cohRock

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  1. Today, during the patch, the Server Status Page was useless. It kept showing servers up, servers down, servers unknown. When "up", one still could not login.

    I suggest adding the Login Server to the game servers already being tracked by the Server Status Page. It doesn't matter if the game servers are up if one is unable to get logged in.
  2. cohRock

    Servers down

    Ok then. Let me ask directly, is anyone able to log in? I'm just hoping they didn't fix it so the French and Germans could log in, but not the Floridians.
  3. cohRock

    Servers down

    Server status page says servers are up, but I can't get past the login screen. Eventually, the login attempt times out, and a message appears which says to check the server status page, which says servers are up. ... <sigh>
  4. cohRock

    Cold or FF?

    Both. At least I have both types, and enjoy them about equally. One thing I can add that hasn't been said is that FF's upgraded Repulsion Bomb makes the set more fun, as well as offering the defender some welcome AoE direct damage, It also offers a knockDOWN debuff (not knockBACK as the name implies).
  5. [ QUOTE ]
    I CAN raise the gamma in the game and see at night. It just makes anything that's NOT a night in Sharkhead Island or Grandville horribly washed-out and unpleasant. I'm already seeing the shadow maps of many textures in places that are supposed to be dark.

    Any game that has near-perfect darkness, or darkness on a background with a lot of blacks and browns yet does NOT offer a flashlight or other means of lighting your way is going to be hard to see in. I wouldn't mind darkness if I could light it up, but as it stands, my choice is between very dark nights and good-looking days, or visible nights and bleached-out days.

    [/ QUOTE ]
    Samuel, I used to have a "too dark" problem on my system as well. For another reason, I ended up replacing the graphic card, and it didn't help overall brightness. It turned out the monitor was not operating well, and just wasn't pushing out enough brightness, even when set to max. A new monitor solved the problem.
  6. The test server this afternoon is acting laggy, but not so much for motion. Things like talking to contacts, getting rewards, going up elevators -- those all take significantly more time than usual. So I'm wondering if there is some sort of load test going on. Are other folks noticing this?
  7. Underline Girl wrote:
    [ QUOTE ]
    but hey, maybe one guy will read this and be like, "oh, so that's how it works" and the game will be marginally better for everyone who knows that one guy and maybe all of them will be nicer people because of it and they'll spread the cheer that will eventually result in mutual understanding between people of all nations and creeds so maybe you've just catalyzed world peace


    [/ QUOTE ]
    No puppies and kittens? We need more puppies and kittens.

    The_Player wrote:
    [ QUOTE ]
    Post Deleted by Moderator_08

    [/ QUOTE ]
    How do you think I gathered? Go in, Irradiate the bunch, put up PFF, rush behind columnn to get them to come close, wait for scrapper to come near with her taunt aura, drop PFF, and continue the fight.

    Dictator_MM wrote:
    [ QUOTE ]
    If the scrapper wanted to play a herding tank he would have rolled a herding tank.

    Learn to play a Defender and use your own smarts to stay alive. Maybe Aid Self with interupts in it? I have this on my blaster and do just fine without telling other people how to play their class.

    [/ QUOTE ]
    I eventually reached the conclusion that gathering was just not something she would do, so I dealt with it and adapted my playstyle to be less aggressive. (* kinda sad when the 3 out of 5 of my best direct damage attacks are AoEs...) I have Aid Other and Aid Self, both with interrupt reductions.

    BTW, I avoid the word herding nowadays. I'll use it in reference to the real herding of oldendays, when a tank could herd virtually a whole map of foes into a large trash container. Since tbe aggro cap now prevents that, I use the term gathering instead for the one- or two-group pulls still possible while maintaining aggro.

    [edit add]BTW2, some scrappers are by their nature gatherers, having a taunt aura. These include Invulnerability, Willpower, and Shields. Certain other scrappers have damage auras that do not function (for scrappers) as taunt auras, such as Fire and Dark. I don't consider these as natural gatherers -- it being significantly harder for them to hold aggro.[/edit]

    Reyne_Maker wrote:
    [ QUOTE ]
    had a "good" build AND Taunt????

    No scrapper takes taunt. Ever. Even the /Inv who make Granite look wimpy.

    [/ QUOTE ]
    Not Taunt, Confront. Single target ranged attack that always hits, costs no endurance, has a quick recharge, is slottable with range enhancments and/or a damage proc. Not all, but about half my scrappers eventually take it. What's not to like?

