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Posts
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Joined
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I could be persuaded to come out of hiding for this. I'm down in Benson now, but I used to live in Raleigh so I know my way around - unless I'm completely senile.
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I took your information and made a spreadsheet from it to make it easier to quickly find what drops a particular piece of salavge. I'll try to keep it updated with the information you have here.
Invention Salvage Drops -
It appears that a change went in at some point (Issue 8?) and the Genin and Jounin now have Super Leap from the beginning, rather than requiring an upgrade to receive it.
Yay stealth buffs! -
Thanks for the corrections, Luminara.
I've been mostly playing heroes lately, but I may dust off my MM and update this a bit.
I'll need to get him the last 10 levels and try out the various PPPs on test and add my thoughts on them. -
Hopefully this'll help some of my fellow Ninja/Trick Arrow Masterminds out there.
I've posted my slotting preferences as well. Feel free to add any alternatives you think may be helpful.
Some of my primary powers/slotting are because of my secondary choices. - I go over the synergy a little bit during the breakdown of Trick Arrow so that those wanting just Ninja info can read just the primary power part.
First the MM personal attacks.
I passed on all of them. Masterminds rely on their pets for damage; as such they do not need a wide variety of attacks. You have a nifty little inherent now if you find yourself needing to pull. With trick arrow I am constantly debuffing, so I have no time for attacking anyway.
Now for the pets
All ninja have an inherent resist to Confuse and Taunt, as well as a run speed increase.
Genin - Your tier one pet, at 7% base defense they are squishy and don't do overly impressive damage. They do make nice bodyguards and have a decent chance to disorient. They start with the ability to use a Thunder Kick and Shuriken.
My slots - 1 Accuracy, 3 Damage, 2 Disorient Duration
Jounin - Your tier two pet, with 14% defense and more hit points, they last a bit longer than Genin. They have very nice damage and excellent 'soft control' powers. This soft control comes in the form of Caltrops (Slow and Fear), Soaring Dragon (Knockup), Golden Dragonfly (Knockdown) and Blinding Powder (Confuse and Sleep). They start with Sting of the Wasp, Gambler's Cut and Caltrops.
My slots - 1 Accuracy, 3 Damage, 2 Slow
Oni - Your tier three pet, also with 14% defense as well as 14% resist to Lethal, Smash and Fire and even more hit points than the Jounin. Often a major disappointment to Ninja Masterminds, the Oni is ugly as sin and does only average damage. The Oni's true beauty comes in his ability to control. He has Ring of Fire (Immobilize), Char (Hold) and Rain of Fire (Fear). His Fire Blast and Breath are not to be scoffed at with 3 damage SOs, but still the Jounin are the main damage dealers. He starts with Super leap, Fire Sword Slash and Fire Blast.
My slots - 1 Accuracy, 3 Damage, 2 Holds
Smoke Flash
This allows you to select any one of your ninjas and make him placate all the enemies around him and be hidden for 10 seconds. This allows all attacks for 10 seconds to critical (do double damage). Slap 2 recharge reductions on here and you can keep it on someone all the time. With Trick Arrow as a secondary, I am kept pretty busy debuffing, so I don't miss having this too much.
And finally, Upgrades!!
These powers can be put on each henchman you summon. (Sorry, no go on temporary pets and other people's pets, pets from missions, etc.) It will last until your pet dies, you dismiss him or you zone.
Train Ninjas - At level 6 the Mastermind gets the first power that makes him/her start to shine, for Ninja Masters that is Train Ninja.
Genin get a cool quiver added to their costume, and the ability to use Snap Shot and Thunder Kick.
Jounin get a second sword, making an X on their backs, as well as Soaring Dragon, Poison Dart, Placate and Super Leap.
Oni gets fiery effects on his arms and Fire Sword Hack, Ring of Fire and Fire Breath.
Kuji In Zen - The much anticipated final power in the set comes at 32. This gives your henchmen even more, cooler costumes and some pretty sweet powers.
Genin get a headband, cooler belt and a fanny pack on their left hip. They also get Aimed Shot, Crane Kick and Super Leap.
Jounin get about the same costume changes as the Genin, little different style on the headband and belt and also some armored shoulder pads. They get Golden Dragonfly, Blinding Powder, and Hide.
Oni gets some evil look added to his shoulder pads, and a fire effect on his eyes. He also gets his Char and Rain of Fire.
Now for the Trick Arrow secondary
Vastly under appreciated by most people as a defender set, this is actually very useful and I think powerful, especially for a mastermind.
