Seeking help with Ninja/FF
I have quite a bit of experience with Ninja/FF and here are my pointers. I don't like to change people's build but if you like the ideas, feel free to move around your power choices/slots.
1. Your Genin needs a bit more +damage from slottings. Those 3 pieces there only give them about 67% damage. Put one more Damage/End in them so they get to about 89%. Put that AoE defense piece in Oni. And Genins do need -endurance during long fights.
2. If you throw smoke flash a lot then you need some +recharge/end. Mine is slotted 4. Two recharge and two end. I like throwing smoke flash whenever it's up since I am not using any of the arrow attacks.
3. Instead of taking Stealth power, have you thought about just putting one +stealth in your Hover? My build has Tough because that +smashing/lethal resistance means I don't die in one hit. lol
That's about it. You have Power Boost which is a MUST for a Ninja/FF IMO.
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.
Thanks for the reply! Here are the changes I made from your suggestions. I hope this is ok. Would you think I could maybe take on a pylon/GM? Searching across the forums I read several posts that your Ninja/FF Could handle such. I'm so glad you commented on my build and I could get your insight. Anyway here is the build!
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Ninja / FF: Level 50 Technology Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Genin
- (A) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Damage
- (5) Soulbound Allegiance - Chance for Build Up
- (7) Edict of the Master - Defense Bonus
- (A) Explosive Strike - Accuracy/Knockback
- (7) Explosive Strike - Chance for Smashing Damage
- (A) Red Fortune - Defense/Endurance
- (9) Red Fortune - Defense/Recharge
- (21) Red Fortune - Defense
- (34) Red Fortune - Endurance/Recharge
- (36) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Endurance
- (A) Red Fortune - Endurance
- (9) Red Fortune - Defense/Endurance
- (11) Red Fortune - Defense/Recharge
- (11) Red Fortune - Endurance/Recharge
- (39) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Defense
- (A) Endurance Reduction IO
- (A) Doctored Wounds - Heal/Endurance
- (36) Doctored Wounds - Heal/Endurance/Recharge
- (36) Doctored Wounds - Endurance/Recharge
- (37) Doctored Wounds - Heal/Recharge
- (37) Interrupt Reduction IO
- (37) Interrupt Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Achilles' Heel - Chance for Res Debuff
- (13) Touch of Lady Grey - Chance for Negative Damage
- (13) Blood Mandate - Accuracy/Endurance
- (15) Blood Mandate - Accuracy/Damage/Endurance
- (15) Blood Mandate - Accuracy
- (17) Blood Mandate - Damage
- (A) Empty
- (A) Harmonized Healing - Heal/Endurance
- (17) Harmonized Healing - Heal
- (19) Harmonized Healing - Heal/Endurance/Recharge
- (21) Harmonized Healing - Heal/Recharge
- (23) Interrupt Reduction IO
- (A) Recharge Reduction IO
- (19) Endurance Reduction IO
- (A) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Recharge
- (33) Red Fortune - Endurance/Recharge
- (33) Red Fortune - Defense/Endurance/Recharge
- (34) Red Fortune - Defense
- (34) Red Fortune - Endurance
- (A) Red Fortune - Defense/Endurance
- (23) Red Fortune - Defense/Recharge
- (25) Red Fortune - Endurance/Recharge
- (25) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Defense
- (40) Red Fortune - Endurance
- (A) Endurance Reduction IO
- (A) Sovereign Right - Resistance Bonus
- (27) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (29) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (31) Command of the Mastermind - Recharge/Pet +AoE Defense Aura
- (A) Steadfast Protection - Resistance/+Def 3%
- (33) Impervium Armor - Resistance/Endurance
- (43) Impervium Armor - Resistance
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Stupefy - Accuracy/Recharge
- (39) Stupefy - Accuracy/Stun/Recharge
- (40) Razzle Dazzle - Chance of Immobilize
- (A) Endurance Reduction IO
- (A) Trap of the Hunter - Accuracy/Recharge
- (42) Trap of the Hunter - Endurance/Immobilize
- (42) Trap of the Hunter - Accuracy/Endurance
- (42) Trap of the Hunter - Immobilize/Accuracy
- (43) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (43) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (46) Red Fortune - Endurance/Recharge
- (46) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Defense
- (50) Red Fortune - Endurance
- (A) Lockdown - Accuracy/Hold
- (48) Lockdown - Accuracy/Recharge
- (48) Lockdown - Recharge/Hold
- (48) Lockdown - Endurance/Recharge/Hold
- (50) Lockdown - Accuracy/Endurance/Recharge/Hold
- (50) Lockdown - Chance for +2 Mag Hold
- (A) Recharge Reduction IO
- (A) Accuracy IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift
- (A) Flight Speed IO
- (A) Jumping IO
- (A) Healing IO
- (A) Endurance Modification IO
- (39) Endurance Modification IO
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Run Speed IO
- (A) Empty
Level 50: Nerve Total Radial Revamp
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As far as my incarnate powers. I was going to choose musculature and reactive for ever more damage. Not sure what to choose for Lore or Destiny (perhaps barrier) Wasn't sure if the heal +HP would benefit ninjas.
