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Travel Powers - Some Better, Some Much Worse


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1 hour ago, cohRock said:

I see no love for Infiltration.  Is Super Jump the better travel power of the two?  Yes.  But does it offer extras, like travel defense and stealth?  Also Yes.  It's also easy to cap your Jump Speed in infiltration, though jump height is where Super Jump has the lead.  Slot it with a Universal Travel set and it also offers very good run speed.  Some folks take random powers just so they can slot a 7.5% recharge proc from LotG, so  if you are going to do that, take one you'll use instead.

 

Summation:  Though Infiltration is not a first rate travel power, I would classify it as the best of the second tier ones.  It starts out better than the prestige travel powers like Athletic Run (10% greater specs), adds stealth and travel defense, and is slottable.   I think it is worth considering in many builds, especially if you already opened the Concealment Pool with the Stealth power.  (Note that Stealth and Infiltration are mutually exclusive, though. ) If you are a Kin, Infiltration moves into first+ tier travel, being buffed by Inertial Reduction.

And you can slot a stealth IO directly in Infiltration, giving you effective invisibility and negating the need to take Stealth (unless you want the combat defense or -threat).

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Frankly, I pretty much stick to Mystic Flight or regular Fly, as they're the most universally useful travel powers.  Mighty Leap is nice on some characters, for the free foot stomp power, and Combat Teleport is decent for the tohit buff, but that's about it.  I messed around with Speed of Sound, and while its teleport sub-power is neat, the lack of any stealth component and no "hang time" for the teleport, makes it of limited use as a main travel power.

Edited by biostem
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15 hours ago, Spaghetti Betty said:

Super Jump the worst? I'm deeply offended.

 

These days with double-jump super jump is practically flying without the hover component.

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Some players know that I have them on ignore and are likely to make posts knowing that is the case.

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13 minutes ago, biostem said:

I messed around with Speed of Sound, and while its teleport sub-power is neat, the lack of any stealth component and no "hang time" for the teleport, makes it of limited use as a main travel power.

 

I use the Teleport as a jump when I need the added vertical when running mostly. I'll head down the street running at the speed of sound in autorun and then use the teleport to teleport to the top of smaller buildings or other obstacles in my path.

It's sort of like using combat jumping with superspeed.

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If someone posts a reply quoting me and I don't reply, they may be on ignore.

(It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications)

Some players know that I have them on ignore and are likely to make posts knowing that is the case.

But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable.

Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.

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3 hours ago, cohRock said:

I see no love for Infiltration.  Is Super Jump the better travel power of the two?  Yes.  But does it offer extras, like travel defense and stealth?  Also Yes.  It's also easy to cap your Jump Speed in infiltration, though jump height is where Super Jump has the lead.  Slot it with a Universal Travel set and it also offers very good run speed.  Some folks take random powers just so they can slot a 7.5% recharge proc from LotG, so  if you are going to do that, take one you'll use instead.

I only started using Infiltration two months ago. Now, I love it. As you said it solves so many issues.

 

It's especially nice on my blaster as it enables easy jousting with mobs.

Edited by KaizenSoze
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4 hours ago, cohRock said:

I see no love for Infiltration.  Is Super Jump the better travel power of the two?  Yes.  But does it offer extras, like travel defense and stealth?  Also Yes.  It's also easy to cap your Jump Speed in infiltration, though jump height is where Super Jump has the lead.  Slot it with a Universal Travel set and it also offers very good run speed.  Some folks take random powers just so they can slot a 7.5% recharge proc from LotG, so  if you are going to do that, take one you'll use instead.

 

Summation:  Though Infiltration is not a first rate travel power, I would classify it as the best of the second tier ones.  It starts out better than the prestige travel powers like Athletic Run (10% greater specs), adds stealth and travel defense, and is slottable.   I think it is worth considering in many builds, especially if you already opened the Concealment Pool with the Stealth power.  (Note that Stealth and Infiltration are mutually exclusive, though. ) If you are a Kin, Infiltration moves into first+ tier travel, being buffed by Inertial Reduction.

Is there any reason to take stealth now if you take infiltration ? 

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25 minutes ago, Rokkeb said:

Is there any reason to take stealth now if you take infiltration ? 

It could just be my imagination, but the -threat in stealth seems to help my squishies avoid some enemy attention, even if I'm in combat.

