The City of Heroes Super Booster IV: Martial Arts is out!
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
It doubt it's as good as either SS (esp. considering the stealth bonus here) or SJ combined. Also, it sounds like the end cost is somewhat prohibitive of it's use in battle. I will have to log in to see what it is like though.
Sermon
@sermon
One of Six, Cannibal 6
I'm at work, so unable to check out the booster pack right now, but I have a few questions
1) The Ninja Run power will work on any character regardless of origin, correct?
2) Is Ninja Run enhanceable?
3) If Ninja Run is not enhanceable, can its effect be further improved with the selection of powers like Swift, Hurdle, or Combat Jumping?
4) If this is the "Natural" origin booster pack, I guess we're out of luck on things like backpacks, quivers, scabbards, etc., huh? Unless maybe (hopefully) they'll appear in a future pack.
Looking forward to seeing the new costume pieces, but Ninja Run is probably what will ultimately make me plunk down my $9.99 for this pack.
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Love it. Fit perfectly with my character The Flying One(no he doesn't fly). I'm think of respeccing out Superjump and instead use this.(probably keep CJ for defense)
Love the new robes, which also fit the character way better.
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@Lyrik
1) Yes it works on any character
2) No
3) Swift, sprint and hurdle, yes. Travel pool powers, no
4)
I don't suppose there's a way we could have Ninja Run simply suppress Combat Jumping instead of turning it off? So when I engage in combat I can just turn off Ninja Run and still have my (meager) defense? *ducks* Sorry Devs! Still not complaining! I love youuuu! ;]
Oh come ON!!!!
I bought it right away because of my OCD on this booster system. And then I went to check out the costume pieces. The first thing I noticed where the boots and I was like "Boy, these would look GREAT under Flared Pants as an alternative to the crappy Sneakers we have in-game right now!" Then I go to actually check that hypothesis, and guess what! We're not allowed to have 'em under pants!!! COME ON!!!!! Please, guys! Please please please please please, can we PLEASE have them enabled under pants as well?! |
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YES!!!
*bounces*
"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."
4) If this is the "Natural" origin booster pack, I guess we're out of luck on things like backpacks, quivers, scabbards, etc., huh? Unless maybe (hopefully) they'll appear in a future pack.
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For me, it's more a question of getting a poofy shirt, vest, and ostrich feathered hat so I can justify rolling up yet another DB toon and name him Bruce, so he can take over Spirit of Tampa Bay's VG (The Buccaneers of course!) when she is redeemed.
Just bought it and checked it out real quick. It detoggles SJ, CJ and SS. I'm sure it detoggles Hover and Fly too.
So there's no advantage in PVP with it. I hate losing the defense that CJ gives but it does look pretty cool. I might bug it and see if we can at least get CJ not to detoggle. |
If anyone could give the stats on ninja run I would be most grateful! (end usage, speed increase, etc)
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Top speed for Ninja Run on my lvl 50 toon with only Swift not slotted for running is 39.38 MPH (46.53 MPH with Sprint!) Jumping Speed is 33.93 MPH and Max Jump Height is 31.80 feet (32.20' with Sprint). End use seems negligable or about what Sprint costs. Hurdle combined with this, especially if three slotted, is gonna be faster than Flight, no? Plus Ninja Run wins hands down for styleover any other travel power. The forward running animation is with one arm forward bent at the elbow with the other hand trailing behind but the animation when running backwards does have the two hands trailing behind anime style run and is the best part of this totally wonderful booster pack, imho. Great job to all the Devs who worked on this!
Edited: Because not enough (or anything?!) has been said about the fantastic cool sound effects that accompany NR.
It cannot be slotted.
Well, even still, swift+quickness+sprint+NR might be sufficient for a choppy "natural" version of superspeed
I'll probably be using it for windsprints on missions for my toons w/o Swift
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I think that reads as enhancement over other players who choose not to buy it. Especially as it doesn't occupy a power slot. And apparently combines SS with SJ. But I may be wrong.
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It doesn't even remotely compare to either SS or SJ.
Superspeed is base 350%, with one 50 IO taking that to 471%. Ninja run is unslottable 140%.
Super Jump is base jumpspeed 249%, jump height 2780%.
Ninja run is a novelty power, and at best a slight improvement for folks who were already using something like hurdle+cj for non-combat travel.
I think that reads as enhancement over other players who choose not to buy it. Especially as it doesn't occupy a power slot. And apparently combines SS with SJ. But I may be wrong.
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LMAO! Someone will run a little faster than my toon and do a flip when they jump! Oh noes!
What kind of cheese would you like to go with your whine?
This is a great power for /SR based toons, Swift+Quickness+Ninja Jump = nice
Top speed for Ninja Run on my lvl 50 toon with only Swift not slotted for running is 39.38 MPH. Jumping Speed is 33.93 MPH and Max Jump Height is 31.80 feet. End use seems negligable or about what Sprint costs. Three slotting Hurdle is still gonna be faster but Ninja Run wins hands down for style. The forward running animation is with one arm forward bent at the elbow with the other hand trailing behind but the animation when running backwards does have the two hands trailing behind anime style run and is the best part of this totally wonderful booster pack, imho. Great job to all the Devs who worked on this!
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Not sure who will win.
Edit: Considering what little problem I've had with Mystic Fortune and Self-Destruct, the second half won.