Jumping vs. Flight for Fire/Rad Controller
Leaping pool also offers better KB and immobilization protection.
I've seen several build suggestions for this and I am curious as to why most of them choose Super Jump over Flight?
Is it safe to assume it is for Combat Jumping defense bonus as the controller really doesn't need Air Superiority as another attack? Just curious. Mad a Fire/Rad Controller Alt to get a little change from my Tanker who is still low in level and I have to say the Controller is pretty insane and fun to play. Although I will keep working on my Tanker as I think he might be useful to groups at a higher level and controllers are all over the place it seems. But you never know. |
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I've seen several build suggestions for this and I am curious as to why most of them choose Super Jump over Flight?
Is it safe to assume it is for Combat Jumping defense bonus as the controller really doesn't need Air Superiority as another attack? Just curious. Mad a Fire/Rad Controller Alt to get a little change from my Tanker who is still low in level and I have to say the Controller is pretty insane and fun to play. Although I will keep working on my Tanker as I think he might be useful to groups at a higher level and controllers are all over the place it seems. But you never know. |
Immobilizes don't bother you since you can still teleport even when immobilied and can actually benefit you. If the immob you are hit with has -KB the mobs actually GIVE you KB protection.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
I usually choose Jumping over Flight for Combat Jumping - it's incredibly cheap endurance-wise, gives you a bit of defense that is often critical for soft-capping (and allows a LotG 7.5%), and provides (in my opinion) better combat mobility than the very, very slow Hover or suppressed Fly. Air Superiority, while undoubtedly the best pool attack, has never struck me as particularly necessary for a Controller who is probably going to have Boxing and Seismic Smash to alternate with their single-target hold at the very least if they want to focus on single-target damage. Any mitigation from that knockup is going to be met or exceeded by a stacked hold, and anything that's not getting held probably isn't getting knocked up.
Super Jumping is also probably my favorite travel power - vertical movement that blows Super Speed away, speed that blows Fly away, endurance economy that blows teleport away. It's the 'middle of the road' power that's actually more like 3/4 down the road in all directions, hedging out the practical utility of the other travel powers.
Now, in a tight build I'll still go with Super Speed - Hasten is just plain -necessary- on some builds, and sometimes that speed and stealth matter.
And for a blaster or another character I'm going to max out ranged defense on (like my Ill/Rad) hover/fly take the cake.
But if I'm going to need to mix it up in melee at all, I'll almost always go Combat Jumping and Super Jump.
I usually choose Jumping over Flight for Combat Jumping - it's incredibly cheap endurance-wise, gives you a bit of defense that is often critical for soft-capping (and allows a LotG 7.5%), and provides (in my opinion) better combat mobility than the very, very slow Hover or suppressed Fly. Air Superiority, while undoubtedly the best pool attack, has never struck me as particularly necessary for a Controller who is probably going to have Boxing and Seismic Smash to alternate with their single-target hold at the very least if they want to focus on single-target damage. Any mitigation from that knockup is going to be met or exceeded by a stacked hold, and anything that's not getting held probably isn't getting knocked up.
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I really disagree with your comments about Air Superiority. I find it very useful on many of my controllers. (a) When my single target hold is recharging, Air Sup will knockdown the foe in my face, allowing the single target hold to recharge while the foe gets up. (b) Knocking Fliers out of the air! (c) It often makes a nice attack chain, something a controller often needs. If I plan to solo the character while leveling up, it is essential. Hold-ST Immob-Air Supp. For Illusion, Blind-SW-Air Supp. (d) It is often a more useful pre-req for Fly than Hover.
It may be at 50 that I may re-build and leave Air Sup out if I have another single target attack that fills that space. But leveling up, I find Air Superiority is a huge benefit to many controllers. I have it on my Fire/Rad, Fire/Kin, Earth/Rad, Ill/Kin and Ice/Storm in particular.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Yes, Boxing, really. I have the fighting pool on almost all my characters. If you build for defense, Weave is often what allows you to go from 'Meh, defense' to 'OMG DEFENSE'. Boxing can also hold the Stupefy set - more than 3% ranged defense and 6.25% recharge is nothing to sneer at. Tough also nets you +3% defense and mag 4 knockback protection from Steadfast Protection. Slotted up, those three powers net you about 10% defense to all and another 3.13% ranged defense, as well as 13.75% global recharge from a LotG 7.5% and Stupefy's 6.25%. Recharge on a Controller is king, even if you don't agree about defense (which you should - soft-capped defense is literally capable of making you live ten times longer in a fight, and each percent blocks -more- damage as it goes up instead of having less effect as with recharge).
Razzle Dazzle is also a good set to stick in stuns if you are building for defense and have capped out your available 6.25% rech bonuses.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Agreed. I tossed a six-slot of Razzle Dazzle into Oppressive Gloom on my Emp/Sonic duo - I think I'm really going to like that chance for immobilize.
