Quote:
Originally Posted by tanstaafl
Do you get the fancy mushroom effect only on converted knock back to knock down attacks or can it happen on the chance to knockdown?
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The Easter Egg Proc can happen on any damaging attack because the Set is a Universal Damage Set. As I mentioned upthread, I'm seeing the
NUKE FX go off at levels 20-24 (ie. before Genin can use Crane Kick, their only native Knockback power, becomes available to them). Shurikens and Kicks (Thunder and Storm) all have a chance to Proc the easter egg animation ... and because they're all damaging attacks, they all have a 20% chance to KnockDOWN thanks to the KB-to-KD Proc in Overwhelming Force. The
opacity level of the
NUKE FX makes it hard to see, visually, if under all that smoke and light if the $Target fell down or not.
Quote:
Originally Posted by anonymoose
If Genin effectively adds a soft control power to their damage, you may have singlehandedly provided the elusive ninja buff.
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Quote:
Originally Posted by SevereCalamity
And I agree, I think you, sir, have just fixed ninjas. Congrats.
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As great as it sounds ... it really isn't *THAT* good (on its own) as a "silver bullet" for Ninja survivability issues. It's HELPFUL ... don't get me wrong ... but it's not a "be all/end all" solution in and of itself. I just happen to be running a Ninja/Time build right now that is stacking multiple effects in the form of (PBAoE on me) To-hit Debuff and (Target Location AoE) Movement+Recharge Debuff and (PBAoE on me) Heal+HoT to make my Ninjas far more survivable than they have any right to be ordinarily. When Foes have their Recharge Debuffed down to the Slow Cap, their Movement Speed Debuffed down to the Slow Cap, and their To-hit Debuffed more than halfway down to the Defense Softcap ... in combination, those things make Ninjas "pretty sturdy" so long as they fight in "formation" and don't go wandering off out of range (and getting themselves KILLED like idiots

). Add KnockDOWN to a pile of Genin attacks and Foes are going to be spending
even more time NOT ATTACKING your Ninjas (or yourself, if Tankerminding) ... which only improves Ninja survivability even more.
When casually soloing (+0 x1 @ Level 20-24 in Sharkhead) it's actually somewhat rare for ANY of my Ninjas to be defeated and need resummoning, and when they do, it's usually only 1 Genin (who wandered off and got himself smoked). That's because *I* can control the flow of battle, *I* can pick when to engage (and how), and *I* have time to throw around heals and buffs in between spawn groups. I'm also not dealing with situations where my Ninjas are severely outnumbered (and if they are, I can just pre-emptively throw down Distortion Field to prevent my opposition from attacking all that much). As you might imagine, on a team or in a Strike Force, the dynamic is somewhat different. My Ninjas are still "better" than they would have been without the Overwhelming Force Proc ... but the Proc in and of and by itself is not "game changing ENOUGH" to solve all of my Ninjas' survivability issues.
Last night I joined a Silver Mantis Strike Force (which took me from Level 22 to 24) and my Ninjas were surviving "okay" so long as I kept them on a fairly tight leash and didn't get "too ambitious" in terms of what I was up against. The final map on the platform (of course) was a complete DISASTER for me because of how the "terrain" and deployment of opposition basically makes it IMPOSSIBLE to "control" your Pets with any meaningful success (my Ninjas loved "jumping off the platform" to their doom repeatedly). This reinforced the "when Ninjas stray..." principle in how their limited survivability is entirely dependent on
staying with me and fighting at MY side because of the stacking of power effects that *I*, as the Mastermind, bring to the battle.
Quote:
Originally Posted by anonymoose
Have you tried this on your lvl 50 ninja/TA MM, does the awesomeness continue at high levels?
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I have not tried it, and given my experience with Ninja/Time @ 20-24 I expect it to "help" but not "solve" the problem of Ninja survivability when in "contact" with Foes while "poorly supported" by Secondary Powers. I expect I'd have to be using Presence Pool Fear powers to shore up my Ninjas even approximately closely to what Time Manipulation can do in this regard, since Trick Arrow offers surprisingly little survivability aids. Glue Arrow is approximately close to Distortion Field (although Distortion Field is *MUCH BETTER*!), and Flash Arrow is "similar" to Time's Juncture (although Time's Juncture is a *MUCH BETTER* To-hit Debuff!) ... so there *is* some potential for transference of strategy/tactics from one to the other ... but without the PBAoE Heal of Time Manipulation, you have to resort to things like Aid Other with Trick Arrow, and that is nowhere NEAR as effective!
Quote:
Originally Posted by anonymoose
I hate to consider reslotting my nin/poison but this might be worth it.
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The
Comedy Value alone makes it worth it, in my opinion ... since Atomic Annie Shurikens are just so ridiculous.
Quote:
Originally Posted by SevereCalamity
Heck, I hate considering even playing Ninjas, but you're definitely making it look appealing.
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So long as you don't have outsized expectations of "free" survivability courtesy of the Overwhelming Force Proc, you'll be okay. Having a 20% (not 100%) chance to Knockdown in every attack is "helpful" but it isn't "enough" all on its own. You still need both Secondary and Pool powers to "shore up" the inherent weaknesses (which are MASSIVE!) of Ninjas to being attacked themselves (they are *total* Glass Cannons). Time Manipulation gives me the necessary "toolkit" to minimize the weaknesses of my Ninjas "enough" that I can keep them alive and fighting, and the Overwhelming Force Proc is simply the "cherry blowing up the top" of a badly slumping sundae.
The *best* ways to keep Ninjas alive is either the path of
NO GET HITSU!! where a combination of Defense Buffing and To-hit Debuffing pushes them towards the Defense Softcap ... so they take very few hits/damage ... -or- ... prevent your Foes from attacking the Ninjas "directly" either through Tankerminding, where you just don't let your Ninjas grab and hold aggro ... and/or Slow Debuffing, where you just don't let your Foes recharge their powers to attack with. Adding (a chance to) Knockdown to every single Genin attack power via Overwhelming Force Proc works as a "force multiplier" for either build strategy since the Knockdowns futher "limit" the number of incoming attacks that your Ninjas will need to defend against, further enhancing their survivability. It "helps" but isn't enough all by itself to be (literally) game changing.
It is however
funny as all get out to see Foes getting knocked over by Shuriken hits ... and that sometimes detonate in huge mushroom clouds of light, smoke and fallout ...