in terms of destiny i would probably go with rebirth because you dont have a heal of your own outside of aid self which isnt very good to begin with
as for lore, thats more up to you, personally i would go longbow for the regen debuff so you can solo harder targets
As far as my incarnate powers. I was going to choose musculature and reactive for ever more damage. Not sure what to choose for Lore or Destiny (perhaps barrier) Wasn't sure if the heal +HP would benefit ninjas.
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I would probably put one more +recharge in Power Boost. The rest is fine. I didn't take web hold power but I think it's a matter of gameplay choice.
My Ninja/FF +1 has soloed a pylon with Musculature and Reactive. I did not use Lore pet (they die anyway if they all bundle up). MM has the luxury of using taunt on pylon and stand away from the pets so they don't get aoe, but I hate using taunt. I basically Hover up and above the Ninjas so I don't get aoe...they do. lol It was quite tough for me because the aoe damage is really high and Ninja has little lethal resistance. I also ran into huge endurance problem before the group buff change. I did use inspirations and poison dart for some minor -regen. I've also soloed a GM in Monster Island (grandville) using lore pets. Without lore pet, my Genins ran out of endurance and GM's health couldn't go lower than 15%. With lore pet, it was quite easy.
I chose Rebirth and just like what somebody said, I need the aoe healing when things really go bad.
My Lore pet choice is uncommon. I chose Vanguard. Here is my reason:
1. I don't like using powers that are too common and I rarely see Vanguard. That's the first reason why I looked into Vanguard.
2. It turns out Vanguard has pretty good synergy with Ninja. The Lt pet has some -lethal resistance which benefits most of Ninja's attacks. He is melee-hybrid and tend to die more easily but the Sorcerer pet is awesome. I love her because she ALWAYS stands far from the action. She offers elemental damage and good aoe. I don't need to babysit her much which is good because I have 6 paper ninjas to babysit. In fact, she sometimes stands way too far back to benefit from my leaderships. lol
3. Vanguard doesn't have the best ST damage but their aoe compliment my Ninja's weakness. My Ninja already has high ST damage.
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.
Thanks for all the advice. I just went after the Kraken by myself just to see what would happen. Ninjas beat him up pretty good. All I have is a tier 1 musculature equipped. I'm still working on my incarnate content. He constantly ran around which made it kinda annoying. Took a couple footstomps to the face but aid self took care of that. All in all I'm pretty pleased
Yes, the challenge to kill a GM is that they run too much unless you have taunt.
I got lucky when I soloed that GM in monster island. It's one of those Giant Mushroom and it got stuck in a corner somehow. It couldn't run. :P It could probably jump away but I kept using web envelop.
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.
