Guide to Katana ~Ninja Blade/Electric Armor
This guide is for the Scrapper and Stalker combination of Katana (Ninja Blade) and Electric Armor. While Electric Armor is frequently maligned as a secondary for these two AT's, it has great potential, especially when paired with sword sets. Firstly, let me explain the reason that this covers both...
Scrapper and Stalker
I originally made the Stalker version of this combo and was not displeased with it for the most part. Then Going Rogue hit, and Scrappers got access to patron pools. After that I pretty much translated my exact build over to a Scrapper which has given me better performance overall. Either way, I've leveled this thing twice, from a Stalker viewpoint and a Scrapper viewpoint.
Now with the Stalker revamp, this combo is just as good on the Stalker, but in a different way. The Scrapper version has higher AoE damage, with two extra AoEs in The Lotus Drops and a damage aura, and has a higher hit point cap which makes Energize work better. The Stalker version of this combo, on the other hand, has higher single target damage, the mechanics of stealthing, and slightly higher defense. Simply choose which of these is the more appealing for your style.
Katana or Ninja Blade
This is a pretty popular primary and one with several guides already. Here's a brief overview: the set is fast and pumps out good dps; sword attacks have a higher base accuracy than non-weapon sets; all attacks other than Divine Avalanche or Assassin's Blade debuff your enemies' defenses; the set offers very good Melee/Lethal defense through one of its attacks.
Electric Armor
This set is often seen as suboptimal because the Scrapper/Stalker resistance cap of 75% is lower than that of a Tank or Brute. It is considered especially bad for Stalkers who do better with defense based sets. I might generally agree with these sentiments, except when the armor is paired with a sword set, or when the end drain component of the set is used to its fullest (more on that later). In my opinion, the +defense from sword sets compliments non-defense secondaries the best; also, the fewer 'click' powers in the secondary which cause you to redraw your sword, the better. Electric normally deals with just two clicks, Energize and Power Sink. Other than that, electric armor has tons of nice perks, which we will see in a minute.
These two sets work extremely well together on SO's, and only get better as a pair with IO's and set bonuses. Let's take a quick look at what makes them a good match:
-Very high single target damage potential, probably much more than commonly realized
-Good AoE potential (no major sacrifice, unlike some other pairs)
-Easily capped defense to Melee/Lethal, even on SO's; able to exceed that cap easily for foes with heavy defense debuff or high tohit.
-Good damage resistance numbers
-Available resistance to every damage type
-Unlimited endurance
-A very good heal/regen power
-Possibly the safest crashing-tier 9 armor in the game
-A +recharge power
-The ability to sap your foes
-Protection from just about every effect in the game: Hold, Stun, Sleep, KB, Immobilize, End Drain, Recovery Debuff, Teleport, Slow; the only things lacking (Confuse, Fear, +Perception, and DDR) can be fixed by taking tactics from the leadership pool and appropriate stacking of Divine Avalanche
Basically, if you make this combination, you can look forward to doing good damage and laughing at foes that make your friends curse at their computers. Enemies like Carnies, Malta, and Knives of Artemis, which can be so very annoying normally, will cry at their inability to ruin your day. Unlike other sets that are good with these abnormal enemy types, you won't really have a significant weakness in more normal play. You will have huge amounts of layered protection--defense, resistance, heal/regen, knockdown, sapping--along with the endurance of the Energizer Bunny.
Having no special problems also means you can focus more on particular types of set bonuses and not spread yourself too thin. If you build right, you can end up with a very potent character. Anyway, on to the...
Powers
Katana and Ninja Blade
Check the
Yellow stuff for Scrapper specific info, and the
Black stuff for Stalkers.
Scrapper level 1 Sting of the Wasp Stalker level 1
This is one of your choices for first attack power. It does a bit of damage and debuffs your enemy's defense. The other choice, Gambler's Cut, has better dpa, so we generally skip Sting of the Wasp unless you just want an extra attack.
Set Notes: The Achilles -res proc can go here, as well as anything else from Defense Debuff sets.
Scrapper level 1 Gambler's Cut Stalker level 1
Your other choice for first attack power, Gambler's Cut is the better of the two. Even though it has smaller burst damage than Sting, its dpa is actually higher, which throws people sometimes. Also, note that because you can use it much more frequently than any other attack, it is a great place to put procs (until i24).
Set Notes: This is the best place for the Achilles -res (again, until i24).
Scrapper level 2 Flashing Steel Stalker level 2
This attack is a cone with a nice, wide angle.
For stalkers, this is your only true AoE attack, so you pretty much have to take it. For scrappers, you will get a PbAoE later, so it is not really mandatory, though it is nice to have. In the early levels it can be used to fill holes in your attack chain; either way I would not skip it until you decide you just don't have room for it in your build.
