Do you have any characters with multiple travel powers?


Adeon Hawkwood

 

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For the reader's digest: See the title, because that's what this basically is.

For the long version: From the dawn of City of Heroes, there has been one "badge of the noob" that has been cited more often than any other. Any time the topic of completely broken builds comes up, it's usually the same example: "Oh, he had Super Speed, Super Jump, Fly, Teleport and a few other Pool powers. AT LEVEL 20!" I like to think of myself as an objective person, but even I've allowed myself to be jaded by this, never even considering taking multiple travel powers on the same character.

Once upon a time, my reason was practical: I didn't want to devote the power picks to things I didn't "need." With inherent Fitness coming in I19 and the "City Traveller" veteran perk, however, my pragmatic reasons have been very unconvicning of late, especially considering how many characters I've taken, say, Hurdle for just because I had NOTHING else I wanted to take. As long as I'm picking an extraneous power that I don't really need... Doesn't it make sense to pick a second travel power?

The reason I'm making this thread is a specific character of mine: Crash. Right now, she has what I like to define as an anime Super Slide, using Super Speed in conjunction with Prestige Power Slide (thank you Nuclear Toast! ), and it looks awesome. I have a pretty good reason to take Super Speed for her... I have nowhere near as good a reason for not taking Super Jump AS WELL. In the past, I've gone through crap narrative about why she can't jump that high, but rally, it was backwards explanations. I needed to justify Crash not having Super Jump, not trying to make a decent character.

Crash has Hurdle with a single slot. In a few weeks, she'll be getting Hurdle for free with a single slot, which means I need to take another power... And I am lost as to what to pick. So... Why not Super Jump? Seriously, why not?

So, what do you think? Do you have characters with multiple travel powers? How do you feel about taking multiples, and the people who do it?


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Originally Posted by Arcanaville View Post
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I think if you come up with a character concept that justifies having multiple travel powers I don't see anything technically "wrong" with. If your main goal with a character is to min/max it for absolute DPS/PvP efficiency they yeah maybe there would be an argument against having multiple travel powers. But if your goal is to have a character you want to play even if it could be considered "slightly gimp" for wasting slots on extra travel powers then I wouldn't let that stop you.

I have a couple of characters with two travel powers just because it seemed to "make sense" for the type of characters they are. As you say with the Incarnate system (and City Traveler if you have it) I think it'll be easier than ever to work multiple travel powers into a build and not have to seriously sacrifice anything for that.

Bottomline I'd do what you consider fun regardless.


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If they do it well, then there's no problem. If they do it at the cost of powers they need, then there's a problem.

I have a WarShade with SuperSpeed, despite having Teleport already. I'd already grabbed Hasten, and SS's stealth effect went well with the WS stealth power.

I had a blaster on Freedom that used SS and SJ, for concept reasons (City Traveler badge). When Ninja Run hit, I respecced him and removed them both, then gave him Stealth and Invis. He's still inhumanly fast and agile, but this fits his concept better. With Inherent Fitness, I may go back into travel powers again.


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I do it fairly frequently, often because I love SuperSpeed in missions but loathe it as a travel power. And I'm addicted to Hasten, so I often already have the prereq (I don't have the 'travel power at level 6' vet perk yet). I can't argue with the idea that characters I do this on would probably be slightly stronger with a different power choice, but I enjoy them; I guess it suits my playstyle.

Only once, however, have I ever given a character 4 powers from travel pools at the lower levels, and that was because he had very special conceptual requirements. And yeah, it definitely gimped him in the low levels. But he still blew through those levels pretty quickly and now that he's in his 20's it's all starting to even out.

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Originally Posted by Lothic View Post
Bottomline I'd do what you consider fun regardless.
Agree completely.

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I have a blaster (built for pre-I13 PVP) that has SJ and SS. I no longer even try to PVP, but I've kept the powers as is. It works for that character - running running running uh oh obstacle >Boing!< running running running...


 

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I have a couple 50s where I added Superspeed to them and put the Winter's Gift Slow Resistance IO in it.

For my Kheldians I take Superspeed to get the jump on voids/quants.

Other than that I just take one travel power.


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I have a E3 blaster with SS and Fly. Speed pool is already taken due to Hasten for faster Surge of Power recharge. So a Celerity in SS and I have virtual invisibility. Great for stealthing when desired. Fly fits my characters concept, gives more flexibility/accessibility and can be used for "hover blasting" when required. With a Cardio from the Alpha slots coming, I can fight while flying if I desire with hardly any end drop.

I think the amount of time I'm using one or the other, and the utility purposes they serve, I'd be hard pressed to find a more worthwhile power that I've missed along the way. YMMV


 

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Hmm... I'd say that settles it, then. I don't have to feel stupid for doing it (because it makes sense) and I don't have to worry about other people's preconceptions upon seeing a person with two travel powers.

OK, I guess now I just have to wait for Scrappers to get Super Strength and reroll my 50

Super Jump and Super Speed do seem to go together, though. Much better than, say, Super Jump and Fly. At least you can combine the two, it's never either/or.


Quote:
Originally Posted by Arcanaville View Post
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Posted

I have one concept toon that is a young hotshot timetraveller...

I love using prestige powerslide + siphon speed on him

but he also has teleport for his spacejumps. Teleport is great when you learn to use it in combat. Its tricky but appearing behind the baddies... shoot and tp back is nice.

and hover to show off his gravitational abilities (hover + jumppack + siphon speed)

So I can pick the way he transport himself... still having a limited amound of slots used.


with I19 my tanker who already has hasten and fly will get superspeed too. Just nice concept. Hasten is always a good add-on.


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I have a Stone/Ice tanker who has Teleport and Flight. I HATE teleportation as a travel power but love it in missions-quick and easy way to reach the baddies.


