Ninja run really is ninjatastic
All I see is an ice cube
I love Ninja Run.
I think the OP is referring to the bug where you can jump up things without a real surface to jump from. Just super-jump into any corner you kinda fly up so long as you don't run out of building. Its real handy in the Shadow Shard all those long rocks if you him em right you can get to the top with out a fly pack.
Just day before yesterday I decided to test out going without travel powers on my level 27 MA/SR scrapper. I traded out Combat Jumping and Superjump and added Hurdle and an SR power I hadn't gotten yet, Agile. I then three slotted Hurdle with Jump enhancements.
With Swift, Sprint and Hurdle, Ninja Run made an EXCELLENT travel power (not the fastest, but plenty zippy), fits my "non-powered" characters much better, and was kind of fun! Superjump is good, but I only concentrate on my landings. This way I'm more involved the whole time, which is fun for me. Plus I got better defense out of getting a freed up power choice. I'm considering making many of my Natural characters this way.
Dec out.
...and if money isn't a problem, you can really slot to make it even better. In a toon with DEF-based defenses, you can often slot five GotA +run IOs. That, plus 3-slotted Hurdle, gives you a toon with just-slightly slower run than Super Speed and just-slightly lower jump than Super Jump. And if you're conscious about set bonuses, you can add even more.
I have a 40 SD/Mace tank and a 39 Elec/SD scrapper with this as the plan. So far, they are pretty damn fast and move so easily through missions.
Never argue with stupid people. They drag you down to their level and beat you with experience.
@vanda1 and @nakoa2
I usually go with Hurdle + Combat Jumping on my characters that aren't on accounts with the Ninja Booster. It's not as fast, but it offers amazing airborn movement control, offers a little extra defense, and costs virtually no Endurance!
Taking a Travel Power is a very, very rare thing for me. If concept demands it, I'll take one. Usually, though, Temp Travel powers and Hurdle + Combat Jumping or Ninja Run is more often than not more than enough.
Similarly, with Combat Jumping, you can 'surf' the War Walls (and other slightly inclined geometry) as well. It's not as fast as wall strafing in Doom, heh, but it gets you where you want to go!
I think the OP is referring to the bug where you can jump up things without a real surface to jump from. Just super-jump into any corner you kinda fly up so long as you don't run out of building. Its real handy in the Shadow Shard all those long rocks if you him em right you can get to the top with out a fly pack.
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By the catapillars hooka you WILL smile!
Ah, I fondly remember the old days when you could jump up the war walls and get around obstacles (and purples) without fear of danger.
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
This, I think is the best thing of all the boosters combined. Only two concept toons have a travel power (flight) all the others have had theirs removed in favor of Ninja Run. It's that good.
Just day before yesterday I decided to test out going without travel powers on my level 27 MA/SR scrapper. I traded out Combat Jumping and Superjump and added Hurdle and an SR power I hadn't gotten yet, Agile. I then three slotted Hurdle with Jump enhancements.
With Swift, Sprint and Hurdle, Ninja Run made an EXCELLENT travel power (not the fastest, but plenty zippy), fits my "non-powered" characters much better, and was kind of fun! Superjump is good, but I only concentrate on my landings. This way I'm more involved the whole time, which is fun for me. Plus I got better defense out of getting a freed up power choice. I'm considering making many of my Natural characters this way. |
That's true. I first had that problem in a Master's Khan but thankfully the group was understanding. I now make up for this issue by having a travel power on my secondary build or by having a raptor pack.
Ninja run is great.
It's not the fastest, but it's not intolerably slow.
And, most importantly, it's incredible fun. It's the most fun way to travel in cities.
concreteshift notes: Just remember that if you do any Master Run TFs, Ninja Run is blocked from being used so you're SOL on a decent travel power. |
Dec out.
Ok. I recently got the ninja run power and was messing around on my tank. PopsicleWarhead here was on auto-run while I browsed in another window, when I came back he was doing this.
http://i460.photobucket.com/albums/q...mal/runnin.jpg
http://i460.photobucket.com/albums/q...imal/WOOSH.jpg
http://i460.photobucket.com/albums/q...al/wallrun.jpg
And I think I figured out why. In the third pic right in front of him is a little lip on the ground that gets him airborne enough that the ninja run starts to think he's leaping... and then he just runs up the warwalls.
By the catapillars hooka you WILL smile!