How To Make Things Die: Serps' Guide to Nin/Nin!
This is a great guide. It definitely made me rethink some of my assumptions about my nin/nin. I'd like to share some of my lingering doubts so that you can destroy them. I have some questions about the attacks, driven in part because my nin/nin is only 22 and doesn't have the tier 8 and 9 attacks.
I took Sting of the Wasp over Gambler's Cut for two reasons. First, I generally prefer slower, more damaging attacks over faster ones because they benefit much more from recharge enhancements and global recharge bonuses. I also noticed that Gambler's Cut is nearly identical to Divine Avalance except without the defense bonus, so I felt that Divine Avalanche filled the role of a fast attack chain filler better. What are your thoughts on that? Once you have Golden Dragonfly and Soaring Dragon and everything has a recharge enhancement in it, couldn't you use Sting of the Wasp in place of Gambler's Cut with no downtime in the attack chain? Or is the .5 second greater activation cost of using Sting the deciding factor?
I also have been using Flashing Steel as an attack chain filler, but I'm not as disappointed by it as you are, so it didn't occur to me to respec out of it later. For a cone, it is cheap and it recharges fast, so I had thought about keeping it. Part of that is just my knee-jerk build principle that "if you have access to an AoE, take it." I can see how that principle doesn't jive well with stalkers, and I'm planning to drop it later.
Finally, I've noticed that the build, at least for the first 24 levels, seems tight. I've found it especially hard (well, impossible, really) to get the signature powers (Assassin Strike, Placate, Build Up), a workable attack chain (some combination of Gambler's Cut, Sting of the Wasp, Flashing Steel and Divine Avalanche), decent defenses (Ninja Reflexes, Danger Sense, Rin, Sha), and Stamina and a travel power all by 20. Will you comment a bit on different early build choices and the trade-offs that you see?
Thanks again for a great guide.
Scrap
We'll have to agree to disagree on this one... I have toons with SJ and I have toons with
Fly, and I much prefer the latter - even for PvP. Believe it, or don't, I don't have trouble
tracking targets with capped (or near capped) flight speed ... obviously YMV...
[ QUOTE ]
Also, you have to turn Fly off and retoggle it every minute or so to keep the stealth.
[/ QUOTE ]
This is 100% incorrect. In a toggle (ie. Fly) the stealth is always on (except when surpressed
post-attack) and it's on for 2 mins after toggling fly off...
[ QUOTE ]
Hm? I never use Trops for damage.
[/ QUOTE ]
Neither do I. Evidently, I wasn't clear on this point -- even though the damage is minimal, the
AI is *so* stupid they'll try to run... That means fewer attacks for them and free attacks for
me == they die... That won't work against players - even dumb ones...
[ QUOTE ]
That's only because they don't expect fliers because Flight isn't nearly as good as
Leaping or Speed.
[/ QUOTE ]
Even better for me...
I'll be interested to see what you add when you get around to your update - Carry On!
Cheers,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
[ QUOTE ]
This is a great guide. It definitely made me rethink some of my assumptions about my nin/nin. I'd like to share some of my lingering doubts so that you can destroy them.
[/ QUOTE ]
Destroy them? Hah. Rather, make them die.
[ QUOTE ]
I have some questions about the attacks, driven in part because my nin/nin is only 22 and doesn't have the tier 8 and 9 attacks.
I took Sting of the Wasp over Gambler's Cut for two reasons. First, I generally prefer slower, more damaging attacks over faster ones because they benefit much more from recharge enhancements and global recharge bonuses.
[/ QUOTE ]
This is a reasonable assumption that I can shoot down by saying that Gambler's Cut is higher DPA, and because of it's microscopic activation time it doesn't hinder your attack chain in the least, no matter how much recharge you have.
[ QUOTE ]
I also noticed that Gambler's Cut is nearly identical to Divine Avalance except without the defense bonus, so I felt that Divine Avalanche filled the role of a fast attack chain filler better. What are your thoughts on that?
