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Have Power Will Travel: streamlining your character

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Veloce Profile

Author: Veloce
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11 Comments
Certainly one of the hardest period in CoH are the so-called ''teens'' (between levels 10 and 20):

A) You start collecting debt every time you are defeated; meaning your leveling slows down to half-speed (half your XP goes to paying off the amount given until fully paid)if you are not more careful than you were. Wading in until those pruple goons finally go down one by one between revives and hospital trips is no longer a valid tactic. New tactics are now needed besides the lame fight-heal routine. And using the emergency transport network (hospital/base infirmary trips) as a free teleport mode (very useful in Hollows) is no longer valid either.

B) Enemies are more numerous (like in Faultline), more powerful (The psionic Losts), more versatile (the multi-powered Sky Raiders) and more organized (the crafty Tsoos)so fights become longer, harder, more complicated. new powers are never a luxury to cope with teams of Frostfires wannabes and buffing-debuffing-healing blappers.

C) Missions get more lenghty and complicated with arc-stories, trials and task forces more and more available. Finding yourself the 5th wheel of the chariot (here comes our 5th squishy folks), or on a three-wheeled one (ok said the scrapper, I'll try to tank) is not a rare occurence when teaming up because of (E)(see below).

D) Contacts suddenly become far apart, missions are distributed all over several bigger maps, and simply ''Sprinting'' around in no longer practical, except for the very, immune-to-boring hero blessed with patient, unhurried (or understanding and helpful-TP friend endowed) team mates.

E) Therefore, most if not all characters are stuck with the now infamous ''uncool universal power sequence '' : pre-travel power(12)-travel power(14)-Fitness power(16)- Health (18)-Stamina(20); all those cool powers of your primary and secondary sets that would help you so much to tackle (A) to (D), or those other useful Pool Powers (now reduced to only 2 categories permitted), all that could make your character stand out from the ''Faceless Army of the Nameless Clones'' must wait until level 22; and you want them now, you need them now!

The following suggestions are for those that want to resolve this situation by ''skipping'' the traditional travel powers and their necessary requirements in order to have more options open when choosing their powers as they go through those levels; but not at the cost of crawling around Paragon City (so boring), begging for Teleportation (so pitiful) or (so unwise) missing out on the only 2 powers (Health & Stamina) that augment your only 2 stats in the game (Hit Points and Endurance).

Unless you DO want to ''soar higher than any plane'', be ''faster than a speeding bullet'' or ''jump over tall buildings in a single bound'', here are ways to ''streamline'' your character during play by condensing the ''Uncool power sequence''; and, you can always respec afterwards to get back to those awesome travel powers you skipped during your teens.

I- HAVE POWER... STREAMLINING

The main idea here is to substitute already needed powers to getting the standard modes of travel, beefing them up with enhancements slotted at maximum (++) and adding their effects to approximate a descent replacement; not as powerful, but good enough to move around and have more freedom in power versatility.

Some players may argue that this is a waste of enhancement slots better used in their main and secondary power sets. In
my own experience (since October 2004 and over a hundred toons) and that of many players I know, this is not the case.

Before level 12, only training enhancements are usable, and they barely (usually 8.3%) augment your (first and weakest)powers, against opponents easily defeated with bare powers (at least until level 10), and without much risk (no debt). When you start getting Dual-Enhancements (DO) and more effective augments, you barely accumulate enough influence to pay for them all slots and find yourself running around for a long time with still a good number of Training ones anyway... if not dead (red) or empty slots.

Because of this, some players even go as far as to NEVER buy or slot Trainings, selling everything up to level 12 and then buying as much DOs as possible and as soon as possible. Also, the Jump, Fly and Run enhancements are among the cheapest ones. Therefore, using available slots for streamlining as described below is not at all detrimental in building an effective hero... and, because of streamlining, maybe just the opposite.


II- ...WILL TRAVEL

There are essentially 4 ways to travel around in CoH. We will overview them and the opportunity of streamlining they may offer:

II.1 - TELEPORTING

Arguably the fastest mode of travel and most useful (Recall Friend & Teleport Foe have numerous applications) but END consuming, somewhat risky (you may appear between unseen enemies, stuck in an unseen bad spot or fall if computer-glitched)and finger-wearing (no autorun). Because their are no substitute powers to it, Teleporting is not a viable option for streamlining along the guidelines of this guide.

