Travel Powers: Difference between revisions
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== Overview == | == Overview == | ||
'''Travel Powers''' are any powers that modify a character's movement to such a degree that | '''Travel Powers''' are any powers that modify a character's movement to such a degree that they can travel large distances quickly. There are seven [[Power Pools|Power Pool]] powers designed primarily for the purpose of personal movement. The four original ones are Fly, Super Jump, Super Speed, and Teleport. The three additional ones offer variations on the original four. Because you can only have four [[Power Pools]], you may make a decision based on the utility of the other powers in the pool; for example, [[Super Jump]] might be more attractive than [[Mighty Leap]] because [[Combat Jumping]] provides excellent mobility in combat, a modicum of defence, and a convenient place to slot some unique [[IO]]s. | ||
Other powers provide smaller or temporary travel benefits, or grant them to entire teams. Often the [[P2W Vendor]] can provide sufficient mobility to avoid or delay the use of a power pick for a travel power. [[Peacebringer]]s come with an inherent flight power, and [[Warshade]]s an inherent teleportation power. | |||
The | The base speed of travel powers does not change with [[Level]], except inasmuch as more slots and better enhancements may be available. | ||
Most Travel Powers are subject to [[#Suppression|Suppression]] after making an action that affects an ally or enemy. Buffs that mimic travel powers (such as Speed Boost and Siphon Speed) are not subject to suppression. Teleport is not subject to suppression. | |||
Travel Power Suppression functions differently in [[Player_vs_Player#Travel_Suppression|PvP]] in [[Arena]] matches. Teleport is disabled by PvP Suppression. PvP travel suppression is disabled in PvP zones and is off by default in arena matches. | |||
Fly, Super Jump and Super Speed are subject to "hard caps", which means there is a threshold past which nothing will increase the speed at which you travel. Teleport has no "hard cap" due to its nature, though the limit on range bonuses still applies (see the [[Limits#Range|Limits]] page for more information). | |||
{{clr}} | |||
== Travel Speeds == | |||
Each mode of travel has a different base and maximum speed value. Teleport has the fastest maximum potential, but is greatly dependent on the user's ability to quickly and accurately activate the power to achieve this potential. Running provides the highest movement cap, followed by jumping, and lastly, flying. However, with [[Flight#Afterburner|Afterburner]] slotted with at least 37% enhancement value, flying exceeds the jumping movement cap. | |||
At any level, [[Fly]] can exceed the flight speed cap without being enhanced. However, since Afterburner raises the flight speed cap, enhancements in Fly can still be valuable. In the [[Combat Attributes Window]], a given movement speed turns cyan when it is capped. Super Jump and Super Speed experience more difficulty in reaching their caps, especially at high levels, but ordinarily a second enhancement slot is not needed in either. | |||
The following table lists the base and max speed limits for each movement type at level 50. The base limit is your standard speed cap, but some powers are able to buff that speed cap up to a max speed limit. An example of this is flying speed which has a base fly speed limit of 58.63 mph, but with the use of Afterburner that fly speed limit can increase to as high as 87.95 mph. Takeoff (from Mighty Leap) grants a maximum jumping speed buff of 1.0 scale, which increases the jumping speed limit from 78.18 mph to 92.5 mph (same as the running speed limit). The scale speed translates to movement speed by multiplying its value by 21 feet per second (fps) or 14.3181818 miles per hour (mph). The table below will show units in mph. | |||
{| align="center" class="wikitable" | {| align="center" class="wikitable" | ||
! align="left"| | ! align="left"| Movement Type !! Scale (Base) !! Scale (Max) !! MPH (Base) !! MPH (Max) | ||
! Base | |||
! Base | |||
! | |||
! | |||
|- | |- | ||
| align="left"| '''Flying''' || align="center"| 4.095 || align="center"| 6.1425 || align="center"| 58.63 || align="center"| 87.95 | |||
| align=" | |||
| align=" | |||
| align=" | |||
| align=" | |||
|- | |- | ||
