Travel Powers


brophog02

 

Posted

Just curious on what is the best travel power to get? I tried teleport and that isnt bad but curious if one of the others would be better.


 

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Quote:
Originally Posted by Draven View Post
Just curious on what is the best travel power to get? I tried teleport and that isnt bad but curious if one of the others would be better.
No easy answer to that question:

Fly is the easiest, but also the slowest. But if you're playing a melee toon, then Fly's prereq of Air Superiority comes in handy.

If you want to get to the mission door first, and want a little bit of stealth, then Superspeed is best. Superspeed's prereq of Hasten also comes in handy, no matter what your AT is. Superspeed is great for zipping to the end of mish to click the glowie or just defeat one room full of enemies. Just be aware that if you don't know your way around the city zones real well, then Superspeed is kind of painful. Also, Superspeed is painful in those multi-level cave rooms or multi-level office rooms. (Those rooms are why I almost always choose Fly.) And don't get me started on the Shadow Shard.

If you want a little bit more defense as well as a more vertical movement than Superspeed, but not as much as Fly, then Superjumping is great. SJ's prereq of Combat Jumping adds a bit of defense.

Hope all that helps.


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Originally Posted by GATE-keeper View Post
No easy answer to that question:

Fly is the easiest, but also the slowest. But if you're playing a melee toon, then Fly's prereq of Air Superiority comes in handy.

If you want to get to the mission door first, and want a little bit of stealth, then Superspeed is best. Superspeed's prereq of Hasten also comes in handy, no matter what your AT is. Superspeed is great for zipping to the end of mish to click the glowie or just defeat one room full of enemies. Just be aware that if you don't know your way around the city zones real well, then Superspeed is kind of painful. Also, Superspeed is painful in those multi-level cave rooms or multi-level office rooms. (Those rooms are why I almost always choose Fly.) And don't get me started on the Shadow Shard.

If you want a little bit more defense as well as a more vertical movement than Superspeed, but not as much as Fly, then Superjumping is great. SJ's prereq of Combat Jumping adds a bit of defense.

Hope all that helps.
All of this is good advice. Just remember that Teleport uses the most endurance, but is the fastest travel power when slotted. It has no limitations on where you can go, but it can be difficult to learn to use and some people never get used to it.

The consenus answer on best travel power really tends to be what prerequisite powers you will use more than which travel power is the best. The travel powers are pretty well balanced.

Teleport: Utility of being able to teleport enemies, pets, and friends. If positioning is important to your build then learning to use teleport in combat can be awesome. I found teleport to be pretty easy to use, but I know a lot of people that have a hard time using it.

Leaping: Defense. Combat Defense is a little more defense and makes maneuvering while jumping a lot easier. Super Jump is a pretty good middle of the road travel power, its not too slow, it allows you to get almost anywhere vertically you'd need to go. Acrobatics fills a hole in many builds by giving added knockback protection. Some melee builds don't have a good power for this. This tends to work pretty well for PvP.

Super Speed: Its the fastest, but with no vertical freedom its the worst travel power in my opinion. Any time the height of the ground changes slightly or anything is in your way you have to either jump or move around it. Many maps especially villain maps are very difficult to maneuver in with superspeed. In really tight builds this may be your only answer, because as pool powers go most commonly used is Stanima. Second most common is Hasten. Hasten is a great power that makes your best attacks be ready to use more often. That's important in many builds and if you don't have a lot of free powers to pick from then Super Speed may be the ghetto travel power for you. The other nice thing about Super Speed is that it has a partial stealth built into it. If you combine this with an other stealth power you are hidden against most enemies. So if adding stealth is important then Super Speed can be good.

Flight: Is the easiest power to use. But the slowest travel power. I've always thought it was a little too slow. Air Superiority is the best melee attack in the power pools and as such can be added to an attack chain easily enough. It causes the enemy to knock up and they have to pick themselves off the ground giving you a little free time to get a hit in. Flight also is used in some ranged attack builds to help keep enemies at range while you attack. The most damaging attacks are melee attacks and often if you are in the air then many enemies cannot reach you. Just remember that Hover and Flight burn endurance while in use.

I'd say more of my toons have Super Jump as a travel power than any other. But it all depends on the toon. All the travel powers are good, with the exception of Super Speed that really doesn't provide the vertical movement you'll need to get to places. My first advice is to pick a travel power because the prerequisite for the travel power is useful to your bulid. If that fails pick the travel power that fits your toons theme if you have no other way to decide.


 

Posted

I found Teleport to be a pain overall. It works best when you take Hover with it to avoid the "OMG lag is making me fall from the sky before I can reTP" effect, and to get from one side of the map to another by having to click the spot to TP to got pretty old. That said, the lower TP powers like Recall Friend and TP Foe have their uses, on occasion.