    * Anyone not interested in the underlying underpinning of my defender's playstyle, skip to next post. Otherwise, form follows function:

    Boson Boy, level 42 FF/Rad:
    Personal Force Field
    Neutrino Bolt
    X Ray Beam
    Deflection Shield
    Irradiate (PBAoE)
    Swift
    Hover
    Dispersion Bubble
    Fly
    Insulation Shield
    Health
    Stamina
    Maneuvers
    Tactics
    Force Bolt
    Aid Other
    Aid Self
    Detention Field
    Repulsion Bomb (Targeted AoE)
    Force Bubble
    Thunder Strike (Cone Melee)

    As you can see, not an offensive dynamo; he is most helpful to team being in center of action offering extra defense and his AoE damage. My goal in asking the scrapper to gather and utilize her taunt aura was to maximize both of our abilities. If that request is interpreted as "telling other people how to play their class", so be it.
  8. Underline girl,

    Perhaps, but I felt that 3 times, including an example of me actually gathering, should have been sufficient. After she said, "lol, I know what out of sight means", I figured it was a lost cause. Knowing and doing are vastly different things. For whatever reason, she would not do.

    And I posted here precisely because some players apparantly have not yet learned certain "basic gameplay concepts".
  9. Pulling:<ul type="square">[*]get foe mad[*]get out of sight[/list]Gathering is the same thing, but multiple foes. Sometimes pulling is used loosely to mean gathering, and sometimes one means to pull, but it works out as a gathering.

    I'm writing this in frustration. My level 42 ff/rad defender just teamed with a 43 bs/inv scrapper, doing her mission with an invincible rep. She had what I consider a good build, with all her protective powers, including Invincibility.

    She knew how to use Confront, and did try to keep foes off of me with it. But she didn't know, and seemed incapable of grasping, that Invincibility was a taunt aura. I asked her to go around a corner or behind a pillar after she got foes mad, but for whatever reason would not do so. If unstoppable was up, she'd aggro two groups. Needless to say I died a lot because a lot of the blasting robots would turn their attention on me.

    So, I just want to say: You ain't pulling or gathering if you don't get out of sight afterward. Having a bunch of foes shooting at you and teammates from a distance is, well, what a vacuum is doing.
  10. As a sidenote, one need not take the Concealment:PhaseShift power. Ever, unless you're desperate to phase self in Bloody Bay or Siren's Call prior to reaching level 30.

    From level 30-50, you can get HyperPhase by doing 5 minute patrol of Warburg. HyperPhase is good for 30 minutes of on time, which at a max of 30 seconds per use, means you get at least 60 uses. Should that ever run out, just patrol Warburg again.
  11. Shouldn't the Smoke Grenade power take the Siphon Insight set, accurate toHit debuff? I respecd my widow and unslotted the Dampened Spirits set (normal toHit debuff), thinking SI would be better fit. I bought some Siphon Insight recipes, only to find they won't work in Smoke Grenade. Bug, or for some silly reason by design?

    I checked the notes for issue 15, and the known issues in this forum, but couldnt find this mentioned anywhere. Seems like pretty significant oversight if a bug.

    (Yes, Smoke Grenade takes accuracy enhnancements, and lists its base accuracy as 1.0. So the alternative bug could be that Smoke Grenade is actually auto-hit, and shouldnt take accuracy enhancements.)
  12. 8-man team was in KR AE building. We went into 2nd mission of AE arc. Only four of us arrived in one instance, and only four of us showed on team list. We went out. Then another person came out, and was auto-added to team. Apparantly it split into two arc instances, with separate team lists!

    Got worse. Massive rubber-band motion of everyone around me. Others expereinced it too. Slow response. Team list started dropping and adding members. Was crazy. Then my client crashed. It wasn't just my client though, others were experiencing massive weirdness as well.

    At any rate, headed back in to see if it better.
  13. [ QUOTE ]
    I totally support!

    It would be nice to know what you have unlocked specifically. let me explain, say we purchased the magic pack. Would be nice to know what pieces were specifically acquired and what grouping they are (skirts, tights, pants, etc)


    [/ QUOTE ]
    Thanks, and I like you extension to my suggestion.
  14. [ QUOTE ]
    I would eliminate this part:

    "In each case, the first line of each list element would be colored or in bold to indicate whether the character has the item available or not."

    Only show costume pieces earned or unlocked. The logical alternate place to display these would be in the Info window.

