Kiwi

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  1. I have a Archery/Energy Blaster and the redraw isn't an issue.

    It will only be an issue if you alternate between Archery and non Achery powers alot.

    Most of my fighting is using only Archery attacks, with the occasional Stunning Shot, Total Focus, Bone Smasher chain to deal with something that is annoying me.

    Also when doing Build Up and Aim, try to use Build Up first if you're using an Archery attack and use Aim first if you are using a melee attack as Aim's animation causes you to pull your bow out.
  2. Quote:
    Originally Posted by Lurker Hunter View Post
    4. Do Something About Escorts/Allies
    Negative stealth is obviously one of the worst things to happen to a Stalker. It's particularly annoying to try to escort someone while under this debuff. I don't know what to suggest for this, just that something be done.

    Any thoughts?
    Whenever I have to escort someone I alway think "Why give me negative stealth when he would be perfectly fine with extra perception" unfortunatly allies would become broken... As they would see groups from far away and rush off to beat on them.
  3. Quote:
    Originally Posted by Alkirin View Post
    Anything I'm missing here?
    Darkest Night -11.3% Tohit
    Fearsome Stare -11.3% Tohit
    Various Lich attacks -some more Tohit

    Your pets should have similar to softcapped status against things that don't have debuff resistance, and even then you could enhance the -Tohit to make it more effective.
  4. All of them, the -res stacks (So having 3 on a single target...). Failing that go for the Cone one as it will speed up fighting groups.
  5. So after playing my low level Fire/Fire Tanker (Hit level 12 last night... Inherent Fitness made my builds consume at level 8 pointless...)

    I was in a team that encountered an AV in the middle of a large group, and the tactics were I keep the AV's attention in a corner to keep AoE's away from the team while everyone else takes out the adds.

    So I recently I wanted to hunt AV's on a Ninja/Poison Mastermind, I've made a build that I like the look of but wanted it to get a look over:


    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Poison
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Presence
    Ancillary Pool: Mace Mastery
    Villain Profile:
    Level 1: Call Genin -- EdctM'r-Acc/Dmg(A), EdctM'r-Dmg/EndRdx(3), EdctM'r-Acc/EndRdx(3), EdctM'r-Acc/Dmg/EndRdx(5), EdctM'r-PetDef(5), SvgnRt-PetResDam(7)
    Level 1: Alkaloid -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 2: Envenom -- Acc-I(A), Acc-I(13), HO:Enzym(13), HO:Enzym(15), HO:Enzym(15), Achilles-ResDeb%(17)
    Level 4: Weaken -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(17), SipInsght-Acc/Rchg(19), SipInsght-ToHitDeb/EndRdx/Rchg(19), SipInsght-Acc/EndRdx/Rchg(21), DarkWD-Slow%(21)
    Level 6: Train Ninjas -- EndRdx-I(A)
    Level 8: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(42), P'ngS'Fest-Dmg/Rchg(42), P'ngFist-Acc/Dmg(43), P'ngFist-Acc/Dmg/Rchg(43), P'ngFist-Acc/Dmg/EndRdx/Rchg(48)
    Level 10: Neurotoxic Breath -- CtlSpd-Acc/Slow(A), CtlSpd-Acc/EndRdx(23), CtlSpd-Rng/Slow(23), CtlSpd-EndRdx/Rchg/Slow(25)
    Level 12: Call Jounin -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(25), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Acc(29), BldM'dt-Dmg(29)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 18: Smoke Flash -- EndRdx-I(A), EndRdx-I(34)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Antidote -- EndRdx-I(A)
    Level 26: Oni -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(37), BldM'dt-Acc(37), BldM'dt-Dmg(39)
    Level 28: Paralytic Poison -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(40)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Kuji In Zen -- EndRdx-I(A)
    Level 35: Poison Trap -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(40), LgcRps-Sleep/Rng(40)
    Level 38: Noxious Gas -- RechRdx-I(A), RechRdx-I(42), EndRdx-I(43)
    Level 41: Provoke -- Mocking-Rchg(A), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(46), Mocking-Taunt/Rchg(46)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(34)
    Level 1: Supremacy
    Level 4: Ninja Run

    Now I like that I have softcapped S/L/E and that it appears that Power Boost will give me 15 seconds of high defence in which to lay down some extra powerful debuffs at the start of a fight. But the lack of a self heal seems worrying...