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7 hours ago, cranebump said:

RIGHTNOWDAMNIT!

 

Winner

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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5 hours ago, biostem said:

It could just be my imagination, but the -threat in stealth seems to help my squishies avoid some enemy attention, even if I'm in combat.

It is a placebo.  The minus threat suppresses along with the stealth effect upon attacking/being attacked/clicking a glowie.

 

See: https://cod.uberguy.net/html/power.html?power=pool.invisibility.stealth&at=blaster

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Reading this thread has opened my eyes to the fact that yeah, I may have every single travel power on some toon somewhere, but not Teleport.  I think it needs more work.  Heck, I barely even use the teleport feature on Mystic Flight, which I should more often.  More than half the time though, I get by with some combo of Sprint, Prestige Slide and an X Run power plus a cheap jetpack.  I tend to only take travel powers when I have to to open up other choices within the set.

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

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Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
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9 hours ago, Krimson said:

I want Afterburner to be a toggle again. You can't even cross a zone with the short duration.

 

We rarely need to travel more than 30 seconds at a time. My punctual need for more than 30 seconds is going to all the patrol spots in Synapse, and my work around is picking the (free) jump pack from the P2W vendor since it makes for a ghetto Afterburner effect.

 

 

Base:

 

image.png.ec1d68202697cb7d8a8780824ac37a6a.png

 

 

With Afterburner:

 

image.png.2e6d2dacef26302d9c0ae50048c51473.png

 

 

With Jump pack:

 

image.png.140385ffe8a93cee94b37810c90fc0c3.png

 

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3 hours ago, Clave Dark 5 said:

Reading this thread has opened my eyes to the fact that yeah, I may have every single travel power on some toon somewhere, but not Teleport.  I think it needs more work.  Heck, I barely even use the teleport feature on Mystic Flight, which I should more often. 

Teleport is still the fastest travel power, hands down.  Nothing comes close, so I don't think it needs any work.  Not to mention the insane utility for escaping rough spots.  One click and you're well outside any enemies range.  

Translocation (as part of MF) is also great, even if you can't enhance the range on it, I'm pretty sure it's still the second fastest option to pure TP. 

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Well hm, maybe I'll have to look into it then.  I've given thought to the new IO sets for it but just didn't see something there to really catch my eye.

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
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18 hours ago, Yomo Kimyata said:

I can tell roughly how long ago I made an alt by whether or not they have a travel power at all or not.

 

Nowadays, I start out with Athletic Run and a 5k inf flight pack from the P2W vendor, and with Sprint and (probably) Combat Jumping I'm good to go!

 

Exceptions:  Thematic characters, challenge builds, anything requiring two early picks from Sorcery or Force of Will power pools.

 

I almost always default to some sort of Flight, but I enjoy Super Jump the best. I enjoy seeing the city/isles/utopia too much to NOT take a travel power like (Mystic) Flight or Super Jump. The travel powers with a combo teleport are incredibly useful for those times when enemies/PUGmates simply are in the way of getting into the action (or out of a certain area. I only have one character that uses Combat Teleport for PBAoE positioning, and also for a Fast Snipe +ToHit bonus, plus the aforementioned "get past the enemies cluttering the doorways" problem. I typically have 1 mouse bind (TP to clickable location) and 2 macros (TP to just short of target, TP backwards a short distance to use ranged cones) to make combat go smoother.

 

I will freely admit that I  recently finished leveling my first character without a "dedicated" travel power, because of P2W options. The main thing I miss about NOT having a dedicated Pool Travel power is that this character is slower crossing zones than I sometimes prefer. Personally, I find that the Sorcery Pool, compared to other "travel" pools,  is simply too convenient as far as covering a wide variety of gaps in certain builds (requiring minimal slots, but accepting more if desired). Is there another pool with a (combined) travel power that with three picks allows a character to slot a universal travel global (ok, all travel powers allow this), a global health Enhancement, and a global Resistance Enhancement... and happens to have a single-target ranged attack? I find myself purposely avoiding it on some builds because it feels a little too min-max when compared to other power pools.

 

I have a few characters with both Flight (taken first as a travel power) and Hover (as a mule), and I will use them together, except that I typically delay the pick of Hover until level 49, so it is rather limited content where I have both. My MMs take Group Fly, and my squad outnumbers you so see no complaining... you know where Null the Gull is!

