TopDoc

Legend
  • Posts

    819
  • Joined

  1. [ QUOTE ]
    One very minor error: the kinetic power is called Increase Density, not Increase Gravity.

    [/ QUOTE ]

    Doh! I knew that! Gee, I wonder if I'm still within the Edit window.
  2. [ QUOTE ]
    ...Basically:
    Supposing I had 10 extra slots to spare, what combination of slots of jump speed enhancers at level 50 would make you move the fastest horizontally with both sprint and hurdle up?

    [/ QUOTE ]

    I don't know. The fastest non-Super Jump jumping I found was just Hurdle with 5 even level SOs. No Sprint, no Swift, nothing else. While I could do more testing, to try every possible combination of Hurdle and Sprint slotting (and probably Swift and Combat Jumping because other people would want it), including different levels of enhancement between -3 and +3 in each slot in each power, I'm not going to. I want to get back to playing for a while. But you're welcome to. :-)

    I'll email my script to anyone who wants to test this stuff. They're written in TCL, and are fairly simple. Just PM me with an email address.
  3. [ QUOTE ]
    DeBuffs do count as attacks for purposes of travel power suppression.

    [/ QUOTE ]

    Toggle debuffs do not; I should have specified that. I tried Radiation Infection and Enervating Field and did not get suppressed. RI is a bit hard to tell due to the long animation time, but EF is a lot faster. These are toggle debuffs, so you never try to hit the mobs.

    [ QUOTE ]
    In my experience (with just one SO jump enh each in Hurdle and Combat Jumping) the combination is just slow enough to control well, hopping around a battle.

    [/ QUOTE ]

    Well, I'm probably gonna find out. Now that I finally finished the movement guide, I'm gonna play for a bit, and I have a DM/Inv Scrapper that's gonna get that combination.
  4. I just posted my big Movement Guide (see my sig). I tested the PB movement powers, since I had them. Energy Flight, Combat Flight, and Group Energy Fly are all equal in speed to the corresponding Flight Power Pool powers Fly, Hover, and Group Fly. Quantum Flight is indeed capped Fly speed. And I was surprised to see that the fly from Bright Nova was Fly with a +50% bonus. You should be able to cap that with 2 SO+3s.

    Lauralla PMd me some initial findings on Bright Nova toggle cost and Recovery Bonus. According to some tests, the toggle cost was about 0.3 EPS, while the recovery bonus was about 0.24. Given that, it isn't really worthwhile to slot Bright Nova for either END Reduction or END Recovery. I'll put 2 slots in Nova to cap Flight, but I may move the other slots elsewhere.
  5. If you see any typos or anything that needs to be reformatted in the above, PM me fast while I can still edit it. If you'd like to help me get numbers for the powers I wasn't able to test, again PM me. I welcome constructive criticism, additional hint, advice, corrections, etc.
  6. Do you want to make an informed decision on what Travel power to take? Want to know how fast various movement powers are? What's the cap? How many SOs does it take to reach the cap? HOs? What about movement buffs and debuffs? Are there tricks to moving faster? Well, it's all here.



    Executive Summary

    Teleport can be faster than 150 MPH; nothing beats it.
    Super Speed at level 50 is capped at 92.50 MPH with 2 SOs or HOs.
    Super Jumping at level 50 is capped at 78 MPH with 3 SOs or HOs.
    Flying at level 50 is capped at 58.63 MPH with 4 SOs or 5 HOs.
    Running, Jumping, and Flying all have a base unenhancable speed of 21 feet/second.
    Movement powers add a bonus to the base 21 f/s speed; Enhancements only affect the bonus.
    The best movement power is Kheldian Bright and Dark Nova flight.
    Microfilament HOs give a +30% enhancement bonus, white SOs give +33.3%.
    New Microfilament HOs give a +20% Enhancement bonus.
    With new HOs, it takes 3 to cap Super Speed, 4 for Super Jumping, and you can't cap Fly.



    Introduction

    This guide lists everything I know and could figure out about how movement works in City of Heroes. It includes VERY accurate movement speeds, and a little discussion about the Power Pools with travel powers. All of the movement speeds are in feet/seconds (f/s). To convert to miles/hour (mph), multiply by 0.6818, though I've done that in most places. All Enhancements are assumed to be even level unless otherwise specified.

    For this guide, I make a distinction between Movement powers and Travel powers. Movement powers are powers that affect movement. Travel powers are the powers that characters normally use to travel long distances. All of the Travel powers are available at level 14 in Power Pools, and include Fly, Super Jump, Super Speed, and Teleport. However, there are a number of Movement powers that can function as Travel powers, as you’ll see below. There are also several references to “conventional” travel powers. This means all of the Travel powers except Teleport, because it is … unconventional! J

    I’ll start by discussing things common to the 3 conventional modes of movement, running, jumping, and flying. This includes things like slotting, enhancements, base speed, and increasing powers by level. Then I'll go through the 4 modes of travel, including all the stats I know. After that, I’ll discuss power pool choices associated with movement, Kheldians, and other considerations.



    SECTION 1: Conventional Movement Powers

    Enhancements and Slotting are similar across all conventional movement powers. For the most part, it is useless to slot movement powers other than the 4 big Travel powers. There are some significant exceptions to this noted below. Training Enhancements provide an 8.3% bonus, Dual Origins give 16.6%, and Single Origins give 33.3%. There are Enhancements for Running Speed, Jumping, and Flight Speed. Green Enhancements increase by 5% of the % bonus per level above you, while yellow ones decrease by 10% of the % bonus per level below you. That means a SO that is 1 level above you (SO+1) has a bonus of 33.3 * 1.05 = 34.965%. A SO+3 has a bonus of 33.3 * 1.15 = 38.295%. A yellow SO-3 has a bonus of 33.3 * 0.7 = 23.31%. Read some Enhancement Guides if this doesn't make sense.

    There is also a Microfilament Hamidon Origin (HO) Enhancement that adds 30% to Running, Jumping, and Flight Speed, and provides 50% Endurance Reduction. Note that the HO provides LESS than an SO bonus to movement. Read that again. I've seen several posts on the boards by people who have tested it indicating the exact same thing. Remember, a SO+3 provide a 38.295% bonus. But at level 50, you can cap Super Speed and Super Jump with the same number of slots using either SOs or HOs, so you might as well use HOs for the Endurance Reduction. It takes 5 slots to cap Fly using only HOs at level 50, but you can still cap it with only 4 slots using 2 SOs and 2 HOs.

    However, HOs are being "rebalanced" on the Test Server right now. The Microfilament HO is now a 20% Enhancement to movement powers. That makes it slightly better than a green DO, and worse than a very yellow SO. DO NOT slot these in any power unless you need the Endurance Reduction. It takes 3 of these new HOs to cap Super Speed, and 4 to cap Super Jump. You can't cap Fly even with 6 new HOs, but you can with 5 HOs and 1 SO. Note that the HOs listed in the Executive Summary and the tables below are the current 30% HOs.

    All conventional movement modes have a base speed of 21 f/s. Movement powers add a bonus to that, and enhancements on those powers increase only the bonus. Read those last two sentences again, they're important and very few people seem to know them. I generally divide the tables below up into 2 parts. The first table lists the base movement speed (21 f/s) plus all of the base bonuses for the powers (starting with a + to make it obvious they are bonuses). The second table has some sample total speeds that include the base speed.

    Conventional movement modes have a cap that you cannot exceed. Super Speed has the highest cap, and supposedly this is a hard limit due to the design of the game. The Super Jump cap is lower, and the Flying cap is lower still. It is usually worth it to slot your Travel powers to reach the cap, but don't add too many slots or they may be wasted.

    Some movement powers increase their bonus as you increase in level, including the big three conventional Travel powers. The caps increase in level as well. For example, if you have two Running SOs in Super Speed at level 22, you'll be a moderate amount over the cap for level 22. As long as you keep 2 SOs in Super Speed, you'll be capped at every level up to 50. The cap for Flight increases a bit faster, so you can cap it at level 22 with 3 very green SOs, but it takes 4 from level 32 and up.

    Let's put this all together and see how to calculate these things. How fast do you run at level 22 when you have Super Speed with a brand new level 25 SO (SO+2), and Sprint slotted with END Reduction? And while we're at it, what's the cap? See the formulas and numbers in the Running section below.

    Movement Power Bonus = (Base Bonus) * (1 + Enhancements)
    Super Speed Bonus = (52.15 + LVL * 0.427) * (1 + .38295)
    Super Speed Bonus = 85.11
    Total Running Speed = 21 (base) + 85.11 (Super Speed) + 10.5 (Sprint)
    Total Running Speed = 116.61 feet/second
    Running Speed Cap = 93.67 + LVL * 0.84
    Running Speed Cap = 112.15 feet/second

    As you can see, you'll be above the speed cap with only a single SO, as long as you use Sprint as well. At 41, Sprint and a SO+3 aren't quite enough to keep you at the cap.



    SECTION 2: Running

    All starting characters can run, and for a little more Endurance they can Sprint. This is the first form of movement characters get, and boy does it seem slow. In truth, it’s very fast! Base running speed is a bit over 14 mph, which means just over a 4 minute mile. With Sprint, you’re running over 20 MPH, so you can run a mile in under 3 minutes! But for Super Heroes, it really is slow.

