Ninjas/Storm? Anyone at all play these?


brophog02

 

Posted

It seems odd, but I can't find any good Ninja/Storm builds out there. I have rocked up to 44 so far, defeating every EB and a couple Hero's solo so far, and couldn't be happier.

My online companion told me this week that I was seriously stupid for 6-slotting Endurance, and claims that he could 4 slot it with set IO's and get more END regen then I do now.

Now, I haven't played since Issue 4, so Villians in general are new to me, but the idea is the same as other classes.

I prefer to be the center of the team (when I chose not to solo), hence the Teleport/Leadership/ and Medicine pools.

Anyone have a good level 50 build that is better then mine for PVE soloing?

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Posted

Having the entire Efficacy Adaptor set in Stamina does seem to be a waste of slots just to get a 5% recharge bonus. Three generic end mod IOs will give you about the same recovery, and a Performance Shifter End Mod, Performance Shifter Chance for +End, and two generic End Mod IOs will give you more. I'd also put more accuracy in the Genin, since they're -2 levels to you they'll be fighting things as high as +4 to them when you solo and +5 or +6 on teams. I'd suggest something like four Acc/Dam pet IOs, the +defense aura, and the +resist aura. Also, take Tornado... it's pretty good damage against KB immune enemies like EBs and it can slot the Recharge Intensive Pet defense and resist aura IOs.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

not sure if anyone else would agree, but this is something I would probably aim for myself:

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It gives pretty good defences, as well as some nice procs etc. Not exactly cheap, but a goal nonetheless. Having not actually played /storm at all (or ninja tbh), I couldn't tell you how effective this build would be. It's just something knocked up at work while passing the time (something I do a lot of when bored)


http://www.scene-and-heard.com/cov/covsig.jpg

 

Posted

To provide a mostly useless, albeit very exact answer to the question you posted as your title: yes, I am sure there are many people who play that combination. I, however, am not one of them.



 

Posted

Quote:
Originally Posted by Sofa King View Post
It seems odd, but I can't find any good Ninja/Storm builds out there. I have rocked up to 44 so far, defeating every EB and a couple Hero's solo so far, and couldn't be happier.

My online companion told me this week that I was seriously stupid for 6-slotting Endurance, and claims that he could 4 slot it with set IO's and get more END regen then I do now.

Now, I haven't played since Issue 4, so Villians in general are new to me, but the idea is the same as other classes.

I prefer to be the center of the team (when I chose not to solo), hence the Teleport/Leadership/ and Medicine pools.

Anyone have a good level 50 build that is better then mine for PVE soloing?