 

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16 minutes ago, Clave Dark 5 said:

Well hm, maybe I'll have to look into it then.  I've given thought to the new IO sets for it but just didn't see something there to really catch my eye.

IOs are icing on the cake for TP powers if you have the slots to spare.  A single 50+5 Range IO is more than enough.  

 

The big difference maker is setting up key binds.  I have TP/Translocation bound to thumb button 3 on my mouse, so i can TP anywhere on screen with one click.  For characters with Mystic Flight, I have MB3 bound to toggle MF on and then Translocate, so a double click can go from standing to teleport essentially immediately.  

 

I also have MB4, a second thumb button, set to some sort of "TP to target" that utilizes TP, or more preferably Combat TP if I have that, to TP directly to my target.  Indespensible on melee characters.  No more chasing, no more walking in general.  

 

Once you get the hang of it, it's game changing movement control.  

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Since they removed the fact that it used to turn off all your toggles there is only one travel power even worthy of consideration...

 

Spoiler

WALK        Time to take in the sights, Smell the Roses, Listen to what NPCs are saying, and you'll never have to double back for an NPC Escort.

 

Edited by Marine X
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2 hours ago, Sovera said:

I want Afterburner to be a toggle again. You can't even cross a zone with the short duration.

the old afterburner speed boost was folded into fly, the new af is another boost added on top.

 

I love SJ, but it ain't my favorite because i'm lazy and fly is so easy.  I'd use TP more, but i had a bad experience with a rope bridge once.  SS is great until you leave Praetoria.

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One of  my chars hovers faster than a base flight pack, but obtained thru using more slots than some would want to use.  When flying, very fast, but still can't cross a zone on one application of afterburner.  That one needs to last a bit longer and/or have a shorter recharge.  (no timer would be nicest)

Teleport benefited the most from the travel update with the longer hangtime.   Binding it to the mice works very nicely and the only drawback is I often overshoot my targets while crossing a zone.

Superjump, I don't use the double jump as much since I enjoy trying to bounce off various roofs on my way across the zone.

 

I have nothing to add about superspeed since it's my least used travel power.  The closest I use is Siphon Speed on my Kins.

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We've seen a lot of tradeoffs removed on Homecoming.

 

I'm not entirely against it - we're used to more convenience in our games these days, but in some instances I think meaningful choices should be a thing.

 

For me, travel is one of those instances. The jumpers should arrive after the speedsters - they've sacrificed verticality for speed, why should they be as slow as jumpers? It makes no sense to me. 

 

That's why fly was the slowest, they got to AFK Auto-Run while the speedsters were running around objects.

 

Tradeoffs.

 

 

Edited by Herotu
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..It only takes one Beanbag fan saying that they JRANGER it for the devs to revert it.

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24 minutes ago, Herotu said:

We've seen a lot of tradeoffs removed on Homecoming.

 

I'm not entirely against it - we're used to more convenience in our games these days, but in some instances I think meaningful choices should be a thing.

 

For me, travel is one of those instances. The jumpers should arrive after the speedsters - they've sacrificed verticality for speed, why should they be as slow as jumpers? It makes no sense to me. 

 

That's why fly was the slowest, they got to AFK Auto-Run while the speedsters were running around objects.

 

Tradeoffs.

 

 

...Those things are all still true.  

 

Fly and Mystic Flight - capped at 88 mph (33% uptime on Afterburner to get you up to 102 mph)

Jump and Mighty Leap - capped at 101 mph (takeoff gets you to 110 mph for 30s, low uptime)

SS and Speed of Sound - capped at 120 mph + bonus vertical movement options.

 

Flight is still slowest, Speed is still faster, Jump in the middle, TP is fastest but more awkward to use.  

 

Where did we lose the tradeoffs?

Edited by Omega-202
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23 hours ago, cohRock said:

I see no love for Infiltration.

Not a lot of folks have spare slots for travel powers.  Even fewer realize you can use Universal sets or Micro hamis to boost its run and jump.

3 universal infiltration + base slot sprint = 80mph range.  characters with [Quickness] or variants are higher.

 

With that said, many of my characters have Evasive Maneuvers and Infiltration 6 slotted.  3 travel, 3 def procs.

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