Steam/GvE Jump packs as replacement travel powers?


Ardrea

 

Posted

Straightforward question here, but I just HAVE to justify a post with at least a paragraph.

I have a character I've always pictured using "Artificial" methods of travel, jet packs for the most part.
Obviously raptor packs are somewhat inconvenient as they run out and, honestly, the Steampunk pack and especially the GVE pack are just cooler looking an have a more unique way of getting around. My previous problem with them had been that the GvE pack was extremely limited to the point it really didn't serve as a travel power, more just something to add vertical movement to, say a ninja runner or super speedster, more of a supplement to a proper travel power.

Having heard about the Steampunk pack's ability to combine with the GvE pack and seeing it's jump speed does increase with ninja run and sprint,My question is: could I make a character solely with those powers and get around at something reasonably approaching the same speed as my teammates? or do the jump packs fall just short of satisfactory?
I don't need to win any races, necessarily, I just need to keep up with everyone else.


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Posted

I do it all the time.


@Roderick

 

Posted

Eh... They still expire pretty fast - and really are, honestly, more vertical movement still.
Sprint +Ninja/Beast run +Swift, though, generally works for people wanting to skip a travel power.


 

Posted

Not unless combined with ninja run or beast run. Even those only come close to a true travel power (ok, besides flight). There is also down time where both the Steam/GvE packs aren't available, and the GvE only increases vertical movement or flight.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

Firstly, I had a character who used Hurdle + Combat Jumping as his travel power BEFORE we had either of the jump packs. His performance and speed in getting to missions was entirely acceptable. Now, with Ninja Run and two jump packs, this is completely a non-issue for me. I have MANY characters who skip a travel power.

As for the Raptor Pack expiring, you're aware you can buy a new one any time you want for just 10,000 inf, right?


Paragon City Search And Rescue
The Mentor Project

 

Posted

yeah, but that's annoying and the Raptor pack looks like crap.
Okay, I actually ran around and got good speed with ninja run+GVE pack+Steampunk pack timing extender


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Posted

Raptor pack is ugly, but if you're redside you can get the goldbricker pack, and that one looks pretty cool.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
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Posted

Quote:
Originally Posted by GavinRuneblade View Post
Raptor pack is ugly, but if you're redside you can get the goldbricker pack, and that one looks pretty cool.
The Goldbricker pack is a good alternative, except that once it is gone, that's it. It is gone for good. You can't get another one, since it is not available via flashback.

Ninja Run or Beast Run with Hurdle work well enough, as others have mentioned. But what no one else has yet mentioned is that on many characters, they just look downright retarded.


 

Posted

The only travel powers I ever take anymore except for concept reasons are Teleport on a Stone Armor alt for Granite work, and/or Superspeed with a Celerity Stealth proc. for a one button very good stealth (that also stacks with other stealth powers too ) on a toon that already had Hasten.

The Ninja/Beast run + sprint thing works just fine, esp. now that Inherent Fitness gives you Swift and Hurdle automatically. A second slot in swift or sprint, or a few run speed boosts from sets like the GotA 7.5% global, Perf Shifter, Aegis, Regen Tissue, Gaussians, etc. can get your speed up to near unenhanced Superspeed. My Stone tank shows 69.21 MPH in game. That is with assorted 9 speed boost set bonuses and a 2 slotted swift though, so he can move well in Granite.

In addition to the Raptor I carry a crafted Jet Pack or the free Raptor from the for safeguard mish as a backup in case I forget to renew a purchased Raptor and run dry in a mission. Some set boosts affect all movement including flight too, at LvL 50 on just about every alt that uses a Raptor I am almost at the fly speed hard cap with a Raptor alone. But both Steam Jump and/or GvE pack will STACK with a Raptor, giving me hard capped flight speed if I really want it. You can use them seperaty in sequence as either one will do it.

In fact, since the revisions to flight speed a while back, at pretty much any level a Raptor is very close to the Fly Speed Hard Cap for that level. Activating Steam Jump or GvE Jump in addition Will put you at the hard cap for your current level. Just tested this in game at unenhanced swift on levels 15, 26, and 35.

Before the flight speed changes the GvE was a very noticable boost. I thought of it as lighting my afterburners. Stacked with regular fly too.

Having said all that My First Vet Power Purchase, after the new store goes live, will be the ability to take a Real Travel Power at level 6. Will save a power pick on so many toons that do use Fly etc. for concept reasons.

Jak


 

Posted

I don't actually get why people work so hard to skip travel powers, unless it's entirely for concept reasons. But practically speaking, it's easier to take a travel power than it used to be since inherent fitness, and virtually all of my builds will benefit from combat jumping, hover, or hasten, and usually I take TWO of those powers. Plus superspeed and a cheap jump stealth IO in sprint makes stealthing a snap, which is very useful. Almost infinitely useful for me, virtually all my characters have some manner of stealth. ^_^



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Posted

Quote:
Originally Posted by JakHammer View Post
In addition to the Raptor I carry a crafted Jet Pack or the free Raptor from the for safeguard mish as a backup in case I forget to renew a purchased Raptor and run dry in a mission.
Just remember, you can't have the Safeguard/Mayhem Raptor Pack and the Purchased one from Grandville or the Shadow Shard at the same time. They are identical and there can only be one in your inventory at any time. Fortunately, the aforementioned craftable Jet Pack can be carried at the same time as the Raptor Pack (same with the Sky Raider Flight Pack from a certain redside arc).