[/ QUOTE ]
DA would make better use of extra slots for Defense. Right now I have it slotted with 4 Red Fortunes and 2 level 50 ACC IOs, making it hit almost all the time and giving maybe 25% Defense (I don't feel like checking) every time it's used. Now, you may wonder what's the point if the extra 15% unslotted is enough to cap your Melee defense. However, not all enemies are that inaccurate and you have to consider the fact that the Lethal defense it gives can be higher than your Ranged and AOE defense with just 2 applications, which fits very well into your attack chain (Until you get the insane amounts of Recharge I'm looking at) and makes you nearly unhittable. Sounds great, right? Right. The extra 50ish damage you will get from slotting damage IOs in there isn't worth ditching capped defense to everything.
[ QUOTE ]
Once you have Golden Dragonfly and Soaring Dragon and everything has a recharge enhancement in it, couldn't you use Sting of the Wasp in place of Gambler's Cut with no downtime in the attack chain? Or is the .5 second greater activation cost of using Sting the deciding factor?
[/ QUOTE ]
It's always a factor. I don't know what Sting's activation time is, but since you say .5 seconds greater I will assume it's 1.17. Take Sting's level 50 damage and multiply it by 0.83, and that's your DPA. Then take Gambler's level 50 damage, multiply it by 1.67, and there's the DPA for that, too. Not only does this nifty DPA thing make the power more efficient, but the fact that is is faster allows you to hit more attacks in the same amount of time. I wouldn't be able to switch back to Sting on my Stalker because it just feels so slow. When you've got as much IOage as my Stalker does (I plan on giving him Purples now), even Placate's seemingly short 1.5 second animation doesn't seem worth the crit.
[ QUOTE ]
I also have been using Flashing Steel as an attack chain filler, but I'm not as disappointed by it as you are, so it didn't occur to me to respec out of it later. For a cone, it is cheap and it recharges fast, so I had thought about keeping it. Part of that is just my knee-jerk build principle that "if you have access to an AoE, take it." I can see how that principle doesn't jive well with stalkers, and I'm planning to drop it later.
[/ QUOTE ]
Flashing Steel just doesn't cut it. I am a firm believer that Stalkers underperform because of their lack of AOE damage (I mentioned this in the guide.) As great as a cone that can hit maybe 3 enemies is, it doesn't do enough damage or hit enough people to replace the sheer single target awesomeness that Stalkers have. I'd like to point out, also, that I'm built for PvP, so taking a Cone is silly no matter how you look at it.
[ QUOTE ]
Finally, I've noticed that the build, at least for the first 24 levels, seems tight. I've found it especially hard (well, impossible, really) to get the signature powers (Assassin Strike, Placate, Build Up), a workable attack chain (some combination of Gambler's Cut, Sting of the Wasp, Flashing Steel and Divine Avalanche), decent defenses (Ninja Reflexes, Danger Sense, Rin, Sha), and Stamina and a travel power all by 20. Will you comment a bit on different early build choices and the trade-offs that you see?
Thanks again for a great guide.
Scrap
[/ QUOTE ]
This is something I was going to address in my next update to the guide, which I will do as soon as they make a significant enough change to something for me to justify it. But here's a quick run-down of the build you will want as you level up.
1: Gambler's and Hide. Faster attacks will do more for you despite their low damage in the early levels.
2: Sting or Ninja Reflexes. If you really need that extra attack, then a defense toggle that won't come in handy until the teen levels isn't mandatory.
4: Sting or NR; take the one you didn't already pick.
6: AS. No other options are reasonable at this level.
8: BU.
10: Swift, or Hurdle. Some people need Stamina as soon as they ding 20, but I'm not quite like that, so I personally would have gone with CJ (I have no effing idea what I did all the way back then. I've had the toon for too long)
12: Placate.
14: Danger Sense. Live off of the Mayhem travel powers.
