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Ninja / SR - Concept


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So, recently, I posted a binge of Scrapper Invuln backports. While making them I started thinking about most of the Weapon Class concepts and various factors that have driven preconceptions about how those powers behaved. Fair enough [Weapon Customization] wasn't a "Thing" when the game first launched. Most of the original weapon sets then were just different animations, same everything else. Of course over the years the Live Devs retro-adjusted each set to try and make it so that Axe/Mace/Broadsword/Katana didn't obviously feel like the same exact powerset with a different weapon.


I had a Katana, or rather Ninja Blade in-game parlance, Super Reflexes Stalker back on Live. I hated her. A memory seared into my mind was [Soaring Dragon] routinely moon-launched enemies I didn't want moon launched, and in large part due to the impact of that power's secondary effects I avoided taking any of the other knock-ups on any similar power-set. 


Likewise I had a memory burned into my mind of complaining to my SG that I didn't feel especially tough. Then IO's hit, soft-capped became an achievable goal on SR's, and without a lot of cost on the Live server she went from being veng-bait to being something... different. 


So, now, with all of those old memories in mind, I kind of wanted to go back and design the kind of build I wished I could have made on the Live server. The kind of high-end build that player after player keep telling me transformed their boring characters into wrecking balls of destruction. 


To be fair I didn't go for the party trick of Incarnate-Soft-Caps on SR, but I think I still came up with something that if I was Shattering Existence again... she'd probably look something like this: 


Villain Plan by Mids' Reborn : Hero Designer

Click this DataLink to open the build!

Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Super Reflexes
Power Pool: Force of Will
Power Pool: Fighting
Ancillary Pool: Weapon Mastery

Villain Profile:
Level 1: Sting of the Wasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(40), Hct-Acc/Rchg(40), Hct-Acc/Dmg/Rchg(40), Hct-Dmg/Rchg(42)
Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13)
Level 2: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def/EndRdx/Rchg(9)
Level 4: Focused Senses -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(9), ShlWal-Def(11)
Level 6: Flashing Steel -- Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(19), Erd-Acc/Dmg/Rchg(21), Erd-Dmg/Rchg(23), Erd-Acc/Rchg(23), Erd-Dmg(25)
Level 8: Assassin's Blade -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/Rchg(17), SprStlGl-Dmg/Rchg(17), SprStlGl-Acc/Dmg(19)
Level 10: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(50)
Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(13), GssSynFr--ToHit/EndRdx(42), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--ToHit/Rchg(43)
Level 14: Mighty Leap -- BlsoftheZ-Travel/EndRdx(A)
Level 16: Practiced Brawler -- RechRdx-I(A)
Level 18: Placate -- RechRdx-I(A)
Level 20: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21)
Level 22: Divine Avalanche -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg/EndRdx/Rchg(25), SprAssMar-Dmg/EndRdx/Rchg(37), SprAssMar-Acc/Dmg/Rchg(39), SprAssMar-Dmg/Rchg(39), SprAssMar-Acc/Dmg(39)
Level 24: Kick -- FrcFdb-Rechg%(A)
Level 26: Soaring Dragon -- SuddAcc--KB/+KD(A), SuddAcc-KB/Acc(27), SuddAcc-KB/Acc/Dmg(27), SuddAcc-KB/Dmg/End(36), SuddAcc-KB/Dmg/Rech(37), SuddAcc-KB/Rech(37)
Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), GldArm-End/Res(29), ImpSki-Status(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Max HP%(31)
Level 30: Weave -- Rct-Def/EndRdx(A), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(33)
Level 32: Golden Dragonfly -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Acc/Rchg(34), Arm-Acc/Dmg/Rchg(34), Arm-Dmg/Rchg(34)
Level 35: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36)
Level 38: Physical Perfection -- Pnc-Heal/+End(A), Pnc-Heal(46), Prv-Absorb%(46)
Level 41: Shuriken -- Apc-Dam%(A), Apc-Dmg/EndRdx(48), Apc-Acc/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Dmg/Rchg(50)
Level 44: Exploding Shuriken -- Bmbdmt-+FireDmg(A), Bmbdmt-Acc/Dam/Rech/End(45), Bmbdmt-Acc/Dam/Rech(45), Bmbdmt-Dam/Rech(45), Bmbdmt-Dam(46)
Level 47: Weaken Resolve -- SphIns-Acc/EndRdx/Rchg(A)
Level 49: Quickness -- Run-I(A)
Level 1: Assassination 
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(42), RgnTss-Regen+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-Dam/Acc/Rech/End(3), PwrTrns-Dam/Acc/End(3), PwrTrns-Dam/EndMod(5), PwrTrns-Dam/Rech(5), PwrTrns-EndMod(7)
Level 50: Vigor Core Paragon 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
Edited by AurianArchive
Fixing that blasted auto url function.
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12 hours ago, AurianArchive said:

A memory seared into my mind was [Soaring Dragon] routinely moon-launched enemies I didn't want moon launched, and in large part due to the impact of that power's secondary effects I avoided taking any of the other knock-ups on any similar power-set. 

I wonder what it is you are trying to accomplish with slotting SD with Sudden Accel.?

SA will convert knockBACK to knockDOWN.  As far as I understand, it will do nothing to knockUP, which most folks don't really object to, anyway.

Unless I am mistaken, all of the kb slotted via SA will increase the KU to the "moon launched" that you seemed to hate.

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