Entangling Arrow
Single target immobilize and -fly. Lasts 60 secs. The -fly has occasional use, immobilize is rather worthless with the other (AoE) options you have for keeping enemies away.
My slots - 1 Accuracy
Flash Arrow
Targeted AoE, 35-foot radius, -accuracy, -visibility. Lasts 60 secs. Does NOT agro. The -accuracy is quite nice and stacks beautifully with your ninjas' innate defense. The -visibility allows you to sneak past some enemies.
My slots - 1 Accuracy, 3 To Hit DeBuff
Glue Arrow
Targeted AoE, 15-foot radius, -recharge, -speed. Lasts 30 secs. This power by itself makes life a lot easier, keeps enemies away and slows their attack rate.
My slots - 3 Recharge Reduction, 3 Slow
Ice Arrow
Single target hold. Lasts 15 secs, almost 30 with 3 hold enhancements. Combined with the Oni's hold you can lock down a boss.
My slots - 1 Accuracy, 3 Hold Duration
Poison Gas Arrow
Targeted AoE, 20-foot radius, -damage, minor sleep. Lasts 20 secs. It reduces the damage enemies can deal and has a small chance to make them stand in place choking, got to love it.
My slots - 3 Recharge Reduction
Acid Arrow
Targeted AoE, 8-foot radius, -defense, -resist. Lasts 20 secs. Very small radius perfect for use on a boss or higher.
My slots - 1 Accuracy, 3 Defense DeBuff
Disruption Arrow
Ground Targeted AoE, 20-foot radius, -resist. Lasts 30 secs. Same amount of resist debuff as Acid Arrow, but no defense debuff. It makes up for that with a larger radius and longer duration.
My slots - 1 Accuracy, 3 Defense DeBuff
Oil Slick Arrow
Targeted AoE, 20-foot radius, -speed, minor knockback. Lasts 60 secs. This is what it's all about - combined with Glue Arrow and the Jounin's caltrops nothing will be moving anywhere. Add to that a knockback minor enough to work as a knockdown against even level enemies and the fact that it can be lit to cause nice damage to anyone one in it and you have devastation. On the downside, pets will run away from an ignited oil slick as if it was damaging them, and into nearby groups.
My slots - 3 recharge Reduction, 3 Slow
EMP Arrow
Don't have this one, compared to the rest of the set it looks kinda bleh.
I also have found that Aid Other helps quite a bit.
The 3 toggles from the leadership pool stack nicely with the pet powers and trick arrow. -
Been away for a while, but since I have the only linked Ninja/TA guide, I figured I'd update it.
I've respecced since my original post and my playstyle has changed a little.
I've posted my slotting preferences as well. Feel free to add any alternatives you think may be helpful.
Some of my primary powers/slotting are because of my secondary choices - I go over the synergy during the breakdown of Trick Arrow so that those wanting just Ninja info can read just the primary power part.
First the MM personal attacks.
I passed on all of them. Masterminds rely on their pets for damage, as such they do not need a wide variety of attacks. You have a nifty little inherent now if you find yourself needing to pull. With trick arrow I am constanly debuffing, so I have no time for attacking anyway.
Now for the pets
All ninja have an inherent resist to Confuse and Taunt, as well as a run speed increase.
Genin - Your tier one pet, at 7% base defense they are squishy and don't do overly impressive damage. They do make nice bodygaurds and have a decent chance to disorient. They start with the ability to use a Thunder Kick and Shuriken.
My slots - 1 Accuracy, 3 Damage, 2 Disorient Duration
Jounin - Your tier two pet, with 14% defense and more hit points, they last a bit longer than Genin. They have very nice damage and excellent 'soft control' powers. This soft control comes in the form of Caltrops (Slow and Fear), Soaring Dragon (Knockup), Golden Dragonfly (Knockdown) and Blinding Powder (Confuse and Sleep). They start with Sting of the Wasp, Gambler's Cut and Caltrops.
My slots - 1 Accuracy, 3 Damage, 2 Slow
Oni - Your tier three pet, also with 14% defense as well as 14% resist to Letahl, Smash and Fire and even more hit points than the Jounin. Often a major disappointment to Ninja Masterminds, the Oni is ugly as sin and does only average damage. The Oni's true beauty comes in his ability to control. He has Ring of Fire (Immobilize), Char (Hold) and Rain of Fire (Fear). His Fire Blast and Breath are not to be scoffed at with 3 damage SOs, but still the Jounin are the main damage dealers. He starts with Super leap, Fire Sword Slash and Fire Blast.
