Airman_America

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  1. [ QUOTE ]
    My only other problem with this is that I tend to like to move quickly throughout my mission maps. Any of my toons without swift, slotted, feel like they're moving through molasses in January in a mish. I do love this idea...but it unfortunately can't address that problem (unless you ALSO take Swift a touch after this and slot it as well-and that eats up a valuable power choice and slots in combo with Hurdle ).

    [/ QUOTE ]

    I find, in missions (even enclosed ones) I do mini hops or just simply bang my head against the roof. I move pretty quick from room to room and faster than my swift enabled counterparts.
  2. True, however, I think he just misunderstood my wording or wanted to catch me on a minor point. Either way, it had little to do with the main idea which was to help out folks with an alternative.
  3. Swift is not bad to own. Some ATs, like Stone Tanks, depend on it. This suggestion is simply a way for the Majority to get around between and in missions. Stone Tanks may need to make some changes/adaptations here.

    However, let me point out, other that Stone Tanks, Hurdle is simply faster. Couple that with Combat Jump and you have a nice winning combo that keeps you from being immobilized and suppressed on speed.
  4. [ QUOTE ]
    Love it! Only thing I didn't like was almost all of your "too"s should have been "to"s.

    Other than that, pure genius.

    [/ QUOTE ]

    ...and YOUR is something you own, You're is a contraction saying YOU ARE as in You're going to "skool".

    Ack, so many free spell checks available, proof reading is a good thing too!

    eh, great story!

    Concept: A
    Language: D
  5. [ QUOTE ]
    Everytime I am on my level 50, I always get at least one question: What is the fastest way to level up a character?

    I get tired of answering the same question over, and over, and over again, so I decided to make a post all about it!

    Okay so lets get started.

    1. Always make your own teams (always try to make them teams of about 8 and mostly all the players you invite above your level)

    2. Do not hunt. Hunting is bad experience, always do missions.
    Feel free to set your missions to rugged or maybe even invincible with a good team.

    3. Always have a healer, a tanker, and some damage. I always find having at least 5 defenders or controllers and 3 damage dealers is most effective.

    4. Stick to your character. It's okay to run off and party in Atlas once in a while, but do not do it all the time. Do not make too many alternate characters, this is a waste of time when you can be leveling up your main character.

    Follow these four simple guidelines, and before you know it you will be flying or teleporting on your peacebringer or warshade!

    [/ QUOTE ]

    Absolutely. Proper team "balance" is critical. Good teammates are another important point as well. Too often I have run into horrible players running Warshades and Peacebringers (which makes me think they did not "lead" teams nor were they key players on their way up). I can run into dozens of examples of bad players, but, that is not as important as sticking to the positive here - the positive of how to level quickly.

    Another very important thing to remember is "contribute". There is no "I" in TEAM but there is an "I" in WIN. Laying back and letting others control everthing is both lazy and selfish. I am not talking about a well oiled machine here, I am speaking of simply showing up... firing a few shots... and collecting XP for not much more. You should "know" how to use your toon to the best advantage of the team - not how it best works for you. Another point is folks who "solo" whilst on a team. Team means to forget "self" and work as a member of a organization.


    AND... to those who say SOLO is the best way, well, your statements are not valid - enough.

    1. Back in I4 I took a Fire/Ice Tank to 50 in <160 Hours - Solo or on massive teams in the 40s whereby I simply Solo'd whilst the rest of the team stood about and smoked cigarettes.

    2. Other toons DO NOT have the power to do what that Tank did.

    Try it sometime with an Empath build... go ahead... Having one myself and even changing his build to a "light duty regen offender" it was a slow, painful, solo from 47 to 50. The point is, not everyone solos equally. My Scrappers can, my Tanks (exception of my Stone Tank) can, my Defenders... no way.
  6. [ QUOTE ]
    I want to skip the Travel Power with my /Kin Controller and going with

    Sprint
    Hurdle
    Swift
    Siphon Speed
    Innertial Reduction

    What is the best way to slot Sprint, Hurdle and Swift to be the fastest? All Jump Enhancements? Or better Run?

    Thanks

    [/ QUOTE ]

    I have a Grav/Kin Controller as well. With him I went with Fly - for now.

    Planned is a respec in which I will take Hurdle, Combat Jump, and Inertial Reduction (a form of Super Jump/Team Jump).

    Slotting Swift beyond one enhancement will not grant much. Stone Tanks do that, but, the increase is about 2 mph extra per enhancement added to Swift and Sprint. Both, 3 slotted with run enhancements will grant you 36.06 mph. Without the extra, it is 29.57 mph. Those slots might be better used elsewhere.

    Once again, Combat Jump reduces the chances of being immobilized. You will always move faster Jumping than you can Run. Combat Jump and Hurdle are a perfect duo. On my new Ice/Energy Tank, he is happily "bunny hopping" his way to 50.

