My attempt at Inv/SS


Call Me Awesome

 

Posted

So most of my work is done on Scrappers, so here I am at the mercy of you, the Tanker Forums, to help me critique this Inv/SS idea I have.

A few highlights: No unstoppable, no Perma DP, traded off for Capped S/L defense, nearly capped F/C/E/N defense (With 1 person in range) while maintaining capped S/L resistance. Not using the glad's proc because I don't want to gather another 2 billion for another toon. Would this Tanker be viable for end game play?

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Mojo X: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam(48)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(45), P'ngS'Fest-Dmg/Rchg(45), P'ngFist-Acc/Dmg(46), P'ngFist-Acc/Dmg/Rchg(46), P'ngFist-Acc/Dmg/EndRdx/Rchg(46)
Level 2: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(45)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(37)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(27), Aegis-ResDam/EndRdx/Rchg(50)
Level 10: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(11), Mocking-Taunt/Rng(17), Mocking-Taunt/Rchg(36)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(13), Zephyr-Travel(13), Zephyr-ResKB(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21)
Level 22: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(34)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(29)
Level 28: Rage -- HO:Membr(A), HO:Membr(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/Rchg(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/Rchg(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48), P'Shift-End%(50)
Level 47: Resist Energies -- S'fstPrt-ResDam/Def+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1403;720;1440;HEX;|
|78DAA594CB52134114867B9209216442C00009B7101291FB409485E2C22AB994504|
|40341CA854A0DD88681304925C1929D0FE0CA85AEAC72E1FD0D2CDF422DEF4F60E9|
|33C4D3E76FB271E914F9BFEE9ED3A7FF3EDD43EEFEA225C4834BC2B0164A4EADB6B|
|DE97807B21AC8394577B72557DE2FA76E048510498C6F2FCABBD2AB497BC5BB7754|
|F264D5D9714B6EFDB85FBFCEC9929476E1A842ED42BD2ABD627DAF73C5DB93D4ACD|
|B278D48BE5C2ED9CB6E71AFEE7A458B7B6BD2A9343BCB6EDD93B55A1B770A1529EF|
|C4962AEEAEBD442B168FB7734EAD2EABC709F2354EBF8F2112837EA2E113496A8C8|
|A992120CD986A13FA6904C415C2A0985A015619D397090931BD002C323E857456D1|
|308D1CB5B2C2B706E41913571953D718362DE2D78BF8F384B430D7810DC6E902E00|
|A153EBACF30A8B8013D2B80592D98D58259AD98D58A703DF933590BEA1D076779F9|
|BE3946F61C6386CC84B4F7D0A14F0DB5ED03078C8E1223E3327AC84518F9FCE16EC|
|E60FDE037D67784FF64C4292E82B4BE08DEB423AE1D01010A882291884EB3D7200D|
|756AAF9DD739F7A975A0C068A580980E883DE1345D8F81478CAFB4936EC36077DD7|
|0D7D30574308663D83B6D3AAE6B19472D13A86502B54CA196C3A8E5306AE9A7E57B|
|F5F2BDB83D7DB83D03B83D67296D3FDF8486D13F4F30FD6240D3A4C983BA7083B09|
|684B524AC2561ED036D61482F3284934AE1DC5238B06F1490D6016924CA20510689|
|E6C8C588DEDCC81F9FBAB5677E03BF8043DCAB12E0319ED18D1C43DAC0D873AEE6F|
|84BE005F08A31F11A78C3784B673CA9CD4C6EE142AD722DB2389F2FE4D6D6C76CC7|
|0DB57C9A2A310B7FC6EC242F9E0506CCE6D7477FF488B57F46F266F35B13068F8C9|
|BCD8FFABF9E77D6499ED086FA37B0A9244F626CA9D64D25B754F7B66A39AAB5A364|
|57751BEFAD13A7D1F3CAD00525F34A2E2A79A882826192B0124B494449BB92A8920|
|E2531253D4AFA943C55D2F80BF8BEF790|
|-------------------------------------------------------------------|


@Mojo-
Proud Member of Fusion Force.