My slots - 1 Accuracy, 3 Damage, 2 Holds
Smoke Flash
This allows you to select any one of your ninjas and make him placate all the enemies around him and be hidden for 10 seconds. This allows all attacks for 10 seconds to critical (do double damage). Slap 2 recharge reductions on here and you can keep it on someone all the time. With Trick Arrow as a secondary, I am kept pretty busy debuffing, so I don't miss having this too much.
And finally, Upgrades!!
These powers can be put on each henchman you summon. (Sorry, no go on temporary pets and other peoples pets, pets from missions, etc.) It will last until your pet dies, you dismiss him or you zone.
Train Ninjas - At level 6 the Mastermind gets the first power that makes him/her start to shine, for Ninja Masters that is Train Ninja.
Genin get a cool quiver added to their costume, and the ability to use Snap Shot and Thunder Kick.
Jounin get a second sword, making an X on their backs, as well as Soaring Dragon, Poison Dart, Placate and Super Leap.
Oni gets fiery effects on his arms and Fire Sword Hack, Ring of Fire and Fire Breath.
Kuji In Zen - The much anticipated final power in the set comes at 32. This gives your henchmen even more, cooler costumes and some pretty sweet powers.
Genin get a headband, cooler belt and a fanny pack on their left hip. They also get Aimed Shot, Crane Kick and Super Leap.
Jounin get about the same costume changes as the Genin, little different style on the headband and belt and also some armored shoulder pads. They get Golden Dragonfly, Blinding Powder, and Hide. (As of I7 my Jounin use Hide quite reliably. Yay!!)
Oni, gets some evil look added to his shoulder pads, and a fire effect on his eyes. He also gets his Char and Rain of Fire.
Now for the Trick Arrow secondary
Vastly underappreciated by most people as a defender set, this is actually very useful and I think powerful, especially for a mastermind.
Trick arrow debuffs work different from other sets - you shoot them at a target, but the debuff then becomes a ground target centered where the target was at impact.
Entangling Arrow
Single target immoblize and -fly. Lasts 60 secs. The -fly has occassional use, immobilize is rather worthless with the other (AoE) options you have for keeping enemies away.
My slots - 1 Accuacy
Flash Arrow
Targetted AoE, 35 foot radius, -accuracy, -visibilty. Lasts 60 secs. Does NOT aggro. The -accuracy is quite nice and stacks beautifully with you ninjas' inate defense. The -visibilty allows you to sneak past some enemies.
My slots - 1 Accuracy, 3 To Hit DeBuff
Glue Arrow
Targetted AoE, 15 foot radius, -recharge, -speed. Lasts 30 secs, almost 60 secs with 3 slow enhancements. This power by itself makes life a lot easier, keeps enemies away and slows their attack rate.
My slots - 3 Recharge Reduction, 3 Slow
Ice Arrow
Single target hold. Lasts 15 secs, almost 30 with 3 hold enhancements. Combined with the Oni's hold you can lock down a boss.
My slots - 1 Accuracy, 3 Hold Duration
Posion Gas Arrow
Targetted AoE, 20 foot radius, -damage, minor sleep. Lasts 20 secs. It reduces the damage enemies can deal and has a small chance to make them stand in place choking, got to love it.
My slots - 3 Recharge Reduction
Acid Arrow
Targetted AoE, 8 foot radius, -defense, -resist. Lasts 20 secs. Very small radius perfect for use on a boss or higher.
My slots - 1 Accuracy, 3 Defense DeBuff
Disruption Arrow
Targetted AoE, 20 foot radius, -resist. Lasts 30 secs. Same amount of resist debuff as Acid Arrow, but no defense debuff. It makes up for that with a larger radius and longer duration.
My slots - 1 Accuracy, 3 Defense DeBuff
Oil Slick Arrow
Targetted AoE, 20 foot radius, -speed, minor knockback. Lasts 60 secs, almost 120 secs with 3 slow enhancements. This is what it's all about - combined with Glue Arrow and the Jounin's caltrops nothing will be moving anywhere. Add to that a knockback minor enough to work as a knockdown against even level enemies and to fact that it can be lit to cause nice damage to anyone one it and you have devastation. Plus it looks cool, especially when lit.
My slots - 3 recharge Reduction, 3 Slow
EMP Arrow
Don't have this one, compared to the rest of the set it looks kinda bleh.
I also have found that Aid Other helps quite a bit.
The 3 toggles from the leadership pool stack nicely with the pet powers and trick arrow.
