Do you have any characters with multiple travel powers?
My Blaster used to have the "Instant Hospital Teleport" power, but then they changed Defiance.
yes, rian actually, conceptually i like him being super fast, but since i never could get the hang of geysers and liked the shard, he can fly. city traveler is nice. also, for teleporters, i have two that also have hover due to teleport's difficulty in landing on certain ledges. and concept, of course.
My main character took, all by level 14, Combat Jumping, Recall Friend (I'm a team player!) and Super Jump.
After 40, when he started doing Shard TF's and badge-hunting in PvP zones, he added Teleport.
Even though I have enough vet status now to skip the prerequisites for the travel powers, I still have both CJ and Recall plus SJ and Teleport. Why? Because I'm accustomed to having them. I took Aid Other to work on healing badges (on a scrapper) and kept it because it's convenient to heal teammates between fights.
The reason I could take these extra powers without being at all gimped is that his secondary is /regen so I skipped the Fitness pool.
I also have an empathy defender with Hover, Fly, Recall Friend and Teleport. Interestingly, he ALSO skipped the Fitness pool.
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In general, all my characters have Super Jump and Super Speed. I can get to the mission pretty fast, and once inside, I have max vertical movement.
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My regen has SS/SJ. That's as far as I go, for now... I may pick up duel travel after i19.
My main character, Commander Beet, is an Energy/Devices Blaster so I've got both Fly and Super Speed on him for hover-Blasting and toe-bombing due to SS + Cloaking Device being combat invisibility.
Other than that, I usually keep to one travel power per character, though it's very tempting to get Super Jump on a couple of Super Speeders because I know how effective that is.. But as a rule of thumb, if I have the room spare in the build then I'll go for Super Speed and Fly because they're both so useful.
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I have Fly and Super Speed - and with inherent Fitness giving me extra powers, I think I might take Super Jump too, although I don't like the animation for it so much
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Destructeon, my Invuln/Super Strength tanker, being effectively a Superman expy has both fly and super speed.
My Archery/MM Blaster has Fly and SJ. I have both for Hover and CJ to get my range defense up to the soft cap.
i have multiple alts with two travel powers, and i don't mean SS and SJ.
i also have multiple (40+) alts with no (pool) travel powers at all.
There's also somewhat larger group with a single travel power.
By travel power i mean the third tier powers.
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I also have multiple travel powers on several characters. I often take Superspeed for a non-slowing stealth pool power - it really only counts effectively as one extra power choice since I almost always take Hasten anyway. Flight + Superspeed lets my characters stealth though most missions when I feel like doing so. Flying with Superspeed on does look fairly cool I think, better than it does for running actually. And on long flat areas I can move much faster than Fly, and then just zip over obstacles as they come.
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Oh, here's something I should probably have covered in the original post... Wow... Who'd have thought I could goof up by not making my posts LONGER?
I wouldn't consider Combat Jumping, Hover and Recall Friend to be travel powers in the strictest definition. As this concern was born of "noob" criticism, I specifically looked at travel powers proper, and for the fact that having multiples is considered to be redundant by some. Having the travel power "prerequisites," however, isn't as redundant as they offer combat bonuses and other advantages outside of combat. Especially now with City Traveller, but even before, someone having Hover and Teleport or Combat Jumping and Super Speed really doesn't count as having multiple travel powers, in my eyes.
That said, it doesn't really matter at this point. It seems to me that the overwhelming majority at least here on the forums really don't mind having multiple travel powers, or indeed teaming with people who do. That, to my eyes, is good enough. That, as well, seals my mind as to what to do with the Scrapper I talked about in the original post. I intend to take Super Jump IN ADDITION to her Super Speed, and that's that.
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I've got a couple with dual travel powers that actually predate city traveler.
There was one that I may eventually reroll who in retrospect I'm a bit fond of--Mister Meteor--an Earth/Fire tank with both super jump and super speed.
Truth of it is though I think super speed has become rather useless compared to the much more maneuverable and free ninja run. The power could stand for a bit of a revamp in its functionality IMO. To this day, it's too easy to get hung up on small objects that stop you outright if not fully stuck where you hover in space mid jump wedged between something.
Anyways, back to the OP:
Yes. Several.
Both of my level 50 Fire/Rads have both Fly and Super Speed. Leveling up, I wanted Air Sup, so Fly was no choice. I took Hasten later in the build, then added Super Speed with a Stealth IO at 49 so I could have Invis. (Frankly, since Super Speed with a Stealth IO is full invisibility, I see no reason, other than for a mule, to take the stealth pool.)
Since I got City Traveler, however, I have had a lot more flexibility on travel powers. I'm thinking of dropping Fly on my Fire/Rads, too, and just using Raptor packs.
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Yes. A lot of my characters do. If you count Ninja run, then all of them do.
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My cyborg AR/Dev blaster, Skull-face, has SS and SJ(and acro, makes sense AND is functional). The dude moves VERY fast and can jump VERY far. On top of that, the SS and cloaking device combo work great in keeping stealthy.
