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The 'peak human' hero

Started by Carravaggio, June 12, 2008, 02:59:35 AM

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Carravaggio

My newest tank (WP/SS) is based on the idea of a hero has the abilities of a human, only increased hundreds of times, leading to increased strength, speed, healing and resistance to injury. I think WP/SS fits this theme well, but now I have to consider travel powers.
I mostly play solo, so time taken to get about isn't a huge priority, I don't have to get to a mission in time to keep my team happy. The speed on superspeed is too fast and flashy, flight is beyond a human's ability and super jump is fast and has great maneuverability midair, but its too superheroic for this guy, too big and powerful.
What I am thinking about taking, after watching the Tick and considering how a not so powerful hero would get around, is swift and hurdle. My hero would then run and leap across rooftops etc. but still need to consider his path, rather then clearing a city block in a single stride.

If I slot them out to the max, what sort of speed will i be looking at?

how will it fare compared to the actual travel powers they mimic?

Would i be better with sprint and combat jumping?

Is this just a terrible, terrible idea?  :unsure:

Verfall

Take hurdle, take combat jumping and if you have the slots, 3 slot em both. You basically end up with a pseudo super jump, very similar to the Kings Row jump pack but with zero supression.

But this is my speaking second handed, so I'm gonna log on test and respec a toon into that and see how well it works before I say 100% "go with it".

Tested it. With 3 slotted hurdle and 3 slotted combat jumping you end up with a poor mans super jump that gives you the speed of super jump with quite a bit less height, 35ish feet compare to 125ish feet. But even then, you still get the same horizontal speed as base slotted super jump.

So my opinion based on my testing, 3 slotted hurdle and 3 slotted combat jumping are perfectly acceptable for "peak human"

Carravaggio

Much thanks for the quick, concise and very useful reply :) I like how it sounds and will go with it.

BlueBard

A lot of the rooftops in many zones are going to be higher than what your character can jump to, or farther apart than your momentum will allow you to reach.  That and burning slots are the only real disadvantages in your scheme.

If you have the jump pack power you can get around some of that.  I'd hesitate to burn the slots like that, though, at least at lower levels.  That's 4 extra slots that won't be applied to your character's core powers, just to avoid taking a 'super' travel power.

You might consider a compromise.  Take combat jumping and super jump, but only use SJ when you really need to 'cheat'.  Add in hurdle when you can to get the distance.  Slot judiciously, maybe 2 slot CJ and hurdle.  When you're high enough level, you can respec out the super jump and reslot CJ and Hurdle to get closer to concept.

But I'm a fan of concept characters and accepting limitations for the purpose of role-play, so go for it and let us know how it works out!

Lionheart

I love concept characters and would like to have some with no travel powers. Sometimes, however, the game mechanics and terrain can make that almost impossible.

On one character, I use superjump but imagine it to be ropeswinging. Not perfect, but it does the job. I also have one villain at level 18 who has not taken a travel power yet, but does have a Raptor pack, Super-G jump pack, and Goldbricker's pack as quest rewards. Those are used sparingly, so they all have 1.5 - 1.8 hours of use left.

Making a no travel power character is far easier when duoing. I have a couple that run with my wife; in one case, my wife's character is a teleporter, so she zaps me over if needed (I also have swift and hurdle for most travel). In another case, my wife's character is a flier. Eventually, she will get group fly. I'll just have to survive with swift until then. :)

Alaric

I currently have a bunch of characters with no real travel powers- even got one to 50. It's much easier now than it used to be, with temp travel powers, various shortcuts for traveling between zones, etc. One suggestion I would make is to save any temp travel powers you have for when you really need them. In particular, try not to use them if/when you solo, and only use them when teaming if you really need to. They'll last longer that way. Also, the jump pack power from the collector's dvd bonus pack (purchasable at the NCsoft online store) helps a lot- once you get the hang of it, it works pretty well as a limited kind of travel power. Also, note that, of the Fitness powers, Hurdle tends to be a better travel all-around power than Swift- of course, having both can be useful for this sort of character, too.

RTTingle

A slotted swift...  A slotted hurdle... And the Jump pack for the real tough spots is all you need.

Trust me.  :)

RTT

Xenolith

Another vote for not needing travel powers.  Like others said, just be frugal when using your temp. travel powers.  It can be a real pain getting around, but its also kind of fun to "see the world" instead of blowing past it.   :P

I've got a "peak human" character, too, and have found that Swift moves him around fast enough that he doesn't have too much trouble with spawns.

BlueBard

I've got Swift three-slotted with SO's on my Stone tank, and I've got to say that he moves really, really fast when not rooted.  Probably at least 75% of super speed AND there are no toggles to drop and no speed debuff in combat.

AncientSpirit

Not sure if this would get you where you want to go but I have a concept character who shouldn't be able to fly but he was a sci-fi here.   I gave him flying BUT got him Jet Boots.  So now he can fly around but he's still a normal human being.

Also, if you haven't already, do the Kings Row Bank Mission. That will give you a raptor flying pack.  Those look so great that I wish you could just get it from a recipe like the Jet Boots.

BlueBard

Quote from: AncientSpirit on June 16, 2008, 08:59:31 AM
Also, if you haven't already, do the Kings Row Bank Mission. That will give you a raptor flying pack.  Those look so great that I wish you could just get it from a recipe like the Jet Boots.

Not to mention that it would definitely look way better on a sci-fi hero than tech wings...

Mystik

I'm currently playing batman in my jlu homage group , and green arrow and i have done well with no trvl, 3slotted swift,hurdle and sprint and the occasional boom tube (O portal)

Lionheart

Quote from: BlueBard on June 16, 2008, 07:04:29 AM
I've got Swift three-slotted with SO's on my Stone tank, and I've got to say that he moves really, really fast when not rooted.  Probably at least 75% of super speed AND there are no toggles to drop and no speed debuff in combat.

The main problem I have with that on a "peak human" character is that I don't want him to be 75% super speed normally. I might as well get super speed, because I can turn it off when I don't want to be zipping along that fast.

Of course, I realize that triple-slotting is for maximum Swift speed; lesser slotting can boost the character to above normal without pushing it to the limit. It really comes down to a matter of preference.

BlueBard

It actually doesn't look that bad.  Swift has the added benefit that it's easier to control... you aren't zipping along so fast that you can't watch the scenery... or target the bad guys in the streets.

Superspeed is great for the long haul, but lousy for tight manuvering.  You wind up either overshooting, or playing go, stop, go.  You don't have that issue with triple slotted Swift.

I would advise trying it out and then respec out if you don't like it.  I should point out that the same character also has a speed enhance in Sprint.  It's the combination of slotted Sprint and 3x slotted Swift that gets me that speed.  You could turn Sprint off and jog quite nicely.  Or slot 2x2.  Either way.  I needed 3x Swift to compensate for speed debuffs while rooted, which you won't need to deal with.

AncientSpirit

Quote from: BlueBard on June 16, 2008, 09:25:48 AM
Quote from: AncientSpirit on June 16, 2008, 08:59:31 AM
Also, if you haven't already, do the Kings Row Bank Mission. That will give you a raptor flying pack.  Those look so great that I wish you could just get it from a recipe like the Jet Boots.

Not to mention that it would definitely look way better on a sci-fi hero than tech wings...

My sci-fi hero has jet boots ... but I just checked at WW and everyone must be thinking the same thing because it now costs 800k while some wing sets are selling for practically nothing.  Don't remember it costing anywhere near that for the two characters I have them on.