City of Heroes Wiki
mNo edit summary
m (no double inf note)
 
(32 intermediate revisions by 11 users not shown)
Line 2: Line 2:
   
 
==Overview==
 
==Overview==
The hero Sidekick and the villain Lackey, and their opposites, the Exemplar and Malefactor, are game features that allow low- and high-level characters to play together without interrupting rewards gain. This feature is fairly rare in MMOs, and allows casual players to play alongside more frequent players.
+
The hero ''sidekick'' and the villain ''lackey'', and their opposites, the ''exemplar'' and ''malefactor'', are game features that allow low- and high-level characters to play together without completely sacrificing rewards and without enemies being vastly over- or underpowered compared to some team members. This feature is fairly rare in [[MMORPG]]s, and allows casual players to play alongside more frequent players.
   
===How To===
+
=== How To ===
You must be on a team with the person you intend to Sidekick/Exemplar with. Select the character, then right click and select the option in the context menu, or select the acronym below the team list. Alternately, you can type a command into chat, which is explained below.
+
You must be on a team with the person you intend to sidekick/exemplar with. If you are in the same zone/map as the character, you can select the character in the [[The Players' Guide to the Cities/User Interface/Team Window|team list]], then right click and select the option in the context menu, or select the acronym below the team list. Alternately, regardless of if they are in the same zone/map as you, you can type a slash command into chat, which is explained below.
   
 
===Sidekick/Lackey===
 
===Sidekick/Lackey===
A character can ''Sidekick'' (for Heroes) or ''Lackey'' (for Villains) to any character that is at least three levels higher (and is at least level 10). The higher-level character is known as the ''Mentor'' (for Heroes) or ''Boss'' (for Villains). Sidekicking raises the lower character's Combat Level to one below the higher one's. The Sidekick must stay within 200 yards of his Mentor to retain the effects. If he moves too far away or enters a different zone, he drops to his actual level until he returns within range.
+
A character can sidekick (for heroes) or lackey (for villains) to any character that is at least three levels higher. The higher-level character is known as the ''mentor'' (for heroes) or ''boss'' (for villains). The mentor/boss must be at least [[level|security or threat level]] 10. Sidekicking raises the lower character's [[level|combat level]] to one level below that of his mentor. The sidekick must stay within 225 feet of his mentor to retain this effect. This is often referred to as the sidekick's "leash." If he moves too far away or enters a different map, his combat level drops to his actual level until he is again within range. Note: Inside missions, going up or down elevators or through some portals may exceed the 225 foot leash, so it is common practice to send the mentor through first.
   
Although the Sidekick's level is raised for purposes of his base health, power effects, and chances to hit enemies, the opposite is done when it comes to rewards. Enemies are effectively reduced in level for purposes of calculating the Sidekick's (and only the Sidekick's) experience, [[influence]]/[[infamy]], and [[prestige]] rewards. [[Enhancements|Enhancement]] drops remain based on the enemy's actual level.
+
A sidekick will not gain the same rewards from defeating enemies or completing missions as a character who is naturally at his higher level. Although the sidekick's health, power strength, and chances of hitting and getting hit are altered upward to match his new combat level, he gains the [[experience]] and [[influence]]/[[infamy]] rewards he would get if the enemies were relative to his natural level. [[Recipe]], [[salvage]], and [[enhancement]] drops remain based on the enemies' true levels.
   
  +
For example, if a sidekick fights +2 enemies, he will get rewards as if he were fighting enemies two above his natural level. If he gains a level while sidekicked, his combat level remains the same (one below his mentor's), so he will continue to be rewarded as if he were fighting +2 enemies. This is different from normal play in that leveling mid-mission while unsidekicked means enemies become relatively weaker and less rewarding. Note that the sidekick's combat level will rise if his mentor levels mid-mission, however, and that if the sidekick's actual level rises to within two of his mentor's, all effects of sidekicking end.
:'''Example:''' A level 14 Defender teams with, and Sidekicks to, a level 40 Blaster. The Defender's health, powers, and chances to hit will all be the same as if he were level 39 (although he will have fewer, and weaker, Enhancements in his powers than an actual level 39 character would). If the team were to defeat a level 42 enemy, the Defender would only gain experience and influence as if they had defeated a level 17 enemy – three levels above his actual level, rather than three levels above his Sidekicked level. The Blaster would gain full normal rewards, the same as if he were sharing with an actual level 39 teammate.
 