16: Swift or Hurdle. I don't like Health, so you shouldn't bother with it. If you already took Swift, get Hurdle, if you took Hurdle, get swift.
18: Divine Avalanche. If you can't live without your cone, Flashing Steel.
20: Stamina or Sha, whichever one you need more.
22: Sha if you didn't take it, Stamina if you didn't take it.
24: Combat Jumping
26: Recpec. At this point you want something like this:
Villain Plan by Mids' Villain Designer 1.4006
http://www.cohplanner.com/
Level 25 Natural Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fitness
Villain Profile:
Level 1: Gambler's Cut <ul type="square">[*] (A) Empty[*] (3) Empty[*] (3) Empty[*] (5) Empty[/list]Level 1: Hide <ul type="square">[*] (A) Empty[/list]Level 2: Ninja Reflexes <ul type="square">[*] (A) Empty[*] (5) Empty[*] (7) Empty[/list]Level 4: Danger Sense <ul type="square">[*] (A) Empty[*] (7) Empty[*] (9) Empty[/list]Level 6: Assassin's Blade <ul type="square">[*] (A) Empty[*] (9) Empty[*] (11) Empty[*] (11) Empty[*] (13) Empty[/list]Level 8: Build Up <ul type="square">[*] (A) Empty[*] (13) Empty[*] (15) Empty[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Empty[/list]Level 12: Placate <ul type="square">[*] (A) Empty[*] (15) Empty[*] (17) Empty[/list]Level 14: Swift <ul type="square">[*] (A) Empty[/list]Level 16: Kuji-In Rin <ul type="square">[*] (A) Empty[*] (17) Empty[*] (19) Empty[/list]Level 18: Divine Avalanche <ul type="square">[*] (A) Empty[*] (19) Empty[*] (21) Empty[/list]Level 20: Kuji-In Sha <ul type="square">[*] (A) Empty[*] (21) Empty[*] (23) Empty[*] (23) Empty[*] (25) Empty[/list]Level 22: Hurdle <ul type="square">[*] (A) Empty[/list]Level 24: Stamina <ul type="square">[*] (A) Empty[*] (25) Empty[/list]Level 26: Soaring Dragon <ul type="square">[*] (A) Empty[/list]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 <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Assassination
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;940;421;564;|
|>-JED<M.`C$4ACM<'(%!0!1!C7LWK+TL7'A)C(`88C1JG% 2M4)T,9*:@[GP`7\&M\?8|
|$^G#C.6U'F[@RGF2^M/__3]N3T[S=<`BY7R-6?MVC8>AV!/6N66"WJ!@&U",V(:2F1;|
|?)/,;J+>Y?4;=STP\NJK&SP2Z9'RJ/BW!8VO9[+&"^J,<+I]WO>_4&HP/N=]5FBPN?A|
|6%.;3S>[8F27&_[(Q[R,^YQ<;>P.>#G]?B>!AMQ*GK4=YLT%"RXJ\+[%N%[RA!=49)$|
|4"1A,"6Y@QE+9HC*-$"QE)*PC.289!/<I':3ACXN^0QN6MV82AMZUJ`C^0))6R43MJ%|
|/2%;`4H^/2$8JK[#-Z7S.2!8ETY#/ZR[R4MF%?$'G"T9R4O(-W))L.TJ4#'U*L@UN67|
|=1-O2*P:KJ'>Z=UO=.JWY!F5&*-6,DW^',FNZH)I7H+S6?^AYE/*9?2CNE)PF*&MS<3|
|^9?]>'$YV3VLL`.8A]Q@#A$'"&.$2>(4X2+B#Z__RXLX8.6$2N(5<0#AFR <;0[A(/*(|
|"40!4424$17$+.(1$7T!JM1\O```|
|-------------------------------------------------------------------|</pre><hr />
And then grab SJ at level 28 and from then on it's easy.
This was great fun to read, Serps/Yar_Har. Tempted to roll up yet another alt now.