    If you can't tell I'm going for a tankermind because... well... Ninja's don't meatshield well. Also the slot in Rest will be in Stamina (I haven't got hacked mids)
  6. 8 Levels of a Dark armour tank, for awesome shields and heal.
    16 Levels of a Shield brute for defence and AAO.
    18 Levels of a Fire Blaster for attacks.
    8 Levels of a Plant controller for Seeds of confusion and Accelerate metabolism and Radiation Infection.

    Resists, positional defence, high damage and a cone confuse... Seems a tad overpowered.
  7. I don't mind.

    Most of my characters leveling involed doing arcs... In fact that pretty much all I did.

    Much better than doing the 5 tip missions every day (If they arn't on cooldown due to me needing to do other things at times)
  8. Well, that build has you on 17% S/L resistance rather than defence.

    Softcap is 45% defence.

    One obvious thing I see is that you said you would not be teaming so instead of speed boost you should pick up Frozen Armour.
  9. Kiwi

    Ncsoft store

    Yeah, I only managed to buy one booster today then it wouldn't allow me to buy any more.

    I assume it's because of lots of people purchasing things at the same time...

    Also I'm not waiting until tomorrow, evil red box of inability to buy... It's Cyber Monday, not Cyber Monday and Tuesday.
  10. I tend to not mind who is in my team. Though there are times when I say to myself "Yey, and X"

    Tankers arn't too necessary but they can help some teams I'm on, if only to taunt things to be easier to hit with AoE's and run in first because everyone waits 10 minutes before each group because they don't want to take a x8 alpha.

    But most of the time I like when someone who has a heal joins... As long as it isn't an Emp... The odd heal every now and then does wonders but Emps tend to "Healbot" and slack on the damage side to predominantly heal...
  11. Hmm... Sheathing an axe and shield...

    Axe: Large square leather scabbard attached so the axe head goes in first with the handle sticking up behind the head.

    Shield: Shields tend to have rings on that arms go into/hands hold onto. A hook or 2 on the back of the scabbard that the shield hangs onto.

    Probably the only way I can see a large axe/shield being held without getting in the way.
  12. /Signed

    My Crab is staying a villain, but I want to take off the logo as the colour clashes with the rest of my costume.

    I'd also like to choose to get a backpack without a silly looking abdomen on it... (I looked at the back of the Lord Recluse statue and was immediatly jealous)
  13. So I get the morale breaking system, if your too hard to damage or kills things too fast then the remaining bad guys might get scared and run away.

    But for bosses and higher I think they should stand their ground... Even if I just murderized their friends in under 3 seconds...

    Perhaps even have a chance to go into a frenzy instead with +damage -accuracy to make fights interesting (Kills the adds now and possibly get powerful hits through, or later after they have whittled at you for a bit)



    If anyone has any reasons on why a change like this couldn't or shouldn't be introduced I'd love to read them.
  14. Well... I think I was aiming for perma-pets and perma-hasten while using dual leadership and no purples (Yet)
  15. So, I've been playing my Crab lately and have started slotting it... I just wanted to know if my build looked alright:

