Welcome back to Paragon City - how to play the revived City of Heroes

Flyers supporting the Praetorian Resistance need to watch out for PPD’s Enforcers and Justicars.

Yeah, I know about gravity powers knocking down flyers, and there’s one in the blaster cold secondary that does too (probably one in all of the blaster secondaries, but that’s the one I have). It’s good for when an Oscillator dares to come up and get in my face. But I’m pretty sure that Lead Freezers use the same cold power that my blaster does, and it doesn’t knock her down.

And my gravity/time main does get his superspeed and/or Time’s Juncture (slow aura) turned off whenever he’s put to sleep. So they didn’t completely remove that.

I think that Mystic Flight would still turn off when out of Endurance, but it’s really, really hard for an electrical main to run out of endurance. She’s level 20 now, and it’s only ever happened once.

In other news, I’m one step closer to getting my keybinds how I want: Apparently, you can set up a keybind that will trigger both when you push the button and when you release it, which means that I’d only have to pound my “try some power or another” key twice, instead of four times, to cycle through all of them.

I missed if anyone else answered this, but supergroups are alignment-blind. I made a red-side Dominator and used altinvite to bring them into the supergroup. Which gives access to the superbase as well.

Had a good weekend for groups. Got to do DiB several times on different characters, even on my one villain that almost never finds a group. Got to do Market Crash and earned a purple recipe–ok, it was my blaster, and the recipe is for a melee attack. I’ll either save it for my tank or sell it for about $15 Million, when I checked on the AH.

My main recently hit “recipes full”, which was something that I didn’t even know could happen (I’m used to regarding “learn all recipes” as a goal to look forward to). There were a bunch that he couldn’t use (he doesn’t have any powers classified as “sniper powers”, for instance), so I put those on the auction house.

I’m clearly not used to the existence of auction houses. In most of the games I’m familiar with, “selling” means “vendoring”, which means that if you later need something you sold, you’ll at best be buying it back for twice what you got it for, and more likely it can’t be gotten from vendors at all. But when you can buy absolutely anything, at only 5% more than you sell it for (assuming a stable market), it makes the incentive for selling a lot higher.
On a completely different note, has anyone else had multiple missions in the same location? Three times recently, I’ve exited a mission, then checked my map to see what else I had that was close, and it was right back through the same door I’d just stepped out of. And apparently, in the thirty seconds after the Skulls moved out, the Council who moved in completely changed all of the decor.

I think Interior Decoration is a NPC-only subset of the Super Speed power.

Yeah, I’ve had two of those in Praetoria.

One of my kids was watching me play yesterday. I was on an indoor mission with my Tanker. In a big area, I ran around to each group of badguys, bopped one on the nose, then ran on to the next. Everything chased me into a little room to the side. My kid said “Oh no, you’re trapped in the room with all the badguys!” with a lot of worry. Of course, I grinned an :evil: grin and said “actually, they’re trapped in here with me”. My Tanker was only one thing that left the room alive.

Someday when they read Watchmen, they’ll get the joke.

Don’t be silly ! You’re a hero, they’re all merely unconscious. And not badly burned, full of radioactive tumors and/or bones crushed to a smooth paste with a 50 pound mace ; no sir ! We be heroin’ up in here !

Most of the time, the game uses words like “defeat”, or “arrest”. But a few places, the game does seem to imply that you’re killing the enemies, like some of the Skull bosses who say something about you “sending them to the Dark Ones”. And there’s one Tsoo guy you confront after he calls in a hit on you, and after you defeat him, you get the choice to either kill him honorably or leave him alive but humiliated.

Oh, and,
Go. Kill Skuls.

One of the very early missions sends you to “investigate” a warehouse. All you do when you get there is defeat all the mobs inside; that counts as “investigating.” The last guy wheezes out the clue.

For some reason I found this endlessly funny, and in my gaming circle we made a lot of jocular references to “investigating” our foes into submission. “I’m sorry, Inigo, I didn’t mean to investigate him so hard.” :slight_smile: To this day it’s something of a catchphrase.

There’s a Praetorian Loyalist mission which features a similar Resistance member.

So, in the long term, what’s the difference between a Tank and a Scrapper? It looks like Tank primary power pools are Scrapper secondaries, and vice-versa. You get access to your primaries a little quicker, but eventually, you’re going to get all of them. So how is someone with, say, all of the Invulnerability powers and all of the Super Strength powers different from someone with all of the Super Strength powers and all of the Invulnerability powers?

The powers are called the same, and they look the same, but there’s a real difference in terms of damage done (or mitigated) between primaries and secondaries. Also, Scrappers innately have an even higher DPS potential with their ability to critical hit (whereas Tankers, for their part, have in-built Taunt). Over time Scrappers become more glassy and more cannony ; while Tankers grow evermore unkillable.

I finally rolled a character that I decided would be a vigilante rather than hero, and took the option to kill Aaron Thiery. When I turned the mission in, Matthew Habashy asked what happened to him, and I had the option to either tell him I killed him, or that Arachnos killed him. So I lied and chose Arachnos, and Habashy was all, “Wish I’d been there to see that.” I’ll have to admit it next time and see what he says.
With those Skulls, I got the impression that the gang has some sort of dealings with dark forces, and that when I defeat those characters, those forces are “coming for them” as punishment for failure. After all, it’s pointed out in at least one other mission that Skulls don’t fear death, so perhaps there’s a “fate worse than death” waiting for them (or they *believe *there is) when they fail.
I’ll try the option to kill the Tsoo guy when my vigilante gets the chance, see what happens.

You’ll find that happening if you take all of the missions from the origin contacts in City Hall. There are at least two of those missions that use the same door. I’ve also had it happen multiple time when doing Tip missions.

I killed the Tsoo guy, and all of the other Tsoo just watched and let me leave peacefully, because by their code, there was nothing wrong with a stronger challenger killing a weaker. There don’t seem to have been any other repercussions from it.

There’s also the city councilwoman with Family ties, who you can either arrest, or just tell her to behave from now on. I’ve taken both routes with different characters, and so far, it doesn’t seem to have made a difference.

Mister Rik, does the same mission always use the same door? I’ve found some that seem to vary. One was even in a different zone, in two playthroughs (“Stop the Jewel Thief”, with the Circle of Thorns and the Necklace of Hera, was in King’s Row a couple of times, and Skyway once). But it may just be that Atlas Park doesn’t have very many doors, and so if you have a lot of Atlas Park missions, collisions are likely.

Oh, and I get the impression that Skulls don’t fear death, not because they think death isn’t so bad, but because they’re convinced it can’t possibly happen to them. So when it does, they’re scared out of their wits.

If you play around with builds in a hero-planner app, you can the difference in numbers. I think the rule of thumb is that powers from secondaries are about three-quarters as effective as the same power from a primary.

The enhancement slotting used by a character makes a big difference. A Scrapper slotted out for defenses/resistances will have better defenses/resistances than a Tanker slotted out for attacks. And that Tanker will have better attacks than that Scrapper. But with balanced slotting, a Scrapper will attack better than a Tanker and the Tanker will defend better than the Scrapper.

There are also hard-cap limits on how effective each archetype can be. Tankers max-out their defenses and resistances at a higher effectiveness than Scrappers. Scrappers max-out damage at a higher effectiveness than Tankers. See article on limits by archetype.

I did that mission on my dual pistols/willpower sentinel, Josie Wales. Shot the guy in the head then deadpanned “Buzzards gotta eat, same as worms” for great (x4) grandpa Josey. :slight_smile:

Now I need an emote to let her spit tobacco juice on mobs she’s about to shoot…