Below is a build I'm currently running right now. The ninjas seem pretty stout...I however am not. I'm finding it hard to try and get good damage from my ninjas without sacrificing my survivability. Does anyone have a decent build they would like to share or have a better idea on how to slot my powers? Thanks in advance.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Kunoichi C-21 (team build): Level 50 Technology Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Force Field
Power Pool: Medicine
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Call Genin
- (A) Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
- (3) Command of the Mastermind - Damage/Endurance/Recharge
- (3) Command of the Mastermind - Accuracy/Damage
- (5) Command of the Mastermind - Recharge/Pet +AoE Defense Aura
- (5) Soulbound Allegiance - Chance for Build Up
- (7) Edict of the Master - Defense Bonus
Level 1: Force Bolt- (A) Explosive Strike - Accuracy/Knockback
- (7) Explosive Strike - Chance for Smashing Damage
Level 2: Deflection Shield- (A) Red Fortune - Defense/Endurance
- (9) Red Fortune - Defense/Recharge
- (21) Red Fortune - Defense
- (34) Red Fortune - Endurance/Recharge
- (36) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Endurance
Level 4: Insulation Shield- (A) Red Fortune - Endurance
- (9) Red Fortune - Defense/Endurance
- (11) Red Fortune - Defense/Recharge
- (11) Red Fortune - Endurance/Recharge
- (39) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Defense
Level 6: Train Ninjas- (A) Endurance Reduction IO
Level 8: Aid Other- (A) Doctored Wounds - Heal/Endurance
- (36) Doctored Wounds - Heal/Endurance/Recharge
- (36) Doctored Wounds - Endurance/Recharge
- (37) Doctored Wounds - Heal/Recharge
- (37) Interrupt Reduction IO
- (37) Interrupt Reduction IO
Level 10: Fly- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 12: Call Jounin- (A) Achilles' Heel - Chance for Res Debuff
- (13) Touch of Lady Grey - Chance for Negative Damage
- (13) Blood Mandate - Accuracy/Endurance
- (15) Blood Mandate - Accuracy/Damage/Endurance
- (15) Blood Mandate - Accuracy
- (17) Blood Mandate - Damage
Level 14: Hover- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Aid Self- (A) Harmonized Healing - Heal/Endurance
- (17) Harmonized Healing - Heal
- (19) Harmonized Healing - Heal/Endurance/Recharge
- (21) Harmonized Healing - Heal/Recharge
- (23) Interrupt Reduction IO
Level 18: Smoke Flash- (A) Recharge Reduction IO
Level 20: Dispersion Bubble- (A) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Recharge
- (33) Red Fortune - Endurance/Recharge
- (33) Red Fortune - Defense/Endurance/Recharge
- (34) Red Fortune - Defense
- (34) Red Fortune - Endurance
Level 22: Maneuvers- (A) Red Fortune - Defense/Endurance
- (23) Red Fortune - Defense/Recharge
- (25) Red Fortune - Endurance/Recharge
- (25) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Defense
- (40) Red Fortune - Endurance
Level 24: Assault- (A) Endurance Reduction IO
Level 26: Oni- (A) Sovereign Right - Resistance Bonus
- (27) Blood Mandate - Accuracy/Damage
- (27) Blood Mandate - Damage/Endurance
- (29) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (31) Blood Mandate - Accuracy
Level 28: Stealth- (A) Gift of the Ancients - Defense/Endurance
- (33) Gift of the Ancients - Defense/Endurance/Recharge
- (43) Luck of the Gambler - Recharge Speed
Level 30: Tactics- (A) Endurance Reduction IO
Level 32: Kuji In Zen- (A) Endurance Reduction IO
Level 35: Repulsion Bomb- (A) Stupefy - Accuracy/Recharge
- (39) Stupefy - Accuracy/Stun/Recharge
- (40) Razzle Dazzle - Chance of Immobilize
Level 38: Force Bubble- (A) Endurance Reduction IO
Level 41: Web Envelope- (A) Trap of the Hunter - Accuracy/Recharge
- (42) Trap of the Hunter - Endurance/Immobilize
- (42) Trap of the Hunter - Accuracy/Endurance
- (42) Trap of the Hunter - Immobilize/Accuracy
- (43) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (43) Trap of the Hunter - Chance of Damage(Lethal)
Level 44: Scorpion Shield- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (46) Red Fortune - Endurance/Recharge
- (46) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Defense
- (50) Red Fortune - Endurance
Level 47: Web Cocoon- (A) Lockdown - Accuracy/Hold
- (48) Lockdown - Accuracy/Recharge
- (48) Lockdown - Recharge/Hold
- (48) Lockdown - Endurance/Recharge/Hold
- (50) Lockdown - Accuracy/Endurance/Recharge/Hold
- (50) Lockdown - Chance for +2 Mag Hold
Level 49: Power Boost- (A) Recharge Reduction IO
Level 1: Brawl- (A) Accuracy IO
Level 1: Sprint- (A) Run Speed IO
Level 2: Rest- (A) Recharge Reduction IO
Level 1: SupremacyLevel 4: Ninja Run
Level 2: Swift
- (A) Flight Speed IO
Level 2: Hurdle- (A) Jumping IO
Level 2: Health- (A) Healing IO
Level 2: Stamina- (A) Endurance Modification IO
- (39) Endurance Modification IO
Level 1: Prestige Power Slide- (A) Empty
Level 1: Prestige Power Dash- (A) Empty
Level 1: Prestige Power Quick- (A) Empty
Level 1: Prestige Power Surge- (A) Run Speed IO
Level 1: Prestige Power Rush- (A) Empty
Level 0: Task Force CommanderLevel 50: Nerve Total Radial Revamp
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