Ninjas/Traps tankermind build
I'd swap out detonator for aid other even with your tanker minding your ninjas will get hit by aoes and the occasion st attack if your only healing power is triage beacon there as good as dead
If you tend to solo more, I will highly recommend Team Teleport with Ninja. I have a Necro/Trap and it's hard for FFG to cover melee-oriented pets because FFG is always "behind" them. Team Teleport teleports FFG (but not acid mortars and poison trap) so you can tp your whole crew in the middle of the mob.
I will also get Aid Other. It's highly useful to keep your pets going.
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.
Having anything above 45% is not helping much beyond if your doing Incarnate stuff, which you cannot do solo. So when your on a team I think the team buffs even if you had 2 traps running FFG would be more then sufficient to overcome debuffs that might be put against you by some mobs.
I can get it if you want to pick up the incarnate buff. But I just think your way over the top.
First off ninjas are melee in nature and there is nothing much you can do about there survivability. Against EBs and AVs your going to have pets die from AOE hits. You will have pets dies from Marauders AOE Barrage regardless of pet type. I swear Marauder waits for me to resummon to fire off that attack.
That all being said I think the key point of tankerminding is making the bad guys pay attention to you instead of the pets. Which means you need to generate enough aggro so they look at you instead of your pets. Also Especially with Ninjas which offer no defense buffs as robots do, you will should make extra sure you are personally defense capped otherwise a dead mastermind summons no pets. Being personally defense capped will also help you out in those times when summoning pets is difficult, useless or wasteful. Warehouse part in LAM comes to mind. At a minimum you can tag along with the tank and just spam FFG along with a poison trap and then turning in Oppressive Gloom to stun mobs. As long as you let him strike first you should be fine or drop poison trap first to hold off the attacks as you drop a FFG and activate OG. Further Oppressive Gloom works against many mobs. With pets out you only get 1 point of damage which does not interrupt you placing trip mines in case you might be wondering.
Not my current build but close to it. Having a regen of 558 % is nothing to complain about. I think I took the 2 posi out of caltrops and added one slot to stamina and one to health. It gives you the same endurance bonus and adds more hit points.
Just swap out robots for ninja and fix where needed.
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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I'd swap out detonator for aid other even with your tanker minding your ninjas will get hit by aoes and the occasion st attack if your only healing power is triage beacon there as good as dead
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But that being said, I can see how relying only on triage beacon alone could get dicey, even with good slotting. As for the teleport pool, my current non-tankerminding build has it, and the power I like the most is teleport enemy. I pick out enemies one at a time from super-long range, and drop them right in the middle of my waiting pack of ninjas. Oh, the things they can do to a single target in melee range... I almost feel guilty. Heh heh.
I guess I could drop the leaping pool without to much pain, but a second power pool? I can't give up presence and still be a tankermind, fighting is how I managed to get most of my defense set bonuses, and giving up leadership is just crazy talk.
Well, I might be able to give up fighting and still be soft-capped for S/L versus normal content with scorpion shield. I'll think about it.
now that I'm home and can run mids, I've imported plainguy's build, and I see he's soft capped to all positions. Impressive.
It's missing the +defense special pet IO, which I would guess bots don't need quite as much with their bubbles, but I think I'd want for my ninjas. but arrgh, those set bonuses are pretty important, aren't they? Actually, the more I fiddle with it, the more I realize how tight this build is, relying on so many six-slot bonuses. Pretty impressive if it's exactly what you want, but not very flexible. I guess I can live with a little less pet defense if I'm tankerminding, but there isn't really much room for any optional powers I might want.
Any reason you didn't go for the 5 slot +5% recharge from doctored wounds?
This is an idea I had for a ninjas/traps tankermind. I'm hoping the infamous paper-thinness of ninjas will be less of an issue with the mastermind grabbing all the aggro, and a well slotted triage beacon should be ideal for healing bodyguard damage.
Note that I have four melee attacks, including brawl. Mostly this is for stacking four copies of the S/L defense bonus from the kinetic combat set, but that being said if I'm going to take them and slot them I might as well use them: they should help build aggro, and they all have a chance of knockdown. I also have a decent global accuracy bonus from five four-slotted sets of Luck of the Gambler (each including the recharge special, of course)
This build has incarnate-ready 78.2 S/L defense and more conventionally soft-capped 47.6 melee positional defense at all times. With Vengeance going, it has 100.7 S/L defense (next best thing to defense debuff resistance) and has at least 56% defense to everything else.
