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DP/Ninjitsu


FiveDiamondJack

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did a little more tweaking, and actually decided to go below soft-cap.

 

Yup, similar boat. 

 

This looks very similar to something I started with.  That first run was very apprehensive about giving up Defensive O, but it really just isn't an issue after a certain point. 

 

So I'm going to see about shuffling things to find out if I like Ninja Tools again.  I really don't feel like a Ninja without a smoke bomb. :(

 

I see your point, but seeing as my theme is John Woo, the ninja tools aren't necessary...

 

That being said... I'm wondering which you think is the best option: the current scaling resist proc that I placed in Shinobi-Iri, Celerity +Run to make me faster and give 2.5 S/L Res, or adding a third recharge to Hasten to get perma-hasten?

 

Also, I took Mystic Flight because it is such a cool travel power (that doesn't conflict with Shinobi-Iri), but it really doesn't match the theme... keep or replace? with what?

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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I see your point, but seeing as my theme is John Woo, the ninja tools aren't necessary...

 

That being said... I'm wondering which you think is the best option: the current scaling resist proc that I placed in Shinobi-Iri, Celerity +Run to make me faster and give 2.5 S/L Res, or adding a third recharge to Hasten to get perma-hasten?

 

Also, I took Mystic Flight because it is such a cool travel power (that doesn't conflict with Shinobi-Iri), but it really doesn't match the theme... keep or replace? with what?

 

Would IO enhancers work for you on the Hasten front?

 

I don't think either option on the resistance vs Celerity front are going to dramatically alter your performance either way.  You do favor run speed so the Celerity aspect at least plays into how you want to envision the character. 

 

I like Mystic Flight too.  I'm also fond of Super Jump and Flight.  I see no reason to replace it if you enjoy it.  For my DP/Nin I'm pretty firm on not using a travel power.  I don't think I need it.

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My plan is to basically go without a travel power, but I have two extra power slots... ( I actually moved paralizing dart and kemuridama up to slip mystic flight into the 47 slot).

 

Mystic flight is a random just-for-fun travel power that requires minimal slotting, and Kuji-in retsu is a mule. I can dump either...

 

I could drop the +Def LotGs from Ninja Reflexes, Danger Sense, Maneuvers, and Weave, RD-Scaling Res from Shinobi-iri, and possibly the +HP or +Absorb procs from Health to free up some Enhancement Slots. That means a maximum of 7 slots while dropping my actual regen, hp, and defense (which would still be over 40).

 

Stealth may be an option, but I am unsure whether it conflicts with Shinobi-iri. This would allow me to take Flurry and slot it with Disorient IOs to get an extra 6.25 recharge to bring hasten to 120.5 recharge and the stealth would get me to 44.8 Def when in combat 46.5 out of combat (if stealth can stack with Shinobi-iri). However I would be increasing endurance drain and losing the +HP and +Absorb procs for 1.1s of improved performance from Hasten...

 

That's the problem when you get builds to this level, there are no wasted enhancement slots, so it becomes about sacrifices. I like having the Hail of Bullets small panic button and the Kuji-in big panic button to fall back on, but they aren't necessary (although I do need a place for the Superior Sentinel's Ward IOs). Mystic flight gives me vertical mobility and is just a fun power to use, but it isn't necessary. So here I am, not sure if this is the end-state of this build, or if I can find a place to squeeze out a little performance. I should probably consider an Alpha and see how that plays out...

 

 

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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Stealth may be an option, but I am unsure whether it conflicts with Shinobi-iri. This would allow me to take Flurry and slot it with Disorient IOs to get an extra 6.25 recharge to bring hasten to 120.5 recharge and the stealth would get me to 44.8 Def when in combat 46.5 out of combat (if stealth can stack with Shinobi-iri). However I would be increasing endurance drain and losing the +HP and +Absorb procs for 1.1s of improved performance from Hasten...

