Patronless Ninja/Poison guide, pve Build , ver 1.1


Bakta_hero

 

Posted

About this version : I utterly goofed up when writing the basic slotting under poison powers. This version has those mistakes corrected and more information under each power added. Really sorry about the mistakes, I need to slot my proofreading power.

The Patron-less Ninja/Poison MM.


Content :

1) Ninja line
2) Poison line
3) Pool powers :
3.1) Travel power.
3.2) The must have
3.3) Personnal choice
4) Patron Power
5) Build
6) IO and sets.
6.1) The unique that we need.
6.2) Those that we do not
7) Tactics
7.1) The BG pull.
7.2) Mujiks!.
7.3) The Hello-Kitty pull



Recommended readings :

- EvilRyu's guide.
- Haidou's guide on bodyguard. Understanding BG mode is essential for a MM.
- Any good Bind guide of your choice.

Basic setting : This is one of my many MM, me going Pikachu on them, whom I played mostly solo. It's basic theme is : No attack from the primaries, a mostly pve build as I play lean hours, and no patron powers. The last being more due to the fact having a patron would be unbecoming for this MM, based on Sax Rohmer's books. Having no patron means one has a lot of free slots to spend, and a good deal of pool powers to choose from.

Set pro and cons.

Pro

It's a solo beast. Poison is the best Single Target (ST from now on) debuffer that is; the set has one weak power only. Heroes/EB are putty in your capable hands (with one or two exception)
Ninjas are fast and furious. This is both a blessing and a curse, but no battle ever is boring or tedious. This is the way it should be, I noticed that the longer the fight, the more often it could spin out of control, with much frustration. I can't say the same about my Bot/FF, but I love reading a good book too.

Con

Ninja are high on offence but rely on defence to avoid being hit. Once they're hit, health drops fast, mostly true for genin, Alkaloïd is not the best heal around.
It's not a set for the faint hearted nor control-lazy. One learns very early in life that genins/jonins tends to wanders off faster than the roadrunner; it's not to everybody's taste.


On binds and macros.

I wrote my own macros using Curveball's guide mostly. I have to use macros (family reasons), but binds are better as they free up some space on the power bars.

Before we get to the meat of building, slotting and tactics, let's get over the binds. I'll not go over them in depths, there are a lot of good guides on the issue, but will mention some that are ninja specific.

First and foremost. If you haven't done it by now, edit your follow button from Aggressive to Defensive. Bodyguard (BG) is a must for Nin/Pois as you don't have a self heal.

A valid pulling tactic involves you debuffing your mob of choice before heading back to your, out of sight, ninjas. You'll need a bind or macro for them to 'Stay' (stay + passive).

As you as you get Smoke Flash (SF) and jounin/oni, you'll want to reapply it as soon as possible (for something known as crittage, cf. below). And later on, as you'll want to use Noxious Gas optimally. I'd recommend to make one that just 'target' each of jounin/oni nominally so you can use either smoke flash or Nox Gas, or Heal without having to toggle through your pets. I use a macro which has the added advantage in this case that as you'll need to hit it twice to apply SF/NG/Alk as required, I just do it once to select my pet then the appropriate power.

Your life changes markedly once you get your Oni. I found the following tactic to be especially handy : Send him, on aggro mode, near (within 30' but not at melee) the mob you want extra-crispy, keeping the rest on BG mode. I'll explain it further in the tactics chapter. Mark one of your jounin for the task, the first one you got, before that for the same purpose.

On Bodyguard :
This mode allows you to share the pain, literally cf Haidou's guide, allowing you to take but 25% under this condition.

On PvP :
My own experience with PvP is far too scarce to be of any help. I know the accuracy mechanics are different (2Acc are required on each attacking power), but that's it. You'll have to look elsewhere, sorry.

1) Ninja line

I'll not even consider the various bow powers here, this ninja MM doesn't sully his hands. To keep stuff tidy, I'll not mention set until further below, in the IO section.

On summoning : Each minion summoned comes on Follow+Defense mode, aka Bodyguard (BG).

Call Genin

Call 1- 3 genin according to level. End cost : 19.5
Recharge : 60s

Your basic cannon fodder, they serve two purpose. First to saturate the field and take some aggro off you. Second to take hit from you. If anything keep them on BG mode as often as possible. Slot them full as soon as possible, if only for IO down the road.

Basic slotting : 3dmg, 2 Acc in any order then 1Rch.
Genin can slot other forms, like KB, run and disorient. The first two are not what you want, keeping your fights fast and tidy is a must. The last doesn't procs often enough, in my experience, to be noticeable.

Train Ninja

End cost : 16.3 rch : 6s
Range : 50 cast : 2.37s

Your first training tool. To be used at the start of a mission. Early on, you don't have enough pets to buff that others will have to cool their heels on you. Once you start to get your 4th, think of using it on the fly, setting up for battle or on the move if you're in a team.

Slotting : It recharges rather quickly compared to Kuji In Zen, only 1 Rch and 1 Rdx if you must are needed. It takes just over 50s to improve them all.

Titbits : If you want to know the specific bonus/power your ninja gained from each training, just r-click the appropriate icon and read the "info".

Call Jounin

Call 1- 2 Jounin according to level. End cost : 19.5
Recharge : 90s

Now we're talking. When they're not using their ù$@!# wan***ing wrist-crossbow, they are an impressive close combat fighting machine. Unlike genins, their function is to be on offence as often as possible. Alas some of them like to play with their crossbows, you can't help it. Smoked, they either go for crits or placate, making it a fast fight. As with Genin, you'll want to slot them as soon as possible

Slotting : 3dmg, 2Acc, 1Rch or 1Conf later on.

Applied with Smoke flash or with KIZ (cf below), Jounin procs place or confuse. Unlike Genin, the proc is noticeable (50%), but it's not a fight breaker.

Smoke Flash

Smoke one pet for 10s, giving it 54 stealth End cost : 30
Recharge : 20s Range 100

Is to ninja what fort is from empaths. Use it generously as soon as it recharge. Basically it'll enable a mob to crits on his next attack. As such you'll want to use it either on your Oni, or on a close combat Jounin sometimes. It play a crucial role as a fight opener (cf. 7.1) BG pull below) as stealthy ninja score criticals

Slotting : 2Rch, 2Rdx, alternatively. You may want a range in it.

Oni

Call 1 Oni. End cost : 19.5
Recharge : 120s

The last and most formidable of your pets, some considers it your pocket dominator. It makes more and takes more damage than your other minions. As such he's often the one you'll want to start a fight, to make sure you won't grab aggro if you can't. With Kuji In Zen, he'll be able to hold, breath fire, use AoE fire rain and sword to get thing done. He's your first target for Alkaloid and SF. Please note that the End Redux means both you'll use less stamina summoning him, but that he'll too use less when using his powers.

Slotting : 3Dmg, 2Acc, 1Rdx.
Oni can slot other form of enhancements (hold comes to mind). According to my own testing, slotting such enh doesn't makes your pet use a power which makes best effect of that enh more. In the end, Oni being your killing machine, I reverted back to Damage enh.

[Kuji In Zen]

End cost : 22.8 rch : 10s
Range : 30 cast : 2.37s


Your last line of buffs. More often than not, you'll want to pop a blue once you're done. Please note it's range is less than Training and various summons (who each can be used up to 60 range). Should you have to recast in battle, mostly for jounin and oni, you will want to summon them closer.


Slotting : 2rch, 1Rdx

And now, for the treat.

2) Poison line

This line takes quite some time to bloom, not because the nicer powers are far down the line, quite the contrary, but because you'll want to slot your primary line over them. There is one power that you'll both love and hate, the mandatory one. There is no such annoying thing than to activate Alkaloïd and see it land on a dead minion. Let's first cover the one power I chose not to pick.

Poison Trap

End cost : 16.3 rch : 80s
Range : 0 cast : 4s (interruptible)
Effect :
Target : end –10%
Hold : mag 3 (4s) sleep : mag 3 (11.9s)

Available at 35, this power create a nice looking green ball at your feet. Should a mob pass by, it'll create a cloud. While it may be a valid tactic in a group, when or if someone else is doing some herding, it's a bulky tool solo for so little return. It's long animation time, and the fact it's interruptible prevent it's use in a fight where one has so many better things to do instead. The one tactic I can think of with this one would be along a "Hello-Kitty" pull, cf 7.3, should this power's recharge be boosted slightly.

Back to the list :

Alkaloïd

End cost : 16.3 rch : 4s
Range : 80 cast : 1.53s
Effect :
Target : toxic res 15% heath 24.2% (misleading number here)

Sigh. This will be your main healing tool, and it's a slow animation one. The heal is close to medic line in effect. The end cost/heal isn't that bad though, it's just that until you have started to seriously slot your debuffs, you'll be forced to cycle it over and over during a fight. Writing this, I ponder the benefits of slotting this over the debuffs first. I think that' it's benefits outweighs theirs until one gets SO, but it should be worth doing it the other way around.

