gronga

Citizen
  • Posts

    22
  • Joined

  1. I want this bumped. so I did
    I just started playing ninja/ MMs because it and necro are the two I have had the least of (as in.. none) since CoV came out.

    As such, I don't have the breadth of specific experience with Ninjas that the pro's do but I have 45 MMs so I think I know the AT pretty well over all.

    To me Ninjas seem like a mollification set. As in, "We should have ninjas, so make a set by Mondays deadline and we'll slap it in since they are asking for it". It is poorly balanced and conceived to my mind.

    Still as a stop gap measure to stop it from being a joke all that has to be done is to give the ninjas (Genin and Jounin) a HUGE boost in Defense, and the Oni better Defense and Resistance.
    To me, that's it. The rest of the ideas above are great, but every older MM primary has issues, and can be worked around to a degree, but insta-killed ninjas make this set a sideline Primary at best. At worst its an example of how to NOT design a Primary Power set.
  2. gronga

    Pack Mentality

    Actually its simple and the mechanic works thusly:
    Your MM attacks (swarm, raven whatever) each have a chance of adding to pack mentality when you use it.
    Your pets attacks also have a miniscule chance of triggering one.
    Consequently if you go the 'usual' MM route and take no primary attacks, you are relying on your pets ability to generate the effect. and that's pretty thin.

    Everytime you use a Primary attack power you have a chance to build one level of pack mentality. It is that simple.

    I use Call Hawk as my primary MM attack. I have it on auto so it fires off a lot in combat. IF the fight last longer than 42 seconds (big fight) I'll most likely have 3 stacked mentalities. by adding in other attacks I'll reach that in about 15 seconds. This in on a lvl 16 toon btw.

    I started building them as soon as I got my first attack at lvl 4.
  3. None. While it would be nice to have more variety, My #1 wish would be to FIX what we have.
    Our major issues atm (as I see them):
    Pathing
    A.I.
    CONTROL

    Why do I want supersonic invisible flying mental illusion projecting space clowns, when they are going to be broken coming out of the box?
  4. thank you for keeping this updated, you are a hero
  5. I just recently rolled a fire/dark and i'm having fun This thread helped me clarify some ideas in running it, and so I thank you all!

    Shin Hai is Lvl 19 and going strong on Exaulted
  6. This guide is quite probably th best i've come accross for many reasons, not the least of which is that you are still answering posts and supporting it.

    Thank you.

    I started a Ill/Rad based on this thread, and I love it. I have a question though, Since I love Ninja Run, and would like to combine that with hurdle for my basic movement, it frees up a couple of powers, namely air superiority and fly. What can I add back in to take the place for the enhancements I need for zero down time with PA?
  7. Ditto, when I went to look, its gone. Does it have a new home?
  8. gronga

    Kinetic Archer

    Nice build syntax, I'm going to copy it if you don't mind and give it a test run
    I've been looking for an Archert/? build that I liked, and as much as I want to like /TA I cannot. I wanted somehting more team friendly, and to boost my damage without having to wait til Oil Slick arrow.

    If you don't mind, i'm going to post your build in full form here so people sans Mids can look at it, or at least not have to load it to get the gist.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Aeturnal Knight: Level 50 Magic Defender - By Syntax42
    Primary Power Set: Kinetics
    Secondary Power Set: Archery
    Power Pool: Concealment
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery
    Hero Profile:
    Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(5), Numna-Heal(5), Numna-Regen/Rcvry+(7)
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17)
    Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(40)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21)
    Level 6: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(37), TmpRdns-Acc/EndRdx(42), TmpRdns-Rng/Slow(43), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Acc/Dmg/Slow(50)
    Level 8: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(40)
    Level 10: Blazing Arrow -- Apoc-Dmg(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33)
    Level 12: Speed Boost -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
    Level 16: Siphon Power -- RechRdx-I(A)
    Level 18: Inertial Reduction -- Zephyr-Travel(A), Zephyr-ResKB(21)
    Level 20: Explosive Arrow -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(23), ExStrk-Dam%(23)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(25), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(34), Stpfy-Stun/Rng(42)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-EndRdx/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 26: Transference -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(37)
    Level 28: Ranged Shot -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Acc/ActRdx/Rng(29), Mantic-Dmg/ActRdx/Rchg(31), Mantic-Dmg/EndRdx/Rchg(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(46)
    Level 32: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(50)
    Level 35: Stunning Shot -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
    Level 38: Rain of Arrows -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 44: Web Envelope -- GravAnch-Immob(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Increase Density -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
  9. gronga