   
Sidekicking '''cannot''' be used to satisfy level requirements on [[Task Force]]s or Hazard/Trial Zone borders.
+
Sidekicking '''cannot''' be used to satisfy level requirements on [[Task Force|task]] and [[Strike Force|strike forces]], or [[Hazard Zone|hazard]] and [[Trial Zone|trial zone]] borders.
   
The high level character must request the low level character to be his Sidekick/Lackey. The chat command to request a Sidekick is /'''sidekick''' ''name'' or /'''sk''' ''name'' for Heroes, and /'''lackey''' ''name'' or /''lk'' ''name'' for Villains. Both commands actually work in both games, so a villain can type /'''sk''' ''name'' as well.
+
The high level character must request the low level character to be his sidekick/lackey. The chat command to request a sidekick is {{slashcommand|sidekick|name}} or {{slashcommand|sk|name}} for heroes, and {{slashcommand|lackey|name}} or {{slashcommand|lk|name}} for villains. All four commands actually work in both games, so a villain can type {{slashcommand|sk|name}} as well.
  +
  +
The reward calculations for a sidekick are applied 30 seconds after accepting or dropping the sidekick relationship. This means that if a character significantly lower than the rest of his team accepts a mentor after he enters a mission, he will not receive any experience for the first 30 seconds. On the other hand, if a sidekick or mentor quits the relationship, the sidekick has 30 seconds to find another mentor before he stops receiving experience. Some players deliberately clear an entire mission other than the last [[glowie]] or minion, drop all sidekicks, then wait 30 seconds before finishing the mission, just so the sidekicks will get the maximum possible mission reward.
   
 
===Exemplar/Malefactor===
 
===Exemplar/Malefactor===
A character can ''Exemplar'' (for Heroes) or ''Malefactor'' (for Villains) to any character that is at least three levels lower (and is at least level 10). This will drop the higher character's Combat Level to the same as the lower one's. Exemplaring retains its effects no matter how far she is from her charge or whether they're in the same zone.
+
A character can ''exemplar'' (for heroes) or ''malefactor'' (for villains) to any character that is at least three levels lower. The lower-level character is known as the ''aspirant'' (for heroes) and ''minion'' (for villains). Exemplaring does not have a level 10 minimum like sidekicking does. Exemplaring drops the higher character's combat level to the same as her charge. An exemplared character remains at his lower level no matter how far she is from her charge or whether they're in the same zone, unlike sidekicking.
   
  +
Similar to sidekicking, exemplaring adjusts the character's level for purposes of combat and causes her to gain experience as if her enemies were relative to her actual level. Unlike sidekicking, exemplaring prevents any experience that would advance the character toward her next level. All experience the exemplar would have gained goes instead toward paying off [[debt]], if she has any, or becomes influence if she has no debt. This increase in influence has no effect on how much [[prestige]] is gained by a character in [[Supergroup Mode|supergroup mode]]. Additionally, an exemplared character will not get any enhancements or normal infamy/influence rewards from defeating enemies, although she may still get enhancements as mission rewards. [[Recipe]], [[salvage]], and [[inspiration]] drops remain based on the enemies' true levels.
Similar to Sidekicking, Exemplaring lowers the character's level for purposes of combat, but effectively raises enemy levels instead for calculating experience/influence/prestige rewards for that one character. Unlike Sidekicking, Exemplaring has a further wrinkle: Exemplars cannot advance their character with experience. If the Exemplar has debt, 100% of her gained experience is applied to it rather than 50%. If the character has no debt, her experience is converted into additional influence. Prestige is unaffected.
 
   
  +
:'''Note!''' It is widely believed that an exemplared character gains full normal influence rewards in addition to any extra influence he gets from converted experience. In fact, it's even stated in several player guides, both official and unofficial. '''This is not true.''' Playing while exemplared and debt-free will '''not''' result in roughly double the usual amount of influence.
Additionally, while Exemplared, a character loses the use of all powers she gained above her effective level. This includes [[Temporary Powers]], Accolade powers, and [[Veteran Reward Powers]]. The Exemplar does not lose the benefit of Enhancement slots gained after her effective level; however, all her Enhancements may provide universally reduced benefits depending both on how high her actual level is and how far down she Exemplared.
 
