Get a Travel Power by level 8!


Aeoleon

 

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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?

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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.


I am Airman America... Super Hero... and I approve this message!

 

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On the villain side, I did my first mayhem mission today at lvl15...how does this bear on the topic at hand?

Because I got a jump-pack temp power after I completed...two hours of super jump, power selection free! Woot!

I'll be using this system and that jumppack to delay my travel power to at least 22 or 24, tyvm.

But I do like the idea of this system...good thread, good post.


Basically too many 50's to count, but I'm generally a brute/scrapper/tank kind of guy.

 

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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.

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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.


 

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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.

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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.

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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.


I am Airman America... Super Hero... and I approve this message!

 

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It's never occured to me to do this before. Great idea!

Thanks for posting it.

Malakim0


Malakim

-Playing since COH beta and still love the game!

 

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I did this with my latest brute. Though I didn't 2 slot sprint or hurdle. Now I was getting to the missions faster then any 1 I would team with but after "bunny hopping" though Cap for 2 levels I was begging for SJ. I was sorely tempted to skip it but I was constantly being shot at & it would be silly for me to have taken stealth. Better for some I guess.


 

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If you take Hurdle and Combat Jumping by level 8, you will have a power available to you at level 14 that you did pick previously.


 

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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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According to the Prima I7 guide, Combat Jumping adds a whopping 8.3 points of immobilize protection.

EDIT: I'm not certain, but the fractional number suggests that CJ's protection scales with level. If so, then the 8.3 points only applies to 50th-level scrappers, brutes, and stalkers. Tankers would benefit more (10.38 points at 50th level), and other characters would benefit less. For example, a 6th-level defender would only get 3.264 points of protection. (See Iakona's post for more information; CJ appears to have a 24 scalar coefficient for Boolean protection.)


 

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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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According to the Prima I7 guide, Combat Jumping adds a whopping 8.3 points of immobilize protection.

EDIT: I'm not certain, but the fractional number suggests that CJ's protection scales with level. If so, then the 8.3 points only applies to 50th-level scrappers, brutes, and stalkers. Tankers would benefit more (10.38 points at 50th level), and other characters would benefit less. For example, a 6th-level defender would only get 3.264 points of protection. (See Iakona's post for more information; CJ appears to have a 24 scalar coefficient for Boolean protection.)

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AHHH-the math, it hurts, it BURNS!!!! Make it stop!


Basically too many 50's to count, but I'm generally a brute/scrapper/tank kind of guy.

 

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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


I am Airman America... Super Hero... and I approve this message!

 

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Psst !!!

I was tooling around all over Grandville with my level 21 Mastermind just last night. That's just using Sprint/Swift/Combat Jumping.

Okay, sure the turrets lit me up like a Christmas Tree when I tried to jump over the wall, but avoiding mobs is just about getting used to judging mob perception ranges.


Centinull

 

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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.


 

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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.

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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.


I am Airman America... Super Hero... and I approve this message!

 

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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!

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Is level 8 too late for you?

Want a travel power at level 5?

How? Easy.

Roll a villain.

Get him to level 5 and hot foot it to Port Oakes. Get your newspaper, bang out 3 newspaper missions, and get your first Mayhem Mission. Complete your Atlas Park Mayhem Mission and you got yourself a Jetpack with 2 hours of in-game usage (which should last you well beyond level 14). Shoot, once you hit level 10, head to CapAuD and do a Kings Row Mayhem Mission and you get a Jump Pack with 2 hours of in-game usage.
With a total of 4 hours of in-game travel power usage, I could easily see people postponing grabbing their travel powers for quite some time.
I've done it with 3 toons now and it's worked like a charm each time. Happy travels!


Pugilist --- Lvl 50 Inv/SS Tanker
PugiIist --- Lvl 34 WP/EM Tanker
Son of Crom --- Lvl 50 BS/Regen Scrapper
Pug Nasty --- Lvl 50 Warshade
Pug --- Lvl 50 SS/Fire Brute
Pinnacle Server

 

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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.


I am Airman America... Super Hero... and I approve this message!

 

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The bind /bind j "++up" is helpful for making an autojump so you won't be pressing the jump button all the time (hit j or space bar to turn the autojump off). Especially useful during safe travel.

Combat Jumping is useful in the combo in that it lets you steer a lot better in the air than Hurdle alone.


 

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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!

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Is level 8 too late for you?

Want a travel power at level 5?

How? Easy.

Roll a villain.

Get him to level 5 and hot foot it to Port Oakes. Get your newspaper, bang out 3 newspaper missions, and get your first Mayhem Mission. Complete your Atlas Park Mayhem Mission and you got yourself a Jetpack with 2 hours of in-game usage (which should last you well beyond level 14). Shoot, once you hit level 10, head to CapAuD and do a Kings Row Mayhem Mission and you get a Jump Pack with 2 hours of in-game usage.
With a total of 4 hours of in-game travel power usage, I could easily see people postponing grabbing their travel powers for quite some time.
I've done it with 3 toons now and it's worked like a charm each time. Happy travels!

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WARNING-WARNING-WARNING-DANGER WILL ROBINSON!

If you ever think of exemping down, though, be aware that you'll either still NEED those temp powers to get around, or some variation of the idea presented here. Otherwise, you could find yourself constantly asking your lowbie teammates 'Anyone got a port for my slow level 50 ex'ed down butt?'


Basically too many 50's to count, but I'm generally a brute/scrapper/tank kind of guy.

 

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<ul type="square">[*]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.[*]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.[/list]
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It's faster to move the extra slot from Sprint to Hurdle. 3-slotted Hurdle plus 1-slotted Sprint is slightly faster than what you've suggested.


 

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WARNING-WARNING-WARNING-DANGER WILL ROBINSON!

If you ever think of exemping down, though, be aware that you'll either still NEED those temp powers to get around, or some variation of the idea presented here. Otherwise, you could find yourself constantly asking your lowbie teammates 'Anyone got a port for my slow level 50 ex'ed down butt?'

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... or simply unexemp when moving between missions, if it's that far.


If I quote #'s, they're from City of Data.
Global: @Kazari

It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler

 

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WARNING-WARNING-WARNING-DANGER WILL ROBINSON!

If you ever think of exemping down, though, be aware that you'll either still NEED those temp powers to get around, or some variation of the idea presented here. Otherwise, you could find yourself constantly asking your lowbie teammates 'Anyone got a port for my slow level 50 ex'ed down butt?'

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... or simply unexemp when moving between missions, if it's that far.

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True, and a good point-but I was thinking more of the problem with auto-exing down on tf/sf's. So we're both right.


Basically too many 50's to count, but I'm generally a brute/scrapper/tank kind of guy.

 

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this is awesome!!!
thx for the info i need to go try it out!


 

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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.


I am Airman America... Super Hero... and I approve this message!

 

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Shameless :::bump:::


I am Airman America... Super Hero... and I approve this message!

 

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Hey AA! I will definately be using this in my alts. Whenever I had a character who went for the Fitness pool, I always picked Swift. I never thought of the combos you've listed. Thanks!!!


 

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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 ).


Basically too many 50's to count, but I'm generally a brute/scrapper/tank kind of guy.