Slo-Mo in Ninja Run
ninja run still has suppression during combat like flight, super jump, and super speed
Ninja Run is a travel power. All travel powers are subject to a suppression period after you attack, to prevent kiting.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Thanks for the replies. Why it is important to prevent "kiting"?
Thanks for the link. I can understand wanting to prevent "jousting," but still do not see why it should interfere with "kiting." The temp suppression doesn't really prevent me from ultimately benefitting from the tactic, but only makes it annoying to go about it.
Jousting = Kiting = Hit-and-run. They're essentially the same tactic, possibly with small variations. In the end, it's a tactics which minimizes risk by utilizing superior movement. The developers decided they didn't want that. Now, enemies have a chance to hit back before you get out of range.
Edit: Teleport, in PvE, is not subject to suppression. It is subject to it in PvP, however. In PvE, this may be justified by its cast time, and its high endurance cost.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Oh, well. Thanks again for the info.
You can get somewhat close to jousting by activating an attack while mid leap with super speed if you don't want to stay in melee long.
Even better, combine Hurdle with Combat Jumping, and you can leap in and out of melee at will. Mobs can still peg you, but ranged attacks are usually weaker. This works nicely on a few of my Blasters.
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Yep, you can still kite with Swift/Hurdle/CJ/Sprint (and even SB and IR)
You haven't seen slo-mo Ninja Run until you turn it on and set yourself to follow a civilian walking down the street.
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Jousting = Kiting = Hit-and-run. They're essentially the same tactic, possibly with small variations. In the end, it's a tactics which minimizes risk by utilizing superior movement. The developers decided they didn't want that. Now, enemies have a chance to hit back before you get out of range.
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Of course, your other superpowers can make that exposure trivial.
I told my players to think of it exactly like a "frame" in a comic book. In this frame, you're hitting him in the face, and you're not zooming away until a later frame.
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IMHO, the devs didn't really implement travel power suppression to prevent jousting per se, but to prevent a server exploit that would increase the safety of jousting to complete invulnerability. In short, you could zoom up to a foe, make an attack, and then move out of hand to hand range before the server even recognized that you were IN melee. Not only would you never be attacked, you never could be attacked, because in effect you were using melee attacks at range.
Suppression means that you have to remain in range long enough for the server to register that you ARE in range, and either process an AI attack, or allow a player with an attack queued up to get it off. If you attack in melee, your opponent gets an attack in melee.
Conceptually speaking, I agree with the last poster. Usually when you see a character with super speed attack someone, he zips into melee, and then stops for a second while he punches him. If he ducks the return punch, it is his REFLEXES, not his SPEED that allows him to do that. So Super Speed alone doesn't allow you to dodge blows, that's Super Reflexes, the Defense Set. So there's that second before you flash away again where you can be counterattacked. (some other game systems give you an "attack of opportunity", where you can attack out of order when attacked)
And I'll add that "jousting" and "kiting" are somewhat different, as the former usually refers to melee attacks, while the latter is ranged attacks. The principle is the same, though, that you remain out of range for your foe to attack, while in range to attack yourself. It would be possible to get the same effect with kiting without travel suppression, but it's a bit harder since you have to estimate more where your maximum range is. You could queue up a ranged attack, though, zip forward until it fires, and then immediately zip back before the server could update your position.
on the topic of "hit and run" tactics, stalkers can do this with ease, if they go up and use their variation of assassins strike (blow, ect), by the time the animation finishes activating the travel suppression is usually not in effect so stalkers can easily run in AS a minion then run out of aggro range of whatever was left in the mob (some NPCs still have a chance to get an attack off, but rarely they will chase you down)
Out of curiosity can you use Ninja Run in Granite form or whatever makes the Stone Tank move so slow?
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I don't see why not.
Mind you, it's not unresistable speed or anything so you still get hit by Granite's major speed/jump debuff.
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You haven't seen slo-mo Ninja Run until you turn it on and set yourself to follow a civilian walking down the street.
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I mean, how do you even get to the place where you're like..."Wonder what would happen if I activated Ninja Run and used Follow on a civilian?"
It might be time for you to take a break from the game, my friend.
Out of curiosity can you use Ninja Run in Granite form or whatever makes the Stone Tank move so slow?
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I mean, how do you even get to the place where you're like..."Wonder what would happen if I activated Ninja Run and used Follow on a civilian?" It might be time for you to take a break from the game, my friend. |
Have you ever wondered what would happen if a bunch of players ever turned on Walk and decided to /follow each other?
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y'know what that video needed? Uniform costumes, guards posted regularly on each side of the path, and a bowl of punch at the end.
http://www.fimfiction.net/story/36641/My-Little-Exalt
SB allows kiting.
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Granite is mutually exclusive with typical travel powers (Flight, SJ, SS), and since NR is considered a travel power for suppression, I would 'assume' (you know how that ends up!) it is also mutually exclusive.
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Granite (and rooted for that matter) is also mutually exclusive with Sprint, since Sprint is slower and not really a "travel power" either, I'm going to say nope, NR is not togglable with Granite on.
Also, while typing this reply I thought to myself...you know, you /could/ just end the questioning once and for all and test it on one of your 5 stone armor brutes/tankers...
Sprint is shut off when activating Granite or Rooted (meaning both will definitely detoggle Sprint)
Ninja Run - see Sprint (mutually exclusive with Granite/Rooted, sorry folks)
Other than Swift from Fitness, I believe that the only +movement speed things you can use are IOs/Set Bonuses and buffs from other players (Enforced Morale, Accelerate Metabolism, and my favorite - Speed Boost, as examples, there likely are more that I forgot about.)
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Hi, all! I've been using Ninja Run for a little while now, and I'm wondering why, after I've targeted a foe and fired, my speed gets cut down when I try to run away. It's almost like slo-mo, as if I'm stuck to my opponent and can't immediately escape. I'll run in slo-mo a while, get hit by the opponent, and then suddenly break free and run at ninja speed again.
Am I experiencing some kind of lag related to the Ninja Run power, or is there a built-in restriction on my ability to hit-and-run, hit-and-run, and hit-and-run without being hit in return?