NINJA Assault (Stalker Primary Idea)
Meh. We've already got three 'Ninja' sets. One of them is even called Ninja Blade. Claws and Martial arts, heck even DB make more than enough sets that are 'Ninja'y enough already.
It basically seems like a helluva lot of work ("Clever coding") for something that really doesn't grab the attention. Would much rather see something like 2-handed weapon sets or something.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Would much rather see something like 2-handed weapon sets or something.
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That's probably the only concept we can't make now, gratuitous use of power in your strokes rather than only precision/aimed strikes. That, and AS animations where I dump more power into the strike (like for EM, a *SUPER GLOWING FISTS THAT'S 5x MORE GLOWY !EXPLOSION!* animation).
The following Stalker Primary powerset was inspired by several recent threads including an interesting one started by Leo_G here
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So, without further ado: NINJA ASSAULT |

As for Ninja Assault, it'd be Kickjurassic if it basically mixed all those ninja-esque sets into one set. Quick write up I just came up with for a Dominator set:
1. Shuriken
2. *Strike(Claws)/Power Slice(DB)/Sting of the Wasp(Kat)/Storm Kick(MA)
3. Acid Shuriken (variation on Widow Dart Burst): Cone lethal, foe -regen
4. Shuriken Barrage
5. Shinobi Equipment Swap: self hide, PBAoE placate, allows swapping to a different weapon set for 10sec
-Equipment: Claws Toggle
-Equipment: Dual Blades Toggle
-Equipment: Single Blade Toggle
6. *Spin(Claws)/Typhoon's Edge(DB)/Lotus Drop(Kat)/Dragon's Tail(MA)
7. Caltrops
8. *Eviscerate(Claws)/Sweeping Strike(DB)/Golden Dragonfly(Kat)/Eagle's Claw(MA)
9. ??? Maybe a kind of 'Equipment Upgrade' buff, rather than another attack, that grants your attacks extra damage for a short time.
Combo: Sweeping Strike > Power Slice > Typhoon's Edge = Attack Vitals
The basics: This is a dual handed weapon set, but due to the nature of the animations, the weapons would be small "fist-style" weapons like ; Claws, Knuckle-dusters, Punching Daggers, Cestus, Reverse Grip Kamas (Mantis Blades), Bo-Sticks (with Baton-style grips), etc... |
If I were creating a more ninja-esque powerset for Stalkers, I'd probably look for more deceptive attacks rather than swapping out equipment (unless that swapping of equipment served some kind of purpose).
One other ninja-esque concept I'd like to fulfill (for Stalkers particularly) is a kind of 'Tricks & Traps' set that is so-so in an up-close and personal battle but thrives on tactics, movement, deception and traps.
So taking your set and modifying it some...
Basics: The damage or reliability of some attacks are below other sets in exchange for potent debuffs and controls. The Powers: 1.)Blind Razor Flash (Ninja Barrage): Wave of the hand to throw dust/powder in the eye of the enemy. If the blinding dust lands, 75% chance of the follow-up knife with the other hand dealing moderate lethal damage. Foe -ToHit/slow movement. 2.) Trick Wire (Ninja Fury): Rather than a flurry of blows, just a quick crouch and pull up near the enemy (think .5 sec animation but 1.90 sec period where you can't attack again). The power does moderate lethal DoT over its animation + period afterwards. Foe -movement/-fly and mag 3 immobilize. 50% chance for additional mag 1 immobilize, 25% chance for another mag 1 immobilize, 30% chance of extra lethal DoT. It's basically a shadow maul that you don't have to be rooted for while the damage happens. 3.) Kama Strike (Swapped for Crane Kick): Eviscerating slice with a concealed curved blade. *Special +Range* 4.) Assassin's Detonator: Squat near the foe while you set up a bomb that explodes on the target in a firebomb. Foe must be on the ground. 5.) Build up 6.) Placate 7.) Kama Slash: Slice wide in a cone with a concealed curved blade. *Special +range* 8.) Death Trap (Ankle Chains): Toggle foe PBAoE mag 2 immobilize, -regen, lethal DoT. Self +range special. Basically whips out a chain that wraps up the target and any that get in range of him. The range to activate this is melee (8ft) but the max range to keep it going is 80ft and you must keep line of sight. The special +range on your two main attacks is activated only when this toggle is running on a foe. It basically turns the kama attacks into ranged kusarigama attacks with 60ft ranges (unslottable). 9.) Exploding Satchel (unique): Animation is *quick* but the damage is delayed by 8 seconds. You run up to a target, strap on the bomb and walk away. It is a jousting burst attack that does not drop hide but does alert the enemy. It can critical if you remain hidden by the end of the delay and is a 10ft AoE around the target. Thoughts ?? |