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mace Mastery
    Villain Profile:
    Level 1: Channelgun -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(3), Ruin-Dmg/Rchg(3), Ruin-Acc/EndRdx/Rchg(5), Ruin-Acc/Dmg/Rchg(5), Achilles-ResDeb%(37)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A)
    Level 2: Longfang -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(7), Ruin-Dmg/Rchg(7), Ruin-Acc/EndRdx/Rchg(9), Ruin-Acc/Dmg/Rchg(9), LdyGrey-%Dam(27)
    Level 4: Combat Training: Defensive -- Krma-ResKB(A)
    Level 6: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-Def(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def/Rchg(45), RedFtn-EndRdx(45)
    Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/EndRdx(15), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17), Achilles-ResDeb%(37)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(17), RedFtn-Def(19), RedFtn-EndRdx(19), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(45)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(37)
    Level 14: Assault -- EndRdx-I(A), EndRdx-I(46)
    Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 18: Tactics -- EndRdx-I(A), EndRdx-I(48)
    Level 20: Tactical Training: Leadership -- EndRdx-I(A), EndRdx-I(48)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(25), ImpSkn-EndRdx/Rchg(25), ImpSkn-ResDam/EndRdx/Rchg(27), ImpSkn-Status(43)
    Level 26: Boxing -- Empty(A)
    Level 28: Serum -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(29), Mrcl-Heal(29), Mrcl-Rcvry+(31), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(31)
    Level 30: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(33), ImpSkn-EndRdx/Rchg(33), ImpSkn-ResDam/EndRdx/Rchg(33), ImpSkn-Status(43)
    Level 32: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 35: Summon Spiderlings -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-Acc/Dmg(36), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Acc/Dmg/Rchg(42)
    Level 38: Call Reinforcements -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(39), C'Arms-EndRdx/Dmg/Rchg(39), C'Arms-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Web Envelope -- Empty(A)
    Level 47: Shatter Armor -- C'ngImp-Acc/Dmg/EndRdx(A)
    Level 49: Summon Blaster -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(50), C'Arms-EndRdx/Dmg/Rchg(50), C'Arms-Dmg/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------

    When I19 goes live I'll be moving 1 End redux from the Assaults and Tactics/Leadership and 3 slotting Health + Stamina.

    Until then I will torture my End bar with 9 toggles.
  16. Bots/Traps would probably be the best soloer I know of.

    My Crab is also awesome. I've yet to see the peak of what I can do on my Crab though (As I'm still finishing up slotting)
  17. To be honest, what I'd like to see from Phase powers is for the AoE ones to be location based, and effect both enemies and allies in a way where if you and your enemy are phased you can attack each other.

    It could be useful by making it so you can phase enemies to give yourself and team time to breathe, and able to get close to the enemies when they are ready to fight again and also can be used to make a safe zone to fall back to (Aslong and the bad guys don't follow you)
  18. Yeah.

    When it comes to pets, the enhancements only affect powers that can normally use them, for example knockback enhancements will only affect powers with knockback/down/up or if you use something like a Damage/Knockback enhancement from a knockback set, only attacks with knockback would get the damage enhancement.

    Procs in pets tend not to be worth it unless alot of their attacks do a similar effect (Defence debuff procs in Mercs and slow procs in Demon Prince are the only ones I can think of at the moment)
  19. If you mean the Explosive Strike: Chance for Smashing Damage proc, then it will only have a chance to proc in their attacks that do Knockback.

    Which I think is just Crane Kick.
  20. Well, I'm not sure where to begin enhancing without seeing the build you currently have. If I knew exactly what you had, what you put slots into I might be able to fiddle around with enhancements.

    I made a quick build that I'd probably make (If I was trying to softcap) using the info that you have given:

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Brute
    Primary Power Set: War Mace
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery
    Villain Profile:
    Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(5)
    Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(7), Heal-I(7), S'fstPrt-ResDam/Def+(9)
    Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), HO:Nucle(13)
    Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(15), ResDam-I(15)
    Level 6: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(17)
    Level 8: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), HO:Nucle(21)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Rise to the Challenge -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Numna-Heal/EndRdx(29), Numna-Heal/EndRdx/Rchg(29), Numna-EndRdx/Rchg(46), Numna-Heal/Rchg(48)
    Level 18: Whirling Mace -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Acc(34)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34), ResDam-I(36)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(37)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(39)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(40)
    Level 32: Crowd Control -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Dmg/Rchg(40), C'ngBlow-Acc/Dmg(42), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Dmg/EndRdx(42)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Tactics -- EndRdx-I(A), Rec'dRet-ToHit(45), Rec'dRet-ToHit/Rchg(46)
    Level 41: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(43), Annoy-Taunt/Rchg/Rng(43), Insult-Taunt(43), Insult-Taunt/Rchg(45), Insult-Dsrnt%(45)
    Level 44: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(46)
    Level 47: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48)
    Level 49: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run

    Fitness isn't really needed on a Willpower build.

