Disadvantages to being Rogue/Vigilante
No Hero/Villain Merits or access to Fort Trident/The Crucible (these are not necessarily the same thing, as each zone contains mildly convenient direct teleports to signature TF contacts). Also, the Hero/Villain alignment powers (Call to Battle and Frenzy, respectively) are better than the Vigilante/Rogue powers (Fear Incarnate and Duplicity, respectively), IMHO.
It also gives the impression to others that you're a wishy-washy superbeing that can't make up their mind.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
...and I know that Oroborous use can be a giant pain. Also, what is the deal with Supergroups?
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Oh yes, that too, although that's really an incidental disadvantage since it counterbalances the benefit of being able to play both sides with only having access to one Ouro, and as long as you remember this fact consistently (lol), it's not too big of a hassle.
I guess it also bears mentioning that Rogues cannot participate in CoP trials run by Hero SGs, and Vigilantes cannot participate in CoP trials run by Villain SGs, so that benefit is nonexistent for that particular content.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
You can play tourist, but it's pretty limited to teaming with heroes, Newspaper missions, and tips. You can only do paragon contacts if you're hero/vigilante, and rogue island contacts if you're villain/rogue.
And, yeah, I agree with Goblin. The Villain/hero powers blow the rogue/vigilante powers out of the water. They should at least have comparable duractions, a 6 second confuse is -slightly- handy, but nothing compared to 30 seconds of +DMG/ACC. Oh yeah and then there's the fear power. lol.
Thank you - I remembered the SG stuff and Oro stuff but I couldn't remember what else - I have two people that I am helping that are learning the game and I was looking and missed a consolidated list.
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Thank you - I remembered the SG stuff and Oro stuff but I couldn't remember what else - I have two people that I am helping that are learning the game and I was looking and missed a consolidated list.
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Paragon Wiki: http://www.paragonwiki.com
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...and I know that Oroborous use can be a giant pain. Also, what is the deal with Supergroups?
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If they switch sides to hero or villain, lose all access & privileges to SG until they return to origin side.
Rogues & Vigs can also play both sides of SSA arcs which has allowed my Rogue to double up on some rewards.
Pretty much complete consolidated list. And by "pretty much complete", the only thing I don't see on there is the SG stuff...I would put it in there but I'm not 100% sure EXACTLY how it works (I honestly don't have any rogues or vigilantes) so I don't know exactly how to word it. Hopefully someone else will come along and add it.
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That article mentions True Alignment lounges. What are these?
Cheers,
RW
For me the only reason to not be vigilante is Frenzy for Doms and hero for my toon that does tip missions. No reason to be rogue as vigilantes get pretty much the same thing except with a far more useful ouroboros.
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
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--{=====> Virtue ♀
"Rogue" works better as part of a character name than "Vigilante" does but I guess you don't need to be one in order to call yourself xxx Rogue.
I've found I don't really mind the Orobouros limitation all that much. In fact, to me it's the quickest way to get to the "other side."
(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
I personally love the rogue/vigilante option and choose it for most of my concept characters.
Also a number of red side SFs are really quite well done and its a shame they are so rarely run even on virtue. I have been trying to lead more on my main red sider T'Keron Valmaz who is a rogue for RP purposes as well as the fun of having access to the full game world.
That last is the real reason I favor it. Between both sides and praetoria we actually have a really large well developed world to explore and enjoy. I also spend a fair bit of time hanging out at the D and its nice to be able to freely travel to either side with new friends I make for RP reasons.
Granted I do feel the loss of hero/vil merits is a pretty major drawback. When you consider thier real value these days, the dummied down merit rewards from the comic series seem especially harsh.
1 hero merit is easily worth the 50 reward merits you pay to convert. Yet you get no where near that many merits as a rogue/vigilante when completing alignment cycles, nor at the end of the previously mentioned comic series.
I really dont understand the reasoning behind that design aspect, considering you cant access other side story arcs or the like via flashback as some way to gain additional merits in way that increases play of content often unused these days.
Frankly I often feel I deserve MORE for my efforts when I come over from blue side to form a tf to help red siders get abit more action going on. Or spend time over there answering questions of new players who had know way to know that red side is practically a ghost town compared to blue or even praetoria. least on virtue.
So please DEVs I personally love having the freedom to walk the full world, but dont see this as in itself enough to justify rewarding those who prefer a smaller game with more rapid gains in power.
Perhaps something like if you run a tf on the other side you get an additional reward merit bonus, no more then once a week, similar to running a wst. I feel that would help even out the reward imbalance I personally see existing between those who can and cant earn the highly valued H/V merits
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
Major Disadvantage: No Hmerit/Vmerits
Major Advantage: Good when leveling. You can participate in both strictly red and blue teams, as well as their TF's/SF's.
I can't remember if doing the weekly strike force also grants a "double reward" if it's a non-coop TF (Khan/Barracuda, Respec trial, STF/LRSF, etc. as apposed to ITF & LGTF).
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It's really not -that- much of a disadvantage as long as you have dedicated alts who'll stay true to being a hero or villain and can then email the results of their hero/villain merit farming to other alts. I play many rogues and vigilantes for RP purposes but I have several other heroes and villains I could use for merits if desired.
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That depends entirely on how much time you dedicate to the game. If you play little and use the same missions for getting merits as for leveling up, you get the choice of playing your level 30 villain and getting good rewards and good XP or playing your level 30 rogue and getting half of that. Pretty soon the choice is between a level 30 and a level 45.
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Can anyone point them out to me or direct me?
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom