Nin/Poision build - Is there something wrong here


Hindenburg

 

Posted

I'm fairly satisfied with my Ninja Poison build here, soft capping both S/L and Ranged and AOE.

I am bit curious if it could have been done different though. Its not an overly expensive build with no Purples or the +3 def PVP receipie.

The steadfast protection recipe is fairly to attain now with enhancement converters.

What I worry a bit about is that i place my pet def/resistance procs in the same henchmen power to get the range defense from Blood Mandate from the others. Is this a good/bad idea ? Is it the right henchmen to use for this?

Any suggestions or 'brillliant planning' comments are welcome

Team Tios

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Mind Mistress: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Poison
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Genin

  • (A) Superior Command of the Mastermind - Accuracy/Damage
  • (3) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
  • (3) Superior Command of the Mastermind - Accuracy/Damage/Recharge
  • (5) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
  • (5) Edict of the Master - Defense Bonus
  • (7) Sovereign Right - Resistance Bonus
Level 1: Alkaloid
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (7) Numina's Convalescence - Heal
  • (9) Numina's Convalescence - Heal/Endurance/Recharge
  • (9) Numina's Convalescence - Heal/Recharge
  • (11) Numina's Convalescence - Endurance/Recharge
  • (11) Numina's Convalescence - Heal/Endurance
Level 2: Envenom
  • (A) Undermined Defenses - Recharge
  • (13) Undermined Defenses - Defense Debuff/Endurance
  • (13) Undermined Defenses - Defense Debuff/Recharge/Endurance
  • (15) Undermined Defenses - Recharge/Endurance
  • (15) Undermined Defenses - Defense Debuff/Recharge
  • (17) Undermined Defenses - Defense Debuff
Level 4: Weaken
  • (A) Siphon Insight - Accuracy/Endurance/Recharge
  • (17) Siphon Insight - Chance for +ToHit
  • (19) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (19) Siphon Insight - Accuracy/Recharge
  • (21) Siphon Insight - Accuracy/ToHit Debuff
  • (21) Siphon Insight - ToHit Debuff
Level 6: Train Ninjas
  • (A) Endurance Reduction IO
Level 8: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
Level 10: Neurotoxic Breath
  • (A) Pacing of the Turtle - Endurance/Recharge/Slow
  • (25) Pacing of the Turtle - Chance of -Recharge
  • (25) Pacing of the Turtle - Range/Slow
  • (27) Pacing of the Turtle - Accuracy/Endurance
  • (27) Pacing of the Turtle - Accuracy/Slow
  • (29) Pacing of the Turtle - Damage/Slow
Level 12: Call Jounin
  • (A) Blood Mandate - Damage
  • (29) Blood Mandate - Accuracy
  • (31) Blood Mandate - Accuracy/Damage/Endurance
  • (31) Blood Mandate - Damage/Endurance
  • (31) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Accuracy/Endurance
Level 14: Super Jump
  • (A) Jumping IO
Level 16: Kick
  • (A) Empty
Level 18: Smoke Flash
  • (A) Endurance Reduction IO
Level 20: Tough
  • (A) Aegis - Psionic/Status Resistance
  • (23) Aegis - Resistance
  • (33) Aegis - Resistance/Endurance/Recharge
  • (34) Aegis - Endurance/Recharge
  • (34) Aegis - Resistance/Endurance
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Defense/Endurance
Level 24: Assault
  • (A) Endurance Reduction IO
Level 26: Oni
  • (A) Blood Mandate - Damage/Endurance
  • (37) Blood Mandate - Accuracy/Damage/Endurance
  • (37) Blood Mandate - Accuracy/Damage
  • (37) Blood Mandate - Damage
  • (39) Blood Mandate - Accuracy/Endurance
  • (39) Blood Mandate - Accuracy
Level 28: Paralytic Poison
  • (A) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (33) Lockdown - Endurance/Recharge/Hold
  • (36) Lockdown - Accuracy/Recharge
  • (36) Lockdown - Accuracy/Hold
  • (39) Lockdown - Recharge/Hold
  • (40) Lockdown - Chance for +2 Mag Hold
Level 30: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (36) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Endurance
Level 32: Kuji In Zen
  • (A) Endurance Reduction IO
Level 35: Aimed Shot
  • (A) Thunderstrike - Damage/Endurance/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance
  • (45) Thunderstrike - Accuracy/Damage/Recharge
  • (45) Thunderstrike - Damage/Recharge
  • (45) Thunderstrike - Damage/Endurance
  • (46) Thunderstrike - Accuracy/Damage
Level 38: Tactics
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff
Level 41: Antidote
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Steadfast Protection - Knockback Protection
Level 44: Stealth
  • (A) Luck of the Gambler - Defense
Level 47: Scorpion Shield
  • (A) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense/Endurance
Level 49: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Damage Increase
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Healing IO
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - Heal
  • (48) Numina's Convalescence - Heal/Recharge
Level 2: Stamina
  • (A) Endurance Modification IO
  • (50) Endurance Modification IO
Level 1: Supremacy
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 5% Defense
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 20.81% Defense(Fire)
  • 20.81% Defense(Cold)
  • 18.31% Defense(Energy)
  • 18.31% Defense(Negative)
  • 3% Defense(Psionic)
  • 7.38% Defense(Melee)
  • 29.88% Defense(Ranged)
  • 43.31% Defense(AoE)
  • 1.8% Max End
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(JumpSpeed)
  • 6% Enhancement(Heal)
  • 2.5% Enhancement(Held)
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(FlySpeed)
  • 32% Enhancement(Accuracy)
  • 45% Enhancement(RechargeTime)
  • 13% FlySpeed
  • 84.33 HP (10.5%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 8.25%
  • MezResist(Immobilize) 2.2%
  • MezResist(Sleep) 2.75%
  • MezResist(Stun) 3.3%
  • 9% (0.15 End/sec) Recovery
  • 54% (1.81 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 11.26% Resistance(Fire)
  • 11.26% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 13% Resistance(Psionic)
  • 18% RunSpeed
  • 4.5% XPDebtProtection



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Defiant to the last!

 

Posted

idk alot about MM's, but your pet slotting looks good.

your defense numbers could be lowered to free up some slots.

I'd slot a little different

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!


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perma jump is ---> /up 1

 

Posted

Quote:
Originally Posted by Hindenburg View Post

your defense numbers could be lowered to free up some slots.

I'd slot a little different
Hmm, yeah I partially agree, problem is though that as soon as I use a debuffer or attack, stealth is partially suppressed, and thereby losing 2.82% in defense, that means I'd go lower than softcap, at least I think so. Mid's, after my knowledge, don't differ on that, so a little head-math is in order. Correct me if I'm wrong though.


Defiant to the last!

 

Posted

This will cover the suppression issues.

I moved the Num unique over to health as it will benefit tons more over there instead of the heal.

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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 plainguy View Post
This will cover the suppression issues.

I moved the Num unique over to health as it will benefit tons more over there instead of the heal.
Well true it covers the suppression issues, but it also removes 15% defense and 5% resistance on the henchmen, and I dont know if I think that is worth it. Ninjas are IMO pretty squishy as it is

Team Tios


Defiant to the last!