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Hello again, Let's play this game. I'm seeing what I can squeeze out of an "all-in" non-proc focused Water/Nin build. I'm doing this partially to learn what can be done if I remove the limits from my build and still stick with my play style. I like to run and gun, I hate "resting" I want to be in the fray and moving around a lot doing stuff all the time. Cremate has a been a great addition to my build for a quick hard hit to a single target that remained standing when everyone else is dead. I like to team as much as I like to run solo. I plan to utilize the Tidal Power mechanics and my T1 damage boost from opportunity. No PvP for me. This build gets me to soft-cap for positional defense, has a good amount of recharge boost, is heavy on accuracy, and has the 10% resist recharge debuff, which I rather like. I like the range boost from the ATO. Let's see what we can learn from this little project, Cheers, End Hero Plan by Mids' Reborn : Hero Designer 184.108.40.206 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! MS Proc: Level 50 Science Sentinel Primary Power Set: Water Blast Secondary Power Set: Ninjitsu Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Fire Mastery Hero Profile: Level 1: Aqua Bolt -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Dmg/Rchg(3), Dvs-Acc/Dmg/EndRdx/Rchg(5), Dvs-Acc/Dmg/Rchg(5) Level 1: Ninja Reflexes -- RedFrt-Def/EndRdx(A), RedFrt-Def(7), RedFrt-EndRdx(7), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(9), LucoftheG-Def/Rchg+(11) Level 2: Hydro Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(15), Apc-Dmg/EndRdx(15) Level 4: Water Burst -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(17), Bmbdmt-Dam/Rech(19), Bmbdmt-Acc/Dam/Rech(19), Bmbdmt-Acc/Dam/Rech/End(21), Bmbdmt-+FireDmg(21) Level 6: Danger Sense -- RedFrt-Def/EndRdx(A), RedFrt-Def(23), RedFrt-EndRdx(23), RedFrt-Def/Rchg(25), RedFrt-Def/EndRdx/Rchg(25), LucoftheG-Def/Rchg+(27) Level 8: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(11), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(29) Level 10: Kuji-In Rin -- RechRdx-I(A) Level 12: Whirlpool -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(33), Ann-Acc/Dmg/Rchg(33), Ann-Acc/Dmg/EndRdx(33), Ann-Acc/Dmg/EndRdx/Rchg(34), Ann-ResDeb%(48) Level 14: Shinobi-Iri -- RedFrt-Def/EndRdx/Rchg(A), RedFrt-Def/EndRdx(31), RedFrt-Def(34), RedFrt-EndRdx(36), RedFrt-EndRdx/Rchg(42), LucoftheG-Def/Rchg+(45) Level 16: Tidal Forces -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(31), GssSynFr--Rchg/EndRdx(34) Level 18: Water Jet -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(36), SprSntWar-Acc/Dmg/EndRdx(37), SprSntWar-Acc/Dmg/Rchg(37), SprSntWar-Dmg/Rchg(37), SprSntWar-Acc/Dmg(39) Level 20: Seishinteki Kyoyo -- SynSck-EndMod(A), SynSck-EndMod/Rech(31), SynSck-EndMod/+RunSpeed(39) Level 22: Kuji-In Sha -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal/Rchg(46), NmnCnv-Heal(46) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(40) Level 26: Steam Spray -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(40), Ann-Acc/Dmg/Rchg(40), Ann-Acc/Dmg/EndRdx(42), Ann-Acc/Dmg/EndRdx/Rchg(42) Level 28: Bo Ryaku -- GldArm-3defTpProc(A) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Geyser -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(43), SprOppStr-Acc/Dmg/Rchg(43), SprOppStr-Acc/Dmg/EndRdx(43), SprOppStr-Acc/Dmg/EndRdx/Rchg(45), SprOppStr-Rchg/+Opportunity(45) Level 35: Maneuvers -- EndRdx-I(A) Level 38: Kuji-In Retsu -- RechRdx-I(A) Level 41: Cremate -- CrsImp-Acc/Dmg/Rchg(A), Mk'Bit-Acc/Dmg(48), CrsImp-Acc/Dmg(48) Level 44: Kick -- Empty(A) Level 47: Tough -- StdPrt-ResDam/Def+(A) Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50), LucoftheG-EndRdx/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Opportunity Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(46) ------------
