The Perfect Stalker Set (discuss)


Beelzy

 

Posted

Dimensional Melee

1 Phantom Punch: You slip your hand through a hole in timespace to attack your opponent. 10' range, fast animation, minor smashing damage. 20% chance confuse.
1 Slipstream: You open a hole from below your opponent to above him, causing him to fall. Moderate smashing damage. 30% chance confuse.
2 Dimensional rift: By causing a bending of the spacetime continuum around you, you cause moderate energy damage to surrounding foes. 50% chance confuse.
6 AS
8 BU
12 Placate
18 Wormhole: From the gravity control set.
26 Dimensional Shift: From the gravity control set.
32 Temporal Gate: You teleport into the midst of your foes and explode a burst of temporal energy. Superior Energy damage, knockdown, 30% chance to confuse.

Dimensional Aura

1 Hide
2 Bent Space: You create a shield of curved space around you to redirect attacks. Toggle Melee defense.
4 Curved Space: Extending the curvature of time you are protected from ranged attacks. Toggle Ranged AoE defense.
10 Temporal fold: Self Intangible.
16 Internal Clock: Mez protect clicky.
20 Time Warping: +rech, +speed
28 Distortion Field: Toggle AoE repel
35 Fleeting glance: A very fast, long-ranged teleport.
38 Borrowed Time: You can hide yourself in a time bubble for a short time, regaining some health and endurance.

Also requires a change to intangibility mechanics to allow intangible foes to be attacked by intangible toons.


 

Posted

Quote:
Originally Posted by HacknSlash View Post
Er... I know you said it's a topic for a different thread, but... Smoke Flash has 1.4x normal accuracy, 20' radius and 10 target limit. I'm not understanding your complaints.
For what it does, its accuracy ought to be practically autohit. It doesn't return you to hide, its nearly 2 second animation may mean you die even though your foes are de-aggroed to you, and it has the same 120 second recharge as Blinding Powder.

For comparison:

Blinding Powder - doesn't aggro, carries a sleep, a chance to confuse, a 7.5% tohit debuff, and a chance to hold. It has almost half the cast time and 120 second recharge.

FOR THE SAME RECHARGE, Smoke flash offers: a 1.4 accuracy AoE that de-aggros you that activates in almost twice the time. That's it. It doesn't return you to hidden status and enable you to crit, it breaks hide which makes it useless as a pre-emptive strike on high perception targets.

Speaking of high perception targets, most of them - like Rikti Drones - have enough defense to render that extra .4 accuracy that smoke bomb does get irrelevant.

Quote:
Originally Posted by Test_Rat View Post
Yeah,it was buffer at the same time as blinding powder.

It is going to be great on my ninja with just a recharge IO 50!

Except Smoke Bomb actually doesn't carry any kind of tohit debuff whatsoever. All it does is placate up to ten targets without returning you to hide, all the while breaking whatever hide effect you have on you.

Since Blinding Powder doesn't aggro to begin with, I'm unsure how you're stacking it in ANY useful way with Blinding Powder.

If Smoke Bomb had a very short activation and recharge, I'd have more room for it in a build. If it returned you to hide, I'd have MUCH more room for it in my build. If it didn't break hide when you used it I'd have more room for it.

Quite frankly I'd be better off just grabbing a phase temp power.


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
For what it does, its accuracy ought to be practically autohit. It doesn't return you to hide, its nearly 2 second animation may mean you die even though your foes are de-aggroed to you, and it has the same 120 second recharge as Blinding Powder.

For comparison:

Blinding Powder - doesn't aggro, carries a sleep, a chance to confuse, a 7.5% tohit debuff, and a chance to hold. It has almost half the cast time and 120 second recharge.

FOR THE SAME RECHARGE, Smoke flash offers: a 1.4 accuracy AoE that de-aggros you that activates in almost twice the time. That's it. It doesn't return you to hidden status and enable you to crit, it breaks hide which makes it useless as a pre-emptive strike on high perception targets.