II.2 - FLYING

Certainly the most practical mode of transportation (safe high-flying over danger and obstacles, autorun available, easy multi-level exploration) it is however END hungry, needs some control and not as practical as the other travel modes for melee fighters, since you can't fly away fast enough to escape that last killing strike and get no defense bonuses. Highly recommended however for blasters, controllers and non-agressive defenders (especially with long range efficiency).

STREAMLINING: Take HOVER at lv 6; add 2 slots at lv 7-9 and one at 11, the other to Swift; take SWIFT at level 8 and add 2 slots to it at lv 13 and 15, using Fly Speed enhancements instead of Running Speed... unless you have Quickness (from Super-Reflexes, wich does the same as Swift and some Hasten-like permanent effect too) or want to rely on the buffs from the Kinetics power set (wich also adds to the previous two).

You will move around efficiently with perfect control, stay out of range with a small bonus to defense, all at almost NO END cost. With Trainings you will go about as fast as an unslotted Sprinter, faster with DOs and as good as one-slotted fly by level 22 (when your first (SO) Single Origin enhancements become usable). You will however be somewhat slow for a good while, unless you also add Kinetics to it, so you will probalby use it more to vault over obstacles while running... but, taking Health at level 14 and stamina at level 20, you will now still have 2 Pool Power sets still available and able to take any power you want at levels 10-12-16 and 18 instead of just at level 10.

II.3 - JUMPING

Superjump is the slowest (but not that much) mode of travel and shows the same inconveniences as Teleport, except for the END cost (very low) and falling danger (you were going down anyway with higher absorption capacity).Control is better than with Fly but you have to be more aware of the terrain (jumping on things will get you higher). Highly recommended to all melee-oriented characters since you can get in and out of the fight easily end efficiently, especially with obstacles to jump over and hide behind.

STREAMLINING: Take HURDLE at level 6; add 2 slots at level 7-9 and one at level 11. You may put the remaining one in SPRINT (and more if you see fit) and to both you give Jumping enhancements.

At an early stage, you will already vault on and over current obstacles, over a few stories with DOS and, while as high as Superjump (unless Kinetics are involved) with SOs, high enough to negotiate up to even the most difficult terrains with a bit of travel planning... all of this at NO END cost, always ready and NEVER toggled off by an enemy attack! Moreover, while taking Health at 14 and Stamina at 20, you will be free to get whatever you want at levels 8-10-12-16 and 18... and have THREE Power pool sets choices left!

II.4 - RUNNING/SWIMMING

Superspeed (effective as Running and Swimming movement)can challenge all but the heavily-slotted teleporter in terms of raw speed; and at a lower END cost. It works on autorun, thus esier of use, but, like using waterways as improvised freeways, requires some savvy in negotiating any rough terrain (the thing that really gives an edge to the other travel powers; Superspeed alone is a pain in Hollows, a nightmare in Faultline). It also adds a small bonus to defense, good escaping or hit-and-run tactics, almost inescapable auto-follow effectiveness and changes Stealth powers into full Superior Invisibility (able to attack and stay partially hidden). control in tight environements is somewhat tricky however.

It is for many the coolest travel power but the least practical, unless adding some obstacle-solving power to it. better suited to melee characters but ranged ones can benefit from it too with sound tactical play.

STREAMLINING: Take SWIFT at level 6; add 2 slots at lv 7-9 and one at 11, putting the other in SPRINT; 2 slots in the latter at levels 13 and 15, or better yet in Quickness if you have the Super-Reflexes power set. Fill them all up with Running Speed enhancements.

At an early stage, you will move around faster than any non-powered mover, and with DOs, you will not be far behind most standard travellers. With SOs, even combining Quickness and Sprint to Swift and all fully slotted, you will not reach the top speed of superspeedsters (although you will with Kinetics) but you will go darn fast; faster than most characters using standard travel powers... and again, at NO END cost, always on and full immunity to off-toggling. You will then be free to take any power at levels 8-10-12-16 and 18 and still have 3 choices left in Pool power sets.

Note that the invisibility bonus given by Superspeed combined with Stealth powers will not be available using this alternative.

