Best travel power for MM?


Athena Six

 

Posted

What would be regarded as the best travel power for Demons *specifically speaking*

Cheers


 

Posted

depends on what your trying to do

bot/trap can make use of group tp to port into mobs next planned for annihilation, group fly can also be used for combat too if you want bots to hover blast (although due to the AI this is pretty difficult to pull off and can still annoy people since they made changing the option for group fly extremely annoying)

for just general travel anything should work fine

traps with a mm in general works very well with group tp regardless of the pets, i personally dont like it much but YMMV


 

Posted

None.. Hover + Jump packs or Jetpacks = More room for demonic bliss.. muhahah

But seriously, I gave up on most travel powers unless its strongly thematic. I either take combat jumping or hover for the def (hover mostly) and go from there. For MM's specifically, my first had teleport and I hated it. Now, I know many here swear by TP but even with the binds, it was annoying. What I suggest you do is make alternate builds and see what you prefer. As for me, I recently just rolled up a DS/Traps and nothing really kicks out to me. I was really wanting to play with Teleporting again but you have to basically take up 3 slots just to get team teleport when those same slots/powers could go for something much better. At this point, I just don't see the point in getting a travel power at all unless I am going to take something like Afterburner/Burnout/ect. I am taking hover and thats about it.



 

Posted

Quote:
Originally Posted by Tanktastic View Post
What would be regarded as the best travel power for Demons *specifically speaking*

Cheers
I have to vote hover/fly/group fly.

I don't drag pets with group fly across zones, but it is very useful for positioning in missions where there is a change in elevation and you want the pets *here* and NOT run up some random catwalk and aggro Cthulu and everyone else on the way.


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Posted

Well. Jumping (Acromatics/Combat Jumping) can be good if you think you will suffer from holds and knockbacks and that sort of thing.

Super speed is nice because it also grants a stealth, and if you already have a stealth power it basically makes you invisible.

If your build isn't really weak against those then it doesn't matter.

Buy the surf board and use that :P


 

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I take Hasten with almost all my toons, so Super Speed always seems to fit my playstyle best. Vertical movement travel powers are cheap/easy to get anymore. You can't really replicate SuperSpeed with a temp power.

Plus SS+Stealth IO gives me stealth as well, so I kill two birds with one stone.


 

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Quote:
Originally Posted by Psylenz View Post
I have to vote hover/fly/group fly.

I don't drag pets with group fly across zones, but it is very useful for positioning in missions where there is a change in elevation and you want the pets *here* and NOT run up some random catwalk and aggro Cthulu and everyone else on the way.
Just don't turn that on in a team! seems folks really do not like that -12% def or what ever it is! touchy! Dragging yeah..I was just talking about this in another post.. easier for me to dismiss and resummon even on passive my minions tend to attract more attention than i want!

Bots/PD here and I have fly/hover/group fly..though i have been considering dropping group i've used it for positioning solo and even for helping move stubborn escorts that do not like to jump ( i'm looking at you Faultline!) Hover how ever comes in super handy with its pseudo KB protection and allows you (or me) to heal my Mechas while there on multiple levels like steps and ramps. Fly comes in handy for scouting outdoor maps then find a safe place to land and summon your minions( assuming there are no snipers i fly really low in founder's after being downed a couple times) I have also actually thought about getting the rocket board to drop fly as well since i use hover in combat... Also and maybe someone knows more than me but i think there is a group fly temp power?

I have super jump on a few alts.. it is.. a nice power how ever i tend to bounce into the side of building a lot ( specially on red side my gosh!)

Never tried Teleport but i hear it works best with faster machines and super speed just doesn't seem that exciting to me ( no offense!)

My advice is to take what ever you feel is thematically appropriate. I have a demon MM on red side that is herself a demon with wings so she flies as well.


 

Posted

If you have a secondary that involves targeting pets and teammates for healing (i.e.: Pain Domination) I think there are advantages to being able to hover/fly since you can always position yourself exactly where you need to be in order to play healer.

Other than that, unless you have some specific combat application for it, like Team Teleporting yourself and your demons into melee, I don't think it matters in the slightest. Just take the travel power that seems most fun and thematic.


 

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Ninja Run

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My nin/traps uses hasten/SS for recharge/invisibility (I tend to open w/ seekers then poison trap). My necro/fire uses cj/sj/acro/spring attack which helps me tank/open.


