Get a Travel Power by level 8!
lol I use this all the time. Never thought about posting it. Good Job!
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I don't know how you did your relative speed calculations but it sounds good. Anyway what if you wanted go another route? Say taking swift 3 slotting it 2run+ 1jump and 2slotting sprint and combat jump each with 2 jumps? Wouldn't that give you decent vertical movement as well as good ground speed for earthbound combat? I don't have numbers so just asking how this would play out.
Thanks
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I don't know how you did your relative speed calculations but it sounds good. Anyway what if you wanted go another route? Say taking swift 3 slotting it 2run+ 1jump and 2slotting sprint and combat jump each with 2 jumps? Wouldn't that give you decent vertical movement as well as good ground speed for earthbound combat? I don't have numbers so just asking how this would play out.
Thanks
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Combos are as varied as there are days in a year. However, I will add the following: Sprint + Swift, 2 slotted with SOs, at level 50 will equal 33.7 mph. Bunny Hopping is simply faster!
Speeds go up with level by the way.
I am Airman America... Super Hero... and I approve this message!
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Another nice benefit of this system I have shared with you is that you are not forced to take a travel power at level 14. Some ATs get some great powers at 14 and require you to either put them off or accept some peer pressure.
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While I agree with your main point about helping low levels get around quicker, you should know that no AT gets any new powers opened up at lvl 14. The devs made lvl 14 a level where no "new" powers from a primary or secondary are made available to players. This is just like at lvl 22, 24 and 30. I can only assume that the devs did it that way to make it slightly easier to accept the idea of getting a travel power at lvl 14. In your plan you can pick up SJ at lvl 14 since you already have combat jumping. Your idea should make the lvls from 8 till 14 much more pleasant.
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Another nice benefit of this system I have shared with you is that you are not forced to take a travel power at level 14. Some ATs get some great powers at 14 and require you to either put them off or accept some peer pressure.
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While I agree with your main point about helping low levels get around quicker, you should know that no AT gets any new powers opened up at lvl 14. The devs made lvl 14 a level where no "new" powers from a primary or secondary are made available to players. This is just like at lvl 22, 24 and 30. I can only assume that the devs did it that way to make it slightly easier to accept the idea of getting a travel power at lvl 14. In your plan you can pick up SJ at lvl 14 since you already have combat jumping. Your idea should make the lvls from 8 till 14 much more pleasant.
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Maybe so, but I was not meaning that in my words, I was saying that there are some powers you want at 14, but, you take a travel instead thereby putting them off.
As I stated, you have a possibility of 2 defensive powers that work to your advantage. An equal level minion has a 50% to-hit chance. With both CJ and Stealth you have lowered it to 45%. It can work for all levels. I have not seen much that would cause a level 50 to be put off by using just this power other than "The Shard", and that place simply is hard on everyone without Fly. A hero need not always Super Jump or Fly... and we know the possible issues with lag and teleport. Oh, and on top of everything... this power is not an endurance hog! It also offers an alternative to tradition!
This is not for everyone, it is not "tradition", but, it is an alternative.
I am Airman America... Super Hero... and I approve this message!
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no AT gets any new powers opened up at lvl 14.
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Very true but some AT's have so many good selections for powers, that there is not enough room to pick all the powers a player can enjoy ( and fight better with than a travel power ) by 14. So, when most players sacrifice that power selection at 14 for the travel power, some players can pick another very useful or more fun power.
My old controller was a perfect example, as was a scrapper and now a blaster, who is the current incarnation of the controller. My tank has the same issues with the great selections of the Stone Primary/Secondary powers.
It's much more useful for some AT's when there are few, if any bad power choices. The only sacrifice, is the loss of a few slots for effectiveness.
Crowskull
Tank
Ares Wolf
Blaster
Jackal Kane
Mastermind
Just out of curiosity, I wonder what the speeds would be if you didn't use those extra two slots in Sprint and Hurdle...especially when talking about Training Enhancements. After all, increasing the base Jump numbers of those powers by 8.3% probably doesn't equal very much of that initial 37.5 MPH. Even if it decreased the speed by a few MPH, that would probably be more better than having to use up those two slots at low levels. At higher levels slots roll in like crazy, but at low levels every slot is crucial.
Great idea though! I might have to try that on one of my MANY alts.
Training Enhancements don't make as much impact as later. Much depends on your build and your design. Me? I mostly go, as a minimum, all Accuracy until DO. At DOs I still keep at least 3 slots devoted to Accuracy and then drop to 2 at SO level. There is NOTHING i despise more than missing. Even a weak hit is better to me than a powerful miss.