Yes, Boxing, really. I have the fighting pool on almost all my characters. If you build for defense, Weave is often what allows you to go from 'Meh, defense' to 'OMG DEFENSE'. Boxing can also hold the Stupefy set - more than 3% ranged defense and 6.25% recharge is nothing to sneer at. Tough also nets you +3% defense and mag 4 knockback protection from Steadfast Protection. Slotted up, those three powers net you about 10% defense to all and another 3.13% ranged defense, as well as 13.75% global recharge from a LotG 7.5% and Stupefy's 6.25%. Recharge on a Controller is king, even if you don't agree about defense (which you should - soft-capped defense is literally capable of making you live ten times longer in a fight, and each percent blocks -more- damage as it goes up instead of having less effect as with recharge).
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LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I respeced from fly to leaping because I found fly to just be too slow overall. My fire/rad is my primary task force runner and fly always left me last to the mission. The immob protection from combat jumping is great as well. I skipped acrobatics for a kb protection IO slotted in combat jumping and it gets the job done.
I don't think that I have any controllers where I would be willing to give up 3 powers that have specific utility and all those slots for defense from the fighting pool. I prefer to do stuff with as many tools as possible rather than manage toggles. I'm not a big fan of Leadership on Controllers, either, even though some folks love it. I feel like I would have to give up too much to fit in those three powers.
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The idea of trying to squeak in three more powers from Fighting makes mah eyes rain. Most of my builds are as tight as my well-toned buttocks. Ya'll are nuts!
I always take fly on my squishies for one simple reason- I can hit R and tab over and check my e-mail while heading to a mission. Good luck doing that with any other travel power.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
You might not be willing, Local_Man, but that doesn't mean it isn't a mathematically superior option. I find leadership toggles to - except in specific situations - be extremely inefficient. Sometimes, if I had access to a fifth pool, there's a point at which I might take Maneuvers - but usually I'll take Leadership only in a build specifically made to run with multiple other people who are also specifically taking Leadership.
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I'm not criticising your builds . . . that's why I mention things in terms of MY preferences, since other people have other preferences. On a Fire/Rad, for instance, I would rather have Bonfire and Mutation than take the Fighting Pool. I like to find uses for situational powers and have to come up with strategy to avoid getting hit rather than relying upon defense.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I always will take Air Superiority / Hover, Fly. I have had way too many problems with slow connections and have fallen during a jump, lagged and ran into a mob, or tp'ed back to a previous point rather than heading into the correct direction. Fly, even when rubberbanding, is safest for me.
I have always enjoyed flying as a super hero. It works for me in every case. Before the Rapter pack in the Atlas Radio Mission, I would hover my way across zones. Sure it took time, but it was so much safer than running among all those level 15's in The Hollows or Perez Park.
I never worry about the numbers or stats on a power I take. If I like the way it plays and I'm having a good time with it, isn't that the important part. If it works for you number and stat wise, all the better.
Demonfest - 50 - Demon / Thermal Mastermind
Covered Shadow - 50 - Dark Melee / Shield Scrapper
I hit ranged def-cap on all my 50 controllers (after debuffs, even on AVs) w/o Weave. Fighting pool for controllers is a waste of two slots, mathematically or otherwise (I mean, unless you really want mediocre S/L resists...).
On my Fire/Rad, I take SS, CJ, SJ & Hover, and 3-slot all 4 w/BotZ sets (my AoE def is also pretty high). Much utility too: SS + SJ = best travel. CJ + Hover for combat def. CJ + Hurdle for just in-combat mobility. LotG's slottable in CJ & Hover too as a bonus.
On my Ill/Kin, I only have Hover and my Kin "travel" powers, but w/Siphon Speed, Hover in combat is pretty damn sweet, as is unsuppressed run speed. Inertial Red. for normal travel.
On my other controllers, pretty much SS + CJ is the norm w/Raptor Packs for vertical mobility. SS also gives me full stealth once I stick a stealth IO into Sprint or something (IO skippable if I have a stealth power like Steamy Mist--my Ill has Sup Inv, so is my only controller w/o SS).
An Offensive Guide to Ice Melee
I am absolutely baffled by how many travel powers some of you take. Seriously, what great powers from your primary and secondary sets are you cutting out just to get that extra few percent of defense?
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
I am absolutely baffled by how many travel powers some of you take. Seriously, what great powers from your primary and secondary sets are you cutting out just to get that extra few percent of defense?
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From all:
Single target Immob. (Once you have vet attacks and global accuracy this is pretty easy to drop.) Most pool attacks are pretty close on damage dealt, cost less endurance, and recharge faster and the pool attack is all up front instead of a long DoT.