    As to the above, I went a different route with the Controller for a couple of considerations, and they were temporary only. The greatest reason was that this toon has been working heavily with much higher SG members because of the need for Speed Boost and Increase Density. Otherwise, I would have used the traditional route.
  7. Let me offer ANOTHER trick

    Avoid doing a respec until 27, 32, 37, 42, or 47.

    WHY???

    Well, instead of DELETING the old enhancements, you can actually sell them back by not slotting them after you finish moving your powers/slots about...

    Now, that can add up to a lot of influence! Respec is the only time you can get influence back for your used enhancements!
  8. I agree with the poster, it is a lost art. There are several reasons to pull, even sometimes with a tank present. However, the art of Pulling and Herding have seemed to fallen off in the last year.

    Personally? Well I think there was a good deal of old timers that abruptly left the game after I5 came out. When I5 appeared I noted a drop off on the boards of postings by old timers. I noted nearly all the herd tanks simply disappeared. I noted that the old blasters seemed to go with them.

    Anycase, last night was a PRIME example of me gritting my teeth. Even though we had a stone tank with us, if things did not keep a HIGH pace, the blaster on the team never failed to snipe. If the tank was 2 seconds behind his blast, the resulting AoE from the enemy tended to cause great harm to the squishies.

    I remember grabbing off my headset, after a returned AoE faceplanted my Controller, and simply walked out of the room for about 10 minutes. When I returned, the entire team was faceplanted (except the stone tank who battled alone). Stupid stupid stupid hyperactive Blasters... Grrrrrrrr
  9. Airman_America

    Moon Hazard Zone

    Sadly, the reason you will not see this is - people. The Devs did a questionaire online a few months back. I am not quite sure where it is, but it was a vote for new zones. I am not suprised at all that magic type zones won over any science fiction types. People just cannot get away from elves, dwarfs, and magic pumpkins.
  10. :::kneeling and bowing::: ALL HAIL MOMENT OF GHANK!

    MoG is the one power I cannot seem to get rid of that I despise and loathe. The power was bad enough in I2, but the changes of I4 plus ED made it an almost guaranteed faceplant. I keep it for those last second “hope and pray” situations and usually forget it is there because of my resistance to use it. The worst part is I usually find that when I do use it I still end up faceplanted anyway. That is despite 3 Resistance +2 SOs, and one +2 Defense SO. I still take almost as many hits even though 1 Defense SO puts me over the 100% Defense line. I find this most odd, I should be missed so little. I only wish it worked for me as well as it seems to work for Paragon Protectors. Actually, I think, late game baddie buffs overwealm the power. On paper, MoG would be awesome in the early levels of the game, but late game...

    Anycase, I4 gimped the power due to it's ability to be made perma which was not a problem before but became one in the arenas during pre-pvp tests. I4 also added the 15 second Death/Debt window after it wore off. I5 (or was it I6? - the nerfs boggle the mind) killed MoG completely with the loss of perma IH.
  11. I have a Stone/Ice on Liberty.

    Lets put it this way... K2 is the toughest mountain in the world to climb. Some 2000 have climbed Everest, less than 200 have climbed K2. It is called "Mountain of Mountains". It is a dark, bleak, ice covered, monument of death to many who have tried to conquer it.

    Yep, that said it all.
  12. The temporary powers really help. I had to laugh. The other day, after doing the I7 Respec, I found out my MM had the jet pack all this time! LOL go figure! Well I already had fly.
  13. LOL ::icking himself up off the floor:::

    Yes... other HORRIBLE AT sets include the ever faceplanting Stone Tank - especially when they get granite! Don't take this type! Stone needs much more resistance! I cannot believe how the Devs have overlooked this massive chunk of gypsum that is so soft, the bad guys etch their names in the skin with their thumbnails!
  14. Nice

    However, that is CoV, and whereas I did not include the jetpack information, I tried to give something generic that all people may use in CoX.

    There is still a plus with my suggestion. You get immobolize protection with Combat Jump, and are on the road to the Fitness Powers. Both have function in/out of missions. That is a combo worth the selection as the Jetpack gives you neither.
  15. [ QUOTE ]
    Question -

    From a couple of the post it seems having the hurdle and CJ with extra slots is the key, as it was stated that you bunny hop around with this.

    What is the purpose of sprint and swift then ?

    Also do you consider this a viable upper level replacement for traditional travel powers ?

    Thanks.

    BTW I like the idea I might add this build to some of my characters if the circumstances permit.

    [/ QUOTE ]

    Sprint puts a "turbo" on the normal run power.
    Hurdle puts a height boost on the normal run power.
    Swift puts a speed boost on the normal run power.

    When you add Hurdle/Swift to the normal run, and then toggle Sprint... you get the "magic mix".

    A viable replacement? Well that depends on 2 factors.

    1. Concept! Some folks love concept builds. In that case, you want to travle faster for ease... but you may not want to SS, or SJ or Fly.

    2. Save Slots and Power Choices for other items! Maybe you want that extra attack, that Aid Other, or something but cannot fit it any other way.