    [/ QUOTE ]
    Snow Globe, why not show all possible non-standard pieces, then delineating which ones are actually available now? Think of a fairly new player who goes to the costume shop. He's seen someone with the boxer's outfit, and wants that for himself. He wastes 5 to 10 minutes looking for the pieces, and finally gives up in frustration. He still doesn't realize the pieces are a veteran reward, and he has 8 months left to wait.
  15. It occurs to me there should be a fifth drop-down tab, for weapons. I think this list could be consolidated, whether the weapons were enabled via quest or option pack. It probably doesn't need to list the temporary weapons from recipes, though, or vet weapons. These aren't custumozible anyway, and they are already listed in the Powers tab.
  16. I like the original idea, as well as DrMike's extension. Dark Astoria fog would be cool to have available for outdoor maps, and that debuff-mist (the one in a Croatoa mission) would be great to be able to place in indoor missions.

    How about the possibility to have sepia and/or black&amp;white (like old tv shows or movies) coloration for entire missions? Why reserve the effect to a "fade-to"? I mean, if you want to put a 1940's gumshoe to work, what's he gonna do with all them colors forced on him now?
  17. "What costume pieces has this guy unlocked?" Have any of you ever wondered that? I know I sure have. My suggestion is to add some drop-down tabs to bottom of the current costume window (accessed via the main menu -- the one that shows your current costumes). These would show which unlockable costume pieces exist, and which ones you have available.

    I envision 4 tabs:<ul type="square">[*]Recipes - Lists all costume pieces that are available via recipes. This would include various wings, boots, etc.[*] Veteran - Lists all costume sets that are available due to veteran status. This would include angel/demon wings, boxer pieces, etc.[*] Quest - Lists all costume pieces and sets that are available due to completing certain task. This would include witches hat, roman pieces, etc.[*] Option Packs - Lists all costume sets and pieces that are availble due to either an option pack or special game box. This would include Arachnos capes, wedding pieces, valkyrie pieces, etc.[/list]In each case, the first line of each list element would be colored or boldened to indicate whether the character has the item available or not.

    I'm envisioning list elements looking something like:
    <font class="small">Code:[/color]<hr /><pre>= - = from Veteran tab (no particular order)= - =
    * Angel and Demon Wings
    For achieving 15-month veteran status, all characters on your account
    can access the Angelic and Demon wings.
    * Boxing Pieces
    You have not yet achieved the 39-month veteran status necessary to
    unlock the pieces for a boxer's outfit.
    = - = from Quest tab (no particular order)= - =
    * Witch's Hat
    Your character has earned the Ten Times the Victor badge during a
    Katie Holmes task force, unlocking the witch's hat.
    * Roman Costume Pieces
    Your character has not earned the Temporal Strife Badge by completing
    the Imperious Task Force. The Roman Costume pieces are not yet available.
    * Capes
    The City Representative authorized your character's use of capes after
    you learned a bit about Hero One.
    * Auras
    Beginning at level 30, see the City Representative to obtain the tasks
    necessary to open Auras for your character.
    </pre><hr />
    The exact implementation doesn't really matter. I'm sure pohsyb and friends can come up with something pretty-darn nice.
  18. I'm glad we're getting a free respec, but it surprises me. I didn't think there were significant power changes that would lead folks to desire a respec.
  19. Arc Name: Little Red Riding Hood
    Arc ID: 8857
    Faction: Council / Werewolves
    Creator Global/Forum Name: Dott (Splotch) / cohRock
    Difficulty Level: Medium, boss hard
    Synopsis: Find Grandma, defeat Big Bad Wolf, rescue Little Red Riding Hood
    Estimated Time to Play: about 25 minutes (one "short" mission)

    Edit: updated arc ID
  20. Wow! We get to start talking about something we know little about but have lots of innate bias!

    You know what this means? We're all qualified as talking heads on both Fox News and MSNBC!!
  21. You're signing on Ray Bradbury and we get to videotape the event!
  22. Thanks for the feedback folks! Keep it coming.

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

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

    [/ QUOTE ]
    address your concerns?

    LygerZero, I am describing "pool powers", not pools themselves. Is this distinction unclear?
  23. I have updated my Thresholds CoH: What to Do When guide through i12. The old i7 guide can be deleted.

    If possible, please update the Before You Start - Preparing to Play post of the Guide to Guides thread. My old guide is linked within the "Guideposts to look for / Long range planning" section.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    [/ QUOTE ]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    Here is a link describing most trials and task forces:

    * Wiki CoH Task Forces
    * Wiki Trials and Raids


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

    * Maps
    * Badges and Accolades
  25. ¡¡¡ daaaaaaaaaayaaaaaaaaamn !!!

    In the best possible way.