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(Travel: +stuff (power images and biased descriptions))
(Added see also to link purchasable travel powers. Not sure why they aren't in this article, but they should at least be linked.)
 
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== Overview ==
 
== Overview ==
'''Travel Powers''' are any power that modifies your characters movement to such a degree that you can travel large distances quickly. There are 4 powers that were designed for this purpose.
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'''Travel Powers''' are any powers that modify a character's movement to such a degree that he can travel large distances quickly. There are four [[Power Pools]] powers designed primarily for the purpose of personal movement. Other powers provide smaller or temporary travel benefits, or grant them to entire teams.
*Travel Power's base speed scales with level.
+
*There are flight and run speed caps in place. Their values are subject to debate. One [[Hero Planner]] indicates that run speed (Super Speed) caps at 100 mph.
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*Travel Powers are subject to [[#Suppression|Suppression]]
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The following table lists these 4 powers along with travel speeds in MPH. First at Level 14 when you can first acquire them. Then at Level 50. Then theoretical speeds with 3 [[Enhancements#Single-Origin_Enhancements|Single-Origin]] enhancements (at level 50).
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The base speed of Flight, Super Jump, and Super Speed increases with [[Level]]. Teleportation "speed" (range) does not increase with level since its "speed" is tied to the [[enhancements]] slotted in it, [[Invention Origin Enhancement Set Bonuses|set bonuses]], and [[buff]]s applied to the character.
{| align="center" border="2" cellspacing="0" cellpadding="2"
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! align="left"| Power
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Most Travel Powers are subject to [[#Suppression|Suppression]] after making an action that affects an ally or enemy. Buffs that mimic travel powers (such as Speed Boost and Siphon Speed) are not subject to suppression. Teleport is not subject to suppression.
! Speed @ 14
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! Speed @ 50
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Travel Power Suppression functions differently in [[Player_vs_Player#Travel_Suppression|PvP]], both in [[PvP Zones]] and in [[Arena]] matches. Teleport is affected by PvP Suppression. Buffs that mimic travel powers (such as Speed Boost and Siphon Speed) are not subject to PvP Travel Suppression.
! Enhanced @ 50
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 +
Fly, Super Jump and Super Speed are subject to "hard caps", which means there is a threshold past which nothing will increase the speed at which you travel. Teleport has no hard cap due to its nature.
 +
{{clr}}
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 +
== Travel Speeds ==
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Each mode of travel has a different base and maximum speed value. Teleport has the fastest maximum potential, but is greatly dependent on the user's ability to quickly and accurately activate the power to achieve this potential. Running provides the highest movement cap, followed by jumping, and lastly, flying. However, with [[Flight#Afterburner|Afterburner]] slotted with at least 37% enhancement value, flying exceeds the jumping movement cap.
 +
 
 +
The following table lists the four main Travel Powers and their comparative speeds in MPH, first at Level 6, then Level 14, then at Level 50, followed by Level 50 with 1, 2, and 3 Level 50 Single-Origin [[Enhancements]] (applying [[Enhancement Diversification]] as necessary); the final number listed is the hard cap at Level 50. {{color|red|Red numbers}} indicate that the Speed Cap is already exceeded and the actual speed will be lowered to the cap. At lower levels, the cap will also be lower.
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{| align="center" class="wikitable"
 +
! align="left"| Power !! Base @ 1 !! Base @ 6 !! Base @ 14 !! Base @ 50 !! 1 SO @ 50 !! 2 SO @ 50 !! 3 SO @ 50 !! Hard Cap
 
|-
 
|-
! align="left"| Fly
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| align="left"| '''Fly''' || align="right"| {{red|59.64}} || align="right"| {{red|60.35}} || align="right"| {{red|61.50}} || align="right"| {{red|66.65}} || align="right"| {{red|73.17}} || align="right"| {{red|79.68}} || align="right"| {{red|85.20}} || align="right"| 58.63
| align="right"| 28.72
+
| align="right"| 33.87
+
| align="right"| 52.44
+
 