    The key advantage to running is that it has the highest cap of any conventional movement mode. You can run 92.5 MPH at level 50 just by taking Super Speed and adding one slot. The key disadvantage is that it has no Z-axis movement, which means you can't scale vertical walls or otherwise go anywhere you couldn’t walk or run. Jumping follows the normal laws of physics in CoH, so you can make very long long jumps and cross moderately wide chasms if you're careful. But you'll have problems in Skyway and Boomtown, big problems in Faultline and Terra Volta, and don't bother going to the Shadow Shard.

    There are 5 different Prestige Powers which characters can get which are just variants of Sprint. People who purchased the City of Heroes pre-order before it was released get one of Prestige Power Quick, Dash, Fast, or ?, depending on which store they purchased the pre-order from. People who purchased the Collectors Edition DVD set or the Hero Gear Kit get Prestige Power Slide. As far as I know, these are exactly the same as Sprint, except for a different visual effect. Dash and Slide definitely have the same speed, but I don't have the others to test. These powers are mutually exclusive, so you can only have 1 of them on at a time.

    All of the different running powers stack. For example, you get your base run speed, and you can add Sprint, Swift, and Super Speed. You can get multiple Speed Boosts, and they stack as long as different people cast them. Ditto for Accelerate Metabolism. Super Speed is the only running power that is suppressed when you attack, so you can have high speed running in combat if you can get running bonuses other than Super Speed.

    At the low end, there are several Powers that affect Run speed. Swift from the Fitness Power Pool is the most common, but Accelerate Metabolism from Radiation Defenders and Speed Boost from Kinetics Defenders are also handy. Don't overlook these powers, as they are handy and available before the real Travel powers at 14. I founded an all-Radiation SG, and a group of 8 level 2 Rad Defenders could run around with Sprint and 8 stacked perma-Accelerate Metabolism at a speed of about 82 f/s. That's fairly close to the Flight speed cap and base Super Speed at level 2! Stacked this way, Accelerate Metabolism and Speed Boost are fully functional Travel powers.

    Super Reflexes Scrappers can get Quickness at level 20 and Elude at 38. Quickness is an auto power that does several things, and the Run speed bonus is exactly the same as Swift (kind of slow). But Elude is supposed to provide a nice Run Speed bonus. Unfortunately, I don't have any data on Elude.

    There are some powers that slow you down while active. Stealth from the Concealment Power Pool slows you, as does Kinetics Defender's Increase Gravity and Stone Tanker's Granite Armor. Stealth slows down your base running speed by 35%, but seems to have a reduced effect if you have Sprint on. It appears to be a negative Run Speed buff, rather than a Slow. A negative run speed buff reduces your speed by a fixed amount, while a Slow reduces your total run speed by a percentage. I need to look into this some more.

    The fastest Running power is Super Speed from the Speed Power Pool. With only 2 slots with Run Speed SOs, you can reach the Run Speed cap. In fact you can cap it at level 15 with 3 DOs. With Super Speed slotted this way, you don’t need Swift, Sprint, or any other Running power. In fact you’ll still be capped while Super Speeding with Stealth on. This is really the only Running power worth slotting, and 1 slot will let you reach the cap. Check your Endurance usage, you may want to add an additional 1 or 2 slots for Endurance Reduction.

    It takes a while for the server to spawn mobs in reaction to people approaching spawn points. Mobs may spawn on top of Super Speeders. Since Super Speed can be dangerous, the devs gave it a bonus to Stealth to avoid such problems. This is only half Invisibility though. If you get close enough to mobs and stay there, they will agro. Many people take another half invisibility power to stack and give them full invisibility (see Concealment in Section 6 below).

    <font class="small">Code:[/color]<hr /><pre>Movement power Speed MPH % of Run
    Base Running 21 f/s 14.32 mph
    Sprint and variants +10.5 f/s +7.16 mph +50%
    Swift +5.20 + LVL * 0.043
    Swift at level 6 +5.46 f/s +3.72 mph +26%
    Swift at level 50 +7.35 f/s +5.01 mph +35%
    Accelerate Metabolism +6.3 f/s +4.30 mph +30%
    Speed Boost +? +? +?
    Siphon Speed +? +? +?
    Quickness +5.20 + LVL * 0.043 (same as Swift)
    Elude +? +? +?
    Stealth -7.35 -5.01 mph -35%
    Increase Density -? -? -?
    Granite Armor -? -? -?
    Super Speed +52.15 + LVL * 0.427
    Super Speed Cap 93.67 + LVL * 0.84</pre><hr />

    <font class="small">Code:[/color]<hr /><pre>Powers Total f/s MPH
    Base running 21.00 14.32
    Sprinting 31.50 21.48
    Super Speed at 14 79.13 53.95
    Super Speed at 50 94.50 64.43
    with 1 HO 116.55 79.46
    with 1 SO 118.98 81.12
    with 2 of either 135.67 92.50 CAPPED
    </pre><hr />



    SECTION 3: Jumping

    When Running isn’t enough, there’s always Jumping. You won’t go as fast as capped Super Speed, but you can come close. Some people think the vertical movement more than makes up for the slower speed. Super Jump isn’t enough to let you get around the Shadow Shard, but it’s usually enough to let you get around the zones in Paragon City without a problem.

    Well, actually, there is one problem. Super Jump has no Stealth. You're in the air most of the time, but you can VERY easily drop down right in the middle of some bad guys. As long as you keep moving, you'll probably be OK. They may shoot you and damage you a bit. They may even hit you with a status effect, causing you to drop to the ground a short distance away. But hopefully you can get up and Super Jump away before they catch up and finish you. Super Jump is often avoided by non-invisible squishies for this reason.

    How high can you jump? Everyone can jump 11.27 feet high, with a little running start. That's pretty heroic for a high jump, even though it doesn't look very impressive when you're doing it. A standing high jump is barely less, at 11.19 feet. Is jumping faster than running? Nope, they are exactly the same (21 f/s) at the base speed. Powers that increase your running speed also increase your jumping speed, but by less. For example, running with Sprint is 31.5 f/s, but jumping with Sprint is 29.82 f/s.

    By the way, getting numbers for these powers was TERRIBLE! I recorded my movement in demo files and parsed them (see the last section for details), and the numbers were all over the place. The numbers for Running and Flying are probably accurate to within 0.1%. I think these numbers are accurate to 2%. But jumping is NOT a simple form of movement. You can't just take the numbers provided below and apply Enhancements and figure out your jumping speed or height. For whatever reason, it just doesn't work that way. Height is often rounded to a number ending in .43, but otherwise it appears to follow normal Enhancement rules. Speed can vary a lot, with small or huge jumps as you add SOs. It can even go backwards. See below for Hurdle. Try as I might, I could not figure out the logic behind this.

    There are two early Jumping powers, Combat Jumping and Hurdle. Combat Jumping is almost solely a height bonus. Running and jumping with Combat Jumping appears to increase your ground speed by a very small amount, less than 1 f/s even when 6 slotted with SOs. But it does increase your jumping height significantly. Hurdle however increases your ground speed significantly and your height only slightly less than Combat Jumping. In fact Hurdle appears to provide half the jumping bonus that Super Jumping does, though without the height. Hurdle can be used as a travel power! It takes a lot of slots, but it can beat the Fly cap. At level 50, Hurdle with 5 SOs goes about 89 f/s, and you jump about 29 feet high. Add that 6th SO, and you drop down to 80 f/s but increase height to 32 feet. If you Sprint, you only drop down to 83 f/s. Apparently there's a sweet spot due to being right at a specific height or Enhancement value that will let you go about 60 MPH with Hurdle.

    The main Jumping travel power is Super Jumping. It is mutually exclusive with Combat Jumping; if you turn one on, the other will turn off. However, both will stack with Hurdle. It takes 3 SOs or HOs to reach the Jumping cap of 114.4 f/s, or 78 MPH. I haven't tested to see if the Super Jumping cap increases based on level.

    <font class="small">Code:[/color]<hr /><pre>Power Speed (f/s) MPH Height
    Base Jumping 21.00 14.32 11.27
    Sprint +8.82 +6.01
    Hurdle +19.54 + LVL * 0.094 +6.00
    Combat Jumping +0.25 +0.17 +8.00
    Super Jump +40.87 + LVL * 0.228 +112
    Jumping cap 114.4 78.00</pre><hr />
    <font class="small">Code:[/color]<hr /><pre>Power Total f/s MPH Height
    Super Jump at 50 73.21 49.91 123.43
    with 1 SO 90.72 61.85 160.43
    with 2 SOs 108.21 73.78 206.28
    with 3 SOs 114.4 78.00 217.43 CAPPED</pre><hr />



    SECTION 4: Flying

    Flying is the stereotypical Super Hero travel power. The first character I made got Fly at level 14, and I really enjoyed flying around Paragon City after spending my first 13 levels sprinting. You just go up high, point yourself in the right direction, and you can take a snack or bio break. But that’s because Flying is kind of slow. In fact it’s the absolute slowest travel power, and can be exceeded by other non-Travel movement powers. It used to have an Accuracy Debuff too, but that went away when the devs implemented Suppression on Travel powers.

    Flying is pretty safe. As long as you're somewhat above the mobs, they won't agro and shoot at you. Granted there are mobs on top of buildings that you may accidentally get too close to, but that's the worse you have to worry about till level 30. At level 30 and above, in the higher level zones, there may be snipers. They sit alone on rooftops and shoot at heroes they see, and they have a LONG agro range that lets them see through invisibility. They aren't instant death unless you're way in over your head, but you better take evasive maneuvers if you get hit.