| align="left"| '''Leaping''' || align="center"| 5.46 || align="center"| 6.46 || align="center"| 78.18 || align="center"| 92.50 | |||
| align=" | |||
| align=" | |||
| align=" | |||
| align=" | |||
|- | |- | ||
| align="left"| '''Running''' || align="center"| 6.46 || align="center"| 6.46 || align="center"| 92.50 || align="center"| 92.50 | |||
| align=" | |||
| align=" | |||
| align=" | |||
| align=" | |||
|} | |} | ||
'' | '''Notes:''' | ||
*[[Blaster]]s with [[Energy Manipulation]] may be able to achieve as much as 312 MPH with Teleport by using [[Energy Manipulation#Boost Range|Boost Range]] and Range Enhancements. | |||
*[[Fitness#Swift|Swift]] adds 2.93mph fly speed at level 50; with 3 even-level SOs, it adds 5.71mph. | |||
*Swift adds 5.01mph run speed at level 50; with 3 even-level SOs, it adds 9.77mph. | |||
*[[Fitness#Hurdle|Hurdle]] adds 17.83mph jump speed at level 50; with 3 even-level SOs, it adds 29.71mph. | |||
See how Flight Speed is calculated on the [[Flight Powers#Flight Speed|Flight Powers]] article. | |||
== Travel == | == Travel Powers == | ||
The following is a listing of | The following is a listing of "formal" Travel Powers. They are all subject to Suppression unless noted otherwise. | ||
=== [[ | === [[File:Flight TravelFlight.png]] Fly === | ||
;Toggle. Self +Fly | ;Toggle. Self +Fly | ||
:[[Flight#Fly|Fly]] is simple to use, safe, and highly maneuverable, | :[[Flight#Fly|Fly]] is simple to use, safe, and highly maneuverable. [[Flight#Hover|Hover]] is a popular choice for in-combat maneuvering. | ||
=== [[File:SorceryPool_MysticFlight.png]] Mystic Flight === | |||
:[[Sorcery#Mystic Flight|Mystic Flight]] provides the same speed as Fly but does not grant [[Afterburner]] for additional speed. However, when in Mystic Flight, it offers an (unenhanceable) teleportation ability with the same base stats as Teleport. | |||
=== [[ | === [[File:Flight GroupFly.png]] Group Fly === | ||
;Toggle. PBAoE Team +Fly -Acc | ;Toggle. PBAoE Team +Fly -Acc | ||
:[[Flight#Group Fly|Group Fly]] is slower than Fly, but just as maneuverable. Teammates and Pets | :[[Flight#Group Fly|Group Fly]] is slower than Fly, but just as maneuverable. Teammates and Pets will be granted flight. Group Fly does not suffer Suppression; however, it applies a severe ToHit penalty. | ||
=== [[ | === [[File:Jump LongJump.png]] Super Jump === | ||
;Toggle. Self +Jump | ;Toggle. Self +Jump | ||
:[[Leaping#Super Jump|Super Jump]] is simple to use, fast, fairly maneuverable, fairly safe, and cheap. Its biggest drawback is the danger of accidentally jumping into a crowd of enemies. | :[[Leaping#Super Jump|Super Jump]] is simple to use, fast, fairly maneuverable, fairly safe, and cheap. Its biggest drawback is the danger of accidentally jumping into a crowd of enemies. | ||
=== [[ | === [[File:ForceofWill_MightyLeap.png]] Mighty Leap === | ||
:[[Force_of_Will#Mighty_Leap|Mighty Leap]] offers the same performance as Super Jump, and while this power is active you're able to use Stomp, which will knockdown nearby foes. However, [[Combat Jumping]] is an extremely useful power in the [[Leaping]] Pool. | |||
=== [[File:SuperSpeed SuperSpeed.png]] Super Speed === | |||
;Toggle. Self +Speed | ;Toggle. Self +Speed | ||
:[[Speed#Super Speed|Super Speed]] is simple to use, cheap, fast, and safe, but is very much restricted by terrain since it offers no way to gain altitude. On the upside, Super Speed grants minor stealth versus computer-controlled enemies. | :[[Speed#Super Speed|Super Speed]] is simple to use, cheap, fast, and safe, but is very much restricted by terrain since it offers no way to gain altitude. Jetpacks are readily available from the [[P2W Vendor]], largely obviating this downside. It is tricky to travel at ground level because most of the obstacles are there. On the upside, Super Speed grants minor stealth versus computer-controlled enemies. | ||
=== [[ | === [[File:Experimentation_SpeedofSound.png]] Speed of Sound === | ||
:[[Experimentation#Speed_of_Sound|Speed of Sound]] has the same performance as Super Speed, and when it is active you may use Jaunt, an unenhanceable teleportation power with roughly 2/3 the base range of Teleport. However, the [[Speed]] Pool includes the [[Hasten]] power, which is extremely useful if you have strong powers with long cooldowns, and Speed of Sound does not grant the minor Stealth that Super Speed does. | |||
=== [[File:Teleportation Teleport.png]] Teleport === | |||
;Ranged (Location), Self Teleport | ;Ranged (Location), Self Teleport | ||
[[Teleportation#Teleport|Teleport]] is complex to use, | :[[Teleportation#Teleport|Teleport]] is complex to use, can run you out of [[endurance]], and somewhat risky. On the other hand, it is potentially the fastest of all Travel Powers, it is the least affected by [[debuff]]s and [[Status Effect]]s, and it doesn't suffer Suppression. | ||
Activating Teleport gives the player a targeting reticule similar to targeted AoE and Pet Summon powers. Each time the player teleports, | :Activating Teleport gives the player a targeting reticule similar to targeted AoE and Pet Summon powers. Each time the player teleports, they are given a four-second grace period at their new location where they can't fall (but also can't move, except by teleporting again). This grace period exists because the sudden change in location can cause a computer to pause for a few seconds while it redraws the screen. | ||
Some powers, however, do affect this grace period. Firstly, the [[Tanker]] and [[Brute]] powers [[Stone Armor#Granite Armor|Granite Armor]] and [[Stone Armor#Rooted|Rooted]] (from [[Stone Armor]]) will cause the player to start falling immediately (presumably because of the heavy nature of the player). Secondly, characters | :Some powers, however, do affect this grace period. Firstly, the [[Tanker]] and [[Brute]] powers [[Stone Armor#Granite Armor|Granite Armor]] and [[Stone Armor#Rooted|Rooted]] (from [[Stone Armor]]) will cause the player to start falling immediately (presumably because of the heavy nature of the player). Secondly, characters who are flying can also start moving as soon as their screen is refreshed. And finally, characters with [[Leaping#Super Jump|Super Jump]], again available as Mayhem mission reward or temporary power, can Super Jump from the point teleported to if the leap is performed immediately. | ||
A common [[Bind (Slash Command)|bind]] for Teleport is '''/bind LSHIFT+LBUTTON "pow_exec_name Teleport"'''. This combines activating the power and placing the reticule into a single step, activated by shift-left-clicking a location. | :A common [[Bind (Slash Command)|bind]] for Teleport is '''/bind LSHIFT+LBUTTON "pow_exec_name Teleport"'''. This combines activating the power and placing the reticule into a single step, activated by shift-left-clicking a location. | ||
=== [[ | === [[File:Teleportation GroupTeleport.png]] Team Teleport === | ||
;Ranged (Location), Team Teleport | ;Ranged (Location), Team Teleport | ||
:[[Teleportation#Team Teleport|Team Teleport]] behaves just like Teleport, but with less range. Any teammate within range will teleport with the character to the same spot. This can be disorienting to teammates if they are not expecting it. Use with prudence. | :[[Teleportation#Team Teleport|Team Teleport]] behaves just like Teleport, but with less range. Any teammate within range will teleport with the character to the same spot. This can be disorienting to teammates if they are not expecting it. Use with prudence. | ||
==P2W Vendor== | |||
The [[P2W Vendor]] offers a number of ways to improve movement speed. The [[Beast Run]] and [[Ninja Run]] powers are free, and improve running speed considerably and jumping ability somewhat. The [[Jump Pack]] and [[Steam Jump]] powers are free and offer superb vertical mobility for a short time. The basic [[Jetpack]] is cheap at 5,000 [[inf]] for half an hour. The [[Mission Transporter]] and [[Team Transporter|Team Transport Power]] are expensive, but can reduce the need for a travel power by teleporting you directly to your mission. | |||
== Movement == | == Movement == | ||
These powers, though not actual travel powers, do aid in movement from place to place, and some can replace a travel power altogether. None of these powers are subject to Suppression. | |||
None of these powers are subject to Suppression. | |||
=== Sprint === | === [[File:Inherent_Sprint.png]] Sprint === | ||
'''Toggle Self +Speed''' | |||
:[[Sprint]] is an inherent power that slightly boosts run speed. | |||
'' | === [[File:Fitness_Quick.png]] Swift and [[File:Fitness_Hurdle.png]] Hurdle === | ||
[[ | '''Auto Self +Speed +Fly''', '''Auto Self +Jump''' | ||
:[[Fitness#Swift|Swift]] and [[Fitness#Hurdle|Hurdle]] can have an enhancement added to improve performance. Swift slightly boosts flight speed. | |||