1. Shuriken
2. *Strike(Claws)/Power Slice(DB)/Sting of the Wasp(Kat)/Storm Kick(MA) 3. Acid Shuriken (variation on Widow Dart Burst): Cone lethal, foe -regen 4. Shuriken Barrage 5. Shinobi Equipment Swap: self hide, PBAoE placate, allows swapping to a different weapon set for 10sec -Equipment: Claws Toggle -Equipment: Dual Blades Toggle -Equipment: Single Blade Toggle 6. *Spin(Claws)/Typhoon's Edge(DB)/Lotus Drop(Kat)/Dragon's Tail(MA) 7. Caltrops 8. *Eviscerate(Claws)/Sweeping Strike(DB)/Golden Dragonfly(Kat)/Eagle's Claw(MA) 9. ??? Maybe a kind of 'Equipment Upgrade' buff, rather than another attack, that grants your attacks extra damage for a short time. Combo: Sweeping Strike > Power Slice > Typhoon's Edge = Attack Vitals |
That'd certainly make the set a contender for being a melee oriented set.
*imagines a Mind/Ninja Assault Dom throwing out mass confusion > (claws) Spin > Equipment Swap > (kat) Lotus Drop*
GENJUTSU ATTACK!


I really like the Swap Weapon concept Leo.
Unfortunately, they would probably require seperate animations for each weapon style in order to look right.
You are right, the idea for the set WAS to have a hybrid, weapon/ranged/martial/tactics powerset. The only weapons that would allow this versatility AND use the same animations would be "fist-type" weapons. If you made your weapons Brass Knuckles, for instance, you would look almost totally martial art-sy, with Fury, Barrage, Shadow Step, CK, and DT. You could have claws, or punching daggers if that was your "thing" or my personal desire to have Bo Sticks. All these options for weapons would let you customize your Ninja's weapons without a "swap weapon" mechanic. They would just need to have custom animations to help tailor the combat better.
I am not sure if everyone is missing the tactics that are present or if I am just overstating their effectiveness. Ankle Chains plus Tow Line, means that you would have the bad-guys all bunched up taking damage but unable to beat on you while you take out the guy you "pulled" (literally) to you. Then there is the Crane Kick plus Tow Line combo; "Wait... get back here !". Combine in the powers from Ninjitsu like Smoke Bomb and you have some interesting ways to divide and conquer. And of course there is Shadow Step. This ONE power would be worth all the effort to create it. It may seem like the tactical advantages are small, but they are enough combined with the cool-factor of the animation, that I would love to have it.
As for making it a Dominator set. Well, I like dominators, and have been playing them alot lately, but Doms have one problem; their Primary. Seriously, they don't have enough choices. There are so very few controller primaries that I like and Doms don't even have all of the choices. When they add Dark Control and some form of Gadget Control (Crowd Control), THEN maybe a ninja assault would work great for them. Until then, I guess me and Mind Control are just gonna have to be happy together.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
I really like the Swap Weapon concept Leo.
Unfortunately, they would probably require seperate animations for each weapon style in order to look right. |
And yes, the animations would technically be separate. It would require a more in-depth version of the Swap Ammo mechanic and, rather than changing the chance-of effects from 0% to 100%, it would literally activate another power. Maybe it'd be closer to Khelds attacks (you can kind of get 2 Bright Nova blasts...except they're actually 2 separate attacks. But it shouldn't be impossible to link them)...
So the melee tiers would probably be named some japanese version of 'Fierce Attack', 'Area Strike' and 'Devastation Attack' and each actually calls on a power depending what weapon you have equipped.
The *main* problem I see with this, tho, is customization. There is currently a limit of 3 weapon customizations per character which includes the epic pools. This set start with 3.