|-
 
|-
! align="left"| Super Jump
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| align="left"| '''Super Jump''' || align="right"| 42.96 || align="right"| 43.67 || align="right"| 44.82 || align="right"| 49.97 || align="right"| 61.85 || align="right"| 73.74 || align="right"| {{red|83.84}} || align="right"| 78.18
| align="right"| 50.37
+
| align="right"| 55.97
+
| align="right"| 89.80
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|-
 
|-
! align="left"| Super Speed
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| align="left"| '''Super Speed''' || align="right"| 50.12 || align="right"| 51.59 || align="right"|  53.94 || align="right"| 64.43 || align="right"| 81.13 || align="right"| {{red|97.84}} || align="right"| {{red|112.04}} || align="right"| 92.5
| align="right"| 59.96
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| align="right"| 70.45
+
| align="right"| 118.02
+
 
|-
 
|-
! align="left"| Teleport
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| align="left"| '''Teleport''' || align="right"| 102.27 || align="right"| 102.27 || align="right"| 102.27 || align="right"| 102.27 || align="right"| 122.73 || align="right"| 143.18 || align="right"| 159.55 || align="right"| N/A
| align="right"| 102.27
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| align="right"| 102.27
+
| align="right"| 159.55
+
 
|}
 
|}
''NOTE:'' Blasters with [[Energy Manipulation]] may be able to achieve as much as 312 mph using Power Boost and Boost Range in combination with Teleport.<br>
 
  
== Travel ==
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'''Notes:'''
The following is a semi-biased listing of Travel Powers.
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*[[Blaster]]s with [[Energy Manipulation]] may be able to achieve as much as 312 MPH with Teleport by using [[Energy Manipulation#Boost Range|Boost Range]] and Range Enhancements.
=== [[Image:Flight TravelFlight.png]] Fly ===
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*Some of the enhancements listed above are wasted due to the hard caps of each travel power (except Teleport). Speeds hitting hard-cap thresholds are listed in {{red|red}}.
 +
**Flight Speed is capped across all levels without any enhancement added, after a buff in [[Issue 18]]
 +
***[[Flight#Afterburner|Afterburner]] increases the flight speed cap to 73mph with no enhancements slotted; with 3 even-level SOs, the flight speed cap increases to 86.5mph. Afterburner cannot increase the cap beyond 87.95mph.
 +
*[[Fitness#Swift|Swift]] adds 2.93mph fly speed at level 50; with 3 even-level SOs, it adds 5.71mph.
 +
*Swift adds 5.01mph run speed at level 50; with 3 even-level SOs, it adds 9.77mph.
 +
*[[Fitness#Hurdle|Hurdle]] adds 17.83mph jump speed at level 50; with 3 even-level SOs, it adds 29.71mph.
 +
 
 +
See how Flight Speed is calculated on the [[Flight Powers#Flight Speed|Flight Powers]] article.
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 +
== Travel Powers ==
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The following is a listing of “formal” Travel Powers. They are all subject to Suppression unless noted otherwise.
 +
 
 +
=== [[File:Flight TravelFlight.png]] Fly ===
  
 
;Toggle. Self +Fly
 
;Toggle. Self +Fly
:[[Flight#Fly|Fly]] is slow, safe, and highly maneuverable, however it is very expensive.
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:[[Flight#Fly|Fly]] is simple to use, safe, and highly maneuverable, but expensive in Endurance and relatively slow.
  
=== [[Image:Flight GroupFly.png]] Group Fly ===
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=== [[File:Flight GroupFly.png]] Group Fly ===
  
 
;Toggle. PBAoE Team +Fly -Acc
 
;Toggle. PBAoE Team +Fly -Acc
:[[Flight#Group Fly|Group Fly]] is slower than Fly, but just as maneuverable. Teammates and Pets in the 'gaseous nebula' it creates will be granted fly. If the ally moves out of the nebula they will still fly for another 5-10(?) seconds.
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:[[Flight#Group Fly|Group Fly]] is slower than Fly, but just as maneuverable. Teammates and Pets in the 'gaseous nebula' it creates will be granted flight. Allies remain flying for 10 seconds after leaving the nebula. Group Fly does not suffer Suppression; however, it applies a severe ToHit penalty.
:However accuracy is reduced 20%.
+
  
=== [[Image:Jump LongJump.png]] Super Jump ===
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=== [[File:Jump LongJump.png]] Super Jump ===
  
 
;Toggle. Self +Jump
 
;Toggle. Self +Jump
:[[Leaping#Super Jump|Super Jump]] is relatively safe and very cheap. Good air control while jumping, be careful where you land.
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:[[Leaping#Super Jump|Super Jump]] is simple to use, fast, fairly maneuverable, fairly safe, and cheap. Its biggest drawback is the danger of accidentally jumping into a crowd of enemies.
  
