Gravity Geysers
Geysers in my experience is a skill that must be mastered, that is to say some people say never use traval powers were others rely on them to over come the limitations of the Geyser system.
There are two things i recommended to anyone who is trying to navigate the shard with powers other then fly and tp
1; Make sure you are entering the geyser from the front, there is a path leading in to the geyser entering them from any other direction will do strange things to you normally resulting in a long fall and starting over.
2; buy a jet pack just in case..... even when you have got the hang of the geysers sometime seems they just don't toss you were you expected them too, so geysers even seemed aimed to do just that.
The only other thought i could think of that may be helpful other then the old mantra.
"If at first you don succeed try try again then buy a jet pack"
Would be download the map pack from the badge-hunter, the vidiotmap pack shows were all the geysers go they have green lines that depict were they will shot you off to helpful.
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I'm a bit confused about the optimal way to use gravity geysers. The Wiki says:
"Geysers exceed the "hard cap" for Jumping Travel Powers. Using a geyser while such powers are active will often send the character wildly off course." |
Basically, the geyser flings you through the air and any power that gives 'air control' is helpful (SJ, CJ, IR, etc). Having flight as a back-up is very useful.
"Oops, I'm going to miss my target."
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I just use Combat jump and sprint, never needed any mid air control.
Tho i do have fly for the inevitable "Oh snap' moment.
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Okay, listen and listen closely. I'm quite a vet of the Shadow Shard. If you turn off ALL powers and step into the geyser from the "trail" leading into it at the front as a previous poster mentioned.... and then don't touch ANYTHING... don't touch your keyboard at ALL.... the geyser will land you where you are "supposed" to land.
I've done this countless times. The geysers are simply the fastest way to get around the Shadow Shard, once you learn where they are and where they go. Use Vidiotmaps, it's awesome. And the Reveal power if you have it by now.
But yes, having the Jump Pack is handy if you mess up and press something when you're geysering.
Okay, listen and listen closely. I'm quite a vet of the Shadow Shard. If you turn off ALL powers and step into the geyser from the "trail" leading into it at the front as a previous poster mentioned.... and then don't touch ANYTHING... don't touch your keyboard at ALL.... the geyser will land you where you are "supposed" to land.
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Combat Jump includes MovementControl, which is what we are referring to when we say "air control". It lets you change direction more easily instead of keeping your current momentum in the air. According to City of Data, it even has a higher value than Super Jump does.
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@1st. Son
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If you don't touch anything on your keyboard at all while in flight, any powers you have active aren't doing anything to your trajectory anyway, so you should still land in the right place, providing you gently entered the geyser from the correct direction. I love the shard and I frequently use both SJ and SS with no problem on the geysers using that method.
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I only use travel powers BETWEEN geysers, getting from geyser to geyser, and I've never had a problem.
I strongly suggest skipping the geysers and using the raptor packs.
But, honestly, people just never went to the Shadow Shard too much period. The geysers were one of the big draw backs. I - among others - posted that something needed to be done about this zone because of the issue with the geyser and suggested the flight packs as a way to get around there as the zone was easier to navigate for those with fight and those with teleport self (which I always though required the use of Hover to make functionally usable).
Any kind of additional movement speed into the geyser can effect your geyser travel path - and that includes Swift and Sprint.
Like I said, some people used to swear by them. I always thought that they were a pain in the butt.
I don't know anything about these green lines on the maps. I've never seen them. Maybe I didn't notice them, but I was just running Shadow Shard arcs not long before the Winter event hit - and I don't remember seeing them then. I'll have to go back and take a look.
except for one specific geyser that leads northwest from Point Foxtrot in Firebase Zulu. I've found the little speck of rock at the destination with the flying pack, but whenever I enter that geyser, I never get anywhere near the target altitude. What gives?
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The OP is correct on this point though. There is a geyser in FBZ at Point Foxtrot that just goes nowhere. I remember trying to figure that one out years ago. It looks like it's supposed to reach an island, but comes no where close.
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I strongly suggest skipping the geysers and using the raptor packs.
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The geysers are FUN!
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The green geyser path lines were added to the Minimap a long time ago. You don't need the map pack to see them.
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For example, this detail of Cascade Archipelago:
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I just did SSTF 4 for the first time ever (in, ahem, 42 months of play and counting). Wow.
But what a pity that the Shadow Shards have only an infant version of the zone contact system, with tedious repeatable missions. I would love to see Hammond et al gain a proper zone story arc that would make it worth spending time in the Shards.
I was just reading this thread and the whole "Powers Off" thing and "Entering at the right speed" thing and now I have to ask a question, and keep in mind that I'm new and have never seen this zone yet.
I have a Claws/SR scrapper with both Swift and Quickness, neither of which can be "turned off" is this going to give me a problem when I finally reach this stage in her development?
I was just reading this thread and the whole "Powers Off" thing and "Entering at the right speed" thing and now I have to ask a question, and keep in mind that I'm new and have never seen this zone yet.
I have a Claws/SR scrapper with both Swift and Quickness, neither of which can be "turned off" is this going to give me a problem when I finally reach this stage in her development? |
I was just reading this thread and the whole "Powers Off" thing and "Entering at the right speed" thing and now I have to ask a question, and keep in mind that I'm new and have never seen this zone yet.
I have a Claws/SR scrapper with both Swift and Quickness, neither of which can be "turned off" is this going to give me a problem when I finally reach this stage in her development? |
Not a lot, the bonuses they give are very small and jump speed matters a lot more than run speed. As I said above, I've entered geysers with Super Jump and Super Speed turned on with no problems.
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...and as a couple of us noted.. as long as you don't press anything while you are in flight, it should bring you to the intended destination anyway, or at least reasonably close.
Buy the flight pack anyway as a backup, cause even Veteran geyser travelers can run into a moment of lag or something else that may cause you to have to start back at the beginning again if you don't have a backup plan. lol
I'm a bit confused about the optimal way to use gravity geysers. The Wiki says:
"Geysers exceed the "hard cap" for Jumping Travel Powers. Using a geyser while such powers are active will often send the character wildly off course."
and
"Despite what General Hammond says, characters with superjump and superspeed should keep their travel power activated as doing so increases the ability to steer."
which is somewhat contradictory. However, I seem to be getting on OK, except for one specific geyser that leads northwest from Point Foxtrot in Firebase Zulu. I've found the little speck of rock at the destination with the flying pack, but whenever I enter that geyser, I never get anywhere near the target altitude. What gives?