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City of Villains Guide: Starting A Life of Villainy

MMORPG.com City of Heroes Correspondent Dana O'Shea writes this look at starting life as a Villain in the City of Heroes companion game City of Villains.

By D on May 18, 2009

As soon as you begin playing City of Villains it is easy to enjoy and not overly difficult to understand. Still, there are a few things that can make the learning curve a little bit smoother and a few others that will have you saying later on, "I wish I knew that when I started". So, here's a beginner's guide to creating your first villain:

City of Villains and City of Heroes are before you. Though they were released one after the other (with City of Heroes being the original game), having a copy of one now gives you access to both games. Essentially, they are just two versions of the one game in different city settings, with different character selections and power-sets for each.

The first step in creating your villain is, of course, choosing to create a villain! Let's leave the heroes out of this. We're talking evil here. The background screen should turn a blood-red color and we get the bad-guy music. This brings us to the selection of Archetypes. Each one of these has strengths and weaknesses and a special ability.

BRUTE: Strong melee character with access to defensive power sets such as shields and barriers. The special ability is Fury. Fury builds up every time the Brute attacks or is attacked. As Fury builds, the Brute deals more damage, but Fury will decay when not actively fighting. The Brute is the villain that can stand there toe-to-toe and beat up their foe.

STALKER: The Stalker is a melee-based Archetype but not resilient enough to win a head-on fight. Fortunately, they don't have to. The Stalker is given a stealth power and if they attack from their hidden state they can deal extra damage. They also gain access to an "Assassin" power that deals incredible amounts of damage if stealthed and not interrupted. Still, they have less health than most and though they have access to defensive powers for the most part you need to be prepared to run if you get too much attention.

MASTERMIND: A Mastermind brings his/her own army! Though not very powerful on their own, Masterminds bring Pets to the battle. If you see someone running around town with half-a-dozen robots trailing behind them, that's a Mastermind. As they level, Masterminds gain access to more powerful minions and can have more pets active at one time.

DOMINATOR: The dominator can cripple their enemies with powers that hold or stun, as well as having access to some deadly high-damage attacks. Steadily as they fight Dominators gain their special-ability: Domination. When the Domination bar is full this villain can unleash its power and have a minute or two of extreme power. If you like freezing your enemy in their tracks and then blast them to shreds you'll probably like a Dominator.

CORRUPTOR: This archetype combines powerful ranged attacks with access to powers that heal or buff their allies, or perhaps de-buff their enemies. (It is worth noting that some of the Corruptor healing/buffing sets are shared with Masterminds).

Though perhaps harder to play solo, a Corruptor can be an essential part of an effective team. The Corruptor special ability is Scourge. This kicks in when the enemy is low on health and lets the Corruptor deal double-damage until the foe is defeated. Think of it as kicking your enemy when they are down!

On the same page as your Archetype selection appears a list of Origins. Basically these reflect the story of your character. A robot-type character might be a Technology character, or perhaps your character gets their powers from a mutation. These are mainly for story but will affect items your character can use later.

Once you have picked an Archetype and Origin, the process continues with selecting Power-Sets. These come in two groups for each character and are labelled "Primary" and "Secondary". Which Primary and Secondary power-sets you have to choose from depend on your Archetype and it is worth noting that while some Archetypes seem to have the same sets, they may actually do different things. A Brute's "fire" set, for example, will be a set of melee fire attacks while a Corruptor's "fire" set will be thrown fire-balls and blasts. If, say, a Brute and Stalker both have access to a defensive set the actual effects will still vary with the Brute shield absorbing damage more effectively.

So we have picked an Archetype and now know what to look for in power sets. Look through them and I'm sure you'll immediately have a few you want to try. Pick the Primary set and then pick either the first or second powers that are now both available. Then move on to the next screen. Now we are looking at Secondary sets that, depending on your chosen Archetype, may look to include similar powers but don't be fooled - they are in fact quite different. An Energy-based Primary might be very different to an Energy-based Secondary. You are not limited to a Secondary set because it is like the Primary you chose - you can mix sets maybe having one fire and one ice, for example. With the Secondary set you don't get the option to choose from two powers it will automatically give you the first one.

It's probably worth taking the time to go back and forth through this process to have a look at all the options available to each type of character. This is part of the joy of City of Villains! There are so many options that you can try many sets until you have a character that suits your best concept for an evil-doer.

Here it comes! The Costume Creator is perhaps the most appealing phase of the character creation process. It begins with choosing body-type, height, and scales. Pick carefully as only scales can be changed at later levels; you're stuck with whatever body-type and height you start with. The body-types are: Male, Female, and Huge.

*NOTE: when choosing height be prepared that most people play really tall characters compared to real life. In this game the average citizen walking down the street is about 6 feet 4 inches tall.*

Scales let you fine-tune the specific details like waist-size, shoulder-width, leg-length etc.

The next screen is where the magic happens. It is here that you have hundreds of costume-pieces to combine and color as you see fit to create the world's most malevolent villain. You can choose from two colors on each piece and most choices can be refined through drop-down menus. For example, if you chose to give your character a full helmet, you will get to choose from medi-evil styles or high-tech head-protection. Need something else? Try adding some horns or breathing gear. (You will see characters in the game with costume pieces that you didn't have access to. Some of these like capes are unlockable at higher-levels, but others will be rewards for veteran players and some made available through real-life purchases of "perks". Regardless, without all the extras you should have enough options to create some amazing characters.) Unlike height and body-type you will have the opportunity to change your costume several times as you level.