 

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Quote:
Originally Posted by Alpha-Six View Post
Just don't turn that on in a team! seems folks really do not like that -12% def or what ever it is!
Which is odd, because Group Fly no longer has a debuff.


 

Posted

Personally, as far the best travel power for MM I prefer a simple sprint with stealth slotted and ninja run and a jet pack for back up. Unless it's for a specific concept or theme that's the setup I usually roll with no matter which AT.


 

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Most pets I think do get "Super Leap" so I would at least invest in a power that lets you travel vertically.

I would recommend flight simply because it is an all-around good set. If you don't need to be directly on the ground, Hover lets you position such that all those little annoying obstacles that interfere with "line of sight" are not an issue.


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Posted

I use flight and hover with all of my MMs. It's not the fastest but it's by far the most flexible.


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Posted

As a *Travel Power* for you and your pets, both Group Fly and Team Teleport are broken since they both will have too many 'drop outs' while traveling. However, they do work well together as a Travel Power in the form of group-hover-TP, but, then you have to burn 6 Power slots to make that happen... not really worth it. (I have been lobbying the Devs for a long time now to remove the power prerequisites for both powers so that MMs can take both without too much penalty.)

Either Group Fly or Team Teleport work well as *Battle Powers*. Group Fly keeps pets out of patches. Team Teleport moves the whole group past a spawn or right into one depending on what you intend to do. They both provide tactical maneuvering in battle.

As far as zone travel, I like to use SuperSpeed + Stealth IO for my own protection (with Steam Jump or GvE Jump Pack for vertical movement). I put the pets into Passive Stay. This causes them to keep auto-teleporting to where I'm going without dragging behind lots of aggro. OTOH, the End penalty for resummoning is now pretty trivial. I don't mind dismissing and resummoning as needed.


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Posted

Quote:
Originally Posted by Katie V View Post
Which is odd, because Group Fly no longer has a debuff.
It's -acc(-25%!) not -def. Sorry. Got it wrong.

As to it no longer having the debuff? the toggle, wiki and screaming team mates seem to want to tell me different! So.. it's getting dropped in favor of some mace mastery loving once i side switch lol!


 

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Btw, after having both Jump Jet and Steam Jump, I find I am enjoying hover a bit more while teaming. If you turn on either, even without actually "jumping" your speed is dramatically increased, almost doubled in fact. It helps quite a bit when your with people who constantly run SS and it only increases end consumption by something like .02%



 

Posted

Quote:
Originally Posted by Alpha-Six View Post
It's -acc(-25%!) not -def. Sorry. Got it wrong.

As to it no longer having the debuff? the toggle, wiki and screaming team mates seem to want to tell me different! So.. it's getting dropped in favor of some mace mastery loving once i side switch lol!
the debuff was removed with i20 i believe and there was an NPC added to pocket do to change preferences if you wanted to be affected by someone elses group flight

the main reason poeple dont like it is cause they either A) dont know about the NPC or B) too lazy/annoyed to change it (personally i hate running to the NPC to change an option on EVERY toon so more annoyance for me)


 

Posted

The penalty from Group Fly was removed June or July of some year. I posted this a while back. You would be best looking for postings under my name in these forums and skimming them for the answer. I linked the patch notes as well.

If your gonna use powers like Time with a bunch of PBAOE or targeted AOE powers I would go with Team Teleport when SOLO. Crysys brought that up in a posting recently. It makes good sense just to Teleport you and the pets into combat and drop all your AOE powers.

I post up about the issues with Group Fly on the Suggestion forums regularly to get it fixed. in 2012 it will be a Monthly posting to see what can be done.

I would NOT use Group Fly in a team setting. Regardless of the penalties being removed and you even having a macro that will post this in the chat for everyone to see, it will still upset people and probably get you kicked from teams. I would imagine that is the last thing you want to do with a mastermind. Many people already have negative feelings about the use or value of masterminds compounding Group Fly onto that will not help your cause.

Team Teleport on the other hand is okay as that can be fix quickly in the option setting by the player at any time.

Fixing Group Fly is a bit involved and you need to be out side the mission and in Pocket D to speak to a sea gull on a truck to get it done. Just not going to happen, especially in a TF, SF or Incarnate mission. I can see you / me saying just go to pocket D and speak to null the gull getting answers like, I'm not going there and then followed by whats pocket d and who is null the gull.