To answer your question, you drop to 29 mph single slotted with TOs.
I am Airman America... Super Hero... and I approve this message!
Update: I understand that Combat Jump acts as a minor anti-immobilization as well.
I am Airman America... Super Hero... and I approve this message!
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Update: I understand that Combat Jump acts as a minor anti-immobilization as well.
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It is more than minor- CJ is a very good immobilization protection, and can keep you moving as long as there aren't too many immobs stacked. I don't know what the specific immob protection magnitude is, but from experience I know it is very hard to immob my toons with CJ running.
"Don't unravel them-- your ears were meant to be that way."
-Steve Aylett
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Update: I understand that Combat Jump acts as a minor anti-immobilization as well.
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It is more than minor- CJ is a very good immobilization protection, and can keep you moving as long as there aren't too many immobs stacked. I don't know what the specific immob protection magnitude is, but from experience I know it is very hard to immob my toons with CJ running.
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Not sure about the immob mag of CJ myself, but my 50 BS/Regen has NEVER been immobilized with CJ and Integration up; a few times an immob has stuck with just Integration; activating CJ always keeps me moving. CJ is just an awesome anti-immobilize power as well as nice battlefield mobility.
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I always take hurdle by level 8. It's a faster speed-up than swift, if you don't mind bunny-hopping everywhere. If I'm not going to take teleport for my travel power, I take combat jumping at the next power choice after getting hurdle. I've been doing this almost since I started playing CoH. It's pretty amazing how much faster you go with these two powers, and how much easier it is to put off your real travel power until some time after level 14. I've waited as late as level 26 to take a travel power on characters that have hurdle and combat jumping.
RagManX
"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2
The economy is not broken. The players are
Be a kinetics defender and take Siphon Speed at level 6!!
Weeeeeeeeeeeeeeeeee.
I tried that once and it was a total pain in the backside to deal with. The things that made it a pain were: bad accuracy (due to having only training enhancements or none at all), slow recharge without SOs...which means that if you miss then you've got to wait a full minute to try again, useless in zones even slightly higher level than you because of the previous points, inconvenient, and so on.
Occasionally it was nice to have (it helped a lot in places like the Hollows), but for the most part it was too annoying to deal with. At later levels I found the power to be great for the recharge buff/debuff, but at lower levels I hated it.
Inertial Reduction, however, I've found to be a fabulous replacement for a traditional travel power. What I did with my */Kin controller was took another travel power temporarily and then respec'd into Intertial Reduction at level 28 when I was high enough level to get it. With my Kin/* defender I just slogged through without a travel power until 18 when I could get IR. Using Airman_America's plan you could easily wait until 18 for IR...or even 28 for controllers. I wish I would have thought of it at the time I was leveling those two characters. It's something to remember for the future though.
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.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
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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.
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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.
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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.
I am Airman America... Super Hero... and I approve this message!
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Another nice benefit of this system I have shared with you is that you are not “forced” to take a travel power at level 14. Some ATs get some great powers at 14 and require you to either put them off or accept some “peer pressure”.
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While I agree with your main point about helping low levels get around quicker, you should know that no AT gets any new powers opened up at lvl 14. The devs made lvl 14 a level where no "new" powers from a primary or secondary are made available to players. This is just like at lvl 22, 24 and 30. I can only assume that the devs did it that way to make it slightly easier to accept the idea of getting a travel power at lvl 14. In your plan you can pick up SJ at lvl 14 since you already have combat jumping. Your idea should make the lvls from 8 till 14 much more pleasant.
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Well, I think what he was more likely referring to was the level 12 powers. Since getting travel at 14 and knowing you need to choose a prerequisite power, many people choose those at 12 instead of getting their totally nifty cool lvl 12 power. even if the dev's made 14 "no new powers" level, they screwed up by having prerequisites to them. If you KNOW you want to travel by 14, your last chance to prepare for it really is 12. Many folks just gotta have them lvl 12 powers and forego travel for it, opting instead to travel at 16. But wait, 16 is integration for scrappers and stalkers, gotta have that too.
I'm thinking travel powers should not be a main part of the power selections. they should be in addition to them.
In CoV, I got to level 10 on many toons but really got tired of the distances you have to go constantly. But I finally got a travel power on one and man the whole CoV world opened up and I saw content that was new and drew me back into the game.
Question what if you add quickness in to the mix does that effect the speed any?
