Permanent Travel Powers & Combat Jumping


Angelxman81

 

Posted

I love Ninja Run, officially the coolest stance and movements I've seen. I literally have it activated at all times, since it fits my characters very well, especially Stalkers, and is definitely more interesting than the default stance. What I don't understand is that why it gets detoggled when Combat Jumping is activated. I see Super Speed has no problem with it, but I don't understand the dilemma with Ninja Run.

I don't think it'd be hard for both of them to be toggled on at the same time, but then again, I'm not sure on the mechanics of the game and whether this would be difficult or not.

So...Yeah...Ninja Run + Combat Jumping, PLEASE!


 

Posted

Ninja run is horrible during fights how do you live with that?


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Posted

The general consensus is ninja run is horrible cause of its end cost. I personally love having movement/speed when running around during TPN or From cache to cache during LAM and so on. I also never took combat jumping until after I had ninja run. When I saw it detoggled it I never took combat jumping again. Tho apparently its really popular as seen in the what power pools do you take thread. So to each their own i guess.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
The general consensus is ninja run is horrible cause of its end cost. I personally love having movement/speed when running around during TPN or From cache to cache during LAM and so on. I also never took combat jumping until after I had ninja run. When I saw it detoggled it I never took combat jumping again. Tho apparently its really popular as seen in the what power pools do you take thread. So to each their own i guess.
Again - how do you live without CJ? The extra movement control is one of the best things you can get out of a pool power


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Posted

I love Ninja Run, using it during fights is pretty much the same for me. But I hear what you guys are saying, I never noticed that it drained so much endurance....Hmm....

So the issue is that it takes a lot of endurance, but still....I'd really like it to be toggled on with Combat Jumping on at the same time. I've been using it since level 4 till 50, and have had no problems.

Though I should give it a shot without it for a while....


 

Posted

Quote:
Originally Posted by Synesence View Post
I love Ninja Run, using it during fights is pretty much the same for me. But I hear what you guys are saying, I never noticed that it drained so much endurance....Hmm....

So the issue is that it takes a lot of endurance, but still....I'd really like it to be toggled on with Combat Jumping on at the same time. I've been using it since level 4 till 50, and have had no problems.

Though I should give it a shot without it for a while....
Not only that but you have no control with ninja run on, all of its movement is suppressed AND after every attack animation you crouch back into the ninja run stance - which looks silly and very unnatural


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Posted

Ninja Run costs a lot of endurance and doesn't even actually provide a benefit during combat (unless you really like the crouch I guess). I toggle back and forth between NR and CJ as necessary, just as I toggle between Hover and Fly or CJ and Super Jump on other characters.


 

Posted

So than whats the general combination? Just combat jumping and sprint? I feel like I would be behind the pack if I did that. But I'll have to switch to a second build on one of my toons and pick it up to see what all the fuss is about.

I know on my main, even tho its a Dom, I tend to run ahead of the pack. Locking things down by the time the group gets there or run off on my own during Lam and take out weapons/acids solo.

Here's a nice bit of info tho, numina proc and miracle give you .42 end recovery at base 100 End. Ninja run costs .46 end. So pretty much negated right there. Dunno how common those are amongst players but every single one of my toons gets those IO's at some point.


 

Posted

CJ + SS for me more speed more maneouverability

Also I really cannot believe that I'm getting the impression you are justifying running ninja run in combat by slotting heal uniques - I'm just going to pretend I didn't read that


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Posted

ok, so opened up a third build on a scrapper and took CJ. It was meh. I mean yeah the suppression isnt there so I get that. I can see why people would like that. But sprint+CJ is 20mph less than sprint+NR. I didnt like that. I felt slow, like a granite armor.

I guess I'll have to play around with where I keep my travel toggles at. Cause right now sprint and ninja run go on my top row with my other toggles. Sort of a set and forget row that only gets attention when I eat it and previously when I would sign in.

