Gah! Cannot decide!


Amy_Amp

 

Posted

I want to make a water/ice ninja. I will be relying on the Mako patron pool for the more watery aspect, so here are the choices (the powers in bold and italics are the ones i would choose to use):

Shield (ice elemental shield)/ice melee/levi tanker
kin/SR/levi scrapper
kin/SR/levi brute

Tanker and brute both have the same powers when it comes to the mako patron pool:
Spirit Shark
School of Sharks
Arctic Breath
Bile Spray
Summon Guardian

Where as the scrapper has:
Spirit Shark
Water Spout
Hibernate
Spirit Shark Jaws
Summon Guardian

So the tricky part is, what to choose. If i were to soley go by mako then id choose brute/tanker. In an ideal world id love to have Water spout with the brute/tanker pool.

Tanker:
I really like the look of ice melee, i think it would be really quite fun to play. I especially like the look of Frost, Ice Patch, and Frozen Aura. My main concern with the tanker is the lack of dmg. I know a tanker isnt designed for dmg but meh, id originally wanted an ice melee/SR/levi brute, but that doesnt exist, so the only option was tanker. I chose shield because you can have an ice shield, not many other power sets offered a watery/ice effect apart from Ice Armor (Which i do not want), and shield offers some more dmg. I think that the tanker gets the better choices of mako powers, all of the powers does DoT, one cone can debuff both def and res, the other cone offers toxic dmg, and the ST does high dot. But sadly they lack any real dmg with the tanker.

Brute:
Im not particularly sold of making Kinetic Melee look like water, the fact is, it looks nothing like water. But its the closest. The brute does offer alot more dmg because of Fury and Power Siphon so that is a plus. Kinetic Melee offers quite a considerable about of stuns, dmg debuff, and KD.
SR is SR, nothing really special about it. Quickness is useful in getting recharge up but apart from that SR is pretty mediocre. Brute gets the same Mako powers as a tanker but offers them with alot more dmg.

Scrapper:
Same as the brute really with a bit less dmg. The only reason i considered scrapper was because i Water Spout. I feaking love it! I have never had it as a power before, but asthetically it is one of my favourite powers. Whether it is any good, i have no clue. Which i think is the main deterrent from choice a scrapper.

So if anybody has experience with these sets and can offer some advice that would be great. Additionally if you could say which one is better and then back it up that would help.
If anybody can suggest any other primary/secondary powers within Tankers and brutes that would work for water/ice (apart from ice armor) and then back it up, that would again be great.

P.S. My focus is these 3 ideas so please dont say something like 'Go with a stormy!' Because it will be totally useless and you might aswell not have commented.

Thankyou for reading, and for helping - if you do.


 

Posted

I have a super effective Ice/Water ninja character.
Scrapper DB/WP.
Mako Patron powers: Spirit Shark jaws, Hibernate and Water Spout.
Cryonic Judgment.
I use her for farm too. She can just survive almost everything.
You herd a big crowd of mobs, even bosses. Summon Water spout, keep using 1 Thousand cuts and combos all time, and if you need a break (I doubt it) you can use Hibernate. Lots of mobs defeated very fast and very safe.
Water spout will make bosses, EBs and AVs cry, trust me.
Is one of the best powers in game.


 

Posted

My main is an Invuln/Ice Melee Tanker. Ice Melee is a pretty fun set, though I've run into a lot of people that dislike te set or whatever because it isn't as hard-hitting as the others. Frozen Aura, Frost, and Ice Patch are all great key powers. Pairing Ice Melee with Shields also will help add damage, which helps cover one of Ice's weaker spots. Really, what sells me on Ice Melee is the control it gives you.

If you're not married to the Melee idea, an Archery/Cold Corruptor also looks crazy fun.