=== [[Image:SuperSpeed SuperSpeed.png]] Super Speed ===
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=== [[File:SuperSpeed SuperSpeed.png]] Super Speed ===
  
 
;Toggle. Self +Speed
 
;Toggle. Self +Speed
:[[Speed#Super Speed|Super Speed]] is fast and cheap, no vertical component. Super Speed also grants minor stealth.
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:[[Speed#Super Speed|Super Speed]] is simple to use, cheap, fast, and safe, but is very much restricted by terrain since it offers no way to gain altitude. However, when coupled with Super Jump, or even Combat Jumping, (If you are willing to risk taking the extra power needed for Super Jump) Super Speed is very fast and you can jump great distances. On the upside, Super Speed grants minor stealth versus computer-controlled enemies.
  
=== [[Image:Teleportation Teleport.png]] Teleport ===
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=== [[File:Teleportation Teleport.png]] Teleport ===
  
 
;Ranged (Location), Self Teleport
 
;Ranged (Location), Self Teleport
:[[Teleportation#Teleport|Teleport]] can be the fastest as well as the most dangerous. It can drain endurance to zero when unenhanced if there are multiple teleports in succession. Activating Teleport gives the user a targetting reticule similar to targetted AoE and Pet Summon powers. Each time you teleport, you are granted almost immobile Fly for 5(?) seconds, sometimes called a 'grace period'. This grace period exists because the sudden change in location can cause a computer to pause for a few seconds while it redraws the screen.
 
:A common bind for teleport is '''/bind LSHIFT+LBUTTON "pow_exec_name Teleport"''' which will both activate Teleport and click the location the user wants to teleport to. Hold down SHIFT and keep clicking.
 
  
=== [[Image:Teleportation GroupTeleport.png]] Team Teleport ===
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:[[Teleportation#Teleport|Teleport]] is complex to use, very expensive, and dangerous. On the other hand, it is potentially the fastest of all Travel Powers, it is the least affected by [[debuff]]s and [[Status Effect]]s, and it doesn't suffer Suppression.
  
;Ranged (Location), Team Teleport
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:Activating Teleport gives the player a targeting reticule similar to targeted AoE and Pet Summon powers. Each time the player teleports, he is given a four-second grace period at his new location where he can't fall (but also can't move, except by teleporting again). This grace period exists because the sudden change in location can cause a computer to pause for a few seconds while it redraws the screen. If the character began falling immediately, he would be at the mercy of the ground and any unseen enemies below him while his player waited for the drawing to finish.
:[[Teleportation#Team Teleport|Team Teleport]] behaves just like Teleport, but with short range and longer 'grace period'. Any teammate within range will teleport with you to the exact same spot. This can be disorienting to teammates if they are not expecting it. Use with prudence.
+
  
== Movement ==
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:Some powers, however, do affect this grace period. Firstly, the [[Tanker]] and [[Brute]] powers [[Stone Armor#Granite Armor|Granite Armor]] and [[Stone Armor#Rooted|Rooted]] (from [[Stone Armor]]) will cause the player to start falling immediately (presumably because of the heavy nature of the player). Secondly, characters with [[Flight#Fly|Fly]], either as a travel power, [[Mayhem Mission]] reward or temporary power, can also start moving as soon as their screen is refreshed. And finally, characters with [[Leaping#Super Jump|Super Jump]], again available as Mayhem mission reward or temporary power, can Super Jump from the point teleported to if the leap is performed immediately.
<!-- minor discussion of other movement powers and how they can benefit or replace Travel Powers-->
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=== Swift ===
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:A common [[Bind (Slash Command)|bind]] for Teleport is '''/bind LSHIFT+LBUTTON "pow_exec_name Teleport"'''. This combines activating the power and placing the reticule into a single step, activated by shift-left-clicking a location.
''Auto Self +Speed''<br>
+
[[Fitness#Swift|Swift]] is an auto power, permanently increases run speed comparable to [[Sprint]], but with no endurance usage. Combined with [[#Quickness|Quickness]], can eliminate need for ground movement travel powers.
+
Combined further with Hurdle and Combat Jumping can produce some impressive movement
+
  