Thank you for this idea. Because of this post, I now have a way to stay in concept with my non-super TA/A defender.
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As I stated, you have a possibility of 2 defensive powers that work to your advantage. An equal level minion has a 50% to-hit chance. With both CJ and Stealth you have lowered it to 45%. It can work for all levels.
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Just a quick nitpick, but the defense boost is not this great. Castle has posted that the defense bonus from CJ is 1.88% for scrappers, and is subject to the AT modifiers. So while tankers may get a bonus of 2.5% from CJ, I don't think any other ATs do. Stealth is even worse. It's unsuppressed bonus is between 2.5% and 3.5% depending on the AT. It's tough to test because the suppression kick in when you're hit. However, once in combat the suppression kicks in and stealth's defense bonus is halved, to between 1.25 and 1.75%. So the two powers together are giving not much more than 3% to anyone except a tanker, and less than 4% even to tankers.
From MikeDavis:
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Question what if you add quickness in to the mix does that effect the speed any?
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Quickness has no jump benefit, but 3 slotting sprint, swift and quickness gives you a maximum speed of close to 50 m.p.h. at level 50. I use this combination plus combat jumping for getting over obstacles. That's concept on my part though. The OP's suggestion is faster and less vulnerable to obstructions.
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Another nice benefit of this system I have shared with you is that you are not forced to take a travel power at level 14. Some ATs get some great powers at 14 and require you to either put them off or accept some peer pressure.
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While I agree with your main point about helping low levels get around quicker, you should know that no AT gets any new powers opened up at lvl 14. The devs made lvl 14 a level where no "new" powers from a primary or secondary are made available to players. This is just like at lvl 22, 24 and 30. I can only assume that the devs did it that way to make it slightly easier to accept the idea of getting a travel power at lvl 14. In your plan you can pick up SJ at lvl 14 since you already have combat jumping. Your idea should make the lvls from 8 till 14 much more pleasant.
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Actually, there are powers that open up at L14. The second-tier powers for each of the power pools. This is most often filled in the travel powers, but that's only some of the choices. I've had several characters that, when they hit L14, have wanted a certain power or another from that second tier, but couldn't because they needed the travel power. And 16, 18, and 20 are all levels where good solid powers are often offered, so it becomes a bit of a quandary.
El Cucuy
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.
I am Airman America... Super Hero... and I approve this message!
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?
Are you tired of that LONG wait to level 14 for a Travel Power? Are you sick to death of dealing with those long trips in the Hollows? Are you fed up arriving last to mission entrances just because you are the lowbie? Well worry no more!
Get a travel power by level 8!
It is simple and I will even give you the specs below.
1. Grab HURDLE at level 6. You will probably want this power in any case as it is a basic before you can get Health and Stamina. Place a Jump Enhancement in Sprint and Hurdle.
2. At Level 7, slot both Hurdle and Sprint with one extra so that each has 2 slots. Yes, put Jump Enhancements in both of those slots.
3. At Level 8, get Combat Jump and slot it with a Jump Enhancement.
4. Worried about being seen and picked on? NO PROBLEM! Grab STEALTH at level 10 if you want.
What have you done? Well, you are on the road toward Health and Stamina, you are moving quickly, and you have extra defense in combat with Combat Jump and the optional Stealth! This is a winning combo! Combat Jump is very controllable as well.
To activate this mini travel power you must toggle both Sprint and Combat Jump to on and get set for some Bunny Hopping at 25 feet!
Your speed at level 8, with Training Enhancements, will equal 37.5 mph as compared to 20.33 with Sprint and Swift! You are jumping over 25 feet UP as well!
Your speed at level 12, with Dual Enhancements, will equal 42.3 mph!
FYI, at 14, Flight will equal, with a Dual Enhancement, 31.46 mph and slower than you were at level 8!
Your speed at Level 22, with Single Enhancements, will equal 51 mph whilst 3 slotting Fly will net you 44.9 mph. By they way, you will always be faster than 3 Slotted Fly... even at level 50!
Another nice benefit of this system I have shared with you is that you are not forced to take a travel power at level 14. Some ATs get some great powers by 14 and require you to either put them off or accept some peer pressure. This will allow you get a normal travel power at your leisure if ever! Why if ever? Well, you now have the ability to grab an extra attack power rather than Fly or Super Jump as well. Remember, there is no XP in getting to a mission first, but, there is XP in how you use your attacks!
Oh, and another plus is... you can joust... you speed is not suppressed!
I am Airman America... Super Hero... and I approve this message!