 

If you can find room for a slot in Shinobir-iri, slot in Celerity +stealth IO. You are now effectively invisible. Saves you a power slot at the cost of an enhancement slot. But it is highly useful, either to ghost missions or to speed up TFs with Recall Friend (which is what I was doing with my Dark/Ninjutsu). I'm not even sure that you can use Shinobi-iri with stealth based on the description.

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gmredux,

 

That is already slotted, and I already noted that I was unsure as to whether it was possible. I may try it out tonight.

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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No worries, It would be great if they could make a hero designer app...

 

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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Seeing as how my DP/Nin is still in the low levels so far, how important/useful is Paralyzing Dart anyways?  Or Blinding Powder?  I can see they might be good for solo, in theory.  I'm not even sure what they do, although the names give me a clue.

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Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
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Has anyone checked in-game whether Suppressive Fire takes Hold enhancements? It doesn't seem like it ought to.

 

Can confirm, Suppressive does take hold enhancements.  I ran some tests using it with the two purple procs and it turns into a really nice damage tool even without the bonus fire DoT. 

 

Piercing Rounds with Annihilation and Pistols/Executioner with Achilles' Heel work as expected. 

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Seeing as how my DP/Nin is still in the low levels so far, how important/useful is Paralyzing Dart anyways?  Or Blinding Powder?  I can see they might be good for solo, in theory.  I'm not even sure what they do, although the names give me a clue.

 

Paralyzing Dart is a single target hold which has uses if you're into that sort of thing.  You need 2 powers from Ninja Tools to unlock smoke bomb (Kemuridama).  Neither of those are important though.  You can make a solid character skipping the Epic Pools if you like. 

 

Blinding Powder on the other, can actually be pretty fun.  It is a Confuse and you can open with it from stealth thus making targets attack each other instead of you.  It also has a -to hit with it, but that's not the real draw of the power. 

 

 

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BrandX, they do not currently show up. I don't have them slotted in my current build, but suggested changing slots in another post.

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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  • 3 weeks later

Does anybody have a build for this pair of powersets, please?

 

Pages 1 and 2 have variations on builds. 

 

Is there something more specific you'd like?

 

Nope, I am an idiot and didn't realise this was page 3, thanks :D

..It only takes one Beanbag fan saying that they JRANGER it for the devs to revert it.

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Does anybody have a build for this pair of powersets, please?

 

I'll add my in-game build for your review.  Hope this helps...

 

These IOs are my actual IOs, but most are attuned and I have Hasten at 50+5.  This build was setup to softcap Range, Melee, and AOE.  The actual in game numbers for these defenses are higher than the numbers in Pine's.  The slotting levels are probably not accurate and I am still working on my incarnates as I am only tier 4 on Alpha.  The rest are tier 3.

 

Some thoughts:

Hasten is not perma, but it comes up pretty quick for me and the powers recharge fast enough that sometimes I don't even use it.

Ninja Run, Sprint, and Shinobi-Iri stack for a solid travel power, so if you don't want to invest in a travel power there is no need to do so.

That being said, I like Fly and Afterburner and took them.  They are probably not optimal.  You could probably get rid of everything in the Fly pool and pick up something else if you are min/max.

I very rarely use Blinding Power and it has basically become a purple mule.  Probably something better to take out there.

End was a problem while leveling until I slotted health and stamina with the procs and now I have zero endurance issues even when I have fly, ninja run, sprint, and all my other toggles on.  As a matter of fact, Seishinteki Kyoyo is probably redundant as I rarely use it.

This build is very survivable and I very rarely get into trouble.  When I do get hit Kuji-In Sha provides a good amount of healing.

The DP damage seems low to me, but the ability to sustain damage is very good.  I tend to eat accuracy and damage inspirations to help out the damage.

I tend to slot Health, Stamina, and Combat jumping (here Ninja Reflexes instead of Combat Jumping) this way on my builds, which I am sure people might think is overkill.  I think the procs are very helpful and particularly like the combination of the Scaling Resist Damage proc and the Chance for Absorb proc for survivability.