I am not sure if everyone is missing the tactics that are present or if I am just overstating their effectiveness. Ankle Chains plus Tow Line, means that you would have the bad-guys all bunched up taking damage but unable to beat on you while you take out the guy you "pulled" (literally) to you. Then there is the Crane Kick plus Tow Line combo; "Wait... get back here !". Combine in the powers from Ninjitsu like Smoke Bomb and you have some interesting ways to divide and conquer. And of course there is Shadow Step. This ONE power would be worth all the effort to create it. It may seem like the tactical advantages are small, but they are enough combined with the cool-factor of the animation, that I would love to have it. |
But the main reason I tried making another suggestion is because the 2 powers that would make the set unique are not possible in this game's engine. But I particularly don't like how the set copies powers from another. I don't recall any other melee set doing this. Sure, they use similar mechanics but they have different animations and usually differing additional effects.
That said, I'd simply ask you to try and come up with alternatives for the effects we can't create (like Knock-toward and Teleport-to-target).
But besides that, the set I proposed wasn't a replacement for your Ninja Melee set but more an exercise in what alternative attack types that may or may not work 'like' a ninja but is more a 'Snare Melee' set...Hmm, what *could* I call my set? Sneaky Melee? Trap Attack?
Also, your suggestion has 9 powers but no Build up.
As for making it a Dominator set. Well, I like dominators, and have been playing them alot lately, but Doms have one serious problem; their Primary. Seriously, they don't have enough choices. Their are so very few controller primaries that I like and Doms don't even have all the choices. When they add Dark Control and some form of Gadget Control (Crowd Control), THEN maybe a ninja assault would work great for them. Until then, I guess me and Mind Control are just gonna have to be happy together. |
As for a Gadget Control set. That's fine, but I imagine it'd have several high tech-looking powers (look at Trick Arrow...not very 'Ninja-y' IMO). While it'd fill the need for some Natural/Tech control concepts, it's not required for a Ninja Dom.

That's the idea though. As is, doms have sets that are mixes of melee and ranged attacks and many (myself included) have shown interest in additional assault sets that are more 'natural' or 'weaponized'. Some suggestions put forth are a combo of Katana/Archery, Martial Arts/Shuriken and a Pistol-fu set. While we still won't get whip or pistol wielding doms, the spirit behind my idea is to hit on as many possibilities with one set.
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And yes, the animations would technically be separate. It would require a more in-depth version of the Swap Ammo mechanic and, rather than changing the chance-of effects from 0% to 100%, it would literally activate another power. Maybe it'd be closer to Khelds attacks (you can kind of get 2 Bright Nova blasts...except they're actually 2 separate attacks. But it shouldn't be impossible to link them)...
So the melee tiers would probably be named some japanese version of 'Fierce Attack', 'Area Strike' and 'Devastation Attack' and each actually calls on a power depending what weapon you have equipped. The *main* problem I see with this, tho, is customization. There is currently a limit of 3 weapon customizations per character which includes the epic pools. This set start with 3. |
Well, I still question the need for Ankle Chains, as it is simply a cone immobilize. Doesn't really have any particular synergy with Tow Line.
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But the main reason I tried making another suggestion is because the 2 powers that would make the set unique are not possible in this game's engine. But I particularly don't like how the set copies powers from another. I don't recall any other melee set doing this. Sure, they use similar mechanics but they have different animations and usually differing additional effects.
That said, I'd simply ask you to try and come up with alternatives for the effects we can't create (like Knock-toward and Teleport-to-target). But besides that, the set I proposed wasn't a replacement for your Ninja Melee set but more an exercise in what alternative attack types that may or may not work 'like' a ninja but is more a 'Snare Melee' set...Hmm, what *could* I call my set? Sneaky Melee? Trap Attack? Also, your suggestion has 9 powers but no Build up. |
The current game engine may not be able to produce "Tow Line" or "Shadow Step", but they sure would be fun as hell, and very Ninja-like.
Well, in practically every video game with ninjas, they have the ability to use/control elements. A Fire/Ninja Assault or Ice/Ninja Assault or Earth/Ninja Assault would work perfectly fine, IMO, for a concept. We just can't do that *now* because no melee set gives any type of martial arts feel what so ever.
