Ninja/Force Field ... "do's and don'ts?"


Berzerker_NA

 

Posted

I'm mildly surprised to see that there aren't any Ninja/Force Field guides for Masterminds available. Worse, there aren't any */Force Field guides for Masterminds available. So I'm going to have to throw this out to the community.



I'm not looking for a Build ... I've already built one up within Mids' which looks like it will work out just fine. I've already got a Ninja/TA, so I've got a fair idea of what I'll be in for doing a Ninja/FF MM.

What I *am* looking for are the "tricks of the trade" that other players have discovered prior which made Ninja/FF work very effectively for them as Masterminds. Things that might not be instantly or immediately obvious at first blush. Stuff like ...



6-slotting Force Bolt with Kinetic Crash instead of a Ranged Damage set

Avoiding use of Personal Force Field, since it will put you into OnlyAffectSelf mode and cut off your Pets from Supremacy.

Adding Maneuvers and Grant Invisibility, both slotted, along with the Edict of the Master +DEF IO to softcap even the Genin, turning them all into */SR Pet Scrappers with NO GET HITSU. Then stack Tactics, Assault and Stealth, plus the Stealth IO in Sprint into the build along with those choices for some real NinjaNinjaNinja action.

Resisting the urge to Tankermind, since Bodyguard Mode is going to be one of the few ways to bypass Pet Defenses.

How useful (really...) is Global Recharge reduction to a Ninja/FF where so many of your powers are either long duration buffs or toggles? There really aren't that many click powers in Ninja/FF.

Is Force Bubble just so good that Repulsion Field is a wasted power pick (at Exemplar Levels 33+)? Or do these two powers complement each other and have different tactical uses that need to be appreciated?

Is Detention Field really all that useful? If so ... in what situations?

What powers beg to be Frankenslotted ... and why? To what advantage?

I presume that bubbling a team-8, plus 6 pets of my own, will pretty much require having Stamina. What would have to be sacrificed to make a Stamina-less build viable? I'm thinking the Concealment and Leadership Pools would fall into the "no go" category if Stamina-less, right?

What are the best ways to employ Repulsion Bomb? How should it be slotted ... and why?



Rather than looking for a Build ... I'm looking for a list of "do's and don'ts" for Ninja/FF. What are the "must have" powers and slotting choices for them ... along with the "avoid at all costs" powers that do not return on investment. And yes, I'm wanting to play one of these after Going Rogue goes Live, even with the 2m/4m refresh on the Grant Invis and Bubbles


It's the end. But the moment has been prepared for ...

 

Posted

This isn't specifically firsthand experience for Ninja/FF (I had a Mercs/FF char) but I'll tell you this:

The early game is going to be difficult, Ninjas are fairly squishy, and FF doesn't offer a heal, take Aid Other your second available opportunity (the first oppertunity is, of course, the first upgrade)

As well as the above, do not waste any ability slots early. That is, no attacks other than Force Bolt, you want to be able to pick up a shield to help make them slightly less squishy.

Going on from the above, Force Bolt is good. Use it often, it's good control in the form of consistent KB, it might not be perfect since Ninja's seem to be at least partially Melee, but if you can box someone into a corner or against a wall, it's great.


 

Posted

I have a Ninja/FF at lvl 46. The combo is actually better than all other Ninja/ I've tried but bubbling each one is annoying! You can probably get away by not bubbling Oni as he doesn't seem to get into trouble. Bubbling the 3 Genins is a MUST. I've tried letting bubbled Jounins taking alpha on an 8-men team. With bubbles and your leadership, Jounin's defense is close to soft-cap.

Ninja/Force is powerful but only if you don't mind bubbling.

Detention Field (Cage) can be useful. I took it and only used it when my team knows I am going to use it on a boss.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Redlynne View Post
I'm mildly surprised to see that there aren't any Ninja/Force Field guides for Masterminds available. Worse, there aren't any */Force Field guides for Masterminds available. So I'm going to have to throw this out to the community.

Wow. I didn't know there weren't any. I think I'll set one up pretty soon then. My favorite MM ever is probably my Ninjas/FF.


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6-slotting Force Bolt with Kinetic Crash instead of a Ranged Damage set
Force bolt is a magnitude 8 knockback. It really doesn't need boosting, but if you feel like boosting it, then go ahead. It can keep most bosses on the ground for most of the fight. They get to stand up and take a ranged shot at you every now and again (because you have to let them up before you knock them down again), but it mostly keep the strongest guy in the group out of the fight while your ninjas kill his henchmen.

I like putting the Devastation: Chance to hold proc on it just for overkill.