Stalker level 6: Assassin's Blade
This is your "stalker" attack; it does massive damage from hide along with an AoE tohit debuff/fear, but is interruptible and takes a looong time to activate. Actually this version of Assassin's strike and the one in Broad Sword take longer to activate than any other version, but they still do the same damage. Outside of hide, all versions of Assassin Strike now activate without interruption. Also, landing other attacks has a chance to give you stacks of Assassin's Focus, each of which will give the unhidden version of Assassin's Blade 33% chance to land a critical hit, for up to 99% chance. This is the reason the Stalker version can deal significantly higher single target damage. If you do not take this power, there is very little reason to choose the Stalker over Scrapper
Recommended slotting: lots of damage, and whatever else to taste. This is the best place for the ATO chance for hide proc.
Scrapper level 6 Build UpStalker level 8
Build Up is a click that increases your damage and tohit for a short time. Probably want to take this; that's all there is to it.
Recommended slotting: Recharge to taste
Scrapper level 8 Divine AvalancheStalker level 18
This power is extremely important. It does a bit of damage while granting you a good chunk of melee/lethal defense for 10 seconds per use (you might be surprised how many attacks that will cover). You can easily softcap yourself to these using DA, even at lower levels.
Scrappers might want to lead with this attack when you do need to use it, so that you already have some defense by the time your enemies start attacking back.Stalkers should not lead with this from hide, because its low damage means you would be getting very little back from your critical. Instead lead with Golden Dragonfly or Soaring Dragon and follow immediately with DA. This power's dpa is a bit lowish, so when you've got your build tricked out and can survive without it, try not to use it, or at least limit it to once per every 10 seconds (the duration of the defense buff).
Recommended slotting: This one is a bit tricky and is best frankenslotted. When working with SO's, however, you should focus on Defense. 1 Acc, 3 Def, 2 Dam works nicely for most of the game.
Note: You can shove a Luck of the Gambler +Rech in this power.
Scrapper level 12: Calling the Wolf
A single target taunt. I honestly find this utterly useless, although I know people that will tell you to take it. In my opinion, if I really wanted to taunt, I would take the AoE version from the Presence pool. To each his own.
Recommended slotting: A respec, or as a set mule
Stalker level 12: Placate
This power lets you make one foe think you are not there anymore, and puts you back into "hidden" mode, which makes your next attack a critical (or Assassination). It can also be used for survival nowadays, as it does not tend to increase dps when used for criticals. You might consider taking this, though I no longer do.
Recommended slotting: One to two recharge
Scrapper level 18: The Lotus Drops
This is a Pbaoe attack that both is stronger and can hit more enemies than your other real AoE, Flashing Steel. If you find yourself unable to fit both AoE's in your build, this one takes precedence.
Scrapper level 26 Soaring DragonStalker level 26
Soaring Dragon is a solid single target attack, which can knock enemies up. This is an important part of your attack chain, so take it and slot it accordingly.
Note: with i24 proc changes, this will likely be the best place to put an Achilles -res proc.
Scrapper level 32 Golden DragonflyStalker level 32
Ah, here we go. This is your tier 9. It does great single target damage but is actually an AoE, since it can hit several foes in a row. The range on it is a little longer than normal melee attacks (10ft instead of 7ft), but the cone is reallllly narrow, so it will take some practice getting multiple foes lined up for it. The attack also has a chance for knockdown, and a higher chance to crit for Scrappers than the other attacks (unknown for Stalkers; from hide, it gets the AoE 50% chance to crit, which is lame, but that's an issue for another time).
Note: This takes Pbaoe sets, which means you can slot the purple AoE set in it and have two purple procs running in your attack chain. It also means you can put a Fury of the Gladiator -Res in it, which will stack with the Achilles -Res that you have by now put in one of your other attacks.
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Electric Armor
Stalker level 1: Hide
You have no choice but to take this power, which is good, since you need it. Hide makes you invisible to almost all foes in PvE, and attacks from the “hidden” status will automatically crit (or get a 50% chance if they are AoE’s). Hide costs no endurance to run and gives a small amount of defense to all. You will be taken out of Hide by attacking or being injured by an attack, and it takes 8 seconds of not attacking or being attacked to put you back into Hide.
Note: While Hidden, you have massive AoE defense, but as soon as you reveal yourself that AoE defense drops down to a very small number. Also, being in "hidden" status will make your Assassin's Blade the very long activating version with higher burst damage and AoE debuffs.
