Ninja/Storm final build looking for critique and alpha recommendations.


plainguy

 

Posted

Thanks to double xp weekend my Ninja/Storm should finally be able to hit 50. Here's the build I plan on. Wondering which direction to go with for Alpha. I have a lot of recovery but I'm thinking it might not be enough and might go the Cardiac route. Also she's a hero so no PPPs please. Thanks in advance.

Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Lady Temperance: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Field Mastery

Villain Profile:
Level 1: Call Genin -- BriL'shp-Acc/Dmg:40(A), BriL'shp-Acc/Dmg/EndRdx:40(3), BldM'dt-Acc/Dmg/EndRdx:50(3), BldM'dt-Acc:50(5), BldM'dt-Dmg:50(5), EdctM'r-PetDef:40(7)
Level 1: Gale -- Acc-I:50(A)
Level 2: O2 Boost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(13)
Level 4: Snow Storm -- EndRdx-I:50(A), TmpRdns-Acc/EndRdx:50(43), TmpRdns-EndRdx/Rchg/Slow:50(43)
Level 6: Train Ninjas -- EndRdx-I:50(A)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Steamy Mist -- RedFtn-Def/Rchg:50(A), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/EndRdx/Rchg:50(25), RedFtn-Def:50(34), RedFtn-EndRdx:50(34)
Level 12: Call Jounin -- BriL'shp-Acc/Dmg:40(A), BriL'shp-Acc/Dmg/EndRdx:40(13), BldM'dt-Acc/Dmg/EndRdx:50(15), BldM'dt-Acc:50(15), BldM'dt-Dmg:50(17), Achilles-ResDeb%:20(17)
Level 14: Super Speed -- EndRdx-I:50(A)
Level 16: Freezing Rain -- RechRdx-I:50(A), EndRdx-I:50(50)
Level 18: Smoke Flash -- EndRdx-I:50(A), RechRdx-I:50(50)
Level 20: Hurricane -- DarkWD-ToHitDeb/Rchg:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(21), DarkWD-Rchg/EndRdx:50(21), DarkWD-ToHitDeb/EndRdx:50(23)
Level 22: Maneuvers -- RedFtn-Def/Rchg:50(A), RedFtn-EndRdx/Rchg:50(34), RedFtn-Def/EndRdx/Rchg:50(37), RedFtn-Def:50(40), RedFtn-EndRdx:50(40)
Level 24: Combat Jumping -- Krma-ResKB:30(A)
Level 26: Oni -- BriL'shp-Acc/Dmg:40(A), BriL'shp-Acc/Dmg/EndRdx:40(27), BldM'dt-Acc/Dmg/EndRdx:50(27), BldM'dt-Acc:50(29), BldM'dt-Dmg:50(29), SvgnRt-PetResDam:50(31)
Level 28: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(33), GSFC-Build%:50(33)
Level 30: Provoke -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(46), Mocking-Taunt/Rchg/Rng:50(48), Mocking-Acc/Rchg:50(48), Mocking-Taunt/Rng:50(48), Mocking-Rchg:50(50)
Level 32: Kuji In Zen -- EndRdx-I:50(A)
Level 35: Tornado -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(36), ExRmnt-EndRdx/Dmg/Rchg:50(36), ExRmnt-+Res(Pets):50(36), C'Arms-+Def(Pets):30(37), Achilles-ResDeb%:20(37)
Level 38: Lightning Storm -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(40)
Level 41: Power Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(42), Decim-Acc/Dmg/Rchg:40(43)
Level 44: Temp Invulnerability -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46), S'fstPrt-ResDam/Def+:30(46)
Level 47: Assault -- EndRdx-I:50(A)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 1: Supremacy
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(19)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), Efficacy-EndMod:50(19), Efficacy-EndMod/Rchg:50(23)
------------
Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 10% Defense
  • 6.75% Defense(Smashing)
  • 6.75% Defense(Lethal)
  • 13% Defense(Fire)
  • 13% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 9.875% Defense(AoE)
  • 6.3% Max End
  • 58.75% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 66.26 HP (8.252%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 10%
  • MezResist(Held) 12.75%
  • MezResist(Immobilize) 19.9%
  • MezResist(Sleep) 12.2%
  • MezResist(Stun) 10%
  • MezResist(Terrorized) 12.2%
  • 11% (0.184 End/sec) Recovery
  • 12% (0.402 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 23.78% Resistance(Fire)
  • 23.78% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 5% RunSpeed
  • 2% XPDebtProtection


 

Posted

You do know you can go villain pick up the PPP and then come back. Just putting it out there.