   
 
While exemplared, a character loses the use of all primary, secondary, and pool powers she gained above her exemplared [[level|combat level]]. (Accolade powers, temporary powers, veteran rewards and prestige powers are not affected by this, even if they have minimum levels.) The exemplar does not lose the benefits of enhancement slots gained above that level; however, all her enhancements may provide universally reduced benefits depending both on how high her actual level is and how far down she is exemplared.
The low level character must request the high level character to be his Exemplar/Malefactor. The chat command to request an Exemplar is /'''[[exemplar]]''' ''name>'' or /'''ex''' ''name'', for villains the command is /'''malefactor''' ''name'' or /'''mal''' ''name''. All four commands are interchangeable between games.
 
  +
  +
:''Main Article: [[Exemplar Effects on Enhancements]]''
  +
  +
Also, she may lose some or all [[Invention Origin Enhancements#Enhancement Sets|Invention Enhancement Set]] bonuses she has, based on the following conditions:
  +
* She loses all set bonuses from all sets in any powers that become inactive, regardless of the level of the enhancements on those powers.
  +
* Each individual Set IO stops counting towards filling its set if she exemplars more than 3 levels below it. For example, if you have level 20, 22, 25 and 27 set enhancements from one set, then exemplar down to level 20, you will only have the first set bonus from that set (the 25 and 27 are too high), but you will still receive the (scaled down) normal benefits of those enhancements.
  +
 
The lower-level character must request the higher-level character to be his exemplar/malefactor. The chat command to request an exemplar is {{slashcommand|exemplar|name}} or {{slashcommand|ex|name}}; for villains the command is {{slashcommand|malefactor|name}} or {{slashcommand|mal|name}}. As with sidekicking commands, all four can be used in both games.
   
 
===PvP Zones===
 
===PvP Zones===
PvP zones ([[Bloody Bay]], [[Siren's Call]], [[Warburg]], [[Recluse's Victory]]) have an "automatic" Sidekick/Exemplar feature. As long as a character is above the minimum requirement to enter a particular PvP zone, he will be automatically Sidekicked/Exemplared to that zone's particular level. A character may still Sidekick/Exemplar with another player if he wishes, though it is redundant as it doesn't change a character's combat level.
+
[[PvP]] zones ([[Bloody Bay]], [[Siren's Call]], [[Warburg]], [[Recluse's Victory]]) automatically adjust your combat level as you enter. As long as a character is above the minimum requirement to enter a particular PvP zone, his combat level will be automatically adjusted to that zone's particular combat level. This automatically breaks any existing sidekick/exemplar pairings.
   
  +
Rewards for [[PvE]] victories in PvP zones are the same as though you were sidekicked or exemplared to that zone's combat level, as explained above. Adjustments to enhancement effects and available powers are also exactly the same. The only difference is that the 30-second delay does not apply.
Rewards for automatic Sidekicks/Exemplars are the same as typical Sidekicking/Exemplaring, explained above.
 
   
 
===Task Forces/Strike Forces===
 
===Task Forces/Strike Forces===
Task Forces and [[Strike Force]]s will auto-Exemplar a character that joins who is above the maximum level. This functions the same as PvP zones, except lower level characters do not automatically get a Sidekicking. An auto-Exemplared character may still take a Sidekick.
+
[[Task Force|Task forces]] and [[Strike Force|strike forces]] will auto-exemplar any characters who are above the task/strike force's level range to its maximum level, though they won't auto-sidekick characters who are below the minimum. This functions the same as PvP zones. An auto-exemplared character may still take a sidekick and may still manually exemplar to a lower-level teammate.
   
Rewards for automatic Sidekicks/Exemplars are the same as typical Sidekicking/Exemplaring, explained above.
+
Rewards for automatic exemplars are the same as typical exemplaring, explained above.
   