Speaking of high perception targets, most of them - like Rikti Drones - have enough defense to render that extra .4 accuracy that smoke bomb does get irrelevant.




Except Smoke Bomb actually doesn't carry any kind of tohit debuff whatsoever. All it does is placate up to ten targets without returning you to hide, all the while breaking whatever hide effect you have on you.

Since Blinding Powder doesn't aggro to begin with, I'm unsure how you're stacking it in ANY useful way with Blinding Powder.

If Smoke Bomb had a very short activation and recharge, I'd have more room for it in a build. If it returned you to hide, I'd have MUCH more room for it in my build. If it didn't break hide when you used it I'd have more room for it.

Quite frankly I'd be better off just grabbing a phase temp power.
My stalkers are AOE based, and I still got a ton of milage out of it before I respec'd into thier current builds. It basically shuts down retaliation against you and gives you a few seconds to focus on a nasty target when things go sour.

Its absolutely fantastic for ambushes.

You guys rail against me for thinking Single target stalkers are pathetic and this power IS BUILT FOR THEM.

You get ambushed by 6 mobs, smoke flash lets you stop them cold for a few seconds giving your single target stalker time to kill off a few. That is fantastic for survival.

I agree its the power to skip in Ninjitsu, but it is still an awesome power.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Test_Rat View Post
My stalkers are AOE based, and I still got a ton of milage out of it before I respec'd into thier current builds. It basically shuts down retaliation against you and gives you a few seconds to focus on a nasty target when things go sour.

Its absolutely fantastic for ambushes.

You guys rail against me for thinking Single target stalkers are pathetic and this power IS BUILT FOR THEM.

You get ambushed by 6 mobs, smoke flash lets you stop them cold for a few seconds giving your single target stalker time to kill off a few. That is fantastic for survival.

I agree its the power to skip in Ninjitsu, but it is still an awesome power.

What made you respec out of it?


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Quote:
Originally Posted by Test_Rat View Post
My stalkers are AOE based, and I still got a ton of milage out of it before I respec'd into thier current builds. It basically shuts down retaliation against you and gives you a few seconds to focus on a nasty target when things go sour.

Its absolutely fantastic for ambushes.
Caltrops do both of the above, as does having IO defense bonuses, given that /Nin is a defense set.

In a resistance set, where you're fairly likely to be hit by things attacking you, it may have more of a place. I actually used the Smoke Flash temporary power very effectively while soloing on my lowbie SM/ElA Brute in Praetoria to shut down one of the massive ambushes so I could get a little health and endurance back... but by (at least) level 28 on a /Nin Stalker, I have far better ways to deal with any issue that Smoke Flash can help with.

It's not that the power itself is horrible, but it's completely useless in the set it appears in.


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Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
What made you respec out of it?
Softcap and perma hasten.

Its going back in after the Stamina Inherant, its a Great 1 slot power.

Quote:
It's not that the power itself is horrible, but it's completely useless in the set it appears in.
I found it useful and I was playing AOE capable stalkers.
I find it hard to imagine that any single target based stalker can say that a power that stops 100% of the incoming damage of targets that aren't currently being engaged is useless.

I know, love, had sex with, made babies with, grew old with caltrops.
Its also a fantastic "I WIN" level power, but Smoke Flash IS useful.

Now as I said its the first powerpick I would say to skip in Ninjitsu, but its a wonderful power that has a great deal of utility.

Its going back into my builds come issue 19.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

I swear by EM/Nin, DM/Nin, and KM/Nin personally.

NB/Nin is also very very nice as well.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

/nitpick

Quote:
Originally Posted by Smiling_Joe View Post
Blinding Powder - doesn't aggro, carries a sleep, a chance to confuse, a 7.5% tohit debuff, and a chance to hold. It has almost half the cast time and 120 second recharge.
Blinding powder doesn't have a chance of hold, as far as I know. In Mids, Paragonwiki, City of Data or in-game at character creation (I don't have any high level ninjutsu stalkers), it shows the -ToHit, the mag 2 sleep, the -perception and the chance for confuse but none say chance of hold.

