Ninja Run as travel power


BlackArachnia

 

Posted

I was just wondering about Ninja Run. I have a Dual Blade/Ninja Stalker and really love the Ninja Run Power on that toon.

Now I always hated leveling between 12 and 20. For most toons it means first get your travel power then get your stamina, while you really can't choose any of the really cool primary or secondary powers. I still wonder why the developers never reduced the importance of that stamina power (forcing everyone to use it feels wrong in my eyes).

Anyway. Ninja Power gives me a small boost in running speed and I'm happy enough with the speed for now. Just wondering, if I take swift will my speed increase even further?

This way I might be able to either not select traveling power at all or maybe select one later.
Anyone ever used Ninja Run as their main travel power?

EDIT: DO'H, I just realized I'm in the General Discussion forum and not in Player Questions as I though I am. Sorry for that.


 

Posted

Swift will indeed boost your run speed under NR.

However, Hurdle will increase the jumping speed under NR, and, unless things have changed recenctly, jumping around with NR+Hurdle is faster than running with NR+Swift, so that's the way to go if you're looking to skip a travel power.


 

Posted

Quote:
Originally Posted by PhroX View Post
Swift will indeed boost your run speed under NR.

However, Hurdle will increase the jumping speed under NR, and, unless things have changed recenctly, jumping around with NR+Hurdle is faster than running with NR+Swift, so that's the way to go if you're looking to skip a travel power.
With the additional run speed added to sprint this issue, run speed may pull ahead. Also, if you're a set that gets a speed increase (Kin, Rad, electric def, super reflexes) then stacking swift may be a better option as well.


 

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I'll be honest, since I bought the MA Booster I don't think I've taken a travel power on any character since. Except like, flight on one or two guys. But the rest? All Ninja Run. I even have that "Skip travel power prerequisites" veteran badge and it's like "sorry SS, SJ and TP, but ya'll ain't got flips."


 

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Quote:
Originally Posted by Judas_Ace View Post
With the additional run speed added to sprint this issue, run speed may pull ahead. Also, if you're a set that gets a speed increase (Kin, Rad, electric def, super reflexes) then stacking swift may be a better option as well.
I forgot about the Sprint upgrade, that might push it back towards running.

Of course, hurdle gives you more vertical movement, so I'd still probably lean towards it if I intended to keep NR as my long term travel power. If I was using it as a stopgap and just delaying my tp till later in order to take fun stuff pre-20, then I'd go for whichever fits what travel I intended to end up with (SS/SJ = Hurdle, Fly/TP = Swift)


 

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The only characters I have that even take a travel power anymore are ones where a specific power is part of their concept (like flight or super speed if they are suppposed to be a speedster), and even then I don't get as pressed about taking it as soon as it opens up.

I usually take Hurdle fairly early to help with vertical movement, even if I'm planning on pushing the rest of the fitness pool back.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Travel powers are now entirely optional and need only be chosen for thematic reasons - especially if you have Ninja Run and the Jump Pack booster from the GVE edition - the cooldown is not long n it and those powers combined put Super Jump to shame.

Also with a little bit of inf you can get yourself a jet pack (assuming you dind't win one saving/robbing Atlas Park Bank) from the vendors for those harder to reach places.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
Travel powers are now entirely optional and need only be chosen for thematic reasons - especially if you have Ninja Run and the Jump Pack booster from the GVE edition - the cooldown is not long n it and those powers combined put Super Jump to shame.

Also with a little bit of inf you can get yourself a jet pack (assuming you dind't win one saving/robbing Atlas Park Bank) from the vendors for those harder to reach places.
I use a rag on a stick to reach em myself....

Oh wait, we're talking about something else


 

Posted

Thanks for the replies.

Hmmm, so I have to think about it even more now. So I will be faster with Swift, but with Hurdle I would gain more vertical movement, which could help to manouver better through certain zones.

Decisions, decisions? Hmm.