Just my two inf on one of them for ya.


 

Posted

You don't need hover for teleport. It takes some serious lag to be much of a problem, and if it is that bad then there are res-stockable jetpacks galore in this game.

SS has no vertical movement, but (again) jetpacks are easily available. With hurdle, you clear most obstacles anyhow, and even better with CJ. SS is easily my favorite in large part because I'm likely to get hasten, anyhow.

With jetpacks, SS is the only power you need. There is nothing "ghetto" about it.


 

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Originally Posted by brophog02 View Post
You don't need hover for teleport. It takes some serious lag to be much of a problem, and if it is that bad then there are res-stockable jetpacks galore in this game.
Good point. The last time I tried to use TP was before they gave us the purchasable jetpacks. I still stand by (and underline) my comment about annoying use though (*point, click, repeat repeat repeat repeat repeat repeat repeat repeat repeat* "Yay! Now I've crossed half of Sharkhead!").


 

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Ok i seen the mention of jetpacks a few times where do you get those? I like the recall friend of teleport maybe ill keep it for that.


 

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If you take SS, then you should take hurdle instead of swift.
If you take SL, then you can pick either tho swift is usually better.
If you take FLY, then you should take swift.

HVR is one of the greatest combat gems in the game. It gives you mobility and defense. You can hover blast from the ceiling away from those pesky melee types.

FLY is the limousine of travels as others have stated.

CJ is great for hoping around the combat area and gives the same defense as hover.

SL is great for getting around spots however your landing can be problematic if your not careful. SL is also rather fast in the air.

SS + SJ is a great set and combined are a fantasticly fast and effective travel set up. However fitting both into a build can be tight, but if your taking HASTEN anyways its not that far of a stretch. Hell even combat jumping with SS is pretty dam good. You can also always go with SS and just buy a RP for those times when you need to clear obstacles.

Red side, SS can be a PITA!!! without any sort of jump power or RP

Teleport is a great power when used correctly with macros and a zoomed out camera.

Many people skip travel powers all together and buy RPs. Either in GV (red) or FBZ (blue). This can be effective and frees up a power slot however it can't be slotted and is not very fast. So take it for what its worth.

For the record hover can be very fast when slotted correctly and with a few +spd sets. I have several melee toons who use hover and they are as fast as, if not faster, then most people using sprint. The also help against those dreaded caltrops the Knives like to drop like they bought em by the hundreds at the dollar store.

RP= Raptor Pack
GV= Grandeville
FBZ= Fire Base Zulu


 

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Teleport is also handy for getting into a room filled with enemies while your buddies are blocking up the doorway.


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Originally Posted by Draven View Post
Ok i seen the mention of jetpacks a few times where do you get those? I like the recall friend of teleport maybe ill keep it for that.
This page on Paragon Wiki explains where the Jet Pack Vendors are for both heroes and villains. The only thing incorrect on that page is that you don't need to be L40+ anymore to enter the Shadow Shard as a hero, as the level limits on hazard zones were removed in I16.

However it is still much easier for a villain to reach their Jet Pack Vendor (there are no enemies between the ferry and the vendor in Grandville, and you can reach that zone by ferry from Cap au Diable easily at most levels) than it is for a hero (who likely needs to use the Green Line train to get to Peregrine Island, then travel the full length of the island - by sea is probably safest at low level - to Portal Corp, then zone in to Firebase Zulu to get to the vendor).

Raptor Packs last for 2 hours of use (so turn them off when you're not actually flying, to conserve them, and note they do use endurance as a toggle but much less than Fly), and cost just 10,000 inf, though you get one free for completing the level 5-9 Mayhem/Safeguard missions. Alternatively you can buy a jetpack booster pack from the NC Store for real money, which grants an unlimited use flying pack to all of your characters, but it only lasts for 1 month real time.


 

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Originally Posted by Clave_Dark_5 View Post
I found Teleport to be a pain overall. It works best when you take Hover with it to avoid the "OMG lag is making me fall from the sky before I can reTP" effect, and to get from one side of the map to another by having to click the spot to TP to got pretty old. That said, the lower TP powers like Recall Friend and TP Foe have their uses, on occasion.

Just my two inf on one of them for ya.
One note - if you plan on PVPing, don't take Teleport (or don't take it in your second build.) While in the arena you can turn off travel power suppression, in zone, you can't - and if you attack or are attacked, you will lose the ability to teleport *at all* for a short time. (Unless that's changed very recently, but I don't recall a note on it.)