    Fly costs a fair amount of Endurance. With just Fly, you will slowly lose Endurance. This can easily be offset by Endurance Reduction Enhancements or Stamina, and usually needs to be. If you accidentally leave one or more expensive toggles on while flying, you may come back from your break to find yourself running on the ground, low on HP and END. That’s if you’re lucky.

    Despite the disadvantages, I hear that Fly is the most popular Travel power.

    How fast do you fly? All flight powers start with the 21 f/s base speed. Your flight bonus from Fly increases as you go up in level a little bit at a time. Unenhanced, your total flight speed at level 14 is 42.12 f/s, and at 50 is 49.68 f/s. It increases linearly from 14 all the way to 50, but not by a whole lot. Flight speed also has a cap that is level dependant.

    Group Fly is similar to Fly, but slower still. In fact the Group Fly bonus is exactly half that of Fly. Also, it is almost exactly Sprinting speed at level 20. You can use it to carry only your teammates, and they have to stay somewhat close to you.

    Hover is the first Flight movement power, but last here because it's kind of backwards. In fact, compared to the other Flight powers, it's really messed up. It does not increase in speed as you level. It's a negative Flight bonus. And Enhancements affect your base speed. (You don't want them to increase the negative Flight bonus after all.)

    Checking the formula, unenhanced Hover always goes 4.2 f/s, but every SO adds about 7 f/s. My Controller has Hover 6 slotted for speed, and goes about 46 f/s which is nearly base Fly speed. It gives great maneuverability in combat or missions, doesn't get suppressed, and doesn't cost much END. On top of that, it gives a little Defense bonus. Other than the slotting required, it's a great movement power. It's a very slow Travel power, but it's great with Super Speed. Run fast where you can, and use Hover on the few spots you can't.

    There are "speed on demand" keybinds that will let you switch between Fly and Hover automatically. These activate Fly while you are moving, and Hover when you stop. You get high speed and high END cost while moving, but you get Defense and low end cost when you stop to attack.

    All of the Flight powers are mutually exclusive. If you activate one, it will turn off any others you have on.

    <font class="small">Code:[/color]<hr /><pre>Power Speed (f/s) MPH
    Base Flying 21.00 14.32
    Accelerate Metabolism +6.30 +4.30
    Speed Boost +? +?
    Siphon Speed +? +?
    Hover -16.80 -11.45
    Fly +18.18 + LVL * 0.21 +12.40 + LVL * 0.143
    Fly Cap 54.5 + LVL * 0.63
    Group Fly +9.09 + LVL * 0.105 +6.20 + LVL * 0.072</pre><hr />
    <font class="small">Code:[/color]<hr /><pre>Power Total f/s MPH
    Hover 4.20 2.86
    with 1 SO 11.19 7.63
    with 2 SOs 18.19 12.40
    with 3 SOs 25.18 17.17
    with 4 SOs 32.17 21.93
    with 5 SOs 39.17 27.61
    with 6 SOs 46.16 31.47
    Fly at 14 42.12 28.72
    Fly at 50 49.68 33.87
    with 1 SO 59.23 40.38
    with 2 SOs 68.78 46.89
    with 3 SOs 78.33 53.41
    with 4 SOs 86.00 58.63 CAPPED!
    Group Fly at 50 35.34 24.09
    with 1 SO 40.12 27.35
    with 2 SOs 44.89 30.61
    with 3 SOs 49.67 33.87
    with 4 SOs 54.44 37.12
    with 5 SOs 59.22 40.38
    with 6 SOs 63.99 43.63</pre><hr />



    SECTION 5: Teleport

    Teleport Self is not a conventional Travel power, since you don’t actually travel from point A to point B. You disappear from point A and reappear at point B, without traveling through the space in between. It is the fastest travel power, but it is also the most expensive END wise at 15 Endurance per hop (about 3 seconds). Without Stamina or some Endurance Reduction Enhancements, you will not be able to make it across even a medium sized zone. If you're not careful, you may run out of Endurance and fall into the middle of some bad guys. Ten hops in 30 seconds can take you from 100 to 0 Endurance, and that's only 0.57 miles. Teleport is the most difficult movement power, requiring constant attention and decent reflexes.

    Teleport would be very hard without the Hover effect. After you teleport, you get a free Hover for about 2 seconds. This is supposed to let you retarget and teleport again. After 2 seconds, the Hover wears off, and you start falling. Most people who teleport tend to go up first to avoid mobs on the ground, and falling can mean both falling damage and landing in the middle of a group of bad guys. People with laggy connections tend to fall a lot. Some people take Hover and leave it on, just to avoid falling. Completely invisible characters and melee types with good defenses are less worried about this. Note that if you have any Flight power active, you can move during the 2 second Hover though at a slower rate than normal. If you do not have an active Flight power, you cannot move during the free 2 second Hover.

    Teleporting is dangerous when you stop as well. You may not be able to see mobs at your final destination while teleporting. For example, if you’re Teleporting to a mission door in a Hazard Zone, you may end up close to the door but in the middle of a Hazard Zone sized spawn of bad guys. It's always best to land on a perch nearby and check your destination.

    The last bad thing I’ll say about Teleport is that it is terrible inside missions. It is far easier to use every other movement power to maneuver inside missions.

    Combat teleporting is generally not done. Some people use it to teleport into the middle of a group in order to open combat with a PBAoE attack (like a Blaster's Big Nuke), while other people use it to teleport out of combat if things are going badly. But not many people use it in the middle of combat, to move from mob to mob, or to chase mobs. However, Teleport does have two advantages over every other form of movement in combat. It lets you move while Immobilized, and is completely unaffected by Slow. Tsoo with Caltrops have you moving in slow motion? Just teleport behind them and give them a surprise.

    Teleport takes about 2.8 seconds to activate and has no Recharge time. However, you have to actually target the location you want to teleport to at every hop, so you may average 3 seconds or so after practice. Each hop is 300 feet unenhanced, so the unenhanced base speed is around 100 f/s (about 68 mph). That's pretty good at level 14, and it's only a little under the Super Speed cap at that level.

    There are keybinds to make teleportation easier. Some people like advanced keybinds that alter graphics settings to make it easier to target your destination. The following simple keybind lets you hold down the left SHIFT key and teleport by left clicking the mouse on the target location at each hop.

    /bind lshift+lbutton "powexec_name Teleport"

    There are only 2 restrictions on your destination. You have to be able to target where you want to go, and you have to be able to appear above your target. The first means you can’t for example teleport through a closed door unless you can somehow see the room on the other side. You can carefully position your camera to see around and teleport through corners, or anything else you want. There are some restricted areas with invisible walls, like behind counters in stores, where you cannot target. You cannot target air unless it is at your maximum range, so you can’t use Teleport to go just 150 feet in mid-air. For the second restriction, you cannot appear above the ceiling, so teleport will not let you target the ceiling in a room, or the bottom of things.

    The in-game graphics for Teleport will show a quick flash indicating the direction you are teleporting, and observant people in the Arena will use that to track you. In PvE, you can use it to track where those annoying Tsoo Sorcerers or Sky Raider Porters went.

    Teleport range can be increased using Range Enhancements, just like attack powers. Note that Range Enhancements have a 5/10/20% increase for Training, Dual Origin, and Single Origin Enhancements. A Teleport with 6 Range Increases will let you Teleport 220 yards at a time, for a speed of about 220 f/s (150 mph). That's 1.6 times faster than level 50 capped Super Speed.

    You'll notice I didn't mention HOs above. The current Centriole HO adds +50% Damage and +30% Range. Only the Range is useful for Teleport, and it will let you teleport further. But the new Centriole HO is only +20% range, so it is worse than a green SO. Do not put HOs in teleport.

    Slotting Teleport can be a balancing act. Slotting it with Endurance Reduction will let you teleport more times before running out of Endurance, but slotting it with Range means you go faster and you don't need to teleport as many times as you would otherwise. Remember that Endurance Reduction has diminishing returns, so each slot does less and less. That said, you should probably slot 1 or 2 Endurance Reduction Enhancements before even considering adding Range Enhancements. You only need to slot it for range if you really like missions or traveling in the Shadow Shard zones, as you'll be teleporting long distances. However if you have a big team that regularly plays together, it is well worth it to have one person with 6 slotted Teleport and Recall Friend to move the entire team around at high speed.

    For really long distances, or at low levels before Stamina and spare slots for Endurance Reductions SOs, you can always rest or just teleport more slowly. To rest, just find a convenient place where mobs don't spawn (building ledge, tree canopy, or open water). If you go more slowly by waiting to TP till after you start falling, you gain back a couple extra END points per hop. Accelerate Metabolism, Speed Boost, and Recovery Aura can also make a big difference, so make friends with Defenders and Controllers.

    When you have Stamina 6 slotted, you can Teleport as far as you want without any End Reduction SOs in Teleport, as long as you do it very slowly. Teleporting as fast as possible, you'll run out of END in about a minute. With Stamina and 1 END Reduction SO in Teleport, you can teleport for several minutes as fast as possible. With Stamina and 2 END Reduction SOs, you should slowly gain END. In general, I recommend using the initial free slot for Endurance Reduction, and that's it. Add a couple slots if you really want to go faster, or add 6 if you're the team carrier.

    You can also get the Team Teleport power at level 20 in the Teleportation Power Pool. It has a base range of 222.22 feet, rather than the 300 feet range of Teleport Self. It costs 20 Endurance, rather than the 15 Endurance of Teleport Self. Contrary to the original description, the Endurance cost does not increase based on the number of people. It does teleport you and all team members and buffable pets within 30 feet. For example, it will teleport Phantasms, but not Phantom Army or the Phantasm's Phantom Decoy. You end up in a small cluster at your destination, and everyone gets the hover effect for 2 seconds. You better teleport fast or everyone without Fly or Hover will fall, and there's a good chance you'll get split up if some Fly and some don't. Group Fly is a good partner power for this.

    Do I recommend Team Teleport? Never. I've been playing since Beta, a lot, and I've never played in a team where anyone used this. Ever. Teleport and Recall Friend have always been sufficient for me. I'm sure there are some cases where it would be nice. But I'm just as sure it isn't worth a power slot.



    SECTION 6: Power Pools

    Concealment

    What does Concealment have to do with movement? Lots! Getting around unseen is often more important than getting around fast. Ask anyone under level 10 with a mission in Perez Park. Stealth is a toggle, and it’s a power many people pick to accomplish this. Unfortunately, it’s only about half effective in making you invisible. Bad guys will still attack you if you get too close. In missions, there are many mobs that you just can't avoid. It also slows you down a fair amount, making it harder to run away from the bad guys who do see you. However, Super Speed is also a half effective invisibility. Together, you are fully invisible to most mobs. Only Sniper class mobs can see you, and you don’t run into them till around level 30+. Many people rely on Stealth + Super Speed for complete invisibility from level 14 on. There’s a gap between levels 6 and 14 where you’re only half invisible, and that can be a pain. You get around some of these problems by taking Grant Invisibility rather than Stealth. This is a click power that turns a teammate (not you) completely invisible, and does not reduce their movement. It provides a little Defense like Stealth. If you regularly team, especially with the same people, you are better off taking Grant Invisibility. The Defense bonus can stack when cast by multiple people. It provides complete invisibility from level 6 on, making any movement or travel power very safe. And it doesn’t slow you down. The only significant drawback is you need to recast it every 2 minutes.

    Fitness

    Many people consider Stamina to be a requirement for almost every build at the high end of the game. To get Stamina, you have to take at least 2 of Swift, Hurdle, and Health. Swift and Hurdle were discussed above, under Running and Leaping respectively. Health supposedly got more powerful in Update 4. In most cases, you’re better off taking Hurdle and Health, and skipping Swift. Hurdle is better than Swift for movement and travel before you get a real Travel Power. Granted Swift stacks with Super Speed, it’s useless once Super Speed has 2 Run Speed SOs. Bouncing around may be very hard in combat, but Combat Jumping makes things much easier. If you really need faster ground movement in combat, and don’t want to jump or spend Endurance on Sprint, then I guess Swift is the way to go.

    Flight

    We already went over 3 of the powers in this Power Pool above. The only other one is Air Superiority, and it's actually worth something. It does Knockdown and has a Fly debuff. Melee types have little need for Hover, as Hover is just too slow for melee combat. For them, Air Superiority opens up the pool for Fly and gives them an attack with pretty decent side effects. Even squishies can use this. Sure Hover will keep you out of range of most melee, but Air Superiority will help you keep even flying mobs out of melee range.

    Some Controllers may want Air Superiority rather than Hover as well. Locked down mobs don't melee, so Controllers don't need Hover to keep out of range. Air Superiority opens up the Flight pool for Fly later, just as easily as Hover does. And Air Superiority is another attack, which many Controllers with fast activating attacks could use to fill out their attack chain.

    Leaping

    Jump Kick is a melee attack with OK damage and a long animation time. Most melee characters have better attacks, and most non-melee characters don’t want a melee attack. I can't think of a reason for anyone to take this power over Combat Jumping.

    Most people that go with this pool take Combat Jumping, Super Jump, and Acrobatics, as they’re a fairly nice set to have. Combat Jumping and Super Jump were covered above. Acrobatics provides Knockback and Hold protection. All together, this pool provides a versatile Travel power and status protection appropriate for soloing squishies. The status protection can easily be overwhelmed in medium and large teams without sufficient agro control, but it’s still nice to have.


    Speed

    Many people consider Hasten to be a requirement for almost every build at the medium and high end of the game. It is a click power with a 70% Recharge Reduction bonus. That's slightly better than having 2 Recharge Reduction SOs in every power. It lasts for 2 minutes, and can be made permanent with 6 SO Recharge Reduction Enhancements. Characters with a large number of attacks can just cycle through them at normal speed, but characters with few attacks need something like this to maintain a constant attack chain. It helps with long recharge powers like big nukes, AoE Holds, and Pets. It even gives you a little Defense on the side. It is not a movement power at all. But given that so many people take it, it makes Super Speed just a little easier to take.

    What about the other powers in the Power Pool? Flurry is a lot like Jump Kick (see above). It's mostly useless. Whirlwind is a toggle PBAoE knock-up power with a very high Endurance cost that’s situational.


    Teleport

    Teleport Self is the fastest movement power, but I hear it's the least common. That’s surprising, given how useful the level 6 powers in the Teleport Power Pool are. Recall Friend can be used to teleport a teammate from long range to you. It’s great for getting SKs to dangerous places, or moving characters without a Travel power. You can’t Recall all the way across particularly big zones, like Independence Port or the Shadow Shard, but the range is still pretty long. It’s great for characters with a Rez to Recall fallen friends out of combat. Great for getting fallen teammates from the Hospital back to the mission, or from the mission start to the team several floors up. Combined with a teammate with Grant Invisibility, it can get a low level team to any mission in Perez Park or elsewhere very safely. Controllers can sometimes use it to recall pets after taking an elevator. It is the absolute fastest way to get from one place to another, but the fact that it only moves teammates to you means it isn't really a movement power. Defenders and Controllers often open up the Teleport pool with this power, but it's great for any AT.

    What about Teleport Foe? The agro you generate using it has changed a lot, but it’s fairly reasonable now. You can use it at fairly long range to pull Minions or Lieutenants, or you can use it to pull an entire group if you want by targeting a boss. Great for rooms where the groups are packed close together. It’s handy in the arena to get your enemy where you want, like on top of a minefield or near your pets. Tanks can use it to pull mobs off the squishies at long range, or to intentionally agro groups at long range (again by targeting a boss). Melee ATs can use it to grab runners. Granted it isn’t great, it’s still worth having on certain characters. Blasters, Scrappers, and Tankers often open up the Teleport pool with this power, but it's nice for any AT.



    SECTION 7: Kheldians

    Why include Kheldians in a guide on Movement? Because they get a LOT of their own movement powers! Kheldians don’t need to take Travel Power Pools to get around; in fact they can’t take some. But you probably will find a LOT of Kheldians with Hasten from the Speed Power Pool.

    Peacebringers get Energy Flight (Fly) as an inherent power at level 1, Combat Flight (Hover) inherent at 10, and can pick up Group Energy Flight (Group Fly) at 16 from their Luminous Aura secondary power set. These are exactly the same as the Flight Power Pool powers except for the special effects. Peacebringers cannot take any powers from the Teleport Power Pool.

    Warshades get Shadow Step (Teleport) inherent at level 1, Shadow Recall (Recall Friend) inherent at level 10, and can pick up Starless Step (Teleport Foe) at level 8 from their Umbral Blast primary power set. These are exactly the same as the Teleport Power Pool powers. Warshades do not get Team Teleport, which is pretty lame anyway. Warshades cannot take any powers from the Flight Power Pool.

    At level 6, all Kheldians can pick Bright Nova or Dark Nova (depending on their AT), which lets them shapeshift into a squid form with a built-in Epic Fly travel power. Why is it Epic? One power pick gives you Fly plus 4 very nice attacks, and turns you into an uber flying weapons platform. It doesn't really cost any Endurance. The Nova form has a small toggle cost which is approximately offset by an Endurance Recovery bonus. The Fly starts with an inherent +50% Flight Speed bonus, so it can be capped with 2 SO+3 Fly Enhancements. Novas do not have their Fly suppressed after attacking. This makes them VERY fast and maneuverable in combat. For all of these reasons, I consider this the best movement power in the game.

    At level 20, all Kheldians can pick White Dwarf or Black Dwarf (again depending on AT), which lets them shapeshift into a big hulking “lobster” form. In this form they get one of the inherent powers White Dwarf Step or Black Dwarf Step, both Teleport equivalent powers. With the high Damage Resistance and status protection available in this form, it gives Kheldians access to the absolute fastest Travel power with some protection to offset the negatives. All Dwarfs also have a Jump bonus, though it isn’t very big. They can jump 7.00 feet higher than humans, and if they jump while running they get an extra 0.20 f/s.

    While shape-shifted, Kheldians can only activate a small number of form-specific powers. They can benefit from click powers cast on them, like Accelerate Metabolism, but cannot activate movement powers like Super Speed or Super Jump. This isn’t a big problems for Novas, but it means Dwarves are SLOW unless they teleport. Dwarves run at the base speed of 21 f/s; they can’t even Sprint.