I guess I'll definitely try to have only Ninja Run on this one. Fits so well with him (I kinda always only use vet and booster powers that fit for the char, even if it makes my life more difficult).
Since I only have one MA themed too, he'll be the only one using NR.
I might give him a travel power should I reach the 60 month vet reward (it's only 9 paying month away ).


 

Posted

Quote:
Originally Posted by PhroX View Post
Swift will indeed boost your run speed under NR.

However, Hurdle will increase the jumping speed under NR, and, unless things have changed recenctly, jumping around with NR+Hurdle is faster than running with NR+Swift, so that's the way to go if you're looking to skip a travel power.
I never take Hurdle for increasing travel speed, mainly because I think bunny hopping everywhere looks ludicrous.

Plus, when I'm playing the game and fighting, I spend 95% of the time on the floor unless the toon's a flier and hovering, so I get more benefit from Swift than Hurdle.

YMMV.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

i have 2 characters currently i built around using NR as the travel power, my super reflexes scrapper and my night widow.

2 slots sprint, 2 in hurdle, 2 in swift and 2 mental training/quickness.

once i slot in level 50 basic io's, these characters will move around at unenhanced super speed levels. which mind you is pretty darn quick.

and this was before the upgrade to sprint in I18, now i doubt it'll be alot faster than it would've been a issue back but it sure is a heck of alot of fun to travel around like that, fast and you can navigate quite well due to having that extra bit of verticality


 

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I use Ninja Run on all toons, and sometimes don't get the travel power for my theme toons until their thirties. I love that power so much. Now if only I could get a psuedo stamina power or something so I could get other powers pre-20....


 

Posted

Love NRs effect: 60ish mph running and jumping on two 50s (they have combat jump, hurdle, and swift as well). More than good enough

HATE NRs animation. The jumping isn't so bad, but the running, all stiff with one arm sticking backward....Gah! I jump whenever possible so I don't have to see it.

If there were alternate running animations this would be the bestest power evar.


 

Posted

Stamina is not necessary. Yes, it helps, but really both of my 50's never had it. A double slotted rest with SO's/IO's and I could literally rest between battles IF I needed, and by the time you get to 50, it's not needed.

Your mileage will vary on travel powers but I admit I always take them.


 

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I like the concepts for the other travel powers, but in practice Ninja Run + Raptor Pack are all I've ever needed. On the contrary, I find myself taking the combat variations for their boosts, especially Combat Jumping. Free defense and free immobilize protection on all of my characters? Totally worth a power!


 

Posted

Quote:
Originally Posted by BlackArachnia View Post
Stamina is not necessary. Yes, it helps, but really both of my 50's never had it. A double slotted rest with SO's/IO's and I could literally rest between battles IF I needed, and by the time you get to 50, it's not needed.

Your mileage will vary on travel powers but I admit I always take them.
Too much downtime for me without Stamina. Takes out the fun of a fast paced MMO for me.
Or maybe I'm just a bad player!

Well, I'm level 10 now, so I'll have two levels time to decide.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
The only characters I have that even take a travel power anymore are ones where a specific power is part of their concept (like flight or super speed if they are suppposed to be a speedster), and even then I don't get as pressed about taking it as soon as it opens up.
I go the opposite way right now--I always take a real travel power ASAP unless running around like a weirdo and doing backflips is part of my character concept (which it is for my ninja!)


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Quote:
Originally Posted by SuperDonkey View Post
I was just wondering about Ninja Run. I have a Dual Blade/Ninja Stalker and really love the Ninja Run Power on that toon.

Now I always hated leveling between 12 and 20. For most toons it means first get your travel power then get your stamina, while you really can't choose any of the really cool primary or secondary powers. I still wonder why the developers never reduced the importance of that stamina power (forcing everyone to use it feels wrong in my eyes).

Anyway. Ninja Power gives me a small boost in running speed and I'm happy enough with the speed for now. Just wondering, if I take swift will my speed increase even further?

