Effect of Ninja and Vet powers on build?


DSorrow

 

Posted

Hello everybody,

about to roll an Inv/Fire tank and have ben reading all I can find in the forums, but.....!

I am fortunate enough to have the Ninja stuff and the Veteran bonus powers.

So how different would a build for the above be if it was accepted that it would need no travel powers or prerequisites and that Sands of Mu et cetera would/could replace secondary attack power picks?

What possibilities for power picks and slotting arise? Be as creative as you wish whilst still retaining the nature of a "Tank". I want survivability and aggro control for teaming.

This new stuff is changing the game slightly and I wonder what it means in practical terms for our future builds?

Thanks


So many cats - So few recipes!

Age is of no importance,
unless you are a cheese!

 

Posted

Here's something you can refine to meet your standards better. It's quite a sturdy build with good offense, too.

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 4: Combustion -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(7), Sciroc-Dmg/EndRdx(7), Sciroc-Acc/Dmg/EndRdx(11)
Level 6: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(46), Mocking-Taunt/Rchg/Rng(46), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(48), Mocking-Rchg(50)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15), RgnTis-Regen+(15), Numna-Regen/Rcvry+(17), Numna-Heal(17), Numna-Heal/EndRdx(42)
Level 16: Kick -- Acc-I(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(23), RctvArm-EndRdx(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def/EndRdx(34)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27)
Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Acc/Dmg/Rchg(31), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34)
Level 30: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(31), RechRdx-I(31), RechRdx-I(45)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
Level 49: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by jacktar View Post
about to roll an Inv/Fire tank and have ben reading all I can find in the forums, but.....!
Inv/Fire - probably not so great of a difference. Your defenses have a strong defense component, so Combat Jumping remains attractive. You have no control at all in your attack set, so Air Superiority remains quite valuable as an interception tool.

You may want either or both of those powers even if you think that you get around fine with Ninja Run and feel no need for a traditional travel power. The jet pack bought in Shadow Shard is enough to get over most obstacles.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Well, with Vet powers, you can IO out for acc and a bit of recharge, and that way you have a pair of reliable attacks (a melee and AoE), which allows you to skip some of your secondary. Sands of Mu is especially nice for a Tank, since it's a Cone attack AND debuffs the affected target's tohit.

NR is especially nice if you take swift and hurdle and maybe some travel speed IO bonuses... but note that it can't be slotted. Since you're Invuln, that doesn't matter much, but if you were dark or fire, i'd strongly urge you to pick up CJ or Hover for a -KB IO.

Of course, I'll caution you on one thing: if you rely on these powers too much, you'll find yourself harshly gimped if you ever attempt a Master TF run. Half your offensive powers and your travel powers will be gone and it'll be something of an adjustment.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by jacktar View Post
So how different would a build for the above be if it was accepted that it would need no travel powers or prerequisites and that Sands of Mu et cetera would/could replace secondary attack power picks?
Ninja Run is okay, if it matches your character (always important to me), and you don't mind having less maneuverability. Even with a decent amount of bonuses and Hurdle/Swift, you're still going to run and jump slower than with Super Speed or Super Jump. This works fine for some of my characters, and is nice when I absolutely have to fit another power in. Other ones... the look just isn't right, and I'd rather move faster (I doubt I'm going to switch to it with Grey Pilgrim, my main Fire/Fire, even though he could use another power pick).

As for your other idea, you absolutely do not want to substitute veteran powers for your secondary. Simple reason for this is that you can't enhance them, and accuracy does get to be an issue with them. There are plenty of foes with -to hit, +defense, etc., that make it so you want accuracy in your powers (not to mention getting into recharge). Sands of Mu and the staff powers are nice to use from time to time, but to use them as a consistent part in an attack chain is pretty iffy. One nice use for the staff powers is to pull, when you either don't have Taunt, or Taunt might grab more guys than you want (I was just using a staff power like this on the Positron TF run I was on last night).


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

i like using ninja run instead of ss or sj because it has components of both and i get ninja run at lvl 4.

as for the other vet powers, i usually build to try to not need them, i get the ghost axe because its very helpful agaist those CoT ghosts and whatnot. i also like the axe because it has a shorter animation than the sands and if it misses your not whiffing air for like 3 sec.


 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Of course, I'll caution you on one thing: if you rely on these powers too much, you'll find yourself harshly gimped if you ever attempt a Master TF run. Half your offensive powers and your travel powers will be gone and it'll be something of an adjustment.
I agree it sounds great till you want to do a Mo of something, Ive seen many failed attempts on Mos because some people took out there travel power for something else cause they had ninja run. (( WWII :P))