I'm not sure what I'm going to do for speed with my melees as I detest SS like how a lot of people detest hasten. Checked MIDS and apparently CJ toggles off Super Jump. So I guess there would be suppression there as well? I'm just going to have to learn to be ok with being slow I guess.

So yeah, no supression with combat jumping. so you jump right over to the next critter and I would show up a second later with NJ. Not that big of a diff, but if the next critter is down the street during a LAM I'm going to get to it first (not counting those super speeders). The only thing that bugs me is, again example is during a lam, going to a mob and turning off NJ. Mobs dead, retoggle NJ and run to next mob and than turn off NJ. Rinse and Repeat. Sounds annoying.


 

Posted

It's the 1.88% Defense and the super low endurance cost that makes CJ so good.

And being an LotG +7.5% Recharge mule.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
Tho apparently its really popular as seen in the what power pools do you take thread. So to each their own i guess.

It's one of those powers that can benefit you in several minute ways, and I almost always pick it up..

It's useful for when building towards the defense cap, sure it doesn't provide a stellar amount of defense, but 2-3% can make a large difference once you get closer to the cap.

My squishies love it for the Immobilize protection, as well as an easy slot for KB protection IO.

An easy mule for LotG - 7.5% Recharge, a useable mule with benefits at that!

The Jumping speed/control lets you maneuver around during battle much easier for positioning purposes. Granted this is more helpful to some builds/players than others. The jumping boost also lets you "Bunny Hop" around which is usually enough to keep up with the team.

The End cost to run it is practically non-existent.

For my squishies I usually end up 2 slotting it, 1 LotG and 1 KB protection, toss in a LotG Defense IO in there if I'm building for the soft cap.

So, for one power and 2 allocated slots we get; (assuming 2 slotted LotG, and KB protection)

3~% Defense
7.5% Global recharge
10% Regen
Immob Protection
KB Protection
Better in-battle Maneuvering
Virtually no END cost

Not too shabby if you ask me.


 

Posted

Quote:
Originally Posted by Primantiss View Post
It's one of those powers that can benefit you in several minute ways, and I almost always pick it up..

It's useful for when building towards the defense cap, sure it doesn't provide a stellar amount of defense, but 2-3% can make a large difference once you get closer to the cap.

My squishies love it for the Immobilize protection, as well as an easy slot for KB protection IO.

An easy mule for LotG - 7.5% Recharge, a useable mule with benefits at that!

The Jumping speed/control lets you maneuver around during battle much easier for positioning purposes. Granted this is more helpful to some builds/players than others. The jumping boost also lets you "Bunny Hop" around which is usually enough to keep up with the team.

The End cost to run it is practically non-existent.

For my squishies I usually end up 2 slotting it, 1 LotG and 1 KB protection, toss in a LotG Defense IO in there if I'm building for the soft cap.

So, for one power and 2 allocated slots we get; (assuming 2 slotted LotG, and KB protection)

3~% Defense
7.5% Global recharge
10% Regen
Immob Protection
KB Protection
Better in-battle Maneuvering
Virtually no END cost

Not too shabby if you ask me.

Oh I completely agree with you it has a lot of uses mule wise. Being a MIDS junkie I can tell that easily. But before if I was working towards soft capped S/L, which on most toons is the goal, I'd take leadership. Maneuvers provides more def and tactics holds rectified recticles for even more S/L def. Off the top of my head I can think of one Brutes whose build is going to have to change a bit. Right now it has fly to travel but no hover for combat as 1: didnt have room and 2:hover fighting negates the ability to burn. I may have to switch to super jump or something. I dunno.

I think I'll have to go look at the UI set up thread and see where people are placing these toggles for easiest access.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
The only thing that bugs me is, again example is during a lam, going to a mob and turning off NJ. Mobs dead, retoggle NJ and run to next mob and than turn off NJ. Rinse and Repeat. Sounds annoying.
*shrug* I guess it does sound annoying, and that is very much a YMMV kind of thing, but personally I find it about as annoying and about as reflexive as having to press W to move forward. Which is to say, it's not annoying, I don't even think about it. I'm sure it would take some getting used to, though.

