Best destiny for /ninjitsu?


BrandX

 

Posted

Trying to decide what the best path for my /ninjitsu stalkers will be for survivability, the t4 regen rebirth or the t4 barrier.

- On one hand having rebirth's heal + massive regen has spoiled me on other melees, but /nin has a great heal available at lvl 20 in Kuji-In Sha. Sha is nice, but I've seen that when fighting critters with high tohit or defense debuffs it only buys you seconds before your defenses begins to falter. Rebirth would allow for a little more reckless play but it probably wouldn't allow me to "up my game" as much as barrier.

- /Nin lacks any resistances outside of psi (I usually add about 15-20% S/L at with tough and bonuses), so barrier would also be a nice choice for burst survival - my nin builds usually hover around only around 46-48% defenses. Yes, demoralize adds -7.5% tohit for 8 seconds, blinding power adds another -7.5% for 15 seconds and there is also caltrops but the concern here is the resistances and preventing cascading failures mainly.

Ninjitsu is so well rounded that it has become a really tough choice, is there a clear winner here and I am just overlooking something? Or would it just balance out in the end between the two? Any opinions appreciated!


 

Posted

Quote:
Originally Posted by Person34 View Post
Trying to decide what the best path for my /ninjitsu stalkers will be for survivability, the t4 regen rebirth or the t4 barrier.

- On one hand having rebirth's heal + massive regen has spoiled me on other melees, but /nin has a great heal available at lvl 20 in Kuji-In Sha. Sha is nice, but I've seen that when fighting critters with high tohit or defense debuffs it only buys you seconds before your defenses begins to falter. Rebirth would allow for a little more reckless play but it probably wouldn't allow me to "up my game" as much as barrier.

- /Nin lacks any resistances outside of psi (I usually add about 15-20% S/L at with tough and bonuses), so barrier would also be a nice choice for burst survival - my nin builds usually hover around only around 46-48% defenses. Yes, demoralize adds -7.5% tohit for 8 seconds, blinding power adds another -7.5% for 15 seconds and there is also caltrops but the concern here is the resistances and preventing cascading failures mainly.

Ninjitsu is so well rounded that it has become a really tough choice, is there a clear winner here and I am just overlooking something? Or would it just balance out in the end between the two? Any opinions appreciated!
There's always ageless for the debuff resistance which helps reduce the cascade failure, plus it helps with your end, and gives added Recharge.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
There's always ageless for the debuff resistance which helps reduce the cascade failure, plus it helps with your end, and gives added Recharge.
This, especially with the changes to AS in i22. The only thing really slowing my level 50, non-Incarnated but softcapped Elec/Nin down on beta is having to recover endurance.

Well, that and taking aggro from 5-6 +3 AVs at once on the last mission of the LRSF due to only two single-target attacks in the chain, including AS - hitting all of them at once right off the bat with Lightning Rod probably wasn't the best move for survival. I fixed that issue with inspirations, though.


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

 

Posted

By the way, how do you soft-cap Ninjitsu? Do you mostly soft-cap melee or range or both?


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.

 

Posted

Barrier would be nice, I went Rebirth on my EM/Nin just to help in MoM, Keyes and other AV fights where people die easily even the +3 with ZOMG purple pvp builds because they dont know how to avoid purple patches and stuff. Ageless is nice, I have it on my SS/Fire Brute, he's an end hog, badly slotted for endred and doesn't even have consume in his build anymore due to ageless.

I went with Agility for Alpha, then changed to Musculature because I <3 moar damage.

Quote:
Originally Posted by Jibikao View Post
By the way, how do you soft-cap Ninjitsu? Do you mostly soft-cap melee or range or both?
Softcapping ranged and melee is the minimum for an IOed build.

My planned respec doesn't cap AoE just because I want Fire Blast and Ball, but you can softcap to all three without much effort.


