travel powers


Deacon_NA

 

Posted

I'm looking at all these builds for tankers from mids that people post and i keep wondering where in there build is the travel power. Swift and hurdle i don't believe is enough. I have enough problem palying with two travel powers but its fun to play with both ss/sj ive always done for 6 years dont plan on changing anytime soon.


 

Posted

Ninja Run is effective enough as a travel power. I used it on my Scrapper until I19 came out. Without knowing what build you are looking at, I can't evaluate them.


 

Posted

Additionally, with I-19, the base speed on Fly has been increased to the Fly Speed cap . . . and Raptor Packs fly at the Fly Speed cap. I have seen some people rely only upon Ninja Run and the Raptor Pack for travel. Ninja Run + Hurdle = base Super Jump speed (but not height), and Raptor Pack = capped Fly speed. So, this makes it easy to skip a travel power completely.


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

 

Posted

My 3 lvl 50 Mains, with Sprint and Ninja Run turned on, have run and jump speeds of 60+mph (my MA/SR Scrapper, with Quickness, runs at 67mph - and 90mph with Elude on!) and they all can jump higher and further than one would think.

Ex: I like to use the Wentworths in Steel Canyon cuz it's right next to the University for easy buying, selling and crafting. After crafting, I'll leave the University, run toward the building toward the front and right (as you exit), Leap Once, land on building top, Leap again toward Wents and after 2nd landing I'm only a few steps from the Entrance.

It's plenty good for a travel power.


 

Posted

Perhaps one of the true benefits to the travel power could be that of superspeed which when equipped with the Celerity Stealth gives the equivilent of invisibility.


 

Posted

I'll add that the Inherent Fitness change this issue impacts travel powers in 2 ways.

Firstly, everyone new and any older character who respecs will have both Hurdle and Swift, so there will be some characters moving a bit faster and leaping a bit higher than they would have if they'd avoided picking one of those powers.

Secondly, the power picks "freed up" by the change don't come with any slots. So there's a lot of discussion about what to take that's useful with only the default slot. Well, the travel powers are! The Flight speed change makes it a one-slot wonder just as Super Jump and Super Speed have always been (Teleport is still hoping you can spare a slot or two, but Recall Friend is a one-slot wonder).

As a Tanker, mobility is important. I have some Ninja-run-only builds that I like, but they're not Tankers; for some reason I find it a little too restrictive for my tanking tastes.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
...As a Tanker, mobility is important. I have some Ninja-run-only builds that I like, but they're not Tankers; for some reason I find it a little too restrictive for my tanking tastes.
I19 did open up a chance to take 1-slot useful powers. For my Invul Tank, that meant Resist Elements and SJ, which I slotted with Winter's Gift unique. Voila, all of a sudden I had 40% resistance to -speed and -recharge debuffs where before I had none. Very nice.


Global = Hedgefund (or some derivation thereof)