As for a Gadget Control set. That's fine, but I imagine it'd have several high tech-looking powers (look at Trick Arrow...not very 'Ninja-y' IMO). While it'd fill the need for some Natural/Tech control concepts, it's not required for a Ninja Dom. |
Ultimately, some of my most interesting concept characters will require "stretching" the field of choices to their limits. Doms have the potential to get me the Tactical Warrior which has both Ranged and Melee attacks. Blasters have that potential as well, but currently we have no Martial Arts style manipulation sets. We can only hope though.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
The following Stalker Primary powerset was inspired by several recent threads including an interesting one started by Leo_G here;
http://boards.cityofheroes.com/showthread.php?t=237766
With this powerset I am attempting to capture a Ninja assault set full of tactics and visually appealing animations. It would require new tech within the game, and may seem to be a hybrid Ranged/Melee set, but next to sets like Dark Armor and Ninjitsu, I think it would fit the bill as a versatile and unique "controllery" primary with many possibilities.
So, without further ado: NINJA ASSAULT
The following powers are not in order, but arranged simply for presentation. Consider how they would interact with each other and in-game playstyle tactics.
The basics:
This is a dual handed weapon set, but due to the nature of the animations, the weapons would be small "fist-style" weapons like ; Claws, Knuckle-dusters, Punching Daggers, Cestus, Reverse Grip Kamas (Mantis Blades), Bo-Sticks (with Baton-style grips), etc...
The Powers:
(1) Placate : Standard Stalker power
(2) Assassin Strike : Animation and effect just as Dual-Blade version. Another standard Stalker power
(3) Ninja Barrage : 1-2 Punch attack with good damage, recharge, and animation similar to Energy's Barrage power. Tier 1 or Tier 2. Since the powerset is light on melee single targets, this power should require a minimum of recharge bonus to tighten up an attack chain.
(4) Ninja Fury : A flurry of blows using either the Shadow Maul or 1K-Cuts animation. This long-ish animation should come with a very good DPA/DPE ratio and together with Ninja Barrage should form the core melee assault of the powerset. This should NOT be an AoE like Shadow Maul due to the other powers I am presenting here (which include 2 AoE powers).
(5) Crane Kick : Straight copy of the Martial Arts attack with great damage and knockback. Alternate animations should include the Storm Kick option to allow the player to better customize their assault style.
(6) Dragon's Tail : Straight copy of the Martial Arts attack with similar damage activation and effect. This is one of 2 AoE attacks, but due to the lower damage of the AoE powers would not make the set an AoE powerhouse, but simply add AoE capabilities that combine damage and mitigation. Refer to the next power for comparison.
(7) Ankle Chains : Using the ball lightning animation you throw several spinning ball-and-chains in a cone at your enemies lower legs. These should do damage similar to (or less than) the Dragon's tail attack above, but in a 90deg cone with a medium range 30-40 feet. The damage could be a dot or single hit and have high magnitude (Mag 3 min) immobilze as well as NO -KB protection (refer to the next power for the reason why).
(8) Tow Line : Using a two handed animation, you throw a line that wraps around the neck of your target and applies a reverse knock back effect. Normal KB attacks push the target away from the caster, but what I envision is that the target is knocked toward the caster. Where they land is un-important, but this power and Crane Kick are the reason that "Ankle-Chains" should not have a Knockback protection component. The damage could be anything from low to high depending on how much dps would be considered fair after taking all powers into consideration. My gut says this would hit like a Tier 2 attack, but have a long-ish recharge (14-20 sec). Consider the 1-2 effect of ; Ankle Chains + Tow Line, followed by : Barrage + Fury + Crane Kick. "Did that Hurt ? It sure looked like it hurt."
(9) Shadow Step : What is it ? The signature move of a true Ninja. You animate in a half-turn plus a fade-away/smoke-cloud effect, and reappear next to your target cmpleting the attack with the two-handed "ripping" attack from Claws/Thorns (minus the somersault). The range should be the same as Ankle Chains (30-40feet) and would involve some clever coding for line-of-sight and teleport options. Because of the combination of Half-turn+Fade to Grey+Eviscerate the animation would be rather longish so the damage and critical chance should be similar to Eagle's Claw. Your weapons would be visible in this attack.
***I tried to minimize the re-draw possibilities within the set by using 2 kicks combined with the 2-fisted melee attacks (Barrage, Fury, Shadow Step). Depending on how the attacks were animated, "Tow Line" and "Ankle Chains" would not necessarily cause the fist weapons to be put away. Additionally, my thoughts are that the basic weapon attacks should apply some consistent debuffs. Perhaps something like "Swap Ammo" could be applied here to simulate various toxins that the ninja has applied to their weapons. Slow Toxins, -Regen Toxins, -Def, -Dmg, etc...
Thoughts ??
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF