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# 1 Travel Power Custom Advantages
09-16-2009, 01:14 PM
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Rocket Boots: Retrorocket (1pt)
Effect: When landing from a damaging distance (even with Rocket Boots off), all damage is converted to a fairly short snare and/or root. Duration scales with amount of damage mitigated.
Animation: Character hovers above ground for a moment, then lands with a thump.

Teleport: Long Range Teleportation (2pt)
Effect: Adds a 5s charge. Fully charged Teleportation lasts indefinitely. Automatically applies 10s cooldown on dropping.
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# 2
09-16-2009, 01:25 PM
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To make it fair, though, they would have to slow the speed in 'astral form' to the same speed as Burrow....

Edit: I think the only reason that Burrow is "until cancelled" and thus making you effectively invincible is because it comes with the drawback that you're anchored to the ground. Being able to *fly* anywhere completely free of danger (as opposed to running around completely free of danger) seems a little too exploitable to me.
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# 3
09-17-2009, 03:51 AM
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Yes but you won't be able to get out if you leave your undangered state.
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# 4
09-17-2009, 04:33 AM
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Ok, I chose flight, normal flight. But then I get nerfed by it. I figured they'd have an advantage to it, but no. Its slow as hell, and when I get in combat its even slower.
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# 5
09-17-2009, 05:23 AM
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Quote:
Originally Posted by Reincarnist
Ok, I chose flight, normal flight. But then I get nerfed by it. I figured they'd have an advantage to it, but no. Its slow as hell, and when I get in combat its even slower.
I suppose they could do something similar for teleporters while in combat, cuting the travel time from 5 seconds to 1 or 2 seconds due to being tired from fighting.
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# 6
09-17-2009, 09:10 PM
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Back in Beta, teleporting out of combat put your teleport on cooldown. Was very annoying, especially since back then you never knew if you were in combat in the first place.

Right now, teleport gets put on cooldown if you fight within 10s of leaving teleport. Stops hit and runs, but still makes TP rather OP for PvP. The fixing of TPing while held should help.
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# 7
09-17-2009, 10:04 PM
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Acrobatics - Ninja Wall Jump: Can rebound jump off a verticle surface.

Superspeed - Wall Run
Burrow - Underground Ascension
both: Can travel along verticle surfaces as long as speed is maintained
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# 8
09-21-2009, 11:28 AM
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Jet Boots: JATO (2pt)
Adds a rooting 3s charge to the power. If charged to maximum, does a rapid take off straight upwards and is on at full speed. May be directed in a different direction by holding a direction key while charging. Hitting a enemy target deals some damage to self and considerable to target. Hitting a wall turns Jet Boots off and deals considerable damage and stun to self.
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# 9
09-21-2009, 12:27 PM
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I really like the JATO idea.

"Watch out for that.....<ker-splat>...tree..."
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