Slotting: Ideally a Luck of the Gambler +Recharge and a Kistmet +Acc (which is actually +tohit)
Scrapper level 1 Charged Armor Stalker level 2
This is a very important toggle, as it provides your Smashing/Lethal resistance, as well as some of your Energy resistance. Take it, turn it on, and leave it on.
Slot for resistance and maybe a pinch of endurance.
Scrapper level 2: Lightning Field
Lightning Field is your damage aura. You really do not want to go without this, as it adds not insignificantly to your Single target and AoE DPS, but also helps sap some of your foes’ endurance. The endurance cost will eventually be meaningless.
Slotting: Damage, Accuracy, Endmod, Endurance to taste
Scrapper level 4 Conductive Shield Stalker level 4
This rounds out your resistance to the more common damage types: Fire, Cold, Energy, and a little Negative.
Same slot rules as Charged Armor.
Scrapper level 10 Static Shield Stalker level 10
Static Shield does a heck of a lot. First, it is your main mez protection toggle, offering protection from Hold, Sleep, Disorient, and Teleport (for PvP). Second, it protects you very well from Endurance drain and Recovery debuffs.
Silly Sapper, your weapon cannot harm me! Don’t you know who the **** I am? I’m the electronaut, ****!” Third, Static Shield gives you a good chunk of Psi resistance, something not a lot of armors get. This power is a major reason electric armor does well in the late game.
Same slot rules as Charged Armor.
Scrapper level 16 Grounded Stalker level 16
Grounded is an auto power that protects from Knockback, Immobilize, Enddrain, Energy, and Negative. It is also the only power from Electric Armor that I recommend skipping. A) Its knockback protection is not 100% reliable, because you have to be right next to the ground for it to work; hills, hovering, and jumping can mess this up. Just throw a kb protection IO or two in your build instead for that. B) We have solid Enddrain protection from Static Shield already. C) If you slot your other armors, you should already be at the scrapper/stalker resistance cap to Energy without this. D) The Negative resistance it offers is tiny. Yes, we get only smallish Negative protection elsewhere, but we would just be better off taking Combat Jumping (which gives {E} immobilize protection) for some defense that helps against all types.
On a tanker or a brute that needs this to get to the Energy resistance cap, fine, but for a scrapper/stalker this is often a poor choice.
Slotting: Another Respec

or just a Resist IO
Scrapper level 20 Energize Stalker level 28
A long time ago, in a place far, far away, Energize was Conserve Power, a tool to reduce the amount of endurance your powers cost for a short time. Now, however, it is also a heal and +regeneration power. When you activate it, you will get a solid heal, and for the next 30 seconds, the endurance cost of your powers will be reduced and your regeneration rate will be increased. This is truly a great power, and part of the reason we have so few problems with endurance. It is possible to make this power perma, effectively reducing the need to slot endurance in everything, but it takes a ton of recharge.
Slotting: All recharge and heal
Scrapper level 28 Lightning Reflexes Stalker level 20
This auto power is another power that makes those annoying mobs not so annoying. It makes you resistant to recharge and movement debuffs, so stuff like caltrops is not so bad. It also increases your run/fly speed. Oh, wait, did I forget? It gives you a passive 20% Recharge boost, the equivalent of two purple sets.
Slotting: Just a movement IO
Scrapper level 35 Power Sink Stalker level 35
Oh this power is so good. This power allows you to suck the endurance from all foes around you and refill your own endurance bar. It is also
autohit. That’s right, it will not miss (unphased opponents)…ever. That is really important, because when you’re low on end, the last thing you want to happen is miss on a power like this.
Because of its sapping abilities, this power actually can contribute a lot to your survivability as well. A foe with no endurance is a foe that won’t attack you or your teammates. Now, usually it will take two uses of this power to completely sap your opponents, which makes this tactic questionable if you are able to kill a mob in the recharge time of the power. However, slotted well, combined with Lightning Field and a certain Alpha slot (Musculature Radial), you can actually sap nearly 100% of your enemies’ endurance in one shot! Congratulations, you are now an honorary controller, since you just neutered an entire mob.
Note: AV’s and EB’s resist enddrain effects heavily, so forget this tactic against them.
Slotting: as much endmod and recharge as you can
Scrapper level 38 Power SurgeStalker level 38
The tier 9 ‘god-mode.’ We get hosed on this one a little, as our resistance cap is stuck at that 75%; however, this will still pull your resistances up to that point, so it is not useless. It is also the only place we get Toxic Resistance, the only damage type we did not yet cover. Yah, it has a crash, and crashes suck. However, when this thing crashes it emits an EM Pulse, similar to the power from Radiation. Most things around you will be held, giving you time to recoup in whatever way you need to. The crash is relatively safe because of that little bonus. Also, anything hit with the EM Pulse will have its regeneration rate debuffed for a little while, which can actually help your team while you are recovering.