    Hopefully this helps you.
  21. Kiwi

    Kinetic Armor

    So I doubt I get any points for originality, but I'm bored and tired and want a new tanker primary... So I thought I'd give making up a set a try. Sorry in advance if what I suggest has already been suggested before and that I'm not good at making up names...

    My aim in this is to make something that is practical and unique:

    1) Toggle - +Melee defence (10-15%) - +Resistance to slows - +Resist All (5-10%)
    "You reduce the speed of incoming melee attacks making them easier to avoid, also has a side effect of reducing the energy of all incoming attacks slightly"

    2) Toggle - +Range, AoE defence (10-15%) - +Resist All (5-10%)
    "You reduce the speed of incoming ranged and area attacks making them easier to avoid, also has a side effect of reducing the energy of all incoming attacks slightly"

    3) Click - 75% base accuracy - Melee Range - Foe -Recharge(15-20%) - Self +Recharge (15-20%) Stackable 2-3 times
    "You siphon some of the speed out of a foe increasing their recharge times and decreasing yours"

    4) Toggle - +Resistance Knockback, Sleep, Hold, Disorient, Immobilize, Defence Debuff, Slow, All Damage (5%)
    "You infuse yourself with kinetic energy, slightly going out of phase with reality and causing powers to have less effect on you"

    5) Toggle - Taunt Aura - Foe -Recharge -Damage - Team (But not self) +Recharge +Damage
    "You drain the energy of nearby foes decreasing their recharge and damage and increasing your teams"

    6) Auto - +Recharge (20%) - +Runspeed (30%)
    "You have infused yourself with a permenant increase in speed, increasing running and recharge speeds"

    7) Auto - +Defence (Melee, Ranged, AoE) (5%) - +Runspeed (30%)
    "After long periods of siphoned kinetic energy you have increased your runspeed and reaction times allowing you to dodge incoming attacks"

    8) Click - 75% base accuracy - Targeted AoE - Foe -Recharge, -Speed - PBAoE +Recharge +Speed
    "You siphon the speed from a targeted foe and all nearby foes reducing their recharge and movement speed and increasing yours and nearby allies"

    9) Toggle - Special
    "When you are hit you siphon the energy of your foes attack increasing your damage for a short while" (When you get hit, you get +damage for 5 seconds)

    Well... That was... Different.

    I'm guessing I probably made a mistake with the about of +recharge and -damage in this set... But anyways, what do y'all think?
  22. On my Thugs/Traps builds I went for Mace Mastery for the AoE immobilize (Helpful to Arsonist's burn patches) the defence based shield (That doesn't look as bad as Chill Mastery's Frozen Armor in my opinion) and at least according to Mids Power Boost affects Force Field Generator (Not sure if it actually does, the ranged pet bug is making me get repelled from my MM's... and the name switching...)
  23. I'd say Ninja/Poison.

    Every Ninja/Poison I know keeps telling me about their AV soloing shenanigans.

    Thermal could be good as it may keep the Ninja's alive long enough to recieve heals.

    Forcefield allows for 100% focus on controling the Ninja's while giving decent survivability for them.

    Dark/Traps probably would also be good (On their own they are awesome...) with lots of debuffs (Dark) or debuffs and buffs (Traps) probably not the best for 1v1, but will allow you to take out larger groups one by one.

    Basically Ninja/Anything will do well against a single target (Perhaps not pain as they tend to die before heals can be cast)