Archive for the ‘Tips & Tricks’ Category

Post subject: Care and Feeding of your Pet Netterling

July 31, 2005 in Blaster,City of Heroes,Tips & Tricks | Comments (0)

If you’ve spent any time in the Shadow Shard (Firebase Zulu) fighting against the Soliers of Rularuu, you know what a Netterling is. These are annoying little flying turds who try to ruin your day by pelting you with purple blobs of goo. They are not so bad by themselves, but if there are two or more of them gathered in one place, then you could be in for some trouble.

Netterlings are nasty little critters, and when the going gets tough, they get going, so plan on having to chase them down from time to time. If they start to feel threatened and there is another Netterling around, they will flee to this other Netterling and combine with it to form a Bull Netterling. The Bull Netterling is bigger, meaner, and more annoying than the Netterlings that made it, and it will con a level higher than they were (two red-con Netterlings will make a nice, fat purple Bull Netterling). Bull Netterlings have a hold attack that traps your arms in what appears to be a purple tire tube if you don’t have protection from status attacks.

I’ve spent a lot of time in the shard with my Energy/Energy Blaster and my Dark Melee/Regeneration Scrapper, so here is my advice for dealing with Netterlings from those two perspectives.


When you see a bunch of Netterlings gathered together, be sure to scan for any Bulls already in the bunch. You need to remove them as quickly as possible before they can put a hold on you. Likewise, when you go after the Netterlings themselves, make sure you defeat them before they can run off and join with another Netterling.


Since a regen Scrapper is immune to status effects with Integration, you can play the Netterlings a little differently. In this case, you actually [i]want[/i] them to combine. When you con a group that has two or more Netterlings in it, run up and punch one in the face, then turn around an punch the other one. Keep punching until one of them is low enough that it goes to combine with its brethren. When the Bull Netterling comes into being, the two Netterlings that spawned it are destroyed, but since you punched them both, you get experience points for each of them, and two possible inspiration or enhancement drops. As icing on the cake, you now have a higher level Bull Netterling to pound into submission. Without their hold power, they don’t pose much of a threat at all, and you get experience points for three kills instead of two.

Netterlings by themselves don’t pose much of threat, so you can leave them for last when you’re fighting a big group of Rularuu. A Netterling will never combine with another Netterling from another group, but he will try to run away if he’s badly hurt. The big trick is to con the groups correctly. If two groups are near each other and con the same color, you might think two Netterlings are together and try force them to combine, but they won’t do it. Likewise, if you’re trying to pick them off cleanly and your AoE attack damages one from another group without killing it, it may go off and combine without you knowing it until the spare tire gets thrown around your shoulders.

Work the Wall, Work the Pipe

December 11, 2004 in Blaster,Tips & Tricks | Comments (3)

I posted earlier about how you can use the window ledges on the building walls to keep yourself safe from stunners and mezzers when fighting Rikti. I found a good spot for doing the same trick when you’re on a sewer map.

Before tangling with a Mentalist (or a Headman Gunner, or anyone else who can stun you), scope things out for a vertical pipe that doesn’t run all the way to the ceiling. Fly up and hover just above it. Now if you get stunned or mezzed, you’ll fall on the pipe, out of reach of any nefarious villains. Notice in this picture that, while I’m getting some much needed rest, the Vicious Rikti Monkeys are unable to disturb my slumber.

Working the Pipe

The technique was working well… I was duking it out with a Mentalist who kept chain-holding me, but every once in a while I would get a shot off when he missed. I had him on the ropes, but then a patrolling drone (you can see him cruising by in the background) came by and nailed me while I slept, so check for patrols before you try this at home.

Kraken Hunting

December 8, 2004 in Tips & Tricks | Comments (0)

Kraken hunting has turned out to be in incredible way to level fast in the 36 to 41 range. When in that range, you can pick up a mission from a contact who’s name I don’t recall (I’ll have to get it, but she’s in Founders Falls). First she’ll want you to kill 150 Rikti down in the abandoned sewers, so be prepared for that. There are plenty of other unfriendies in the Abandoned Sewers, like Hydra and Circle of Thorns, but they’re not all bad. Here I found I few Hydra who were actually quite cuddly and nice.

Hydra buddies

After you’ve killed your 150 Rikti, she’ll give you the mission to Defeat the Hydra Head. It’s a timed mission, and, interestingly enough, if you don’t finish it, she’ll give it to you again. There are a whole bunch of Rikti and six Hatched Kraken on the mish, everything seems to range in level from 40 to 42, so it’s going to be all purple for most of us. The Kraken pay off at around 50K apiece, so they’re worth killing, plus, if you die in the mission, one or two Kraken will usually clear your debt (and fill your Influence coffers), so it’s a good gamble overall.

A couple of tips:

  • Don’t go alone. You need to have a team of at least four (I think) to even stand a chance. The quantity of mobs doesn’t change based on team size, so you need enough firepower to lay waste to some high power Rikti and Kraken hatchlings.
  • Take a tank. A strong Scrapper could probably do it, but you have to have someone along who can go toe to toe with a Hatched Kraken and keep the aggro at all times. Everyone else should be killing the Kraken and supporting the tank. Don’t go in without a tank, and don’t plan on tanking with pets. It won’t work in this hell hole.
  • Clean out the Rikti before you light up a Kraken. This is the easiest mistake to make. It looks like there is plenty of room to mix it up with a lonely Kraken, but the Rikti are on high alert, and if they come waltzing in while you’re working on the Kraken, a few dirt naps will be in order for some heroes.

Here’s our tank and our scrapper from my most recent foray into the Abandoned Sewers.

Kraken Fighters

You have to pound on a group of Rikti to get into the pit, plus there’s a Kraken you need to pull and pound on. Here’s what it looks like.

Kraken Pit

You can pretty much ignore everything else along the way and fly down and see the Hydra’s head.

The nasty Hydra head itself

I’m tired of typing and behind on my blog, so I’ll just post this picture of Pyrorage blasting one of the Kraken and think about writing more on the subject later. I was able to get this perspective because I was lying face down in raw sewage at the time.

Pyrorage and the Hatched Kraken

Rikti Hunting Tips for Snipers

November 2, 2004 in Blaster,Tips & Tricks | Comments (0)

On a recent Rikti outdoor mission, I discovered some good ways to hunt Rikti (or any bad guy that tends to sleep, hold, or stun you) if you have some good long range attacks. The worst thing about getting stunned, slept, or held is the melee damage you take when you can’t move, especially from big Rikti blades.

In a city zone, there are a couple of places you can perch where the bad guys cannot reach you. If there are telephone wires running through the zone, try standing or hovering over the wires before you snipe. Now if you get stunned, you’ll land on the wires. For some reason the Rikti will not jump up on the wires to hit you. You can still take damage from ranged attacks, but if you can weather those you’ll get another shot. Trade snipes with a Headman Gunner and you’re probably going to win.

The other place to hang out is on a window ledge or air conditioning unit on the side of a building. Again, just stand on it or hover right above it. If you get knocked down, you’ll fall on the ledge, not on the ground where the melee fighters can hit you. Enemies won’t climb the wires and won’t climb the buildings to reach you… they’ll only use the fire escapes, so don’t stand too close to those.

This works great against Headman and Headman Gunners, but I have not tried it against Chief Mentalists. Mentalists can keep you asleep for a long time, so be careful that there aren’t too many other ranged damage dealers nearby before you start unless you’re pretty sure you can take the Mentalist down in 1 or 2 shots.