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This is what I have on my nin/storm. Just to give you an idea.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Call Genin
  • (A) Blood Mandate - Accuracy/Damage
  • (3) Blood Mandate - Damage/Endurance
  • (3) Blood Mandate - Accuracy/Endurance
  • (5) Blood Mandate - Accuracy/Damage/Endurance
  • (5) Blood Mandate - Accuracy
  • (7) Blood Mandate - Damage
Level 1: Gale
  • (A) Kinetic Crash - Damage/Knockback
  • (37) Kinetic Crash - Accuracy/Knockback
  • (37) Kinetic Crash - Accuracy/Damage/Knockback
  • (40) Kinetic Crash - Recharge/Endurance
  • (40) Kinetic Crash - Recharge/Knockback
  • (43) Kinetic Crash - Damage/Endurance/Knockback
Level 2: O2 Boost
  • (A) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Recharge
  • (9) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance/Recharge
  • (11) Doctored Wounds - Heal
Level 4: Snow Storm
  • (A) Tempered Readiness - Accuracy/Endurance
  • (11) Tempered Readiness - Endurance/Recharge/Slow
  • (13) Tempered Readiness - Accuracy/Slow
  • (13) Tempered Readiness - Range/Slow
  • (50) Endurance Reduction IO
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 8: Train Ninjas
  • (A) Endurance Reduction IO
  • (46) Endurance Reduction IO
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Call Jounin
  • (A) Blood Mandate - Accuracy/Damage
  • (17) Blood Mandate - Damage/Endurance
  • (17) Blood Mandate - Accuracy/Endurance
  • (19) Blood Mandate - Accuracy/Damage/Endurance
  • (19) Blood Mandate - Accuracy
  • (21) Blood Mandate - Damage
Level 14: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 16: Steamy Mist
  • (A) Impervious Skin - Resistance/Endurance
  • (21) Impervious Skin - Resistance/Recharge
  • (23) Impervious Skin - Endurance/Recharge
  • (23) Impervious Skin - Resistance/Endurance/Recharge
  • (25) Impervious Skin - Status Resistance
Level 18: Health
  • (A) Miracle - +Recovery
  • (25) Numina's Convalescence - +Regeneration/+Recovery
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (27) Performance Shifter - EndMod/Accuracy
  • (31) Performance Shifter - EndMod/Recharge
  • (33) Performance Shifter - Chance for +End
Level 22: Freezing Rain
  • (A) Undermined Defenses - Defense Debuff/Recharge
  • (27) Undermined Defenses - Defense Debuff/Recharge/Endurance
  • (29) Undermined Defenses - Recharge/Endurance
  • (29) Undermined Defenses - Recharge
Level 24: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (31) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (46) Dark Watcher's Despair - Recharge/Endurance
Level 26: Oni
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (34) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage
Level 28: Assault
  • (A) Endurance Reduction IO
Level 30: Tactics
  • (A) Adjusted Targeting - To Hit Buff
  • (36) Adjusted Targeting - To Hit Buff/Recharge
  • (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (36) Adjusted Targeting - Endurance/Recharge
  • (37) Adjusted Targeting - To Hit Buff/Endurance
Level 32: Kuji In Zen
  • (A) Endurance Reduction IO
  • (46) Endurance Reduction IO
Level 35: Stimulant
  • (A) Recharge Reduction IO
Level 38: Aid Self
  • (A) Doctored Wounds - Heal/Endurance
  • (39) Doctored Wounds - Heal/Recharge
  • (39) Doctored Wounds - Heal/Endurance/Recharge
  • (39) Doctored Wounds - Heal
  • (40) Doctored Wounds - Recharge
Level 41: Tornado
  • (A) Call to Arms - Defense Bonus Aura for Pets
  • (42) Expedient Reinforcement - Accuracy/Recharge
  • (42) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (43) Expedient Reinforcement - Damage/Endurance
  • (43) Expedient Reinforcement - Endurance/Damage/Recharge
  • (48) Sovereign Right - Resistance Bonus
Level 44: Charged Armor
  • (A) Aegis - Resistance/Endurance
  • (45) Aegis - Resistance/Endurance/Recharge
  • (45) Aegis - Resistance
Level 47: Lightning Storm
  • (A) Decimation - Accuracy/Damage
  • (48) Decimation - Damage/Endurance
  • (48) Decimation - Damage/Recharge
  • (50) Decimation - Accuracy/Endurance/Recharge
  • (50) Decimation - Accuracy/Damage/Recharge
Level 49: Smoke Flash
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Supremacy
------------
Set Bonus Totals:
  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 5% Defense
  • 15.9% Defense(Fire)
  • 15.9% Defense(Cold)
  • 7.19% Defense(Energy)
  • 7.19% Defense(Negative)
  • 14.4% Defense(Ranged)
  • 18.8% Defense(AoE)
  • 4.95% Max End
  • 1.5% Enhancement(RunSpeed)
  • 1.5% Enhancement(FlySpeed)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(JumpSpeed)
  • 45% Enhancement(RechargeTime)
  • 8% Enhancement(Heal)
  • 16% Enhancement(Accuracy)
  • 5% FlySpeed
  • 48.2 HP (6%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -7)
  • Knockup (Mag -7)
  • MezResist(Confused) 10%
  • MezResist(Held) 10%
  • MezResist(Immobilize) 12.8%
  • MezResist(Sleep) 12.2%
  • MezResist(Stun) 15%
  • MezResist(Terrorized) 14.4%
  • 11% (0.18 End/sec) Recovery
  • 6% (0.2 HP/sec) Regeneration
  • 22.5% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 22.5% Resistance(Fire)
  • 22.5% Resistance(Cold)
  • 21.3% Resistance(Energy)
  • 21.3% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 13% RunSpeed
  • 2% XPDebtProtection
------------
Set Bonuses:
Blood Mandate
(Call Genin)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Kinetic Crash
(Gale)
  • 3% RunSpeed
  • 2.5% Resistance(Smashing)
  • Knockback Protection (Mag -3)
  • 6% (0.2 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Doctored Wounds
(O2 Boost)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Tempered Readiness
(Snow Storm)
  • 1.5% (0.03 End/sec) Recovery
  • 1.5% Enhancement(Slow)
  • 0.9% Max End
Blood Mandate
(Call Jounin)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Blessing of the Zephyr
(Super Speed)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Impervious Skin
(Steamy Mist)
  • MezResist(Sleep) 2.2%
  • 12 HP (1.5%) HitPoints
  • 2% XPDebtProtection
  • 5% Enhancement(RechargeTime)
  • Status Resistance 7.5%
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 15.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Undermined Defenses
(Freezing Rain)
  • 2% DamageBuff(All)
  • 1.8% Max End
  • 7% Enhancement(Accuracy)
Dark Watcher's Despair
(Hurricane)
  • 12 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Blood Mandate
(Oni)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Adjusted Targeting
(Tactics)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Doctored Wounds
(Aid Self)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Call to Arms
(Tornado)
  • 5% Defense
Expedient Reinforcement
(Tornado)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% Resistance(All)
Sovereign Right
(Tornado)
  • 10% Resistance(All)
Aegis
(Charged Armor)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Decimation
(Lightning Storm)
  • MezResist(Immobilize) 2.75%
  • 9.04 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)



