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oldskool

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Everything posted by oldskool

  1. From a kind Redditor Risko_Vinsheen: Ancillary Power Pools Dark Mastery Netherworld Tentacles Smite Engulfing Darkness Netherworld Grasp Darkest Night Electricity Mastery Chain Fences Havoc Punch Lightning Field Paralyzing Jolt Rehabilitating Circuit (New power, a chaining heal. Basically you fire it at an ally and then it chains off of them to hit nearby allies [including yourself] for a bit of healing.) Fire Mastery Fire Cages Cremate Char Fire Sword Circle Warmth Ice Mastery Frostbite Ice Sword Block of Ice Frozen Aura Snow Storm Ninja Tool Mastery Tashibishi (A Caltrops clone, basically) Sting of the Wasp Paralizing Dart The Lotus Drops Kemuridama (PBAoE, Foe Placate -DMG -ToHit) Psionic Mastery Mass Hypnosis Mind Probe Dominate Psychic Shockwave Link Minds Patron Power Pools Leviathan Mastery School of Sharks Knockout Blow Arctic Breath Spirit Shark Jaws Summon Coralax Mace Mastery Web Envelope Pulverize Focused Accuracy Web Cocoon Summon Tarantula Soul Mastery Midnight Grasp Soul Tentacles Darkest Night Soul Storm Summon Mistress Mu Mastery Electrifying Fences Thunder Strike Electric Shackles Static Discharge Summon Adept
  2. Where can I get detailed info on the Inherent? Someone told me it was "weird". I guess he was right. :-\ At work, so no Pine's. Pistols will trigger a self buff for some minor damage increase. Dual Wield will trigger a self buff for sustain increase (hits generate some health and endurance). They both apply a target debuff that makes enemies easier for everyone to hit and damage. It's minor but has a chance to "critical" and have a bigger effect. The weird part may come from juggling which effect you want in the moment (I don't find it weird at all, but I'm probably alone here). I feel pretty comfortable with my endurance use most of the time because I don't tunnel vision on cycling my attacks early on like I might with a finished build. My expectations of character performance are also often pretty freaking low until pre-50. So there's that too. ;) So far, I have leveraged Offensive Opportunity more. It's a minor damage boost to me and it is OK. Not amazing, but OK. Especially while leveling, I do like triggering Defensive at times. This is why it is hard to view an endgame build where I skip one. So far I have found use for both. I may completely change my mind when I have everything I want, but for now I plan to take everything from the primary and most of the secondary.
  3. So I just discovered this in game... it's a stealth power! :-[ I suppose there's no point in taking Stealth/Invis because it says it "doesn't work" with other stealth powers? I wonder what to replace them with?? I appreciate the insight on the other powers. That's the kind of feedback I was looking for to make the build better. I suppose I can pull some slots out of paralyzing dart and move some stuff around to slot up Shinobi-Iri and Bo Ryaku. Thanks again. ;D You're welcome! I decided not to skip DW. So I have both Pistols and DW. Which is fine since I am not IO'ed to the gills. I can pick and choose which Opportunity I want. For now, this is my generic plan for all Sentinel primaries. I basically just take everything and lean on the Offensive Opp power *most* of the time. Power pool wise, I went with Fighting for Tough & Weave and Speed for Hasten only. You have no need for a travel power. Shinobi-Iri is a stealth power, defense power, and travel power all in one. It doesn't stack with movement effects outside of the passive Fitness effects, Sprint, and Ninja Run. With all those basic things going plus Shinobi-Iri you're moving pretty fast. Shinobi-Iri is part of the reason I made the character. It's just fun! Bo Ryaku is a bit late but closes the KB hole of Nin which was a huge surprise to me. For the epic pool, Of course Ninja tools is what I want. I'm slotting my Caltrops to cycle it as damage. I don't need it, but I want it. I took the hold, kept it at 1 slot. You can use it with Suppressive Fire though which is also interesting. Then Kemuridama is my last choice. It's mostly a recharge mule, but I also like that it is an AoE Placate. Plus it's smoke bomb which no ninja worth their jika-tabi leaves home without!
  4. You want Pistols over Dual Wield. If you can fit Dual Wield in to trigger Defensive Opportunity, cool. Yet, Pistols triggers Offensive Opportunity, and you really want that. Shinobi-Iri buffs all your defenses. Fully enhanced, it isn't a lot, but you can squeeze nearly 2% more out of it. It adds up for /Nin which doesn't hit 45% as easy as /SR. Shinobi-Iri puts you into stealth and it suppresses when combat starts. I prefer Kemuridama for a toy over Blinding Powder. Kemuridama is placate which is kinda neat. Blind Powder, Misdirection and Kemuridama is overkill. Pick one. Bo Ryaku is worth enhancing a little or using for set mules. Otherwise, the presented build here isn't a bad start.
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