 

Posted

Sure it would be viable.

However, I wouldn't recommend taking Boxing that early, especially if it means you have to delay Invinc. I'd suggest taking Invinc at 18, KoB at 22 and Boxing at 24. I also wouldn't bother with the Mako's slots in it unless you're planning to use it as a regular part of your attack chain.

I'd use those two slots to add a fourth slot to TI and Tough so they are fully slotted and you get the benefit of the S/L def bonus. That would allow you to step back one set of KC to Smashing Haymaker and save a whole lot of infl.

I'm guessing that you know that Invul doesn't need any KB protection besides UY, (if you don't, it doesn't) and are slotting the BotZ -KB for the F/C bonus. Honestly, given how rare pure F/C def is, I don't think it's worth the infl/merits to soft-cap F/C def that way. I'd use one of those slots as a fourth in UY--I hate to have my toggles underslotted!

There's really no reason not to slot a Res/Rchg in RPD instead of Res/End/Rchg; it'll get it closer to the ED cut-off, and it's not like RPD needs additional end reduction.

I'd also get CP instead of FA and put the Gaussian's in Rage instead, but that's definitely a personal preference thing.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Alright thanks for the comments. Yeah I was just trying to squeeze out as much F/C as I could, but I guess it's impractical for another ~140 mil. I could use those slots to recharge hasten and CP faster.

Invincibility at 22 is just me being a scrapper, putting off the taunt aura until after stamina. But I guess with few attacks I can just have all my toggles on, haha. I can swap that around easily, although 2 attacks for a posi tf seems a little sad. I guess that's what temps and vet powers are for. I reworked it a bit and got S/L/E/N to 46.16% and left F/C at 41.16%, which is fine since I don't use the demon farm map at all (and it shouldn't give me problems anyway, hah).

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Mojo X: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(48), RctvArm-ResDam(48)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), P'ngS'Fest-Dmg/Rchg(7), P'ngFist-Acc/Dmg(9), P'ngFist-Acc/Dmg/Rchg(13), P'ngFist-Acc/Dmg/EndRdx/Rchg(45)
Level 2: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx/Rchg(43)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 6: Swift -- Run-I(A)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(27), Aegis-ResDam/EndRdx/Rchg(50)
Level 10: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(11), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rng(17)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(42), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45), Numna-Heal(46), Numna-Regen/Rcvry+(46)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(36)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
Level 24: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/Rchg(25), S'ngH'mkr-Dmg/EndRdx/Rchg(33)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx/Rchg(37)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 44: Physical Perfection -- P'Shift-End%(A), Mrcl-Rcvry+(46)
Level 47: Resist Energies -- S'fstPrt-ResDam/Def+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1401;720;1440;HEX;|
|78DAA593CB52134114867B920C216442120309D7900410C26520CAC2CBC22A010BA|
|8040241CA854A0DD8868161924A064B763E802B17BAB2DC787F03CBB750CBEB1B58|
|FA0CF15C1AAA2C974E25FFD77DBAE79C33A74F97EE2F18423CB8223463DEB19ACDE|
|D4DCB3D900DBD6455EDDDB6526DBF96B9111442A4D9BEBD20EF4AB729CD65F7DE91|
|E3CA86B5633BB677DCAF964BD291D2AC1CD5615CF11AD2AD7A7BF165774FC2D0334|
|F0646B95673CC6BB6E7CA6693274569D56DB71A512BD53D0F661D34ABD4A5BC9358|
|ACDBBBE62244AC1E6F97ACA6271BC73D90571EFE1F43201AFC45CB2FD2301813ED5|
|9C2CC10234798EA10EA69E962093028DA96192B84F6AB801E61CC13A616089F42CA|
|B96805B4128C0AC257649409B135C2C42AC184207E15C45F06E444609DB14118A93|
|06C81DBC7F6093AD458E74F10FA34993E43DC209B7CC159F2DD3747289C27CC40A4|
|904A2C74E84353C73EE380D06913620E210921C2EC4F0B7F2793F183908295083BD|
|222BCD2C92B415889F23B7A749DA2E637085315C62661FA3A638BF015B28A6B1A9D|
|47BC9B4C67BA1831C27082D00EDE13EA0B134F2860D763C6234201BEB05BD5B29B6|
|B99E45A26B99659AE65968B98E5926AE036C56FF95345DAD05362AC12326B043FEC|
|EB556DD3CB6DD3C7FD32C0FD32C24D740EB2E8A71668E9FDCF29B1811784FC4BC62|
|BC2C46BC61B4200BC0F2AEF835C84341721CD454873113E40B186541186F87C337C|
|DA9902E11B6CC8A90D397634CC8E86E38439C86F545569F4B70F1BF9EC2FC64FC62|
|1B79AC37009CFA049C7D5A18F4F926986F1167A615235CA241FCBF40A55E20BA462|
|AA2E35531AFACEC167CEB21BDF2CBF5FF80B0381D34B073F7844F11F4B39707AC58|
|446967CE0F44AFFD7F3CE38F113DAC0DBBF895206D1B6707413E5164E6FE3C8C2D1|
|0ECA2E4E5BEF8D934CA31730A18B2897502EA33CC44DC1304818C54089A074A2445|
|162280994244A1FCA5394D61F8F70F611|
|-------------------------------------------------------------------|


@Mojo-
Proud Member of Fusion Force.

 

Posted

Quote:
Originally Posted by _Mojo_ View Post
A few highlights: No unstoppable, no Perma DP, traded off for Capped S/L defense, nearly capped F/C/E/N defense (With 1 person in range) while maintaining capped S/L resistance. Not using the glad's proc because I don't want to gather another 2 billion for another toon. Would this Tanker be viable for end game play?
I'd say that even without all those IO sets it'd be viable for end game play!


 

Posted

Quote:
Originally Posted by _Mojo_ View Post
A few highlights: No unstoppable, no Perma DP, traded off for Capped S/L defense, nearly capped F/C/E/N defense (With 1 person in range) while maintaining capped S/L resistance. Not using the glad's proc because I don't want to gather another 2 billion for another toon. Would this Tanker be viable for end game play?
EASILY.
I didn't slot for defense at all. My invuln has Tough but no Weave and is IO'ed for 300% regen. He also has the Medicine pool for Aid Self but, after IO'ing for all that regen, I never touched Aid Self again until tanking Lord Recluse. So, yeah, with all that defense you'll be in fine shape.


Paragon City Search And Rescue
The Mentor Project

 

Posted

With the stats you mentioned you'll easily be able to stand up to anything in the game, even a tower-buffed Lord Recluse with a few insps. One suggestion I'd make is changing Swift for Hurdle... Hurdle stacks with CJ/SJ for a noticeable buff to jump speed and distance and a minor buff to height.

Oh, if you're slotting for recharge with those LotG +recharge I'd certainly find another slot for Taunt and that 7.5% recharge bonus. I'd also consider Pounding Slugfest Acc/Dam & Dam/Rchg for the last two slots in Haymaker & KoB instead of the Mako's... that gives you another 16% regen and they'll be considerably cheaper.

The build's different than I'd make one, but I don't see any real problems with it other than what it'll cost... that's going to be a big chunk. Be prepared to spend upwards of 500 million or more. Oh, looking at Stamina I'd reslot it; if you're staying with 3 slots I'd toss in a pair of common endmod and the +end proc. As it is you're a bit light on recovery there, which may or may not matter depending on how it plays with your IO bonuses. That's a question you'll have to answer after you've played it awhile.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
With the stats you mentioned you'll easily be able to stand up to anything in the game, even a tower-buffed Lord Recluse with a few insps. One suggestion I'd make is changing Swift for Hurdle... Hurdle stacks with CJ/SJ for a noticeable buff to jump speed and distance and a minor buff to height.
I like Swift so that I can move around faster in missions when moving from group to group, it stacks nicely with Sprint and Ninja Run. I've always gone sprint instead of hurdle on my sj characters, maybe just a force of habit.

