Travel Powers: Difference between revisions
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==Overview== | ==Overview== | ||
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Revision as of 16:46, 4 March 2006
Overview
Travel
Fly
Slow, Safe and expensive, will drain endurance while active.
Group Fly
Slow, Safe and expensive, will drain endurance while active. Teammates and pets can travel with you.
Super Jump
Relatively safe and very cheap. Good air control.
Super Speed
Fast and cheap, no vertical component
Teleport
Fastest and can be most dangerous, drains endurance with each activation. Computer rendering lag or Server network lag can cause you to drop from great heights right into a spawn of +17's.
Team Teleport
Fast, but difficult to use. If you're bringing teammates along, your endurance usage spikes, and you can run out in less than 3 jumps.
Movement
Swift
Auto power, permanently increases run speed comparable to Sprint, but with no endurance usage. Combined with Quickness, can eliminate need for ground movement travel powers. Combined further with Hurdle and Combat Jumping can produce some impressive movement
Sprint
Inherent power.
Hurdle
Auto power, permanently increases Jump Height, as well as forward momentum while jumping. Hurdle + Sprint can make getting around at low levels a lot less painful. Hurdle and Combat Jumping or Super Jump stack quite well.
Hover
Toggle, +fly. Hover's base flight speed is somewhere around 3MPH. Compare that with normal running speed 14MPH. 4 slotted SO's bring Hover's flight speed to 17MPH. Sprint's base speed is 20MPH.
Initially, Hover is frustrating as you are essentially stationary while it is active. However you can get out of Melee with it and survive a bit longer.
Combined with any +Speed buff (Siphon Speed, Accelerate Metabolism) and it becomes a viable combat movement power. 2 Siphon Speeds bring unslotted hover up to Fly speeds.
It is recommended to have a quick way to turn Hover on and off. Either having it in a convenient slot or having a /bind to turn it on and off.
/bind H "powexec_name Hover"
Pressing H while Hover is active will turn it off, and vice versa
Combat Jumping
Toggle, +jump, +defense, resist: immobilize.
Combat Jumping uses minimal endurance, and improves combat movement dramatically.
Siphon Speed
Targeted Click, +speed +recharge FOE -speed -recharge.
1 application of Siphon Speed will grant you Super Speed like mobility that isn't affected by Suppression. Siphon Speed also affect Flight Speed and can easily cap it.
Siphon Speed requires a target and a succesful hit in order to be used. It's buff applies to itself, so it is possible to stack, and can easily cap ground speed for a short time.
Speed Boost
Targeted Click, Ally +speed +recharge +endurance recovery.
This is a buff you apply or recieve, and is effectively Siphon Speed.
Inertial Reduction
Click Self and team buff. +jump
Effectively gives you and those around you Super Jump for 45 seconds.
Accelerate Metabolism
Click team buff. +damage, +recharge, +recovery, +runspeed, +fly(separate from run speed)
Not quite as fast as Speed Boost, but give a noticable increase to movement.
Duration is 2 minutes and recharge is 7 minutes, so it is not possible to self stack. However on a team, 3 or more of these and you've got Super Speed and Fly movement capabilities.
Quickness
Suppression
The main 3 Travel Powers, Fly, Super Jump, and Super Speed, are all subject to what's called Suppression.
Before Supression, Heroes used to be able to 'Joust'. Imagine haveing Super Speed, running up to someone and attacking them, and then running away at full speed. By the time your target has reacted, you are out of range.
Suppression will decrease your movement speed to match base speeds for several seconds (long enough for your foe to retaliate). Super Speed to normal running speed. Fly to unslotted Hover speeds. Super Jump to normal jumping. Recently Teleport has been added, though not using the same code.