 
==Common Terms==
 
==Common Terms==
'''Sidekick''': SK (Heroes)
+
'''Sidekick''': SK (heroes)
  +
 
'''Lackey''': LK (villains)
  +
 
'''Mentor''': (heroes)
  +
 
'''Boss''': (villains)
  +
 
'''Exemplar''': Ex, Exemp, Reverse SK, RSK (heroes)
  +
 
'''Malefactor''': MF, Mal, Malf, Reverse LK, RLK (villains)
   
  +
'''Aspirant''': (heroes, possibly villains as well)
'''Lackey''': LK (Villains)
 
   
  +
==Slash Commands==
'''Mentor''': (Heroes)
 
  +
:{{slashcommand|sidekick|player_name}}
  +
{{#if: sidekick, sk, lackey, lk|
  +
''Aliases: '''sidekick, sk, lackey, lk'''''}}
   
  +
Invites a player to be your sidekick/lackey. Can only be sent to teammates (or ally if solo).
'''Boss''': (Villains)
 
  +
----
  +
:{{slashcommand|exemplar|player_name}}
  +
{{#if: exemplar, ex, rsk, malefactor, mal, rlk|
  +
''Aliases: '''exemplar, ex, rsk, malefactor, mal, rlk'''''}}
   
  +
Invites a player to be your exemplar/malefactor. Can only be sent to teammates (or ally if solo).
'''Exemplar''': Ex, Exemp, Reverse SK, RSK (Heroes)
 
   
'''Malefactor''': MF, Malf, Reverse LK, RLK (Villains)
 
   
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 03:33, 23 July 2008

Overview[]

The hero sidekick and the villain lackey, and their opposites, the exemplar and malefactor, are game features that allow low- and high-level characters to play together without completely sacrificing rewards and without enemies being vastly over- or underpowered compared to some team members. This feature is fairly rare in MMORPGs, and allows casual players to play alongside more frequent players.

How To[]

You must be on a team with the person you intend to sidekick/exemplar with. If you are in the same zone/map as the character, you can select the character in the team list, then right click and select the option in the context menu, or select the acronym below the team list. Alternately, regardless of if they are in the same zone/map as you, you can type a slash command into chat, which is explained below.

Sidekick/Lackey[]

A character can sidekick (for heroes) or lackey (for villains) to any character that is at least three levels higher. The higher-level character is known as the mentor (for heroes) or boss (for villains). The mentor/boss must be at least security or threat level 10. Sidekicking raises the lower character's combat level to one level below that of his mentor. The sidekick must stay within 225 feet of his mentor to retain this effect. This is often referred to as the sidekick's "leash." If he moves too far away or enters a different map, his combat level drops to his actual level until he is again within range. Note: Inside missions, going up or down elevators or through some portals may exceed the 225 foot leash, so it is common practice to send the mentor through first.

A sidekick will not gain the same rewards from defeating enemies or completing missions as a character who is naturally at his higher level. Although the sidekick's health, power strength, and chances of hitting and getting hit are altered upward to match his new combat level, he gains the experience and influence/infamy rewards he would get if the enemies were relative to his natural level. Recipe, salvage, and enhancement drops remain based on the enemies' true levels.

For example, if a sidekick fights +2 enemies, he will get rewards as if he were fighting enemies two above his natural level. If he gains a level while sidekicked, his combat level remains the same (one below his mentor's), so he will continue to be rewarded as if he were fighting +2 enemies. This is different from normal play in that leveling mid-mission while unsidekicked means enemies become relatively weaker and less rewarding. Note that the sidekick's combat level will rise if his mentor levels mid-mission, however, and that if the sidekick's actual level rises to within two of his mentor's, all effects of sidekicking end.

Sidekicking cannot be used to satisfy level requirements on task and strike forces, or hazard and trial zone borders.

The high level character must request the low level character to be his sidekick/lackey. The chat command to request a sidekick is /sidekick name or /sk name for heroes, and /lackey name or /lk name for villains. All four commands actually work in both games, so a villain can type /sk name as well.

The reward calculations for a sidekick are applied 30 seconds after accepting or dropping the sidekick relationship. This means that if a character significantly lower than the rest of his team accepts a mentor after he enters a mission, he will not receive any experience for the first 30 seconds. On the other hand, if a sidekick or mentor quits the relationship, the sidekick has 30 seconds to find another mentor before he stops receiving experience. Some players deliberately clear an entire mission other than the last glowie or minion, drop all sidekicks, then wait 30 seconds before finishing the mission, just so the sidekicks will get the maximum possible mission reward.