Quote:
Oh, if you're slotting for recharge with those LotG +recharge I'd certainly find another slot for Taunt and that 7.5% recharge bonus. I'd also consider Pounding Slugfest Acc/Dam & Dam/Rchg for the last two slots in Haymaker & KoB instead of the Mako's... that gives you another 16% regen and they'll be considerably cheaper.
That's a good suggestion...the only place I could see dropping a slot would be in Hasten (which I'm not really willing to do) and Conserve Power (Which I'm not sure how often I'd be using). I guess it's one of those build decisions I'll need to make in the end...I'll probably take one out of CP though. I'll probably end up leaving my attack slotting because I'd be losing ~20% accuracy, ~40% Endurance Reduction and ~20% Recharge on my super strength attacks, which I really want to come up as fast as possible. Also, the makos are just sitting in my base right now, waiting to be used :-)

Quote:
The build's different than I'd make one, but I don't see any real problems with it other than what it'll cost... that's going to be a big chunk. Be prepared to spend upwards of 500 million or more. Oh, looking at Stamina I'd reslot it; if you're staying with 3 slots I'd toss in a pair of common endmod and the +end proc. As it is you're a bit light on recovery there, which may or may not matter depending on how it plays with your IO bonuses. That's a question you'll have to answer after you've played it awhile.
I'm well aware of prices in this game, and what other reason do I have all of this virtual money than to spend it? I've already got a bil that cost 3 bil and a build that cost 6 bil on 2 different scrappers, so influence is no object here.

The trade off with the slotting in stamina is that I would have 1.88% more health where slotting 2 regular 50 SO's would have 4% more recovery. At this point, you're right, I'd probably want the more recovery with Hasten and Rage crashes, but then that makes me want to leave CP 2-slotted so that it comes back every 4 minutes instead of 5 or so.

Anyways, thanks for the advice!


@Mojo-
Proud Member of Fusion Force.

 

Posted

Quote:
Originally Posted by _Mojo_ View Post
I like Swift so that I can move around faster in missions when moving from group to group, it stacks nicely with Sprint and Ninja Run. I've always gone sprint instead of hurdle on my sj characters, maybe just a force of habit.
Certainly valid. I used to do that too. However, if you've never tried Hurdle's synergy with Super Jump, you should do so, once, on a mature character (so as to get the higher values that come with level). The first time I did so was a Keanu-like "Whoa!" moment for me. You rise up and up to the top of the arc of your leap, and then keep rising and hurtling forward, a lot farther than before.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
Certainly valid. I used to do that too. However, if you've never tried Hurdle's synergy with Super Jump, you should do so, once, on a mature character (so as to get the higher values that come with level). The first time I did so was a Keanu-like "Whoa!" moment for me. You rise up and up to the top of the arc of your leap, and then keep rising and hurtling forward, a lot farther than before.
If you're slotting level 50 BotZ in SJ, they'll put you within 1.3 mph of the jump speed cap. Hurdle at that point merely gives you 9 feet of jump height and 1.3mph of jump speed. It's barely noticeable.

Skipping Swift forces you to either run in slow motion, bunny hop everywhere, or run Sprint all the time. I find none of these options particularly appealing.

Given that the OP build has both speed-enhancing BotZ in it, it's IMO pointless to prefer Hurdle for better travel speed; I'd rather have Swift for better mobility on the ground.


 

Posted

Quote:
Originally Posted by Sailboat View Post
Certainly valid. I used to do that too. However, if you've never tried Hurdle's synergy with Super Jump, you should do so, once, on a mature character (so as to get the higher values that come with level). The first time I did so was a Keanu-like "Whoa!" moment for me. You rise up and up to the top of the arc of your leap, and then keep rising and hurtling forward, a lot farther than before.
I agree. I always picked swift, then wanted to try out hurdle. Had an identical reaction. Hurdle + Combat Jumping = never toggling Super Jump (in most cases). This means you can leap around and control your drop point without dropping the defensive bonus from CJ.