Combat Jumping worth slotting?
It's a waste stacking up on DEF when you're based on a regen.
You'll have better luck slotting for 3x Heals and 3x Rechg as well if they have a recharge.
Enjoy.
Yes, as Fire Hero pointed out, you should slot reconstruction for 3 heal and 2-3 rech. That'll give you about a 50% heal every 30-35 secs, very handy indeed.
Also make sure to pick up Integration asap and slot for 3 heals.
Thx for the advice, I just leveled and got a tast of Integration. "And, Oh boy! Thats a makes a huge differance".
In the situation where I normaly would see my health bar get drained, at a steady rate, it now tiped the scale and its more balanced. Its still goes down, but now at a much slower rate. Reconstruction and Dull Pain really pay off now.
I'll take the advise and shift my focus to regenerating, more health, instead of defense, that would most likly take me to Health from the fitness Pool. But I'm not planning on taking that untill lvl 22 or later.
Thx,
Wild Cat
heh, lvl 16 is really the first level where you become a real regen scrapper combat jumping is something like a 2-3% defence boost so slotting it gains you virtually nothing, but it's worth leaving it running in scraps if you aren't having any end problems just for that extra bit of damage mitigation.
the general concensus on health is that it is not essential, it adds less the your fast healing power does and so won't make a huge difference. like combat jump, it's okay if you can fit it in easily, but it's not a priority if there are other powers you fancy.
it is worth mentioning that hurdle & combat jumping are almost like a mini travel power when combined making it very quick to travel from mob to mob without having to toggle back to super jump and obviously has a much lower end drain.
[ QUOTE ]
It's a waste stacking up on DEF when you're based on a regen.
[/ QUOTE ]Hell no it isn't, multiple damage mitigation types are FAR more effective than single type.
However, combat jumping only offers 2.5% DEF, so it's not noticeable unless you have lots of other def powers.
Dont forget Combat Jumping is the ultimate defence to everything (It's been forever since I said that)
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
Greetings all,
I've got a lvl 14 Claw/Regen scrapper atm and I like it alot. Going through levels 1 through 10 went very smooth and where very easy. From level 11 up till 15 where i'm now, it feels like, I'm hit very often and for alot of damage.
This is solo, versus small groups of 2 up to 6 foes at the time.
I can handle my self pritty wel, but I've to make heavy use of reconstruction and dull pain to keep my self up and running along with alot of inspirations... That doesn't feel right or at least not the extra amount of inspirations i've to buy to keep going, instead of using what I find along the way.
Now I have taken the path of Leaping as travel power and I've got combat jumping as a defensive power. But I've no clue how much defense it grants me and if its worth slotting with extra defense boosters. Most builds I've seen so far don't boost this power at all.
01 : Fast Healing 3x Heal
01 : Strike 3x Accuracy, 1x Recharge, 2x Damage
02 : Reconstruction 3x Healing
04 : Quick Recovery 1x Endurance
06 : Swift 1x Run speed
08 : Follow Up 3x Accuracy, 1x Recharge, 1x Damage
10 : Dull Pain 2x Healing
12 : Combat Jumping 1x Defense Buff
14 : Super Jump 1x Jump
future power ... working on them...
Looking for as much info I can get on powers that will boost up my current feeble defense.
Advies welcome
thx,
Wild Cat