I tried the Ninja Tool pool and very rarely used any of the powers.  It would be good to get a pool power that has some martial arts as I love the way DP and the kicks from Martial Combat look on my blaster.

In this build I would love to move Recall Friend earlier to exemplar and be able to stealth missions with teams, but I wanted Fly earlier so I could have an easier time be able to blast out of range while my defenses were lower.

 

 

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Gunfighter: Level 50 Natural Sentinel

Primary Power Set: Dual Pistols

Secondary Power Set: Ninjitsu

Power Pool: Speed

Power Pool: Flight

Power Pool: Fighting

Power Pool: Teleportation

 

Hero Profile:

Level 1: Pistols -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(3), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(17), SprOppStr-Acc/Dmg/EndRdx/Rchg(25), SprOppStr-Rchg/+Opportunity(36)

Level 1: Ninja Reflexes -- LucoftheG-Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(11), Rct-ResDam%(48), ShlWal-ResDam/Re TP(48), Ksm-ToHit+(48)

Level 2: Dual Wield -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(17), Dcm-Acc/Dmg/Rchg(31), Dcm-Build%(36)

Level 4: Empty Clips -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(5), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(23), SprFrzBls-Dmg/EndRdx/Acc/Rchg(31), SprFrzBls-Rchg/ImmobProc(37)

Level 6: Shinobi-Iri -- LucoftheG-Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)

Level 8: Hasten -- RechRdx-I(A), RechRdx-I(46)

Level 10: Kuji-In Rin -- RechRdx-I(A)

Level 12: Bullet Rain -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(13), SprSntWar-Acc/Dmg/Rchg(13), SprSntWar-Acc/Dmg/EndRdx(21), SprSntWar-Acc/Dmg/EndRdx/Rchg(31), SprSntWar-Rchg/+Absorb(37)

Level 14: Fly -- BlsoftheZ-ResKB(A)

Level 16: Seishinteki Kyoyo -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(43), PrfShf-End%(46)

Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(36)

Level 20: Kuji-In Sha -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(23), DctWnd-Heal/EndRdx/Rchg(43), DctWnd-Heal(45), DctWnd-Rchg(45)

Level 22: Swap Ammo

Level 24: Danger Sense -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(50)

Level 26: Piercing Rounds -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(27), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(29), Rgn-Knock%(34)

Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29)

Level 30: Kick -- Acc-I(A)

Level 32: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34)

Level 35: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(40), CrcPrs-Acc/Conf/Rchg(40), CrcPrs-Acc/Rchg(40), CrcPrs-Conf/EndRdx(42), CrcPrs-Conf%(43)

Level 38: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39)

Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)

Level 44: Recall Friend -- WntGif-ResSlow(A)

Level 47: Air Superiority -- Acc-I(A)

Level 49: Afterburner -- LucoftheG-Rchg+(A)

Level 1: Brawl -- Acc-I(A)

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 -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15), Prv-Absorb%(46)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5), EndMod-I(9)

Level 22: Cryo Ammunition

Level 22: Incendiary Ammunition

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 50: Musculature Core Paragon

Level 50: Pyronic Core Final Judgement

Level 50: Degenerative Core Flawless Interface

Level 50: Talons of Vengeance Radial Superior Ally

Level 50: Ageless Total Radial Invocation

Level 50: Assault Core Embodiment

Level 22: Chemical Ammunition

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Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Science Sentinel

Primary Power Set: Dual Pistols

Secondary Power Set: Ninjitsu

Power Pool: Fighting

Power Pool: Leadership

Power Pool: Teleportation

Power Pool: Flight

 

Hero Profile:

Level 1: Pistols

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (3) Superior Winter's Bite - Damage/RechargeTime
  • (5) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (5) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (7) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (7) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