The biggest drawback however, is this: your running speed will be PERMANENTLY accelerated, making it a hard, constant exercise in control in small, tortuous, multi-leveled settings like caves.

Also, you will have to plan carefully where you go to avoid the innumerable obstacles in your way. Fortunately, most maps offers a lot of ''runways'', if not the option of swimming around rough sectors.... You may opt however to take HURDLE to jump over some of them (and keep open your 3 Pool powers copportunity), or another obstacle-vaulting mode from one of your other Power sets if one is available.

With my main character, Veloce, I got up to level 45 before taking Teleport to solve the obstacle-problem more easily and permanently... and boy did I learn the maps!

CONCLUSION

All the above suggestions are offered as a mean to maximize your freedom of choice in powers during leveling, especially during those grueling levels between 10 and 20 where you often have to rethink your whole gameplay for then and after. As explained, many combinations are possible to give you an effective mode of transportation while allowing you to get a better access to the powers that you want.

Using the test server to experiment those options will help you try and make the character as resourceful, effective and enjoyable as you want before committing yourself to the heroic business on the live servers.

So, as in Jeet Kune Do, take what is useful and go on from there.

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User Comments
  Nasali on 08/21/06 16:41

I just wanted to add, don't fear the respec... running a respec trial is a fairly painless way to drastically change the setup of your toons, so don't be afraid to pick up some power that will help you get to the 20s and make your life easier but may not be so useful in the higher levels. One evening running a respec can remove that now useless power and put you where you want to be.

I've been 3 slotting sprint with run speed buffs on almost all of my toons and it's a great way to move around without an official travel power. Some will say this is a waste of slots and I'm inclined to agree, however, at 24 I can respec, have my stamina, have my chosen travel power and not have sacrificed the damage output/control whatever it is you wanted early on.

If it helps you level, go for it, you can always change it later, and not only do you get the respec, but you'll probably end up with another level out of it by the time the trial is over.

Nasali

Travel Powers  Brimstone Titan on 08/21/06 18:09

SJ isn't the slowed way to travel! Fly is. I have toons with every travel power, and fly by far is the slowesy, and TP is the fastest. SS is the second fastest, if you can manage not to run into walls and stuff. SJ with hurdle is just as fast as SS. The gap in speed between fly and SJ is enormous, you HAVE to put extra flight SOs to keep up with the other guys, or just get used to the idea of being the last one to the mission.

tp  XxdudexX on 08/23/06 22:08

just telling u that u can take hover tp and staminaand u can tp without fallin down :)

  Veloce on 08/24/06 13:48

Meaning now that you take 3 powers to move around (pre- tp travel power-tp itself-hover ) not counting those of the Fitness pool because you take them anyway (so that in fact SIX powers are involved in your travelling)...

Exactly what this guide is, not only trying to avoid in the first place, but even trying to CUT DOWN on.

Of course you can compensate weaknesses of a said power by combining it's effect with another; that's part of the fun of building your character's effectiveness and uniqueness. But, unless the ''correcting power'' is already part of your primary or secondary set (AND would be of some other use also, like said Fitness pool), such a choice (as in the case of HOVER)is not advisable if your goal is streamlining your built to maximize your choices.

Nothing prevents you from getting ALL 4 travel powers if you want (including all of their pre-requisites). But taking 8 powers for the main if not sole purpose of moving around may be an interesting concept (I made one such hero called the Traveller) but I would not call it streamlining.

  Arconas on 08/27/06 16:46
 
Really the only thing that I agree with him is in taking swift/hurdle as your first power from the fitness power pool as soon as possible (lvl 6). but if you would slot all the powers the same way he is saying you really wouldn't be able to 6 slot your attack/defence powers. On all my characters that I have made I have never really slotted the required (pre-lvl 14) powers.

  Ion_Paragon on 09/07/06 09:22

Single slotted hurdle and combat jumping make for a lvl 8 travel power that goes almost as fast as a lvl 8 peacebringer's fly power. Which is to say that its slower than regular fly, but not that much slower. I'm not sure but with slotting it may get up to the speed of regular fly.

  robot mind on 10/04/07 08:57

very nice guide!


dont forget thats you can take more then one travel power.(ss and fly or jump is good.)