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Avoiding use of Personal Force Field, since it will put you into OnlyAffectSelf mode and cut off your Pets from Supremacy.
This part is kind of uncertain for ninjas. They're not the best at holding aggro, so sometimes mobs are going to come after you directly.

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Adding Maneuvers and Grant Invisibility, both slotted, along with the Edict of the Master +DEF IO to softcap even the Genin, turning them all into */SR Pet Scrappers with NO GET HITSU. Then stack Tactics, Assault and Stealth, plus the Stealth IO in Sprint into the build along with those choices for some real NinjaNinjaNinja action.
My pools were:

Concealment: Mostly took this for thematic correctness. Grant Invisibility does not allow your ninjas to do critical attacks. They have to have the stalker power they get with the Level 32 - "Kuji in Zen" in order to do stealth criticals. But Grant Invisibility would add to their stealth so they could sneak up on people more easily.

Medicine: The set is basically unplayable without Aid Other to refill your ninjas' health. It usually heals over half their health bar.

Fitness: Jumping is the only kind of travel that isn't slowed when using Stealth. So I like to take hurdle.

Travel Power : I used flight on my last build, but I'm considering Leaping this next time in order to have a thematically correct melee attack..... just for the thematic correctness though. Hover is great for keeping melee dudes from attacking you while you follow your henchmen around to keep them inside your Dispersion radius.


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Resisting the urge to Tankermind, since Bodyguard Mode is going to be one of the few ways to bypass Pet Defenses.
Yeah. Definitely resist it. They're tanks in their own right.

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How useful (really...) is Global Recharge reduction to a Ninja/FF where so many of your powers are either long duration buffs or toggles? There really aren't that many click powers in Ninja/FF.
I don't think it's very useful. The only power I really wait on to recharge is Aid Other.

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Is Force Bubble just so good that Repulsion Field is a wasted power pick (at Exemplar Levels 33+)? Or do these two powers complement each other and have different tactical uses that need to be appreciated?
I didn't take either of these powers. I figure the only time you'll use them is like if you're on a Mayhem mission and your team wants you to keep the Longbow ambushes at bay for a while. Stuff like that. In combat, you want to stand close to your ninjas as much as you can, to further buff their defense.

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Is Detention Field really all that useful? If so ... in what situations?
I don't think I'd ever take it. It's only good if there's a super-powerful boss, and you want him out of the fight long enough to kill off his buddies, so you can focus on him all by himself after they're gone.

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What powers beg to be Frankenslotted ... and why? To what advantage?
Definitely get your bubbles maxed out for defense, of course. And get Aid other pretty strong if you can. Other than that, I can't think of anything.

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I presume that bubbling a team-8, plus 6 pets of my own, will pretty much require having Stamina. What would have to be sacrificed to make a Stamina-less build viable? I'm thinking the Concealment and Leadership Pools would fall into the "no go" category if Stamina-less, right?
Alright. Everyone disagrees with me, but I say don't take Genin. They'll die, and keep dying, and then you have to keep resummoning them. Also: Aid other doesn't recharge fast enough to really keep 6 henchmen topped off for health as you move along. You can easily maintain 3 elites at full though.

Snapshot does almost no damage at all, but it's highly accurate and has a super-fast recharge, which makes it a great place to put procs. Such as Devastation: Chance to Hold.

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What are the best ways to employ Repulsion Bomb? How should it be slotted ... and why?
It's a decent Oh $hit!! Button. Not bad damage either. It deal just as much damage as Fist Full of Arrows, actually, but it's smashing instead of lethal.

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Rather than looking for a Build ... I'm looking for a list of "do's and don'ts" for Ninja/FF. What are the "must have" powers and slotting choices for them ... along with the "avoid at all costs" powers that do not return on investment. And yes, I'm wanting to play one of these after Going Rogue goes Live, even with the 2m/4m refresh on the Grant Invis and Bubbles
Smoke Bomb is really good. You can totally save a ninja who's about to die.

If you're doing concealment, go ahead and take Ethereal Shift. It's rad. Your henchmen go ethereal with you, and continue to draw whatever aggro they had provoked prior to using it. You can save your team from a total wipe, heal your henchmen, and even summon more of them while shifted. Just make sure and activate it a good while before you're about to die. Otherwise it might activate too late after you're already defeated.

Try to get your Jounins' defense up to the 45% soft cap if you can. Jounin have 14% natural defense. Your bubbles do 11% - slottable to about 16.5% Dispersion Field adds 7.5%, slottable to 10%. If you take the Edict of the Master +5% def proc, that helps too.

14 + 16 + 10 + 5 = 45%

Mace Mastery is the best Epic Pool because the Web Envelope Immobilize include fly protection (your Jounin can't stab fliers very well with their swords.) And Power Boost will add about 6% or so to the defense provided by your bubbles, helping you get your ninjas up to soft capped defense easier.


