Get a Travel Power by level 8!
Lets bump this up for the newbies on their Christmas Break.
Happy Holidays!
I am Airman America... Super Hero... and I approve this message!
Lets bump this up for the newbies on their Christmas Break.
Happy Holidays!
I am Airman America... Super Hero... and I approve this message!
my BS/SR scrapper uses Swift 3SO/Hurdle 3SO/Quickness 3SO
She's nowhere near SJ or SS for speed or height, but she gets along at a very good rate. By the way, the Jump enhancements are predominantly Jump Speed rather than Jump height. I was barely able to equal CJs height going straight verticle with 3 Hurdle SOs, but speed is much better. This means that, while you stay at the higher altitude for the same amount of time, you pass ground much quicker, making the timing for clearing obstacles much less tricky.
SS is much faster, though harder to control.
SJ is much better all around for strictly travel, but can get you into trouble faster as anyone who ever decided to jump over a rock in old-Faultline can tell you.
Fly still offers phenomenal manueverability compared to everything else and unmatched security as long as the ceiling is high enough.
Teleport is the absolute fastest and also allows for the outright avoidance of areas altogether...of course, it is difficult to get used to, and long-range porting is troublesome even for those used to it.
The main advantage that slotting Swift, Hurdle, Sprint, Quickness, Combat Jumping and Hover offer is that these powers DO NOT SUPPRESS when you attack. The result is that on a runby with my wererat BS/SR she can be about 20 feet away from the target by the time the shot lands and be already moving soon after.
And do not think that hover is a bad choice. A properly slotted hover equals unslotted fly, which, considering the manueverability and stability of hover, is not shabby for combat speed, or even travel speed for that matter. (some among my play book have considered dropping Fly altogether and relying on hover, but I'm not sure I'd go that far.)
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"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math
I haven't read through the whole thread, but with safeguard and mayhem missions, heroes and villains can get the jet pack (equivalent to Fly) at level 5 (or 6) and the jump pack (equivalent to SuperJump) at level 10. These will easily tide you over until level 14 when you can get a "real" travel power.
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I haven't read through the whole thread, but with safeguard and mayhem missions, heroes and villains can get the jet pack (equivalent to Fly) at level 5 (or 6) and the jump pack (equivalent to SuperJump) at level 10. These will easily tide you over until level 14 when you can get a "real" travel power.
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Have to definately agree with you here.
And I also have found that Swift + Hover with a couple slots for flight speed gives a pretty nice speed for those folks that don't want to muck about with bunny hopping or hurdle.
Add the Jump Jet (come on, if you haven't shelled out the $10 by now, I can't help you) and you can get across all but the largest zones in a respectable time.
Once you get at least 2 DO's in each, you'll be wondering why you even want fly.
I actually held off getting fly at 14 on two of my characters because I wanted other powers and with 3 SO's in both swift and hover I was zipping along alot faster than unslotted level 14 was ever going to take me... and with alot less end drain.
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FYI, at 14, Flight will equal, with a Dual Enhancement, 31.46 mph and slower than you were at level 8!
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sigh. So depressing.
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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 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!
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Just an FYI, but you have actually used more slots, then would be necessary for some builds. For one of my alts, Thugs/DM MM, i am definatly getting the leadership pool, the fitness pool, and the teleportation pool. Now for concept reasons this would work perfectly. HOWEVER, by "forcing" me to get those powers at that level, i am effectivly booted out of getting my leadership powers there, forcing me to give more slotting to my gang and less to those powers you told me to give it to, ive now gimped myself. Ive got a enforcer, but no leadership, ive got a mini-travel, but no speed(or ive got a mini-travel, but crappy pets). For my build, as for many many MM's who are investing in power pools that help there pets (like the medicine pool, stealth pool, leadership pool) i highly recommend NOT doing this, and instead just getting a normal travel power. I find it hilarious that your saying how we were missing out on powers we could get at 14, but then by doing so we have to miss powers we could get 6-8, slots, possibly lvl 10, more slots... its just not good. It would be easier to get hasten> Super Speed, there thats 10, 14, no forced slots, and its uber speed goodness. I just don't see the point in forgoing so many slots and powers, just to get a pseudo travel 4 levels early.
PS; im getting TpFoe, its ubergoodness, so for me to just get teleport is easy enough,
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FYI, at 14, Flight will equal, with a Dual Enhancement, 31.46 mph and slower than you were at level 8!
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Sure, your speed may be higher than flight, but unfortunately it's only ground speed, flight let's you fly to any height which allows you to go straight up over the rooftops and make a straight line to your destination. An easier solution for a travel power at 8, hell even at 6, would be to do a bank mission for a jetpack, which goes faster than flight at 14. That option also doesn't take any power slots so that you can take whatever you want.
I'm not sure if this has been mentioned since I'm a bit too lazy to go through this entire thread, but after you have hurdle+combat jump (on up through superjump) I've found it incredibly useful to throw the auto-jump bind on for pain free traveling. Try this bind, if you haven't run across it before:
/bind j ++up