-dabunbunbot

  balkaster on 03/18/08 08:56
 
This is either woefully out of date, or some of your facts are not quite accurate. I can't vouch for all of it, but I can rebut a few things you've said that I know are wrong; perhaps things have changed since '06.

1. "now reduced to only 2 categories permitted"

You're referring here to available power pools. Was this ever true? I have many characters with powers from three or four pools. Most character planners/builders online allow for four power pools. You can probably take more, but even with two you are seriously diminishing the number of primary and secondary powers you will be able to take, and you probably won't be able to take an epic pool, if that matters to you.

2. "it is however END hungry"

You're referring here to Fly and its END cost. I've heard this and heard it, and IMO it's simply not true. Fly unslotted for END uses only marginally more END than Sprint. Perhaps you tried to use it in combat, a purpose for which it was not designed; the fact that you incur ACC penalties when fighting in Fly should make this obvious. NOBODY should have a travel toggle on in combat, even Sprint. If you need to escape, don't wait till the last minute, you'll have plenty of time to toggle on with a keybind. From my experience, Teleport is the most END hungry travel power, Fly hardly at all. You pay for speed, and Fly (not Superjump) is the slowest travel power.

3. "You will move around efficiently with perfect control"

You mention the "perfect control" of Hover several times, what are you trying to say? You're not exactly running into things with Fly, you DO have to steer, with BOTH powers. Are you one of those who flies everywhere constantly? Try dropping to the ground just short of your target and sprint or jog the final few steps. As far as efficiency, Hover is not meant to be a travel power. There is a movement speed cap on it. No matter how many speed enhancements you put into it, it will NEVER be as fast as unslotted Fly. Hover is meant to replace the low speed "combat mode" of Fly but with reduced END cost, no ACC penalty and a DEF bonus; it's a defensive power, not a travel power. It will never be faster than the low speed mode of Fly, and trying to use it as a travel power will just make you look silly (hey, I did it too, for awhile) and annoy the teammates who are waiting for you. You'll be lvl 25 to 30 before you see any appreciable speed out of Hover, and by then you should have been able to get a real travel power. Better to use two of those slots for DEF buffs and spend the third slot more wisely. If you want to fly, get Fly. If you're looking for a non-travel-power travel power available at low level, slot Sprint for Run and Jump and get Swift (double slotted for Run) and Hurdle (double slotted for Jump). It's "good enough" until about lvl 30, and team speed buffs will make you even faster. A Sprinting character with Swift and Hurdle slotted thusly can navigate The Hollows very efficiently, incurring minimal falling damage and outrunning any foes you manage to aggro. Temp travel packs will make those more vertically difficult areas like Skyway and Faultline accessible.

  Veloce on 03/18/08 16:47

1- If you read the whole paragraph, you will understand that '' now reduced to only 2 categories permitted'' means that, because you are obligated like everyone else to take a travel power (flight, speed, jump or teleport) and the fitness power pool, you are left with only 2 out of 4 pool powers available to customize your character in other ways than ''travel'' and ''stats optimization''.

2- Fly is endurance hungry if you try to do anything else with it than travel. It is not my opinion, it is my experience because I do fight airborne. Aside from the slight defense bonus Hover gives, the ability to flee instantly from a dire situation is sound tactics I have successfully pulled out many times. There is nothing in the game that stipulates it was not intended so... and having that option is matter of choice, wich is what this guide is about.

3- When you stop in mid flight, there is an inertia effect that drags you a short distance in the direction you were travelling; Hover makes you stop on the very spot. That is the perfect control I talk about. And yes, I have some characters who flies permanently (Man-Fly for example... and for obvious reasons), never touching the ground unless forced to. It is making such an option available, be it for practical, stylistic or roleplaying reasons, that this guide was intended for.

Re read the guide more carefully. It is not intended to circumvent the game mechanics but to optimize it's use for those who want more options and variety in playing the game.

Of course fly is for flying and will always be a faster mode of travelling than slotted hover. But except for concept purposes, I personnally never take fly and full slotted hovering never made me look silly nor exasperating to teammates. I can go where I want effortlessly and efficiently while being free to customize my character in interesting ways because of the extra power slots made available.

That is but a matter of play freedom; it is nice to see that the game can be flexible enough to allow such opportunities to those who wish to benefit from them.

the guide only wants to share this concept. It is for you to decide if you want to use the idea or not.

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