=== | === [[File:Flight CombatFlight.png]] Hover === | ||
'''Toggle Self +Fly +Defense''' | |||
:[[Flight#Hover|Hover]]'s base flight speed is somewhat faster than base running, approx. 21.3 mph. Slotting with 3 SO enhancements brings it to 28 MPH, approx same as unenhanced Sprint. By itself, Hover is more a tool for staying outside enemies' melee range than a Travel Power. However, when combined with significant flight speed-boosting powers like [[#Siphon Speed|Siphon Speed]] and [[#Accelerate Metabolism|Accelerate Metabolism]], it can be a viable combat movement power. | |||
'' | === [[File:Jump CombatJump.png]] Combat Jumping === | ||
[[ | '''Toggle Self +Jump +Defense +Resist: Immobilize''' | ||
:[[Leaping#Combat Jumping|Combat Jumping]] uses minimal Endurance and improves combat movement dramatically. | |||
=== | === [[File:KineticBoost_SiphonSpeed.png]] Siphon Speed === | ||
'''Ranged Click Self +Speed +Fly +Recharge FOE -Speed -Fly -Recharge''' | |||
:One application of [[Kinetics#Siphon Speed|Siphon Speed]] will grant a character Super Speed-like ground mobility. Siphon Speed also boosts flight speed and can easily cap Fly. Siphon Speed requires a hostile target and a successful attack against it in order to be used. | |||
'' | === [[File:KineticBoost_SpeedBoost.png]] Speed Boost === | ||
[[ | '''Ranged Click Ally Targeted AoE +Speed +Recharge +Endurance recovery.''' | ||
:[[Kinetics#Speed Boost|Speed Boost]] grants Super Speed-like movement, which can make placement and control of a character difficult for a player who isn't used to such speeds, or who receives them without warning. Fortunately, [[Null the Gull]] can turn off the bonus speed for players who find it uncomfortable. Like Siphon Speed, the +Speed bonus is not affected by Suppression and can allow swift movement from one foe to the next. Very dangerous when Brutes and Scrappers get into [[scrapperlock]], as they can rocket across an entire room to attack, gaining aggro along the way. | |||
=== | === [[File:KineticBoost_InitialReductions.png]] Inertial Reduction === | ||
'''Click PBAoE Ally +Jump''' | |||
:[[Kinetics#Inertial Reduction|Inertial Reduction]] effectively gives the character and those around Super Jump for 60 seconds. There is a noticeable degree of control in mid-air while jumping compared to Super Jump due to the effects of the power. | |||
'' | === [[File:RadiationPoisoning_AccelerateMetabolism.png]] Accelerate Metabolism === | ||
'''Click PBAoE Ally +Damage, +Recharge, +Recovery, +Speed, +Fly''' | |||
:[[Radiation Emission#Accelerate Metabolism|Accelerate Metabolism]]'s speed boost is similar to Swift and Sprint speeds, yet this is still a noticeable increase to movement. With a base recharge of 7 minutes and a duration of only 2, it is not possible for a single character to stack multiple applications without serious extra +Recharge boosts from other characters. However, three or more separate characters with AM can give everyone Super Speed-velocity running and boost Hover to the speed of Fly. | |||
=== | === [[File:SuperReflexes Quickness.png]][[File:ElectricArmor SelfBuffRunSpeed.png]][[File:TrainingandGadgets_MentalTraining.png]][[File:WidowTeamwork_MentalTraining.png]] Quickness, Lightning Reflexes, Mental Training === | ||
'''Auto Self +Speed, +Recharge''' | |||
:*[[Scrapper]]s, [[Stalker]]s, and [[Brute]]s with the [[Super Reflexes]] power set can take [[Super Reflexes#Quickness|Quickness]]. | |||
:*Brutes and Stalkers with [[Electric Armor]] can take a similar power, [[Electric Armor#Lightning Reflexes|Lightning Reflexes]]. | |||
:*[[Arachnos Soldier]]s can take [[Training and Gadgets#Mental Training|Mental Training]] from [[Training and Gadgets]]. | |||
:*[[Arachnos Widow]]s who choose the path of a Night Widow can take [[Widow Teamwork#Mental Training|Mental Training]] from [[Widow Teamwork]]. | |||
:All four powers boost run and flight speeds (among other things) about the same as Swift does. Combined with Swift and Sprint, they could eliminate the need for ground movement travel powers. | |||
'' | == Suppression == | ||
'''Travel Power Suppression''' was implemented by the developers to combat a tactic known as ''jousting'', which involves queuing an attack against a distant enemy and then traveling quickly past it. Due to various delays, the attack will not begin until the attacker is well past the target, potentially leaving him out of range of counterattacks. | |||