That craftable jet pack makes getting around Praetoria much more pleasant for sure. Still, I have not found many reasons to not take a travel power now that Fitness is inherent. Plus, Combat Jumping, Hover, and Air Superiority are far too useful to not have. CJ and Hover give some defense, plus places to slot KB protection and LotG Global Recharges (great that those LotGs can be had for a mere 4 days of running tips). And CJ gives immobilize protection, which can really mean the difference between survival and faceplanting (especially if you are on a support character that needs to be able to get near whoever needs your buffs or heals. If you are immobilized, you can't get to them, and they may go down before you can pop a breakfree (that is, if you have one or have 3 of whatever to craft one.)

And Fly itself is now a spot to put that Winter's Gift: Slow Resistance, since Fly no longer even needs a single flight speed enhancer.


 

Posted

Quote:
Originally Posted by Organica View Post
I don't actually get why people work so hard to skip travel powers, unless it's entirely for concept reasons. But practically speaking, it's easier to take a travel power than it used to be since inherent fitness,
It's partly concept, partly what you're accustomed to. I have characters with no travel power because I wanted other stuff. I have some who take a travel power very late, because they wanted other stuff earlier, I have some with two travel powers.

I wouldn't say that I "work hard" to skip travel powers, though. With Ninja Run and the 2 jump packs, it's practically a default option for me. Unless a travel power actually fits the character concept, why take one at all?


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Zombie Man View Post
If my fly pack runs out of time in a mission, I pull up the /auctionhouse interface, buy the fly pack recipe and its components, then I call out my portable crafting table and make a new one.
And then you whip out your sunglasses and say "Damn, I'm amazing?" (sans question mark)


 

Posted

Quote:
Originally Posted by Organica View Post
I don't actually get why people work so hard to skip travel powers, unless it's entirely for concept reasons. But practically speaking, it's easier to take a travel power than it used to be since inherent fitness, and virtually all of my builds will benefit from combat jumping, hover, or hasten, and usually I take TWO of those powers. Plus superspeed and a cheap jump stealth IO in sprint makes stealthing a snap, which is very useful. Almost infinitely useful for me, virtually all my characters have some manner of stealth. ^_^
It is entirely for concept reasons. How the character gets around is more often than not as deeply ingrained in my character concepts as primary and secondary, and will generally be settled on and picked as quickly as possible. I very specifically didn't want this character having a inherent travel power, and wanted them to feel more grounded and human, and I wanted them to use gadgets that gained their ability through application of his mid-level psychic powers. Full flight was actually far from what I wanted the character to use on a regular basis, even the Raptor pack was first treated as a special thing awarded for a job well done by the Precinct, and thus something that would have been pulled out for special occasions. The jump packs have that mix of "Gets you there, but it's kind of limited" that I wanted. Before, I had him using Teleportation and claimed it was him using his PSI abilities to sort of commandeer the Medi-port system, usually to help his teamates as I've given him a lot of support powers, but I mostly preferred using jump packs, ninja run, and raptor packs for concept more than the port.

Generally, my thoughts go "He/she does this and this, and the way he/she makes their dramatic entrance is...."


Anyone Who wants to argue about my usual foolishness can find me here.
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Posted

None of my 3 main 50s have a travel power. Narry a problem...


 

Posted

I've been taking travel powers less now that we have Beast/Ninja run, inherent Fitness, etc. Just the other day I was leading a team with my MA/SR scrapper and using Ninja and the Steam, then switching to the GvE if it ran out before I wanted it to - and more than once I was actually the first at the door. Might be worth noting I took Air Sup for her just because it's usefull though.

If my toon's concept fits with having travel power X then I take it; if not, then I just don't. There's no "working hard" to not take one.


 

Posted

Heh, I have a character who's a "Human Build" Who can run almost 70mph with all of the boosts I've put into her. She can also jump about 3 stories (almost 4). And that's without combat jumping.

It was a toy build though, I just set it up so that I could do that, most of her sets aren't that conductive, fun though.


 

Posted

Run speed bragging? 88.87 mph here. Sprint+Swift+Quickness+Ninja, and a few carefully chosen IOs.


 

Posted

Quote:
Originally Posted by Willowpaw View Post
Ninja Run or Beast Run with Hurdle work well enough, as others have mentioned. But what no one else has yet mentioned is that on many characters, they just look downright retarded.
Sad but true.

I have one Huge frame Brute build that I just couldn't fit in a travel power for. Looks so stupid Ninja Running around. Hmm maybe I should have another go in Mids'.