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Apostle
Site Admin

Joined: 24 Nov 2006
Posts: 62
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Posted:
Sun Dec 03, 2006 1:38 am |
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Alright, I want to point out the obvious advantages, and disadvantages to travel powers, to help you guys choose the one that is right for you.
Super Speed (SS) -
Advantages:
The second fastest travel power
Low end cost
Great for ground travel
Hasten helps like crazy also
Easy to use inside mishes
Disadvantages:
Sucks for traveling over height objects
Super Jump (SJ) -
Advantages:
Great ground travel, and over height travel
Fast on any terrain
Low end cost
Disadvantages:
Combat Jump/Jump Kick suck cause they can't be used with SJ that good
Can't be used good in mishes
Teleportation (TP) -
Advantages:
FASTEST travel power at a high level
Goes great with TP friend, or TP foe, both VERY useful
Good idea for a controller, or defender
Disadvantages:
VERY HIGH end cost
TP friend becomes useless when everyone has a travel power
Fly (none) -
Advantages:
GREAT over ANY terrain, the most versatile travel power
Air Superiority is great for knocking others out
Hover is good for ranged Heroes
Disadvantages:
High end cost when left on at early levels
Slowest travel power
If you have anything you would like to add post below, and I will edit it.  |
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Querx

Joined: 26 Nov 2006
Posts: 29
Location: Georgia
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Posted:
Sun Dec 03, 2006 4:11 am |
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Not much -- what I use depends on the character -- Scrappers and tankers usually end up with combat jumping and then super leap. The combat jumping helps with defense, and doesn't eat up end.
Controllers, blasters and defenders tend to get hover and then Flight. Defense, keeps them out of melee range. Speed is a problem on hover if the battle tends to move around - so unless kinetics is on the character, it usually gets additional slots for flight speed.
I've used superspeed occasionally on scrappers, but little else. Traversing zones like Boomtown and Faultline have ALWAYS been a problem for them. But now with safeguard missions to give us zero g packs and the like, less so. Not to mention Good vs. Evil rocket packs.
Teleport I've almost never used as a travel power... mainly because it almost forces you to get HOVER as well, so you end up tieing up 3 powers early on just to make teleport workable...
At least in my humble opinion... |
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Apostle
Site Admin

Joined: 24 Nov 2006
Posts: 62
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Posted:
Sun Dec 03, 2006 4:23 am |
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IMO, SS + TP = WIN!
Super Speed is good for getting around, and Teleport helps getting above walls, and Teleport Friend ALWAYS helps.  |
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Smilez
Joined: 03 Dec 2006
Posts: 8
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Posted:
Sun Dec 03, 2006 5:16 am |
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Super Speed and Super Jump together are best for me. They are fun and look the coolest IMO ... Teleportation is... boring ish to me 8) |
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Querx

Joined: 26 Nov 2006
Posts: 29
Location: Georgia
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Posted:
Sun Dec 03, 2006 3:52 pm |
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I guess I'm too eager to get new powers to waste more than two slots on travel. That's why I've liked all the new temp powers sooo much. |
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Adorai

Joined: 29 Nov 2006
Posts: 5
Location: MD currently
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Posted:
Mon Dec 04, 2006 1:41 am |
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I dunno I think TP Friend is good at all lvls, I mean you try doing a shadow shard TF without it sometime... |
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