TopDoc's Complete Movement Guide


Airhammer

 

Posted

Teleport is still the fastest. Super Speed caps with 2 SOs at about 135 f/s. Teleport goes 140 f/s with 2 SOs as well, assuming 3 seconds per port. But you can slot Teleport more and still get a benefit, though it probably won't be worth it to use more than 4 slots of Range Increase on it. Granted not many people put more than 4 slots into Range for Teleport, as most people have 1 if not 2 END Reduction Enhancements in it if they're going to 6 slot it.

Super Speed will be unaffected by ED. Ditto on Super Jumping, though that one is close. ED will make Fly even slower. It currently takes 4 SOs to cap Fly at 86 f/s. You need a +127% bonus to Fly to cap it, and those 4 SOs give you +133%. I'm in the CoV Beta, but I haven't tested the ED numbers there, so I'm not sure how easy it is to reach +127%. I expect most people will settle for 3 SOs in fly for a speed of 76.64 f/s (I think someone said 3 SOs gives you +94%).


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Great guide, I don't know if you play anymore, but has any of this changed with I6?


 

Posted

Yes I'm still playing, though mostly villains in Buffer Overdose (see the Buffer Overrun link in my sig). I'm not aware of any changes to movement speeds. The HO change went live shortly after I posted the guide, but I've already commented on that. ED hurts Flight (Hover, Fly, and Group Fly) and Teleport since you can't slot them as much as you used to, but I think I already commented on that too. Other than that, I think the information here is still accurate.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I'm sorry, ED?


 

Posted

Enhancement Diversification - put more than 3 of the same type of SO in a power, and you get significantly lowered results from the slots. As a rule, it's almost never worth putting more 3 SOs of the same effect.


 

Posted

Thanks, that's kinda ghetto imo though.


 

Posted

In your opinion and about 15,000 posts in the various ED - related threads opinions as well.

*shrug*

It isn't going away, so we might as well deal with it.


 

Posted

OK. This is probably a n00b question but bear with me...

I have heard (and read in the guide above) that using Hurdle will make me faster than using Swift. Is this true if I am just running or would I have to be jumping (e.g. holding down the space bar) to be faster with Hurdle?

I am asking because of characters that have Stealth (which slows you down) I usually take Swift to make up for (some of) the slowness... would I be better off taking Hurdle instead?

Thanks!


 

Posted

When people talk about the movement boost from Hurdle, they mean moving forward while jumping. It does not increas your run speed if you stay flat on the ground, but you will move forward faster if you leap everywhere with Hurdle.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

And you don't have to hold down the spacebar with the use of a simple bind like:

/bind j "+up$$+autorun"

Don't have my binds in front of me, so I'm going off memory, but the bind above should send you off without the need of holding down anything. You'll just keep jumping and moving forward.


Be well, people of CoH.

 

Posted

is there an ED version now?


 

Posted

Nope. I think there are some recent comments about Flight, Hover, and Hurdle being the only powers significantly affected by ED. But I've got a Kin to hit 50 with (tonight), my "record every mission" scrapper who's in the middle of the 40-45 missions, my post-I6 post-ED BS/Regen solo speed level test, and a new Necro/Dark SuperTeam to get started. So many things to do, so little time.

Here's the quick version of my Movement Guide for ED... Don't slot any movement power with more than 3 slots of the same thing. Hurdle can't reach capped Flight Speed. Then again, neither can Fly! And 3 slotted Hover is ... just meh.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

[ QUOTE ]
Nope. I think there are some recent comments about Flight, Hover, and Hurdle being the only powers significantly affected by ED.

[/ QUOTE ]

Um, TP got a HUGE nerf. Only 3 range enhs now, mean only a 60% range bonus, and that's the only way you can increase it's speed. With only 1 range enh, I'm normally being outrun by SS and even SJ (Not sure what they have slotted). But that takes into account getting pointed in the correct direction and the last TP sometimes having a valid place to click.


(EDIT: Oops, just saw that last post. After scrolling up, I did see you covered TP as well)


 

Posted

This seems like a good place to put this mini-guide on travel powers with a Master Mind in mind. Useful information for everyone, especially using Group Fly and Group TP with a team (and not necessarily your pets).



Speed

Hasten is an incredible help to MMs for all the long recharge powers of the primary and secondary sets. Even if it's not perma anymore, being on 80% of the time is a big help, for it will be on during some part of the recharge cycle of long charge powers.