Level 1: Ninja Reflexes

  • (A) Luck of the Gambler - Defense/Endurance
  • (9) Luck of the Gambler - Endurance/Recharge
  • (9) Luck of the Gambler - Defense/Endurance/Recharge
  • (11) Luck of the Gambler - Defense
  • (11) Luck of the Gambler - Recharge Speed
  • (48) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 2: Danger Sense

  • (A) Luck of the Gambler - Defense/Endurance
  • (13) Luck of the Gambler - Endurance/Recharge
  • (13) Luck of the Gambler - Defense/Endurance/Recharge
  • (15) Luck of the Gambler - Defense
  • (15) Luck of the Gambler - Recharge Speed

Level 4: Shinobi-Iri

  • (A) Luck of the Gambler - Defense/Endurance
  • (17) Luck of the Gambler - Endurance/Recharge
  • (17) Luck of the Gambler - Defense/Endurance/Recharge
  • (19) Luck of the Gambler - Defense
  • (19) Luck of the Gambler - Recharge Speed

Level 6: Suppressive Fire

  • (A) Apocalypse - Damage/Recharge
  • (21) Apocalypse - Accuracy/Damage/Recharge
  • (21) Apocalypse - Accuracy/Recharge
  • (23) Apocalypse - Damage/Endurance
  • (23) Apocalypse - Chance of Damage(Negative)
  • (25) Unbreakable Constraint - Chance for Smashing Damage

Level 8: Swap Ammo

Level 10: Kuji-In Rin

  • (A) Recharge Reduction IO

Level 12: Bullet Rain

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (25) Superior Sentinel's Ward - Damage/RechargeTime
  • (27) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (27) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (29) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
  • (29) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 14: Boxing

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (50) Superior Blistering Cold - Damage/Endurance

Level 16: Seishinteki Kyoyo

  • (A) Efficacy Adaptor - EndMod/Recharge
  • (31) Performance Shifter - EndMod/Recharge

Level 18: Executioner's Shot

  • (A) Superior Opportunity Strikes - Damage/RechargeTime
  • (31) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (31) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (33) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (33) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
  • (33) Achilles' Heel - Chance for Res Debuff

Level 20: Kuji-In Sha

  • (A) Preventive Medicine - Heal
  • (34) Preventive Medicine - Heal/Endurance
  • (34) Preventive Medicine - Endurance/RechargeTime
  • (34) Preventive Medicine - Heal/RechargeTime
  • (36) Preventive Medicine - Heal/RechargeTime/Endurance
  • (36) Preventive Medicine - Chance for +Absorb

Level 22: Tough

  • (A) Titanium Coating - Resistance/Endurance
  • (36) Titanium Coating - Resistance/Endurance/Recharge
  • (37) Titanium Coating - Resistance
  • (37) Titanium Coating - Endurance
  • (37) Gladiator's Armor - TP Protection +3% Def (All)

Level 24: Weave

  • (A) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Endurance/Recharge
  • (39) Luck of the Gambler - Defense/Endurance/Recharge
  • (39) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Recharge Speed

Level 26: Maneuvers

  • (A) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Endurance/Recharge
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Recharge Speed

Level 28: Bo Ryaku

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (50) Resist Damage IO

Level 30: Recall Friend

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 32: Hail of Bullets

  • (A) Armageddon - Damage/Recharge
  • (42) Armageddon - Accuracy/Damage/Recharge
  • (43) Armageddon - Accuracy/Recharge
  • (43) Armageddon - Damage/Endurance
  • (43) Armageddon - Chance for Fire Damage

Level 35: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 38: Assault

  • (A) Endurance Reduction IO

Level 41: Hover

  • (A) Reactive Defenses - Scaling Resist Damage

Level 44: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 47: Teleport Foe

  • (A) Accuracy IO

Level 49: Long Range Teleport

  • (A) Recharge Reduction IO

Level 1: Brawl

  • (A) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (50) Superior Blistering Cold - Accuracy/Damage/Recharge

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Celerity - Endurance
  • (48) Celerity - RunSpeed

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Celerity - Endurance
  • (46) Celerity - +Stealth

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Miracle - +Recovery
  • (3) Numina's Convalesence - +Regeneration/+Recovery

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - EndMod
  • (48) Performance Shifter - Chance for +End

Level 8: Cryo Ammunition

Level 8: Incendiary Ammunition

Level 50: Musculature Radial Paragon

Level 8: Chemical Ammunition

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This is my build so far.

