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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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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 are most probably on ignore.

Some of them even know that I have them on ignore.

But that won't stop some of them from bullying and harassing people, because some of them love to do it.

It's who they are. There is a group of them that have banded together to do it. They think that it is acceptable.

Ignore is a tool to improve your gaming experience. Don't feel bad about using it.

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

Smashing/Lethal Farmer and a Giant Monster Hunter on Excelsior

Monster Hunters: Blue Idoru (Main, Elec/Kin Corruptor), Kurodoru (Dark/Dark Brute), Canadian Content (Rad/Atom Blaster)

Try Arc IDs: 44869 "The Orb" - Smashing/Lethal Farm on the Troll Cave map with 99 mobs, all patrols.  45166 "Hail The Orb" - Smashing/Lethal Farm on the Dreck Freakshow map with 151 mobs, 61 Elite Bosses

Farmers: Freak Out (Rad/Fire Brute, Fire Farmer), Dara Kill (Dark/Spines Tanker, S/L Farmer), Freak Fire (Fire/Rad Tanker, Farm Everything), Blue Idoru (Main, Elec/Kin Corr, Farm Anything), Spidoru (Crabbermind, Farm Anything), various other fighters and support.

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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.

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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.

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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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5 hours ago, Sovera said:

We rarely need to travel more than 30 seconds at a time. 

Try and find Babbage in Boomtown in 30 seconds. You can't even get to the closest spawn point. 

Smashing/Lethal Farmer and a Giant Monster Hunter on Excelsior

Monster Hunters: Blue Idoru (Main, Elec/Kin Corruptor), Kurodoru (Dark/Dark Brute), Canadian Content (Rad/Atom Blaster)

Try Arc IDs: 44869 "The Orb" - Smashing/Lethal Farm on the Troll Cave map with 99 mobs, all patrols.  45166 "Hail The Orb" - Smashing/Lethal Farm on the Dreck Freakshow map with 151 mobs, 61 Elite Bosses

Farmers: Freak Out (Rad/Fire Brute, Fire Farmer), Dara Kill (Dark/Spines Tanker, S/L Farmer), Freak Fire (Fire/Rad Tanker, Farm Everything), Blue Idoru (Main, Elec/Kin Corr, Farm Anything), Spidoru (Crabbermind, Farm Anything), various other fighters and support.

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3 minutes ago, DougGraves said:

I find super jump to be so good with the double jump power I don't see the need to take fly unless my character has wings for cosmetic appearance.

Super Jump+Double Jump can almost make it across Boomtown. Not quite. Better than Afterburner though.

 

I just don't understand why we need a timer at all? Those extra powers aren't going to get much use in a mission. I could see it being toggled off by attacking.

 

Completely unrelated: In 2004 the top speed of a Honda Civic was 124 mph. The current model can hit 137 mph.  Faster than any living being in Paragon. This is why there are no missions where the villains jump in a hatchback to make a getaway... 

Smashing/Lethal Farmer and a Giant Monster Hunter on Excelsior

Monster Hunters: Blue Idoru (Main, Elec/Kin Corruptor), Kurodoru (Dark/Dark Brute), Canadian Content (Rad/Atom Blaster)

Try Arc IDs: 44869 "The Orb" - Smashing/Lethal Farm on the Troll Cave map with 99 mobs, all patrols.  45166 "Hail The Orb" - Smashing/Lethal Farm on the Dreck Freakshow map with 151 mobs, 61 Elite Bosses

Farmers: Freak Out (Rad/Fire Brute, Fire Farmer), Dara Kill (Dark/Spines Tanker, S/L Farmer), Freak Fire (Fire/Rad Tanker, Farm Everything), Blue Idoru (Main, Elec/Kin Corr, Farm Anything), Spidoru (Crabbermind, Farm Anything), various other fighters and support.

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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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