Slotting : 2Rch, 3Heal, 1 EndRec any way you prefer, it'll never prevent your minion to gets it too late.

Evenom

End cost : 13 rch : 12s
Range : 70 cast : 1.33s
Effect :
Target : -22.5%Def (all) -30% Res (all)
Regen –50% Heal resist

Your first nasty debuff. If you succeed, it'll stick for 30secs and debuff target's res., def., regen. and health. The visible result is a purple downward shield that one may miss. I'll recommend to get a clock and look at your combat log to see if it failed or not.

Slotting : 1 Acc, 2Rch, 2 Debuff (def) and 1 Rdx.
Slotting more than one Acc is useless in a single target power, as long as one solo. The end result is a 77% of hitting a +3mob (cf paragon wiki). Should you go into a EB+ fight, then a accuracy inspiration is all what needed.

As with primary line, I'll discuss sets in the IO section.

Weaken

End cost : 13 rch : 16s
Range : 70 cast : 2.07s
Effect :
Target : -22.5%Dmg Debuff -11.3% to Hit
Special –74%

Your second and very nasty debuff. This is the one tool you must keep on an EB/AV/Hero at all times. The special means each and every self buff, protections, or side effects (like knock back) are severely reduced. As with Evenom, it'll stick for 30s. The recharge time being slightly longer, I'd advise a different slotting

Slotting : 1Acc 2Rch, 2 Debuff (to hit) and 1 Rdx. Until you hit 40+, then add one Acc and remove a Debuff

Those two comes together for me. As with Evenom, make sure you see if you succeeded or failed and when. The reason I add another Acc at 40 is that you fight more and more EB+ type of mobs.

Neurotoxic breath

End cost : 13 rch : 30s
Range : 60 cast : 2.67s
Effect : 20s duration
Target : Hold mag 2, 3.6s -63.5% Rch redux
Slow movement power – 63.5%


This odd power is available early but will come into force later as you don't have enough cover to use it before you get your Oni, while it works great with a Jounin too, they do not have a AoE power which means that you'll draw some aggro to you. It's main issue is it's range 60', taking you within mobs range. Once you get your Oni, who usually has used at least one AoE attack by the time you launch it, the issue happens far less often.

Slotting : 1Acc 2Rch, 1Rdx, (1Slow, 1 Range or 2 Slow)

Elixir of Life

A.k.a. "How are we feeling today M. Muller?". This barfing gem is your rezz. It'll resurrect an ally, but after 90s will switch off all his toggles powers with a puking animation. Just make sure your ally is in the know, or if you don't like him just say nothing. It cannot be used on your pets, alas.

Slotting : 1 Rch

Antidote
End cost : 6.5 rch : 4s
Range : 70 cast : 1.53s
Effect : 90s duration
Target : cold res +7.5% Toxic res +15%
Status effect mag –7.79 (all)

This is your +Res vs mind powers. While it give a small cold and fair toxic resistance, where it shine is it give a –7,8 mag on stun, immob., sleep, hold, fear and conf for 90secs. There are few EB+ mobs that will require more than one application of this power (Inferno's mom, the tree-hugger in Eden or Sthrenoss (sp) comes to mind). It's cheap and has a fast animation too. It's best used before a fight on status rich mobs (Succubi are now your.. naw, I won't say it) and kept on allies at all times whenever you know you'll face status effects mobs. Note the toxic resistance, it does help in some arcs.

Slotting : 1 Rch, 1 Rdx

Paralytic Poison

Your personal single target mag 3 hold. With it, and if your Oni feels like using his, boss can be kept held for a whole fight very early on.

Slotting : 2Acc, 3Rch, 2Hold. It's recharge time is 16s unslotted, so one can use a Rdx or gets another Hold instead.

The last one is :

Noxious Gas

End cost : 22.8 rch : 300s
Range : 30 cast : 2.07s
Effect : 45s duration
Target : Def -20% Res -30%
On some occasions : target 1000 mag hold for 4 s. [u]Odds for this gem to happen is under 1% per 0.5s while power is in effect[u]

This little gem is pet targeted. When activated its create a 30' AoE debuff zone around your pet of choice, the debuff effect being an overall –20%Def and –30%Res. On humanoid it "may" give a small timed hold. When it happens, it's great, but do not rely on it.

