softcapping ninjutsu?


beyeajus

 

Posted

Hey stalkezz! My Nin/Nin is almost lvl 20. I was wondering what level I can start softcapping his positionals, and what other powers would be most sufficient in acheiving this. Haven't got into the IO recipe's yet, I usually wait until 35+. Any ideas, knowledge, or other? Thanks!


 

Posted

I think you'd be hard-pressed to do it before the mid 30's.

Hmm, well, I lie a bit. As a Nin/ you can probably get Melee capped earlier with perma'd 'Avalanche.

Softcapping my Claws/Nin involved the purple confuse set in Blinding Powder, the Steadfast 3% global def in 'Sha, scattered Touch of Death and Mako's Bite sets, and either Maneuvers or the Fighting pool for Weave depending on the exact build.

Considering that my ranged def relies upon the purple confuse set, I couldn't hit that until 50. That was fine for me, I leveled up on SO's and scattered IO's then built for the cap after hitting 50. I'm sure it could be done earlier with a more focused build.

My guess would be that if you wanted to really cap before 40 you'd need to fit both Maneuvers and the Fighting pool into the build.

Hope that helps a bit.


 

Posted

You can get the steadfast unique early on and slot in sha. Weave is the best pool option, but since it requires two other power picks, while leveling go for maneuvers/combat jumping. You can slot ToD's earlier because they cap at 40, and rely on DA. Otherwise, yes, wait till 50 and get the purple Confuse set, and respec into Weave.


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

weave eh? sounds good. I'm probably not going with combat jumping for conceptual reasons, (natural, no travel power ninja, cept for ninja run) took swift, health, and stamina, and my ninja run + good vs evil jump pack thing is pretty much my travel.

Thanks for the tips though, yesterday I soltted in some cheap pounding slugfest for the extra regen, but that's my only set bonus right now. I'll go for the fighting ppol though, thanks! oh...what about tough from that pool as well?


 

Posted

Tough? Certainly. Extra resistance is never a bad thing.

Get Boxing, but don't bother to slot it. It's somewhat annoying to have to waste a power that way (and I don't get it conceptually either, but that's another issue). From there you have a choice between Tough and Kick as your prerequisites before you can choose Weave. Between those two it's really no contest, get Tough.

Heck, even if you don't run it and just use it as an IO mule it's still the better choice.


 

Posted

i clicked a build for a ninja/ninjitsu stalker in a few minutes
softcapped to all with suppressed hide (when attacking) and sofcappes at lvl42 to all:

Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/

Level 50 Technology Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting

Villain Profile:
------------
Level 1: Sting of the Wasp T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(17), T'Death-Dam%:40(21), T'Death-Acc/Dmg/EndRdx:40(34), T'Death-Dmg/EndRdx/Rchg:40(36)
Level 1: Hide DefBuff-I:50(A), DefBuff-I:50(9)
Level 2: Ninja Reflexes LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(13)
Level 4: Danger Sense LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(5)
Level 6: Assassin's Blade Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(9), Mako-Dam%:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
Level 8: Hurdle Jump-I:50(A), Jump-I:50(50)
Level 10: Flashing Steel Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(11), Sciroc-Dam%:50(11), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(36)
Level 12: Placate RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(34)
Level 14: Health Mrcl-Heal/EndRdx:40(A), Mrcl-Rcvry+:40(15), Mrcl-Heal:40(15)
Level 16: Kuji-In Rin RechRdx-I:50(A), RechRdx-I:50(17)
Level 18: Hasten RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Divine Avalanche DefBuff-I:50(A)
Level 22: Build Up GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
Level 24: Kuji-In Sha Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(25), Dct'dW-Heal/Rchg:50(25), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal:50(40), Dct'dW-Rchg:50(40)
Level 26: Stamina P'Shift-EndMod:50(A), P'Shift-End%:50(27), P'Shift-EndMod/Rchg:50(27), P'Shift-EndMod/Acc:50(46)
Level 28: Maneuvers LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def/EndRdx/Rchg:50(48)
Level 30: Soaring Dragon T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(31), T'Death-Dmg/Rchg:40(31), T'Death-Acc/Dmg/EndRdx:40(31), T'Death-Dmg/EndRdx/Rchg:40(43), T'Death-Dam%:40(50)
Level 32: Golden Dragonfly M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(48)
Level 35: Kick Empty(A)
Level 38: Tough RctvArm-ResDam:40(A), RctvArm-EndRdx:40(39), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), S'fstPrt-ResDam/Def+:30(43)
Level 41: Weave LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Blinding Powder C'phny-Acc/Rchg:30(A), C'phny-EndRdx/Conf:30(45), C'phny-Acc/EndRdx:30(45), C'phny-Conf/Rng:30(45), C'phny-Acc/Conf/Rchg:30(46), C'phny-Dam%:30(46)
Level 47: Assault EndRdx-I:50(A), EndRdx-I:50(48)
Level 49: Swift Run-I:50(A), Run-I:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Assassination
------------
Set Bonus Totals:
10,5% DamageBuff(Smashing)
10,5% DamageBuff(Lethal)
10,5% DamageBuff(Fire)
10,5% DamageBuff(Cold)
10,5% DamageBuff(Energy)
10,5% DamageBuff(Negative)
10,5% DamageBuff(Toxic)
10,5% DamageBuff(Psionic)
10,2% Defense(Smashing)
10,2% Defense(Lethal)
8% Defense(Fire)
8% Defense(Cold)
8,63% Defense(Energy)
8,63% Defense(Negative)
3% Defense(Psionic)
15,5% Defense(Melee)
12,4% Defense(Ranged)
13% Defense(AoE)
27% Enhancement(Accuracy)
4% Enhancement(Heal)
35% Enhancement(RechargeTime)
1,5% Enhancement(Confused)
10% FlySpeed
176,2 HP (14,6%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Held) 8,8%
MezResist(Immobilize) 9,9%
MezResist(Sleep) 1,65%
MezResist(Stun) 3,85%
MezResist(Terrorized) 2,2%
8,5% (0,14 End/sec) Recovery
50% (2,51 HP/sec) Regeneration
2,21% Resistance(Fire)
2,21% Resistance(Cold)
3,13% Resistance(Negative)
1,26% Resistance(Toxic)
1,26% Resistance(Psionic)
10% RunSpeed






