Haustrum's Guide to Ninjas
Bah, ninja's drewl, Robots RULE!!!!!
Muwahahahahahahahahahahaha!!!!
<cough><cough>
Erm, I mean, well written.
X
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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.
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First time around I took aimed shot for pulling which was useful, but not so much as I rarely need to pull solo and when grouped others have better skills for this. When I solo I do it on the Malicious setting by siccing all my pets (except the Oni) into the middle of the mobs so that they all melee. I'll explain why further down.
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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.
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Ahh Genin. I lovingly call mine Cannon Fodder, Don Quixote, and Whipping Boy. They are in a team basically an HP buffer. Good for siccing in the middle and absorbing those first few concentrated hits. If they die? Meh, resummon them. The fact they can to KB and Disorient is very handy though. I have them slotted as such: 2 damage, 1 acc, 2 KB, 1 disorient
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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.
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These're the fun pets. Soon as I Got them I noticed I Suddenly had a pet that could tank and destroy and rarely die. Once again you need to force this one to go into melee using the GoTo command for his KB, Placate, Defense DeBuff, ToHit Debuff and Caltrops. Here's my slotting: 1 damage, 1 acc, 1 slow, 1 KB, 1 ToHit Debuff, 1 Defense Debuff
[/ QUOTE ] 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.
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This guy Never dies! He's my 'make sure things never hit me' pet. He has mediocre damage in comparison to the Jounin, but since he doesn't die or take as much damage he's less of a liablility: 3 dam, 2 acc, 1 hold
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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.
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I've passed onthis, honestly. It doesn't seem that useful to me. My pets are there to take the damage for me and my teammates .. making them shed aggro is a bad thing.
Overall, I love my Ninja! They are a MELEE pet, except for the Oni, so as long as you realize that and make sure to Sic them using GoTo you will never have any issues. They're great for their debuffs/impairment abilities and they do nice damage. Personally, I don't recommend picking up any skills other than the pets and their trainings.
Bout time someone made a ninja guide. Thanks for the info!
I've seen 2 powers trigger the Jounin to use Hide: Smoke Flash and Poison's Noxious Gas after they wear off.The Hide works like how most npc's version of toggles work where they'll turn it on and it wears off after a while. But you can't get both into hide at one time. One will go into Hide and the other will turn his on when the other's wears off.
Thank you for your Ninja's Guide. I've been searching through the forums, reading the various posts on the different Master Mind sets...and I have to say, hands down, Ninja's is my favorite.
I've tried the Necromancy set...liked it, but it didn't quite fit the "feel" I was looking for. Mercs...I played to about level 6, then gave up...They were fun, but, still didn't fit the "feel."
I have a level 26 Bots/Traps guy...he's fun, but I had read all the hype about how much Assault Bot rocked and wanted to get in on the fun. Well, it wasn't nearly as fun as I had hoped...and as others had promised.
SOOOO...I returned to my Ninja/Dark Miasma guy....the only MM set that I truly enjoyed. He (Havok Shade - Infinity Server) is only level 16, but, OOOGLY MOOGLY is he fun! I can't wait to get more ninja-pets....can you say, "Crazy fun!"? I knew you could.
I have a fellow teacher-friend of mine (also a level 16 Ninja/Dark) who teams with me...unfortunately, only about once a week, so my Ninja-love-fest doesn't come around as often as I would like.
I've been playing for nearly a year (and am still bummed about what a panzy my level 50 Fire/Ice tank is now since I5 & I6 pulped him), and absolutely LOVE the Ninja MM AT.
I only solo...very (VERY) rarely team....actually I only team with the two ninja guys...AND, on CoH with my Empath (if I need to level him). SOOOO...the Ninja/Dark MM is the perfect choice for me...and guides like this one, help to strengthen that experience.
The other week, my teammate and I were stopped by a bots guy who made it an adamant point in telling us that Bots were BY FAR better than our Ninjas. Since then, I created a macro so my ninja squad can join me while I laugh.
Ninjas indeed rule...and Bots do drool....hee hee (not really, Ninjas just fit my play style better than bots do)....and besides...I would need the next Bot-upgrade so the pets don't rust in all that saliva. HA
I see a lot of MM's on that have constructed their characters look nearly identical to their henchmen; is there a guide or a post anywhere that tells people how to do this? (Personally, I think it'd be cool to make a stalker that looks like Jounin (without those cool double swords).) I know it's a compare-and wear affair, but it'd be convenient if someone who'd done it had written it down somewhere.
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The other week, my teammate and I were stopped by a bots guy who made it an adamant point in telling us that Bots were BY FAR better than our Ninjas. Since then, I created a macro so my ninja squad can join me while I laugh.
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yes bots mm seem to think they are the bees knees. use a similar macro myself
I enhance my minions holds, slow, and immobs. You end up with a bunch of static victims waiting to be slaughtered by your silent assassins
Could you post your slotting as a ninja/trick arrow?
I'm having a hard time thinking of how to slot my ninja guy. He is quite fun to play, but also, at level 8, I'm almost out of ideas of what other skills to grab.
In other words, a suggestion of trick arrow skills that compliment ninja. The defender primary guides don't tell much about how it works with ninja, but it does tell how to use them as a troller or fender.
ATs to 50 - TA/A Def, Nrg/Nrg Blaster, EM/EA Brute, WS,ELM/ELA Stalker
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Bah, ninja's drewl, Robots RULE!!!!!
Muwahahahahahahahahahahaha!!!!
<cough><cough>
Erm, I mean, well written.
X
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Ever fought a Ninja/TA MM in the arena before?...once that piles of scrapmetal are slowed and the big bot is held...time to head for the junkyard.
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.