    Finally, all Kheldians get a combined Phase Shift, Stealth, and movement power toggle. Like all Phase Shift powers these days, they both have a long recharge time (60 seconds). The movement part of the power appears to activate immediately, like normal movement powers, but the Stealth and Phase Shift probably take longer.

    Peacebringers get Quantum Flight, which includes Fly, and it has a ridiculously high Endurance cost. I hear you can gain Endurance with it active if you have Stamina fully slotted plus 4 slots in the power with Endurance Reduction Enhancements. The power does not accept Flight Speed Increase Enhancements because it is already max Flight speed.

    Warshades have Nebulous Form, which includes about a half Super Jump bonus (I haven't tested it carefully). It has a more reasonable Endurance cost at only 3.2 EPS. A single Endurance Reduction SO with 6 slotted Stamina will let you recover Endurance, or 3 slots of Endurance Reduction without Stamina.


    SECTION 8: Other concerns

    Suppression

    Suppression is a new feature common to Super Speed, Super Jump, and Fly. If you attack while using one of these powers, the power is suppressed for 4 seconds. You are reduced to a lower speed, perhaps because you intentionally slowed down to attack.

    How can you avoid Suppression? Don’t use one of the above powers and attack of course! Most people with Super Jumping also have Combat Jumping, and they use Combat Jumping for combat (obviously). Granted Combat Jumping doesn’t help you move any faster in combat, it does give you a little defense. Also, not many people would want to use Super Jump in combat. The same somewhat applies to Fly and Hover. Fly is too END expensive to use in combat, while Hover gives some Defense. In fact some people are discovering the joy of 6 slotted Hover, and don’t even bother with Fly. Suppression mainly hurts Super Speeders, who rely on it for jousting or kiting. You can’t avoid it by temporarily turning off your travel power. But you can avoid it by not using attacks. Heals, pets, and even debuffs are not attacks.

    So what do Super Speeders do when they want to move fast in combat and attack? Get Hurdle, hopefully with Combat Jumping. See the stats in the Jumping section. Together they give fast high jumping for almost no END. You can look like Yoda, bouncing all around in combat. But let me post a BIG disclaimer. I’ve never done this, and it is likely very difficult to manage.

    Boost Range

    Blaster with the Energy Secondary can get this power at level 35. It has a duration of 30 seconds and a recharge time of 60, so it can be made permanent rather easily. It grants a +75% (?) bonus to Range, which means it can help Teleport. Given that normal Range Enhancements add +20%, this is a pretty nice boost.

    Power Boost / Buildup

    Power Boost is available to Blasters with the Energy Manipulation Secondary and all Controllers with the Primal Forces Epic pool. The Defender version Power Buildup in the Power Mastery Epic power pool may do the same. The Controller version lasts 15 seconds, and has a recharge of 2 minutes, so you can’t make it anywhere near permanent. It grants a +100% Enhancement style bonus to Running and Flying powers. It does not affect Jumping powers at all. By the time you get this power, you should already have your movement power(s) of choice capped (if you care), so ignore using this for movement.

    Ultimate Speed

    The fastest character possible is a Blaster with the Energy Secondary. The required powers include Boost Range (slotted to be permanent), Teleport (6 slotted with Damage/Range HOs), and possibly Conserve Power (to pay for Teleport). If you ever want to do the Shadow Shard TFs, find a character like this and make sure they have Recall Friend. This character can go around 240 MPH. Note that with new HOs being equal to SOs, you're better off with Range SOs. The same Blaster with 6 Range SO+3s would go about 210 MPH.

    How did I get these numbers???

    I used demo files. If you type "/demorecord &lt;name&gt;" and later "/demostop", the CoH client will create a demo file in the client_demos subdirectory off your main install directory. These are plain text files containing information about almost everything visible in the game during the demorecord period. I assume the Devs used them to create demos that could be played for publicity. These files include timestamps for everything to the millisecond, and locations in feet to many decimal places. I wrote a script to read through the demo file and report how far my character had moved every few seconds. As long as I'm moving in a straight line, I can get very accurate speed measurements. Flying is easy; I just need some open air. Testing showed that swimming speed was equal to running speed on land, so my running and jumping tests were done in large bodies of water. For jumping I had to make another script that reported height and speed for each bounce, otherwise different vertical positions at the start and stop of a reporting period would throw the results off.

    Movement speed is not perfectly clean. I regularly saw cases where I would slow down and then speed up a bit. These were likely due to network lag. But there were plenty of other cases where the numbers were off more than I expected. Jumping is incomprehensible. I still haven't completely figured out the logic behind the jumping speed. Those numbers have a large variation, and do not follow the usual Enhancement progression values very closely.
  7. Make sure you emphasize the following...

    If a power only benefits from one of the two or three things enhanced by an HO, you're better off slotting an SO+. HOs are only good for powers which can use at least 2 of the HO's bonuses. There are now a lot of powers that should never have HOs.
  8. I tested new Centrioles (Dam/Range) and Microfilament (Travel/End) last night, while working on my big Movement guide. The Range is now +20% just like an SO, but so is the Movement. That's right, a Running, Jumping, or Flight Speed SO is +33.3%, but the HO is +20%. (If no one ever mentioned it, the Travel/END HO does increase Jumping speed.) I guess it kinda makes sense, since the HO used to provide a +30% Movement bonus. It used to be right about the same as an SO-1. Now it's even worse than an SO-3. It takes 3 new HOs to cap Super Speed at 50, and 4 for Super Jump. You can't cap Fly even with 6 new HOs.

    Since you only get a single bonus from any HO in Teleport, you should NOT slot any HOs in Teleport. In fact you should not slot ANY power that only gets a single bonus from an HO. You're better off with an SO+.
  9. That's it! I remember having to do it that way when I was testing it long ago. It looks backwards because you have to divide the Hasten duration (120 seconds) by the recharge reduction factor in order to figure out how much time a power gets credit for. All long duration powers will recharge in 36 seconds less with one application of AM. I had started the timer when I started casting Phantasm, so taking out the 3 second activation time gives a recharge of 3 minutes 24 seconds. That works out exactly. Thanks.
  10. [ QUOTE ]
    If anyone has any travel/ends I would greatly appreciate them testing this. Shouldn't be too hard to test.

    [/ QUOTE ]

    I tested this and didn't see any change. Specifically, I cast unslotted Phantasm then unslotted Accelerate Metabolism and timed how long it took Phantasm to recharge. Without any Recharge Reduction, Phantasm is supposed to recharge in 4 minutes I believe. With AM (which lasts for 2 minutes), Phantasm took 3 minutes 27 seconds (if I recall correctly, this was a couple days ago). Then I added 5 Travel/End HOs to AM and tried again. I got exactly the same recharge time.

    Last I knew, AM was a +30% Recharge Reduction. In fact I tested it pretty well before starting my all-Rad SG. This looks more like +35%. Strange. But I got exactly the same results both times, so I can say that the Travel/End Enhancements don't affect the Recharge Reduction buff.
  11. [ QUOTE ]
    boost the recharge speed of all those buffed by 10-25 seconds

    [/ QUOTE ]

    I'm not sure what this means. It looks like he's saying it improves the Recharge Reduction buff of SB and AM. If that's the case, it's definitely a bug. Nothing is supposed to affect Recharge Reductions buffs. I have no idea what the "10-25 seconds" means though.

    If this is true, a 6 HO slotted AM would go from +30% Recharge Reduction Buff to +84% or +120%, depending on whether or not the HO was +30% or +50%. Given that the Microfilament HO gives a +30% movement bonus and +50% End Reduction bonus, it could go either way.

    As the founder of an all-Rad SG, I know how sick 8 stacked AM can be. This extra Recharge Reduction would be just plain silly.
  12. [ QUOTE ]
    I was hoping that the lazer lights of the PDP or the spot lights that show up all over the city were objects, but no such luck.

    [/ QUOTE ]

    I recently worked on a script to parse a demo file and categorize the objects. (Planned to use it on COV, or maybe as a cheat to find plaques, badges, etc.) Then I ran a character very fast all around AP. You get PCs, NPCs, mobs, cars (the blimp is considered a car), and doors (the Hospital teleport pads are doors). Nothing else. No badges, no plaques. I can easily identify mob spawn points, mission doors, and special NPCs, but that's it. I should probably try some more zones, just to see what else there is.

    Think about it. The most efficient way to handle objects is to have the server deal with as few as possible. If an object can be completely controlled (animated) by the client, there's no need for the server to manage it. Things like spotlights, building lights, and flags can all be controlled by the client, because nothing can affect their animations. Doors are the only objects that a client cannot completely control, so they're the only objects that show up in demo files. The map itself probably defines the topography as well as client controlled objects with their MOVs.

    Anyone have a map editor? That's what it would take to sniff out plaques and badges, or to put lights where you want them.
  13. Doing the TORCH MOV may not be required. That's probably just an animation that holds up one hand. From what I've seen, carrying things is normally just a maintained FX. That's the way weapons and other devices work. So maybe you just need the torch FX on the puddle. If that doesn't work, there are lots of other maintained effects that provide light in some form, like glowing hands from Hasten or burning hands from some Fire powers. See if they can be maintained on a puddle.

    Another option is to make a PC with a glowing aura, and find a way to hide the PC without hiding the aura.