One thing I'd really like to work on, if possible, is to create a group repository of information on Sentinels as a whole, explaining what makes a strong pairing from each primary to each secondary and all of the pool powers, as well as what distinguishes Sentinels from Scrappers and Blasters. I understand that this is a big undertaking, but I think it could be extremely helpful to new players. I have some thoughts on these subjects, but the fact of the matter is, I didn't play CoX live at a very high level of proficiency and there are limits to how much I've experienced in Sentinel as-is. I will say that i would like to avoid contributions from people who are of the position that there is no such thing as a weak choice of powerset in CoX, or of the position that any powerset is so bad it should not be taken by anyone with an interest in m making the most of their characters. I believe it is possible and responsible to speak in general terms about average player performance and also support a diversity of interests. There is no wrong way to play, but I want players to be reasonably well-informed going into their choices -- at least, if they want to be. Some enjoy the discovery! I think the best way to create such a project would be for people to submit "sets" of opinions, where they analyze multiple different powersets in compare and contrast, so that we can get a feel for each reviewer's independently, then have a "czar" for that powerset synthesize all the submissions into something that succinctly reflects the consensus and any important divergences thereof. However, that assumes a large interest in this project. I don't know if anyone else would be interested in contribution. Also, accepting general feedback at this stage. Post inspired in part by @oldskool and their excellent comments in various threads. Set Sign-Up Sheet List of posters reviewing what powersets. Set Name Reviewer 1 Reviewer 2 Reviewer 3 Reviewer 4 Primaries Archery @drbuzzard @oldskool Assault Rifle @oldskool @Sunsette Beam Rifle @Sunsette [X] Dark Blast @drbuzzard @oldskool Dual Pistols @oldskool [X] Energy Blast @Sunsette [X] Electric Blast Fire Blast @drbuzzard Ice Blast Psychic Blast @drbuzzard @oldskool Radiation Blast Sonic Attack Water Blast @drbuzzard Secondaries Bio Armor @drbuzzard Dark Armor @oldskool Electric Armor @Hopeling[X] Energy Aura @Sunsette [X] Fiery Aura @drbuzzard Ice Armor Invulnerability @Sunsette [X] Ninjitsu @drbuzzard @oldskool [X] Radiation Armor @Destlin Regeneration Super Reflexes @Sunsette [X] @drbuzzard Willpower @drbuzzard @oldskool [X] Epic Pools Dark Mastery Electricity Mastery @Sunsette Fire Mastery @Sunsette Ice Mastery @Sunsette Ninja Tool Mastery Psionic Mastery @Sunsette Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Utility Pools Concealment @Sunsette Fighting @Sunsette Flight @Sunsette Leadership @Sunsette Leaping @Sunsette Medicine @Sunsette Presence @Sunsette Sorcery @Sunsette Speed @Sunsette Teleportation @Sunsette We can have more reviewers than four, but I chose not to assume everyone in the world ever would want to participate in this. I'll increase the number of slots if necessary. I intend to do the synthesizing of reviews into a coherent whole and will also be doing primary reviews on a number of sets; please feel free to keep me honest and call me on my shit if you think I've done a poor job somewhere. I'm initially going to be conservative on picking sets and stick to ones I feel I have a very, very strong grasp on; I'll branch out to ones I feel I have an OK grasp on if we have a lot of holes. If you're interested in submitting a review, this is the current format. Submissions are not yet open, but will be soon barring major disagreements. Set Review Format (Tentative) Powerset Name Basic Qualities:0 If damage primary: High/Med/Low Single-Target Damage1, High/Med/Low AoE Damage2 (# Cones/# Spheres/# PBAoEs)3, High/Med/Low Control4 If survival secondary: High/Med/Low HP/Healing5, High/Med/Low Defense6, High/Med/Low Resistance7, High/Med/Low "Clicky-ness"8. If pool: The main purpose of this pool. Special Qualities: For primaries, list secondary effects here: knockback, knockdown, stun, -regen, -res, -def, etc. Do not include the benefits of Passive or Active Opportunity. For secondaries, list things that aren't defense, resistance, healing, absorbs, or max HP here. So +recharge, defense debuff resistance, any notable mez protection the set lacks or is weak in, etc. If pool: Can skip Other: Anything else that you think should be noted about this powerset. Significant changes in this powerset from their implementation on other archetypes should go here. Beginner's Notes: Any powers or strategies that are especially beneficial to low level or new players to this set. This is a good place to put down slotting ideas for before level 50 (keep it to under 10 million inf. costs please) as well as early level rotations. Skippables/Must-Haves: For primaries or secondaries, list the powers that typically are considered optional or bad. For pools, list powers that are the strongest in the set. Whenever possible, please explain your reasoning. Advanced Slotting: L50 builds. (sky's the limit for budget). Whenever possible, please explain your reasoning. This will probably be a pretty long section that needs subdivisions, I'll work on this some more. Base Rotation: The standard attack rotation leveling up or at early 50s, for people to refine. Note any cooldown benchmarks that may be necessary for a specific rotation if it requires over 70% or so enhancement or global recharge. Complementary Choices: Suggest any primary, secondary, or pool (save ones that are mutually exclusive with this one) that synergizes with this one, and explain why. Ex: Energy Blast synergizes well with pools that contain an AoE immobilize with knockback protection and a strong melee attack to make the most of position with Nova; Dark Blast synergizes well with Dark Mastery to completely floor the opponents' accuracy. Whenever possible, please explain your reasoning. Incarnates: Would skip this for pool powers generally speaking, but incarnate powers that pair notably well with this powerset. Whenever possible, please explain your reasoning. 0 All measures assuming fully geared and incarnated at 50; this is just so we have an empirical baseline. 1 High: ST damage of approximately ≥230+ DPS. // Medium: ST damage of approximately 190 DPS. // Low: ST damage of approximately ≤160 DPS. If damage type is mostly Smashing or Lethal, consider it one tier lower. 2 High: Has 3+ AoEs. // Medium: Has 2 AoEs. // Low: Has 1 AoE. If damage type is mostly Smashing or Lethal, consider it as having one fewer AoE. 3 The breakdown of the number and type of each AoE type. 4 High: Reliably reduces incoming damage from the average pack of enemies by 50% or more. // Medium: Reliably reduces incoming damage from the average pack of enemies by about a third or a quarter. // Low: Controls can be beneficial sometimes but not to be relied upon. 5 High: Unaided, can heal or absorb a third of base Max HP (400) every 10 seconds or less. // Medium: Unaided, can heal or absorb a third of base Max HP (400) every 20 seconds or so. // Low: Unaided, can heal or absorb a third of base Max HP (400) every 40 seconds or more. Does not include the benefits of Defensive Opportunity. 6 Use values derived from Reistorm's chart located here. High: Gets S/L/E or all Positional to ≥32.5%. // Medium: Gets some of S/L/E or Positional to ≥32.5%, or gets all of S/L/E to 20%+. // Low: Any other result. 7 Use values derived from Reistorm's chart located here. High: Gets S/L to ≥45% or S/L/E to ≥30%. // Medium: Gets S/L or E o to ≥45%, or gets all to 20+%. // Low: Any other result. 8 High: Has 2+ abilities with an enhanced cooldown of a minute or less used frequently. // Medium: Has an ability virtually used on 'autocast' or an ability with an enhanced cooldown of a minute or less that otherwise needs to be frequently used for a non-healing purpose. // Low: Active abilities with enhanced cooldowns of a minute or less are rarely used for any purpose but an emergency heal. Outline (Tentative) Why Play a Sentinel? Seize the Opportunity: Sentinel Basics The Never-Ending Battle: Attack and Defense Mechanics Zoom and Enhance: Enhancement Mechanics Four-Color Fantasy: Leveling Red, Blue, Gold, and Black Primary Colors: Blast Powerset Reviews Secondary Strategies: Defensive Powerset Reviews Fly Like an Eagle: Utility Pool Reviews EPIC!: Epic Pool Reviews The Alpha and the Omega: Incarnate Mechanics A Few Provisos: Badges, Macros, and other Miscellany At the moment these are all things I intend to write myself, but I will gladly take volunteers for any sections.
This is my favorite current char. Ice/Ninja. Looking for any suggestions. The char is 50 with some incarnates but no set pieces except a couple of ATOs. Pros: Great ST and AOE damage. Great damage mitigation with ice patch and caltrops Good mix of damage types. Cold is not commonly resisted. Works well in groups. Ice patch/caltrop choke points or protect teammates from nasty mobs. Cons: End hog. Even with two Body Mastery powers and end reducers slotted in attacks Squishy when I do get hit like all defense based stalkers, but I do have a strong quick heal Does not have the scrapper end heal. KD protect is weak. You'll get knocked back and need to slot of KD protect IO. Minor: Click mezz protection. Since, this build does not have hasten. It's my auto power. Notes: Neither ice patch or caltrops will break hide. The mobs will attack but unless they hit you, AS is still available Single target rotation: BU->AS->Cross Punch->Ice Sword->Freezing Touch AOE BU->Freezing Touch->Frost->Caltrops. Switch to ST rotation I use ice patch as need, sometimes at the start of the attack. Depends on the mobs. Caltrops does real damage unlike the defender or blaster version. Plus it confuses the mob AI. They spend a lot of time running around.
Short Version: Wet Ice should take Defense and/or Resistance enhancements and sets, Kuji-In Rin should take Resistance enhancements. Long Version: Of all the defensive sets out there, ones with dedicated toggles for mez protections, Ice is the only one that doesn't accept any enhancements for its secondary effects, and Wet Ice and Kuji-In Rin are the only ones that have a secondary effect that -can- be buffed that you can't slot for. Willpower's Indomitable Will accepts Defense enhancements for its Psi Defense. Stone Armor's Rooted accepts Healing/Absorb enhancements for its Regeneration. Regen's Integration accepts Healing/Absorb enhancements for its Regeneration. Radiation Armor's Fallout Shelter accepts Resistance enhancements for its Psi and Toxic resistance. Invulnerability's Unyielding accepts Resistance enhancements for its resistance to all damage. Electric Armor's Static Shield accepts Resistance enhancements for its resistance to Psi damage. Dark Armor's Obsidian Shield accepts Resistance enhancements for its resistance to Psi damage. Bio Armor and Fiery Aura both have their mez protection spread out among powers that do other things, where their Primary Function is not the mez protection itself. (For example, Fire Shield, the tier two in Fiery Aura, gives your Disorient protection.) Super Reflexes and Shield Defense both have click mez protection, with no secondary effect to enhance. Energy Aura's Entropic Aura has no enhanceable secondary affect. (There is no recharge buff enhancement.) Wet Ice gives Defense to ALL defense but Psionics, and Resistance to Cold damage. Kuji-In Rin gives Psionic Resistance. Neither of these powers accept enhancements for either of these things. With Kuji-In Rin, the buff is enough that making it unenhancable is reasonable, but the power description should reflect that, or make only a very small portion of this bonus enhanceable. With Wet Ice, the base defense bonus is less than one percent, and only for environmental defenses, not positional. Nowhere in the power description or detailed info does it state that this is unenhancable. The Cold Damage Resistance is stated as "Ignores buffs and enhancements" in the detailed info, but is not described as unenhancable in the description. TL;DR: Wet Ice is the only toggle with an enhancable secondary effect that doesn't take enhancements for it, and that should be corrected. Kuji-In Rin should probably say that the psi resistance is unenhanceable or it should take enhancements for it.