Worst possible place to have X travel power.
Agreed on Terra Volta vs. Superspeed.
Dunno, I've always liked SJ in Steel Canyon, but that might be because I like how it has so many densely-packed tall buildings so you can actually bounce from building to building easily, like God intended. As long as you don't go through the center of the zone, they're still low enough that you can make a beeline for wherever you're headed. I think it might not so much be that SC is bad for SJ as it is that it's one of the better zones for SS.
I found Grandville to be very problematic for Teleport. With obstacles in all directions, it's hard to get a clear line of sight to anywhere, and you never know when you'll pop into existence next to a wall covered in Banes with web grenades...
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
I'm going to go with Superspeed in Grandville as my personal nightmare.
Super Speed: Cascade Archipelago, The Chantry, & The Storm Palace (Shadow Shard) - You're pretty much forced to use the gravity geysers if you don't have a Y-axis travel power.
Winteriel Ice/Fire/Soul Tanker | @TBoxer Global | City of Heroes R.I.P. (2004-2012)
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
super speed is a nightmare in ANY zone with too much vertical movement
superjump i would have to say the only place it WONT be very useful is in the shadow shard
fly i dont think has any issues with it being the most free moving travel power, however it can be very slow and in many zones heroside, the zones are litered with 100 ft tall skyscrapers so you can just set fly on auto movement like you could in nerva
teleport i think is in the same pool as fly, its one of the most free moving travel powers,. but you have to be able to SEE where your gonna tp (not to mention this is the most end hoggish travel power)
I'm going to go with Superspeed in Grandville as my personal nightmare.
|
Also, Jump Pack will let you clear any single obstacle (and often multiple obstacles) in GVille.
Amen.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Dunno, I've always liked SJ in Steel Canyon, but that might be because I like how it has so many densely-packed tall buildings so you can actually bounce from building to building easily, like God intended. As long as you don't go through the center of the zone, they're still low enough that you can make a beeline for wherever you're headed. I think it might not so much be that SC is bad for SJ as it is that it's one of the better zones for SS.
|
Oh, good point. You know, even Super Jump is pretty limited here. Not many of the islands are within jumping distance of each other...
|
I don't really think SC is to bad for Super Jump, if you're going a lonf distance it's pretty easy to get up high and jump from rooftop to rooftop.
Teleport: Agreed, Dark Astoria. Not seeing where you're going is really a pain.
Super Speed: Terra Volta and the Shard
Fly: Mission maps - Eats endurance in battle, travel suppression (not supported by sprint) leaves you hanging so long that it's difficult to catch up with the team, also pretty easy to drift in to upper level and side hall spawn aggro.
Super Jump: Independence port, not because it's bad, but because it's not useful. You can't set it to auto across the entire length of the map and there's no large height changes to deal with. (I love it in the shard, because gravity geysers are fun, but air control allows you to guide yourself when they misfire you)
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Grandville isn't too bad if you learn the locations of the elevators (to reach The Tangle), and learn to navigate the tunnels (which is an extremely quick route from the central square to the Black Helicopter landing pad to the north).
Also, Jump Pack will let you clear any single obstacle (and often multiple obstacles) in GVille. |
Now, it's the hardest to LEARN to use superspeed in, but if you do, it's a blast.
Super jump, super speed, teleport - any zone, any time, when used by a person with a 4 year old laptop.
I'm glad so many of my concepts work well with fly, because any of the faster travel powers cause enough of a framerate hit to seriously impede their use. I'm continually running into stuff with SS, missing my intended landing point with SJ, or falling from the sky with tele when my computer decides to hiccup. Ironically enough, despite their faster straight line speed, the other travel powers don't usually end up getting me to my destination any faster than fly - and with much more hassle along the way.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
You are forgetting Eden. Try running from the Crey Facility to the last mission on Numina TF.
Tanker Tuesday #72 Oct 5 @Champion
"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."
Teleport: Anywhere in game.
Teleport is such a cool power, but to use it as your primary travel power sure is tricky...
And inefficient for the most part.
I wish they had a jaunt TP for combat ports that you could use through walls and around corners... then I might take TP once in a while.
As it stands I have something like 20 superspeeders, 2-3 flyers, and 0 TPers. Its just too much of a hassle to use and it doesnt have hasten as its pre-req pick
Super jump, super speed, teleport - any zone, any time, when used by a person with a 4 year old laptop.
|
I had one teleporter, but teleporting goes from awkward to awful on a laptop with a touchpad. My first respec trial was undertaken for the specific purpose of changing over to flight, and I changed her costume around to accomodate rocket boots.