 

Really, I'm sure you could easily eek out a bit more recharge by grabbing Hasten for the build, but those teleport powers and Flight are part of my concept sooo, I was willing to make sacrifices for not a seamless...

 

Pistols > Suppressive Fire > Executioner's Shot > Repeat

 

Going with Musculature Radial Paragon, as the +DMG from it gives more damage than getting more +RCH from Agility.

 

As long as I pay attention to the blue bar, I don't have issues with END.

 

Been loving the build so far, at level 49, it's just missing the purple sets and winter IOs (65% Slow Resist in the end, I just didn't want to pass that up either).

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This is my build so far.

 

Really, I'm sure you could easily eek out a bit more recharge by grabbing Hasten for the build, but those teleport powers and Flight are part of my concept sooo, I was willing to make sacrifices for not a seamless...

 

Pistols > Suppressive Fire > Executioner's Shot > Repeat

 

Going with Musculature Radial Paragon, as the +DMG from it gives more damage than getting more +RCH from Agility.

 

As long as I pay attention to the blue bar, I don't have issues with END.

 

Been loving the build so far, at level 49, it's just missing the purple sets and winter IOs (65% Slow Resist in the end, I just didn't want to pass that up either).

 

Some how you have Shinobi-Iri at level 4 in the above and it becomes available at level 6. 

 

With Achilles' in Executioner, can you run Executioner->Suppressive->Pistols? 

 

I've refined my build a hell of a lot.  I was doing some testing before Justin went down, but logged in tonight to try out a proposed change on some Pylons and a few missions. 

 

I have had extremely bad luck with Tactics and Gaussian's going off.  I rarely ever see the Decimation: Build-up proc going off.  I think Executioner's Shot has around a 14-16% to activate it with little to no recharge mods.  Pistols was worse.  So bleh...  I have a better chance of 3 procs with 3.5 PPM going off in Executioner's Shot (18% I think?).  Anyway, give some heavy procs a try. 

 

I swapped Pistols and Executioner's Shot to Thunderstrike 3pc and put procs in the other slots.  Pistols gets the Toxic Javelin, Touch of Lady Grey, Shield Breaker (approx 30% chance for one to go off).  Executioner's Shot gets Toxic Javelin (whatever it is called), Lady Grey, Achilles' Heel (approx 58% chance for one to go off).  Since Executioner's Shot has a high base accuracy, I could probably put a Hami-O there instead plus an Explosive Strike proc for a 4th.  I may try that, but the improvement is pretty slight so may be not.  Suppressive is as above with Apocalypse and Unbreakable procs (45-48ish% chance to go off).  Anyway the damage procs work like a champ! 

 

Hail of Bullets has a Gladiator's Fury for -20%.  It fires frequently due to the cool down. 

 

I moved the ATO sets into Empty Clips (only 5pcs no proc) and all 6 Ward into Bullet Rain.  I still keep Piercing Rounds because I like it, and it works to clean up AoE. 

 

If I get a moment to share it, I will.

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This is my build so far.

 

Really, I'm sure you could easily eek out a bit more recharge by grabbing Hasten for the build, but those teleport powers and Flight are part of my concept sooo, I was willing to make sacrifices for not a seamless...

 

Pistols > Suppressive Fire > Executioner's Shot > Repeat

 

Going with Musculature Radial Paragon, as the +DMG from it gives more damage than getting more +RCH from Agility.

 

As long as I pay attention to the blue bar, I don't have issues with END.