    Ninja/Dark help

    The Badge hunter build. Basically its a joke build ifyou were goign to be competitive. The slots in Swift go to run, until flight is available then swap to flight. IT is just basically meant to.. well get badges that are defeat ones. To that end its just speed and camaflage with enough offense power to slow a foe long enough to get away.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Kitsune Oinari: Level 21 Magic Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Dark Miasma
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Fitness
    Villain Profile:
    Level 1: Call Genin -- Acc-I(A), Acc-I(3), Dmg-I(3)
    Level 1: Twilight Grasp -- Acc-I(A), ToHitDeb-I(5), ToHitDeb-I(5)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7), Range-I(7)
    Level 4: Aimed Shot -- Acc-I(A), Dmg-I(9), Dmg-I(9)
    Level 6: Recall Friend -- RechRdx-I(A)
    Level 8: Hover -- Flight-I(A)
    Level 10: Swift -- Flight-I(A), Flight-I(11), Flight-I(11)
    Level 12: Call Jounin -- Acc-I(A), Dsrnt-I(13), Sleep-I(13)
    Level 14: Fly -- Flight-I(A), Flight-I(15), Flight-I(15), EndRdx-I(19), EndRdx-I(21)
    Level 16: Shadow Fall -- EndRdx-I(A), EndRdx-I(17), EndRdx-I(17), ResDam-I(19), ResDam-I(21)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A)
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 2: Ninja Run
  10. gronga

    Ninja/Dark help

    Thanks. I to have several /dark toons, inlcuding bots/dark (my first) so I have a decent feel to /dark. ninja/ though.. I know nothing.

    This is somehting I whipped up without thinking of taking stamina. The slotting is... somewhat haphazard.
    I will create a second "badge hunter" build for giggles since I mentioned it earlier.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Kitsune Oinari: Level 27 Magic Mastermind
    Primary Power Set: Ninjas
    Secondary Power Set: Dark Miasma
    Power Pool: Teleportation
    Power Pool: Leadership
    Villain Profile:
    Level 1: Call Genin -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dsrnt-I(7), Dsrnt-I(7)
    Level 1: Twilight Grasp -- Acc-I(A), Acc-I(9), Heal-I(9), Heal-I(23), ToHitDeb-I(23)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11)
    Level 4: Darkest Night -- RechRdx-I(A), RechRdx-I(5)
    Level 6: Train Ninjas -- RechRdx-I(A)
    Level 8: Teleport Foe -- Acc-I(A)
    Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Call Jounin -- Acc-I(A), Acc-I(13), Dmg-I(13), Dmg-I(15), DefDeb-I(15), ToHitDeb-I(17)
    Level 14: Recall Friend -- RechRdx-I(A)
    Level 16: Shadow Fall -- EndRdx-I(A), ResDam-I(17), ResDam-I(21)
    Level 18: Smoke Flash -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Fearsome Stare -- Acc-I(A), Acc-I(21)
    Level 22: Team Teleport -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(25)
    Level 24: Maneuvers -- EndRdx-I(A)
    Level 26: Oni -- Acc-I(A)
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 2: Ninja Run
  11. gronga

    Ninja/Dark help

    Hey all you Ninja Master Minds!