Quote:
Speaking of high perception targets, most of them - like Rikti Drones - have enough defense to render that extra .4 accuracy that smoke bomb does get irrelevant.
Technically, natural accuracy of attacks (and Blinding Powder) is .75, natural accuracy of controls is .90 and natural accuracy of AoE controls is .60. So Smoke Flash's accuracy is a bit more than an extra .4.


 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
For what it does, its accuracy ought to be practically autohit. It doesn't return you to hide, its nearly 2 second animation may mean you die even though your foes are de-aggroed to you, and it has the same 120 second recharge as Blinding Powder.

For comparison:

Blinding Powder - doesn't aggro, carries a sleep, a chance to confuse, a 7.5% tohit debuff, and a chance to hold. It has almost half the cast time and 120 second recharge.

FOR THE SAME RECHARGE, Smoke flash offers: a 1.4 accuracy AoE that de-aggros you that activates in almost twice the time. That's it. It doesn't return you to hidden status and enable you to crit, it breaks hide which makes it useless as a pre-emptive strike on high perception targets.
<Sigh> If you're going to cherry-pick in _that_ fashion, here's the 2-second retort:

Blinding powder's to-hit debuff means squat if you're already softcapped.
The sleep and the confuse (which only kicks in 1/2 the time) only affect minions, leaving lts and bosses to pound on you.
It *also* doesn't return you to hidden status.
It's only got base accuracy.
[Dunno where your chance to hold is coming from.]

Quote:
Speaking of high perception targets, most of them - like Rikti Drones - have enough defense to render that extra .4 accuracy that smoke bomb does get irrelevant.
In which case blinding powder's definitely not going to hit.

But that's neither here nor there.

You were complaining of low accuracy (it's not) and the inability to placate single targets (whatever that's supposed to mean).

I'm not saying I like smoke flash better than blinding powder - just that your specific complaints seemed unwarranted.


If I quote #'s, they're from City of Data.
Global: @Kazari

It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler

 

Posted

Quote:
Originally Posted by Leo_G View Post
/nitpick



Blinding powder doesn't have a chance of hold, as far as I know. In Mids, Paragonwiki, City of Data or in-game at character creation (I don't have any high level ninjutsu stalkers), it shows the -ToHit, the mag 2 sleep, the -perception and the chance for confuse but none say chance of hold.
Bah. I make that stupid mistake all the time. I blame my mind controller, because the sleep animation for blinding powder matches the hold animations in mind control.


Quote:
Technically, natural accuracy of attacks (and Blinding Powder) is .75, natural accuracy of controls is .90 and natural accuracy of AoE controls is .60. So Smoke Flash's accuracy is a bit more than an extra .4.
Yes, you are nitpicking.

I wasn't talking about base accuracy, especially given that no power in the game that requires an accuracy check (off the top of my head) is given the base accuracy. More specifically, the .4 to which I was referring was the difference between Blinding Powder's 1 and Smoke Flash's 1.4.


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Quote:
Originally Posted by HacknSlash View Post
Blinding powder's to-hit debuff means squat if you're already softcapped.
If you're already softcapped, so does smoke flash. The only reason you would need smoke flash if you're softcapped is in the face of defense debuffs, and blinding powder's to-hit debuff will be useful there.
Quote:
The sleep and the confuse (which only kicks in 1/2 the time) only affect minions, leaving lts and bosses to pound on you.
Given that it doesn't aggro, it has usefulness as a preemptive mitigator, so there are situations where the boss and lts won't pound on you. Smoke Flash has no such luxury.
Quote:
It *also* doesn't return you to hidden status.
It doesn't need to if you're already hidden, because it doesn't break hide. Smoke flash on the other hand does.
Quote:
It's only got base accuracy.
Talk to Leo about base accuracy.