 

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As of late, CJ+Hurdle has become my ghetto travel power. It leaves me with an extra power choice at the cost of a single slot, can quite easily reach level 50 flight base speed, adds a small amount of defense that is incredibly useful when I start slotting IOs, gives me immobilize protection, and it doesn't suppress, which means, on a Blaster, I can jump, fire off a melee attack in mid-air, and be halfway across the room by the time the animation is finished.


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Originally Posted by Sagamemnon View Post
If you take SS, then you should take hurdle instead of swift.
If you take SL, then you can pick either tho swift is usually better.
If you take FLY, then you should take swift.
Imo, you should almost always take hurdle over swift, as hurdle is simply the far superior of the two.

The biggest reason to ever take swift is it can affect flight speed.

Quote:
Originally Posted by Genkio View Post
As of late, CJ+Hurdle has become my ghetto travel power. It leaves me with an extra power choice at the cost of a single slot, can quite easily reach level 50 flight base speed, adds a small amount of defense that is incredibly useful when I start slotting IOs, gives me immobilize protection, and it doesn't suppress, which means, on a Blaster, I can jump, fire off a melee attack in mid-air, and be halfway across the room by the time the animation is finished.

Highly recommend this on Blasters. Active mitigation is the order of the day for Blasters and nothing moves around the battle better than CJ+Hurdle.

As for a travel power, I know many that have gone this "ghetto" route. It is still fairly slow, but not unbearable if you're willing to bunny hop. With a good SG base, Ouroborous, maybe the mission teleporter and a WW teleporter........it is more than doable.


 

Posted

With my villain characters I always take Fly. Always.
I've found that the maps are just impossible with superspeed (Grandville especially), and superjump can be really bad with those decorated houses and narrow alleyways. I always got stuck on some gargoyle, windowsill or fire escape.

And I just prefer Flight over Teleport, which can be a real pain in the lower levels. Having to rest after every jaunt or so...

And with heroes I usually go either with Superjump or Flight. Rarely I take TP, and never Superspeed.
My dislike of SS comes from a friend who had it with all of his toons. He never moved when he got to a map, just waited until everybody else were at the mission door, and started moaning for a TP. "It's too much of a hassle to run on the ground thru these complicated maps", he said.
Why would you take a supertravel that you never actually used?


 

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Everyone has their own favorite travel powers. I often look to the secondary effects to choose my travel power.

For characters who need an extra attack, I usually go with Air Superiority/Fly.

For characters who have some kind of stealth in their build, such as Storm Controllers (with Steamy Mist) or Dark Miasma Defenders (with Shadowfall) or Warshades (with Shadow Cloak . . . but that's a special case), I usually go with Super Speed since the stealth in Super Speed stacks with other Stealth to give full invisibility. Super Speed is much better than some of the folks here seem to think. It provides wonderful battlefield maneuverability. The vertical issues can be overcome with the Good vs. Evil Jet Pack or the Raptor Pack or the Zero-G Pack -- or Hover.

If my Blaster has a ranged build, I go with Hover/Fly.

If my character is defense based, then I go with Combat Jumping/Super Jump.

For less durable characters, some kind of travel power that allows them to search without being seen is a good idea. There are a lot of missions in the upper levels where you have to tour a zone looking for hostages or glowies or particular foes. Those are hard to do with Super Jump and Teleport, so Fly or Super Speed work better.

Super Jump, Teleport and Super Speed all take some practice to use well. Fly is easy.

Teleport is the best travel power for a Stone Armor Tank or Brute, because his Rooted power and Granite Armor make it hard to run, and impossible to jump or fly.

Teleport is great for certain uses: Illusion Controllers with Invisibility can be the team spy. You can teleport past blocked halls and Rikti Drones (who can see through invisibility). Of course, Recall Friend lets you bring the team to you once you find the goal of the mission. Also, Teleport is the only travel power you can use when Immobilized or slowed. Teleport is great in the Shadow Shard -- I'm always the first one to the mission, and then I can bring the slow pokes who have to rely on a flight pack. Make sure to slot Recall Friend for Range when in the Shadow Shard.


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Originally Posted by Flyman View Post
With my villain characters I always take Fly. Always.
I've found that the maps are just impossible with superspeed (Grandville especially), and superjump can be really bad with those decorated houses and narrow alleyways. I always got stuck on some gargoyle, windowsill or fire escape.

And I just prefer Flight over Teleport, which can be a real pain in the lower levels. Having to rest after every jaunt or so...