I do have one issue with it. By the time you have access to this power, any battle not involving EB+ mob(s) is just a speed bump to you. It's long recharge time (still 150s with 3 SO on) makes it very situational for something that's already a very safe fight. Tactically, you may want to save it for a 'big' fight knowing it'll make a difference then, and pray for the hold. I chose the casual approach, if it's on before a fight by all means use it. In some arcs (e.g the one where you have to fight Valkyrie twice, the Roadrunner-whatisname, Mynx and on in the same map), it's best to save it.

Slotting : 3Rch, 1Rdx.

3) Pool powers :

This is where I went bargain shopping.

3.1) Travel power.

I went thematically and wanted to be Lagville efficient so I picked up Super Jump. As Hasten is almost a must should one want to chain use Alkaloid, Super Speed is a valid choice too.

3.2) The must have

As stated above : Hasten and the Fitness line. Hasten mostly for the reason mentioned above, but also when fighting and EB/AV where you want to be able to re-apply your debuff as soon as possible once they wear off or fails to hit. Fitness because all these click powers are costly when used (cf Tactic chapter).

3.3) Personal choice

One line I chose early was going stealthy. The reasoning being simply that if I couldn't heal myself, and I chose not to go Medicine, then let's stack the odds in my favour otherwise. So I picked up : Stealth (always on in a mission map), invisibility (always on outside), and phase shift (a very good "Oh shift!" button).

4) Patron Power
This is a what if as I chose not to go down that road. Should I decide to pick one, my choice would be guided by this PP's shield and maybe one control like power while avoiding picking AoE attacks if possible

A quick review on these lines :
Leviathan Mastery : Needs two powers to get the shield. School of Shark cone has a nice immob which can be used along with Neuro breath. The shield is S/L/C only, making it a weak contender (unless you want to pvp, ice/energy blasters are in fashion currently).
Mace Mastery : The shield can be picked right from the start, it covers S/L and Energy and give a +res to toxic. A solid pve or pvp contender. One can go dowxn this line as Web Cocoon goes well with your own hold too. Strong contender.
Mu Mastery : Charged armour compares with Mace's one, this set can too offers something nice in terms of control (shackles are yummy!). Strong contender too
Soul Mastery : Covers negative instead of energy. I don't see those as often in the high end game. Otherwise decent too.


 

Posted

5) Build

Villain Plan by Mids' Villain Designer 1,30
http://www.honourableunited.org.uk/mhd.php

Manchu: Level 50 Natural Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Poison
Power Pool: Concealment
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed

Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(3), BldM'dt-Acc/EndRdx:50(3), BldM'dt-Acc/Dmg/EndRdx:50(5), BldM'dt-Acc:50(7), BldM'dt-Dmg:50(7)
Level 1: Alkaloid -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(11), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal/EndRdx:50(37)
Level 2: Envenom -- LdyGrey-DefDeb:50(A), LdyGrey-DefDeb/Rchg:50(9), LdyGrey-DefDeb/Rchg/EndRdx:50(19), LdyGrey-Rchg/EndRdx:50(33), LdyGrey-DefDeb/EndRdx:50(37), LdyGrey-%Dam:50(40)
Level 4: Weaken -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(17), DarkWD-Rchg/EndRdx:50(34), DarkWD-ToHitDeb/EndRdx:50(36), Acc-I:50(37), RechRdx-I:50(40)
Level 6: Stealth -- DefBuff-I:50(A)
Level 8: Train Ninjas -- RechRdx-I:50(A), EndRdx-I:50(11)
Level 10: Swift -- Run-I:50(A), Run-I:50(50)
Level 12: Call Jounin -- Achilles-ResDeb%:20(A), SvgnRt-Acc:50(13), SvgnRt-Acc/Dmg/EndRdx:50(13), SvgnRt-Acc/EndRdx:50(15), SvgnRt-Dmg/EndRdx:50(15), SvgnRt-Acc/Dmg:50(17)
Level 14: Invisibility -- RechRdx-I:50(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 18: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(46), Mrcl-Heal/EndRdx/Rchg:40(48), Mrcl-Heal/Rchg:40(48), Mrcl-EndRdx/Rchg:40(50), Mrcl-Heal/EndRdx:40(50)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-Acc/Rchg:50(23), P'Shift-EndMod/Acc:50(42), P'Shift-End%:50(43)
Level 22: Smoke Flash -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(43), EndRdx-I:50(43)
Level 24: Super Jump -- SprngFt-EndRdx/Jump:50(A), SprngFt-EndRdx:50(25), SprngFt-Jump:50(25)
Level 26: Oni -- SvgnRt-PetResDam:50(A), SvgnRt-Acc:50(27), SvgnRt-Acc/Dmg/EndRdx:50(27), SvgnRt-Acc/EndRdx:50(29), SvgnRt-Dmg/EndRdx:50(31), SvgnRt-Acc/Dmg:50(33)
Level 28: Paralytic Poison -- EoCur-Acc/Hold/Rchg:50(A), EoCur-Acc/Hold:50(29), EoCur-Hold/Rng:50(34), EoCur-Acc/EndRdx:50(34), EoCur-EndRdx/Hold:50(42), EoCur-Acc/Rchg:50(45)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Kuji In Zen -- RechRdx-I:50(A), RechRdx-I:50(33), EndRdx-I:50(46)
Level 35: Neurotoxic Breath -- P'ngTtl--Rchg%:50(A), P'ngTtl-EndRdx/Rchg/Slow:50(36), P'ngTtl-Rng/Slow:50(36), P'ngTtl-Acc/EndRdx:50(39), P'ngTtl-Dmg/Slow:50(40), P'ngTtl-Acc/Slow:50(42)
Level 38: Phase Shift -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Antidote -- EndRdx-I:50(A), RechRdx-I:50(48)
Level 44: Noxious Gas -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45), EndRdx-I:50(46)
Level 47: Elixir of Life -- RechRdx-I:50(A)
Level 49: Acrobatics -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+4,5% DamageBuff[*]+0,95% Defense(Fire)[*]+0,95% Defense(Cold)[*]+1,88% Defense(Psionic)[*]+3,13% Defense(Melee)[*]+8,75% Defense(Ranged)[*]+8,75% Defense(AoE)[*]+20% Enhancement(Accuracy)[*]+9% Enhancement(Heal)[*]+1,5% Enhancement(Held)[*]+17,5% Enhancement(RechargeTime)[*]+2,5% Enhancement(Slow)[*]+5% FlySpeed[*]+90,4 (7,5%) HitPoints[*]+7% JumpSpeed[*]+MezResist(Confused) (Mag 7,15%)[*]+MezResist(Held) (Mag 8,25%)[*]+MezResist(Sleep) (Mag 8,25%)[*]+MezResist(Stun) (Mag 8,8%)[*]+MezResist(Terrorized) (Mag 3,85%)[*]+11,5% Recovery[*]+8% Regeneration[*]+1,26% Resistance(Fire)[*]+1,26% Resistance(Cold)[*]+1,26% Resistance(Toxic)[*]+1,26% Resistance(Psionic)[*]+5% RunSpeed[*]+PBAoE (20ft) Pet +Res(All but Psionic) 10%[/list]


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There are some wasted bonuses here, dmgbuff e.g., that cannot be helped. The choice between filling in a Health set vs. a Def set boiled down to the +rec special and AoE defence that worked well with Performance shifter.


 

Posted

6) IO and sets.

You may believe me or not, even though this is a very costly one, my own build is very close to this one and I spent 0 minute farming. There was some luck involved (I found the sovereign Acc unique at the end of a mission) . The rest came from the market. The each non-set IO has been picked up on the way in 45+ missions. I sold the rest of them to a vendor to fund the remaining. The big difference is that I still do not have LotG's unique.

With stamina still being a premium on this build, my starting idea was to go for Endrec, then were status protection and resistance in that order.

6.1) The unique that we need.

There are two IO that, imho, are needed the rest being gravy. The first I mentioned above : Sovereign Right's +Resist unique, it gives a +20% Res (all but psi) in a 20' radius. The second being Edict of the Master's defence bonus. When your ninja is within range, two shield, one deep purple and one red, appears over him. When I looked at the prices, they were in the 20~30 m range.

As for the rest, I picked mostly sets for +rec and +def whenever possible.

6.2) Those that we do not

Achilles Heel's special (-20 Res. proc) is wasted I think on this kind of build. I have it on mine, yet after doing all the number crunching, and after some field testing with it, it doesn't proc often enough that I feel a difference anyhow.

Although I found two purple IO, there were never a doubt in my mind that those were far too costly to obtain so I never looked into them. If you're interested, I may offer another build including them, do not ask me to compute it's cost though.



7) Tactics

There are few simple basic ones, tried and true, that suited my play style on my way to 50. By no mean should they be thought of as alpha and omega. I truly hope someone else got some others to mention.