Quote:
In which case blinding powder's definitely not going to hit.

But that's neither here nor there.

You were complaining of low accuracy (it's not) and the inability to placate single targets (whatever that's supposed to mean).

I'm not saying I like smoke flash better than blinding powder - just that your specific complaints seemed unwarranted.
Blinding Powder, however, doesn't break hide and can be cast from range pre-emptively, so I have time to pop a yellow or two, and if I can sleep those high-perception minions, I can still AS the boss. Smoke Flash is only a hit the fan power, and having to stop and pop a yellow would mean I have to predict fan blade impact all that much sooner.

But yeah. I'm getting sidetracked. I do that. My point in comparing the two powers was not to say one is better than the other, which would be a rather obvious thing to point out.

I was pointing out that Blinding Powder, which gets the same recharge and is also a utility power in the same set gets a debuff, the chance for two status effects, and doesn't break hide.

What does Smoke Flash get? An accuracy check for a long-ish animating panic button with zero other tactical value. I could just as easily have compared it to caltrops, I suppose. My point is that in comparison to the rest of the set - and with other panic button powers - Smoke Bomb is lackluster at best.

I'm not saying it's worthless. If there's room in your build, it might save your life some time.

I'm just not seeing room in my build for "might." I'd just as soon pick up a phase temporary power as my panic button and save the power pick.


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

I was meaning to come back and respond to certain points so here we go...

Quote:
Originally Posted by Beelzy View Post
Suggested Ninjitsu primary

1 Nekode (alt. Swipe)
description: Climbing claws in the palms of the hands can make even the most subtle of moves lethal. Minor lethal and toxic damage. 30% chance for fear. -25% regen (10s)
animation: Similar to Swipe from Claws, but smaller.

1 Kyushi (alt. Deadly Secret or Sudden Death)
description: A knife up the sleeve, when doused in poison is a deadly secret. Moderate smashing, lethal and toxic damage. 50% chance for fear. -25% regen (10s)
animation: Right leg steps forward, right elbow comes up at shoulder level, right hand swings down to waste level with a dagger. Damage will be smashing then lethal+toxic.

2 Kyoketsushoge (alt. Whirling Fate)
description: Easy to hide, or wrap around the waste, the kyoketsushoge attaches a deadly double bladed knife, one straight, one curved, to the end of a chain to give deadly accuracy and reach. 10' melee attach, moderate lethal and toxic damage. 50% chance for fear. -25% regen (10s)
animation: Left hand pulls from the belt buckle, a chain comes loose which, is swung in a figure eight, then snapped forward then back before being flung around the waist.

6 Garrote (alt Silent Assassination)
description: AS (lethal and toxic)
animation: Shoulders lower, hands come together and separate with a line between them. Feet come together as the butt lowers (this is during the interrupt time) and then leap, flip (with string trailing) disappear, land in original position, damage dealt.

8 Build Up
description: BU
animation: Fancy ninja hand signs.

12 Placate
description: Placate
animation: Fancy ninja hand signs

18 Doku (alt. Poison Gas or Poison Breath or Breath of the Oni)
description: Putting poison in one's mouth is not a good idea, unless you can do more damage to your opponents than yourself. 15' range 30 degree arc Moderate DoT (Toxic) ranged AoE. Minor toxic damage to self, low endurance cost. -50% regen (15s)
animation: Similar to Breath of Fire

26 Zurugashikoi (alt. Cunning Strike or Dirty Tactics)
description: Don't kick them when their down is a poor way to do business. High Smashing, Lethal and Toxic Damage. -25% regen (10s) knockdown.
animation: Step forward (knockdown occurs) goes down on knee, stabs with a poisoned knife. Damage will work as Smashing, smashing, lethal+toxic.