Personally I take super speed with stealth proc. Some put the stealth proc in sprint power and turn both on to get the stealth bonuses of proc and super speed. I don't do that because some NPC escorts are fast enough to still follow you with sprint on. But putting the proc in sprint will make him loose you for sure. Where as I know not many NPC can follow you with super speed on.

As I mentioned, Super Speed also has a stealth component that combines with the stealth IO Proc so the only thing that will see you is sniper / high perception mobs ( EG Rikti drones ). If you need to speed through a mission like in several TF / SF you can eat a few purples to cap your defenses out and run though. If you find some clear spots away from mobs you can stop and wait for your stealth to refresh and then continue on. You can also have super speed on with hover and still be afforded the stealth bonus as if your were zipping around, you can do the same with jet packs also.

Thematically Hover can be creepy.

There is a stealth proc with super jump but it does NOT afford the same ability as super speed. So mobs will see you. I have really no clue why someone would put that in unless you were combining it with super speed and that proc for higher stealth radius, maybe for PvP ? As you can imagine Super Jump is very limited in cave missions.

To me I have tried all the travel powers with my masterminds at one time or another. I would suggest Super Speed as it helps you keep up with team mates and with the stealth proc it affords you the best options out of the travel powers.






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Quote:
You can also have super speed on with hover and still be afforded the stealth bonus as if your were zipping around
Yeah not sure about anyone else but that sorta sold me on using super speed!

Apologies about the Gfly mix up. I did look for posts in the forums but you know those can be hit and miss some times so all i really had to go by were people ( who i assumed) were vets in the game and knew better, thank you guys for clearing that up..

I agree with plainguy even knowing now there are no negatives to it i still would not use it. Superspeed + hover on the other hand i may just do! I loves me hover!


 

Posted

Quote:
Originally Posted by plainguy View Post
I would NOT use Group Fly in a team setting. Regardless of the penalties being removed and you even having a macro that will post this in the chat for everyone to see, it will still upset people and probably get you kicked from teams. I would imagine that is the last thing you want to do with a mastermind. Many people already have negative feelings about the use or value of masterminds compounding Group Fly onto that will not help your cause.
I would just like to echo this. Loudly.

There are a great many powers that can't be used if you're not on the ground. There's also the absolute loss of control people will feel with you toggling that on.

My favorite travel power for an MM is Teleport, hands down. You can port past your minions that block doors. You can port fast enough that they don't get to walk across the ground. You can also Teamport all your henchmen around. Nothing says PWN'D like a surprise army.


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Posted

Group teleport used carefully can add some much needed mobility to an mm, thats for sure. Especially on the trials. Actually is pretty keen if your set has an aoe stealth because its usually enough to sneak past guards in lambda. One of my mm's uses /darks aoe stealth and team teleport there and its got some heavy duty micro involved but you can zot by unnoticed at a good clip. You'll be the only mm cruising around with a whole team of guys. Also on Keyes, with mm's usually bring stuck on the first floor. My tanker-like mm just runs solo on lambda split phase and rolls around on the ground levels on Keyes.

It fits the character concept as a rapid interface stealth team in a bad *** way


 

Posted

Quote:
Originally Posted by Psylenz View Post
I have to vote hover/fly/group fly.

I don't drag pets with group fly across zones, but it is very useful for positioning in missions where there is a change in elevation and you want the pets *here* and NOT run up some random catwalk and aggro Cthulu and everyone else on the way.

Note that this works best with ranged pets like Bots (helps keep them from suiciding into melee). Team TP works best for melee pets like Ninjas and Zombies.

Demons split the difference and fight both ways so you may be better off with simple Flight


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Posted

If you can get Ninja Run, that can be a decent travel power and is good for doing escort missions. A nice combo is Sprint with a stealth proc (it make no difference if you use the one from the Celerity set or Unbounded Leap and the latter is often much cheaper), Ninja Run and Super Speed. I started with an Endurance reduction in SS but switched to the KB protection from Blessing of the Zephyr set.

You can't run SS and NR at the same time but I bound button 4 on my mouse to flip between them allowing me to make impressive jumps at almost no loss of speed. I do need to keep a Raptor Pack on my toolbar for bad situations but it really doesn't come up much and it's only 10k for 2 hours of flight. I don't like how the Rocket Board drops all my toggles but I use it for long trips in rough terrain.


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