This way I might be able to either not select traveling power at all or maybe select one later.
Anyone ever used Ninja Run as their main travel power?

EDIT: DO'H, I just realized I'm in the General Discussion forum and not in Player Questions as I though I am. Sorry for that.
Ninja Run is a good main travel power. Just know ahead of time that any "Master of" runs for Task Forces or Strike Forces or Trials will eliminate it from use. So you might be out a travel power! But if you don't do those, then you don't have to worry. Also you can always buy a jetpack at anytime and transfer it to your low level toon for those trouble spots like the Tower spire map in Orenbega.


 

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I take Fly on pretty much all characters who take a travel power at this point. A few still have superjump/SS, but I've been moving as many of those to Fly as possible. I have one character who only uses NR, and that's my Nin/Nin Stalker. My MA/SR Scrapper has 3-slotted Swift, Quickness, Hurdle, Sprint, and Ninja Run, as well as the Commuter Bonus, and his run speed is 66mph and his jump speed is 69mph. If I specced into 3-slotted Swift I have no doubt my running speed would be over 70mph.


 

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I use NR for my Natural characters. I prefer movement powers a little more superhuman for other origins.


 

Posted

(Sprint + Swiftness + Ninja Run) is about 2 mph faster on the ground than (Sprint + Hurdle + Ninja Run) is in the air. Like 53 and 51 mph IIRC.

Arguing Stamina is not required is like saying Rest is not required. It's not, you can stand around doing nothing for a couple minutes every few fights if you have that kind of patience. Stamina is not a power you get because it's "required" it's a skill you get because it makes the game more fun by reducing downtime. Every single one of my characters gets Stamina, in addition to any other +recovery power than can grab, and so I take Swift on all of them as well. It helps Ninja Run feel like a real travel power, and it allows you to turn sprint off in a mission and still keep up with people while not gimping your blue.

The mayhem mission jetpack is easy to get at any level. I use that for vertical movement when needed.


 

Posted

Quote:
Originally Posted by concreteshift View Post
Ninja Run is a good main travel power. Just know ahead of time that any "Master of" runs for Task Forces or Strike Forces or Trials will eliminate it from use. So you might be out a travel power! But if you don't do those, then you don't have to worry. Also you can always buy a jetpack at anytime and transfer it to your low level toon for those trouble spots like the Tower spire map in Orenbega.
This.
the only time i've run to trouble was during a "Master of" Khan TF run.
i fell into a pit of rubble on the boomtown map that i couldnt jump out of. i had no travel power since i had relied on my Ninja run with my build. mind you even if i had superspeed i dont think i coulda jumped out of there.

i'd love to see the jump pack and ninja jump become REAL inheirants and not get locked out for Masters TF/SFs.


 

Posted

True. You can use the Jump Pack at level 1, and Ninja Run at level 4, so they should still work if you go down that far, I say.


 

Posted

I only use Ninja Run as my sole travel power on characters who get Hide or other types of Stealth. Travel powers for me are as much about the ability to cross troublesome areas as they are about speed, getting pot-shotted by something on the street runs the gamut from insulting to deadly, and none of it is desireable. If I want to street sweep, I'll do it on my terms.

That said, with the incoming newly granted ability to pick more powers besides Fitness, I'll be picking up Stealth on more characters, since it's occasionally useful or just cool, and in turn deciding to use Ninja Run too. My Katana/SR comes immediately to mind, with her very tight build easing considerably, and Stealth makes a lot of sense for her. Of course other characters will always be flyers or jumpers, or just aren't ninja-y.


 

Posted

I chose Hurdle in the end as I can live with the fact to run a small bit slower but Hurdle gives me increased mobility.

I'm still perplexed by the fact that Fitness will get a Inherent Power Pool now.
I still wonder what that means. Does it mean we get all powers from level 1? Or can we simply select all powers from level 1?