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HelenCarnate

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Posts posted by HelenCarnate

  1. On my /Ninja characters I use either super speed or a stealth IO in sprint.  Most times I do both since caves can be a pain with super speed and I still have a back up plan to stealth my way to the end if I feel like speeding through. 

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  2. If you never touch Dull Pain you are at 2271 HP and 68hp/sec regen along with around 30% defense to everything. 

    You have Dull Pain to increase your HP and regen and act as an extra heal every 90 seconds so 30 seconds beyond perma.

    At that point you have max HP of 3212.69 HP and regen of 97.37hp/sec.

    You also have a heal up every 15 seconds or so.  

    On top of that, hit instant healing and your regen kicks up to 236hp/sec with about 55% uptime.
    If for some reason you still need a panic button then MOG will crank up your defense and resists to the point where you should be able to regen most of the damage back and give you enough time for your next heal to recharge.

     

    Full disclosure, never played it but looks good on paper 🙂

     

     

    Brute (Martial Arts - Regeneration).mbd

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  3. 23 hours ago, Floust said:

    Thank you very much for the explanation. It makes sense, as my Fire/Rad does very well with its absorb/regen.

     

    The only confusing part is that in ITF running +4/8s, my Elec/EM seems to be able to take on multiple groups without an issue. 

    What is EM in this context?  There is no secondary that fits those letters.  There is Electric Armor and Energy Aura.  Either way, both have Energize which adds a decent amount of regen every time you use it.  But without knowing the full build I couldn't really say for sure why one would stand out more than others.

  4. You are not getting hit any more or less than a brute or tank on the same farm with the same defense.  You are just taking at least 250% damage compared to those ATs (more if your resists are less than 75%) On top of that you also have a much lower HP pool.  Basically you will die much faster unless you also have significant regen to counteract the damage.

     

    Edit because me no word good

  5. 58 minutes ago, Shadowstorm06 said:

    @Frosticus @nihilii as a newer player, Ninjitsu seems like a winner. How does it hold up endgame compared to other scrapper secondaries? Also, are there any attack sets you feel pair well with it? Katana seems like a thematic fit, but any synergy with others?

    Ninja goes with almost everything.  Radiation and Spines not so much unless you only care about the defense bonus and not stealth component.  Otherwise you would need to turn off and on your damage aura toggle depending on if you wanted to sneak around or not.  Not a deal breaker, just an extra thing to deal with.  Personal favorites are Claws, TW, and my overall favorite Street Justice. 

     

    Edit, I can't type

     

    Scrapper (Street Justice - Ninjitsu).mbd

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  6. 2 hours ago, WuTang said:

    Ha! Always a hole....

    Does the Stealth in Ninja hinder escort missons?

    Yes, but if you go crazy with your build like I do, you can have your stealth off and still be around 45% defense.  (44.7 AOE is my lowest defense without stealth and not counting incarnates)

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  7. Love Ninja.  Button to heal when you need it, another button to recover endurance and a ton of easy ways to soft cap and beyond along with the ability to stack massive recharge with set bonuses around 190% ish.  And yea way easier to stealth through missions when you feel like it with either super speed or a stealth IO in sprint.

     

    The only main drawback vs is a greater risk of cascading failure for your defense if you get hit with a -Defense attack.  

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  8. At 75% vs 90% resist you are taking 250% damage compared to what a Brute would be taking (assuming both at the defense cap) and you have a lower HP pool.  Bad idea. 

     

    Edit.  Brutes/Tanks also have 2 AOE attacks in Mu Mastery and scrappers have no option to make up for this.  

  9. Kept all the same power picks.  Final build not leveling build so leveling would need to pay more attention to when to pick what powers.

    Slightly lower fire/cold defense but still over soft cap

    Energy/Dark above soft cap

    Better recovery, DNA siphon recharge lower than duration.

    More HP on top of already higher regen.  This also means the shield from Ablative Carapace has almost 200 more HP as well.  Go for the HP accolades and you will be near 3k HP and over 65hp/s regen even if DNA siphon and Parasitic Aura both manage to miss everything.  

    10 seconds faster recharge on Parasitic Aura 

    Yes there is a loss of accuracy going with Agility vs Vigor, but you will still be over 95% chance to hit on everything except DNA Siphon if you are running at +4 (after level shift)  That being said, my build with having DNA Siphon hit 1 mob still has better regen than yours if it hits 5.

     

     

    Tanker (Bio Armor - Savage Melee).mbd

  10. 19 hours ago, Nostromo21 said:

     

    Dangit! I just took a closer look at a Dark/Ninjitsu Sentinel! ALL of the Ninja powers look so much more useful when compared to my Blaster, which I'm only really using Shinobi and Kuji-In Toh from. What would be the pro-cons? Does Shinobi-Iri provide innate stealth, like the blaster Shinobi does...? If not, is there any other Sentinel secondary which does? Otherwise, just grabbing Stealth from the Concealment pool could be a better option anyway, given the recent upgrade to the power? Actually, doesn't look like Ninja even has stealth for Sentinels, but Dark does - very nice! 😄

     

    The other thing I'd be missing is the sniper power Moonbeam - I guess the Sentinel primary has something close to it...?

     

    Shinobi Iri has stealth on Sentinals and on Scrappers for that matter. 

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  11. 16 minutes ago, Nightmarer said:

    Kinda like when they blame Trick Arrow Defenders for letting teammates die, they don't understand there's no such thing as "Healing Arrow". I wouldn't allow them to bother me like that and would probably just quit team, for my own peace of mind because, if I get started, next thing is that I will get reported and banned.

     

    I really wish there was.  Does minor damage then heals it back and then some. Would be hilarious. 

    • Haha 2
  12. As Uun pointed out there are some options but they are more of a bonus for taking that set rather than something that is needed.  Inner Will is only reactive meaning you can't hit it before a fight you know will have stuff that will mez you.  Time Lord you get very late in the set with level 30 being the earliest you can take it and only helps against stun.  Now that combined with Acrobatics can also get a little protection against holds and knockback but that also pretty much forces you to take super jump as your travel power and adds an extra end draining toggle.

     

    While leveling solo, that is just something you have to deal with when playing a non melee character.  Once you get to higher levels you can basically eliminate it with incarnate stuff and/or high enough defense that you just rarely get hit, but solo leveling sadly the main option is pack around a few BFs, take both your first 2 powers so you can still attack and learn what mobs do what so you know who to target first.  Also, most sets have some bit of control in them so use your own knockbacks and holds on those targets.  

     

    I will say for KB, most of the KB in the game can be handled with a single -4 KB IO in your travel power.  There are things that will still knock you back but they are rare and mostly dealt with by not standing next to things that are about to explode. 

  13. 3 hours ago, Nemu said:

    Make a blaster, you'll be a better player after you go through that journey. Hopefully you will have picked up fundamentals in movement, line of sight, mob targeting priority, inspiration management, how to influence mob AI, etc... as you go through that journey. Most of which you probably took for granted and didn't pay attention to while playing a sentinel and other melee ATs.

     

    If you can't fathom the notion of not having mez protection then you can also try a ranged scrapper. Kinetic melee and claw both have 2 ranged attacks and you can supplement those with more ranged attacks from the epic pools.

    Like a Claws/Nin that throws shuriken and exploding shuriken.   That could be fun. 

  14. My 2 highest DPA attacks on my claws scrapper are Focus and Shockwave.  Both are fast ranged attacks.  Although you do need to put kb to kd in there if you don't want stuff flying all over the place.  And Focus has a crazy fast refresh time.  Both will keep most things from attacking you since they will be on the ground instead.  

     

    Staff, Spines, and Stone Melee (edit and apparently Axe) all have a ranged attack but they are all on very long cast times.  You can cast both ranged claw attacks in less time than many of the other sets take to cast a single attack. 

     

    As far as secondary, Ninja is the only one with any sort of ranged control.  Blinding powder is a low level sleep and after that wears off a confuse.  Only mag 2 which means minions only.  Buuuuut the purple confuse set in there includes a higher mag aoe confuse proc which will go off most of the time since the power is on a long timer. 

     

    Which leaves Claws/Ninja as a potentially fun combo. 

     

    Also edit.  Been gone for a few years and had no idea they added range to Cleave.  Looks like its still a pretty slow cast time but does some pretty crazy damage which makes it worth it.

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  15. 57 minutes ago, Oklahoman said:

     

    I'm a recovering programmer who still relapses every now and again. I recognize some of what you say. For instance, I know what an ATM is - that's where I go to when I need actual cash out of my account.

    You are incorrect and should probably not google ATM videos that show you. 

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  16. Assuming we are talking farming because that is mainly where that combo is seen.  I just used the build I wanted as a base line to build from.  So if my end goal was say Build 2 then I would start off with Build 1 and buy stuff as I go. I would start off with stuff that adds fire defense but is on the less expensive side along with all the other fillers like LotG and stuff for health and stamina.  Then I would move to the more expensive purple/winter/brute sets.  Also, when building from a base like that, never sell purple recipes that drop.  Make whatever you get and use converters to change it to something useful.  That ends up being way less expensive than selling the recipe and using inf to pay for the difference. 

     

     

    While you are farming with the base build as you get money, chew lucks and keep combining them until you are over 45% fire defense when farming and you should be able to handle +3x8 content pretty easily although granted stuff will take a little longer to kill until you get more recharge.  After a few runs you should have a decent nest egg to start building with.

    Brute (Radiation Melee - Fiery Aura) Build 2.mbd Brute (Radiation Melee - Fiery Aura) Build 1.mbd

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  17. On 12/13/2023 at 3:45 AM, Scarlet Shocker said:

     

    I must research Dark Affinity. I might be interested in taking it to other builds too

    Fire/Dark is also a lot of fun.  Dark has the defense boost where you can stand in the middle of groups and burn them down with hot feet, while they flop around with kb to kd slotted in Bonfire.  Turns spawns into burning popcorn. 

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