To reduce jousting, activating most powers (particularly, those that affect hostile targets) triggers Suppression for 4 seconds. While Suppression is in effect, all speed bonuses from Super Speed disappear, as do all jumping speed and height bonuses from Super Jump. A Flying character remains flying, but his flight speed is reduced to approximately the same as Hover's base speed. Enhancements in the suppressed powers do not reduce Suppression's penalties. Movement speed buffs from other powers remain in effect. | |||
== | == External Links == | ||
*[http://web.archive.org/web/20120904212700/http://boards.cityofheroes.com/showthread.php?t=113385 Movement Guide] by TopDoc | |||
[[Category: | [[Category:Getting Around]] | ||
[[Category: | [[Category:Power Sets| ]] |
Latest revision as of 12:47, 10 October 2021
Overview
Travel Powers are any powers that modify a character's movement to such a degree that they can travel large distances quickly. There are seven Power Pool powers designed primarily for the purpose of personal movement. The four original ones are Fly, Super Jump, Super Speed, and Teleport. The three additional ones offer variations on the original four. Because you can only have four Power Pools, you may make a decision based on the utility of the other powers in the pool; for example, Super Jump might be more attractive than Mighty Leap because Combat Jumping provides excellent mobility in combat, a modicum of defence, and a convenient place to slot some unique IOs.
Other powers provide smaller or temporary travel benefits, or grant them to entire teams. Often the P2W Vendor can provide sufficient mobility to avoid or delay the use of a power pick for a travel power. Peacebringers come with an inherent flight power, and Warshades an inherent teleportation power.
The base speed of travel powers does not change with Level, except inasmuch as more slots and better enhancements may be available.
Most Travel Powers are subject to Suppression after making an action that affects an ally or enemy. Buffs that mimic travel powers (such as Speed Boost and Siphon Speed) are not subject to suppression. Teleport is not subject to suppression.
Travel Power Suppression functions differently in PvP in Arena matches. Teleport is disabled by PvP Suppression. PvP travel suppression is disabled in PvP zones and is off by default in arena matches.
Fly, Super Jump and Super Speed are subject to "hard caps", which means there is a threshold past which nothing will increase the speed at which you travel. Teleport has no "hard cap" due to its nature, though the limit on range bonuses still applies (see the Limits page for more information).
Travel Speeds
Each mode of travel has a different base and maximum speed value. Teleport has the fastest maximum potential, but is greatly dependent on the user's ability to quickly and accurately activate the power to achieve this potential. Running provides the highest movement cap, followed by jumping, and lastly, flying. However, with Afterburner slotted with at least 37% enhancement value, flying exceeds the jumping movement cap.
At any level, Fly can exceed the flight speed cap without being enhanced. However, since Afterburner raises the flight speed cap, enhancements in Fly can still be valuable. In the Combat Attributes Window, a given movement speed turns cyan when it is capped. Super Jump and Super Speed experience more difficulty in reaching their caps, especially at high levels, but ordinarily a second enhancement slot is not needed in either.
The following table lists the base and max speed limits for each movement type at level 50. The base limit is your standard speed cap, but some powers are able to buff that speed cap up to a max speed limit. An example of this is flying speed which has a base fly speed limit of 58.63 mph, but with the use of Afterburner that fly speed limit can increase to as high as 87.95 mph. Takeoff (from Mighty Leap) grants a maximum jumping speed buff of 1.0 scale, which increases the jumping speed limit from 78.18 mph to 92.5 mph (same as the running speed limit). The scale speed translates to movement speed by multiplying its value by 21 feet per second (fps) or 14.3181818 miles per hour (mph). The table below will show units in mph.
