Speed Freak Posted May 28, 2024 Posted May 28, 2024 Having just gotten my last toon to 50 ( a Spines/Fire Brute that switched between PVE/farming 8 times on the way up before I finally relegated him to farming), it's time to look into the NEXT toon to make the trip. I like the aesthetics of Ninjas/Trick Arrow, but info seems pretty sparse. I dug up what I could and after some staring and swearing came up with the following. Credit to the two NIN/TA builds I could find in the forums as well as the ever useful 111 MM builds stickied up front. SO, as usual: questions comments, (constructive) criticisms welcome. Oh, and could someone help a brother out with some idea as to where I should be looking for Incarnates? Ryogi-san - Hero MastermindBuild plan made with Mids' Reborn v3.7.4 rev. 9 ──────────────────────────────Primary powerset: NinjasSecondary powerset: Trick ArrowPool powerset (#1): LeapingPool powerset (#2): LeadershipPool powerset (#3): ConcealmentPool powerset (#4): TeleportationEpic powerset: Mace Mastery ────────────────────────────── Powers taken: Level 1: Call GeninA: Superior Mark of Supremacy: Accuracy/Endurance5: Superior Mark of Supremacy: Accuracy/Damage5: Superior Mark of Supremacy: Damage7: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen7: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown9: Call to Arms: Defense Bonus Aura for Pets Level 1: Flash ArrowA: Siphon Insight: Accuracy/Endurance/Recharge15: Siphon Insight: Accuracy/ToHit Debuff15: Siphon Insight: Accuracy/Recharge17: Siphon Insight: ToHit Debuff/Endurance/Recharge17: Siphon Insight: ToHit Debuff19: Siphon Insight: Chance for +ToHit Level 2: Snap ShotA: Decimation: Accuracy/Damage/Recharge9: Decimation: Accuracy/Damage11: Decimation: Accuracy/Endurance/Recharge11: Decimation: Damage/Recharge13: Decimation: Damage/Endurance13: Devastation: Accuracy/Damage/Endurance/Recharge Level 4: Combat JumpingA: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range19: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance21: Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance50: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 6: Train NinjasA: Invention: Recharge Reduction Level 8: Super JumpA: Invention: Jumping Level 10: StealthA: Luck of the Gambler: Defense/Endurance36: Luck of the Gambler: Defense36: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 12: Call JouninA: Superior Command of the Mastermind: Accuracy/Damage21: Shield Breaker: Chance for Lethal Damage23: Superior Command of the Mastermind: Damage/Endurance23: Touch of Lady Grey: Chance for Negative Damage25: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge25: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura Level 14: Glue ArrowA: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge31: Ice Mistral's Torment: Accuracy/Damage/Endurance31: Ice Mistral's Torment: Endurance/Slow31: Ice Mistral's Torment: Damage/Slow33: Ice Mistral's Torment: Damage/Recharge33: Ice Mistral's Torment: Chance for Cold Damage Level 16: Grant InvisibilityA: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 18: TacticsA: Adjusted Targeting: To Hit Buff/Endurance29: Adjusted Targeting: To Hit Buff29: Adjusted Targeting: To Hit Buff/Endurance/Recharge Level 20: Acid ArrowA: Shield Breaker: Accuracy/Defense Debuff33: Shield Breaker: Accuracy/Recharge34: Shield Breaker: Accuracy/Endurance/Recharge34: Shield Breaker: Defense Debuff34: Shield Breaker: Defense Debuff/Endurance/Recharge36: Shield Breaker: Chance for Lethal Damage Level 22: AssaultA: Invention: Endurance Reduction Level 24: ManeuversA: Luck of the Gambler: Defense/Endurance27: Luck of the Gambler: Defense27: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 26: OniA: Soulbound