    Background: I have oodles of MMs, but I never made a merc or ninja set.
    So today, I settled in on Virtue and created one...
    Then exited after reserving the name I wanted. The reason? A MM without a plan is destined to fail. And by fail I mean wish you had played something else.

    Here is my goal, I want to be able to run the game solo, doing everything possible without a group, and then still be an asset in a group.
    To that End I chose /dark, as that is always helpful, grouped or not, and the -to hit goes a long way towards keeping those pesky ninja alive.

    I am not a fan of Fly, unless I have a character reason for it, I reserve it for build #2 (usually a badge getting build).
    I am happy with Ninja run for ground speed and jumping, so I don't need Super Jump either.
    I plan on having Team Teleport by 20/22 for mass movement. I don't know how any MM can bypass TT. Plus theres some good IOs that can fit in it.

    With Stamina becoming inherent I have a dilemma, skip it in the build, and just apply slots when I can or add it in now and respec out later? I am fine with slots for endrdx.

    Also I am fine with respeccing, so having a "Praetorian" build, and then something i'll respec out of at 24 if fine. I have a large and friendly SG that runds the TF regularly, plus those tokens every 3 months are nice too

    As far as the attack powers in Ninja go, I usually do not take the MM powers except in my badge builds, Though I have taken Dual with my Thugs/ for pulling purposes. Franky I don't have an opinion of whether or not to take them. Without the fitness line, maybe its a good idea?

    Slotting is where I get in trouble. It is easy to say "slap the 1st 5 slots in your pets, after easch is gained", which in general is a decent plan.. But unless I -plan- on doing that respec, those slots are not always used best there do to Sets.

    So there it is, my quandry, I know in general what I want to do, but I don't have a road map of plan to get there. I can easily just play to lvl 10 or so and reroll when I get a plan, or start my badge build (which tends to be a bit silly for any MM) and make build #2 the 'serious' build.
    For pricing, I have about 2 billion inf to flesh the toon out when I get to the point of worrying about it, and should have more by then anyway.

    I of course have Mids on a second machine, so i'll post a tentative build in a little while. i'm still building the bare bones of it.

    Any help is appreciated, builds or comments are always welcome!
  12. I think the biggest impediment to adding new MM pets is powers. Everytime you add a power, you have to balance it...
    As a former game dev, I know that this means slim to no chance of adding new pets, except with major releases (like going rogue for instance)...

    HOWEVER, using the same powersets, but with new charaters is much more doable...
    Cops? Longbow? Heck Use the Thugs set, theres little difference in real life between the police and gangs anyway

    Longbow Flamethrower? Sounds like an arsonist to me!
    The big Brute? Swap with the Praetorian Sargeant.

    While were at it, the praetorian police use a lot of power weapons... as do Bots. Power gloves/gauntlets work just like the Bots arm mounted weapontry.

    Clockwork! Theres 3 tiers of Clock work in Preatoria. Use them!

    Recylce the whole powersets so there no game balacing (no mix and match), and the models are already in the game. I don't see why this couldn't be done inside a month, and be on test!
  13. I have about 15 MMs, and tend to name them after either co-workers...
    (Tier 1)Beau, Zak, Alton
    (Tier 2)Cody, Kruck
    (Tier 3)Big Shell

    ...friends that are currently playing, but in pig-latin..
    Obertray, Andrewway, Ichaelmay
    Awnshay, Endanbray
    Aulpay

    And of course the ex girlfriends for the DS track!
    Angela, Yle, Fern
    Kaeryn, Kath
    Rebecca

    Very fitting I think!


    Ooh I for got my Original Bots/Dark!
    Free, Too, Wun
    Havsu, Mfun
    ORDIIE
    (my 4 year helped me with the names and spelling)
  14. thank you, I am rolling my first real Dom in Pratoria, a EC/EA and was casting about for some information when I stumbled on your guide...
    It was exactly what I was looking for thank you!
  15. Quote:
    Originally Posted by uberschveinen View Post
    ... This character felt not so much like a character as a fundamental force of nature that I had, through some accident, been mistakenly granted.
    It was at this point where I started to giggle and snort...

