Badge time.png   The Paragon Wiki Archive documents the state of City of Heroes/Villains as it existed on December 1, 2012.

Difference between revisions of "Travel Powers"

From Paragon Wiki Archive
Jump to: navigation, search
m
(Added see also to link purchasable travel powers. Not sure why they aren't in this article, but they should at least be linked.)
 
(78 intermediate revisions by 29 users not shown)
Line 1: Line 1:
{{wip}}
+
{{TOCright}}
==Overview==
+
== Overview ==
__TOC__
+
'''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==
+
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.
<!-- non-biased listing of travel powers and their pros/cons -->
+
===[[Flight#Fly|Fly]]===
+
Slow, Safe and expensive, will drain endurance while active.
+
====[[Flight#Group Fly|Group Fly]]====
+
Slow, Safe and expensive, will drain endurance while active. Teammates and pets can travel with you.
+
===[[Leaping#Super Jump|Super Jump]]===
+
Relatively safe and very cheap. Good air control.
+
===[[Speed#Super Speed|Super Speed]]===
+
Fast and cheap, no vertical component
+
===[[Teleportaion#Teleport|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.
+
====[[Teleporation#Team Teleport|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==
+
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.
<!-- minor discussion of other movement powers and how they can benefit or replace Travel Powers-->
+
===[[Fitness#Swift|Swift]]===
+
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]]===
+
Inherent power.
+
===[[Fitness#Hurdle|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.
+
===[[Flight#Hover|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.<br>
+
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.
Combined with any +Speed buff ([[#Siphon Speed|Siphon Speed]], [[#Accelerate Metabolism|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.
+
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.
/bind H "powexec_name Hover"
+
{{clr}}
Pressing H while Hover is active will turn it off, and vice versa
+
  
===[[Leaping#Combat Jumping|Combat Jumping]]===
+
== Travel Speeds ==
Toggle, +jump, +defense, resist: immobilize.<br>
+
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.
Combat Jumping uses minimal endurance, and improves combat movement dramatically.
+
 
===[[Kinetics#Siphon Speed|Siphon Speed]]===
+
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.
Targeted Click, +speed +recharge FOE -speed -recharge.<br>
+
 
1 application of Siphon Speed will grant you Super Speed like mobility that isn't affected by [[#Suppression|Suppression]]. Siphon Speed also affect Flight Speed and can easily cap it.
+
{| align="center" class="wikitable"
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.
+
! align="left"| Power !! Base&nbsp;@&nbsp;1 !! Base&nbsp;@&nbsp;6 !! Base&nbsp;@&nbsp;14 !! Base&nbsp;@&nbsp;50 !! 1&nbsp;SO&nbsp;@&nbsp;50 !! 2&nbsp;SO&nbsp;@&nbsp;50 !! 3&nbsp;SO&nbsp;@&nbsp;50 !! Hard&nbsp;Cap
===[[Kinetics#Speed Boost|Speed Boost]]===
+
|-
Targeted Click, Ally +speed +recharge +endurance recovery.<br>
+
| 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
This is a buff you apply or recieve, and is effectively Siphon Speed.
+
|-
===[[Kinetcis#Inertial Reduction|Inertial Reduction]]===
+
| align="left"| '''Super&nbsp;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
Click Self and team buff. +jump<br>
+
|-
Effectively gives you and those around you Super Jump for 45 seconds.
+
| align="left"| '''Super&nbsp;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
===[[Radiation Emmision#Accelerate Metabolism|Accelerate Metabolism]]===
+
|-
Click team buff. +damage, +recharge, +recovery, +runspeed, +fly(separate from run speed)<br>
+
| 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
Not quite as fast as Speed Boost, but give a noticable increase to movement.<br>
+
|}
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.
+
 
===[[Super Reflexes#Quickness|Quickness]]===
+
'''Notes:'''
==Suppression==
+
*[[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.
The main 3 Travel Powers, Fly, Super Jump, and Super Speed, are all subject to what's called Suppression.<br>
+
*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}}.
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.<br>
+
**Flight Speed is capped across all levels without any enhancement added, after a buff in [[Issue 18]]
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.
+
***[[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.
[[Category:Gameplay]][[Category:Powersets]]
+
*[[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.
 +
 
 +
== Travel Powers ==
 +
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
 +
:[[Flight#Fly|Fly]] is simple to use, safe, and highly maneuverable, but expensive in Endurance and relatively slow.
 +
 
 +
=== [[File:Flight GroupFly.png]] Group Fly ===
 +
 
 +
;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 flight. Allies remain flying for 10 seconds after leaving the nebula. Group Fly does not suffer Suppression; however, it applies a severe ToHit penalty.
 +
 
 +
=== [[File:Jump LongJump.png]] Super Jump ===
 +
 
 +
;Toggle. Self +Jump
 +
:[[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.
 +
 
 +
=== [[File:SuperSpeed SuperSpeed.png]] Super Speed ===
 +
 
 +
;Toggle. Self +Speed
 +
:[[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.
 +
 
 +
=== [[File:Teleportation Teleport.png]] Teleport ===
 +
 
 +
;Ranged (Location), Self Teleport
 +
 
 +
:[[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.
 +
 
 +
: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 [[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.
 +
 
 +
: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.
 +
 
 +
=== [[File:Teleportation GroupTeleport.png]] Team Teleport ===
 +
 
 +
;Ranged (Location), Team Teleport
 +
:[[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.
 +
 
 +
== 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.
 +
 
 +
=== [[File:Inherent_Sprint.png]] Sprint ===
 +
'''Toggle Self +Speed'''
 +
:[[Sprint]] is an inherent power that slightly boosts run speed.
 +
 
 +
=== [[File:Fitness_Quick.png]] Swift ===
 +
'''Auto Self +Speed +Fly'''
 +
:[[Fitness#Swift|Swift]] increases run speed comparable to Sprint and slightly boosts flight speed.
 +
 
 +
=== [[File:Fitness_Hurdle.png]] Hurdle ===
 +
'''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.
 +
 
 +
=== [[File:Flight CombatFlight.png]] Hover ===
 +
'''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.
 +
 
 +
=== [[File:Jump CombatJump.png]] Combat Jumping ===
 +
'''Toggle Self +Jump +Defense +Resist: Immobilize'''
 +
:[[Leaping#Combat Jumping|Combat Jumping]] uses minimal Endurance and improves combat movement dramatically.
 +
 
 +
=== [[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.
 +
 
 +
=== [[File:KineticBoost_SpeedBoost.png]] Speed Boost ===
 +
'''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.
 +
 
 +
=== [[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.
 +
 
 +
=== [[File:RadiationPoisoning_AccelerateMetabolism.png]] Accelerate Metabolism ===
 +
'''Click PBAoE Ally +Damage, +Recharge, +Recovery, +Speed, +Fly'''
 +
:[[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.
 +
 
 +
=== [[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.
 +
 
 +
== 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==
 +
 
 +
*[[Purchasable Travel Powers]]
 +
 
 +
== External Links ==
 +
*[http://web.archive.org/web/20120904212700/http://boards.cityofheroes.com/showthread.php?t=113385 Movement Guide] by TopDoc
 +
 
 +
[[Category:Getting Around]]
 +
[[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