Movement Type | Scale (Base) | Scale (Max) | MPH (Base) | MPH (Max) |
---|---|---|---|---|
Flying | 4.095 | 6.1425 | 58.63 | 87.95 |
Leaping | 5.46 | 6.46 | 78.18 | 92.50 |
Running | 6.46 | 6.46 | 92.50 | 92.50 |
Notes:
- Blasters with Energy Manipulation may be able to achieve as much as 312 MPH with Teleport by using Boost Range and Range Enhancements.
- Swift adds 2.93mph fly speed at level 50; with 3 even-level SOs, it adds 5.71mph.
- Swift adds 5.01mph run speed at level 50; with 3 even-level SOs, it adds 9.77mph.
- Hurdle adds 17.83mph jump speed at level 50; with 3 even-level SOs, it adds 29.71mph.
See how Flight Speed is calculated on the Flight Powers article.
Travel Powers
The following is a listing of "formal" Travel Powers. They are all subject to Suppression unless noted otherwise.
Fly
- Toggle. Self +Fly
- Fly is simple to use, safe, and highly maneuverable. Hover is a popular choice for in-combat maneuvering.
Mystic Flight
- Mystic Flight provides the same speed as Fly but does not grant Afterburner for additional speed. However, when in Mystic Flight, it offers an (unenhanceable) teleportation ability with the same base stats as Teleport.
Group Fly
- Toggle. PBAoE Team +Fly -Acc
- Group Fly is slower than Fly, but just as maneuverable. Teammates and Pets will be granted flight. Group Fly does not suffer Suppression; however, it applies a severe ToHit penalty.
Super Jump
- Toggle. Self +Jump
- Super Jump is simple to use, fast, fairly maneuverable, fairly safe, and cheap. Its biggest drawback is the danger of accidentally jumping into a crowd of enemies.
Mighty Leap
- Mighty Leap offers the same performance as Super Jump, and while this power is active you're able to use Stomp, which will knockdown nearby foes. However, Combat Jumping is an extremely useful power in the Leaping Pool.
Super Speed
- Toggle. Self +Speed
- Super Speed is simple to use, cheap, fast, and safe, but is very much restricted by terrain since it offers no way to gain altitude. Jetpacks are readily available from the P2W Vendor, largely obviating this downside. It is tricky to travel at ground level because most of the obstacles are there. On the upside, Super Speed grants minor stealth versus computer-controlled enemies.
Speed of Sound
- Speed of Sound has the same performance as Super Speed, and when it is active you may use Jaunt, an unenhanceable teleportation power with roughly 2/3 the base range of Teleport. However, the Speed Pool includes the Hasten power, which is extremely useful if you have strong powers with long cooldowns, and Speed of Sound does not grant the minor Stealth that Super Speed does.
Teleport
- Ranged (Location), Self Teleport
- Teleport is complex to use, can run you out of endurance, and somewhat risky. On the other hand, it is potentially the fastest of all Travel Powers, it is the least affected by debuffs and Status Effects, and it doesn't suffer Suppression.
- Activating Teleport gives the player a targeting reticule similar to targeted AoE and Pet Summon powers. Each time the player teleports, they are given a four-second grace period at their new location where they can't fall (but also can't move, except by teleporting again). This grace period exists because the sudden change in location can cause a computer to pause for a few seconds while it redraws the screen.
- Some powers, however, do affect this grace period. Firstly, the Tanker and Brute powers Granite Armor and Rooted (from Stone Armor) will cause the player to start falling immediately (presumably because of the heavy nature of the player). Secondly, characters who are flying can also start moving as soon as their screen is refreshed. And finally, characters with Super Jump, again available as Mayhem mission reward or temporary power, can Super Jump from the point teleported to if the leap is performed immediately.
- A common bind for Teleport is /bind LSHIFT+LBUTTON "pow_exec_name Teleport". This combines activating the power and placing the reticule into a single step, activated by shift-left-clicking a location.
Team Teleport
- Ranged (Location), Team Teleport
- Team Teleport behaves just like Teleport, but with less range. Any teammate within range will teleport with the character to the same spot. This can be disorienting to teammates if they are not expecting it. Use with prudence.
