travel powers for my blaster
from my personal experience....
Flight is great, it helps keep you out of the way of the melee attacks of mobs (which are more damaging than ranged)
so you'll hopefully live a little longer. Also flight helps you navagate maps better/faster as you can fly over things rather than having to run around them.
the downside is that it's a slow travel power
SS is great, you get hasten as a first power from the pool. it's great to travel with as it's fast and you'll not draw agro with it on. But it's not as great at hit and run thanks to the slow down period after any attack you make. Also you have to run around things when traveling, which can take a while.
SJ, it's ok. it's got the benifits of flight and SS and the first power from the pool has a -knockdown attack, which can be helpful.
The problem is it doesn't have the -agro abilities like SS and flight so you will get attacked while traveling. Also you have to constantly hold and press the "jump" button when ever you want to travel which can get annoying
TP. Not had to much experience but until you slot it properly it's not that great, as it eats a lot of end and if the computer is lagging its probably not the best power to use.
so what would i suggest? well my blaster has both flight and SS. SS for travel, and flight for fighting. if you don't want to waste a power on getting all 4 (hasten, SS, hover and fly) don't get fly and instead put 3-4 flight speed enhancements on hover.
hope that was of some use
Having hover/fly is perhaps the most advantageous for fighting.
Otherwise the others are faster and all have particular advantages so that's probably more personal preference than anything.
My blaster makes do with SS and SJ. SJ allows her to get to most places. Only maps I've had problems with are on the Shadow Shard where you really need to be able to fly. I'm about to respec and I'm not really sure what to do with travel powers...decisions...
I have fly on my Blaster, it's fairly slow but you can go straight up, turn in the right direction and go get a glass of water or something and you will be there when you get back.
Hover keeps me above those pesky melee people that want to hurt me, if I remember to use it and it's high enough.
Besides, capes (at level 20) only look really cool when you are flying. (Beware of capes and pony tails, they go straight though the cape)
Black Light, Electricity/Devices Blaster at Union
White Knight, Illusion/Radiation Controller at Union
Obscurum est absentis lux lucis. Ego sum lux lucis!
just a note, u dont really need to slot tp for anything, 1 endred will do, or a range, u can cover most maps with 1 bar of end without stamina, if you are fire or elec and can sap end you can cover any map really, if u have stamina then the same, also conserve power and bosot range will make tp a rather insane travel power, it has the faster MPH when travels first become available and is still fast at hgiher leveles if u dont suffer from much system lag.
i recommend fly for the ranged thing, but also leaping offer mez protection later on, and SS is, well, fast. in pvp tho, a blaster with flight is generally superior.
Plight
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from my personal experience....
SJ, it's ok. it's got the benifits of flight and SS and the first power from the pool has a -knockdown attack, which can be helpful.
The problem is it doesn't have the -agro abilities like SS and flight so you will get attacked while traveling. Also you have to constantly hold and press the "jump" button when ever you want to travel which can get annoying
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Actually you just need a good set of keybinds for this - it will make SJ 100% more enjoyable - ill see if I can remember to post them when I get home.
But Flight is great - you haven't really seen Paragon City till you've seen it from the skies - and superheroes fly, everyone knows that
Just need to 3-slot it to get decent speed - but that's no problem since we have plenty of spare slots lying around after ED.
yeah the binds are something like
/bind t "powexec_name super jump$$++up"
hence you can just press R then T.
disclaimer - might only b one +
Shnyet AWAY
I use the following:
Starting Superjump:
/bind j "powexectoggleon Super Jump$$up 1$$autorun 1"
Stop jumping (for lands):
/bind k "powexectoggleon Super Jump$$up 0$$autorun 0"
switch between SJ/CJ
/bind l"powexectoggleon Combat Jumping$$powexectoggleon Super Jump"
This gives me the option op using J for instant forward superjump, K for stopping forward motion but keeping SJ active for landing and lessen the impact and L to switch between SJ and CJ (for defense).
Any keys will of course do, but JKL are the easiest to use for me - and you can actually just copy&paste the bind directly into the prompt inside CoH.
Mind you this has been made for my tanker, so I have CJ running for that extra defense bonus
Thanks for the binds
Flight..all you need
I have being puzzled on wat to get my blaster for his travel power if to get him flght for combat, SS for a hit and run tactic ore just plain speed and fun with SJ ore wat about tp ?