 

Posted

Quote:
Originally Posted by Jibikao View Post
By the way, how do you soft-cap Ninjitsu? Do you mostly soft-cap melee or range or both?
Well, for starters I fudged the numbers for "softcap", for another she doesn't have much room above it to make room for defense debuffs: 47.84% melee, 45.65% ranged, 44.71% aoe* with Hide suppressing.

But I didn't take Weave, don't have the PvP +3% defense, and Hide and Maneuvers could be slotted for more defense to make up the AoE if I move a slot from Ball Lightning (currently an Efficacy Adapter Rech/Acc) and/or Kuji-in Rin (recharge IO so it's mostly perma when exemped); currently those slots provide only enhancement value with no other bonus. I could also take Agility or Nerve for an Alpha slot (currently she has no Incarnate powers slotted and only Alpha unlocked), but I'm really leaning towards Vigor or Cardiac after testing on beta.

I also took Retsu for giggles since inherent Stamina opened up another power pick and it's a far better panic button than Smoke Flash. Every now and then I even remember that I have it.




* - Yes, that's a whole 0.29% away on AoE! I'm so shameful!


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

 

Posted

Thanks for the responses everyone - ageless huh? I have a 50 DB/Nin and DM/Nin on beta ATM so will build a T4 and see how it performs. That's an interesting suggestion, I've been spoiled by my NW's crazy high defenses and have panic attacks when I do anything that involves PDD or incarnate critters with other toons... yet the only thing in the revamped DA that is giving me a rough time is the constant endurance draining. Off to beta I go!

Quote:
Originally Posted by Jibikao View Post
By the way, how do you soft-cap Ninjitsu? Do you mostly soft-cap melee or range or both?

Here's the build my DB/Nin is currently using and it's at 45.1/46.4/44.5 before hide is toggled on. Assassin's blades is currently empty because it is reserved for the ATIO's - I'm seeing on beta that slotted in AS can make for a wicked 1-2 punch when it fires. With sweep now a viable combo it has become on of my favorite stalkers.

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Posted

I'm using Ageless Radial T4 (in cunjunction with Agility) and am happy with it. The added debuff resistance comes in really handy and since I'm not using Hasten, more recharge is cool in my book.
Will be even nicer once the new AS change goes live, as Siolfir pointed out.


@Viper Kinji
Currently working on:
Turtle Snapper - SD/MA/Ice Tanker

 

Posted

Been testing ageless and watching DDR shoot to 95% for 30 seconds is nice. Still testing, but it is a lot more handy then I imagined it would be... esp with the game changing new AS strike that's on the horizon. Bosses just get ripped apart now. I'm gonna do a run in RWZ later on beta and see how the DPS is on a +3 DB/Nin. I'm going to guess it'll be around 230-240 mark... the new AS rocks but the rest of DB's attacks are middle of the road.


 

Posted

Quote:
Originally Posted by Person34 View Post
Been testing ageless and watching DDR shoot to 95% for 30 seconds is nice. Still testing, but it is a lot more handy then I imagined it would be... esp with the game changing new AS strike that's on the horizon. Bosses just get ripped apart now. I'm gonna do a run in RWZ later on beta and see how the DPS is on a +3 DB/Nin. I'm going to guess it'll be around 230-240 mark... the new AS rocks but the rest of DB's attacks are middle of the road.
Untill you invest IOs into them! DB can take both -Resist Procs.

Alabating Strike: 5 Purple IOs (all but DMG) + -Resist Proc.
Sweeping Strike: 5 Purple IOs (all but DMG) + -Resist Proc.
Assassin Strike: All new Stalker IO set 6 slotted! Proc goes off, get crit on next attack!

Would have to figure out how much recharge one would need, but with a DB/NIN I couldn't help but think it's totally possible...

Alabating Strike - Sweeping Strike - Alabating Strike - Assassin Strike - Repeat!

You're now a blender!