32 Tenmyaku (alt. Dim Mak or Touch of Death or Poisoned Palms)
description: The mythical touch of death has been shrouded in protective mysteries. Often thought to be a single strike, a single point, the tenmyaku is a series of points, hit in the right series to cause simultaneous organ failure. Teleport. Superior Toxic damage (because the effect of the attacks are not actually blunt trauma, but effects akin to a poison). -50% regen (15s)
animation: Feet together, hand sign, followed by a series of finger and toe touches as toon appears and disappears. (technically, you will be only teleporting once, you will be able to be targeted while doing the technique even through you appear to appear and disappear.
Firstly, the durations of those -regen effects seem out of whack. The most likely durations (unless the set is sacrificing something for longer durations) is around 6-10sec...possibly shorter if you look at other debuffing sets like Kinetic Melee. And the only way to keep a significant amount of -regen on the target is steady attacking.

That said, why do you consider this to be the perfect stalker set? I'm simply asking because you didn't mention it. When I threw out my sets, I stated why I thought they'd mesh with what a Stalker's goals were.

Quote:
Originally Posted by Beelzy View Post
Dimensional Melee

1 Phantom Punch: You slip your hand through a hole in timespace to attack your opponent. 10' range, fast animation, minor smashing damage. 20% chance confuse.
1 Slipstream: You open a hole from below your opponent to above him, causing him to fall. Moderate smashing damage. 30% chance confuse.
2 Dimensional rift: By causing a bending of the spacetime continuum around you, you cause moderate energy damage to surrounding foes. 50% chance confuse.
6 AS
8 BU
12 Placate
18 Wormhole: From the gravity control set.
26 Dimensional Shift: From the gravity control set.
32 Temporal Gate: You teleport into the midst of your foes and explode a burst of temporal energy. Superior Energy damage, knockdown, 30% chance to confuse.

Dimensional Aura

1 Hide
2 Bent Space: You create a shield of curved space around you to redirect attacks. Toggle Melee defense.
4 Curved Space: Extending the curvature of time you are protected from ranged attacks. Toggle Ranged AoE defense.
10 Temporal fold: Self Intangible.
16 Internal Clock: Mez protect clicky.
20 Time Warping: +rech, +speed
28 Distortion Field: Toggle AoE repel
35 Fleeting glance: A very fast, long-ranged teleport.
38 Borrowed Time: You can hide yourself in a time bubble for a short time, regaining some health and endurance.

Also requires a change to intangibility mechanics to allow intangible foes to be attacked by intangible toons.
Same question. Why do you consider these the perfect stalker sets?

I have to say though, the melee set seems really out of whack with all its controls and the light damage.


 

Posted

I thought the Ninjitsu set would work with a silent but deadly, tools of the assassin type set. The focus would be on theme. Making a ninja character that is not just a hidden samurai, and also having a toolkit strategic approach rather than a blunt force type set.

The -regen numbers and durations are based roughly on DM's debuff times, but also looking at Widow's -regen effects, which are actually at 15s for a tier one. The times for KM are actually out of line with the other sets, and I have been complaining about them since beta. The -damage debuff is also out of line with the -ToHit debuff from DM.


The Dimensional set was just playing with a different concept of what a Stalker could be. The idea behind it was to have a type of stalktroller. The idea as a stalker would be that you would hit and nobody would know where it came from, so that you incited distrust and confusion. There is no perfect stalker set, just a stalker set that is perfect for its user... And this set would offer an intriguing form of mitigation along with a little more AoE than stalkers are used to, giving a wider appeal to the AT. I was also, through the combination of the primary and secondary set pushing for a type of isolation mechanic, where you could pull an individual target into a dimension on top of the regular dimension so you could attack one mob at a time.

I actually advocated the sets earlier in the thread and was fleshing them out.

Edit: the key reason I felt these would be perfect stalker sets is the focus on strategy over blunt force.


 

Posted

Quote:
Originally Posted by Beelzy View Post
I thought the Ninjitsu set would work with a silent but deadly, tools of the assassin type set. The focus would be on theme. Making a ninja character that is not just a hidden samurai, and also having a toolkit strategic approach rather than a blunt force type set.