I keep the pet-all button on the lower bar, that way I can order them in BG, Passive or Attack mode as required very quickly.

Unlike the fire forget and read a book type, (like bots/FF if taken to the extreme), any nin/psn fight is a clickfeist. Do not forget that your powers are mostly ST, there is no need for you to be at close range (unless you want your procs to be enforced)

I use some easy guidelines as reminder :

- Your initial position should be behind your minions at the start of every fight. At the very least behind one minion.
If it moves and it's not as weak as a wet kitten, debuff it.
Re-apply SF whenever possible.
The longer the battle, the more likely you'll have one stray ninja fighting at the other end of the map. Keep your battle short and tidy, regrouping is not a sin.
Always switch back to BG mode right after a fight

This one works perfectly well with Murphy''s law applied to pets : Whenever you want your fight not to spread, one of your minion will go exploring on it's own.

Whom I pick up first relies mostly on layout or who attack Oni back, and the presence of specific mobs (like flamethrowers, sappers). After that I usually pick the mob who is the most hurt/is main trouble and sick all my minions on him. Rinse, repeat until area is clear. By pickling mobs one after another you lessen risks of minions running amok

To my experience, it's not a good idea to send all of your pets on aggro mode to start a fight. The way one starts a fight will often dictate how it will turns. This lead to my first specific macro mentioned above :

7.1) The BG pull.

Basically, you send your chosen pet (pet goto, aggro mode) where selected, SF him on the way if you have it. The pet then opens the battle with a critical, you'll love oni's crittage, whatever hits back will trigger BG mode and the rest of your minions will join the fray. The you join in and start debuffing, whatnots.

This works well solo in most situations. It requires a good idea of the lay of land.

Some boss/EB/etc. fights are too risky for this to work out (bloody Valkyrie). So here comes your dumbest mode :

7.2) Mujiks!.

Park your pets behind, sneak in to target a minion nearby said EB, send your pets to their doom when safely back. Rinse repeat until your choice EB/etc.. only remains. Whenever I can I try to avoid using it.

In some occasion you'll be able to split or pull only one side of the room, in which case a variant of the above section is used :

7.3) The Hello-Kitty pull

This one requires you has some means to avoid aggro range, be it stealth or a received invisibility. The mechanism are a mix between the two tactics above : Park your pets out of range, but not too far, sneak in and use Weaken on your target, run back like heck while activating BG mode. Even if you're hit, the odds of being even moderately wounded are remote. If your attack miss...just run faster. An advanced form of this pull is to have one of your pet on aggro (usually Oni) on the way once BG mode is activated.


As the battle progress you will wish to send your pets against one mob (by using your attack mob), whittling the opposition one member at the time, while you keep the remainder buffed, held etc. This tactic has the advantage to wipe out each pet's aggro list and send them toward your target. In some case the list isn't wiped and you'll have a straggler. Try to avoid them at all cost, the simplest way is to get back your minions on passive mode, then to reinitiate the fight on your term.

Another long winded guide by yours truly.


 

Posted

Thanks for this guide. Not only is the build advice helpful, but also the tactics advice. I have a Ninja/Poison at lvl15, and I am having a blast.

I did want to ask about the Leadership pool -- you don't mention it, is it not as useful for Ninja/ MMs? (I have some experience with the MM AT, but not a lot). The Leadership pool seems to be a common theme among MMs.

If a Ninja/ MM does take the leadership pool, would Maneuvers be worth opening the pool with (to stack +DEF on the henchmen) rather than Assault?

Thanks!


 

Posted

One thing I found with ninjas and no self heal (using storm on test) is just to keep those buggers in def mode all the time. On a gamble and since it was test, I picked up taunt/provoke. Seems to work wonders. An aoe attack, ranged would probably work as well but not too sure is psn has a good attack. With Provoke, i just taunt the mob, and the ninjas just attack but never leave BG mode. The have tendency to engage the whole spawn, and then I adjusted the attack command to Oni only. Has done wonders for mine/thier suvivablilty and make for much less button mashing and changing modes all the time. I still issue a def stance after I make oni attack tho and taunt away. YRMV.


 

Posted

So sorry for taking this long to reply.

- Leadership means you're within range of your pets. My own playstyle had me more often in the back, using poison for various effects. As those are drains your sta too, I found little or no use for leadership.

- Should you want to take leadership then yes, I'd pick Manouoever over Assault anyday. Ninjas are amongst the hardest hitting mobs.