P2W Vendor
The P2W Vendor offers a number of ways to improve movement speed. The Beast Run and Ninja Run powers are free, and improve running speed considerably and jumping ability somewhat. The Jump Pack and Steam Jump powers are free and offer superb vertical mobility for a short time. The basic Jetpack is cheap at 5,000 inf for half an hour. The Mission Transporter and Team Transport Power are expensive, but can reduce the need for a travel power by teleporting you directly to your mission.
Movement
These powers, though not actual travel powers, do aid in movement from place to place, and some can replace a travel power altogether. None of these powers are subject to Suppression.
Sprint
Toggle Self +Speed
- Sprint is an inherent power that slightly boosts run speed.
Swift and Hurdle
Auto Self +Speed +Fly, Auto Self +Jump
- Swift and Hurdle can have an enhancement added to improve performance. Swift slightly boosts flight speed.
Hover
Toggle Self +Fly +Defense
- Hover's base flight speed is somewhat faster than base running, approx. 21.3 mph. Slotting with 3 SO enhancements brings it to 28 MPH, approx same as unenhanced Sprint. By itself, Hover is more a tool for staying outside enemies' melee range than a Travel Power. However, when combined with significant flight speed-boosting powers like Siphon Speed and Accelerate Metabolism, it can be a viable combat movement power.
Combat Jumping
Toggle Self +Jump +Defense +Resist: Immobilize
- Combat Jumping uses minimal Endurance and improves combat movement dramatically.
Siphon Speed
Ranged Click Self +Speed +Fly +Recharge FOE -Speed -Fly -Recharge
- One application of Siphon Speed will grant a character Super Speed-like ground mobility. Siphon Speed also boosts flight speed and can easily cap Fly. Siphon Speed requires a hostile target and a successful attack against it in order to be used.
Speed Boost
Ranged Click Ally Targeted AoE +Speed +Recharge +Endurance recovery.
- Speed Boost grants Super Speed-like movement, which can make placement and control of a character difficult for a player who isn't used to such speeds, or who receives them without warning. Fortunately, Null the Gull can turn off the bonus speed for players who find it uncomfortable. Like Siphon Speed, the +Speed bonus is not affected by Suppression and can allow swift movement from one foe to the next. Very dangerous when Brutes and Scrappers get into scrapperlock, as they can rocket across an entire room to attack, gaining aggro along the way.
Inertial Reduction
Click PBAoE Ally +Jump
- Inertial Reduction effectively gives the character and those around Super Jump for 60 seconds. There is a noticeable degree of control in mid-air while jumping compared to Super Jump due to the effects of the power.
Accelerate Metabolism
Click PBAoE Ally +Damage, +Recharge, +Recovery, +Speed, +Fly
- Accelerate Metabolism's speed boost is similar to Swift and Sprint speeds, yet this is still a noticeable increase to movement. With a base recharge of 7 minutes and a duration of only 2, it is not possible for a single character to stack multiple applications without serious extra +Recharge boosts from other characters. However, three or more separate characters with AM can give everyone Super Speed-velocity running and boost Hover to the speed of Fly.
Quickness, Lightning Reflexes, Mental Training
Auto Self +Speed, +Recharge
- Scrappers, Stalkers, and Brutes with the Super Reflexes power set can take Quickness.
- Brutes and Stalkers with Electric Armor can take a similar power, Lightning Reflexes.
- Arachnos Soldiers can take Mental Training from Training and Gadgets.
- Arachnos Widows who choose the path of a Night Widow can take Mental Training from Widow Teamwork.
- All four powers boost run and flight speeds (among other things) about the same as Swift does. Combined with Swift and Sprint, they could eliminate the need for ground movement travel powers.
Suppression
Travel Power Suppression was implemented by the developers to combat a tactic known as jousting, which involves queuing an attack against a distant enemy and then traveling quickly past it. Due to various delays, the attack will not begin until the attacker is well past the target, potentially leaving him out of range of counterattacks.
To reduce jousting, activating most powers (particularly, those that affect hostile targets) triggers Suppression for 4 seconds. While Suppression is in effect, all speed bonuses from Super Speed disappear, as do all jumping speed and height bonuses from Super Jump. A Flying character remains flying, but his flight speed is reduced to approximately the same as Hover's base speed. Enhancements in the suppressed powers do not reduce Suppression's penalties. Movement speed buffs from other powers remain in effect.
External Links
- Movement Guide by TopDoc