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Posted

My build--currently at 39, though the Jounin and Oni enhancements should be swapped. The most expendable powers are Thunderclap, Smoke Flash, and Fly. The best thing about it is 42%/36% ranged/AoE defense, and an extra 20% defense (added to their native abilities) and 20% res (more for energy/fire/cold) if the Ninjas huddle close, which of course they don't. This also doesn't take into account Hurricane's tohit debuff.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg/EndRdx:30(3), BldM'dt-Acc/EndRdx:30(3), BldM'dt-Acc/Dmg/EndRdx:30(5), BldM'dt-Acc:30(5), BldM'dt-Dmg:30(7)
Level 1: Gale -- Acc-I:40(A), Acc-I:40(9)
Level 2: O2 Boost -- H'zdH-Heal/EndRdx:40(A), Dct'dW-Heal/EndRdx:30(7)
Level 4: Snow Storm -- EndRdx-I:40(A)
Level 6: Train Ninjas -- EndRdx-I:30(A), EndRdx-I:40(9)
Level 8: Swift -- Flight-I:30(A)
Level 10: Steamy Mist -- TtmC'tng-ResDam/EndRdx:40(A), S'dpty-Def/EndRdx:40(11), S'fstPrt-ResDam/Def+:30(11), RedFtn-Def/EndRdx:40(13), S'fstPrt-ResDam/EndRdx:30(15), DefBuff-I:40(15)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg:35(A), BldM'dt-Dmg:35(13), BldM'dt-Dmg/EndRdx:35(17), BldM'dt-Acc/EndRdx:35(17), BldM'dt-Acc/Dmg/EndRdx:35(19), BldM'dt-Acc:35(19)
Level 14: Health -- Empty(A)
Level 16: Freezing Rain -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(31), ShldBrk-Acc/Rchg:30(33), ShldBrk-DefDeb/EndRdx/Rchg:30(33), RechRdx-I:30(33), UndDef-Rchg/EndRdx:30(34)
Level 18: Maneuvers -- RedFtn-Def/EndRdx:30(A), GftotA-Def/EndRdx:40(21), S'dpty-Def/EndRdx:30(45)
Level 20: Stamina -- EndMod-I:40(A), EndMod-I:40(21), P'Shift-End%:40(27), P'Shift-EndMod:40(29)
Level 22: Hurricane -- DarkWD-ToHitDeb:30(A), DarkWD-ToHitDeb/Rchg:30(23), DarkWD-ToHitdeb/Rchg/EndRdx:30(23), DarkWD-ToHitDeb/EndRdx:30(27)
Level 24: Hover -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(25), Flight-I:30(25), Zephyr-ResKB:40(29)
Level 26: Oni -- BldM'dt-Acc/Dmg:40(A), EdctM'r-PetDef:40(31), SvgnRt-PetResDam:40(31), BldM'dt-Dmg:30(34), BriL'shp-Acc/Dmg:40(34), BldM'dt-Acc/Dmg/EndRdx:30(36)
Level 28: Smoke Flash -- EndRdx-I:40(A)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg:40(A), Stpfy-EndRdx/Stun:40(37), Stpfy-Acc/EndRdx:40(37), Stpfy-Stun/Rng:40(37), Stpfy-Acc/Stun/Rchg:40(39), Stpfy-KB%:40(39)
Level 32: Kuji In Zen -- EndRdx-I:30(A), EndRdx-I:40(36)
Level 35: Tornado -- ExRmnt-Dmg/EndRdx:40(A), C'Arms-+Def(Pets):30(36), ExRmnt-+Res(Pets):40(39), ExRmnt-EndRdx/Dmg/Rchg:40(40), ExRmnt-Acc/Dmg/Rchg:40(40)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx/Rchg:40(40), Thundr-Dmg/EndRdx:30(42), Thundr-Dmg/Rchg:30(42), Thundr-Acc/Dmg/Rchg:30(43), Thundr-Acc/Dmg/EndRdx:30(43)
Level 41: School of Sharks -- TotHntr-Acc/Rchg:40(A), TotHntr-Acc/Immob/Rchg:40(42), TotHntr-Immob/Acc:40(43), TotHntr-EndRdx/Immob:40(45), TotHntr-Acc/EndRdx:40(45), TotHntr-Dam%:40(46)
Level 44: Shark Skin -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam:40(46), Aegis-ResDam/EndRdx/Rchg:40(46)
Level 47: Spirit Shark Jaws -- Lock-Acc/Hold:40(A), Lock-Acc/Rchg:40(48), Lock-Rchg/Hold:40(48), Lock-EndRdx/Rchg/Hold:40(48), Lock-Acc/EndRdx/Rchg/Hold:40(50), Lock-%Hold:40(50)
Level 49: Fly -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy


 

Posted

A few critiques of your build and the Ride the Lightning (admittedly lark) build:

Freezing Rain should be at ED-capped recharge, or very close.

Never slot Hurricane for knockback--with the "new" repel function it already doesn't jibe as well with the Ninjas' caltrops as it could, and this would make it worse.

Skip slotting for slows in Snow Storm--you can stack it with Freezing Rain to floor the runspeed of +1 mobs. If Caltrops happen to be stacked there, you're flooring the runspeed of even higher level critters.

I would skip Medicine pool entirely. O2 Boost, however lame it is (and yes, it has a few decent but end-expensive side effects), is far superior to Aid Other (even though it heals for far less) in that you don't have to be still, close to the target, unhit; nor does it require such a long activation time. Besides, your Hurricane can stop about 50% of incoming damage from the entire spawn (if you tag them) by itself. Aid Self is largely unneeded (with bodyguard and decent defense), and again, a drag to activate.

Tornado--as was pointed out to me, earlier--is an excellent spot for the Recharge Intensive Pet unique IOs if you've saved yourself a bit of cash. It's especially useful if you pick up the Mu Mastery immobilize (and get the recharge down to 10 seconds or so), because you can use it constantly as an additional damage power.


 

Posted

Thank you all for the comments. I have completely reworked my build, and I think I'm happy with it. (I'm almost 47 so I can start slotting most of these soon!)

I think after the rebuild, I'm not going to drop the Aid Other for Haste. Mostly, due to the additional benefit of having a second heal available for Solo and grouping (I mostly use it after combat to reduce downtime).

Mu is totally the way to go, and the armor looks like the best of all the sets.

I was able to get both 10% resist and 5% def pet enhancements in too.

Thanks again!

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Posted

Two quick notes:

damage enhancements in Gale do next to nothing, though the proc is not a bad idea. (The Explosive Strike proc is certainly cheaper blue side than the Positron's; dunno about red.)

The +end proc in Shackles will give endurance to the target, not you.


 

Posted

A few comments:

Smoke Flash is in part what makes the Ninjas stand out. Skippable? Sure, but not desirably so. The Ninjas do good damage with some useful mitigation. They're really kinda like little Blasters in that respect, and like little sword wielding Blasters, the easiest way to keep them alive is to kill everything very fast.

Thunderclap is a very underestimated tool, as a whole, but especially for Masterminds. Like a lot of people, I skip it commonly on a lot of my stormies. For a Mastermind, taking it and Oppressive Gloom locks down everything not resistant to the effect. Even by itself, it knocks out minions and lets you concentrate on the hard targets first. That alone mitigates a lot of the damage that tends to kill the Genin. Ninjas, overall, don't have a lot of problem mitigating damage from 1 or 2 targets......it is groups that can give them the most trouble. If you can buy a few seconds of time by stunning the group, the single targets fall pretty quickly.