So I am new to the game, currently have a lvl 20 S/M Blaster. However, like all or most ppl I see in game...I have altitis. So I was loooking for a decent second choice. I read how MM really rock, but I look for more than just soloability, what about the cool factor....INC NEW NINJA
Wow this is an amazing Guide! It was really funny, and definitely convinced me that my ninja toon choice was a good one for my first villain.
Great, great guide. Entertaining and educational. I'm currently rolling a Nin/Nin and was in need of assistance. Now I have it.
Though, I think I disagree with your comment that all Scrapper secondaries but Regen, SR and Invuln suck. But that's just me being blue side biased xD
As a fledgling Nin/Nin stalker (with a cool backstory, thank you very much), this guide is all that and a bag of chips.
I hereby award you 5 internets and a copy of our home game!
[ QUOTE ]
The problem with Katana, for Stalkers, is lethal damage (See below) and the fact that we have no reasonable AOE or Cone power. Flashing Steel is suck beyond imagining, and Golden Dragonfly's Cone is way too small to justify the lack of an auto-crit. Hopefully, the devs will realize this and bring Stalker primaries up to bar with Spines and Elec for PvE, and perhaps even EM for PvP.
[/ QUOTE ]
While admittedly this is as likely to happen as AC actually updating his guide, I'd like to see something along the lines of:
[u]Raging Tempest[u]
Damage: Moderate (Lethal)
Recharge: Slow (14 seconds)
Effects: Targeted Point Blank Area of Effect
Foe Knockback (Knockdown Mag 0.64 - 80% chance)
Self Teleport
[u]NOTE:[u] Power summons an entity so it wouldn't
break hide. Would not Crit from hide.
Animation: Finally a true dashing attack worthy of the mighty ninja. Charging forward with blade drawn, the ninja swings in a wide semi-circular arc, mowing down opponents.
I mean hell, if the Dev's can justify the Shield Charge animation knocking down a whole mess of enemies then there's no reason this couldn't work. And seriously, how many times have you seen a Ninja do this in an anime or video game...or standing in line at the DMV?
Bloody eviscerated torsos optional.
Fantastic guide! And from one ninja fan to another, thank you for spelling ninjutsu properly. In game I'm sure you've noticed that they spell it 'ninjitsu'. WRONG!
here is a build of mine please let me know what you think
---------------------------
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
sta1ker (alternate): Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Sting of the Wasp
- (A) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (3) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (3) Crushing Impact - Accuracy/Damage: Level 50
- (A) Defense Buff IO: Level 50
- (9) Defense Buff IO: Level 50
- (9) Defense Buff IO: Level 50
- (A) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50
- (11) Shield Wall - Defense/Recharge: Level 50
- (25) Shield Wall - Defense: Level 50
- (34) Shield Wall - Endurance/Recharge: Level 50
- (34) Shield Wall - Defense/Endurance: Level 50
- (34) Shield Wall - Defense/Endurance/Recharge: Level 50
- (A) Gladiator's Strike - Accuracy/Damage: Level 50
- (5) Gladiator's Strike - Damage/Recharge: Level 50
- (5) Gladiator's Strike - Damage/Endurance/Recharge: Level 50
- (A) Touch of Death - Accuracy/Damage: Level 40
- (7) Touch of Death - Damage/Endurance: Level 40
- (7) Touch of Death - Damage/Endurance/Recharge: Level 40
- (29) Touch of Death - Chance of Damage(Negative): Level 40
- (29) Touch of Death - Damage/Recharge: Level 40
- (31) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (A) Red Fortune - Defense/Endurance/Recharge: Level 50
- (11) Red Fortune - Endurance/Recharge: Level 50
- (25) Red Fortune - Defense/Endurance: Level 50