Because of the EM Pulse part of this power, you can slot hold sets in it; use that however you will.
Slotting: recharge and some resistance to boost toxic and negative values
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Pools:
As far as pools go, you should really take:
Combat Jumping- Fixes your immobilization hole from not taking Grounded and provides some defense.
Hasten- Boosts your recharge. ‘Nuff said.
Tactics- Helps make you hit, and, possibly more importantly, provides protection from the last two mezzes not covered by your other powers: Confuse and Fear
Anything else that boosts your defense. You have strong resistance and a good heal, so now you need to increase your overall defense as much as possible. The more layers of mitigation you have, the better, especially in endgame content. Ideally, you want enough defense that one use of Divine Avalanche will put you at the softcap for Lethal and Melee. Don’t worry about running tons of toggles, since you will have the endurance to do so. Not everyone wants to build for defense with a resistance secondary, but as long as you don't hurt other parts of your build, it can add a lot of survivability.
Don’t forget that Tough is also helpful for increasing your S/L resistance.
APP/PPP
These are largely a matter of taste, though some are worse and some are better. Mainly, do not go for conserve power/physical perfection except for very specific builds, since that
is usually a massive waste. You absolutely do not need any more endurance. Going that route does mean you don't have to use electric powers to keep you topped off, but you miss out on some other APP powers.
In my opinion, the best epic pools are leviathan and soul.
Leviathan offers Water Spout, which is a great power for extra damage, extra control, and an extra spot for an Achilles –Res. Leviathan also has Hibernate, which you can use as a panic button. I
highly recommend hibernate for stalkers especially, as the phase aspect of the power will put you back in “hidden” status while you heal and recover, allowing you to jump out with a crit.
Soul’s value lies in Shadow Meld. This power grants you a ton of defense for 15 seconds. You can use it to softcap yourself for alpha strikes, or just before Power Surge crashes to keep yourself safe. Caveats: It has too long a recharge timer to ever be perma, so it is not something you can count on all the time. It also has a 3 second activation time, so trying to use it repeatedly mid-combat will really make your damage suffer.
Patron pets, if you can keep them alive, can be a good source of extra damage and supposedly increase a Stalker’s crit rate, as if they were a teammate.
Incarnates
Alpha: Musculature Radial tree gives a damage bonus and boosts the effect of endmod powers (POWERSINK). This is very valuable. Spiritual is another valuable pick, unless you can get your recharge elsewhere. Cardiac's endurance buff is a waste, though its resistance buff could be nice. Nerve...pfft.
Judgement: Whatever you like, though the -endurance/-recovery from Ion stacks nicely with Power Sink
Lore: Whatever you like
Interface: Whatever you like
Destiny: Clarion is useless, as we can cover all mez effects. Ageless, well, we don’t need the endurance or recovery, we are getting recharge elsewhere (right?), and we have resistance to several debuff effects already. Barrier will offer some extra resistance and defense. Rebirth +regen is very strong as well. Because of the difference in HP caps, I would probably take Rebirth on a Scrapper and Barrier on a Stalker. For some build variations, Ageless is still an option.
Set Bonuses:
I mentioned building for defense to stack with your other mitigation. It is also worth building for a lot of recharge, to increase your use of Energize and Powersink, and to make your attack chain better. Next you should build for +hp, as the more hp you have, the better the regen from Energize works. Adding in regen bonuses will not hurt now, either.
Problem Enemies:
None. Really, you have the tools for everything. Some people complain about toxic wielding foes; use Power Surge or drain their endurance or close to melee and use Divine Avalanche. You have the tools to deal with pretty much anything. Defense debuffs/high tohit mobs? Double or even triple stack Divine Avalanche. No complaining.
Attack Chains:
If you are worried about attack chains, you probably want to know the best one. The best Kat/NinBlade chain is Soaring Dragon>Gambler's Cut>Golden Dragonfly>Gambler's Cut(/Assassin's Blade). That requires a good amount of recharge, specifically in Golden Dragonfly, but pumps out very nice dps. Notice Divine Avalanche is not in there. Every application of Divine Avalanche will reduce your dps, so use it as sparingly as you can. That chain can have 3 purple proc activation chances, 2-4 Achilles -res chances, and 1 Fury of the Gladiator -res chance.
Builds:
I will likely post an SO build eventually, but IO's are up to you. There are many options for IO building, and the build that fits your playstyle best will develop itself from your experiences.
Future Build placed here
--Mr. Microcosm