Exemplar/Malefactor[]

A character can exemplar (for heroes) or malefactor (for villains) to any character that is at least three levels lower. The lower-level character is known as the aspirant (for heroes) and minion (for villains). Exemplaring does not have a level 10 minimum like sidekicking does. Exemplaring drops the higher character's combat level to the same as her charge. An exemplared character remains at his lower level no matter how far she is from her charge or whether they're in the same zone, unlike sidekicking.

Similar to sidekicking, exemplaring adjusts the character's level for purposes of combat and causes her to gain experience as if her enemies were relative to her actual level. Unlike sidekicking, exemplaring prevents any experience that would advance the character toward her next level. All experience the exemplar would have gained goes instead toward paying off debt, if she has any, or becomes influence if she has no debt. This increase in influence has no effect on how much prestige is gained by a character in supergroup mode. Additionally, an exemplared character will not get any enhancements or normal infamy/influence rewards from defeating enemies, although she may still get enhancements as mission rewards. Recipe, salvage, and inspiration drops remain based on the enemies' true levels.

Note! It is widely believed that an exemplared character gains full normal influence rewards in addition to any extra influence he gets from converted experience. In fact, it's even stated in several player guides, both official and unofficial. This is not true. Playing while exemplared and debt-free will not result in roughly double the usual amount of influence.

While exemplared, a character loses the use of all primary, secondary, and pool powers she gained above her exemplared combat level. (Accolade powers, temporary powers, veteran rewards and prestige powers are not affected by this, even if they have minimum levels.) The exemplar does not lose the benefits of enhancement slots gained above that level; however, all her enhancements may provide universally reduced benefits depending both on how high her actual level is and how far down she is exemplared.

Main Article: Exemplar Effects on Enhancements

Also, she may lose some or all Invention Enhancement Set bonuses she has, based on the following conditions:

  • She loses all set bonuses from all sets in any powers that become inactive, regardless of the level of the enhancements on those powers.
  • Each individual Set IO stops counting towards filling its set if she exemplars more than 3 levels below it. For example, if you have level 20, 22, 25 and 27 set enhancements from one set, then exemplar down to level 20, you will only have the first set bonus from that set (the 25 and 27 are too high), but you will still receive the (scaled down) normal benefits of those enhancements.

The lower-level character must request the higher-level character to be his exemplar/malefactor. The chat command to request an exemplar is /exemplar name or /ex name; for villains the command is /malefactor name or /mal name. As with sidekicking commands, all four can be used in both games.

PvP Zones[]

PvP zones (Bloody Bay, Siren's Call, Warburg, Recluse's Victory) automatically adjust your combat level as you enter. As long as a character is above the minimum requirement to enter a particular PvP zone, his combat level will be automatically adjusted to that zone's particular combat level. This automatically breaks any existing sidekick/exemplar pairings.

Rewards for PvE victories in PvP zones are the same as though you were sidekicked or exemplared to that zone's combat level, as explained above. Adjustments to enhancement effects and available powers are also exactly the same. The only difference is that the 30-second delay does not apply.

Task Forces/Strike Forces[]

Task forces and strike forces will auto-exemplar any characters who are above the task/strike force's level range to its maximum level, though they won't auto-sidekick characters who are below the minimum. This functions the same as PvP zones. An auto-exemplared character may still take a sidekick and may still manually exemplar to a lower-level teammate.

Rewards for automatic exemplars are the same as typical exemplaring, explained above.

Common Terms[]

Sidekick: SK (heroes)

Lackey: LK (villains)

Mentor: (heroes)

Boss: (villains)

Exemplar: Ex, Exemp, Reverse SK, RSK (heroes)

Malefactor: MF, Mal, Malf, Reverse LK, RLK (villains)

Aspirant: (heroes, possibly villains as well)

Slash Commands[]

/sidekick player_name

Aliases: sidekick, sk, lackey, lk

Invites a player to be your sidekick/lackey. Can only be sent to teammates (or ally if solo).


/exemplar player_name

Aliases: exemplar, ex, rsk, malefactor, mal, rlk

Invites a player to be your exemplar/malefactor. Can only be sent to teammates (or ally if solo).