City Traveler


Aett_Thorn

 

Posted

With the Vet reward City Traveler, does anyone with it still take the pre-requisite power needed for their travel powers? Reason I ask is because I could easily take that slot and pick up something else, but is it wise?

I'm currently playing an Invuln tank and have CJ & SJ. I would drop CJ but I dont know if I'll miss the extra mobility, not to mention the small defense buff you get from it. I know on my blaster, I dropped hover and only took fly - no problem; but for some builds, it's a bit more tricky.

Any thoughts on this?


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Posted

I can say that I've played so long that I can't conceive a case where I wouldn't take at least one of the "prereq" travel powers anyway.

For me CJ + hurdle is a great indoor travel power and the shorter jump height and range makes it easier, for me, in PvE combat to move tactically.

Probably 2/3rds of my characters are CJ/SJ/Hurdle which most of the remaining hover/fly.


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Posted

Most of my characters don't even take travel powers anymore, and those that do are typically Flight with a concept that requires perma-hover, so it doesn't impact me.

Note: I don't qualify for City Traveler yet, so I couldn't skip the prereq if I wanted to, but since most of the time I don't even want the actual travel power, that is one vet reward I actually won't use that often. Amusingly enough, it is regularly ******* and moaned about in just about every subforum here (I've even seen a couple arguments over it in-game). I just don't get it.


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Posted

I havent got here yet.

When I do, I could probably spare to lose Hover on my Grav/Emp Controller, although the small defence and combat manouverability are nice. I'd have to think on that one.

My Superjumping Fire/SS tanker really didn't need CJ...

I've got a few teleporters who could definitely skip the pre-reqs, but I dont think any of them are really tight for powers.


 

Posted

I'm coming up on City Traveler in about 3 months (I should hit 57 sometime this Friday).

I know for sure that I have one scrapper that I'll be respeccing out of Air Superiority. But mainly I want the ability to mix and match. For instance, I have a couple of support types who will then have Recall Friend and Flight (my preferred movement power). Or a Flight tank that might do better with Combat Jumping. Also, the ability to mix SS and SJ without investing 4 powers and at low levels, should I so desire.

Things like that.


 

Posted

Recall friend. I never leave Lv6 without it, whether or not I end up taking teleport.


 

Posted

Quote:
Originally Posted by Father Xmas View Post
I can say that I've played so long that I can't conceive a case where I wouldn't take at least one of the "prereq" travel powers anyway.

For me CJ + hurdle is a great indoor travel power and the shorter jump height and range makes it easier, for me, in PvE combat to move tactically.

Probably 2/3rds of my characters are CJ/SJ/Hurdle which most of the remaining hover/fly.
Pretty much this ^^^ ... but, my own take:

  • Teleport; Still take TP friend, for obvious reasons. Although thanks to city traveler, occasionally, if I'm saturated with tough power picks in the early levels, I may take TP first, and then TP friend a few power picks later.
  • Flight; If I'm going with flight at all, I usually go with hover on ranged characters, and air superiority is still a decent attack.
  • Jumping; what Father Xmas said
  • Speed; honestly? never been a big fan of super speed, personally. In the past I mostly took SS because I wanted Hasten and couldn't find room for two power picks to get a different travel power. Since picking up the martial arts pack, I mostly just use ninja run if the character's concept calls for it to be a ground pounder.


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Posted

Air Superiority is very nice to have for close encounters, it would be hard to give up in most cases.


 

Posted

I've got the badge, but I'm more likely to take the "prereq" power than I am the actual travel power these days anyway, at least early on. Between Ninja Run and the various jetpacks available, picking a real travel power is something that can wait.


 

Posted

I've got the badge, and while I might take the travel power earlier than the pre-req, I usually still take the 'pre-req' anyways. CJ is very useful for melee toons, to give them more maneuverability in combat, Hover or Air Superiority are both still good. On the rare chance that I go Super Speed, Hasten is still a great power to have. Teleport might be one of the few that I wouldn't take the pre-req for, but I almost never take that as a travel power.


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Posted

I find my approach thoroughly mixed on this issue. Since getting the City Traveler badge and Ninja Run, I have made some characters completely travel-power-less and others with no prerequisite and others with normal prerequisite and travel power and even some with the travel power from one pool and a prerequisite from another pool (like Flight and Combat Jumping, in one kind of weird case).

I like being able to ditch the travel power pick in theory, but I also like having a travel power, so I often take it anyway. Further complicating the mix is the odd fact that I also like each of the travel powers. I use Teleport, Flight, Super Jumping, Super Speed, or Ninja Run pretty much depending on concept.

So far I have not found that City Traveler caused me to abandon anything; it's more that it opened up flexibility to make my stable of characters even more diverse.


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Posted

I'm gonna be hitting CT come next week.

It's going to depend on my character concept. Some will require it - Defenestration Lass, frex, flies everywhere and thus will need Hover - while some of my other flyers just took one of the Flight prereqs as a speedbump. They'll get respecced.