And with heroes I usually go either with Superjump or Flight. Rarely I take TP, and never Superspeed.
My dislike of SS comes from a friend who had it with all of his toons. He never moved when he got to a map, just waited until everybody else were at the mission door, and started moaning for a TP. "It's too much of a hassle to run on the ground thru these complicated maps", he said.
Why would you take a supertravel that you never actually used?

Sounds more like your friend was a bit of a slacker/whiner. That becomes very apparent when you're running a toon with Recall Friend and one of your team mates is always asking for a tp to the next mission instead of making their own way there. I won't hold a grudge against lower lvl toons that haven't gotten their travel powers yet, but when the player who has travel powers isn't even making the effort....

I use any of the travel powers that fit the character, so I do have several SS toons redside. And yes, in some areas it is more of a pain then others, but with the combination of the Raptor/Zero G packs available in game and the Good vs. Evil Jump Pack vertical movement in areas like Grandville can be achieved with only a few pauses in travel to change modes. But as always your mileage may very.


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Also remember that those prereq's fir travel powers can be slotted with things like anti-kb IO's. Useful to put a LOTG or the like in one.


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Originally Posted by Sagamemnon View Post
Teleport is a great power when used correctly with macros and a zoomed out camera.
As a side note, one bind makes Teleport ridiculously easy to use:

/bind ctrl+lclick Teleport

Then it's just hold down control and hit "click, click, click."


 

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Originally Posted by brophog02 View Post
Highly recommend this on Blasters. Active mitigation is the order of the day for Blasters and nothing moves around the battle better than CJ+Hurdle.

As for a travel power, I know many that have gone this "ghetto" route.
Ghetto?

I prefer to think of it as "acrobatic". *glare*


 

Posted

I prefer a travel power that is more than just for use to and from mish after mish.

I prefer super speed as it grants partial stealth.

I also like finishing various task forces asap.

I therefore take super speed on all my creations, regardless of concept.

Which is easy for me since my concepts tend to be extremely simplistic.


 

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Originally Posted by Draven View Post
Just curious on what is the best travel power to get? I tried teleport and that isnt bad but curious if one of the others would be better.
Heh. Teleport over here in CoH land SUCKS. (IMO of course) I have binds. I use binds. I can make teleport WORK and HAVE, out of shear stuberness. (it was a concept build with concept powers.) But it's a pain to use in mission for travel, or for short distince hoping around the world map for kill missions... basically if your not traveling a long distince in a stright line... teleport is prolly the LEAST effective travel power. (again, IMO)

Unlike in champions... where it is a godly travelpower of pure awsome and win... >.> come on devs... make ours work that way... PLEASE!!

Anyways, teleport rant aside. Besides TP, all the other Travel powers are pretty nice. Fly has an epic, hero feel, has the best manuverablity, but is slow.

Speed is the fastest(besides teleport, in long distinces race in a stright line that is. Plop buildings in the way, or make it a short distince, and superspeed is as fast, or mabye faster. also, have to take lag into account... it really can hinder tp..) but has no vertial movement. Not a big deal now a days with safeguard jet and jump packs.

Jumping skirts the middle of the two. Good to great vertial movement, and fast. IMO, the best over all travel in the game. whenever my concept doesn't call for a specific travel, i go with superjump UNLESS i'm short on powerpools and need hasten. at which point it's superspeed.


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TP is easy to use given practice (probably the only travel power that might actually take practice to use efficiently). Make a Stone/ Tank or /Stone Brute and you will quickly figure out how to use TP effectively.


 

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Originally Posted by Luminara View Post
Ghetto?

I prefer to think of it as "acrobatic". *glare*
No offense to the keepers of the faith. It's just not an "actual travel power"...and since the term was used once in this thread, I used it in a more proper sense.


 

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I won't hold a grudge against lower lvl toons that haven't gotten their travel powers yet, but when the player who has travel powers isn't even making the effort....
Heh, I was teamed with a guy who had 3 travel powers, and refused to use any of them. He was playing a tank and told us it was our JOB to get him to the mission. He was a crappy tank, but thought he was the greatest thing to ever grace the game.

Next thing seen in the chat window was: "Jackholetank has been kicked from the team" He sent me a tell saying that we sucked and wouldn't get anywhere without him.

We went faster without him. He insisted that everything be herded. He herded TWO minions, and complained when I one-shotted both of them.

On topic:

Fly is slow because it doesn't have the limitations of the other travel powers. Teleport can run you out of endurance in midair, Super Jump leaves you vulnerable to attack when you hit the ground (which is made worse by the fact that, by the time you get close enough to see the mobs it's too late to change your trajectory), Super Speed has no vertical mobility.

I like all of them except teleport, the one I choose depends a lot on the AT and powersets of the character.


Quote:
Originally Posted by Dechs Kaison
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