=== Sprint ===
+
=== [[File:Teleportation GroupTeleport.png]] Team Teleport ===
  
''Toggle Self +Speed''<br>
+
;Ranged (Location), Team Teleport
[[Sprint]] is an inherent power.
+
:[[Teleportation#Team Teleport|Team Teleport]] behaves just like Teleport, but with less range. Any teammate within range will teleport with the character to the same spot. This can be disorienting to teammates if they are not expecting it. Use with prudence.
  
=== Hurdle ===
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== Movement ==
 +
These powers, though not actual Travel Powers, do aid in movement from place to place.  Some, can even be used to replace a Travel Power outright.  None of these powers are subject to Suppression.
  
''Auto Self +Jump''<br>
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=== [[File:Inherent_Sprint.png]] Sprint ===
[[Fitness#Hurdle|Hurdle]] is an 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.
+
'''Toggle Self +Speed'''
 +
:[[Sprint]] is an inherent power that slightly boosts run speed.
  
=== Hover ===
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=== [[File:Fitness_Quick.png]] Swift ===
 +
'''Auto Self +Speed +Fly'''
 +
:[[Fitness#Swift|Swift]] increases run speed comparable to Sprint and slightly boosts flight speed.
  
''Toggle Self +Fly +Defense''<br>
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=== [[File:Fitness_Hurdle.png]] Hurdle ===
[[Flight#Hover|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.
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'''Auto Self +Jump'''
 +
:[[Fitness#Hurdle|Hurdle]] increases jump height, as well as forward momentum while jumping. Hurdle stacked with [[#Combat Jumping|Combat Jumping]] provides impressive transportation speed.
  
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.<br>
+
=== [[File:Flight CombatFlight.png]] Hover ===
When combined with certain +Speed buffs ([[#Siphon Speed|Siphon Speed]], [[#Accelerate Metabolism|Accelerate Metabolism]]) it becomes a viable combat movement power. 2 Siphon Speeds bring unslotted hover up to Fly speeds.
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'''Toggle Self +Fly +Defense'''
 +
:[[Flight#Hover|Hover]]'s base flight speed is somewhat faster than base running, approx. 21.3 mph. Slotting with 3 SO enhancements brings it to 28 MPH, approx same as unenhanced Sprint. By itself, Hover is more a tool for staying outside enemies' melee range than a Travel Power. However, when combined with significant flight speed-boosting powers like [[#Siphon Speed|Siphon Speed]] and [[#Accelerate Metabolism|Accelerate Metabolism]], it can be a viable combat movement power.
  
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.
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=== [[File:Jump CombatJump.png]] Combat Jumping ===
/bind H "powexec_name Hover"
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'''Toggle Self +Jump +Defense +Resist: Immobilize'''
Pressing H while Hover is active will turn it off, and vice versa
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:[[Leaping#Combat Jumping|Combat Jumping]] uses minimal Endurance and improves combat movement dramatically.
  
=== Combat Jumping ===
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=== [[File:KineticBoost_SiphonSpeed.png]] Siphon Speed ===
 +
'''Ranged Click Self +Speed +Fly +Recharge FOE -Speed -Fly -Recharge'''
 +
:One application of [[Kinetics#Siphon Speed|Siphon Speed]] will grant a character Super Speed-like ground mobility. Siphon Speed also boosts flight speed and can easily cap Fly. Siphon Speed requires a hostile target and a successful attack against it in order to be used.
  