- (46) Red Fortune - Defense/Recharge: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (19) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (A) Fury of the Gladiator - Damage/Recharge: Level 50
- (13) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50
- (13) Fury of the Gladiator - Chance for Res Debuff: Level 50
- (31) Fury of the Gladiator - Accuracy/Damage: Level 50
- (31) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50
- (46) Fury of the Gladiator - Accuracy/Damage/End/Rech: Level 50
- (A) Recharge Reduction
- (15) Recharge Reduction
- (15) Recharge Reduction
- (A) Recharge Reduction IO: Level 50
- (17) Recharge Reduction IO: Level 50
- (17) Recharge Reduction IO: Level 50
- (40) Endurance Reduction IO: Level 50
- (A) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50
- (37) Pacing of the Turtle - Chance of -Recharge: Level 50
- (37) Pacing of the Turtle - Damage/Slow: Level 50
- (A) Shield Wall - Endurance/Recharge: Level 50
- (21) Shield Wall - Defense/Recharge: Level 50
- (21) Shield Wall - Defense/Endurance/Recharge: Level 50
- (33) Accuracy IO: Level 50
- (40) Accuracy
- (A) Panacea - Heal/Endurance: Level 50
- (23) Panacea - Endurance/Recharge: Level 50
- (23) Panacea - Hea/Recharge: Level 50
- (40) Panacea - Heal/Endurance/Recharge: Level 50
- (43) Panacea - +Hit Points/Endurance: Level 50
- (50) Panacea - Heal: Level 50
- (A) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
- (A) Crushing Impact - Damage/Recharge: Level 50
- (27) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (27) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (43) Crushing Impact - Damage/Endurance: Level 50
- (50) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (50) Crushing Impact - Accuracy/Damage: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Fury of the Gladiator - Accuracy/Damage/End/Rech: Level 50
- (33) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50
- (33) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50
- (37) Fury of the Gladiator - Damage/Recharge: Level 50
- (A) Malaise's Illusions - Accuracy/Recharge: Level 50
- (36) Malaise's Illusions - Chance of Damage(Psionic): Level 50
- (36) Malaise's Illusions - Accuracy/Confused/Recharge: Level 50
- (36) Malaise's Illusions - Endurance/Confused: Level 50
- (A) Defense Buff IO: Level 50
- (39) Defense Buff IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (43) Recharge Reduction IO: Level 50
- (48) Endurance Modification IO: Level 50
- (A) Performance Shifter - Chance for +End: Level 50
- (42) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (42) Performance Shifter - EndMod/Accuracy: Level 50
- (42) Performance Shifter - Accuracy/Recharge: Level 50
- (48) Performance Shifter - EndMod/Recharge: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (45) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (45) Numina's Convalescence - Heal: Level 50
- (45) Numina's Convalescence - Heal/Endurance: Level 50
- (48) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
- (A) Endurance Reduction IO: Level 50
Level 1: Assassination
Level 1: Brawl
- (A) Gladiator's Strike - Chance for Smashing Damage: Level 50
- (A) Unbounded Leap - +Stealth: Level 50
- (A) Healing
Level 2: Swift
- (A) Titan:Selenite Shard
- (A) Triage - Heal/Endurance/Recharge: Level 30
- (A) Titan:Selenite Shard
- (A) Endurance Modification IO: Level 50
Set Bonus Totals:
- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 1.88% Defense(Smashing)
- 1.88% Defense(Lethal)
- 3.75% Defense(Melee)
- 14% Enhancement(Accuracy)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(JumpHeight)
- 12% Enhancement(Heal)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(RunSpeed)
- 12.5% Enhancement(RechargeTime)
- 2.5% Enhancement(Confused)
- 10% FlySpeed
- 198.8 HP (16.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -6)
- Knockup (Mag -6)
- MezResist(Held) 6.05%
- MezResist(Immobilize) 9.35%