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Posted

Quote:
Originally Posted by Sailboat View Post
I find my approach thoroughly mixed on this issue.
For me, since I got CT, it's been all of the above, but especially that one!!

Thinking back over my longish list of alts since I got CT, I've done all of these:
Quote:
Originally Posted by Father Xmas View Post
For me CJ + hurdle is a great indoor travel power and the shorter jump height and range makes it easier, for me, in PvE combat to move tactically.
...a few times now, actually.

Quote:
Originally Posted by Quinch View Post
Recall friend. I never leave Lv6 without it, whether or not I end up taking teleport.
...once.

Quote:
Originally Posted by The Grim Heaper View Post
  • Teleport;Although thanks to city traveler, occasionally, if I'm saturated with tough power picks in the early levels, I may take TP first, and then TP friend a few power picks later.
  • Flight; If I'm going with flight at all, I usually go with hover on ranged characters....
...once and twice, respectively.

I can only think of a few toons in my collection that DON'T have a prerequisite power: my new DP blaster is a kind of "normal, regular Joe without superpowers" who relies on the Manticore-like "hack into the hospital teleport network to get around" system, so he doesn't have Recall Friend and might never get it.

When I respecced my main DB/WP scrapper and her WP/DB alter ego, power picks were very tight and I REALLY wanted to add Weave to her build(s). Goodbye Air Superiority, hello defense!

I really DO like the flexibility to be able to skip the prerequisite powers, or take the travel power first and then the prereq power, but a lot of the time those powers are just so handy that I want to take them anyhow.


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Posted

Sometimes I skip the Travel Power prereqs sometimes I don't. Depends on the build at the time. Sometimes take hover instead of recall friend and tp. Sometimes I mix the prereq and travel power like hasten and sj or hasten and flight; But it's always nice to get your travel power at lvl 6 in any case.


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Posted

Quote:
Originally Posted by Rowdy View Post
With the Vet reward City Traveler, does anyone with it still take the pre-requisite power needed for their travel powers?
Yes.
Hasten's nice. CJ's nice for the immob protection (and the little extra "umph" on some jumps.) Hover fits in well, as does air superiority, and TP Friend or TP Foe? Handy.

Admittedly they may be taken in a different *order,* or a prereq from another pool taken instead, but they're definitely not rendered useless by City Traveler.


 

Posted

I have the vet reward. Whether I take the pre-req and travel power, or just a travel power, or no travel power (using Ninja Run+Hurdle) varies with the character.

I take Air Superiority on some characters who need the attack. I take Hover/Fly on characters, mostly blasters, who like to stay out of melee to fight. I take CJ on characters, mostly scrappers and tanks, who hope to softcap Defense. I take Hasten on most Controllers and other characters for whom Recharge is essential. Once in a while, but not very often, I take Recall Friend.

Most of the characters with the pre-requisite usually take the matching travel power, but I have a few exceptions. For example, my Illusion/TA controller had a tight build to fit in all the powers I wanted, and needed Hasten. I was forced to take Super Speed for travel. Once I got the vet reward, I was able to change his travel power to Fly, which better fits him.

I don't have any hard rule . . . it changes according to the need of the character, but I appreciate the flexability it offers.


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Posted

I just respec'd a character to skip the prerequisite power for the first time. I was finding I'd rather have Divine Avalanche earlier on my Kat /Sr and skip the Air superiority which was causing a weapon redraw anyway.
Up to this point, I always have had the prerequisite as part of the build on a character but I'd have to take a look on any new characters I make. The only other character I was thinking of skipping the prereq on was with teleporter who really couldn't benefit from TP foe [and already had 2 "TP team" powers anyway]. Can't remember the AT but I'm pretty sure they were so low level I hadn't decided yet.


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Posted

Quote:
Originally Posted by Rowdy View Post
With the Vet reward City Traveler, does anyone with it still take the pre-requisite power needed for their travel powers? Reason I ask is because I could easily take that slot and pick up something else, but is it wise?

I'm currently playing an Invuln tank and have CJ & SJ. I would drop CJ but I dont know if I'll miss the extra mobility, not to mention the small defense buff you get from it. I know on my blaster, I dropped hover and only took fly - no problem; but for some builds, it's a bit more tricky.

Any thoughts on this?
Sometimes I take the pre-req from one and the travel from the other. For example I might still want Hasten but I want Fly or I might want Air Superiority with a non-Fly travel power and use a jet pack for flying.


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Posted

Way before City Traveler Vet Reward comes along, we get access to the three Vet Attack Powers. Those three powers means that there really is no need from me to take Hasten at low levels anymore, since those three attacks create an attack chain at low levels.

So... it's SuperSpeed first chance I can. It gives Stealth. Additionally, getting everywhere fast is my preference. My older alts provide the Stealth IO at first opportunity for full invisibility. And I like having SuperSpeed on during combat (I slot it with EndRedux).

SuperSpeed is augmented by picking up Temp Fly (from numerous sources, now) and having the GvE Jump Jet.

So, basically, I get SuperSpeed, and the virtual equivalents of SuperJump and Fly from early on. Skipping Hasten until mid-20s and having SS as the only powerpool movement power means that every build can afford to have Stamina by Level 20; which is nice since I take Hurdle along the way increasing SS's mobility. Once I have Stamina, then I can afford Hasten End-wise.


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Posted

Up until I got this Vet Award, all my characters picked up Air Superiority. I always take Fly too. The Fire/Eng Blaster I was playing at the time was the first character that I concluded could get by without Air Superiority because Energy Melee included a decent "get off my face" punch. So while the Vet Award opens up options, I haven't made much use of it overall.


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Posted

Quote:
Originally Posted by Katze View Post
I just respec'd a character to skip the prerequisite power for the first time. I was finding I'd rather have Divine Avalanche earlier on my Kat /Sr and skip the Air superiority which was causing a weapon redraw anyway.
That's a good point. I've definitely used City Traveler to take a full-blown travel power earlier, and to move the "prerequisite," if I still do want it, to later in the build, getting survival-oriented powers first. That's especially handy on the oddball "hardcore" characters I've started making (characters whom I delete the first time they're defeated.) Survival is paramount and the builds are very tight. I do like to take Fly at 6 for them though, and get up off the ground while moving around in purple-enemy zones.


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Posted

I usually still take the pre-requisite especially concerning my travel pool of choice (Leaping). CJ is such a low endurance toggle and adds a bit of defense and mobility, its hard to pass up at lvl6.

I can see taking Recall Friend earlier than 14 though as if your toon is set up for ghosting (any numerous ways: base buff grant invis, stealth, stealth IO) could make things easier on low level tfs.


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Posted

Since I got Ninja Run and CT I rarely take the pre-reqs, if I take a travel power at all. If I take a travel power, most of the time it's fly.

I love Swift + Hurdle + Sprint + Ninja Run and lately most of my toons use this combo with no other travel power. If I need vertical and don't take Fly, I buy/get a temp fly power.

I used to love Super Speed and usually planned on taking it and Stealth on most of my toons (along with Hurdle and CJ), but I can not stand travel speed suppression. I HATES it. I consider it the worst change to CoH/CoV. Since NR has supprsssion, inside missions I just leave Sprint on and NR off.

If I want some extra Def and have room for it, I'll get Combat Jumping and make a macro to switch between CJ an NR, so I can get the extra run speed from NR and the Def from CJ as needed.


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Posted

1) ninja run and sprint with swift is pretty fast (even more if you get a runspeed/rech in a power pool such as a veat/SR and others) about 58-60 mph without ss)
2) A temp fly power with jump pack is capped fly speed or close just over 58 mph
3) teleport i dont like so no issue.
4) sj not needed if u have hurdle and ninja run. cause of temp fly/jump pack. Unless outdoor pvp(as if there is any)

The last 4 or 5 toons i made i didnt take any travel at all cause of the ninja run/ jump pack. Plus i IO them all so i can pick up bonuses here and there on top of it all.

the result on pve is im not the fastest one on the team but i still find myself getting there 85% of the time first anyways(maybe my sick internet connection)

the result in pvp is that pvp is kinda dead and i took travel on the old pvpers so i dont think im gonna make any new ones unless the devs do something to fix it.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
Way before City Traveler Vet Reward comes along, we get access to the three Vet Attack Powers. Those three powers means that there really is no need from me to take Hasten at low levels anymore, since those three attacks create an attack chain at low levels.
Some slowly recharging powers can still use Hasten in low levels. Controllers get some useful powers with long recharges early in the build. In low levels, I don't put Hasten on auto . . . I hit hasten just before using a slow recharge power, like Flashfire or Stalagmites or Phantom Army, to maximize the recharge benefit of the power. (Another example -- Tar Patch for Dark Miasma users.)

Quote:
So... it's SuperSpeed first chance I can. It gives Stealth. Additionally, getting everywhere fast is my preference. My older alts provide the Stealth IO at first opportunity for full invisibility. And I like having SuperSpeed on during combat (I slot it with EndRedux).

SuperSpeed is augmented by picking up Temp Fly (from numerous sources, now) and having the GvE Jump Jet.

So, basically, I get SuperSpeed, and the virtual equivalents of SuperJump and Fly from early on. Skipping Hasten until mid-20s and having SS as the only powerpool movement power means that every build can afford to have Stamina by Level 20; which is nice since I take Hurdle along the way increasing SS's mobility. Once I have Stamina, then I can afford Hasten End-wise.
I find myself taking Super Speed on more and more characters. It is great battlefield maneuverability, and the easy access to Raptor/GvE Jump Jet/Jet pack makes the vertical issues non-existant. Super Speed is a two-for-one power with travel and stealth. I don't see any reason to take "stealth" at all when SS provides the same benefit AND travel.


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