    But I think the best solution would be to use a Photon Seeker. They're little balls of light, maybe exactly what you're looking for.
  14. [ QUOTE ]
    I will say that travel HOs are pretty crappy as well but most people don't realize that and therefore it can be traded fairly easily. Also being able to slot SS for end redux without giving up on most of the speed enhancement is nice. Same goes for flight now too.

    [/ QUOTE ]

    The movement part of the bonus is less than an SO, but I wouldn't call them crap. I'd guess about 75% of all characters have Flight or Super Speed. You can 2 slot SS or 4 slot Fly and have capped speed for less Endurance. There's certainly a market for them.

    I have 6 slotted Hover on my Controller. Using HOs won't slow her down much, but it will make Hover REALLY cheap on Endurance.
  15. [ QUOTE ]
    [ QUOTE ]
    Also, you list a recharge time of 0 for Dwarf; I get something like 5 seconds.

    [/ QUOTE ]

    Hmm... I'll have to take a look at that.

    [/ QUOTE ]

    I took a look at it over the weekend. It is a 0 recharge time. I can toggle White Dwarf on and off as fast as I want. (I hope you meant White Dwarf, the toggle power, and not one of the attacks.)
  16. [ QUOTE ]
    They do stack, but the max ground speed is still ~90 mph. I am in the process of making a new guide... with compounded travel powers and exact speeds for each power. The fastest ground speed I have tested and gotten repeatedly is 92.53 mph (with many combos including 6 slotted SS alone, 2 slotted SS alone, and a 1 slotted SS, Sprint and Swift combo).

    [/ QUOTE ]

    Uh oh, I better get out the first edition of my guide then. :-) I did a PB Power Guide, then got more interested in levelling my Khelds than finishing the movement guide.

    The max sustained ground speed I've measured is 135.65 feet/second, which is 92.49 MPH. Given that we only differ by 0.04%, it looks like we agree.
  17. [ QUOTE ]
    Great info. I'm a bit confused about the durations for the normal attacks, though. I assume these apply to the -Def, where other sideeffects are absent, but they vary quite a lot. Is there really such a large variation in the -Def duration?

    [/ QUOTE ]

    Yep, the durations are for the -Def buff. And yes there is a lot of variation. Generally the smaller attacks have a shorter duration, while the bigger ones have a longer one. At least it appears that way, given how long the buffs appear on the mobs.

    [ QUOTE ]
    Also, you list a recharge time of 0 for Dwarf; I get something like 5 seconds.

    [/ QUOTE ]

    Hmm... I'll have to take a look at that.

    [ QUOTE ]
    It is my understanding (read, was told so, and limited testing supports) that if we say that ranged damage at level 1 do 100% of melee, the two types scale such that the brawl indices for ranged attacks drop gradually up to about level 20, and then are stable at about 83% of melee.
    After level 20, for instance, gleaming bolt is stable at a plausible 1.33 BI.

    [/ QUOTE ]

    I believe that's the way it works too, but I don't know the percentages for Khelds.
  18. You can specialize in one or two forms, but it's hard to do all three well. There just aren't enough slots. Normal characters get 27 powers, excluding the prestige Sprint variants. With Nova, Dwarf, and the 2 inherent flight powers, we get 39. You'll have a lot of powers with no or very few slots.

    Personally I'm heavily slotting both Nova and Dwarf, and taking mostly unslotted click buffs or non-combat powers for human form. I use Nova most of the time, switch to Dwarf when I'm fighting mezzers, and use human form for buffs before combat, heals after, Stealth + SS scouting, etc. But take a look at the Kheldian forums for other builds.

    Most experienced Khelds recommend going Nova till the Human form gets enough firepower to be worthwhile. Personally I'm happy with Nova still at level 43, and I only /respec'd to pump up my Dwarf form when I started using it more often.
  19. Yep, I should have left out that Q-Fly END cost completely. I noticed it was WAY too low the first time I looked at it, then I skipped it later since the toggle cost calculator went away. The cost is probably close to Flight and Phase Shift added togather, maybe somewhere around 5-6 END/sec.
  20. This is the first draft of my Peacebringer Power Guide. I tested most of these numbers myself, and footnoted those I did not. My testing isn't perfect, so there's a good chance some of these numbers are off. Please report problems here so I can retest suspect numbers more carefully. Please report things that I've missed, or usage notes that apply to most any build.

    NOTE: This is a power guide. It is not a build guide. It's here to give everyone information on what all of the powers do. It is not here to tell you how to build an uber Peacebringer. There are plenty of other guides in the Kheldian forum on that. Hopefully this will help Peacebringers make informed decisions when picking powers, and help guide posters refine their builds.

    Luminous Blast Power Set

    Power: Gleaming Bolt
    Level: 1
    Activation Time: 1.2
    Recharge Time: 1.5
    Duration: 2.5
    Endurance: 4
    Range: 50
    Brawl Index: 1.389 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Accuracy,Damage
    Short: Ranged, Minor DMG(Energy), Foe -DEF
    Description: A very quick, but low damage bolt of Kheldian energy that can reduce a target's Defense. Damage: Minor, Recharge: Very Fast

    Power: Glinting Eye
    Level: 1
    Activation Time: 1.8
    Recharge Time: 4
    Duration: 5.7
    Endurance: 7
    Range: 60
    Brawl Index: 2.315
    Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Accuracy,Damage
    Short: Ranged, Moderate DMG(Energy), Foe -DEF
    Description: You can emit a beam of Kheldian energy from your eyes, dealing moderate Energy damage and reducing a target's Defense. Damage: Moderate, Recharge: Fast

    Power: Gleaming Blast
    Level: 2
    Activation Time: 1.8
    Recharge Time: 8
    Duration: 5.7
    Endurance: 11
    Range: 50
    Brawl Index: 3.797 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: Ranged, High DMG(Energy), Foe -DEF, Knockback
    Description: A much more powerful, yet slower version of Gleaming Bolt. Gleaming Blast sends a focused blast of Kheldian energy at a foe that can knock him back and reduce his Defense. Damage: High, Recharge: Moderate

    Power: Bright Nova
    Level: 6
    Activation Time: 2
    Recharge Time: 0
    Endurance: ?
    Accuracy: +12.5% (3)
    Enhancements: Endurance Reduction,Endurance Recovery,Flight Speed,To Hit Buff
    Short: Toggle: Toggle: Shapeshift, Special
    Description: Kheldians are masters of energy and matter. A Peacebringer can transform into a flying energy beast known as a Bright Nova. When you choose this power, you will have access to four very powerful ranged attacks that can only be used while in this form. You will not be able to use any other powers while in Bright Nova Form. Bright Nova can fly, has increased Accuracy, and improved Endurance Recovery, but has no defense. Recharge: Fast
    Notes: Novas have a +45% DAM buff at all times.

    Power: Radiant Strike
    Level: 6
    Activation Time: 1.2
    Recharge Time: 10
    Duration: 5.8
    Endurance: 13
    Range: 5
    Brawl Index: 2.778 (Smashing) + 2.667 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: Melee, Superior DMG(Smash/Energy), Foe -DEF, Knockback, -Fly
    Description: The Radiant Strike is a slow melee attack, but makes up for it with heavy damage. Radiant Strike releases Kheldian light on impact, which can Knock Back foes, bring down fliers, and reduce a target's Defense. Damage: Heavy, Recharge: Moderate

    Power: Proton Scatter
    Level: 8
    Activation Time: 2.4
    Recharge Time: 12
    Duration: 7.8
    Endurance: 15
    Range: 40
    Brawl Index: 2.292 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Cone Range Increase,Accuracy,Damage
    Short: Ranged (Cone), Moderate DMG(Energy), Foe -DEF, Knockback
    Description: Proton Scatter sends bolts of Kheldian energy to multiple targets at once within a cone area in front of the caster. Proton Scatter deals moderate Energy damage to each affected target and reduces their Defense. Damage: Moderate. Recharge: Slow

    Power: Build Up
    Level: 12
    Activation Time: 1.3
    Recharge Time: 90
    Duration: 9.7
    Endurance: 7
    Enhancements: Endurance Reduction,Recharge Reduction,To Hit Buff
    Short: Self +DMG, +ACC
    Description: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Slow
    Notes: +72% DMG (2)

    Power: Luminous Detonation
    Level: 12
    Activation Time: 1.8
    Recharge Time: 16
    Duration: 9.7
    Endurance: 19
    Range: 50
    Brawl Index: 2.083 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: Ranged (Targeted AoE), Moderate DMG(Energy), Foe -DEF, Knockback
    Description: You hurl a large blast of Kheldian energy that violently explodes on impact, damaging all foes near the target, and reducing their Defense. Some affected targets may get knocked back. Damage: Moderate, Recharge: Slow

    Power: Incandescent Strike
    Level: 18
    Activation Time: 3.4
    Recharge Time: 20
    Duration: 9.5
    Endurance: 23
    Range: 5
    Brawl Index: 5.556 (Energy) + 4.334 (Smashing)
    Enhancements: Endurance Reduction,Recharge Reduction,Hold Duration,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: Melee, Extreme DMG(Energy/Smash), Foe -DEF, -Fly, Hold
    Description: Incandescent Strike is an absolutely devastating melee attack that focuses all of the Kheldian's energy and strength into a single massive blow. This slow but incredibly devastating attack can knock out most opponents, leaving them Held. Incandescent Strike can also bring down fliers, Knock Down foes, and reduce their Defense. Damage: Extreme, Recharge: Long

    Power: Pulsar
    Level: 18
    Activation Time: 3.2
    Recharge Time: 45
    Duration: 11.1
    Endurance: 20
    Enhancements: Endurance Reduction,Recharge Reduction,Disorient Duration,Accuracy
    Short: PBAoE, Foe Disorient
    Description: Generates a brilliant pulse of Kheldian light around you that stuns nearby foes. Affected foes are disoriented and unable to defend themselves. Recharge: Very Long

    Power: Glowing Touch
    Level: 26
    Activation Time: 2.4
    Recharge Time: 4
    Endurance: 16
    Range: 30
    Enhancements: Endurance Reduction,Recharge Reduction,Range,Healing
    Short: Ally Heal
    Description: Heals a single-targeted ally at moderate range. You cannot use this power to heal yourself. Recharge: Fast
    Notes: 16% of your HP

    Power: Solar Flare
    Level: 26
    Activation Time: 2.2
    Recharge Time: 20
    Endurance: 23
    Brawl Index: 3.945 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: PBAoE Melee, High DMG(Energy), Foe -DEF, Knockback
    Description: You channel the might of your Kheldian energy into the very Earth itself. The ground erupts and cracks with luminous energy, blasting all nearby foes, knocking them back and reducing their Defense. Damage: High, Recharge: Slow
    NOTE: There is no Defende Debuff effect apparent with this power.

