having some issues with my Ninja MM
Well first off, Ive found ninjas seem to have great accuracy even when fighting mobs a few levels above you. I would take one acc or both end redux out of call genin and throw some dmg in there. At this level I was buying brilliant leadership IOs which gives you good acc/end/dmg and are pretty reseaonably priced. Same with call jounin. I feel those are your most powerful pets. You will want 3 damage in those for sure. Once again, I suggest brilliant leaderships. Same thing with Oni.
Maneuvers, assault, and tactics seems a bit much too be running. Since maneuvers doesn't seem to be doing much good for you (they keep dying) I would leave that off. That should help with end. It seems like this build is centered around end usage. I'm not sure if you run hover while in battle, but if you do, I would stop that. hover provides such low defense that its not worth running or slotting.
Now, your fighting style. I have two commands in my power tray that I use. One attacks my target and puts them in aggressive mode, and the other puts them in bodyguard mode ( defense, follow me). As long as you have all your pets attack the same target and dont just let them use their judgement you should be okay. Running solo with CL 1 should only spawn about 3 enemies per mob. Just have them attack the lt first then kill off the minions.
One more thing, if you plan on doing a respec, I would drop the slots out of train ninja, assault, health, and hover and put them in aid other for your pets. And the first thing you should do is throw another slot in call jounin.
Trick arrow is definitely a late bloomer. My Thugs/TA didn't really come into her own til around 40. That being said, your missing two great control powers that really help mitigate damage your pets take. Ice Arrow is an excellent single target hold and Poison Gas Arrow is a debuff/sleep aoe. One tactic is to put the mob to sleep and single target hold and cut down. Flash Arrow is also great for more tohit debuff and keeping close mobs from agroing to you during a fight. I'd drop Aimed Shot to take Flash Arrow. In order to fit the extra TA powers in I'd drop Maneuvers and Aid Other(for now) and carry extra greens. And even though you may like fly as a travel power I took SS just for the Hasten to speed up recharge.
I'm not as familiar with Ninja but I wouldnt waste a third slot on Train Ninjas, never put more than 2 end redux(I only use one). Lastly your Oni has end redux, not really needed, and both your oni and jounin aren't really slotted for damage, but someone with more knowledge on slotting Ninjas would be able to help you more there.
Hope this helps.
1668 - The Doctor's Medicine
Some thoughts on your build.
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Level 1: Call Genin -- Acc(A), Acc(3), Dmg(3), Dmg(5), EndRdx(5), EndRdx(7)
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I find that 1 Accuracy and 3 damage is all you really need in this one. Genin only ever have endurance issues if they get hit with end drain. And as I recall slotting end redux doesn't reduce the cost of the summon, but the costs of their powers. If you do six slot it, do so for set bonuses.
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Level 1: Entangling Arrow -- Immob(A), Immob(7)
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A single acc in this, and call it good. Out of the box the duration to recharge ratio is good enough to stack it with ease. I've immobilized AV's with it due to stacking. And that's without slotting for immobilize.
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Level 2: Aimed Shot -- EndRdx(A), Acc(9), Dmg(9), RechRdx(11), RechRdx(11), RechRdx(13)
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If you take this one, I'd suggest 1 ACC, 3 damage, maybe 1 end redux. That's assuming no sets mind you. Recharge is already pretty fast. 3 recharge redux is probably not just overkill... but wasted enhancements.
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Level 4: Glue Arrow -- EndRdx(A), Slow(13)
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Here is where I would say six slot it. Go for 3 recharge and 3 slow. End redux isn't really needed since your only firing this only once every 30 seconds. Slot it up asap.
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Level 6: Train Ninjas -- EndRdx(A), EndRdx(15), EndRdx(15)
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I use to say one slot end redux in this one. Now I'd say put 2 in there and call it good. You can drop the 3rd end redux slot. Likely better places for that enhancement slot.
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Level 8: Hover -- DefBuff(A), DefBuff(17)
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Your going for flight right? The def buff isn't very big. Since you don't get much return for the def buff enhancements I'd say slot these as flight speeds instead.
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Level 10: Swift -- Run(A)
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I'd suggest switching this to flight speed as well. This wont give much of a boost, but it'll make using hover in missions more tolerable.