- MezResist(Sleep) 2.75%
- 12.5% (0.21 End/sec) Recovery
- 42% (2.11 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 8.04% Resistance(Fire)
- 8.04% Resistance(Cold)
- 4.89% Resistance(Energy)
- 4.89% Resistance(Negative)
- 6.15% Resistance(Toxic)
- 8.65% Resistance(Psionic)
- 3% Resistance(Lethal)
- 10% RunSpeed
Set Bonuses:
Crushing Impact
(Sting of the Wasp)
- MezResist(Immobilize) 2.2%
- 13.6 HP (1.13%) HitPoints
(Ninja Reflexes)
- 10% (0.5 HP/sec) Regeneration
- 2.5% (0.04 End/sec) Recovery
- 27.1 HP (2.25%) HitPoints
- MezResist(Repel) 1000% (8% chance)
- 1.89% Resistance(Energy,Negative)
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Gambler's Cut)
- 2.5% (0.04 End/sec) Recovery
- 2.25% Max End
(Assassin's Blade)
- MezResist(Immobilize) 2.75%
- 18.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Danger Sense)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
(Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.6 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Flashing Steel)
- 1.89% Resistance(Fire,Cold)
- 10% ResEffect(RunSpeed), 10% ResEffect(RechargeTime), 10% ResEffect(FlySpeed)
- Knockback,Knockup protection (Mag 3)
- MezResist(Repel) 1000% (8% chance)
- 2.5% DamageBuff(All)
(Caltrops)
- MezResist(Sleep) 2.75%
- 2.5% Enhancement(Slow)
(Divine Avalanche)
- 10% (0.5 HP/sec) Regeneration
- 2.5% (0.04 End/sec) Recovery
(Kuji-In Sha)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Smashing,Lethal)
- 10% (0.5 HP/sec) Regeneration
- MezResist(Repel) 1000% (10% chance)
- 18.1 HP (1.5%) HitPoints
(Soaring Dragon)
- MezResist(Immobilize) 2.2%
- 13.6 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Golden Dragonfly)
- 1.89% Resistance(Fire,Cold)
- 10% ResEffect(RunSpeed), 10% ResEffect(RechargeTime), 10% ResEffect(FlySpeed)
- Knockback,Knockup protection (Mag 3)
(Blinding Powder)
- 2.5% (0.04 End/sec) Recovery
- 2.5% Enhancement(Confused)
- 2.5% DamageBuff(All)
(Superior Conditioning)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.6 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
(Physical Perfection)
- 12% (0.6 HP/sec) Regeneration
- 22.6 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
The path of Villainy is an arduous one, but one that must be tread because without it there would be no heroes, and what would the world be like without either. So for all those heroes out there I chose Villainy.
Any chance of getting an update in the light of powers changes, maybe some recommended sets and incarnate abilities?
Methan martini.
Shaken, not stirred.
this is my plan for my current nin/nin stalker and it includes all the sets that i want hope you like it
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Sta1ker: Level 50 Natural Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Sting of the Wasp
- (A) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (5) Crushing Impact - Damage/Endurance: Level 50
- (5) Crushing Impact - Accuracy/Damage: Level 50
- (31) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (34) Crushing Impact - Damage/Recharge: Level 50
- (37) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (A) Shield Wall - +Res (Teleportation), +3% Res (All): Level 40
- (3) Shield Wall - Defense: Level 50
- (3) Shield Wall - Defense/Endurance: Level 50
- (7) Shield Wall - Defense/Recharge: Level 50
- (7) Shield Wall - Endurance/Recharge: Level 50
- (15) Shield Wall - Defense/Endurance/Recharge: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (9) Crushing Impact - Damage/Endurance: Level 50
- (9) Crushing Impact - Damage/Recharge: Level 50
- (31) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (34) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (37) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (A) Endurance Reduction IO: Level 50
- (17) Defense Buff IO: Level 50
- (17) Defense Buff IO: Level 50