The -regen numbers and durations are based roughly on DM's debuff times, but also looking at Widow's -regen effects, which are actually at 15s for a tier one. The times for KM are actually out of line with the other sets, and I have been complaining about them since beta. The -damage debuff is also out of line with the -ToHit debuff from DM.
So it's a pairing more for aesthetics?

As for the Widow -regen, isn't that only on 2 of their powers? This is on every power except AS. So it's not completely off that Widow's have 15 sec -regen. But even the Envenomed Dagger only has 10sec of it.

The reason I'm focusing on that aspect of the set is because one stipulation was that the hypothetical set would be proliferated and this seems to work better for Scrapper's or Brute's AV soloing than it would for Stalkers aiding a team to solo the AV. The Scrap/Brute would just hammer away with all their -regen stacking and eventually put the target down. The Stalker would need to keep up the attack to keep up the debuff so focuses more on a scrapping tactic there.


 

Posted

Quote:
Originally Posted by Leo_G View Post
So it's a pairing more for aesthetics?

As for the Widow -regen, isn't that only on 2 of their powers? This is on every power except AS. So it's not completely off that Widow's have 15 sec -regen. But even the Envenomed Dagger only has 10sec of it.

The reason I'm focusing on that aspect of the set is because one stipulation was that the hypothetical set would be proliferated and this seems to work better for Scrapper's or Brute's AV soloing than it would for Stalkers aiding a team to solo the AV. The Scrap/Brute would just hammer away with all their -regen stacking and eventually put the target down. The Stalker would need to keep up the attack to keep up the debuff so focuses more on a scrapping tactic there.


The Widows have 15s on two of their powers, the rest are -recharge -spd. This set has -10 on all the powers except for two at 15s.

As far as tactically making it more Stalker-focused, you could increase the timer, maybe even the buff a little, and take away stacking... That way you would have the same debuff scrapping as you would stalking, giving stalkers an inherent advantage for using the set.

The other option would be to remove the -regen from nekode, kyoketsushoge, and zurugashikoi and increase their chance for fear, or other proc.


The reasons for both of these sets were only partially aesthetic, although aesthetics are important. The raison d'etre for these sets was their focus on a more tactical approach to combat, a toolkit approach, trying to think of a set that has different tools for different situations that can be solo-friendly and group-friendly, that can take on AVs and hordes, etc. Versatility and the use of the stalker's most dangerous weapon, the mind.


 

Posted

Quote:
Originally Posted by Beelzy View Post
Suggested Ninjitsu primary

1 Nekode (alt. Swipe)
description: Climbing claws in the palms of the hands can make even the most subtle of moves lethal. Minor lethal and toxic damage. 30% chance for fear. -25% regen (10s)
animation: Similar to Swipe from Claws, but smaller.

1 Kyushi (alt. Deadly Secret or Sudden Death)
description: A knife up the sleeve, when doused in poison is a deadly secret. Moderate smashing, lethal and toxic damage. 50% chance for fear. -25% regen (10s)
animation: Right leg steps forward, right elbow comes up at shoulder level, right hand swings down to waste level with a dagger. Damage will be smashing then lethal+toxic.

2 Kyoketsushoge (alt. Whirling Fate)
description: Easy to hide, or wrap around the waste, the kyoketsushoge attaches a deadly double bladed knife, one straight, one curved, to the end of a chain to give deadly accuracy and reach. 10' melee attach, moderate lethal and toxic damage. 50% chance for fear. -25% regen (10s)
animation: Left hand pulls from the belt buckle, a chain comes loose which, is swung in a figure eight, then snapped forward then back before being flung around the waist.

6 Garrote (alt Silent Assassination)
description: AS (lethal and toxic)
animation: Shoulders lower, hands come together and separate with a line between them. Feet come together as the butt lowers (this is during the interrupt time) and then leap, flip (with string trailing) disappear, land in original position, damage dealt.