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Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

F-yah thanks guys! I'll be staring at this for the rest of my shift! XD


 

Posted

that's weird, only 1 debuff IO in DA?


 

Posted

Keep in mind that you probably don't have to get to the def cap for anything (if you want to focus on other bonuses, can't afford it, etc.). I'm still working on my Nin/Nin build, and he's at 34%/38%/41% to melee/AOE/ranged. He really doesn't have any issues, even when he's not at the def cap. If the carp hits the fan, you can easily use caltrops or some of your other tricks to pull you through it, as well as your heal. And Divine Avalanche makes it so you don't have to get your melee defense up all the way to 45%, too.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

forgot to mention its capped on HP (with accolades)
with this slotting DA has:
2,22s (1,46 with haste active) recharge; 100% acc (142% with build up; 195,4 with build up and proc); 18,8% def
which should be enough to 4-stack (if this is possible cause of the power itself)


Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

awesome, I hit 20 today and on +0 x2 the cape mish was a breeze thanks to DA. You're right, the cap might not even matter but I'd still like to get close as possible for that and HP/regen. Still haven't taken caltrops yet, focused on the fitness pool and DA through the teen lvls.


 

Posted

Yeah, just fit in the extra goodies when you can... I can't recall when I picked up Cal Trops, but I don't think it was until the late 20s or maybe even 30 or 35. It's just a nice power to have if you can tell things are going south... gives you a bit longer to scrap it out and not test your defenses for too long (or let's your heal recharge a bit).


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

so smoke flash, really crappy or misunderstood? Looks like a good ninja-ish move, but I hear using it is all for not if at least one mob isn't hit, yet it sounds like a perma-crit move if pulled off right. I sometimes use placate in the midst of battle for an extra crit here and there, so can smoke flash work as well too?

This is kinda going off topic of softcapping the def, but I keep thinking of things about this secondary I've never taken this far, lol.


 

Posted

Quote:
Originally Posted by beyeajus74018 View Post
so smoke flash, really crappy or misunderstood?
It's certainly misunderstood by many but it's also the most skippable power in the set.

It's attempts to placate every enemy around you, but does NOT put you back into the Hidden state. There are a few issues that make it a less desirable power choice. First is that the animation time is long-ish, a second and a half or so. That doesn't *seem* long on paper, but you're usually trying to use to shed a bunch of agro when you're in a tight spot, and then that animation time feels teeth-grindingly long. Its not auto-hit in PvE like Placate is, so you may miss some, and you can't instantly tell who it's hit, which can be an issue in some scrappy situations.

But, I think the real issue (and the reason why it isn't in my build even though I like the concept) is that it's largely redundant with Caltrops. What I mean is that they both do pretty much the same thing tactically: slow down or temporarily halt incoming melee damage. Between the two, Caltrops is the clear winner by virtue of it being usable in more situations if nothing else.

Once I thought I had found a really good use for Smoke Flash: get in the middle of a really big mob and drop the Smoke *before* the AS. The idea being that since Smoke's Placate has a duration, that many of the mob would still be affected and not instantly alpha-strike the stalker. This nice idea was broken down by an ugly fact, the to-hit check required by the power caused agro in anything it missed. Ugh.


 

Posted

well that sucks, after reading that I can't see an iffy powerlike that fitting into an already becoming tight build.....womp womp. Caltrops will totally be better, especially when I can stack'em and throw a chance for knockdown from the ragnarok set in there. =D