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Post by The Witch of Njombe on Mar 23, 2011 17:32:27 GMT -5
In general, people seem to overwhelmingly recommend Teleport as first travel power and "whatever" as second. It's a first-rate escape route (if you're not stuck in cooldown) and good for dropping surprise AOE attacks in the middle of groups.
There are some archetypes and tactics where people have made other travel powers work out okay -- but more cases where not having Teleport means you're going to fail more.
For RP and variety reasons, I would prefer not to have *all* my characters pick Teleport at level 6. I'm wondering what sorts of characters work well with the *other* travel powers?
Super Jump and Acrobatics are just fun, and I really would like to get Flight working usefully with something...
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Post by Dewey on Mar 23, 2011 18:48:21 GMT -5
Honestly I think they're going about the teleport balancing all wrong. All they've done is make it a pain in the butt to use. It's still easily the most effective travel power. Usually people's biggest concern with it is its overpoweredness in PvP. I think a simple fix to it would be to decrease the teleport time significantly when in PvP combat, and also make the player visible but untargetable.
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Post by knowledge3754 on Mar 23, 2011 22:55:02 GMT -5
I'd be fine with them nerfing teleport for PvP and leaving it alone for PvE. To the OP, I've only used teleport, acrobatics, and superjump, and they all work fine with any character as long as the toon's theme is still intact. I'm not a fan of retreating from battles so often, especially since dying doesn't hurt much at all in this game. Just pick what you want and have fun
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Post by KenpoJuJitsu3 on Mar 24, 2011 8:42:02 GMT -5
I haven't had an issue with any of the travel powers so far and I have all of them accounted for between all of my toons. That said...as far as using them in combat any flight power, except ice slide, is fairly easy and rewarding to use in combat to add a 3rd dimension to the combat. Acrobatics is good as well and the advantage on swinging makes it a great addition for freefrom builds that plan to use dodge as defense but don't plan to use lightning reflexes. I'd be fine with them nerfing teleport for PvP and leaving it alone for PvE. If only they were willing (or able may be the case, IDK) to have powers work differently in PvP as opposed to PvE. Although, for every change so far someone thinks is related to "fixing" a power for PvP I can point out why it's just as broken in PvE.
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Post by tkolter on Mar 24, 2011 9:01:23 GMT -5
I favor the Hover Disk for me its a simple reason flight maneuverability and escape speed are balanced its not as good in the first case over Flight but is a decisive advantage in combat PvE. Since I don't do PvP often its less of an issue as in running if I have to. At Level 20 the boost in speed is even handier.
For me my Inventor has one since she is a child genius and needs to RIDE something being Red Riding Hood.
For my Specialist its for combat advantaqe in PvE for more speed getting around and escaping and being a technical device she borrowed it from VIPER.
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Post by The Witch of Njombe on Mar 24, 2011 9:54:42 GMT -5
I wound up going gold and playing with all the available travel powers a little in the Powerhouse, and it's expanded my perspective a bit. In many ways I feel *less* mobile in PVE with Flight than with other powers, but my new character floats in and unleashes AOE electric freakouts, so it's not a big factor. I don't think I'd want to do melee or anything where positioning is more important with Flight. Rocket Boots are a little too Iron Man clone for me, the big glare obstructs your view more than regular Flight, and given how big and bright the flare is it seems weird that there's no sound with it. Rocket Jump is more fun I did like Hover Disk, and I expect I'll be using it on another character very soon. Swinging is kind of crazy to control -- I imagine it takes a bit of practice to get it down -- but is made up for by fun factor. I can see how the dodge advantage would be pretty handy.
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Post by TheBlueRabbit on Mar 24, 2011 17:35:37 GMT -5
.... I don't think I'd want to do melee or anything where positioning is more important with Flight. Yeah. Using melee attacks with flight active is sketchy at best, and downright broken at worst (mostly with any lunge-based power) from what I've found.
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Post by ghostjghost on Mar 28, 2011 20:20:47 GMT -5
I like the tunneling power, its very useful for avoiding the small fry mobs in instanced areas, saves me a lot of effort running through the civilian given missions.
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Post by The Witch of Njombe on Mar 29, 2011 10:03:12 GMT -5
I'm finding I really like Swinging. It's still a little bit wild, but with practice I'm getting better at:
-- gaining height without traveling too far horizontally -- dealing with low ceilings and odd ramps and such -- landing approximately where I want to. (One thing that helps: the first jump from the ground is much like the Acrobatics jump, and easier to control than the swing itself.)
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Post by mollycollie on Apr 10, 2011 13:09:40 GMT -5
I love acrobatics with my bouncy beastie blade Border Collie Boy. Just travelling is fun-- maybe not as easy as flying, but leaping from rooftop to rooftop just feels so RP right.
I will admit that I'm having difficulty making it work in combat as well as I'd like. When I get in trouble, he doesn't seem to bounce away as easily as I'd like-- is there a trick to this, or is it a practice thing?
As a complete aside, one of the few issues I have with this game so far is the enemy's ability to shoot through walls. Makes acro avoidance even harder. Like last night, I was having some trouble in the sewers, ducked around the corner and saw an arsonist's molotov literally fly through the wall at me. Guess I just have to move faster next time.
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Post by PoochieHellhound on Apr 10, 2011 13:20:00 GMT -5
I love acrobatics with my bouncy beastie blade Border Collie Boy. Just travelling is fun-- maybe not as easy as flying, but leaping from rooftop to rooftop just feels so RP right. I will admit that I'm having difficulty making it work in combat as well as I'd like. When I get in trouble, he doesn't seem to bounce away as easily as I'd like-- is there a trick to this, or is it a practice thing? As a complete aside, one of the few issues I have with this game so far is the enemy's ability to shoot through walls. Makes acro avoidance even harder. Like last night, I was having some trouble in the sewers, ducked around the corner and saw an arsonist's molotov literally fly through the wall at me. Guess I just have to move faster next time. That has to do with the power detecting whether it will hit or not upon activation. Moving behind a wall mid-animation won't help that unless the power literally checks every centisecond, from activation to hit, which still wouldn't work if there was latency issues. So, basically, if you move before he throws the molotov, you're safe, otherwise, that attack will hit, but he will have to move if he wants to hit you again.
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Tom Quantum
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Posts: 20
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Post by Tom Quantum on Apr 10, 2011 13:33:31 GMT -5
The only issue I have is with flight and pure melee characters, I find it to be a poor combination since lunges don't overcome the innate air resistance of flying powers and as such they don't bring you into melee range.
But I've used everything else including Swinging on melee characters and it works fine, and ranged or mixed ranged/melee characters I've found work fine with any of the travel powers
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Post by melkathi on Apr 10, 2011 13:49:47 GMT -5
I actually have two toons that use tunneling as their primary TP...
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Post by puritas on Apr 10, 2011 18:16:14 GMT -5
Rocket jump/superjump can be used in interesting ways for PvP for some ATs (Inventory, Behe) Superjump also has the bonus effect of added resistance to holds.
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Post by KenpoJuJitsu3 on Apr 10, 2011 18:44:46 GMT -5
Rocket jump/superjump can be used in interesting ways for PvP for some ATs (Inventory, Behe) Superjump also has the bonus effect of added resistance to holds. If only the hold resistance in this game actually worked the way it's supposed to.
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