Build wise I would agree about Cardiac once you have Hurricane on your really limited in what you can do before you start dropping toggles. The rule of thumb I had someone mention to me is you should have a 2 point coverage between endurance to use ratio. You barely have 1 point.

My other thoughts on the build would be get a higher range defense number and have it set up to have hurricane running all the time when solo. Its already been shown that you cannot turn hurricane on and off in quick succession to obtain that -ToHit debuff it offers.

So I am thinking the Range Defense cap would allow you to close the gap more safely between you and the enemy and then have hurricane max out your melee and aoe defenses to anyone within it.

This is what I put together real quick.

I would have to play with the build several times to get the endurance ratio up, even with Cardiac. But this is everything running excluding Snow Storm. I'm thinking just 2 end redux in snow storm or 2 hami's maybe.

I went with a PPP because Electric Fences is good for stopping the KB. So you can give mobs the debuff of hurricane and still keep them in place for the most part with fences.

The attack static discharge is used to help you build up aggro with Provoke. Luckily Hurricane will help your pets as well boosting up their defenses as well.

End result your almost range capped with Steamy mist suppressed.
Does steam mist suffer from suppression ?
If it doesn't then your ranged capped.

You have more recharge for having double lighting storm up a bit longer.

You can swap out the 6 slots in Steamy mist for 3 slotted LOTG set I have in other places. It lowers your range defense a bit but gives you 3 slots some place else.
O2 I think could be slotted better as well.

Again 20 minute toss up just to give you an idea.

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1385;667;1334;HEX;|
|78DA6593DB4E13511486F7F4606D29B4B5544AA12D07A10832B4D17B226A14430D4|
|9136FC9040618D34EC74EAB78251E1E40F1C22B8F51C14B831C8C1AE383A8F72AE0|
|1BD4D5F56F689399A4FD66FEBDD65EEB5F7B26BF723128C4EAA450C2178A9A6DCFE|
|535BBAA574A86B9E0CD6B4BC6BCF00921E24D75AE502B95CAA67ACD306F6876BA65|
|61AAB6B8A816AAE54A49C618E65264DA5CD62BBA59550F6F02B3E572512D58BABE1|
|0E2DB195D5BD02BF6B261050F9FAD46263FE435D3B06A45AD6A94CDC425CB98575B|
|0AE66BB2DB3B71EA71987E1FBC425E75AFF84DC809CF1FC6B1BFC01EE3F83E70C0B|
|03C4759422458BA499202C9A35CA6BB8C085C01CE33C2538CFE694685C2DD0857DC|
|EB4A6387D10DC62675E4957B7BC778EF419AA84F81E4F3BB1A924DF97E485E7F801|
|33BDB8020A3AF1DE860F487185BB4719B74DB064741980EC274074C77C074186E07|
|A87C3B6A29EDB223A04A5D84A48BD0776A2C2A46BF31229413418E2B12E3E2273A8|
|130A346A95104B8A3DBECA97F8731B80B7C624469A398341A7BC3D2C9B7C03B467C|
|1DD86024DE638DB2BA64F92E944FA07C2FCAEFD024BAE524BA61B31793486112294|
|C228549F46158B7A8E91E99D5739737CAAC324EDF03EE030F70A20F51999A4922CB|
|9D34B9BF5365C0026CC62EF59496279FC6806F53C10148AE811FAEC63EE33F815F8|
|C150A18921D0D3DE39CE1E7C00BE02523F30A78CDD8A64A23B2D2082A7DA6B7714C|
|BEBF639B2C9DF9086C01DB8CF11DC6170A5731608FDA9874524CC48114BFE013694|
|6AE8FF195C2B3D247F6114F25F71858C3B1B47E5175BAC4A843C93A949C4339EB50|
|CE39941987926F2AF5D9E6872C145EF5878FBED5FA5E805695D6D583A6A228D7D98|
|CE72A9BDE77C4FE6B2A2EE5291FBA6B0D78C2988CD23F02EAFF01AECFF7F5|
|-------------------------------------------------------------------|


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