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

DB Nin Defense capped

Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Stalker
Primary Power Set: Dual Blades
Secondary Power Set: Ninjitsu
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery

Villain Profile:
Level 1: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(19)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(50)
Level 4: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
Level 6: Assassin's Blades -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 10: Danger Sense -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Placate -- RechRdx-I(A)
Level 14: Caltrops -- P'ngTtl--Rchg%(A), ImpSwft-Dam%(15)
Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(17)
Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
Level 20: Kuji-In Sha -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(21), Mrcl-Heal/Rchg(21), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Heal(46)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(25), RctvArm-EndRdx/Rchg(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 26: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(42)
Level 28: Smoke Flash -- RechRdx-I(A)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), RedFtn-EndRdx(33)
Level 32: One Thousand Cuts -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(45)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), Zephyr-Travel(36), Zephyr-Travel/EndRdx(50)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(50)
Level 41: Super Speed -- Clrty-Stlth(A), Zephyr-Travel(48), Zephyr-Travel/EndRdx(48)
Level 44: Superior Conditioning -- EndMod-I(A)
Level 47: Physical Perfection -- Heal-I(A)
Level 49: Blinding Powder -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-EndRdx/Rchg(7), Numna-Heal/EndRdx(7), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(13), Numna-Heal/Rchg(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45)



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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

 

Posted

Quote:
Originally Posted by Person34 View Post
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Oh my, your build looks very expensive with several PvP and purple sets and Shield Wall and Gladiator's +3% unique? How do you afford all that? None of my toons are slotted with full or almost full purple sets. LOL The most I've done is to put two chance for smashing and negative in Fortunata's hold attack. She does have one full set of purple confuse set but that set is like 10% price of melee, range and pbaoe purple sets' price.

By the way, I see you put chance for smashing from Gladiator. Isn't that just 20% minor damage proc in pve like Mako's chance for lethal? I mean if all you want is a damage proc, isn't Gladiator like 100x more expensive than Mako's proc?


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.

 

Posted

Quote:
Originally Posted by Jibikao View Post
Oh my, your build looks very expensive with several PvP and purple sets and Shield Wall and Gladiator's +3% unique? How do you afford all that? None of my toons are slotted with full or almost full purple sets. LOL The most I've done is to put two chance for smashing and negative in Fortunata's hold attack. She does have one full set of purple confuse set but that set is like 10% price of melee, range and pbaoe purple sets' price.

By the way, I see you put chance for smashing from Gladiator. Isn't that just 20% minor damage proc in pve like Mako's chance for lethal? I mean if all you want is a damage proc, isn't Gladiator like 100x more expensive than Mako's proc?
I try and build with the mindset of "how far can I push this build", which sadly means I have to incorporate pvps and purples. It doesn't mean that is how the build will end up, I just like to see what IMO the toon is ultimately capable of with the top IOs. Purples obviously have the best stats, shield walls have a large regen and huge hp bonus with just 3 pieces. The two pvp uniques are in there because the GA 3% defense = not having to slot 3 powers with IOs for +melee/ranged/AE defense; I can slot for hps instead. The SW 3% resist is because I always like to see how much S/L resists I can push, esp on toons with no inherent resists. Nothing sucks more than having your "killer toon" almost one-shotted because of zero resists...

I like the chance for smashing because of all the melee procs (excluding Hecatomb) only Gladiator's and Mako's have the 20% fire rate; ToD's is only 15%. Also I think smashing is a good choice because robots, who largely resists lethal damage, take extra from smashing. Another plus is this proc never shut off due to exemplaring more than three levels lower than the level of the IOs, similiar to a purple.


Of all my level 50s only one has a build that looks similiar to this and that's my NW - but it took me a long time to put that build together and a ton of respecs, but I can see the benefits of the investment - it can do a lot of things my other 50s need teams to pull off. Plainguy has a much more realistic build IMO.

EDIT: been experimenting with the DB/Nin on beta and having created all T4 destinys and experimenting in the new DA I have come to this decision: I think I need to rebuild the toon as /ice. Ninjitsu is nice and has a lot of toys, but ice has tools that I think that better suit my playstyle (energy absorbtion means never any end issues and icy bastion simply owns!). Thanks for the feedback guys.