Allegiance: Recharge/Accuracy37: Soulbound Allegiance: Damage/Recharge37: Soulbound Allegiance: Damage/Recharge/Accuracy37: Explosive Strike: Chance for Smashing Damage39: Sovereign Right: Resistance Bonus39: Edict of the Master: Damage Level 28: Disruption ArrowA: Efficacy Adaptor: EndMod/Recharge Level 30: Poison Gas ArrowA: Call of the Sandman: Accuracy/Recharge46: Call of the Sandman: Accuracy/Sleep/Recharge48: Call of the Sandman: Endurance/Sleep48: Call of the Sandman: Accuracy/Endurance48: Call of the Sandman: Sleep/Range50: Call of the Sandman: Chance of Heal Self Level 32: Kuji In ZenA: Invention: Recharge Reduction Level 35: Scorpion ShieldA: Reactive Defenses: Defense39: Reactive Defenses: Defense/Endurance40: Reactive Defenses: Endurance/RechargeTime40: Reactive Defenses: Defense/RechargeTime40: Reactive Defenses: Defense/Endurance/RechargeTime42: Reactive Defenses: Scaling Resist Damage Level 38: Oil Slick ArrowA: Positron's Blast: Accuracy/Damage42: Positron's Blast: Accuracy/Damage/Endurance42: Positron's Blast: Damage/Endurance43: Positron's Blast: Damage/Range43: Positron's Blast: Damage/Recharge43: Positron's Blast: Chance of Damage(Energy) Level 41: EMP ArrowA: Basilisk's Gaze: Accuracy/Hold45: Basilisk's Gaze: Accuracy/Recharge45: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold45: Basilisk's Gaze: Endurance/Recharge/Hold46: Basilisk's Gaze: Recharge/Hold46: Basilisk's Gaze: Chance for Recharge Slow Level 44: Power BoostA: Invention: Recharge Reduction Level 47: Teleport TargetA: Invention: Accuracy Level 49: VengeanceA: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl(Empty) Level 1: Sprint(Empty) Level 2: Rest(Empty) Level 1: SwiftA: Invention: Flight Speed Level 1: HurdleA: Invention: Jumping Level 1: HealthA: Numina's Convalesence: +Regeneration/+Recovery50: Miracle: +Recovery Level 1: StaminaA: Efficacy Adaptor: EndMod3: Efficacy Adaptor: EndMod/Recharge3: Efficacy Adaptor: EndMod/Endurance Level 1: Genin Level 12: Jounin Level 26: Oni Level 8: Double Jump Mastermind - Ninjas - Trick Arrow.mbd
TooManyButtons Posted May 29, 2024 Posted May 29, 2024 You'll want to consider putting defense enhancements in Train Ninjas. Doing so increases the dodge bonus they get along with the upgrade. You can also put Panacea in Kuji In Zen for a chance to proc during their heal. Not sure why Oni takes knockback enhancements, none of his powers seem to have any kind of knock up down or sideways effect. I recommend changing Explosive Strike to the EoTM defense bonus. You need as much defense as you can get with Ninjas. Try to slot SMoS in pairs for multiple hits of that sweet 15% recharge bonus. Personally I only use the bow attacks for the 3% crit chance. I hardly ever slot my attacks for high damage. There's no reason to put Zephyr in Combat jumping. I assume you meant to put those in Super Jumping? Also for the Winter's Gift you are better off switching to the slow resist. I would try to get the minions and upgrades as early as possible. They are a major source of your damage/survivability. Vengeance won't activate on minion death. I don't know if you plan on teaming a lot, but at least it's good as a LoTG mule. Never been a huge fan of Power Boost. The extremely limited uptime means I only use it if the sets has longer duration buffs like Cold, FF or Time. Not a fan of sleep. I'd put only an accuracy enh in Poison Gas Arrow and just use it for the -damage. According to a quick bit of napkin match, it's possible to reach defense softcap. Buffed Train Ninjas (~10%) + enhancements (10%) + Maneuvres (~4%) + Grant Invisibility (~3%) + Flash Arrow (~17%). About 44%, but with musculature radial you can inch over the finish line.
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