 

Been loving the build so far, at level 49, it's just missing the purple sets and winter IOs (65% Slow Resist in the end, I just didn't want to pass that up either).

 

Some how you have Shinobi-Iri at level 4 in the above and it becomes available at level 6. 

 

With Achilles' in Executioner, can you run Executioner->Suppressive->Pistols? 

 

I've refined my build a hell of a lot.  I was doing some testing before Justin went down, but logged in tonight to try out a proposed change on some Pylons and a few missions. 

 

I have had extremely bad luck with Tactics and Gaussian's going off.  I rarely ever see the Decimation: Build-up proc going off.  I think Executioner's Shot has around a 14-16% to activate it with little to no recharge mods.  Pistols was worse.  So bleh...  I have a better chance of 3 procs with 3.5 PPM going off in Executioner's Shot (18% I think?).  Anyway, give some heavy procs a try. 

 

I swapped Pistols and Executioner's Shot to Thunderstrike 3pc and put procs in the other slots.  Pistols gets the Toxic Javelin, Touch of Lady Grey, Shield Breaker (approx 30% chance for one to go off).  Executioner's Shot gets Toxic Javelin (whatever it is called), Lady Grey, Achilles' Heel (approx 58% chance for one to go off).  Since Executioner's Shot has a high base accuracy, I could probably put a Hami-O there instead plus an Explosive Strike proc for a 4th.  I may try that, but the improvement is pretty slight so may be not.  Suppressive is as above with Apocalypse and Unbreakable procs (45-48ish% chance to go off).  Anyway the damage procs work like a champ! 

 

Hail of Bullets has a Gladiator's Fury for -20%.  It fires frequently due to the cool down. 

 

I moved the ATO sets into Empty Clips (only 5pcs no proc) and all 6 Ward into Bullet Rain.  I still keep Piercing Rounds because I like it, and it works to clean up AoE. 

 

If I get a moment to share it, I will.

 

Yeah, ignore that power at level 4.  I took boxing there instead.  That was me tweaking Pines, because I was all "Wait, isn't that power available at level 4, like other sets do it"  I'm still confused how that tier power is available at level 4 on other sets but not on Ninja.

 

As my build shows, I'll have a slight (.454 second) gap between every Executioner's Shot.  Hasten will get rid of that.  And would likely have to give up a slot in Brawl (slow resist), Boxing (Slow resist) or Power Slide (2.25% S/L Resist) to get it close to Perma (with Agility it'd be perma 2 slotted with +5s).  But I wanted Fly.  I might give up Hover for the tier 9 Defense Power maybe, if I find I really need the WTF button.

 

As for Build Up going off in Tactics, I don't pay attention, I figure it's not often, but part of using the it, is the +2.5% Defense to all positions.

 

Needed to make compromises on powers to take, so I didn't take Empty Clips or Piercing Rounds.  I love their animations.  However, I didn't find PR that much of a AOE power (I believe it's even treated as a ST attack) and Bullet Rain + Hail of Bullets is plenty of AOE.

 

I thought about switching the sets in BR and Pistols, but then I'd lose the Range Defense (more AOE defense).  The proc in BR goes off almost always it seems.

 

I could easily snag another +10% RCH at the cost of about 2.5% Resist All, 2.25% S/L Resist, and 30% Slow Resist, by taking out the slots in Slide, Boxing, Brawl, Bo Ryaku, but decided I didn't think it was worth it and also...I'd like to get that 65% Slow Resist going on :)

 

Defensive Opportunity I felt was lacking (love Dual Wield Animation) so I skipped it as it's attack is also poor ST DPS.

 

I feel this build gives a good amount of AOE and dish out pretty good ST.

 

I do feel everyone should take Suppresive Fire and slot it the way I do, however, as that does good damage that way.

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Yeah, ignore that power at level 4.  I took boxing there instead.  That was me tweaking Pines, because I was all "Wait, isn't that power available at level 4, like other sets do it"  I'm still confused how that tier power is available at level 4 on other sets but not on Ninja.