My Superman homage, Blue Diamond, has both Flying and Super Speed. He's supposed to be a rocket, he's just about the definition of Unstoppable, and loves flying at his foes full speed before laying into them. He would have Super Jump as well, but I got Combat Jumping for him and that clears most obstacles, and Flying will clear the rest.
Anyone who would complain about it, I find it remarkably fast. My keybinds are set up so that switching from one to another is easy, and so I can shoot across a map on the ground, take off to clear an obstacle, and drop on the other side to take off at full speed again. I've got Fly slotted for the speed cap, so there's not THAT much reduction in speed, but there's enough that I can notice how much quicker it takes me to get anywhere with both working together.
I also don't slot Super Speed very well, he could move a lot faster if I slotted it as well as Fly, but I consider it's not the extra powers that is the issue, but the slots. Super Speed is fast enough out of the box to overcome Flying's much slower pace, and I see no need to really make it any faster when I've got vertical mobility.
With the rest of my characters, I will often combine flying with Super Jump, or with Teleport, but in that case I stick to Hover. My cyborg girl has antigravity generators in her legs, so in addition to being able to jump vast distances she can hover in the air, too, but she can't move without having something to kick off of. And the Hover/Teleport combination is just for hanging in place so I don't fall, forward movement is with the teleport.
The exception is my Warshade, I love to teleport halfway across a zone, and then shift to Nova. I'll fly for a while to recharge my Endurance, then switch to teleporting again. This works because of the low End cost of Nova, though, and that I have so few slots that I can't waste any on teleport. It makes sense to use your forms together like that for efficiency, but it's unique to Warshades. (Well, Peacebringers could teleport in Dwarf form and turn to Human or Nova to fly, but that wouldn't be as efficient)
I've also taken to using Ninja Run in conjunction with other powers. I think the answer is that I tend to use most of the modes of travel, but not necessarily all the travel powers. And I have quite a few characters that have both Hover and CJ, for stacking the Defense bonus.
About the only characters I have ever had more than one travel (related) powers on were my Taxibots. I always use fly to get around but had recall friend for tp purposes. Now I have been on Beta and done some respecs.... I took things like hasten (to increase my attack rates) and depending on the character a few other powers I skipped that only required one or two slots enhanced to be effective.
If SJ fits your play style Sam.. Why not? I usually just kick on Ninja run if I need to leap any good distance and if that doesn't do the trick I click FLY.
The good news is.. from what I saw .. there was no significant difference between Stamina with three enhancers as a pool power and now as an inherent. As for the other I never slotted them with more than one ennhancer to begin with so I am getting the same benefits without have to waste power selections and on some of the lower level characters I have on test they now have powers faster (since I am not wasting picks between 15 and 21 just to get stamina and slot it. It may take a bit longer to get them slotted properly but as I mentioned to someone my attacks may not be as strong but I now have 2-3 more of them so I am still doing good damage and I am not running out of end below 20 nearly as much. :-D
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I do. Mostly characters with multiple "selfs" contained within them. Like my Spirit Totem has different animal forms so she has flight for her bird form, super jump for her wolf form, etc. Same thing with Mister Halloween and his ghost form and werewolf and vampire forms.
Otherwise I have several teleport and hover combos. That's about it!
Now with Fitness being free it actually allows me to get away with this a lot easier so I'm looking forward to that.
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I have SS and SJ on a few toons. On my main I have Hover/Fly and Teleport (TP plus Boost Range makes SS look like unslotted Fly).
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I have a concept toon called Creature Man, a scientist who can morph into one of four creatures. Each creature will have it's own travel power. Right now his Dire Wolf form has SS and his Dragon Lizard form has Flight. I haven't decided what the other forms will be yet.
I have 55 toons and he's the only one with more than one travel power.
Does Ninja Run count? I use Ninja Run to get around and teleportation to reach high places
I generally only take one travel power (or in a couple cases of Kheldians and Kineticists, none), but I do have two characters who have or plan to have two travel powers. When I take one travel power and I don't have a specific conceptual reason, my default is super jump, simply because it's my favorite.
My Stone/Stone Tanker was the second character I ever made, and a lot of choices I made were based more on, "Ooh! What's this power like?" than sticking to a concept... in fact, I really only came up with a solid backstory for him much later. Anyway, I picked up Super Speed on him. And that's how it was. All the way to 50. I had some issues with not being able to get over knee-high walls when I had Granite on, but I managed. Eventually, I was messing around with a new build for him, and decided that I could drop a couple powers I never used to get Teleport. So that's what he has. Super Speed and Teleport.
I also have a character whose super speed is a result of his athleticism, so when I was going through my builds for I19 I said what the hell and threw super jump in there too.
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I learned my lesson about taking two travel powers early in my CoX tenure. I took Super Leap and Super Speed on my first toon, and it didn't take me long to realize that I had completely wasted two power selections. Their was absolutely no need for both, as one did not lend to the other. I respecced out and never did such a thing again.
On Defenders, I usually use Flight for my main Travel power and the Teleportation pool for Recall Friend.
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