- (23) Endurance Reduction IO: Level 50
- (45) Endurance Reduction IO: Level 50
- (45) Defense Buff IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (19) Luck of the Gambler - Defense: Level 50
- (19) Luck of the Gambler - Defense/Recharge: Level 50
- (23) Luck of the Gambler - Defense/Endurance: Level 50
- (43) Luck of the Gambler - Endurance/Recharge: Level 50
- (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Scirocco's Dervish - Accuracy/Damage: Level 50
- (21) Scirocco's Dervish - Damage/Endurance: Level 50
- (21) Scirocco's Dervish - Damage/Recharge: Level 50
- (25) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (25) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (37) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
- (A) Mako's Bite - Chance of Damage(Lethal): Level 50
- (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (11) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (13) Mako's Bite - Damage/Endurance: Level 50
- (13) Mako's Bite - Damage/Recharge: Level 50
- (15) Mako's Bite - Accuracy/Damage: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (29) Recharge Reduction IO: Level 50
- (29) Recharge Reduction IO: Level 50
- (31) Recharge Reduction IO: Level 50
- (43) Recharge Reduction IO: Level 50
- (43) Recharge Reduction IO: Level 50
- (A) Endurance Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (42) Endurance Reduction IO: Level 50
- (A) Damage Increase IO: Level 50
- (A) Healing IO: Level 50
- (36) Healing IO: Level 50
- (40) Resist Damage IO: Level 50
- (42) Endurance Reduction IO: Level 50
- (A) Flight Speed IO: Level 50
- (A) Flight Speed IO: Level 50
- (A) Mako's Bite - Chance of Damage(Lethal): Level 50
- (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (27) Mako's Bite - Accuracy/Damage: Level 50
- (40) Mako's Bite - Damage/Endurance: Level 50
- (40) Mako's Bite - Damage/Recharge: Level 50
- (42) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (A) Slow IO: Level 50
- (A) Defense Buff IO: Level 50
- (A) Fury of the Gladiator - Chance for Res Debuff: Level 50
- (33) Fury of the Gladiator - Accuracy/Damage/End/Rech: Level 50
- (33) Fury of the Gladiator - Accuracy/Damage: Level 50
- (33) Fury of the Gladiator - Damage/Endurance/Recharge: Level 50
- (34) Fury of the Gladiator - Damage/Recharge: Level 50
- (36) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50
- (A) Confuse Duration IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (39) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (46) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (46) Winter's Gift - Run Speed, Jump, Flight Speed, Range: Level 50
- (46) Winter's Gift - Slow Resistance (20%): Level 50
- (A) Encouraged Accuracy - To Hit Buff: Level 20
- (48) Encouraged Accuracy - To Hit Buff/Recharge: Level 20
- (50) Encouraged Accuracy - To Hit Buff/Recharge/Endurance: Level 20
- (A) Endurance Modification IO: Level 50
- (48) Endurance Modification IO: Level 50
- (50) Endurance Modification IO: Level 50
- (A) Triage - Heal/Endurance/Recharge: Level 30
- (48) Triage - Heal/Endurance: Level 30
- (50) Triage - Heal/Recharge: Level 30
- (A) Defense Buff IO: Level 50
Level 1: Assassination
Level 1: Brawl
- (A) Damage Increase IO: Level 50
- (A) Run Speed IO: Level 50
- (A) Healing IO: Level 50
Level 2: Swift
- (A) Run Speed IO: Level 50
- (A) Healing IO: Level 50
- (A) Jumping IO: Level 50
- (A) Endurance Modification IO: Level 50
Set Bonus Totals:
- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 5.63% Defense(Fire)
- 5.63% Defense(Cold)
- 4.38% Defense(Energy)
- 4.38% Defense(Negative)
- 3.13% Defense(Psionic)
- 8.75% Defense(Ranged)
- 6.56% Defense(AoE)
- 32.5% Enhancement(RechargeTime)
- 39% Enhancement(Accuracy)
- 6% FlySpeed
- 140.1 HP (11.6%) HitPoints
- 6% JumpHeight
- 6% JumpSpeed
- Knockback (Mag -7)
- Knockup (Mag -7)
