RP theme question: which travel power fits best?


Arashi

 

Posted

The Whispering Man is a Magic Dark/Regen scrapper who looks sort of like a twisted variant of the shadow. The basic idea for the character is that he is a supernatural streetfighter whose affinity to magic has boosted his physical abilities, making him nigh unkilliable... at least, on a permanent basis.

He's nearing 14 (11 at the moment) and I haven't taken any travel pool powers because I can't decide what fits best. I've ruled out flight, because that doesn't really fit the feel of the character at all, but the other three could work...

Teleport is my least favorite of the three, not for thematic reasons as much as I find the mechanics of it awkward.

Super Jump could work, though it seems a bit like flying. It's certainly very versatile from a game mechanics standpoint, and it would work with a supernatural character pretty well.

Super Speed could also work -- in fact, it seems, power-wise, best suited to the supernatural streetfighter motif... but it looks very bright and cheerful when turned on.

So I'm sort of stumped at the moment, and the time for choosing is drawing near...

Any thoughts?


Scrapper Jack (SJ/WP Brute), Sky Commando (WP/SJ Tanker), Curveball (Rad/DP Defender), and a bunch more.

 

Posted

Teleportation--if he's a shadow, well, he can fade in and out of areas, aye?


 

Posted

Yeah, good point...


Scrapper Jack (SJ/WP Brute), Sky Commando (WP/SJ Tanker), Curveball (Rad/DP Defender), and a bunch more.

 

Posted

There are some scripts you can use to make TP more 'user friendly', but I agree it is more difficult than other travel powers. But it does seem to fit best.

I also agree that the 'sparks' of super speed don't fit the concept, but running fast is not outside of the scope of the character.

Superleap has no 'aura' but I agree, I would have trouble explaining it conceptually.

TP seems the most logical but I've seen dark auras used with flight and it looks quite impressive.


"Shut up Mr. Burton, you are not brought upon this world to get it!" - Lo Pan
@MadGremlin

 

Posted

Well as one who has run into a similar problem i'll aks if you have the DVD edition of COH or not....

The reason is that Powerslide and SuperSpeed makes for a neat Purple/yellow travel power.
Not sure how well the purple works with your colors, but it's worth a shot.

Otherwise I'd go with these guys and suggest TP, it actual gets easier to use after a little practice


 

Posted

THE bind for teleporters:

/bind lshift+lclick "powexec_name Teleport"

Press left shift, and the targeting circle appears. Click, and off you go. Or hit Esc to cancel. Not quite effortless, but much better than trying to do it from the tray.


My characters at Virtueverse
Faces of the City

 

Posted

Yeah, I know the bind, but there's more to it than the keys. You need to really be on your toes and aim that sucker right... or get hover as well to keep from falling.

That said, it does seem to be the best fit concept-wise... and concept is king! Thanks all.


Scrapper Jack (SJ/WP Brute), Sky Commando (WP/SJ Tanker), Curveball (Rad/DP Defender), and a bunch more.

 

Posted

I stumbled in here by accident and now I'm rather glad. I've tried teleportation on a shadowy character months ago and hated the mechanics enough to make me respec it out.

I, too, tried the bind and agree that it helps incredibly, but still wasn't enough. Reactions had to be too quick and while it worked in a straight line, I had trouble changing altitude without plowing into the ground.

But I never tried teleporting with hover turned on. How do-able is that? I'm thinking as far as endurance costs. I don't want to have to waste slots on making hover cheaper to operate, but then again it's supposed to be a cheap power to keep on anyway. Anyone actually have a character built like this that can offer any insight?


 

Posted

Hover's end cost is pretty negliable. While I only have two characters with teleport (Both Warshades and thus unable to get Hover) Nearly every other character I have has Hover/Flight.

I also know several others who do use that trick. The only thing they evert seem to get annoyed about with it (once you get the bind down) is the aim not quite getting where you want it.


Pinnacle
Heroes
When in danger, or in doubt; Run in circles, scream and shout.

 

Posted

[ QUOTE ]
Anyone actually have a character built like this that can offer any insight?

[/ QUOTE ]

I used to have a character with hover and teleport and if you really have to have teleport for concept, hover will give you extra time to navigate or recover end while traveling. But frustration with lagging back (animation, end cost, no progress) pushed me to respec for flight at 24.


 

Posted

I feel your pain with this one.

My mystery man had super speed for the longest time - I RP'd it as his motorcycle as needed (although it pushed the limits "riding" through Talos to get to Founders Falls in the water).

Then, right after I6 but before all the votes were in, I respecd him to have no travel powers other than Sprint + Swift + Hurdle + Combat Jumping ... gaah
He gets around but geez he's slow (a friend of mine, pre-I6, did this and was a rocket running through zones). Next power level I'll probably be getting Super Jump only because he has a prereq for it already.

If only they'd introduce vehicles .... *big sigh*


 

Posted

Hmm, thanks for the insight, guys.

I think I'll try it again with Hover. It fits my concept so perfectly, that I think I'm willing to take some pain to make it work out.

P.S. Pay no mind to that cursing you hear in the shadows, that's just gonna be me teleporting around the city.