You'll want to slot for AOE protection, so you can stand close to your henchmen without getting killed by all the AOE's that get fired at them.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
Wow. I didn't know there weren't any. I think I'll set one up pretty soon then. My favorite MM ever is probably my Ninjas/FF.
I've played Ninja/TA up to 39, and it's getting harder and harder to keep my Ninjas alive if they aggro more than 2 or 3 hostiles at a time. They really are quite suicidal faceless minions.

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Originally Posted by Berzerker_NA View Post
Force bolt is a magnitude 8 knockback. It really doesn't need boosting
Kinetic Crash is loaded with things which are really nice for a Mastermind ... including Knockback Protection. Also, being able to pre-emptively "punt" just about any hostile into a corner of terrain where you can keep them pinned by use of Force Bubble and/or Repulsion Field isn't that bad either (assuming you have either of those powers in your build).

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Originally Posted by Berzerker_NA View Post
I like putting the Devastation: Chance to hold proc on it just for overkill.
I do that quite a bit with my Controllers, so as to stack anti-Boss Mag levels that much more often. Problem is, neither Ninja/* nor */Force Field really has all that much to stack it with. As a MAG 2 Hold, the Devastation Proc's usefulness is limited unless teaming with others.

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Originally Posted by Berzerker_NA View Post
Grant Invisibility does not allow your ninjas to do critical attacks.
Never expected it to. If it did for your pets then it would for everyone (and thus everyone would be using it as a "build up" type power on teams). But since it doesn't, it ... doesn't ... and that's fine.

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Originally Posted by Berzerker_NA View Post
But Grant Invisibility would add to their stealth so they could sneak up on people more easily.
Sneaking up on people is less important than getting to the DEFense softcap methinks. And although half of Grant Invis' DEFense is dispelled by attacking, half of it still remains in effect even while attacking. So Grant Invis' is a pretty decent way to reach for the softcap if you're not quite there yet.

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Originally Posted by Berzerker_NA View Post
Medicine: The set is basically unplayable without Aid Other to refill your ninjas' health. It usually heals over half their health bar.
I've heard this from multiple sources, but to be honest I haven't found it to be true in my own experience ... and I'm playing Ninja/TA without Aid Other. With decent set slotting getting both endurance reduction and recharge over 55% and with a couple slots of endurance reduction in Train Ninja and Kuji-in Zen, it's a fairly simple thing to treat your ninjas as the disposable faceless minions they really are. Just keybind a dismiss pet(group) to dispose of survivors and simply resummon fresh idiots. The cost to buff them is the same as if you're summoning one or all of them, so there's little reason NOT to dismiss and resummon when you've lost a few to combat.

And Aid Other isn't going to save your bacon if your braindead pets INSIST on standing in lava.

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Originally Posted by Berzerker_NA View Post
Fitness: Jumping is the only kind of travel that isn't slowed when using Stealth. So I like to take hurdle.
Which makes me wonder if Stealth is incompatible with Ninja Run+Hurdle.

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Originally Posted by Berzerker_NA View Post
Smoke Bomb is really good. You can totally save a ninja who's about to die.
I've found the best slotting for Smoke Bomb is two Endurance Reduction and two Recharge Reduction. Lets you start using Smoke Bomb proactively as a Build Up power on your henchmen.

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Originally Posted by Berzerker_NA View Post
If you're doing concealment, go ahead and take Ethereal Shift. It's rad. Your henchmen go ethereal with you, and continue to draw whatever aggro they had provoked prior to using it.
Huh?

Are you talking about Phase Shift, the Tier 4 in Concealment? Or are you talking about Ethereal Shift, the Temp Power you craft with salvage and a recipie? And how can it take your henchmen ethereal/phased with you? Isn't it a self-only power?

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Originally Posted by Berzerker_NA View Post
Try to get your Jounins' defense up to the 45% soft cap if you can.
I was going to say the same thing about the Genin. With Genin defenses softcapped, they become MA/SR/Weapon Mastery scrappers. I know from experience playing a softcapped MA/SR scrapper just what is possible, with and without Aid Self.

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Originally Posted by Berzerker_NA View Post
Mace Mastery is the best Epic Pool because the Web Envelope Immobilize include fly protection (your Jounin can't stab fliers very well with their swords.) And Power Boost will add about 6% or so to the defense provided by your bubbles, helping you get your ninjas up to soft capped defense easier.
Ah. I was wondering if Mace Mastery or Soul Mastery was going to be the better choice. Of the two, I'm thinking that Soul Mastery would fit a tad bit better with my playstyle and slotting choices.


It's the end. But the moment has been prepared for ...