Even in the skyscraper parts of Steel Canyon, enough of them have ledges that it's easy to keep gaining height and making relatively clear jumps even if you're not going in a straight line towards your target (you can bounce off the windows on most of them, too, if you don't mind looking silly). I love superjumping through Steel Canyon because I'm almost always going from skyscraper top to skyscraper top by the time I'm out of midtown, and that's just fun.
|
And no one mentioned Super Speed in those twisty turny caves? You hit one of those dips and go face first into the ceiling than fall to the floor, I died once running through one of those maps when my health was in the red.
"Did we miss some trolls?"
"What killed you?"
"I ran into the ceiling. Doh!"
"I used to make diddly squat, but I've been with the company for 16 years and have had plenty of great raises. Now I just make squat" -- Me
Pediatric brain tumors are the #1 cause of cancer related deaths in children.
I dunno, my first real hero I leveled had SJ... and Dark Astoria was a pain in the rump!
Bounce, bounce, bounce, THWAPINTOTHESIDEOFABUILDING!
Fly and large zones has always been my "go get a drink power" though.
And actually, most of the RI zones are less than ideal for SS, even still most of my villains have it.
"Life is what happens when you are making other plans"
I take super speed on all of my alts regardless of primary/secondary power sets.
With respect to Terra Volta.
I take some of you are not aware a person can move up SOME walls while super speed is active.
Of course not all walls allow this. It seems SOME walls in Terra are slightly angled.
You cannot run up a building since those walls are straight, but SOME of the walls in Terra are in fact angled a touch.
Whether you believe me on this or not is irrelevent. When I run the respec, I super speed up the walls to the reactor.
Later.
Well also, with the 10k Raptor Packs so easy to get Redside, all of my villains keep one handy for those just in case moments.
"Life is what happens when you are making other plans"
Teleport: Anywhere in game.
Teleport is such a cool power, but to use it as your primary travel power sure is tricky... |
/bind shift+lbutton powexecname teleport
Hold shift, and teleport to wherever you click!
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Each of the travel powers has advantages and disadvantages. I think you have to take the prerequisite into account, too.
I often take Super Speed because I want Hasten and/or because I want the stealth in Super Speed to stack with other stealth like Steamy Mist or Shadowfall. With the GvE jump pack and a Raptor pack, plus the added jump hight from Ninja Run, most of the vertical issues are easy to handle. I also find Super Speed to be the best battlefield travel power to get in position or drag pets into position. I've gotten used to dealing with SS in caves.
Teleport takes practice. My first 50 took Recall Friend/Teleport because my wife kept getting lost, and I would retrieve her with Recall Friend. After a while I got used to using Teleport as a travel power. The Teleport Bind makes it functional. I tried dropping it on that character, but it just didn't feel right so I respec'ed back into Teleport. Add Hover, and Teleport is a very useful travel power. I also use Teleport on my Stone/Fire and Stone/Stone Tanks as it is the best travel power with Rooted on. It is very effective to teleport into the middle of a group of foes. Teleport also lets you 'port past blocked hallways and into rooms or even places you can't see with line-of-sight. I love my teleporting Ill/Rad for Stealthing missions, as he can teleport past foes with +Perception like Rikti Drones, and then teleport in my teammates.
Yeah, Dark Astoria really stinks with a teleporter. However, teleport is by far the best travel power in the Shard and other long distance zones . . . you get there fastest, and then can TP in your slower teammates.
Fly has lots of advantages -- easy to use, looks cool, great to survey the area and find things in those open zone "Find X" missions, and provides a kind of knockback protection as well as being able to stay out of melee. Sometimes I take Fly mostly because I wanted Air Superiority or Hover. But, yeah, it is slow. It works pretty well in caves, though.
I mostly use Super Jump on melee characters who need the small amount of extra defense in Combat Jumping. SJ can be fun, but can also be frustrating when you jump somewhere with an overhang -- I get hung up with SJ more than any other travel power. SJ is mostly useless in missions with low-ceiling hallways or caves, and is not very good for those "Find X" missions.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Travel powers are not created equal. Neither are the zones. Some travel powers are more useful in certain zones. Some zones cripple one or more travel powers.
What do you guys think is the worst place to have each travel power?
My thoughts:
Super Speed: Quite a few bad zones here, but I'm going to say Terra Volta is the worst.
Super Jump: There's no really bad zone for Super Jump that I can think of, but Steel Canyon is probably its worst. The tall buildings confine you to Super Speed paths, but you're slower than the speedster.
Flight: Nerva. Let's face it, the mission door is on the other side of the zone and you're debating using the mission transporter instead of flying the whole way.
Teleport: Dark Astoria. Nothing cripples teleport's mobility like tall buildings you can't see.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.