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Dystrophy
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ok, i only looked under general topics so if this has been debated before i'm sorry for starting another thread.
anyways, me and a bud of mine were having a spirited "discussion" on wether or not flight was a better fit for melee types as opposed to leaping. i've tried both, and i have to say that combat jumping makes it a whole lot easier to ingage/disingage opponents (imo) especially in pvp situations.
with flight on the other hand i've found it cumbersome to have to switch between flying and hover. even with them bound to keys.
i know it's all about whatever your comfortable with, but i was just wondering what the peeps here thought.......
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| 03/03/08 18:22 |
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masterlich069
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hmm i dont really have any experiance with the jumping pool i do have a few char with flight but they are all ranged. for a melee toon hover dosent really do much that i have seen and AS has a nice KB but ive only used it a a holer till i got fly. sorry i could't help ya more.
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| 03/03/08 19:15 |
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thedarkarsenal
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I think both Fly and SJ can be great for travel powers, but Combat Jumping has the advantage over hover in terms of melee classes. I picked up flight for my scrapper, but went with Air Superiority instead of Hover. Opposed to Combat Jumping, In my opinion Hover isn't great at engage/disengage (mainly because of the speed of Hover, slotted or otherwise). If you're a melee class with Hover, especially in PvP, you're an easier target because of your speed of travel. Even switching between the Hover and Fly can' make up for how easy villains/heroes and get away/gank you :x
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| 03/03/08 20:18 |
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Hemlut
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I'm all Super Jump for melee types or Super Speed, in and out fast as needed. I like Fly for ranged ATs in most cases, but Super Speed and hover as a mix for both types is fun.
I've seen one toon with hover, 6 slotted for fly speed giving a very cool power
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| 03/03/08 22:25 |
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Rainah
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I like them both
SJ is good and faster I think but Flight is good if you have kids to tend to while you are on auto flight or want a quick BIO......I always pick travel based on toon concept
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| 03/04/08 00:12 |
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Phedre_D
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Hover is kind of an useless power for a melee character in my mind. You want to quickly get to your enemies, and hover doesn't really help. Air Sup on the other hand is quite handy to pull some annoying flyers out of the sky.
CJ is pretty handy, but most melee types already have in their secondary set some form of similar protection. But if not, it is a great power to have.
As for Fly or SJ, they can both work. They are not really involved in the direct combat. SJ might be slightly better in PvP to get away from other players, but that is not a melee specific choice.
Now having said all this, my two highest heroes are a lvl 50 tanker that has hover and fly, and a lvl 41 blaster that has CJ and SJ. So since I don't even listen to myself, you better don't do that either :)
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| 03/04/08 03:23 |
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Phase_of_Echoes
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Hover is so slow it makes it difficult to manuver.I can see both working IF you are willing to slot Hover with some Flight Speed Enhancements. This way you can still have your concept and get around during a fight. The only down side is using slots for Hover instead of increasing a Primary or Secondary Power.
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| 03/04/08 07:18 |
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Dystrophy
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hover is kinda cool with six slots. before IOs i've slotted it with 3flight speed, 2def, 1end-red. also, you can slot swift with flight speed too. so it's not real slow especially for the end game. it's ALOT cooler with IOs. just not for melee based ATs.
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| 03/04/08 15:43 |
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RonJ73
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On the actual travel powers themselves:
Fly: Safer, Slower, More versatile, no limits to where you can go.
Super Jump: Least safe travel power (land in a group of high level baddies), Faster and easily controlled, Good vertical travel, but can't get as high as fly.
Most of the time I go with Super Jump, although Fly has it's moments. I would say most Melee ATs go with Super Jump.
"Intro Powers":
Hover: If you have the extra slots to spend to make hover usable, go for it. However, I don't know of a build that can afford to drop slots that would potentially be better in an attack or a defense (especially since IO sets were introduced) to give them to hover. So in my opinion, especially for a melee character, skip it for...
