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Post by okkam on Jul 22, 2011 15:17:35 GMT -5
I'm really new to CO. I've dabbled in it, but just recently started to really dive in and get to know the game. One thing that I was wondering was are there any specific combat applications for specific travel powers? I noticed for example, that when I have rocket boots turned on, the enemy can knock me back, but I don't fall down and take damage. Are there other things that work in that fashion? What about acrobatics and superjump/rocket jump? I've noticed a lot of tank builds seem to use acrobatics, but I didn't see anything in the power description that indicated why other than personal preference.
Any input would be appreciated
Thanks!
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Post by PoochieHellhound on Jul 22, 2011 15:46:08 GMT -5
The advantages of some Travel Powers a big draw. Mainly Acrobatics w/ Versatility (Increases your speed when you're hit) or Swinging w/ Flippin'! (Dodge Buff when the power is active.)
Others are useful for dodging fall damage, flying powers and Superjump being the most used out of those.
Teleport is the best combat power there is, solely for the ability to phase out and not take any damage while you escape, and starting at full speed, as well as skipping mobs in instances.
But most Travel Powers are mainly thematic.
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Post by Stately Buff-Cookie on Jul 22, 2011 15:47:07 GMT -5
Acrobatics provides good movement in combat(as in not snail pace) while not being intrusive to combat. It doesn't totally shut down in combat. It's cheap to run. That would probably be why.
Past that, teleport. It's the number one bail out power for a fight you know you can't win.
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Post by Brick on Jul 22, 2011 18:18:27 GMT -5
Past that, teleport. It's the number one bail out power for a fight you know you can't win. Teleport, or as I like to call it, the minmaxer's best friend.
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Post by lunar on Jul 23, 2011 9:11:25 GMT -5
Teleport is the best combat power there is, solely for the ability to phase out and not take any damage while you escape, Myth^^"
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Post by PoochieHellhound on Jul 23, 2011 9:53:16 GMT -5
Teleport is the best combat power there is, solely for the ability to phase out and not take any damage while you escape, Myth^^" Nah, it's pretty easy to be unkillable in PvE if you know how outside of Lairs.
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Post by lunar on Jul 23, 2011 10:42:33 GMT -5
IF you need tp its usualy to late anyway^^"
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Post by PoochieHellhound on Jul 23, 2011 10:44:39 GMT -5
IF you need tp its usualy to late anyway^^" That makes no sense. If you use TP when you know you can't win in enough time before you'll be defeated, you can't be defeated. It just takes knowing when you have to use it. My main point was that it is the most useful, and most used, combat power, thanks to its ability to surpass enemies and flee.
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Post by lunar on Jul 23, 2011 11:08:41 GMT -5
IF you need tp its usualy to late anyway^^" That makes no sense. If you use TP when you know you can't win in enough time before you'll be defeated Which works just as fine (or better) with versality^^"
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Post by PoochieHellhound on Jul 23, 2011 11:17:19 GMT -5
That makes no sense. If you use TP when you know you can't win in enough time before you'll be defeated Which works just as fine (or better) with versality^^" That seems statistically unlikely, but as I have insufficient personal experience on the matter, I won't argue with it. The reason everybody take Teleport instead may be because it doesn't take Advantage Points to do fill the same purpose.
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Post by Stately Buff-Cookie on Jul 23, 2011 16:12:09 GMT -5
Oh sure, you could just run away with other travel powers, but TP provides an immediate bailout. You can ditch right at the moment you know you won't win. It lets you cut battles close.
With anything else, you have to bail earlier. Before you're absolutely sure.
You could do that just by plain normal running too though.
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Post by lunar on Jul 23, 2011 18:59:07 GMT -5
Oh sure, you could just run away with other travel powers, but TP provides an immediate bailout. You can ditch right at the moment you know you won't win. It lets you cut battles close. With anything else, you have to bail earlier. Before you're absolutely sure. You could do that just by plain normal running too though. Yes, and no, the thing with teleport is, you have no restriction on direction. However, not bein able to use powers, makes it THE best, and THE worst escape, at the same time.
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Post by Stately Buff-Cookie on Jul 23, 2011 19:04:27 GMT -5
I suppose if you have other OH SHIII- buttons, that would be a bad thing? Though if you have such an effective bailout ALREADY, you don't need to pick a travel power just to do it.
ATs tend not to get such a thing. Not till a decent ways in.
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Post by lunar on Jul 23, 2011 19:09:11 GMT -5
I suppose if you have other OH SHIII- buttons, that would be a bad thing? Though if you have such an effective bailout ALREADY, you don't need to pick a travel power just to do it. ATs tend not to get such a thing. Not till a decent ways in. It doesn't have to be an ''oh *censored*'' button, it could even be lunge for all I care:)
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Post by Stately Buff-Cookie on Jul 23, 2011 20:14:56 GMT -5
...why do you need to lunge back in if you are bailing out of a fight?
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