- MezResist(Confused) 5%
- MezResist(Held) 14.4%
- MezResist(Immobilize) 16%
- MezResist(Repel) 2000% (8% chance)
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 2.5% (0.04 End/sec) Recovery
- 34% (1.71 HP/sec) Regeneration
- 40% ResEffect(FlySpeed)
- 40% ResEffect(RechargeTime)
- 40% ResEffect(RunSpeed)
- 3% Resistance(Smashing)
- 4.89% Resistance(Fire)
- 9.89% Resistance(Cold)
- 4.89% Resistance(Energy)
- 8.02% Resistance(Negative)
- 6.15% Resistance(Toxic)
- 14.3% Resistance(Psionic)
- 3% Resistance(Lethal)
- 6% RunSpeed
- 1.5% XPDebtProtection
Set Bonuses:
Crushing Impact
(Sting of the Wasp)
- MezResist(Immobilize) 2.2%
- 13.6 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Hide)
- 10% (0.5 HP/sec) Regeneration
- 2.5% (0.04 End/sec) Recovery
- 27.1 HP (2.25%) HitPoints
- MezResist(Repel) 1000% (8% chance)
- 1.89% Resistance(Energy,Negative)
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Gambler's Cut)
- MezResist(Immobilize) 2.2%
- 13.6 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Danger Sense)
- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Resistance(Psionic)
- 7.5% Enhancement(RechargeTime)
(Flashing Steel)
- 10% (0.5 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- 3.13% Defense(Psionic)
(Assassin's Blade)
- MezResist(Immobilize) 3.3%
- 18.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Soaring Dragon)
- MezResist(Immobilize) 3.3%
- 18.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Golden Dragonfly)
- 1.89% Resistance(Fire,Cold)
- 10% ResEffect(RunSpeed), 10% ResEffect(RechargeTime), 10% ResEffect(FlySpeed)
- Knockback,Knockup protection (Mag 3)
- MezResist(Repel) 1000% (8% chance)
- 2.5% DamageBuff(All)
(Kuji-In Retsu)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- Knockback (Mag -4), Knockup (Mag -4)
(Kuji-In Retsu)
- 5% Resistance(Cold)
- 6% JumpSpeed, 6% JumpHeight, 6% FlySpeed, 6% RunSpeed
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Focused Accuracy)
- 1.5% XPDebtProtection
- 1.5% DamageBuff(All)
(Physical Perfection)
- 4% (0.2 HP/sec) Regeneration
- 9.04 HP (0.75%) HitPoints
The path of Villainy is an arduous one, but one that must be tread because without it there would be no heroes, and what would the world be like without either. So for all those heroes out there I chose Villainy.
OK, so I have been messing around with Mids and I believe I have come up with a pretty solid build for my Ninja Blade/Ninjitsu stalker for PvE. My major was defenses, and I minored in recharge. I was hoping to get some input from other heroes and villains on how I could further increase these statistics. I don't have a particular affinity for any power, although I never used smoke flash so that is why it was left out. Obviously the amount of inf is always a concern, but I usually wait until I have a moderate amount. I don't have to have a bottom-bargain build, but I'm also too impatient to build several billions worth. You will notice that in addition to hide, I took stealth and have the Celerity +Stealth in the basic run power. Is this overkill or does it actually boost my ability to be stealthy if I decide to try PvP?
http://www.cohplanner.com/mids/downl...40FA07A7FDD32B
[ QUOTE ]
It's true that Freebird is cheaper, but it isn't enough to justify taking such a slow, easily countered travel with no unsurpressed movement like Combat Jumping.
Also, you have to turn Fly off and retoggle it every minute or so to keep the stealth. As inconvenient as it sounds for Fly, it isn't a problem with SJ + CJ, since I can do it whenever without having to worry about falling.
[/ QUOTE ]
Actually, the Stealth IOs stay turned on for as long as you have the toggle active, and then two minutes afterward. No need to toggle the power off and on to "re-activate" the Stealth.
Highly inspiring guide; would read again and kill and stab afterward.