Thunderclap is also very useful in team situations where Hurricane may not be the easiest to use. When appropriate, I prefer Hurricane as it is one of the best tools in the game, but Thunderclap works so well with the Ninjas (and most of the other pets) that it is worth taking if at all possible.

Personally, I play a very melee oriented playstyle with a Ninja/Storm because my mitigational tools are primarily based at that range.


 

Posted

I've got a Nin/Storm/Soul that I dust off sometimes. Here's the build for it:

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Tsoo Nami: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Presence
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Call Genin -- HO:Nucle(A), SvgnRt-PetResDam(9), EdctM'r-Acc/Dmg(9), EdctM'r-Dmg/EndRdx(11), EdctM'r-PetDef(11), EdctM'r-Acc/Dmg/EndRdx(46)
Level 1: Gale -- Acc-I(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(7)
Level 6: Train Ninjas -- EndRdx-I(A), EndRdx-I(7)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 12: Call Jounin -- Achilles-ResDeb%(A), LdyGrey-%Dam(15), EdctM'r-Acc/Dmg(15), EdctM'r-Acc/Dmg/EndRdx(17), EdctM'r-Dmg(17), HO:Nucle(46)
Level 14: Super Speed -- Run-I(A), EndRdx-I(19)
Level 16: Freezing Rain -- Posi-Dam%(A), Achilles-ResDeb%(19), LdyGrey-%Dam(21), EndRdx-I(21), RechRdx-I(23), RechRdx-I(23)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(27)
Level 22: Steamy Mist -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(29), S'fstPrt-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx(31), S'fstPrt-ResKB(31)
Level 24: Smoke Flash -- EndRdx-I(A), EndRdx-I(31), RechRdx-I(33)
Level 26: Oni -- EdctM'r-Acc/Dmg(A), EdctM'r-Acc/Dmg/EndRdx(34), EdctM'r-Dmg/EndRdx(34), EdctM'r-Acc/EndRdx(34), HO:Nucle(36), ExStrk-Dam%(36)
Level 28: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(33), DarkWD-Rchg/EndRdx(36), DarkWD-ToHitDeb/Rchg(50)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(39), RechRdx-I(39)
Level 32: Kuji In Zen -- EndRdx-I(A), EndRdx-I(33)
Level 35: Tornado -- ExRmnt-+Res(Pets)(A), C'Arms-Acc/Rchg(39), C'Arms-+Def(Pets)(40), C'Arms-Acc/Dmg/Rchg(40), C'Arms-EndRdx/Dmg/Rchg(40), EndRdx-I(46)
Level 38: Lightning Storm -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/EndRdx(42), Ruin-Acc/Dmg/Rchg(42), HO:Nucle(42), FrcFbk-Rchg/EndRdx(43), KinCrsh-Rechg/EndRdx(43)
Level 41: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(43), TtmC'tng-ResDam/EndRdx/Rchg(45), RctvArm-ResDam/EndRdx(45)
Level 44: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Rchg(48), Mocking-Taunt/Rng(50)
Level 47: Combat Jumping -- Jump-I(A), Jump-I(50)
Level 49: Oppressive Gloom -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
------------
Set Bonus Totals:

  • 10% Defense
  • 2.5% Defense(Smashing)
  • 2.5% Defense(Lethal)
  • 3.13% Defense(Fire)
  • 3.13% Defense(Cold)
  • 1.25% Defense(Melee)
  • 1.56% Defense(AoE)
  • 1.8% Max End
  • 3% Enhancement(Stun)
  • 4% Enhancement(Heal)
  • 30% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 90.4 HP (11.3%) HitPoints
  • 17% JumpHeight
  • 17% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Sleep) 4.4%
  • MezResist(Terrorized) 2.2%
  • 13.5% (0.23 End/sec) Recovery
  • 20% Resistance(Smashing)
  • 25% Resistance(Lethal)
  • 21.3% Resistance(Fire)
  • 21.3% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 5% RunSpeed