From Fire for example:
Smoke - 3 slotted it gives a -7% to hit, against +4s its down in the 3.5% range and it costs ~.13 end .sec for that hit debuff assuming the mobs last 60 seconds. Combat jumping gives you almost 3% defense with just a Def IO in it and it costs only .07 end/sec plus it gives you immobilization protection.
Bonfire - Pretty easy to skip if you have your controls properly slotted.
Alot of controllers also skip powers from their secondary. With enough +rech some powers are redundant and some ally only buff powers can also be skipped if you are actually doing your job and controlling things.
With powers that take a long time to cast you can actually have stuff sitting in your tray you never use because you've all ready accounted for all your cast time. This is easier to do with lots of recharge.
MOST ATs have a couple powers that you can easily skip and some you are even better off skipping to pick up pool powers especially with sets and set bonuses that are now available
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
My Fire/Rad went Flight as well. Not only does it have the advantage of the "point in the right direction, hit R and go for a smoke" method of getting to a mission but Air Superiority suits my scrappy little Fire/Rad really well (especially since he's also got the Earth epic).
I probably could have gone the Leaping (& Psi Mastery) pools to give mez protection but it wouldn't suit my fiery little aggro-bot as well.
Smoke - 3 slotted it gives a -7% to hit, against +4s its down in the 3.5% range and it costs ~.13 end .sec for that hit debuff assuming the mobs last 60 seconds. Combat jumping gives you almost 3% defense with just a Def IO in it and it costs only .07 end/sec plus it gives you immobilization protection. |
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
What makes Smoke effective and useful is it -perception. I know alot of people dont care for it, but that power saves me and my teams on a routine basis. I frequently find myself looking for it on my non-Fire toons.
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It's not that smoke doesn't have its advantages on occasion, it's just that there are other things that are more advantageous more often.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
It's less about stealthing myself and more about the imps. They love to chase down runners, even if the runners are headed towards fresh mobs. However, Smoke + Stealth is a pretty sweet combo, and autohits in PvE.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
A stealth IO in the base slot in sprint does practically the same for you with out costing you either a slot or a power pick, and it costs no endurance (toggle on then toggle off = stealth for 120 seconds) doesn't require a hit check (controller version in PvP, blaster version in both PvP and PvE) and has no worries when you miss one or 2 due to spread out mobs and range.
It's not that smoke doesn't have its advantages on occasion, it's just that there are other things that are more advantageous more often. |
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I respeced from fly to leaping because I found fly to just be too slow overall. My fire/rad is my primary task force runner and fly always left me last to the mission. The immob protection from combat jumping is great as well. I skipped acrobatics for a kb protection IO slotted in combat jumping and it gets the job done.
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What is impressive is that in CoH, there are many ways to accomplish what you want to do. In any given situation, one way might do better than another, but it is rare that there is an "only" way to do things.
I personally like Fly, and I generally use Hover for Blasters, Defenders and Controllers. (If I want to launch Stalagmites, I land, stomp and take off again for my Earth Controllers, no biggie.) Hover is not the wonderful Knockback protection it once was, but it still helps a lot, so I am fine with it.
I take Air Superiority if I am likely to be in close contact with the baddies anyway, such as with Fire Controllers. I often respec out of it in the 40s if there is another, more useful, power that I would rather have. But landing a Boss on their keister instead of having them pummel me is a great thing.
And it is interesting to hear how other folks take different powers and pools, and indeed, swear by them. I would not take Boxing, etc, but apparently it works out fine for those that do.
Alyiah is a very, very good player. She is smart about aggro and power use. And she can use Super Jump and its ilk and not get frustrated to death, whereas I cannot. Lord knows, I tried, but I kept catching the edge of buildings or landing short on the docks (Spuh-loosh!) or bouncing under a low roof like a super ball in a length of pipe. Additionally, I always found a way to aggro anyone nearby when I hit the ground and bounded off, and in higher level zones, it had deadly results in mid-air. So Super Jump and I parted company.
So I can say without hesitation that her excellence of skills allows her to make some power choices successful that I would not pick in the first place. So it is interesting to see other power choices that folks appear to be getting to work. All points to what a fine game CoH is.
"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"
"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."
Earth Controllers are pretty much the only squishies I take SJ for. It just seems natural that the earth itself would cooperate and toss them through the air to their destination.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
I've seen several build suggestions for this and I am curious as to why most of them choose Super Jump over Flight?
Is it safe to assume it is for Combat Jumping defense bonus as the controller really doesn't need Air Superiority as another attack?
Just curious.
Mad a Fire/Rad Controller Alt to get a little change from my Tanker who is still low in level and I have to say the Controller is pretty insane and fun to play. Although I will keep working on my Tanker as I think he might be useful to groups at a higher level and controllers are all over the place it seems. But you never know.