''Toggle Self +Jump +Defense +Resist: immobilize''<br>
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=== [[File:KineticBoost_SpeedBoost.png]] Speed Boost ===
[[Leaping#Combat Jumping|Combat Jumping]] uses minimal endurance, and improves combat movement dramatically.
+
'''Ranged Click Ally Targeted AoE +Speed +Recharge +Endurance recovery.'''
 +
:[[Kinetics#Speed Boost|Speed Boost]] is one of the most coveted and most hated buffs. Speed Boost grants Super Speed-like movement, which can make placement and control of a character difficult for a player who isn't used to such speeds, or who receives them without warning. However, like Siphon Speed, the +Speed bonus is not affected by Suppression and can allow swift movement from one foe to the next. Very dangerous when Brutes and Scrappers get into [[scrapperlock]], as they can rocket across an entire room to attack, gaining aggro along the way.
  
=== Siphon Speed ===
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=== [[File:KineticBoost_InitialReductions.png]] Inertial Reduction ===
 +
'''Click PBAoE Ally +Jump'''
 +
:[[Kinetics#Inertial Reduction|Inertial Reduction]] effectively gives the character and those around him Super Jump for 60 seconds. There is a noticeable degree of control in mid-air while jumping compared to Super Jump due to the effects of the power.
  
''Ranged Click Self +Speed +Recharge FOE -Speed ''<br>
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=== [[File:RadiationPoisoning_AccelerateMetabolism.png]] Accelerate Metabolism ===
One application of [[Kinetics#Siphon Speed|Siphon Speed]] will grant you Super Speed like mobility that isn't affected by [[#Suppression|Suppression]]. Siphon Speed also affects Flight Speed and can easily cap Fly.<br>
+
'''Click PBAoE Ally +Damage, +Recharge, +Recovery, +Speed, +Fly'''
Siphon Speed requires a target and a successful hit in order to be used. Its recharge buff applies to itself, so it is possible to stack.
+
:[[Radiation Emission#Accelerate Metabolism|Accelerate Metabolism]]'s speed boost is similar to Swift and Sprint speeds, yet this is still a noticeable increase to movement. With a base recharge of 7 minutes and a duration of only 2, it is not possible for a single character to stack multiple applications without serious extra +Recharge boosts from other characters. However, three or more separate characters with AM can give everyone Super Speed-velocity running and boost Hover to the speed of Fly.
  
=== Speed Boost ===
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=== [[File:SuperReflexes Quickness.png]][[File:ElectricArmor SelfBuffRunSpeed.png]][[File:TrainingandGadgets_MentalTraining.png]][[File:WidowTeamwork_MentalTraining.png]] Quickness, Lightning Reflexes, Mental Training ===
 +
'''Auto Self +Speed, +Recharge'''
 +
:*[[Scrapper]]s, [[Stalker]]s, and [[Brute]]s with the [[Super Reflexes]] power set can take [[Super Reflexes#Quickness|Quickness]].
 +
:*Brutes and Stalkers with [[Electric Armor]] can take a similar power, [[Electric Armor#Lightning Reflexes|Lightning Reflexes]].
 +
:*[[Arachnos Soldier]]s can take [[Training and Gadgets#Mental Training|Mental Training]] from [[Training and Gadgets]].
 +
:*[[Arachnos Widow]]s who choose the path of a Night Widow can take [[Widow Teamwork#Mental Training|Mental Training]] from [[Widow Teamwork]].
 +
:All four powers boost run and flight speeds (among other things) about the same as Swift does. Combined with Swift and Sprint, they could eliminate the need for ground movement travel powers.
  
''Ranged Click Ally +Speed +Recharge +Endurance recovery.''<br>
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== Suppression ==
[[Kinetics#Speed Boost|Speed Boost]] is one of the most coveted and most hated buffs. Speed Boost grants Super Speed like movement, and can make placement and control of a character difficult. However, like Siphon Speed, the +Speed boost is not affected by Suppression and can allow swift movement from one foe to the next. Very dangerous when Brutes and Scrappers get into [[scrapperlock]], as they can rocket across an entire room to attack, gaining aggro along the way.
+
  
=== Inertial Reduction ===
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'''Travel Power Suppression''' was implemented by the Developers to combat a tactic known as ''jousting'', which involves queuing an attack against a distant enemy and then traveling quickly past it. Due to various delays, the attack will not begin until the attacker is well past the target, potentially leaving him out of range of counterattacks.
  