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@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by brophog02 View Post
Thunderclap is a very underestimated tool, as a whole, but especially for Masterminds. ... For a Mastermind, taking it and Oppressive Gloom locks down everything not resistant to the effect. Even by itself, it knocks out minions and lets you concentrate on the hard targets first. That alone mitigates a lot of the damage that tends to kill the Genin. Ninjas, overall, don't have a lot of problem mitigating damage from 1 or 2 targets......it is groups that can give them the most trouble. If you can buy a few seconds of time by stunning the group, the single targets fall pretty quickly.
Recent events lead me to agree wholeheartedly here. (I was planning on taking Group Fly instead, so I could have para-Ninjas, but the +40 game convinced me otherwise.) In addition, with one of the immobs, you can generally keep stunned groups clumped, which helps the ninja scatter problem, which keeps them in your Steamy Mist/Maneuvers/Unique Pet IO umbrella.

Quote:
I prefer Hurricane as it is one of the best tools in the game, but Thunderclap works so well with the Ninjas (and most of the other pets) that it is worth taking if at all possible.
If only the ("new") Hurricane repel didn't push critters so far--far beyond the effects of the power--even when you merely you brush them. I use it all the time to "soft-cap" the Ninjas' defense, but in an open situation, even a spawn-circling move will often push the critters off the Caltrops.


 

Posted

Quote:
Originally Posted by Reptlbrain View Post

If only the ("new") Hurricane repel didn't push critters so far--far beyond the effects of the power--even when you merely you brush them. I use it all the time to "soft-cap" the Ninjas' defense, but in an open situation, even a spawn-circling move will often push the critters off the Caltrops.
Yeah, that's tricky in a lot of situations, especially since the Jounin want to toss caltrops immediately, and as a storm user you may not always want that to happen. You can just brush them with Hurricane and it not repel, but it requires you to hit them very lightly and move back instantly before you trigger the repel component......possible, but tricky.

Better is to try to let the repel take them into something, even each other, enough to slow them down. I find, when circle strafing, that a little speed helps in this, but not to the point of superspeed. My maneuverability and experience with the set is what I rely on to put enemies where I want them. My stormies are about the only toons I take Swift with, and just for this reason.

I, personally, don't care that much for Soul Tentacles as an immob because of the very tight cone. It is tough to get a full group in it unless they are already very bunched up. For the scatter issue, my advice is to utilize a goto command on an extra mouse button. Best thing I can advise for either of the melee pets because it makes control quick and seamless. I constantly use that to put the pets where I want, and then use my storm tools or provoke to put the enemies near all of us. If we start getting scattered, then I bring the pets to me with pet commands and evaluate the situation.

For someone not using Soul Mastery (or someone that doesn't mind tight cone arcs), then the immobs are a great solution and easy to use.


 

Posted

Quote:
Originally Posted by brophog02 View Post
Yeah, that's tricky in a lot of situations, especially since the Jounin want to toss caltrops immediately, and as a storm user you may not always want that to happen. You can just brush them with Hurricane and it not repel, but it requires you to hit them very lightly and move back instantly before you trigger the repel component......possible, but tricky.
I tried for a bit opening with Gale (and slotted that sucker) to beat the Caltrop opening, but the Gale victims do radiate a little, and scatter, of course, if you miss. If I want to debuff most of the critters in the spawn, then it's not usually possible to touch and retreat.

Quote:
For the scatter issue, my advice is to utilize a goto command on an extra mouse button. Best thing I can advise for either of the melee pets because it makes control quick and seamless.
Not skilled with the GoTo (all/def) myself; the ninjas seem mostly to run right back to where they were, so usually this seems to be a net loss of offense. I definitely should get better at placing the Oni/Jounin individually, but my mouse ain't got no extry buttons! Maybe the scatter is mostly the function of running a KoA arc recently...


 

Posted

Quote:
Originally Posted by Reptlbrain View Post
I tried for a bit opening with Gale (and slotted that sucker) to beat the Caltrop opening, but the Gale victims do radiate a little, and scatter, of course, if you miss. If I want to debuff most of the critters in the spawn, then it's not usually possible to touch and retreat.
The secret there is to "Fed-Ex" the enemies to the Ninja, and this is also easier with active usage of GoTo commands. Much of the time I move the Ninja to where I want the battle to take place, and then use Gale and Hurricane to deliver them to the Ninja. I don't care too much if one or two of the enemies aren't hit with Gale, because Hurricane can help round stragglers up.

