a new game feature before it was fixed (creating a class of player who couldn't even travel between zones or even knew other zones existed), you may not see a lot of players listed when using the basic in game search. Together it makes the world disturbingly empty of other players. You can still find crowds nowadays at the markets, the costume tailors and the universities (for crafting). Also there are certain in game events that may draw a crowd.

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7. Are new players welcome in the game?
Oh yes, as long as you didn't get to Level 50 in two days so have no idea how to get to Kings Row and think standard missions at standard difficulty are hard. This game encourages players to make multiple characters so there are constantly characters of all level ranges running around. Plus the game's Super Sidekicking system allows teams to be composed of players across all levels. Yes being a Level 3 character with your two unenhanced attacks isn't going to be anywhere nearly as effective as the Level 30 character with their four or five enhanced attacks but you can still contribute.

And if anyone hadn't mentioned it yet, Paragon Wiki is your friend.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

Just a note about what Father Xmas (who is one of our resident tech guru types) mentioned about mez resistance & protection - while most armor sets have kne power for mez protection, the two big sets that split it up are Fire Armor and Dark armor.

Also, Fulmens called me on it - I fogot to label that to hit formula "oversimplified"


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Hey "Lots of questions", lots of Replies.

Your stuff's been pretty well hashed-out now, just wanted to address one point.

You ask if you need to know the game to be a good Tank - most people are saying you don't really "need" anything other than common sense to be a good *player*.

Tanking, IMHO, is an exception in one way...

A good tank leads the team into the mobs, soaking up the dreaded Alpha-aggro. And knowing when to leave the scraps to the squishies and look for the next mob helps keep things moving along at a good clip. If you want to be a good "leader" of teams, it helps to have some familiarity with the mobs and maps.

Knowing when to charge ahead, when to Pull, when to dive in, when to Herd, etc. can be the difference between a fast, fun, debt-less team and a slow, frustrating, debt-filled team.

So Tanking, IMHO, is really the one and only AT that really benefits from having some experience in-game.