So, any comments?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
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Level 50 Science Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Traps
Power Pool: Leadership
Power Pool: Presence
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Genin
- (A) HamiO:Nucleolus Exposure
- (7) HamiO:Nucleolus Exposure
- (7) Blood Mandate - Accuracy/Damage/Endurance
- (29) Sovereign Right - Accuracy/Damage/Endurance
- (29) Sovereign Right - Resistance Bonus
- (31) Edict of the Master - Defense Bonus
Level 1: Web Grenade- (A) Recharge Reduction IO
Level 2: Caltrops- (A) Pacing of the Turtle - Accuracy/Slow
- (5) Positron's Blast - Chance of Damage(Energy)
- (15) Pacing of the Turtle - Damage/Slow
- (27) Pacing of the Turtle - Range/Slow
- (34) Pacing of the Turtle - Endurance/Recharge/Slow
Level 4: Triage Beacon- (A) Doctored Wounds - Heal
- (11) Doctored Wounds - Heal/Recharge
- (25) Doctored Wounds - Recharge
- (27) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal/Endurance
Level 6: Train Ninjas- (A) Endurance Reduction IO
Level 8: Maneuvers- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Defense/Endurance
- (11) Luck of the Gambler - Defense/Endurance/Recharge
Level 10: Provoke- (A) Perfect Zinger - Taunt
- (19) Perfect Zinger - Taunt/Recharge
- (21) Perfect Zinger - Chance for Psi Damage
- (43) Perfect Zinger - Taunt/Range
- (43) Perfect Zinger - Taunt/Recharge/Range
- (45) Perfect Zinger - Accuracy/Recharge
Level 12: Call Jounin- (A) HamiO:Nucleolus Exposure
- (13) HamiO:Nucleolus Exposure
- (13) Sovereign Right - Accuracy/Damage/Endurance
- (15) Blood Mandate - Accuracy/Damage/Endurance
Level 14: Acid Mortar- (A) Shield Breaker - Defense Debuff
- (33) Shield Breaker - Accuracy/Defense Debuff
- (45) Shield Breaker - Accuracy/Recharge
- (45) Shield Breaker - Defense Debuff/Endurance/Recharge
- (46) Shield Breaker - Accuracy/Endurance/Recharge
- (46) Shield Breaker - Chance for Lethal Damage
Level 16: Force Field Generator- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Recharge
- (21) Luck of the Gambler - Defense/Endurance/Recharge
Level 18: Tactics- (A) Rectified Reticle - To Hit Buff
- (19) Rectified Reticle - To Hit Buff/Recharge
Level 20: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Endurance/Recharge
Level 22: Boxing- (A) Kinetic Combat - Knockdown Bonus
- (23) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Damage/Endurance/Recharge
Level 24: Kick- (A) Kinetic Combat - Knockdown Bonus
- (33) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Endurance/Recharge
Level 26: Oni- (A) HamiO:Nucleolus Exposure
- (31) HamiO:Nucleolus Exposure
- (31) Blood Mandate - Accuracy/Damage/Endurance
- (34) Sovereign Right - Accuracy/Damage/Endurance
- (34) Soulbound Allegiance - Chance for Build Up
Level 28: Weave- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Endurance/Recharge
Level 30: Jump Kick- (A) Kinetic Combat - Knockdown Bonus
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance
- (37) Kinetic Combat - Damage/Endurance/Recharge
Level 32: Kuji In Zen- (A) Endurance Reduction IO
Level 35: Tough- (A) Steadfast Protection - Resistance/+Def 3%
- (50) Steadfast Protection - Knockback Protection
Level 38: Detonator- (A) Positron's Blast - Damage/Recharge
- (40) Positron's Blast - Accuracy/Damage
- (40) Detonation - Damage/Recharge
- (40) Detonation - Accuracy/Damage
- (42) Air Burst - Damage/Recharge
- (42) Recharge Reduction IO
Level 41: Scorpion Shield- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense/Endurance/Recharge
Level 44: Vengeance- (A) Rectified Reticle - To Hit Buff
- (50) Rectified Reticle - Increased Perception
Level 47: Assault- (A) Endurance Reduction IO
Level 49: Trip Mine- (A) Recharge Reduction IO
------------Level 1: Brawl
- (A) Kinetic Combat - Knockdown Bonus
- (3) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint- (A) Empty
Level 1: SupremacyLevel 2: Rest
- (A) Empty
Level 4: Ninja RunLevel 2: Swift
- (A) Empty
Level 2: Health- (A) Empty
Level 2: Hurdle- (A) Empty
Level 2: Stamina