    Quote:
    Originally Posted by uberschveinen View Post
    ... I had to stop using my SS/SD Brute for testing my AE missions because when I was using him it never even crossed my mind that roving all-Malta-Sapper patrols would actually be challenging.
    Here is where the milk from my morning cereal shot out my nose, first one side then the other as if it couldn't make up its mind because I was laughing so hard!

    Quote:
    Originally Posted by uberschveinen View Post
    In short, SS/SD has massive single target damage, monstrous AoE damage, colossal damage buffs all the time, easy-cap positional defense, two damned good +health powers, a solid backing of resistance, and so much knockdown that none of the defense will ever matter against just one enemy. Also, it gets good earlier than all the other Brutes and never stops getting better. SS/SD killed my ability to ever enjoy playing other Brutes, because they just can't duplicate the feel of a runaway bus full of freight trains.
    If you started a career as a car salesman, Detroit would have jobs again. I just rolled one on the strength of your reply. Well done!
  16. Excellent guide. I for one am glad it did not get pulled.
    I made a MM for Preatoria and never used Thugs or Traps before, and this answered several questions of mine.

    Even dated (it is 3 years old) it is well written, and I wish more guides were out there like this one.
  17. Quote:
    Originally Posted by Carnifax View Post
    How did you manage to make a MM 3 issues before they were released. HAX!!

    I suspect the "losing control of pets" thing might be related to Map Server clock times, the same sort of thing which causes toggle drops, but I haven't tested my theory at all
    3 or 5 or.. I don't remember. The drugs from Mercy make everything a bit foggy past 24 hours or so
  18. Four, don't let the nay sayers get you down. Your not exposing anything new, this is a standard strategy that works in games, because It works in real life too.

    People who are opposed to it, are generally opposed to anyone else getting ahead. The shoot the rich type. The Govt./devs need to fix it etc...

    You were correct in your opening, but I'll expand on it.
    "The only reason people are poor in the game, is because they want to be."
  19. I want a Map builder and a way to submit them. Leaving our imaginations hostage to the 1/2 dozen designed still working on this project is stifling.

    Open source the builder, and give us a way to give back to the game. ESPECIALLY outside AE. Have a contest to design content. Invest in us, we are worth it.
  20. It is a good guide, and I wish I had found it when I made my first MM back around issue 3.
    Off hand, it seems accurate enough (as there have been few real changes to the MM archetype) with once big exception:
    As of I16, your henchmen now zone with you. This is fantastic news, meaning that you can prep, get your end back, and then go through the 'hot door'. Of course, it is minorly bugged where occasionally you go through and you lose control of your pets... but if you have the patience to zone a few more time they will eventually become yours again

    But hey! At least most of the time your well prepared!
  21. Zoning related since i16 patch:
    1. Loading into zones from our base, and back out of an AE mission can cause the client to freeze. Not always, but 3 locks today, from each. All on the CoV side
    2. MM pets are indeed coming through the portals into new zones (like through a ferry) but sometimes they load in a sort of default configuration. They follow the character, but accept no commands, are renamed back to the default names, cannot be dismissed etc... re-zoning fixes this maybe 50% of the time. When it doesn't you need to log out and back in to removed the uncontrolled pets. Either happens to all the pets or none at all.

    AE related:
    1. missions are having issues with goals. For instance I have a mission with a boss, a patrol, a captive, a collection and defeat all. Currently you can only free the captive most of the time. In 16+ runs of the same mission the boss only spawned twice, the collection appeared once but was unable to be collected, the patrol only actually patrolled in one mish and the captive appeared 2ce, once simple took off like a rocket after being freed, and once stood there.... and stood....
    Note, I would not noramlly run any mission that much but it really bugged me that it wouldn't work, I changede maps, bosses, removed all the goals down to kill the boss and still only had him show up once.