    Power: Photon Seekers
    Level: 32
    Activation Time: 2.3
    Recharge Time: 300
    Duration: 60
    Endurance: 39
    Brawl Index: 7.416 * 3 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Knockback Distance,Accuracy,Damage
    Short: Summon Drones: Ranged Special, High DMG(Energy)
    Description: You manifest 3 spheres of light from your very Kheldian essence. These drones will follow you until they detect an enemy target. The Photon Seekers will then zero in on their targets and detonate on impact. The explosion is small but devastating and may affect multiple foes if they are near the target. Recharge: Long

    Power: Dawn Strike
    Level: 32
    Activation Time: 3.2
    Recharge Time: 360
    Duration: 19.7 -DEF, ~20 -Recovery
    Endurance: ALL
    Accuracy: +40 (2)
    Brawl Index: 6.945 + 3.473 * (0-2) (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: PBAoE, Extreme DMG(Energy), Foe -DEF, Knockback, Self -Recovery
    Description: You can explode in a tremendous blast of Kheldian energy, sending nearby foes flying and reducing their defense. Dawn Strike deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long



    Luminous Aura Power Set

    Power: Incandescence
    Level: 1
    Resist: 13.5% Energy, 13.5% Negative (2)
    Enhancements: Damage Resistance
    Short: Auto: Self +Res (Energy, Negative)
    Description: Kheldians have a natural mild resistance to Energy and Negative Energy Damage. This Auto power is always on, and cost no Endurance.

    Power: Shining Shield
    Level: 2
    Activation Time: 0.9
    Recharge Time: 2
    Endurance: 0.25/s (2)
    Resist: 27% Smashing &amp; Lethal
    Enhancements: Endurance Reduction,Recharge Reduction,Damage Resistance
    Short: Toggle: Self +Res(Smash, Lethal)
    Description: When you toggle on your Shining Shield, you create an energy barrier that grants you high resistance to Smashing and Lethal Damage. Recharge: Fast

    Power: Essence Boost
    Level: 4
    Activation Time: .9
    Recharge Time: 360
    Duration: 120
    Endurance: 13
    Enhancements: Endurance Reduction,Recharge Reduction,Healing,Damage Resistance
    Short: Self Heal, +Max HP, Res (Toxic)
    Description: You can activate this power to increase your maximum Hit Points for a short time. Essence Boost also grants you resistance to Toxic Damage. Recharge: Very Long
    Notes: Adds +40% base HP and heals for 40% of Base HP. Tocis resist is UNKNOWN (27%?).

    Power: Thermal Shield
    Level: 10
    Activation Time: 0.9
    Recharge Time: 2
    Endurance: 0.25/s (2)
    Enhancements: Endurance Reduction,Recharge Reduction,Damage Resistance
    Short: Toggle: Self +Res(Fire, Cold)
    Description: When you toggle on Thermal Shield, you emit tendrils of Kheldian energy that gives you resistance to Fire and Cold Damage. Recharge: Fast

    Power: Quantum Shield
    Level: 14
    Activation Time: 0.9
    Recharge Time: 2
    Endurance: 0.25/s (2)
    Enhancements: Endurance Reduction,Recharge Reduction,Damage Resistance
    Short: Toggle: Self +Res(Energy, Negative)
    Description: When you toggle on Quantum Shield, you become highly resistant to Energy and Negative damage. Recharge: Fast

    Power: Group Energy Flight (*)
    Level: 16
    Activation Time: 2.2
    Recharge Time: 0
    Endurance: 1.25/s (2)
    Enhancements: Endurance Reduction,Flight Speed
    Short: Toggle: Team Fly, -ACC
    Description: You can endow your nearby teammates with Flight. Be mindful! Your friends will fall if you run out of Endurance or if they travel too far away from you. Group Energy Flight travel speed is slower than Energy Flight. Flying heroes suffer from reduced Accuracy.

    Power: White Dwarf (*)
    Level: 20
    Activation Time: 2.2
    Recharge Time: 0
    Endurance: ?
    Enhancements: Endurance Reduction,Damage Resistance,Endurance Recovery,Jump
    Short: Toggle: Shapeshift, Special
    Description: Kheldians are masters of energy and matter. A Peacebringer can transform into a massive unstoppable energy beast known as a White Dwarf. When you choose this power, you will have access to 6 other powers that can only be used while in this form. You will not be able to use any other powers while in White Dwarf form. White Dwarf has awesome resistance to all damage except Psionics, as well as controlling effects. White Dwarf also has improved HP and Endurance Recovery, but is limited to melee attacks. Recharge: Fast
    Notes: Dwarfs get +75% HP. Damage Resist cap for Kheldians is 85%, which you are just under using 4 level+2 Damage Resistance SOs.

    Power: Reform Essence (*)
    Level: 22
    Activation Time: 0.9
    Recharge Time: 60
    Endurance: 13
    Enhancements: Endurance Reduction,Recharge Reduction,Healing
    Short: Self Heal
    Description: Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. Recharge: Long
    Notes: Heals for 25% of base HP (ignoring Essence Boost).

    Power: Conserve Energy (*)
    Level: 24
    Activation Time: 1.3
    Recharge Time: 600
    Duration: 90
    Endurance: 10
    Enhancements: Endurance Reduction,Recharge Reduction
    Short: Self Endurance Discount
    Description: You can focus for a moment to Conserve your Energy. After activating this power, you expend less Endurance on all other powers for a while. Recharge: Very long

    Power: Quantum Flight (*)
    Level: 28
    Activation Time: 0.9
    Recharge Time: 60
    Endurance: 2.1/s (2)
    Enhancements: Endurance Reduction,Recharge Reduction
    Short: Toggle: Self Fly, Intangible
    Description: You shift your quantum matrix and become more energy than matter. No long bound by the laws of normal physics, you become intangible to other entities and can fly at high speeds. Quantum Flight grants some stealth, better flight speed then normal Flight, but its Endurance Cost is higher. You cannot affect other targets while Quantum Flight is active.

    Power: Restore Essence
    Level: 35
    Activation Time: 4.5
    Recharge Time: 300
    Enhancements: Recharge Reduction,Healing
    Short: Self Rez
    Description: Should you fall in battle, you can Restore your Essence and bring yourself from the brink of death. You will be restored with half your Hit Points and no Endurance. Recharge: Very Long

    Power: Light Form
    Level: 38
    Activation Time: 1.9
    Recharge Time: 1000
    Duration: 180
    Endurance: 4
    Enhancements: Endurance Reduction,Endurance Recovery,Recharge Reduction,Damage Resistance
    Short: Self, +Res(Disorient, Sleep, Hold, Immobilize, All DMG but Psionics)
    Description: When you activate Light Form, you become pure Kheldian energy and are extremely resistant to most damage. You are also partially protected from some Disorient, Immobilization, Hold, and Sleep effects. Endurance recovery is also increased. While in Light Form, you cannot shape shift into Bright Nova or White Dwarf form. Light Form costs little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Hit Points and Endurance. Recharge: Very Long
    Notes: Resistance is +63% to all but Psionics (3). When activated while recharging, the sound effects go off but nothing else happens. When it wears off, you drop to 10% HP and lose all END.



    Inherent Powers

    These powers are received automatically at certain levels (1 and 10), or when certain powers are chosen (Bright Nova and White Dwarf).

    Power: Energy Flight
    Level: 1
    Activation Time: 0
    Recharge Time: 0
    Endurance: 2.03/s (2)
    Enhancements: Endurance Reduction,Flight Speed
    Short: Toggle: Self Fly, -Acc
    Description: Energy Flight allows you to travel large distances quickly. Energy Flight is not a good power to use in combat since your Accuracy is reduced while this power is active. Your Energy Flight speed increases with your level.

