Post by williamgeorge on Sept 3, 2011 20:21:06 GMT -5
A quick search doesn't bring much up on this topic aside from pairing it with the archetypes...
There's a thread about the free ATs for Silver players looking into their options before committing a slot to a character type. I thought something for the free travel powers might be good as well. At least I know I was looking for this information a while back and had to trial and error my way, so I thought this might be useful. Maybe someone can add their two cents about them and the pay-for travel powers as well?
(Needless to say, this is all subjective and the views of other players may differ.)
All around useful
Acrobatics- It seems to me to be a good middle ground power. You're fast, can jump high, and it helps you in combat. I think it's a good go-to power for most all of the archetypes as far as theme goes as well.
(It's also a good secondary travel power if you're looking for something for indoor missions and your other powers just send you into walls or mobs before you're ready when you use them.)
Both flight powers- Sometimes I want the ability to get from point A to point B without running the risk of getting lost in the terrain, or passing through swarms of enemies that provide little reward for fighting them. Taking to the sky, tapping the R key, and relaxing while you're heading where you're going is great.
And you have to relax because flight seems a bit on the slow side. You can use the time to go make a sandwich.
But, jet packs are both cool, and faster than normal flight. SOLD!
Fits a theme
Super Speed- While it does give you some help in combat and gets you to where you're going lickidy split, I find the environments will sabotage you as you're using it. Monster Island is filled with camera-blocking plant life that doesn't let you see the group of Manimals until you're in the middle of them. And Canada and the desert both have a lot of little hills that launch you past your enemies and into another group of them. This usually leads to you getting beaten to a pulp.
Adding another rank just sends you further when you overshoot. But man, is it fast crossing maps.
(Assuming you don't get turned around and wind up running the wrong way while trying to get around landscape you can't cross.)
Teleport- I don't like it, personally. Constant tapping. Constant falling damage if you don't time it right. And unless you're in an open area with things you can hide behind so you can heal up, or up against enemies with weak distance attacks, it's only of minor use as an escape from fights that are going badly.
But it looks cool and it is fast. Good for avoiding crowds as well.
Megaman's top spin
Super Jump- More like Super "take falling damage and smacking into the ceiling all the time" Jump.
Update: I've given Superjump a more serious go around because it fit with the theme of my Devastator better. I've found that once you can get it to Rank 2 it really shines as a travel power.
Falling damage happens far less often, and when it does it's barely worth noticing. And most of the time the enemies don't notice you because you're usually gone before they've fully spawned. Also, there's very little in the maps you can't jump over or on. That with the high speed, it's worth a spin.
But if you get nausea easily, the power will have you reaching for your pills pretty quickly.
There's a thread about the free ATs for Silver players looking into their options before committing a slot to a character type. I thought something for the free travel powers might be good as well. At least I know I was looking for this information a while back and had to trial and error my way, so I thought this might be useful. Maybe someone can add their two cents about them and the pay-for travel powers as well?
(Needless to say, this is all subjective and the views of other players may differ.)
All around useful
Acrobatics- It seems to me to be a good middle ground power. You're fast, can jump high, and it helps you in combat. I think it's a good go-to power for most all of the archetypes as far as theme goes as well.
(It's also a good secondary travel power if you're looking for something for indoor missions and your other powers just send you into walls or mobs before you're ready when you use them.)
Both flight powers- Sometimes I want the ability to get from point A to point B without running the risk of getting lost in the terrain, or passing through swarms of enemies that provide little reward for fighting them. Taking to the sky, tapping the R key, and relaxing while you're heading where you're going is great.
And you have to relax because flight seems a bit on the slow side. You can use the time to go make a sandwich.
But, jet packs are both cool, and faster than normal flight. SOLD!
Fits a theme
Super Speed- While it does give you some help in combat and gets you to where you're going lickidy split, I find the environments will sabotage you as you're using it. Monster Island is filled with camera-blocking plant life that doesn't let you see the group of Manimals until you're in the middle of them. And Canada and the desert both have a lot of little hills that launch you past your enemies and into another group of them. This usually leads to you getting beaten to a pulp.
Adding another rank just sends you further when you overshoot. But man, is it fast crossing maps.
(Assuming you don't get turned around and wind up running the wrong way while trying to get around landscape you can't cross.)
Teleport- I don't like it, personally. Constant tapping. Constant falling damage if you don't time it right. And unless you're in an open area with things you can hide behind so you can heal up, or up against enemies with weak distance attacks, it's only of minor use as an escape from fights that are going badly.
But it looks cool and it is fast. Good for avoiding crowds as well.
Megaman's top spin
Super Jump- More like Super "take falling damage and smacking into the ceiling all the time" Jump.
Update: I've given Superjump a more serious go around because it fit with the theme of my Devastator better. I've found that once you can get it to Rank 2 it really shines as a travel power.
Falling damage happens far less often, and when it does it's barely worth noticing. And most of the time the enemies don't notice you because you're usually gone before they've fully spawned. Also, there's very little in the maps you can't jump over or on. That with the high speed, it's worth a spin.
But if you get nausea easily, the power will have you reaching for your pills pretty quickly.