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Level 12: Call Jounin -- ToHitDeb(A), ToHitDeb(17), DefDeb(19), DefDeb(19), Acc(21)
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GAH! There's a huge problem with this slotting. Know what it is? Your hardest hitters are not slotted for damage. Drop the to-hit debuffs and def debuffs and put some damage enhancements in there! You don't have these guys for their minor debuffs. You have them for their katana attacks.
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Level 14: Health -- Heal(A), Heal(21)
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Looks good so far
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Level 16: Maneuvers -- EndRdx(A), DefBuff(23), DefBuff(23)
Level 18: Assault -- EndRdx(A), EndRdx(25)
Level 20: Tactics -- ToHit(A), ToHit(25), EndRdx(27)
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Not sure about these. Sure maneuvers will help keep the ninja alive, but the other two wont really help as much as your hoping IMO. Tactics could be useful for pvp though. Drop one of the end redux from assault though.
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Level 22: Stamina -- EndMod(A), EndMod(27), EndMod(29)
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Again, looks good.
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Level 24: Acid Arrow -- DefDeb(A), EndRdx(29)
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Drop the end redux in favor of an accuracy. This has a to hit check after all. Come to think of it, this should be well slotted by now.
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Level 26: Oni -- Dmg(A), EndRdx(31), EndRdx(31), Acc(31)
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Again, too much end redux slotting. At this point you should have 3 damage enhancements in him most likely. My final slotting was 1 acc, 3 damage, 1 end redux, and 1 hold I believe. He only needs 1 end redux to prevent running out of endurance post 32.
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Level 28: Fly -- Empty(A)
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May as well drop a flight speed into this. Your only likely to run it while traveling from point A to point B.
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Level 30: Aid Other -- Empty(A)
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For pete's sake. If your gonna have aid other, drop a healing enhancement in it.
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Level 32: Kuji In Zen -- EndRdx(A)
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Good choice for initial slot. May want to put 2 more end redux in there overall.
Oh yes, and another thought... May want to consider dropping the leadership pool in favor of more from your secondary.
Flash arrow is an unresistable auto hit to-hit debuff. Slotted with 3 to-hit debuffs it's about 5% I think. I personally would take this over Aimed Shot.
Poison Gas arrow debuffs the enemy's damage as well as has a good chance to put enemies to sleep, thus negating the alpha strike. Combine this with flash arrow and you come out a bit ahead from losing maneuvers IMO.
Disruption arrow debuffs resistance in a sizable area. This is potentially as useful or more useful then assault.
Ice arrow will hold an enemy, very useful for taking troublesome minions and LT's out of the fight. Far more useful in PvE then leadership. Especially solo. Would you rather your guys hit slightly more often (they should already be hitting 95% of the time) or would you rather that the enemy which loves setting burn patches is frozen in a block of ice and NOT setting up a burn patch?
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
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I'm not as familiar with Ninja but I wouldnt waste a third slot on Train Ninjas, never put more than 2 end redux(I only use one). Lastly your Oni has end redux, not really needed, and both your oni and jounin aren't really slotted for damage, but someone with more knowledge on slotting Ninjas would be able to help you more there.
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Not true. WHile the genin and jounin don't need end redux slotting, the oni does need a single endurance redux enhancement. After the level 32 upgrade is applied the oni WILL run out of endurance in a single fight without it. With a single end redux he has infinite endurance though.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
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I'm not as familiar with Ninja but I wouldnt waste a third slot on Train Ninjas, never put more than 2 end redux(I only use one). Lastly your Oni has end redux, not really needed, and both your oni and jounin aren't really slotted for damage, but someone with more knowledge on slotting Ninjas would be able to help you more there.
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Not true. WHile the genin and jounin don't need end redux slotting, the oni does need a single endurance redux enhancement. After the level 32 upgrade is applied the oni WILL run out of endurance in a single fight without it. With a single end redux he has infinite endurance though.
[/ QUOTE ]This I agree on 100% pretty much all the tier 3 pets have endurance problems post 32, but one end reduction SO fixes that nicely.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
And to the OP the problem is you paired the weakest defensive secondary with the primary whose pets have paper thin defenses. In other words the problem is trick arrow. I recommend getting aid other if you dont get some kind of heal in your set. Ninjas are going to get hit, thats just a fact. If you had paired it with some of the other sets you wouldnt be having no where near the amount of problems. As for as pet slotting the resistance proc and the defense procs are somethings to consider as well as the lady grey proc and achile's heel proc slotting in the Jounin. Those will help them live a little bit longer and kill some what faster because when paired with trick arrow you need all the help you can get. I have done ninjas with every secondary and trick arrow was the hardest to level up.