    Once you get used to travel this way, you will realize it is not something awful or some terrible twist. It is simply another method of getting from point A to point B.

    Give it a go on the Test Server or simply start a toon up with this power.
  16. As to the earlier post, well now, do not take this "route" and expect to join a team many levels up from you, in a zone you are unfamiliar with or everything is purple, and expect to get away with it... unmolested.

    You must use wisdom when using this form of travel. You must apply some rules to your travel. First, if you do not know the zone, get a detailed map, get a mentor who will travel with you if the area is dangerous as well. Next, use waterways, use less hazardous streets.

    Also, the AT makes a difference. Some ATs are more squishy than others.

    Now, since I know the maps on CoH like the back of my hand, I take preferred routes when in dangerous areas. With my Spine Regen, I worry little except if everything is purple around me as I move fast enough to get away from nearly everything. Now, he is level 33, and I intend to obtain SS for him at 35. You see, I have made it all this way with no problem, and so can you
  17. [ QUOTE ]
    [ QUOTE ]
    This system allows for more flex, has PvP ability, PvE ability, and works. As I said, I am using it, right now, in Warburg with no problems, no immobilizations, and have plenty of endurance.

    [/ QUOTE ]



    Do the characters you use this with have some other form of knockback/down protection? If not, has that affected your PVPing ability, IE. do you tend to get knocked around? I'm thinking about respeccing into this for the added power slot, low end cost, and char concept, but doing so would leave me without KB protection, which is making it difficult to decide if I should.

    [/ QUOTE ]


    I suggest adding Acrobatics later. Now if that means taking SJ or Jump Kick in, say your 20s or 30s, then that is the price. Yes, I add these things later on - to my melee types. Others, I have both added it or accepted the fact that I am just plain Squishy!

    Let me add, during the test on Recluses Victory on the Test Server a few weeks ago, I found a mob of villains could hold my Regen Scrapper using this. I added Acrobatics to the mix. When I did that, the only time he was stopped after that was by a mob of villains who basically had pummeled him to death. I simply charged back and forth on Villain mobs on purpose. Oh, I was using SS in the mix as well for this. SO... to keep CJ going, you must use SS. Sprint stacks with SS too. SS has a stealth ability making it a good take, plus, you can get by with only an end redux in it (you do not need to move so fast you cannot control your actions in combat).

    Oh, there is a "cheap" way to deal with that as well! Instead of Acrobatics, try Hover! No knockback, you can 3 slot it, and it is faster than normal run.

    Yes, I consider concept important as do many. Some heroes do not have the traditional super travel powers of comic book lore that others do. It is fun to play different ways, design different forms of personalities, if you are into a bit of role play. I am, I like to add that too my toons, it makes them fun for me.
  18. [ QUOTE ]
    TBH you would be better off picking powers to augment your combat so you can level faster and just take a travel power at 14. Sure its possible to play without a proper travel power but ever had to wait for a level 18 player who never took a travel power to get to a mission door?

    [/ QUOTE ]

    Heh... there are no points for getting to a mission quicker than anyone else, but, nobody has had to wait on me yet - unless I was coming from Faultline and the mission was in Eden.

    I have seen quite a bit over the past two years of play. Mostly, with active people, everyone arrives within a minute of each other and that time is even less if all are already on a team and moving together.

    This system allows for more flex, has PvP ability, PvE ability, and works. As I said, I am using it, right now, in Warburg with no problems, no immobilizations, and have plenty of endurance.
  19. Just to let you all know, I have successfully ran a Scrapper all the way to 32 with this system. I have not encountered any problems that could not be overcome. In fact, it added a bit of fun to travel. I had to find new routes, overcome some walls that I did not worry about before and stuff like that. It added a bit of change to an area of the game that was "stale".

    At 35 I will add SS to the mix; I already know the system works from Recluses Victory on the test server 2 weeks ago.
  20. I am pleased to report that, on the Test Server last night, during the big event, this system worked great. I was not ever immobilized with my Spines/Regen. HOWEVER, I highly recommend Acrobatics in the mix later. After I rebuilt and added that, I was never held or immobilized even by a mob of live villains.
  21. I agree with your comments, especially the last paragraph. My Fire/Fire is a force to be reckoned with. Sadly, he fairs less well in PvP, but in PvE he is a king. It seems that Ice rules PvP. I have a friend in the SG with a Ice/Ice and he does far more damage, drops more toggles, slows, and creates much more havoc than my Fire/Fire. The reverse is true for PvE.
  22. [ QUOTE ]
    See the guide in my sig for lots of numbers on movement powers. Personally I wouldn't bother with Combat Jumping, unless I planned to take Super Jump later. Combat jumping adds height and control, but it does not increase speed.

    [/ QUOTE ]

    CJ adds extra hight and immobility protection (a plus in that you cannot be stopped that way by some CoT Mage that sees you). Without it, you may move as fast, but, you will less ability to get over high objects in your way.
  23. Update: I understand that Combat Jump acts as a minor anti-immobilization as well.