any advice?
Go with Maneuvers. IIRC Maneuvers 3 slotted for Defence gives ~4% while CJ only gets to 3,5%. Plus, Maneuvers is a team goodie, while CJ affects you only.
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If you are choosing between the two I'd go for Combat Jumping, the Def isn't as high but the end cost is lower.
The main reason for taking CJ though is the immob resist; as a kin the biggest killer is not being able to move into range of a mob to fire off a heal.
IMO CJ on a kin is a must have.
Hope this helps.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
If you take CJ you can slot an anti-KB IO into it as well.
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@Miss Chief
Thx for replies guys; my point was looking for what power had more Defense, and it seems is Maneuvers, which also wastes more Endurance. I think that won't be a problem when I pick Transference, anyway. And for anti-KB, I did put a Steadfast in Increase Density in a previous kinetic toon and it worked pretty well, so I was thinking on doing that again.
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the Def isn't as high but the end cost is lower.
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tbh once you have transference the end cost should be pretty much an irrelevance, having said that I took CJ on my corrupter and took SJ rather than IR. My def I didn't bother and took IR and Stealth pool
I'd suggest Manouvres would probably be the better option for a Defender but would probably suggest CJ on a Corrupter or Controller
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If you take CJ you can slot an anti-KB IO into it as well.
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...Which you could also do with Maneuvers.
In the end I would say it comes down to two differing factors between the powers: Maneuvers has quite high end-drain, CJ has almost none, and the second being that CJ provides immobilise protection.
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If you take CJ you can slot an anti-KB IO into it as well.
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...Which you could also do with Maneuvers.
In the end I would say it comes down to two differing factors between the powers: Maneuvers has quite high end-drain, CJ has almost none, and the second being that CJ provides immobilise protection.
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..or the fact that CJ gives awesome movement? No CJ makes baby Jesus cry
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Don't think in terms of more defense, as you're a kin, just take cj, kb prot it and never look back.
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Take both.
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Don't think in terms of more defense, as you're a kin, just take cj, kb prot it and never look back.
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^ This.
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As a kinetic, I don't need a proper travel power because of Inertial Reduction, but I was wondering what power would give me more defense, Maneuvers or Combat Jumping fro Leaping pool, so I'd pick between them... any advice?
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With my fire/kin corruptor I had IR as my 'travel power' - but really didn't get on with it. If you dropped it you could get CJ and SJ, with the added bonus of not anoying those around you when you fire off IR
I've never had anyone get annoyed by me firing off IR.
The only downside I've found is having to recast it and the fact that the animation grounds you. Recasting at the top of a jump causes the minimum of hassle - still annoying though.
On the plus side it allows you to run CJ at the same time (SJ will de-toggle CJ) so you can keep the immob resist, increased mobility and KB resist if you have the IO slotted.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
I wish people would IR me more, its a fairly handy buff from the Kin set when it comes to unsuppressed movement.
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I normally have SJ on my toons, for me it's the most fun travel power, but IR seems to be far too 'jerky' and clumsy to use especially when you're not expecting it.
IR works the same as SJ, the feel is the same.
If someone casts IR when the new mission is put up then it shouldn't really have an adverse effect on anyone.
Flyers and TP'ers wont notice it.
Superjumpers will jump much higher/further - cant see them complaining.
SuperSpeeders will get a vertical travel power - again no complaints.
If however you mean that you've had Kins using it in missions then that's another story; I've never had that but it would certainly annoy the hell out of me!
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Errr.....not sure it's the 'same' I find that IR is much less forgiving with the more subtle movements....or is it just me?
If anything IR makes the movements further, a bit like hurdle and combat jumping I guess. Distance wise it's exactly the same, foot for foot, slotting for slotting as superjump. if anything any extra global recharge you have thanks to set bonuses actually make it better as it's duration and recharge time are exactly the same unslotted.
Defiant 50's
Many and varied!
@Miss Chief
As a kinetic, I don't need a proper travel power because of Inertial Reduction, but I was wondering what power would give me more defense, Maneuvers or Combat Jumping fro Leaping pool, so I'd pick between them... any advice?
Proud Coleader of: Fuerza Letal (H), Liga de las Sombras (V), Legion del Fenix (H), Infernal Justice (H), and a happy member of GammaForce (H) and D.O.A. (V).
My alts: http://cit.cohtitan.com/profile/13494