By the time you get to the last detail on your costume you are ready to finalize a name, a background (can do background later) and enter the Rogue Isles. Get stuck in and cause some crime!

In Part 2, we'll have a look at levelling-up and building an effective criminal. We'll also look at Party Dynamics and how to fill your role in a team.

More City of Villains Features:

City of Villains - Issue 7: PvP Preview Preview added on Friday June 02

More Guide:

Star Wars: The Old Republic - Jedi Guardian Player's Guide Guide added on Wednesday February 08
Star Wars: The Old Republic - Sentinel Player Guide Guide added on Friday January 20

More Features:

Guild Wars 2 - Micro-Awesomeness Column added on Tuesday February 14
The Free Zone - Is F2P Ruining Korea’s Youth? Column added on Tuesday February 14
 
 
Zap-Robo writes:

The first news article for CoV on MMORPG.com for three years! Lets hope this is a start of a new era (might I suggest mirroring the news from City of Heroes as well, at least those things that affect both games - like Issue Releases and Patch Notes - if you want to keep City of Villains listed seperate from Heroes)

New Post Quote
5/18/09 10:35:41 AM
 
Colonial writes:

This game is so old now this coverage goes with it, not to mention some of the broken sets and how painful some classes are to level e.g Stalker

New Post Quote
5/18/09 4:16:00 PM
 
Xondar123 writes:


Originally posted by Zap-Robo

The first news article for CoV on MMORPG.com for three years! Lets hope this is a start of a new era (might I suggest mirroring the news from City of Heroes as well, at least those things that affect both games - like Issue Releases and Patch Notes - if you want to keep City of Villains listed seperate from Heroes)


Yeah, I agree there. It's funny how they announce an new expansion for CoH/V and not a peep from MMORPG.com.

New Post Quote
5/18/09 4:56:15 PM
 
jdilling00 writes:

I tried this a while back based on good memories of city of heros. Quit within a couple days. Why in the world dont the villans do anything villanous in the game? I mean realy, killing corrupt cops, attacking snake monsters, and robbing banks was about all there was. Should have been called city of not that bad guys or perhaps city of anti heros.

New Post Quote
5/18/09 6:24:54 PM
 
Cyrosphere writes:
Originally posted by jdilling00

I tried this a while back based on good memories of city of heros. Quit within a couple days. Why in the world dont the villans do anything villanous in the game? I mean realy, killing corrupt cops, attacking snake monsters, and robbing banks was about all there was. Should have been called city of not that bad guys or perhaps city of anti heros.

It is T rated, but it is a little cartoony, I agree. Mayhem missions are the only real gem that stands out if you're not a fan of reading some of the well written story arcs though.

 

@Colonial  

A stalker is painful to level? The only levels that suck are 1-6 pre-Assassin's Strike, and post 40 if you happened to pick one of the sets which is heavily resisted by many enemy groups (i.e. Claws). This also assuming you didn't pick one of the godawful secondary sets like Energy Aura or Electric Armor...

 

New Post Quote
5/18/09 9:49:47 PM
 
Zap-Robo writes:
Originally posted by Colonial

This game is so old now this coverage goes with it, not to mention some of the broken sets and how painful some classes are to level e.g Stalker

 

Not sure how long ago you tried playing a Stalker but they had some power changes to Assassins Strikes that mitigate some of the squishiness they previously suffered from...

"If the target survives [Assassins Strike], all nearby non-player enemies (which may include the target itself!) are Demoralized and suffer a small but irresistable ToHit penalty, and occasionally Fear as well, for eight seconds."

New Post Quote
5/19/09 7:46:58 AM
 
Alienovrlord writes:

It was entertaining when I played a Mastermind in CoV.   Zombie minions are amusing lol

But I would advise anyone playing a Mastermind to input macros or add-ons unless they've significantly improved the UI for contolling your pets.     Once I had those the class was much better to play.  

CoV had some great storylines in it and I really liked how you could read about your past missions with little summaries of all your tasks and collect momentos/trophies of your exploits.  

In the end, it was the awful mission map design (nothing says superpowers like constantly getting stuck on pipes or curbs/dips on the floor) and the XP grind that finally wore me down.  Too bad, I might have kept playing otherwise.  

New Post Quote
5/19/09 6:40:47 PM
 
Sanguinia writes:
Originally posted by Alienovrlord

It was entertaining when I played a Mastermind in CoV.   Zombie minions are amusing lol

But I would advise anyone playing a Mastermind to input macros or add-ons unless they've significantly improved the UI for contolling your pets.     Once I had those the class was much better to play.  

CoV had some great storylines in it and I really liked how you could read about your past missions with little summaries of all your tasks and collect momentos/trophies of your exploits.  

In the end, it was the awful mission map design (nothing says superpowers like constantly getting stuck on pipes or curbs/dips on the floor) and the XP grind that finally wore me down.  Too bad, I might have kept playing otherwise.  


 

Robots are MUCH better to control. And I don't understand why that is. I mean, you could have TRAINED mercenaries or ninjas! You mean to tell me they wont follow your attack orders to the letter? You're a super-villain, for corn sakes! But for some reason, the only ones that I can get to attack one boss at the same time are the damn robots.

New Post Quote
5/24/09 4:43:24 AM
 
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