Kinda late, so i'll edit this later if anyone sees any major issues with it. -
Just a quick breakdown of the Ninja Mastermind powers.
Currently a level 32 Ninja/Trick Arrow Mastermind
First the MM personal attacks.
I passed on Snap Shot and Fistful of Arrows. I grabbed Aimed shot for pulling/interrupting. Masterminds rely on their pets for damage, as such they do not need a wide variety of attacks. That being said, having an attack for a ninja MM is very useful as your pets prefer melee. This will allow you to pull single enemies out of mobs. I went for Aimed Shot over Snap Shot because they both serve the same purpose and Aimed Shot does more damage.
Now for the pets
All pets have an inherent resist to Confuse and Taunt, as well as a run speed increase.
Genin - Your tier one pet, at 7% base defense they are squishy and don't do overly impressive damage. While invaluable in the lower levels, once I got a full set of minions, I stopped summoning these while in groups. They still make nice damage sponges when solo and have a decent chance to disorient. They start with the ability to use a Thunder Kick and Shuriken.
Jounin - Your tier two pet, with 14% defense and more hit points, they last a bit longer than Genin. They have very nice damage and excellent 'soft control' powers. This soft control comes in the form of Caltrops (Slow and Fear), Soaring Dragon (Knockup), Golden Dragonfly (Knockdown) and Blinding Powder (Confuse and Sleep). They start with Sting of the Wasp, Gambler's Cut and Caltrops.
Oni - Your tier three pet, also with 14% defense as well as 14% resist to Letahl, Smash and Fire and even more hit points than the Jounin. Often a major disappointment to Ninja Masterminds, the Oni is ugly as sin and does only average damage. The Oni's true beauty comes in his ability to control. While not overly impressive even in this aspect, he can greatly aid a patient and wise player. He has Ring of Fire (Immobilize), Char (Hold) and Rain of Fire (Fear). His Fire Blast and Breath are not to be scoffed at with 3 damage SOs, but still the Jounin are the main damage dealers. He starts with Super leap, Fire Sword Slash and Fire Blast.
Smoke Flash
Considered to be one of the Ninja Master's best powers, I actually skipped this one to see how i would do. (Quite well, by the way) This allows you to select any one of your ninjas and make him placate all the enemies around him and be hidden for 10 seconds. This allows all attacks for 10 seconds to critical ( do double damage). Slap 2 recharge reductions on here and you can keep it on someone all the time. With Trick Arrow as a secondary, I am kept pretty busy debuffing, so I don't miss having this too much.
And finally, Upgrades!!
These powers can be put on each henchman you summon. (Sorry, no go on temopary pets and other peoples pets, pets from missions, etc.) It will last until your pet dies, you dismiss him or you zone.
Train Ninjas - At level 6 the Mastermind gets the first power that makes him/her start to shine, for Ninja Masters that is Train Ninja. Genin get a cool quiver added to their costume, and the ability to use Snap Shot and Thunder Kick. Jounin get a second sword, making an X on their backs, as well as Soaring Dragon, Poison Dart, Placate and Super Leap. Oni gets fiery effects on his arms and Fire Sword Hack, Ring of Fire and Fire Breath.
Kuji In Zen - The much anticipated final power in the set comes at 32. This gives your henchmen even more, cooler costumes and some pretty sweet powers. Genin get a headband, cooler belt and a fanny pack on their left hip. The also get Aimed Shot, Crane Kick and Super Leap. Jounin get about the same costume changes as the Genin, little different style on the headband and belt and also some armored shoulder pads. They get Golden Dragonfly, Blinding Powder, and Hide. (I have not seen them use Hide and have tried various things to get them to use it. May be bugged, am currently investigating) Oni, gets some evil look added to his shoulder pads, and a fire effect on his eyes. He also gets his Char and Rain of Fire.
Ok, that's it for now. I may update with info on Trick Arrow and how it compliments this set, as well as strategies for fighting with Ninja/TA. -
My ninja army must look fearsome. I was in an office fighting some private security guards. When I got to the boss one of his attendant minions said "Mommy".
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Haven't done any SF, just missions - mostly solo.
Happily i only died twice before 20.
Only thing I've done that might have mad e a diff is on the missions where someone other than my contact offers to pay me if I let the mission fail. I alway let those fail as they give more inf, but less exp. -
Well, maybe i'm just lucky, but i haven't had any more problem here than in CoH.
At 22 i had 350k infamy and was able to afford 12 SOs with some left over. (12 was all i needed to cover the basics)