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Posted (edited)

When combined with Mystic Flight,  Hover offers a  "Stop on a dime" functionality, and can mule a LOTG +rech.
I have not tried it, but does the same thing occur with Combat Jumping? I know it also can take the LOTG.
Is there an advantage anyone can see, or variety of mobility/functionality when running one vs. the other?
If you were going to dip into one pool or the other to combine with Sorcery, which would you pick?

Edit: I also recall  Hover grants some Knockback protection, you flip instead. Combat Jumping offers some Immobilization protection.

Thanks!

Edited by Vulpoid
Clarification
Posted

Hover lets you stay flying without burning endurance, so you keep it on and turn off flight during combat to save endurance while still staying in the air.

 

Combat jumping costs less, endurance then hover.  However, Combat jumping requires you to take another power pool.  Hover does not.  You can't take from more than 4 pools.  So depending what else you want (ex: hasten, fighting pool and stealth), Combat Jumping may not be an option.

 

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Posted
51 minutes ago, Shred Monkey said:

Combat jumping requires you to take another power pool. 

This was specifically in the context of Mystic Flight in the Sorcery pool.
So it would be an extra pool either way.
My specific question involves whether Combat Jumping changes the way Mystic Flight works, the way Hover does?
Thank you for your answer, though! :classic_smile:

Posted

Ah...well...that's a good question. I just jumped on ancient character of mine that has Combat Jumping and Mystic Flight. So, I flew around a bit with it on, and with it off. ANECDOTALLY, I could see no difference. That's just my brief experience trying to see. If there is a difference, I find it so slight as to not be able to tell. But, that could have been a lack of slots in it, as I only have the lotg 7.5% mule, kismet 6% tohit and shield wall 5% res. in it. 

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Posted

You do get some aerial control either way - I forget which grants more though. If you like the way Mystic Flight looks, Combat Jumping won't lock you into Hover stance too (though that can be solved by adjusting Hover's FX, but then you're always in the regular Fly stance even when just hovering).

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Posted

Hover is far superior for precision control in flight, though combat jumping does remove a little of the slipperiness from flight powers.

 

I would vote hover for sure. You can also use jump pack for a speed boost when needed so slotting hover for speed is less necessary.

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Posted (edited)

Combat Jumping --> +4000% Movement Control' +4000% Movement Friction

Hover --> +10,000% Movement control, +10,000% Movement Friction

 

Combine this with @Ukase's observations I'd say that they're effecting a very small base number.

Edit:  or both reach and exceed some hard cap.

Edited by Doomguide2005
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Posted

Personal preference: Combat Jumping. If you have to dip into a different pool anyway, you can get immobilize and knockback protection (from IOs) for less endurance with the same defense buff and if-not-identical-then-close-enough air control. But I tend to fight on the ground.

 

If you're going to fight while flying, Hover will burn less endurance because you can turn Mystic Flight off and just use it. I've done Mystic Flight + CJ for air combat (for immobilize protection) and you can get away with it, but the endurance advantage flips over to Hover really quickly.

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Posted

I'd second the vote for Hover vs CJ. (Though I'm under the impression they both cost the same trivial amount of END.) Immobilization? Feh! It doesn't bother the bad guys, why should it faze me?

 

The "stop on a dime" effect you get from Hover+Fly/Mystic Flight reminds me strongly of the old, buggy, beloved Hover/Fly binds. Only without the buggy bits.

 

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Disclaimer: Not a medical doctor. Do not take medical advice from Doctor Ditko.

Also, not a physicist. Do not take advice on consensus reality from Doctor Ditko.

But games? He used to pay his bills with games. (He's recovering well, thanks for asking!)

Posted

Mystic Flight and Hover can be used to simulate Magneto flight, so that would always be my choice between the two.

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Posted

Personal opinion, totally out of line: infiltration. Get to mule, very efficient at ground level combat, stealth, good movement control, can be left on while mystically flying for stealth.

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Posted
3 hours ago, DoctorDitko said:

Hover+Fly/Mystic Flight reminds me strongly of the old, buggy, beloved Hover/Fly binds.

I still have SpeedOnDemand and CityBinder if you want them.... I have not tinkered with Mystic Flight and the old binds renaming them to work, but the automatic sprint when moving is a lifesaver.

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Posted (edited)
4 hours ago, DoctorDitko said:

Though I'm under the impression they both cost the same trivial amount of END.

Hover, while not expensive, costs nearly triple the cost of Combat Jumping. Mystic Flight blows them both out of the water, though, which is why I said if you're planning on flying while fighting you're not saving any endurance with Combat Jumping. And I dislike immobilizes because I actually use positioning to manipulate mob AI, line up cones for the characters that have them, and some sets get a lot better performance from repositioning (Kinetics, Storm, Dark Blast) compared to picking a spot and staying there.

Edited by siolfir
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Posted (edited)

Fair enough! Thanks for the info!

And, yes, I can see where immobilization would be a pain in that playstyle.

 

<earworm warning>

 

(Personally, I'm just not that bothered by mezzes. Or knockback. It just seems appropriately comic-booky to me, and "I get knocked down, but I get up again, you're never gonna keep me down!")

 

Edited by DoctorDitko
I warned ya! My favorite socialist band. The roadies made the same as the lead singer! Good on 'em, says I!

Disclaimer: Not a medical doctor. Do not take medical advice from Doctor Ditko.

Also, not a physicist. Do not take advice on consensus reality from Doctor Ditko.

But games? He used to pay his bills with games. (He's recovering well, thanks for asking!)

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