''Click PBAoE Ally +Jump''<br>
+
To reduce jousting, activating most powers (particularly, those that affect hostile targets) triggers Suppression for 4 seconds. While Suppression is in effect, all speed bonuses from Super Speed disappear, as do all jumping speed and height bonuses from Super Jump. A Flying character remains flying, but his flight speed is reduced to approximately the same as Hover's base speed. Enhancements in the suppressed powers do not reduce Suppression's penalties. Movement speed buffs from other powers remain in effect.
[[Kinetics#Inertial Reduction|Inertial Reduction]] effectively gives you and those around you Super Jump for 60 seconds.
+
  
=== Accelerate Metabolism ===
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==See Also==
  
''Click PBAoE Ally +Damage, +Recharge, +Recovery, +Runspeed, +Flyspeed''<br>
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*[[Purchasable Travel Powers]]
[[Radiation_Emission#Accelerate_Metabolism|Accelerate Metabolism]]'s speed boost is similar to Swift and Sprint speeds, yet this is still a noticable increase to movement.<br>
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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 ===
+
 
+
[[Super Reflexes#Quickness|Quickness]]
+
 
+
=== Stealth ===
+
[[Concealment#Stealth|Stealth]] from the [[Concealment]] [[Power Pool]], as well as several other powers that grant +stealth, have a -Speed component to them.
+
== Suppression ==
+
  
'''Suppression''' was implemented by the Developers to combat a tactic known as Jousting. EXAMPLE: Target a foe much stronger than you out of aggro range, enable Travel Power (Super Speed) and click on attack power. Run past foe, attack goes off, continue running at full speed. Foe is unable to retaliate before you are out of range again.<br>
+
== External Links ==
Very few powers, if used, will NOT induce Suppression. Any power that affects anyone who is not your ally will most assuredly induce Suppression.<br>
+
*[http://web.archive.org/web/20120904212700/http://boards.cityofheroes.com/showthread.php?t=113385 Movement Guide] by TopDoc
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.<br>Teleport was not subject to Supression due to it's nature of being a Click power rather than a Toggle power. However recent updates will now prevent Teleport being used in a 'jousting' nature.
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[[Category:Gameplay]][[Category:Powersets]]
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[[Category:Getting Around]]
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[[Category:Power Sets| ]]

Latest revision as of 22:55, 18 February 2014

Overview

Travel Powers are any powers that modify a character's movement to such a degree that he can travel large distances quickly. There are four Power Pools powers designed primarily for the purpose of personal movement. Other powers provide smaller or temporary travel benefits, or grant them to entire teams.

The base speed of Flight, Super Jump, and Super Speed increases with Level. Teleportation "speed" (range) does not increase with level since its "speed" is tied to the enhancements slotted in it, set bonuses, and buffs applied to the character.

Most Travel Powers are subject to Suppression after making an action that affects an ally or enemy. Buffs that mimic travel powers (such as Speed Boost and Siphon Speed) are not subject to suppression. Teleport is not subject to suppression.

Travel Power Suppression functions differently in PvP, both in PvP Zones and in Arena matches. Teleport is affected by PvP Suppression. Buffs that mimic travel powers (such as Speed Boost and Siphon Speed) are not subject to PvP Travel Suppression.

Fly, Super Jump and Super Speed are subject to "hard caps", which means there is a threshold past which nothing will increase the speed at which you travel. Teleport has no hard cap due to its nature.

Travel Speeds

Each mode of travel has a different base and maximum speed value. Teleport has the fastest maximum potential, but is greatly dependent on the user's ability to quickly and accurately activate the power to achieve this potential. Running provides the highest movement cap, followed by jumping, and lastly, flying. However, with Afterburner slotted with at least 37% enhancement value, flying exceeds the jumping movement cap.

The following table lists the four main Travel Powers and their comparative speeds in MPH, first at Level 6, then Level 14, then at Level 50, followed by Level 50 with 1, 2, and 3 Level 50 Single-Origin Enhancements (applying Enhancement Diversification as necessary); the final number listed is the hard cap at Level 50. Red numbers indicate that the Speed Cap is already exceeded and the actual speed will be lowered to the cap. At lower levels, the cap will also be lower.