Air Superiority: Arguably the BEST attack power available in the power pools. The knockdown (not knockback) happens almost 100% of the time. It will knockdown bosses, elites AND occasionally AVs and Heroes! I would only put one additional slot in it for an extra accuracy. You won't really be using this for damage, you'll be using it for damage mitigation. When the baddie is on the ground, it's not hitting you.
Combat Jumping: Also a very good starter power if you're going for Super Jump. The defense is minimal, but any little bit helps, AND it's Defense ALL, not typed or positional, so big kudos to it for that. In addition, this covers up the Immobilization Hole that some of the defensive sets have. The extra jump height is nice and when coupled with Hurdle it makes for a nice early mini-travel power. Combat Jump + Hurdle is also great for getting around some of the pesky maps with multiple floors (Cave Maps anyone?).
Jump Kick: Although the damage isn't far from Air Superiority, and the knockup/back/down is about the same percentage, the animation time for Jump Kick is so long that the baddie is getting back up before you regain your own stance. If the animation time for this was lowered and reworked (Spinning Heel Kick animation would be much better) more people would be using it.
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This all being said, as most of you know, I tend to play more on the Hero side than on the Villain side. For my Willpower/Energy Tanker, I decided to go the Air Superiority/Fly route. My reason for this is that Willpower is almost like Regen. Yeah, I take damage, but I heal really quickly. Also, the mez protection in Willpower doesn't have a hole, so I didn't need the Immobilization protection of Combat Jumping or the Knockback protection of Acrobatics.
Bottom line, check out what the holes are in your melee character's defenses. See which powers will help eliminate those holes.
Bottomer line, don't worry about being uber, just have fun! :)
City of Heroes/Villains
Onion - L50 - Katana/Super Reflexes/Body Mastery Scrapper
Scotch Bonnet Girl - L50 - Fire Aura/Fire Melee/Pyre Mastery Tanker
RonJ73 - L50 - Stone/Energy Aura Brute
Aurora Australis - L50 - Willpower/Energy Melee Tanker
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| 03/05/08 08:55 |
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Phedre_D
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| QUOTE | | Bottomer line, don't worry about being uber, just have fun! :) |
I so absolutely completely agree with that line, that I just had to quote it. And in all my enthousiasm I first clicked on 'rate' in stead of 'quote', so I awarded you a whopping '0' for your wisdom :)
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| 03/05/08 09:24 |
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Dystrophy
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great post and very informative! thanks ron. really i was speaking from a combat perspective and since i pvp about 2/3rds of the time i spend in-game i was basing my logic on that point alone. i guess if i wanted specifics, i should've been more so. but then this thread would've been really short =D.
off topic.
is the "J" in ronj73 stand for Jeremy?
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| 03/05/08 13:20 |
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Sturmwolf
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| QUOTE |
Air Superiority: Arguably the BEST attack power available in the power pools. The knockdown (not knockback) happens almost 100% of the time. It will knockdown bosses, elites AND occasionally AVs and Heroes! I would only put one additional slot in it for an extra accuracy. You won't really be using this for damage, you'll be using it for damage mitigation. When the baddie is on the ground, it's not hitting you.
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For conceptreason I HATE Air Superiority.
I have seen way to many skinny thin Controllers using this move to knock around giant robots and supertrolls.
That sooo sucks.
This power should be use by tanks and brutes only.
And with them, I wont pick it, cause I rather need more dmg output than reducing the incoming dmg.
| QUOTE |
Jump Kick: Although the damage isn't far from Air Superiority, and the knockup/back/down is about the same percentage, the animation time for Jump Kick is so long that the baddie is getting back up before you regain your own stance. If the animation time for this was lowered and reworked (Spinning Heel Kick animation would be much better) more people would be using it.
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If the animation would be changed, it would ruin one of my toons and all other spiderman/nightcrawler-like characters who picked it especially to get the acrobatic look.
