Stealth vs Combat Jumping
Stealth takes up significantly more end to maintain, and puts you at a speed penalty. I would stick with CJ.
Manuevers is also good when stacking up the defences, but again provided you can maintain the toggle.
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Yeah the speed decrease, which I am assuming is movement speed and not recharge speed, isn't too much of a concern. I am more worried about what kind of reduction to the actual defense properties of stealth that will happen when I start to attack. Because if the defense drops to below 2% then it really wont serve my purpose at all and I would then be better off just sticking with CJ.
stealth will give little to none of the defense it provides once you start attacking. Its like a stalker coming out of hide.
Take stealth only for concept reasons, or play style IMVHO. If you are looking for a dependable power for in combat situations CJ is the better choice.
If you still want the stealth aspect but at CJ's end cost, you can always plonk a stealth IO into it. Same stealth, low end, Immob protection, no speed penalty.
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If you still want the stealth aspect but at CJ's end cost, you can always plonk a stealth IO into it. Same stealth, low end, Immob protection, no speed penalty.
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Honestly, for me on most characters, CJ > Stealth primarily for movement (CJ's still cheaper than Ninja Run, end wise) and the immob protection.
I tend to take Stealth on solo builds. With two builds, that's easy to do. It's handy when you really are solo and just want to by-pass a portion of a map.
I haven't looked at the cost of a +Stealth IO but if they're expensive then I guess a Stealth power might be an option if you can't afford the IO.
If +Stealth IOs are cheap, then you just need suitable power to slot it in. That and not knowing about the +Stealth IOs would be the only reasons not to use one.
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Why not consider Hasten/Super Speed?
With the plethora of Raptor Packs around, Super Speed is no longer a terrible travel power for Villains, and Hasten is ALWAYS useful. Super Speed is a good in mission travel power, and of course, SS+Stealth IO=Invis.
Why not consider Hasten/Super Speed?
With the plethora of Raptor Packs around, Super Speed is no longer a terrible travel power for Villains, and Hasten is ALWAYS useful. Super Speed is a good in mission travel power, and of course, SS+Stealth IO=Invis. |
He's a /Kin. Siphon Speed + Ninja Run will easily put him at the runspeed cap.
I'd go Combat Jumping as well. Maybe try and fit Maneuvers in if you have room for another pool.
I wouldn't be at all concerned about endurance usage with Transference being available every 30 seconds or so.
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He's a /Kin. Siphon Speed + Ninja Run will easily put him at the runspeed cap.
I'd go Combat Jumping as well. Maybe try and fit Maneuvers in if you have room for another pool. I wouldn't be at all concerned about endurance usage with Transference being available every 30 seconds or so. |
Combat Jumping gives you Immb protection, and a Mule for defense IO's. Hover+Siphon Speed=Flight with extreme maneuverability, as well as a Mule for defense IO's.
Take Stealth as a placeholder for LoTG, that's about it.
Actual answer to the OP's question (instead of flip responses telling the OP they shouldn't take stealth):
Corruptor numbers:
Defense from stealth:
2.13% defense to all (suppresses)
2.13% defense to all (does not suppress)
-.35 run speed
.16 end/sec
Defense from Combat Jumping
2.13% defense to all
-8.3 Mag immob
.07 end/sec
In short, both powers give the same defense when fighting. Combat jumping cost less endurance and gives movement advantages. Stealth makes you hard to detect.
Usually I take combat jumping over stealth, but I have taken stealth to get full invisibility (combined with a stealth IO in sprint).
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thanks for the tips, just to comment on a few things: I do try to stick to concept over pure power playing, for the most part, and then build my characters around their travel power, as weird as that may seem. This guy was going to go the Super Jump route, but I found that I just really liked watching him Ninja Run and flip around the world, so much so, that I felt SJ would detract. I still wanted some of the defense bonuses though and when I found out that Invis and Stealth stacked with Ninja Run I was pretty much sold.
Ultimately I played around a bit and found out that if I just played a little smarter I could do without CJ, and ended up going Stealth Invis.
From Shred Monkeys post it doesn't look like there really is a suppress effect on Stealth (my brother seemed to think they removed that from the game, but not the flavor text too). So, the only think I lose out on in is a little mobility and the Immob effect, which I am cool with.
Thanks again to everyone. Tonight will actually be my first night to try combat with Stealth running. Wish me luck.
I started a Dual Pistols/Kinetics corrupter and also just bought the Martial Arts pack and am finding Ninja Run to pretty much eliminate the need for me to choose a formal travel power for this guy. I am debating skipping Combat Jump/Super Jump and going with Stealth/Invis instead.
It seems that Stealth and CJ give pretty much give the same defense bonus when active (sans the Immob defense on stealth) at 2.67% res all. I find that I am needing some powers to give myself a bit of a defense boost. Would Stealth work as a toggle for this instead of CJ, or will I lose the defense bonus when I start attacking?
I was also thinking of grabbing Acrobatics at 49 to also give another toggle for this. Bad idea or are there other ways to make me less squishy?
I primarily will solo with this guy, but will group every now and then.
I guess Maneuvers may not be a bad idea if just go the Stealth/Invis route. Any feedback would be great thanks!