8 Build Up
description: BU
animation: Fancy ninja hand signs.

12 Placate
description: Placate
animation: Fancy ninja hand signs

18 Doku (alt. Poison Gas or Poison Breath or Breath of the Oni)
description: Putting poison in one's mouth is not a good idea, unless you can do more damage to your opponents than yourself. 15' range 30 degree arc Moderate DoT (Toxic) ranged AoE. Minor toxic damage to self, low endurance cost. -50% regen (15s)
animation: Similar to Breath of Fire

26 Zurugashikoi (alt. Cunning Strike or Dirty Tactics)
description: Don't kick them when their down is a poor way to do business. High Smashing, Lethal and Toxic Damage. -25% regen (10s) knockdown.
animation: Step forward (knockdown occurs) goes down on knee, stabs with a poisoned knife. Damage will work as Smashing, smashing, lethal+toxic.

32 Tenmyaku (alt. Dim Mak or Touch of Death or Poisoned Palms)
description: The mythical touch of death has been shrouded in protective mysteries. Often thought to be a single strike, a single point, the tenmyaku is a series of points, hit in the right series to cause simultaneous organ failure. Teleport. Superior Toxic damage (because the effect of the attacks are not actually blunt trauma, but effects akin to a poison). -50% regen (15s)
animation: Feet together, hand sign, followed by a series of finger and toe touches as toon appears and disappears. (technically, you will be only teleporting once, you will be able to be targeted while doing the technique even through you appear to appear and disappear.
Meh I'd rather have this as the final move for ninjitsu primary instead of Tenmyaku
http://www.youtube.com/watch?v=9xkLvFTB6_8
Yeah, for this i blame too much SSF4


 

Posted

A bit late to the party, but officially /signed for psi melee. I want tintable mind-knives.

I like the suggestion that one of its attacks could work while hidden. Seems thematic for a psi melee stalker. Maybe have the ranged attack do no damage but a fear-equivalent sleep with bonus duration while hidden. Use the same head clutching sleep animation as the /nin blinding powder sleeps. Thus, you can run about driving people mad while hidden with your mind bullets. Effective pre emptive control without being overpowered. Very thematic. Begs for catchy /say macros.

The illusory AoE tier 9 is genius. The ability to hit someone so hard his friends feel it is pure comedy gold, and very thematic.


 

Posted

Quote:
Originally Posted by Shadestorm View Post
A bit late to the party, but officially /signed for psi melee. I want tintable mind-knives.

I like the suggestion that one of its attacks could work while hidden. Seems thematic for a psi melee stalker. Maybe have the ranged attack do no damage but a fear-equivalent sleep with bonus duration while hidden. Use the same head clutching sleep animation as the /nin blinding powder sleeps. Thus, you can run about driving people mad while hidden with your mind bullets. Effective pre emptive control without being overpowered. Very thematic. Begs for catchy /say macros.

The illusory AoE tier 9 is genius. The ability to hit someone so hard his friends feel it is pure comedy gold, and very thematic.
Speaking of attacks that work while hidden, I'd imagine attacks that summon pseudo-pets would be such an attack.

Thinking out loud, would it be possible to make a kind of single-target pseudo-pet type attack that summons an invisible pet by the target to initiate the attack instead? I'd imagine it's possible but no power does this currently.

Thinking how it'd play out, your weaker DPS powers (speaking the tier 1-3 (think Hack, Slash and Slice) and a mid tier power (think Parry)) wouldn't attack the enemy directly but through a pseudo-pet. Then have your heavy hitters (Disembowel and Headsplitter...maybe an AoE in there too) being direct attacks that critical hit. On paper, the set would be less effective for both Scraps and Stalks because your basic attacks don't crit, but that also comes with the side-effect of not resetting the k-meter timer. You're basically attacking while hide unsuppresses. When it's about to, queue a heavy hitter for its crit.

This is all just on paper...

Proliferated to Scrappers; Yeah, less chance to crit = not as hot as direct attacks.

