Ninja Running
Just a small addition:
[Ninja Run] and [Combat Jumping] cannot be used together.
EDIT
[Ninja Run] is also subject to speed supression during combat.
The animations still do play, but movement speed and jump height bonus get nulled.
I don't suppose its too much to ask if it has a minor stealth element, like super speed has? It is, after all ninja running.
Regardless, its great! I was running and leaping all around CaD's center tonight on my ninja MM who I'd tabled for half a year. This pack might just get me to focus on him again.
Just a small addition:
[Ninja Run] and [Combat Jumping] cannot be used together. |
No stealth component
http://www.fimfiction.net/story/36641/My-Little-Exalt
[QUOTE=Fleeting Whisper;2401265]... which would be why I only listed combinations with Sprint, Hurdle, and Swift.
I find it very important to mention since many players like to keep CJ on.
You should put up the values for Ninja Run in PvP. I'm too lazy too
"PvP Messiah"
ok, I just tried ninja running out on my winged defender. I've gotta say ninja running + flight = cool takeoff.
It took me a bit of practice to get the timing right, but if you start with ninja run, then leap, start a flip, and hit flight. If you get the timing right, he runs, leaps, flips and exits the flip into full flight. Very cool.
Unless he meant 'I'm too lazy also' which is grammatically correct, though kinda stupid in context.
I'm too lazy to post here. ...Hmm, I might be doing it wrong, as the kids say these days.
Good stuff OP, quite useful. I still maintain that NR hits a sweet spot: not quite as good as SJ or SS, but a combination of both and nice for those non-super characters. Just what a Natural power ought to be.
I'm too lazy to post here. ...Hmm, I might be doing it wrong, as the kids say these days.
Good stuff OP, quite useful. I still maintain that NR hits a sweet spot: not quite as good as SJ or SS, but a combination of both and nice for those non-super characters. Just what a Natural power ought to be. |
I think they did an excellent job of providing something people will like, but without stepping on other powers toes. It's not my cup-o-tea because I find even superspeed too slow, but I think they nailed a good balance point for the power.
Ninja Run with three-slotted Hurdle (level 50 Jump IOs) and 18% +Movement (Run/Jump Speed/Jump Height/Fly) from IO set bonuses...
71.99 mph and 45.80' height.
Air control isn't as good as CJ, though. Needs more friction reduction.
I didn't even know Ninja Run could be slotted at all, can it be slotted with Universal Travel IO sets?
http://www.fimfiction.net/story/36641/My-Little-Exalt
Based on the few minutes I spent bouncing around with it, I'd guess that the movement control and movement friction attributes are both set to the same values used by SJ, +10 control and +2 friction (moderate control, moderate friction), or IR, +40 both (high control, high friction).
CJ's values are +40 control and +0.2 friction, for comparison (high control, very low friction).
As I said, NR needs more friction reduction. Ninjas are agile. Ninja Run's jumping is not.
Can someone link directly to the videos for the Ninja Run/Emotes or post them on YouTube? The NCsoft store IP-blocks me and won't even let me see the page. "Unfortunately, this item is not available for sale to your region from the NCsoft Store. We suggest you inquire with a local retailer to make your purchase."
www.SaveCOH.com: Calls to Action and Events Calendar
This is what 3700 heroes in a single zone looks like.
Thanks to @EnsonsDeath for the GVE code that made me VIP again!
The big question for me is how will this work on the winter slopes for my non-jumpers.
Will it provide enough control and speed to hit the gold ?
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
It's certainly a great power; one of my run-slotted non-super-speeding characters runs at 66.99 mph with it on. I just wish it didn't look the way it did -- like my character is rushing over to elbow-jab someone.
It's certainly a great power; one of my run-slotted non-super-speeding characters runs at 66.99 mph with it on. I just wish it didn't look the way it did -- like my character is rushing over to elbow-jab someone.
|
Was playing with my 50 claws/SR scrapper that has been running around within sprint this whole time. [Ninja Run] boosted him up to 69.something mph. It was fun.
Roof top jumping is tons of fun - not too proud to admit that I wasted time in KR for a bit.
[QUOTE=munecaroon;2401289]
... which would be why I only listed combinations with Sprint, Hurdle, and Swift.
I find it very important to mention since many players like to keep CJ on. |
And that is the ONLY reason I didn't purchase the pack. My scrappers depend on CJ for it's defensive benefits. Having it de-toggle when using NR is an annoyance I'm not willing to deal with.
Maybe next pack...
Who do I have to *&^% around here to get more Targeted AoE recipes added?
Arc Name: Tsoo In Love
Arc ID: 413575
[QUOTE=EnigmaBlack;2401898]
This And that is the ONLY reason I didn't purchase the pack. My scrappers depend on CJ for it's defensive benefits. Having it de-toggle when using NR is an annoyance I'm not willing to deal with. Maybe next pack... |
Other travels which may not, or players who go without actual travel powers are losing out on a grand total of 2-2.5% def. If you're soft-capped with it, there's still very little chance you'll get hit, so long as you don't stop to fight while keeping NR up instead of switching back to CJ. If you're not near or at soft-cap, then that 2.5% really isn't making such a large impact to really matter.
As for the movement aspect, NR actually provides faster jumping movement and height than CJ, albeit with less air control.
Ultimately, the only real aspect left out when toggling NR on is CJ's immob protection. Personally, I can't see that as a game breaker for a power that either makes no change to your build otherwise or actually saves a power.
Mind you, not buying it is not buying it. I just think that it detoggling CJ is an odd reason to base this decision off of when looking at the facts.
Since I'm sure it will be asked many times, I grabbed the stats for the Ninja Run power from its detailed info pane, and compared it to the existing travel powers, and the powers you can stack it with.
I'm making this in a separate thread, so that it doesn't get lost in the middle of the other SB4 thread. (All values at level 50, without slotting)
Ninja Run
Super Speed
Combat Jumping
Super Jump
Sprint
Hurdle
Swift
And now, a handy chart:
(Assuming all powers unehnaced)
http://www.fimfiction.net/story/36641/My-Little-Exalt