Power Base @ 1 Base @ 6 Base @ 14 Base @ 50 1 SO @ 50 2 SO @ 50 3 SO @ 50 Hard Cap
Fly 59.64 60.35 61.50 66.65 73.17 79.68 85.20 58.63
Super Jump 42.96 43.67 44.82 49.97 61.85 73.74 83.84 78.18
Super Speed 50.12 51.59 53.94 64.43 81.13 97.84 112.04 92.5
Teleport 102.27 102.27 102.27 102.27 122.73 143.18 159.55 N/A

Notes:

  • Blasters with Energy Manipulation may be able to achieve as much as 312 MPH with Teleport by using Boost Range and Range Enhancements.
  • Some of the enhancements listed above are wasted due to the hard caps of each travel power (except Teleport). Speeds hitting hard-cap thresholds are listed in red.
    • Flight Speed is capped across all levels without any enhancement added, after a buff in Issue 18
      • Afterburner increases the flight speed cap to 73mph with no enhancements slotted; with 3 even-level SOs, the flight speed cap increases to 86.5mph. Afterburner cannot increase the cap beyond 87.95mph.
  • Swift adds 2.93mph fly speed at level 50; with 3 even-level SOs, it adds 5.71mph.
  • Swift adds 5.01mph run speed at level 50; with 3 even-level SOs, it adds 9.77mph.
  • Hurdle adds 17.83mph jump speed at level 50; with 3 even-level SOs, it adds 29.71mph.

See how Flight Speed is calculated on the Flight Powers article.

Travel Powers

The following is a listing of “formal” Travel Powers. They are all subject to Suppression unless noted otherwise.

Flight TravelFlight.png Fly

Toggle. Self +Fly
Fly is simple to use, safe, and highly maneuverable, but expensive in Endurance and relatively slow.

Flight GroupFly.png Group Fly

Toggle. PBAoE Team +Fly -Acc
Group Fly is slower than Fly, but just as maneuverable. Teammates and Pets in the 'gaseous nebula' it creates will be granted flight. Allies remain flying for 10 seconds after leaving the nebula. Group Fly does not suffer Suppression; however, it applies a severe ToHit penalty.

Jump LongJump.png Super Jump

Toggle. Self +Jump
Super Jump is simple to use, fast, fairly maneuverable, fairly safe, and cheap. Its biggest drawback is the danger of accidentally jumping into a crowd of enemies.

SuperSpeed SuperSpeed.png Super Speed

Toggle. Self +Speed
Super Speed is simple to use, cheap, fast, and safe, but is very much restricted by terrain since it offers no way to gain altitude. However, when coupled with Super Jump, or even Combat Jumping, (If you are willing to risk taking the extra power needed for Super Jump) Super Speed is very fast and you can jump great distances. On the upside, Super Speed grants minor stealth versus computer-controlled enemies.

Teleportation Teleport.png Teleport

Ranged (Location), Self Teleport
Teleport is complex to use, very expensive, and dangerous. On the other hand, it is potentially the fastest of all Travel Powers, it is the least affected by debuffs and Status Effects, and it doesn't suffer Suppression.
Activating Teleport gives the player a targeting reticule similar to targeted AoE and Pet Summon powers. Each time the player teleports, he is given a four-second grace period at his new location where he can't fall (but also can't move, except by teleporting again). This grace period exists because the sudden change in location can cause a computer to pause for a few seconds while it redraws the screen. If the character began falling immediately, he would be at the mercy of the ground and any unseen enemies below him while his player waited for the drawing to finish.
Some powers, however, do affect this grace period. Firstly, the Tanker and Brute powers Granite Armor and Rooted (from Stone Armor) will cause the player to start falling immediately (presumably because of the heavy nature of the player). Secondly, characters with Fly, either as a travel power, Mayhem Mission reward or temporary power, can also start moving as soon as their screen is refreshed. And finally, characters with Super Jump, again available as Mayhem mission reward or temporary power, can Super Jump from the point teleported to if the leap is performed immediately.
A common bind for Teleport is /bind LSHIFT+LBUTTON "pow_exec_name Teleport". This combines activating the power and placing the reticule into a single step, activated by shift-left-clicking a location.

Teleportation GroupTeleport.png Team Teleport

Ranged (Location), Team Teleport
Team Teleport behaves just like Teleport, but with less range. Any teammate within range will teleport with the character to the same spot. This can be disorienting to teammates if they are not expecting it. Use with prudence.