I'm listening to real music.
Real Rock, real Gothic, real Rap, real Soul, real Funk...etc
(If you feel insulted by any of my posts.
Remember first, that I'm not writing in my native language.
You might missjudge me.)
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| 03/06/08 00:00 |
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Epsilon Unit
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In pvp i wouldnt suggest getting fly alone, depending on your AT and build, ive found that stalkers with teleport and fly do extremely well in pvp since they can bypass all the suppresion, -fly doesnt phase them as well as being able to bypass many of the annoying ground based attacks, namely caltrops, most people however to tend to hit SJ or SS or both, in pvp thats where i love to see TP and fly combo shine, watchin the other stalkers stopped by trip mines or caltrops only to watch a stalker TP in there lol
Also, i do like to defy all the laws of gravity and refuse to come down, its just what i do
@Decendant Death
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Epsilon Assassin Spines/Regen-Triumph
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Betrayed Soul LX Dark Blast/Pain Corruptor-Triumph
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| 03/06/08 01:04 |
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Cr3ss3nt
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| QUOTE | | QUOTE | | Bottomer line, don't worry about being uber, just have fun! :) |
I so absolutely completely agree with that line, that I just had to quote it. And in all my enthousiasm I first clicked on 'rate' in stead of 'quote', so I awarded you a whopping '0' for your wisdom :) |
i also completely agreed to the maxxxx.
Rated him a 10 for you. =]
Super Smash Bros. Brawl Code: 4468-0698-2171
Guitar Hero Code: 524106631288
Brawl: Snake / Guitar Hero III: Johnny Napalm + Jimi Hendrix Flying V
CoX Global: @Cr3ss3nt1
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***THIS POST HAS BEEN CR3SSIFIED***
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| 03/06/08 02:27 |
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RonJ73
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Thanks all for the ratings. :)
And no...the J doesn't stand for Jeremy. It's my last name, which, suffice to say, is NOT Jeremy. :)
City of Heroes/Villains
Onion - L50 - Katana/Super Reflexes/Body Mastery Scrapper
Scotch Bonnet Girl - L50 - Fire Aura/Fire Melee/Pyre Mastery Tanker
RonJ73 - L50 - Stone/Energy Aura Brute
Aurora Australis - L50 - Willpower/Energy Melee Tanker
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| 03/06/08 11:17 |
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Dystrophy
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LMAO, just checkin'..........
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| 03/06/08 14:05 |
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Epsilon Unit
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Im not tryin to be a killjoy or notin but i have to point out the randomness of this
The threads title is Flight vs. Leaping
Sooo, maybe someone can enlighten me, what does the J in rons name have to do with flight? Does the j like have super powers and fly around? I just have to ask...
@Decendant Death
PvP Toons: All 50
Epsilon Assassin EM/NiN- Moving to Freedom
Epsilon Assassin Spines/Regen-Triumph
Shivering Fire Fire/Cold-Triumph
Current/Future Projects:
Betrayed Soul LX Dark Blast/Pain Corruptor-Triumph
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| 03/07/08 00:23 |
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Cr3ss3nt
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| QUOTE | | LMAO, just checkin'.......... |
ROFL.... I just now put the pieces together....
Damn you lawl, I will never look at Ron the same again. XD
Super Smash Bros. Brawl Code: 4468-0698-2171
Guitar Hero Code: 524106631288
Brawl: Snake / Guitar Hero III: Johnny Napalm + Jimi Hendrix Flying V
CoX Global: @Cr3ss3nt1
WoW Server: Burning Legion(Horde) Zul'Jin(Alliance)
***THIS POST HAS BEEN CR3SSIFIED***
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| 03/07/08 00:26 |
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Dystrophy
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lol, sorry. now everyone knows where my mind is most of the time. when i'm not playin CoV that is.......
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| 03/07/08 14:49 |
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