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
I have seen ninja/TA perform great feats of damage. Only when paired with good healing or defensive support. The TA boosts the damage and helps the ninja's pick their targets more effectively, but doesn't do a lot for their survivability.
I have seen some amazing things done with /FF and /Traps with ninjas and Ninja/Storms is just scary. Pairing the most damaging secondary with the most damaging primary is always going to be a good idea. TA is a better grouping secondary than storms though, so if you're a fan of having greater team utility then stick with it. Otherwise you may want to reconsider.
Personally I would suggest /Traps if you want a good mix of team and solo play, /poison is you are concerned mainly with solo play and /TA is you focus mainly on teaming.
I don't think of MM's as healers. I use mine as tanking debuffers who happen to also deal pissloads of damage. If I have a heal I'll use it, but it's not a priority. If you picked TA I'm assuming this might be your idea as well.
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I have seen ninja/TA perform great feats of damage. Only when paired with good healing or defensive support. The TA boosts the damage and helps the ninja's pick their targets more effectively, but doesn't do a lot for their survivability.
I have seen some amazing things done with /FF and /Traps with ninjas and Ninja/Storms is just scary. Pairing the most damaging secondary with the most damaging primary is always going to be a good idea. TA is a better grouping secondary than storms though, so if you're a fan of having greater team utility then stick with it. Otherwise you may want to reconsider.
Personally I would suggest /Traps if you want a good mix of team and solo play, /poison is you are concerned mainly with solo play and /TA is you focus mainly on teaming.
I don't think of MM's as healers. I use mine as tanking debuffers who happen to also deal pissloads of damage. If I have a heal I'll use it, but it's not a priority. If you picked TA I'm assuming this might be your idea as well.
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Yeah... my ninja/poison does heal the team... when I bother to check their health instead of watching my ninja like a hawk. but then healing the team with single target heals isn't so effective. I have binds set up to target my henchmen quickly thus making healing them a snap.
"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton
Madam Enigma's History
Okay, I've got a level 32 Ninja/Trick Arrow Mastermind.
And my minions are just getting eaten up! on CL 1 running solo, I loose 1-2 of my pets per mob. What am I doing wrong here? I use Entangling arrow, Glue Arrow and Acid arrow to slow, hold and defense debuff the most dangerous members of a mob (Succubuss and Agony Mages for instance) breaking up the attacks on my pets, but my pets are still getting chewed up and spit out.
Here's my build:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 31 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Villain Profile:
Level 1: Call Genin -- Acc(A), Acc(3), Dmg(3), Dmg(5), EndRdx(5), EndRdx(7)
Level 1: Entangling Arrow -- Immob(A), Immob(7)
Level 2: Aimed Shot -- EndRdx(A), Acc(9), Dmg(9), RechRdx(11), RechRdx(11), RechRdx(13)
Level 4: Glue Arrow -- EndRdx(A), Slow(13)
Level 6: Train Ninjas -- EndRdx(A), EndRdx(15), EndRdx(15)
Level 8: Hover -- DefBuff(A), DefBuff(17)
Level 10: Swift -- Run(A)
Level 12: Call Jounin -- ToHitDeb(A), ToHitDeb(17), DefDeb(19), DefDeb(19), Acc(21)
Level 14: Health -- Heal(A), Heal(21)
Level 16: Maneuvers -- EndRdx(A), DefBuff(23), DefBuff(23)
Level 18: Assault -- EndRdx(A), EndRdx(25)
Level 20: Tactics -- ToHit(A), ToHit(25), EndRdx(27)
Level 22: Stamina -- EndMod(A), EndMod(27), EndMod(29)
Level 24: Acid Arrow -- DefDeb(A), EndRdx(29)
Level 26: Oni -- Dmg(A), EndRdx(31), EndRdx(31), Acc(31)
Level 28: Fly -- Empty(A)
Level 30: Aid Other -- Empty(A)
Level 32: Kuji In Zen -- EndRdx(A)
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
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