Superspeed's lack of verticalness is not that big a deal in CoV. There is nothing comparable to the Hollows or Faultline. Any time it takes detouring around a vertical obstacle is made up for in speed. You easily outdistance your minions so quickly that they keep auto-tp'ing to you when you get out of range. Besides, SS provides Stealth for you. Coupled with Dark's Nightfall, you're practically invisible. This combo enables a MM to run to the end of a mission, summon there, and complete it quickly (for all those Newspaper schemes.) Unfortunately, this stealth doesn't translate to PvP. And the lack of vertical is also very bad for PvP. If you take SS, you should augment it with TP Foe for PvP.




Teleport

TP Foe: If you're doing PvP, you need TP Foe anyway; for there is no way to give your pets a travel power that will keep up with a fleeing player (not even Group TP or Group Fly can do that for you). TP Foe is the best pull power for a MM (PvP and PvE) if you keep these rules in mind: Slot it for ACC and RANGE; In PvE use TP Foe at the limit of its range and out of the line of sight of the other mobs. TP Foe usually fails to pull safely in team play because the team insists on being too close to the mobs and in their line of sight. Do not let their stupidity lead you to think that TP Foe is not a good pull power. TP Foe is also essential for Dark which needs to pull a mob close to use as a target for heal or rezzes.

Recall Friend: While this may help a MM to retrieve a lost pet, it's a pain in the butt because if one pet is lost, all or most of them are lost, too. And using this power six times in a row is painful. It's just as easy to dismiss and resummon (you can dismiss just that one lost minion by right clicking on it in the pet window), or, move to the 270 limit and have them auto-tp to you. This is a handy power for team play, especially if you have rez powers.

Teleport: Fastest travel power. Takes time to get used to. Best defense against immobs and slows in battles (other than complete immunity, for which there aren't a lot of against slow). Great complement to SSpeed (two travel powers! yes, I always have more than one travel power.) Two TPs is usually far enough to trigger the pets' auto-tp (270 yds). Also, Hover is a nice complement for TP since you can just hang in air for as long as you want, giving TP almost complete 3D functionality.

Group TP: Grrrr... almost broke, but could be so useful. The big problem for MMs is that pets don't auto-hover like teammates do -- they immediatly drop and miss the next Group TP. Also, its range is much shorter than TP and it uses lots and lots more END than TP (or Group Fly, for that matter). Meaning, if you try to use this as a travel power, you will only get 1/4 the distance you would with TP before running out of END. Also, unlike Recall Friend, your teammates will not get a prompt if they want to be TP'd with you... they're forced to go where you go. This all being said, I've seen Group TP used very effectively in PvP in keeping a team together. The whole team gets GTP'd on top of a foe. When the foe tries to flee, you then use TP Foe to bring them back... a double whammy of enforced engagement from just you. If other teammates have TP Foe, then that foe is never getting away. GTP is a great panic button if the whole team is getting wiped or close to it. If you were thinking about skipping TP and just getting GTP to use as your main travel power... think again... it's too gimped to work for you that way.



Fly

Air Superiority: Great for low level MMs who wade into the fray (especially Dark who runs in to heal). Most bosses that are tanks are so susceptible to this. Nice to see a squishie stand toe to toe with a +2 Freakshow Tank Boss. Can almost keep a foe chain knockeddown. Great for pushing flyers into Tar Patch or Caltrops.

Hover: Good for an MM to stay out of the fray while directing minions in PvE. In PvP, it's a death sentence (look at me! and I'm not going anywhere fast!). Hover works well with TP making it almost as functionally 3D as Fly, but much, much faster.

Fly: Slow but the most complete 3D travel power. Like Hover, you'll be able to stay out of the fray while directing minions. And since some MMs have no attacks of their own, no worries about suppression. In PvP, fly only helps stay away from melee characters. You'll be too slow to fly away from ranged attacks.

Group Fly: We should all know this by heart; let's all join in on the problems: 1. Teammates and pets don't fly as fast as you and drop out of the flying bubble; 2. Speed Enhancements only speed up you, not your treammates and pets, and thus here is a case where an enhancement makes a power worse; 3. Teammates don't get a choice to toggle off fly... you force them to fly whether they want to or not (and suffer the -20% ACC); 4. Activation time is very long; GF will not save you or your teammates or your pets from an unexpected fall. Suprisingly, GF doesn't take a huge END hit like Group TP does. In some maps and against some foes, GF does come in handy. In PvP, GF does come in handy for those players that fly above you just out of range (but that's not a smart tactic on their part since they're only taking advantage of players who've wandered into PvP without taking the necessary powers to survive PvP). Group Fly or, better yet, TP Foe, will teach them not to do that to you. However, when they really do fly away, Group Fly isn't going to help you since your pets will lag behind. TP Foe for the win.