To get a decent sized group with the touch and retreat method, it may take a few passes of ever tighter circles. When doing that, I'm not so concerned about getting every last one, just enough to mitigate enough damage that I'm not losing Genin. Often times in the open, using this method, I've sent the Jounin in (w/Hide) and the Oni in (w/Smoke Flash). Timing can be tricky, and this is again helped with heavy GoTo usage.

I very, very rarely let the Ninja do anything on their own accord.

Quote:
Originally Posted by Reptlbrain View Post
Not skilled with the GoTo (all/def) myself; the ninjas seem mostly to run right back to where they were, so usually this seems to be a net loss of offense. I definitely should get better at placing the Oni/Jounin individually, but my mouse ain't got no extry buttons! Maybe the scatter is mostly the function of running a KoA arc recently...
Those Ninja are real hypocrites! They'll throw caltrops all day, but the second an enemy does so they cry like little babies!


 

Posted

I'm only level 34 at the moment, but this is what I'm working towards. It has a few expensive items in it, but its not terrible.

Lewis

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Storm Talon: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(3), SvgnRt-Acc/Dmg(3), SvgnRt-Acc/Dmg/EndRdx(5), BriL'shp-Acc/Dmg/EndRdx(5), ExStrk-Dam%(37)
Level 1: Gale -- KinCrsh-Dmg/KB(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9)
Level 4: Snow Storm -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(34), TmpRdns-Acc/EndRdx(36), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(43), EndRdx-I(50)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Swift -- Flight-I(A)
Level 10: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(11), Flight-I(11), Krma-ResKB(33)
Level 12: Call Jounin -- HO:Endo(A), HO:Perox(13), SvgnRt-Acc/Dmg/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc/Dmg(15), Achilles-ResDeb%(37)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(19), Flight-I(19)
Level 16: Freezing Rain -- CtlSpd-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(17), P'ngTtl-EndRdx/Rchg/Slow(17), UndDef-DefDeb/Rchg(33), LdyGrey-DefDeb/Rchg(46), Achilles-ResDeb%(46)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(25), DarkWD-Rchg/EndRdx(43)
Level 24: Steamy Mist -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(25), ImpSkn-EndRdx/Rchg(34), ImpSkn-ResDam/EndRdx/Rchg(34), ImpSkn-Status(48), TtmC'tng-ResDam(50)
Level 26: Oni -- HO:Endo(A), HO:Perox(27), SvgnRt-Acc/Dmg/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc/Dmg(29), ExStrk-Dam%(37)
Level 28: Recall Friend -- RechRdx-I(A)
Level 30: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42), BldM'dt-Dmg/EndRdx(43)
Level 44: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46)
Level 47: Smoke Flash -- EndRdx-I(A), EndRdx-I(48), RechRdx-I(48)
Level 49: Super Speed -- QckFt-EndRdx/RunSpd(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Supremacy



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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

I have a 50 Mastermind, only played Ninja storm to level 10 atm. I do have a 50 Stormer.

That being said here are my odd comments.

Players who do not play storm or players that have seen others play storm in a poor way will hate many of the Storms cool powers like Hurricane, Thunder Storm and even freezing rain at times.

Regardless of how cool you play your pets, other players again will not want your pets out all the time depending on the mission, yet again especially when they had bad experiences with other Masterminds dragging aggro unexpectedly from wandering pets.

End result is during certain times you may be limited on what a group will want you to do.

Many do not want to herd into corners so you can put on hurricane to hold them in the corner while you apply freezing rain as well.

I do think that Ninja Storm as a nice synergy in which you can debuff the target for your pets and also add a layer of protection for your pets with Hurricane running.

I see Ninja Storm as the herding mobs into a corner and drop down tons of chaos from all those powers. I do see that ranged mobs will be an issue for you as many of the storm powers only work close range.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

I usually give this testimony to any who want to try Ninja/Storm.. Group TP.

Every fight starts with Group TP and a freezing rain ready to be targeted at my feet the instant I jump. Im in bodyguard, pets agro instantly, hits are shared, mobs are scattering out of FR, caltrops have been dropped generally. Mobs run, die, I move on.

Elite or AV, does no one just kill everything else then toss up hurricane and hit (f)ollow anymore?

And yes to Thunderclap. Good times.


Wassabi Grav/Kin 50 (before badges/accolades were in game) Pinnacle
Miss Command Bots/Traps 50 Justice

*others left off due to space issues