 

Posted

I thought maybe PvP procs are better than the regular Mako procs (Gladiator proc and Makao proc's price difference is like night and day). I have not even slotted one pvp recipe yet.

When I plan a build, I usually start with "what I can afford" or "what I want to afford". 99% of my toons are not slotted with full purple sets unless it's the cheaper ones from immb, sleep and confuse and even that is rare because I play a lot of characters and I just don't have that kind of dedication.

I have been planning my SJ/Ice and I see the potential of /Ice much better than /Nin. I can't wait to try Ice Bastion.


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.

 

Posted

Quote:
Originally Posted by Person34 View Post
Another plus is this proc never shut off due to exemplaring more than three levels lower than the level of the IOs, similiar to a purple.
Nitpick: Procs don't shut off as long as you have the power; set bonuses do. This means that no damage proc shuts off for examplaring.


Quote:
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.

 

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Quote:
Originally Posted by Siolfir View Post
Nitpick: Procs don't shut off as long as you have the power; set bonuses do. This means that no damage proc shuts off for examplaring.
Ahhh I never knew that, thanks for the nitpick!

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Originally Posted by Jibikao View Post
I have been planning my SJ/Ice and I see the potential of /Ice much better than /Nin. I can't wait to try Ice Bastion.
Yeah Icy Bastion has to be experienced to understand just how powerful it is. You activate it and you regenerate back to full health and endurance, regardless of incoming damage or debuffs. It is like a mobile hibernate that allows you to attack while at full recovery. It's crazy.


 

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Interesting builds...I am just wondering why the stealth enhancement was placed in super speed and not sprint...since sprint can be used with super speed and ninja run....instead sprint wasnt even slotted with end. reduction or run speed enhancement even. Also made the one build miss out on the set bonus with zephyre set.

>_>

These look like I think builds and not ones actualy played...as the slotting is kind of odd.

But then go figure...people play alot of things


 

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Quote:
Originally Posted by PsychicKitty View Post
Interesting builds...I am just wondering why the stealth enhancement was placed in super speed and not sprint...since sprint can be used with super speed and ninja run....instead sprint wasnt even slotted with end. reduction or run speed enhancement even. Also made the one build miss out on the set bonus with zephyre set.
Well there's absolutely no reason to put a stealth proc in a Stalker, Hide takes care of everything. Unless you PvP but then you'd have to pick the Stealth pool power too, besides usually SS, SJ, tons of KB protecton in the case of Nin, etc.


 

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Originally Posted by Kioshi View Post
Well there's absolutely no reason to put a stealth proc in a Stalker, Hide takes care of everything. Unless you PvP but then you'd have to pick the Stealth pool power too, besides usually SS, SJ, tons of KB protecton in the case of Nin, etc.
^this.

For a strictly PvE build, the Stealth proc adds nothing to a Stalker build. Doesn't even help against enemies that see through hide.

And for a PvP build, you'll want to add in Stealth/Invis and possible Phase Shift.


BrandX Future Staff Fighter
The BrandX Collection

 

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You know i didnt respond to the actual thread topic.....

(gives self -6 points for the fail)

Actualy to answer the question which destiny you want....

For your self its barrier(because being hit stops the hide and placate too much)....for a team its based on what the team needs...which is usualy barrier...as you are a stalker not a healer....for a league this is based on the trial and how the leader of the league wants to do things...

so in essence you want some of everything eventualy

I will just say...most of the time i found barrier the most useful...because it was nice to use as a OMG...power....but also...it allowed my stalkers with out a +3 shift on levels survive when i needed to....and there where many times i ended up not staying in front...instead stayed far away....used a sniper shot...and drew targeting and aggro that held and confused me away from the rest of the team.

Though the Op's choice having been taken before could be very useful in say the Keyes trial or any if the trials as well.