 

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I would think that with all of us soon to be able to pick three (or four) new powers without extra slots to put in them, many of us will be going that way.

As it stands, I only have two movement powers in one toon. He was always a flyer per his conception, but I greatly prefer the Hurdle/Combat Jumping/Superspeed combo for gameplay. On him, I respeced into both Flight and Superspeed they day I got City Traveler.


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Fly is my preferred mode of travel, so I have it on all my characters (except for the Warshade). For my Emp and Rads, I also took Superspeed to help with those times I try to cover a split team.


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A few guys in my old SG swore by having SS and SJ on all their characters. "BEST TRAVEL POWER, EVERRRRR" was the motto. I have a blapper that I ran out of power choices on, so I gave him the same combo. Fast travel speed, amusing.


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I have SS and Fly on one of my 50's builds... and just hover/ninjarun/combat jumping on the other build.

I find SS/Fly/Hover handy to have for just general pootling around the game...


 

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I have the SS and SJ combo on my Warshade. He's a Tri-Form but i never spend time fighting in human form so I never really bothered to pick up the human attacks. As such he had a couple of spare power choices (even after taking the medicine pool) so I picked up Super Speed just because.


 

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Yes I totally have multiple travel powers. Sprint and Ninja Run!

Oh... that's not what you meant?

Take whatever powers fit your concept. You're welcome on my team as long as you are pleasant, amusing, and reasonably competent. Heck, I'll settle for any two of the three... one of three?


 

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Quote:
Originally Posted by Samuel_Tow View Post
So, what do you think? Do you have characters with multiple travel powers? How do you feel about taking multiples, and the people who do it?
My first 50, an NRG/NRG Blaster has both Fly and SS. I use the SS to get around missions quickly, such as the large outdoor ones and to go through some areas of town more adroitly than Fly allows. (I'm looking at *you*, Independence Port.)

I can't think of another character who has two Power Pool travel powers. Almost all of my toons do have the temp travel powers, though, because Fly is safe but Super Jump is fast.


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At one point my energy/dev blaster had three travel powers. At the time I only had a couple powers from their secondary, but I did have hasten and teleport foe for pulling enemies into mines. So for the heck of it I took the associated travel powers. I ended up with flight, superspeed and teleportation on her.

I've respeced since then, but honestly picking up a couple more of the /devices powers for the heck of it didn't actually make her any more effective of a character.

... devices has some issues.


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Oh, right! I remember what brought this "problem" to the forefront most recently. Remember that discussion about how tempermanent travel powers like jet packs and Ninja Run were making real travel powers pointless? I don't necessarily agree, but that's been in my head, too. OK, I can kind of see how going without a travel power works, but I'll grab one for the convenience even if it's not necessarily ideal. But if ONE's not necessarily idea, where does that leave two or three or more?

But again - I agree with you, guys. Best to pick what's the most fun and worry about performance only afterwards. In fact, that's what I tend to do with most of my characters. The only one where I broke down and took powers for build was my Stone/Stone Brute, for whom I took Swift so he can move at all, Stamina so he doesn't run out all the time and Hasten so there's any point to switching into Granite Armour solo. Now I'm getting three out of those four for free, so yay me!

In general, it seems to me like Incarnate powers are going to solve any inefficiencies that an obsolete power here and there may create.


Quote:
Originally Posted by Arcanaville View Post
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Posted

I have to say, I've got multiple "pre-req" travel powers on almost all my characters because they're dead useful. Combat Jumping, Hover, Recall Friend and Hasten are all awesome powers. Then I choose whatever actual final travel power fits the character best.


 

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Quote:
Originally Posted by Feycat View Post
I have to say, I've got multiple "pre-req" travel powers on almost all my characters because they're dead useful. Combat Jumping, Hover, Recall Friend and Hasten are all awesome powers. Then I choose whatever actual final travel power fits the character best.
Thank you! This justifies my emp/psi defender taking super jump on top of Fly, hover and Recall Friend! (I will put it on next time she levels)


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My first 50, an nrg/nrg blaster has flight and super jump. I only have super jump so I can get the status protection power that comes after and I don't keep it on my power bar.


 

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Yes.

I've taken both SJ and SS on a scrapper with Power Slide, and I love the way the SS and power slide effects look like a comet when leaping through the air. I end up leaving them on most of the time. Man, I'll admit he's an endurance hog, but as Billy Crystal's Fernando Lamas said, "It is better to look good than to feel good."

It's not exactly what you're talking about, but my Kin/energy defender, who is conceptually a being of pure energy, has all the travel powers if you count his Kinetic powerset. His power pools are Flight, TP, Speed, and Concealment. He took both Flight and TP from their respective pools, and even though he gets super leaping and super speed from his primary, I went ahead and took the Speed powerset anyway, specifically for Hasten and Flurry. The only non-travel pool he's dipped into is Concealment, strictly for Stealth so he appears transparent (and which I may respec out of if he ever gets a Stealth IO). It's not practical, it's totally conceptual, it's completely wasteful... and I love him anyway.

My Peacebringer would have both flight and TP if ever he were allowed to take TP for his human form. He'll be losing the Fitness pool soon if I respec him, but there's really nothing I want to replace it with except TP. I wish TP and Flight were open to Kheldians, not only for the travel powers, but also for the powers in those sets that we can't duplicate (such as TP Friend/Foe or Air Superiority).

I'm pretty sure I've got a Claws/regen scrapper with both SJ and TP, and I've got several mages with both flight and TP. But with a gazillion alts, it's hard to keep track.

d


 

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My empath has both Teleport and Fly. Teleport is faster, but often, Fly is just easier.

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