Proliferated to Brutes; Yeah, fury kinda will cap the attacks because pseudo-pets use pet damage caps which are much lower than Brute's damage caps.

Proliferated to Tankers; Not sure. Do Pseudo-pets transfer their aggro to the caster? If so, I'd say Stalkers and Tankers would possibly get the better end of the deal with this.

Just thinking out loud...


 

Posted

Quote:
Originally Posted by Lucciano View Post
Meh I'd rather have this as the final move for ninjitsu primary instead of Tenmyaku
http://www.youtube.com/watch?v=9xkLvFTB6_8
Yeah, for this i blame too much SSF4
I was actually thinking of something very similar to that for Tenmyaku, although more finger jabs and fewer kicks... possibly adding a light KB component so that you can knock them back and forth like that...

And Leo_G, the problem with pseudo-pets is that while it would not cause you to leave hide, since they would not be targettable they would grab a lot of aggro for you...


 

Posted

Quote:
Originally Posted by Beelzy View Post
I was actually thinking of something very similar to that for Tenmyaku, although more finger jabs and fewer kicks... possibly adding a light KB component so that you can knock them back and forth like that...

And Leo_G, the problem with pseudo-pets is that while it would not cause you to leave hide, since they would not be targettable they would grab a lot of aggro for you...
Like this?
http://www.youtube.com/watch?v=_fG3sV2J6R4
I think this is a better alternative for martial arts though as final attack :P
http://www.youtube.com/watch?v=c45Zj...eature=related


 

Posted

Quote:
Originally Posted by Beelzy View Post

And Leo_G, the problem with pseudo-pets is that while it would not cause you to leave hide, since they would not be targettable they would grab a lot of aggro for you...
Well of course you'd still draw aggro, they are still your DPS attacks. But they'd only draw that aggro from the single target you're attacking, so if you can keep the target occupied while using these powers(the set could have secondary effects to aid this like slow or Knockdown) you might go back into hide while fighting.

The issues of such a suggestion I can plainly see:
-There's no way to summon pesudo-pets through regular attacking that wouldn't result in being a direct assault itself.
-Would hinge on the user of the set to use only the set's powers (no pool attacks and holding off on using patrons).
-Wouldn't mesh well with sets using auras (kind of pointless to have an attacking set that won't suppress hide when you've got a secondary that does that for you).


 

Posted

Best Team/Solo Set- Nin/Elc
Be sure to pick up haste. You get to drain your enemies at the mass, usually to 1/2 their energy, and get to use all of your abilities at a very fast rate. Set works alright solo. Not good for PvP I am finding.

Best PvP Set- Claw/SR
This has worked the best in PvP as you can put out a lot of damage, and if they spot you, you can still probably pull off an assassin strike as they don't hit you interrupting your attacks. Add in the faster attack rate, and you are golden.

Best Aesthetics - While the Nin/Nin is always the most iconic, I love the Nin/Elc as a bias opinion, but that maybe just my awesome looking toon I have for that set.


 

Posted

Now that you've posted your 'best performer' sets and your 'best aesthetic' set, the last step is 'take the good from those sets and roll it into another new/proliferated' set.

What makes that Nin/Elec good? The mix of defense, resistance, healing and END draining to neutralize targets? Could we roll that into a new/proliferated set?

So Claws/SR is good in PvP? Is it the passiveness of the mitigation and speed/utility of the attacks? Would a modified Shield Defense that didn't rely on being surrounded be even better? Or what would?

And finally, how should it look?


 

Posted

Quote:
Originally Posted by Test_Rat View Post
Caltrops alone is one of the best mitigation powers in the game.

It's also highly undervalued by the player base.

Skipping Caltrops on a Ninjitsu toon is like skipping the SR passives.
Not taking Caltrops does not completely gimp your toon if you decide not to take it. I would compare Caltrops more to Quickness in SR than the passives. A nice thing to have, but not essential to survival.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.