Wild Streak - Lv. 50(+3) Beast Mastery/Sonic Resonance Mastermind, Amnesty - Lv. 50 Staff Fighting/Dark Armor Stalker

 

Posted

thanks for the advice and a side note:

''P.S. My focus is these 3 ideas so please dont say something like 'Go with a stormy!' Because it will be totally useless and you might aswell not have commented.

Thankyou for reading, and for helping - if you do.''


 

Posted

One of the best ways to get a 'water' looking character is using Dark Armor and turning it Blue or Super Reflexes and turning it blue.

Kinetic Melee/Dark Armor/Leviathan Scrapper does this well.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

I really like your idea of a shield/ice/leviathan tank as an ice/water ninja.
So I just did up a build real quick to see what it would be like. It seems like you would be very protected and yet still throw out good damage. I don't pretend this is perfect, but here it is. I tried to select powers that suited a solo ninja character, rather than a traditional "tank" but that still gave you all the untouchableness a real ninja would have.

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Frostmourne: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Concealment
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), HO:Enzym(3), S'fstPrt-ResDam/Def+(3), HO:Ribo(5), ResDam-I(5), Ksmt-ToHit+(21)
Level 1: Frozen Fists -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 2: True Grit -- ResDam-I(A), ResDam-I(7), Heal-I(7), Heal-I(9)
Level 4: Frost -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(11), Posi-Acc/Dmg(11), Posi-Dam%(13), Zinger-Dam%(13)
Level 6: Active Defense -- RechRdx-I(A)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Battle Agility -- HO:Enzym(A), HO:Enzym(15), LkGmblr-Rchg+(15)
Level 12: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 14: Stealth -- LkGmblr-Rchg+(A), HO:Enzym(23), HO:Enzym(33)
Level 16: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(33)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- ResDam-I(A), HO:Ribo(25), HO:Ribo(25)
Level 26: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-%Dam(31)
Level 28: Freezing Touch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(46)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
Level 32: Fly -- Winter-ResSlow(A)
Level 35: One with the Shield -- ResDam-I(A)
Level 38: Frozen Aura -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 41: School of Sharks -- Posi-Dmg/Rng(A), Posi-Acc/Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Dmg/Rchg(42), Posi-Dam%(43), GravAnch-Hold%(43)
Level 44: Arctic Breath -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dam%(46), Achilles-ResDeb%(46)
Level 47: Summon Guardian -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(50)
Level 49: Bile Spray -- HO:Nucle(A), HO:Nucle(50), HO:Nucle(50)
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21)

I skipped a couple of the Shield abilities because they were more "true tank" group/team powers.

I picked stealth because it seems to fit an ice/water ninja theme, making you more translucent, plus it adds defense. All three positions (melee, ranged, aoe) are defense capped. You also have nice resistances, over fifty percent on S/L.

I added kick purely for ninja theme reasons, otherwise jab is preferred, but either way, it is mostly a placeholder to get tough and weave.

I added fly figuring the character could summon up an Arctic Wind to fly upon, and its a good place for a slow resist IO, something an ice/water ninja should be resistant to

You can use Sprint to achieve full invis. with a Stealth IO and its cheaper endur. than SS.

I added School of Sharks instead of the other single target shark attack power you had, since the build seems to have enough single target attacks for a chain, and they are both shark (water) powers, and the aoe immobilze (+ aoe dmg) might be more useful to stop runners, plus you can slot an aoe hold proc in it.

I also added the pet from the Leviathan pool, figuring an almost perma (water themed) pet would add to the damage you do, and should survive as you would be attracting the aggro with your auto tank taunts.

Hasten is not perma, but 18+ seconds from perma doesn't seem bad with all the defense and resistance you have. Endurance use also seems reasonable. I hope this gave you a few ideas. Kick butt as your ice/water ninja warrior!


 

Posted

Quote:
Originally Posted by Madamme Mayhem View Post
Scrapper:
Same as the brute really with a bit less dmg.
I want to know how a brute does more damage than a scrapper with KM considering when a scrapper crits with CS it recharges PS instantly.