 

As my build shows, I'll have a slight (.454 second) gap between every Executioner's Shot.  Hasten will get rid of that.  And would likely have to give up a slot in Brawl (slow resist), Boxing (Slow resist) or Power Slide (2.25% S/L Resist) to get it close to Perma (with Agility it'd be perma 2 slotted with +5s).  But I wanted Fly.  I might give up Hover for the tier 9 Defense Power maybe, if I find I really need the WTF button.

 

As for Build Up going off in Tactics, I don't pay attention, I figure it's not often, but part of using the it, is the +2.5% Defense to all positions.

 

Needed to make compromises on powers to take, so I didn't take Empty Clips or Piercing Rounds.  I love their animations.  However, I didn't find PR that much of a AOE power (I believe it's even treated as a ST attack) and Bullet Rain + Hail of Bullets is plenty of AOE.

 

I thought about switching the sets in BR and Pistols, but then I'd lose the Range Defense (more AOE defense).  The proc in BR goes off almost always it seems.

 

I could easily snag another +10% RCH at the cost of about 2.5% Resist All, 2.25% S/L Resist, and 30% Slow Resist, by taking out the slots in Slide, Boxing, Brawl, Bo Ryaku, but decided I didn't think it was worth it and also...I'd like to get that 65% Slow Resist going on :)

 

Defensive Opportunity I felt was lacking (love Dual Wield Animation) so I skipped it as it's attack is also poor ST DPS.

 

I feel this build gives a good amount of AOE and dish out pretty good ST.

 

I do feel everyone should take Suppresive Fire and slot it the way I do, however, as that does good damage that way.

 

Lot of good points.  I had STRONGLY considered keeping Tactics for the 2.5% bonuses, but I figured I could improve my endurance consumption by dropping it.  Plus I don't need the +to hit for most content.  It is certainly nice against debuffs, but for fighting trash my accuracy in the AoE's is so high it doesn't matter.  Plus Pistols has higher chance to hit by default.  It's like a Kismet in the set all the time. 

 

The Superior Sentinel's Ward has a PPM of 7.  This puts it around a 38% to trigger in Bullet Rain... per target hit.  With a 10 target cap you should see the effect go off more.  I swapped my set there.  Superior Opportunity Strikes is 2 PPM with around 23% chance to trigger in Executioner's Shot assuming it has the 96.9% recharge reduction.  When it triggers it can bring up Opportunity pretty quick which is nice, but I tested without it last night and learned I can live without it.  Just speaking out loud on that.  It is more food for thought than anything else. 

 

I also agree you have a lot of choice on AoE, and you can afford to skip some with Dual Pistols.  Piercing Rounds can hit 3 targets, and even with a 4ft cone I can reliably make this happen.  Since it does high damage, and it can debuff with Annihilation it cuts a path in trash packs.  Empty Clips and/or Piercing Rounds are totally skippable on Sentinels due to their target caps, but I do find value in their use.  My goal was for having options on the AoE side vs the single target.  So having all of them works for my goals.

 

The T9 in /Nin has nice functionality for making me run faster when I want and giving a boost to DDR or even endurance.  I don't really *need* it (especially not with Barrier active), but I have it because I like hording primary/secondary powers.  It's a fine mule too.  I could probably replace it with anything, really.  I completely get wanting fly/teleport for those reasons. ;) 

 

100% with you on Dual Wield.  Totally not necessary for the build.  I have the same slotting in Stamina, and similar slotting in Health (I believe I have the PVP proc vs one of the others).  I have no problems with endurance since the /Nin end power recharges ever 17 seconds for me and it is nearly a full end bar everytime.  Health isn't a problem either with Preventative Medicine every 17s, or the Ward proc going off almost every time I click Bullet Rain. 

 

DP/Nin doesn't need Hasten either, but it is nice to have.  Overall, your build looks good.  Just adding some ideas if you ever decided to change it up (you don't need to though).

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