Movement

These powers, though not actual Travel Powers, do aid in movement from place to place. Some, can even be used to replace a Travel Power outright. None of these powers are subject to Suppression.

Inherent Sprint.png Sprint

Toggle Self +Speed

Sprint is an inherent power that slightly boosts run speed.

Fitness Quick.png Swift

Auto Self +Speed +Fly

Swift increases run speed comparable to Sprint and slightly boosts flight speed.

Fitness Hurdle.png Hurdle

Auto Self +Jump

Hurdle increases jump height, as well as forward momentum while jumping. Hurdle stacked with Combat Jumping provides impressive transportation speed.

Flight CombatFlight.png Hover

Toggle Self +Fly +Defense

Hover's base flight speed is somewhat faster than base running, approx. 21.3 mph. Slotting with 3 SO enhancements brings it to 28 MPH, approx same as unenhanced Sprint. By itself, Hover is more a tool for staying outside enemies' melee range than a Travel Power. However, when combined with significant flight speed-boosting powers like Siphon Speed and Accelerate Metabolism, it can be a viable combat movement power.

Jump CombatJump.png Combat Jumping

Toggle Self +Jump +Defense +Resist: Immobilize

Combat Jumping uses minimal Endurance and improves combat movement dramatically.

KineticBoost SiphonSpeed.png Siphon Speed

Ranged Click Self +Speed +Fly +Recharge FOE -Speed -Fly -Recharge

One application of Siphon Speed will grant a character Super Speed-like ground mobility. Siphon Speed also boosts flight speed and can easily cap Fly. Siphon Speed requires a hostile target and a successful attack against it in order to be used.

KineticBoost SpeedBoost.png Speed Boost

Ranged Click Ally Targeted AoE +Speed +Recharge +Endurance recovery.

Speed Boost is one of the most coveted and most hated buffs. Speed Boost grants Super Speed-like movement, which can make placement and control of a character difficult for a player who isn't used to such speeds, or who receives them without warning. However, like Siphon Speed, the +Speed bonus is not affected by Suppression and can allow swift movement from one foe to the next. Very dangerous when Brutes and Scrappers get into scrapperlock, as they can rocket across an entire room to attack, gaining aggro along the way.

KineticBoost InitialReductions.png Inertial Reduction

Click PBAoE Ally +Jump

Inertial Reduction effectively gives the character and those around him Super Jump for 60 seconds. There is a noticeable degree of control in mid-air while jumping compared to Super Jump due to the effects of the power.

RadiationPoisoning AccelerateMetabolism.png Accelerate Metabolism

Click PBAoE Ally +Damage, +Recharge, +Recovery, +Speed, +Fly

Accelerate Metabolism's speed boost is similar to Swift and Sprint speeds, yet this is still a noticeable increase to movement. With a base recharge of 7 minutes and a duration of only 2, it is not possible for a single character to stack multiple applications without serious extra +Recharge boosts from other characters. However, three or more separate characters with AM can give everyone Super Speed-velocity running and boost Hover to the speed of Fly.

SuperReflexes Quickness.pngElectricArmor SelfBuffRunSpeed.pngTrainingandGadgets MentalTraining.pngWidowTeamwork MentalTraining.png Quickness, Lightning Reflexes, Mental Training

Auto Self +Speed, +Recharge

All four powers boost run and flight speeds (among other things) about the same as Swift does. Combined with Swift and Sprint, they could eliminate the need for ground movement travel powers.

Suppression

Travel Power Suppression was implemented by the Developers to combat a tactic known as jousting, which involves queuing an attack against a distant enemy and then traveling quickly past it. Due to various delays, the attack will not begin until the attacker is well past the target, potentially leaving him out of range of counterattacks.

To reduce jousting, activating most powers (particularly, those that affect hostile targets) triggers Suppression for 4 seconds. While Suppression is in effect, all speed bonuses from Super Speed disappear, as do all jumping speed and height bonuses from Super Jump. A Flying character remains flying, but his flight speed is reduced to approximately the same as Hover's base speed. Enhancements in the suppressed powers do not reduce Suppression's penalties. Movement speed buffs from other powers remain in effect.

See Also

External Links