Best choice for Travel power for a DP/MM Blaster


 

Posted

Thoughts?

I have Ninja run. Can you make that a solid travel power with slotting? If so what should I slot to do that?

If I do this will I forever be just slower than teammates who have SS, SJ, TP, and Flight?


 

Posted

The devs doubled the speed bonus for Sprint in I18. Swift + Sprint (single Runspeed SO / IO in each) + Ninja Run is faster than Fly, as is Hurdle + Ninja Run if you jump instead of running. For a Blaster I'd go the Hurdle route and take Combat Jumping, because that gives you excellent unsuppressed speed and maneuverability in combat and protects from immobilizes. Great for jumping in to hit a PSW or Drain Psyche and then getting clear quickly.


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Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

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Posted

I too like Combat Jumping + Hurdle (two level 50 IOs here) for combat and Ninja Run + Hurdle for span movement.

DP + NR looks very good IMO.


 

Posted

Lots of people have gone with Sprint + Ninja Run instead of a travel power; with the buff to Sprint's speed the combo is even more viable. If your build's tight then sure you can go that route. Go ahead and give it a try for a level or two and if you decide you want a travel power after all you can pick one up.


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Posted

Thanks guys. I took Combat Jump for the immobilization resist, but I ended up slotting it for defense and actually noticed a difference.

I think I will slot run speed IOs and hold off on SJ. I like the animations for the flips with Ninja Run. It's too bad you can slot it or use it's animations for SJ with the SJ speed and jump.


 

Posted

Slotting Combat Jumping for Jump is pretty much a waste... just the default slot in Hurdle is plenty for good combat speed. The defense is pretty insignificant too, but defense sets have some very noticeable bonuses. I usually stick a 6% to-hit IO and a -KB IO in it and call it a day but things like Red Fortune or Luck of the Gambler are great if you can spare the slots. Since Combat Jumping adds almost no jump speed, just height, I've never seen a point to slotting for jump.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Hurdle + NR for travel, Hurdle + CJ for in-combat movement. Pretty much all my characters have this these days.

edit: Plus the GvE jump pack for the occasional high wall/building I need to jump.


 

Posted

Quote:
Originally Posted by Kryogenik View Post
Thoughts?

I have Ninja run. Can you make that a solid travel power with slotting? If so what should I slot to do that?

If I do this will I forever be just slower than teammates who have SS, SJ, TP, and Flight?
I have several characters who rely upon Ninja Run for Travel . . . it works fine, especially for tight builds. However, I mostly use it on melee characters.

There are benefits from the other travel powers: Super Speed is great battlefield maneuverability with Stealth -- add a Stealth IO and you get Invisibility. Fly gives you the benefit of being able to stay out of melee and a high vantage point to look for things. Both Fly and Super Speed have huge advantages in the open area "Find the glowies" or "find the NPC" missions that are common in upper levels. Hopping around with Ninja Run or Super Jump in those missions will most likely result in you getting shot at -- that's no problem for somebody with a lot of Defense, Resistance or Hit points, but it can mean a faceplant for a Blaster.

Teleport has its own advantages and disadvantages, but if you can combine it with Hover or Fly, Teleport can be useful if you can stand having to use it.


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Posted

I like having hover on a blaster, so I use ninja run + swift + sprint for travel, and swift + hover in combat. Hover provides some great survivability with its small def buff and immunity to melee attacks most of the time, if you stay at range. Also conceptually, hover fits with Mental Manipulation.


 

Posted

Quote:
Originally Posted by StrykerX View Post
Slotting Combat Jumping for Jump is pretty much a waste... just the default slot in Hurdle is plenty for good combat speed. The defense is pretty insignificant too, but defense sets have some very noticeable bonuses. I usually stick a 6% to-hit IO and a -KB IO in it and call it a day but things like Red Fortune or Luck of the Gambler are great if you can spare the slots. Since Combat Jumping adds almost no jump speed, just height, I've never seen a point to slotting for jump.
This.

CJ is a great power choice for squishies as you can take it early and get the kismet unique and the karma -KB which is always helpful in the early game.


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Posted

Quote:
Originally Posted by Kryogenik View Post
Thoughts?

I have Ninja run. Can you make that a solid travel power with slotting? If so what should I slot to do that?
You cannot slot Ninja Run. Which may be relevant, depending on what you were thinking of.


 

Posted

Quote:
Originally Posted by seebs View Post
You cannot slot Ninja Run. Which may be relevant, depending on what you were thinking of.
Indeed, NR + Sprint with one runspeed isn't far from single slotted super speed without any power choices or extra slots. The only drawback to NR is that it burns an appreciable amount of endurance... make sure and turn it off in combat.


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