I can't use Numina/Miracle to justify the cost of Ninja Run, most of my builds are already using that endurance for something else


 

Posted

Quote:
Originally Posted by Hopeling View Post
*shrug* I guess it does sound annoying, and that is very much a YMMV kind of thing, but personally I find it about as annoying and about as reflexive as having to press W to move forward. Which is to say, it's not annoying, I don't even think about it. I'm sure it would take some getting used to, though.

I can't use Numina/Miracle to justify the cost of Ninja Run, most of my builds are already using that endurance for something else

Sigh. I use the directional keys with my right hand to move. So another things im not doing right. haha.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
Sigh. I use the directional keys with my right hand to move. So another things im not doing right. haha.
Ewwwwwww


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Posted

I want this too, got NR activated all time all my characters use it and all my characters builds got CJ.


 

Posted

Quote:
Originally Posted by Angelxman81 View Post
I want this too, got NR activated all time all my characters use it and all my characters builds got CJ.
How can you afford to run this?


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Posted

I mostly play 50s. I dont run it all time with low levels of course.
At 50, endurance its not a issue, usually, specially if u go Incarnate.


 

Posted

Quote:
Originally Posted by Angelxman81 View Post
I mostly play 50s. I dont run it all time with low levels of course.
At 50, endurance its not a issue, usually, specially if u go Incarnate.
Basing incarnates picked on being able to run ninja run or not isn't a great idea IMO


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Posted

Quote:
Originally Posted by Black_Assassin View Post
Ewwwwwww
Well, if the person is left handed I could see that working. Sounds kinda awkward if one is right handed though.

Once again falls into that "to each their own" catagory haha.


But all in all I dont understand why Ninja Run can't stack with CJ. I'm guessing the devs just weren't comfortable with giving it even more ability to replace grabbing a true travel power.


 

Posted

Quote:
Originally Posted by Primantiss View Post
Well, if the person is left handed I could see that working. Sounds kinda awkward if one is right handed though.

Once again falls into that "to each their own" catagory haha.

Haha. I am right handed.


 

Posted

i would think would be easy to just copy all the animations over to the character to let you set the default stance to what ever animations you would have available to chose from, this might happen when they do the power pools don't know but they still have not done this for fly so don't know if ever will happen


Some of my suggestions from posts i have done
boards.cityofheroes.com/showthread.php?t=195762&highlight=dbhellfist
boards.cityofheroes.com/showthread.php?t=278178&highlight=dbhellfist
Here is all My toons
http://img261.imagevenue.com/gallery...9625081-24.php

 

Posted

they should just pair it with a second power that is just the ninja stance with no speed or jumping bonus, but also no end cost and can stack with everything.


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Posted

Quote:
Originally Posted by RevolverMike View Post
So yeah, no supression with combat jumping. so you jump right over to the next critter and I would show up a second later with NJ. Not that big of a diff, but if the next critter is down the street during a LAM I'm going to get to it first (not counting those super speeders). The only thing that bugs me is, again example is during a lam, going to a mob and turning off NJ. Mobs dead, retoggle NJ and run to next mob and than turn off NJ. Rinse and Repeat. Sounds annoying.
/bind subtract "bindloadfile c:\binds\nr.txt$$bindloadfile c:\binds\cj.txt"

nr.txt
bind space "+up$$powexectoggleon Ninja Run"

cj.txt
bind space "+up$$powexectoggleon Combat Jumping"

Hitting subtract (I use the one on the numpad, replace that with the key of your choice) will toggle between the spacebar turning on NR or CJ. Note that the spacebar retains its original function of jumping in addition to turning on your choice of NR or CJ.

Hope this helps. Oh, and slot a generic IO in the base slot for Swift and Hurdle to improve your speed. Slot another one in Sprint if you are so inclined (i.e. don't have the base slot already taken up by an EndRdx).


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