    Power: Cosmic Balance
    Level: 1
    Enhancements:
    Short: Auto: Special
    Description: Kheldians naturally thrive off the energy and essence of their Teamates. Peacebringers metamorphic nature allows them to bring balance to their Team. Your Damage Resistance will increases for each nearby Scrapper or Blaster Teammate. Your Damage will increases for each nearby Tanker or Defender Teammate. Finally each nearby Controller Teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.
    Notes: +20% DMG for each Tanker and Defender, +10% Resist for each Scrapper and Blaster, +2 Mag Protection to Sleep, Hold, and Disorient per Controller. Allies must be within 125-150 yards. (3)

    Power: Combat Flight
    Level: 10
    Activation Time: 0
    Recharge Time: 0
    Endurance: 0.22/s (2)
    Enhancements: Endurance Reduction,Flight Speed,Defense Buff
    Short: Toggle: Self fly, +Def
    Description: For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes.

    Power: Bright Nova Bolt
    Requires: Bright Nova
    Activation Time: 1.7
    Recharge Time: 1.5
    Duration: 2.7
    Endurance: 4
    Range: 100
    Brawl Index: 2.667 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Accuracy,Damage
    Short: Ranged, Minor DMG(Energy), Foe -DEF
    Description: A very quick, but low damage bolt of Kheldian energy that can reduce a target's defense. This power is only available while in Bright Nova Form. Damage: Minor, Recharge: Very Fast
    Notes: The Brawl Index does not include the +45% DAM buff from Bright Nova.

    Power: Bright Nova Blast
    Requires: Bright Nova
    Activation Time: 1.7
    Recharge Time: 4
    Duration: 5.7
    Endurance: 7
    Range: 100
    Brawl Index: 4.445 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: Ranged, High DMG(Energy), Foe -DEF, Knockback
    Description: A much more powerful, yet slower version of Bright Nova Bolt. Bright Nova Blast sends a focused blast of Kheldian energy at a foe that can knock him back and reduce his defense. This power is only available while in Bright Nova Form. Damage: High, Recharge: Moderate
    Notes: The Brawl Index does not include the +45% DAM buff from Bright Nova.

    Power: Bright Nova Scatter
    Requires: Bright Nova
    Activation Time: 1.7
    Recharge Time: 12
    Duration: 7.8
    Endurance: 14
    Range: 60
    Brawl Index: 4.400 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Cone Range Increase,Defense DeBuff,Accuracy,Damage
    Short: Ranged (Cone), Moderate DMG(Energy), Foe -DEF, Knockback
    Description: Bright Nova Scatter sends bolts of Kheldian light energy to multiple targets at once within a cone area in front of the caster. Bright Nova Scatter deals moderate energy damage to each affected target and reduces their defense. This power is only available while in Bright Nova Form. Damage: Moderate, Recharge: Slow
    Notes: The Brawl Index does not include the +45% DAM buff from Bright Nova.

    Power: Bright Nova Detonation
    Requires: Bright Nova
    Activation Time: 2.6
    Recharge Time: 16
    Duration: 9.8
    Endurance: 12
    Range: 100
    Brawl Index: 2.667 (Energy) + 1.333 (Smashing)
    Enhancements: Endurance Reduction,Recharge Reduction,Range,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: Ranged (Targeted AoE), Moderate DMG(Smash/Energy), Foe -DEF, Knockback
    Description: You hurl a large blast of Kheldian light energy that violently explodes on impact, damaging all foes near the target, reducing their defense. Some affected targets may get knocked back. This power is only available while in Bright Nova Form. Damage: Moderate, Recharge: Slow
    Notes: The Brawl Index does not include the +45% DAM buff from Bright Nova.

    Power: White Dwarf Strike
    Requires: White Dwarf
    Activation Time: 1.3
    Recharge Time: 3
    Duration: 5.7
    Endurance: 5
    Range: Melee
    Brawl Index: 1.070 (Smashing) + 1.574 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: Melee, Moderate DMG(Smash/Energy), Foe -DEF, Knockback
    Description: The White Dwarf Strike is a moderate melee attack that releases Kheldian light on impact, which can Knock Down foes, and reduces a target's Defense. This power is only available while in White Dwarf Form. Damage: Moderate, Recharge: Fast

    Power: White Dwarf Smite
    Requires: White Dwarf
    Activation Time: 1.7
    Recharge Time: 6
    Duration: 9.7
    Endurance: 8
    Range: Melee
    Brawl Index: 1.007 (Smashing) + 3.148 (Energy)
    Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Disorient Duration,Accuracy,Damage
    Short: Melee, Heavy DMG(Energy/Smash), Foe -DEF, -Fly, Disorient
    Description: White Dwarf Smite is a powerful melee attack that can often Disorient or Knock Down opponents. White Dwarf Smite can also bring down fliers, and reduce their defense. This power is only available while in White Dwarf Form. Damage: Heavy, Recharge: Moderate

    Power: White Dwarf Flare
    Requires: White Dwarf
    Activation Time: 2.2
    Recharge Time: 16
    Duration: 9.8
    Endurance: 18
    Brawl Index: Energy (2.834)
    Enhancements: Endurance Reduction,Recharge Reduction,Defense DeBuff,Knockback Distance,Accuracy,Damage
    Short: PBAoE Melee, High DMG(Energy), Foe -DEF, Knockback
    Description: You channel the might of your Kheldian energy into the very Earth itself. The ground erupts and cracks with luminous energy, blasting all nearby foes, knocking them back and reducing their defense. This power is only available while in White Dwarf Form. Damage: High, Recharge: Slow

    Power: White Dwarf Sublimation
    Requires: White Dwarf
    Activation Time: .9
    Recharge Time: 60
    Endurance: 12
    Enhancements: Endurance Reduction,Recharge Reduction,Healing
    Short: Self Heal
    Description: Through perfect control of your body and energy, you can concentrate for a few moments and heal yourself. This power is only available while in White Dwarf Form. Recharge: Long
    Notes: Heals for 25% of base HP (ignoring Essence Boost and White Dwarf bonuses).

    Power: White Dwarf Step
    Requires: White Dwarf
    Activation Time: 2.5
    Recharge Time: 0
    Endurance: 20
    Range: 300
    Enhancements: Endurance Reduction,Range
    Short: Ranged (Location), Self Teleport
    Description: White Dwarfs can Teleport long distances. White Dwarf Step has no recharge time, and can be reactivated without pause, as long as you have Endurance.

    Power: White Dwarf Antagonize
    Requires: White Dwarf
    Activation Time: 1.8
    Recharge Time: 10
    Duration: ?
    Endurance: 0
    Range: 60
    Enhancements: Recharge Reduction,Taunt Duration,Range,Accuracy
    Short: Ranged (Targeted AoE), Foe Taunt
    Description: This power attracts the attention of a foe and all those around him. Use this to pull villains off an ally in trouble. Antagonize has a very high success rate that can be improved with Accuracy Enhancements.


    Sources:
    (2) Verxion's Hero Planner
    (3) Vahla's Kheldian FAQ
  21. [ QUOTE ]
    ... And if you stack BU and Aim, the combined accuracy completely overcomes the -50% on superspeed, so you can do this combo while fully protected by stealth+SS.

    [/ QUOTE ]

    And here I was just about to ask... "Say SnipeFu, how do you think the ToHit debuff on Super Speed and Super Leap will affect Energy blasters? Have you tried macros or binds to turn them off when attacking? Because that 50% is nasty unless you have HOs."

    Well, OK, I'll ask it anyway. Any comments?
  22. The vertical height of Hurdle doesn't come close to SJ. But I haven't tested it to see exactly how good it is.
  23. [ QUOTE ]
    Fatare: Something I've noticed is that when holding up (jump) and flying forward you actually can go noticably faster.

    [/ QUOTE ]

    I tested this and found it not to be the case. Specifically, I created a level 1 Peacebringer with Energy Flight. I flew in a straight line and got 39.37 feet/second. Then I flew in approximately the same direction, but angled somewhat down and holding the space bar to go up. Got the same speed. Try it yourself and time it. For example, set a thumbtack on the map or set a teammate as a waypoint, and fly away for 20 seconds, then see how far away you are. Repeat at a different angle with the spacebar to approximate the same original angle. Go to Faultline and try going straight up from the bottom the the reservoir. If you get different numbers, please let me know what you were doing. My limited testing indicates that using the spacebar doesn't make a difference.

    [ QUOTE ]
    ImmortalNite: Combat Jumping and Hurdle just increase your jump height. Niether one increases your forward movement AKA speed.

    [/ QUOTE ]

    Here are my results for Hurdle in feet/second. Note that this is for a level 50 character. Hurdle only applies when jumping. Note that it is a MAJOR movement power! Hurdle with 5 SOs is faster than MAX Fly speed with 4 SOs! Hurdle with 5 SOs is also faster than Hurdle with 6 SOs. I think this may have something to do with the physics of jumping in the game. And finally, Hurdle with 5 SOs and Swift with 1 SO is probably the very close to base Super Speed. So if your character concept prohibits obvious super powers, take Hurdle!

    Base run speed: 21
    Hurdle with 0 SO: 45.24
    Hurdle with 1 SO: 52.77
    Hurdle with 2 SO: 56.92
    Hurdle with 3 SO: 62.12
    Hurdle with 4 SO: 67.41
    Hurdle with 5 SO: 89.38
    Hurdle with 6 SO: 80.36
  24. Yep. Check out my last post on page 5. I've got accurate measurements for Fly and Hover where I replaced an SO with an HO. The HO is slower. These were all done on the Test server a few weeks ago. I haven't tested running with HOs at all yet.