Jump

Combat Jumping gives defense bonus and resists immobilizations.

Acrobatics resists knockbacks and holds.

These two extras of the Jump Pool are almost completely unnecessary for PvE because a MM is always using the pets to absorb attacks. However, if your secondary set does not provide protection, then these two powers are very helpful in PvE where all your enemies are ignoring your pets and targeting you. However, extra toggles mean extra END drain. I've had to put two EndRed in every toggle power, and three in Acrobatics (which is an extra hog). I don't use Stamina.

Superjump: One of the most fun travel powers. And if you have lag, one of the most frustrating since rubberbanding makes you miss your marks, which can be dangerous as well as just plain annoying. In two jumps, a MM has gone far enough to trigger the auto-tp of the minions. A good power for PvP since it's almost as fast a SS and has 3D functionality and abiltity to turn in mid-air and curve around buildings. However, it won't let you get to a foe 'hiding' in flight at the outdoor glass ceiling. Not even TP Foe can help you there. Only Group Fly for an MM can ferret out those cowards.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

[ QUOTE ]
At level 6, all Kheldians can pick Bright Nova or Dark Nova (depending on their AT), which lets them shapeshift into a squid form with a built-in Epic Fly travel power. ... The Fly starts with an inherent +50% Flight Speed bonus, so it can be capped with 2 SO+3 Fly Enhancements.

[/ QUOTE ]

I tested this and found I was a bit off. The Nova form Fly is actually 50% faster than the power pool Fly; it is not just Fly with a +50% bonus. The key difference is that extra 50% is enhancable. That means you can cap Nova form Fly with 2 yellow SO--s. Or for those of you who raid Hami, 2 Microfilaments (Travel/End HO).


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

I have a question about the way speed capping works if you are slowed.

Lets say I'm slotted to go faster than the cap with SJ. The speed I have over the cap wouldn't be used under normal circumstances. What if I get hit by a slow that reduces movement by 25%? Will the extra speed I have kick in to prevent me from getting as slowed as I would normally? Or would I just move at 75% of the cap?


 

Posted

Slow effects are scheduled for the next release of this guide, expected "Soon" (probably somewhere between 1 week and 6 months). In other words, I haven't tested them much. I haven't really tried to figure out the basic mechanism, so I can't say how it works.

That said, I could see it going either way. It's reasonable that someone should be able to overslot their movement power in order to reduce the effects of slow. But someone with a Slow would likely argue the opposite, that the Slow should always have the same effect, otherwise people can just overslot to avoid it.

It's mainly a question with Super Speed. It's a huge Run Speed bonus that only takes 2 slots to cap, so you can fairly easily add a third. It already takes 3 slots to cap Super Jump, though well slotted Hurdle can be a significant addition if it reduces slows.

If you want to know REALLY BADLY, then PM me and we can test it sometime. I'm on most evenings EST, but Mon-Thu are currently Mastermind nights.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Just because there seemed to be some uncertainty I can tell you with confidence that Siphon Speed definitely affects Flight Speed.

It's only up in the late 40s with 4 Flight SOs that I noticed it either doesn't add anything or that it adds very very little.


 

Posted

Anyone have the maximum unsupppresed run speed an /SR stalker can get slotting up sprint, swift, and quickness ?


 

Posted

Question 2: Does Stealth have a fly and jump speed reduction?


 

Posted

The max speed for a SR with 3 slotted Sprint, Swift, and Quickness is about 70 feet/second at level 50.

As I mentioned in my previous post, slow effects (like from Stealth) will be in the next release of my guide, whenever I do it.


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304

 

Posted

Stealth reduces flight speed and run/walk speed, but not jump speed.
(To confirm this, I ran several time trials using an autojump bind to cross a zone, with and without Stealth enabled.)

Now, with ordinary jumps (as opposed to Super Jump) you spend enough time on the ground for Stealth to have a measurable effect -- but it is only measurable over long distances and even then is not significant for any practical purposes.


 

Posted

And it's a very nice chart. It'll be in the next release of this guide (whenever I make one).


Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304