tidge Posted January 14 Posted January 14 I had fun getting this build to level 50, and I thought I'd share the (current) level 50 build. I was able to run it solo through a lot of content pre-level 50. Both the primary and secondary were new to me, so I wanted to share my observations and solicit ideas on what I've missed. This combo was chosen mostly for concept, but also to try something new. As always, I don't MIDS, so all you get is a graphical image of the build. I show global recharge bonus, because that is always high on my mind. General thoughts: This build (with a +Stealth piece in Sprint, not shown above) is very "stalkery" for a Scrapper. I went Scrapper partly because I didn't want to rely on Hide and partly because I preferred the Scrapper's combo chains (from first glance). It has all the same issues non-Tankers have with melee attacks against large spawns that aren't quite positioned close enough to each other. This build has no (slottable) ranged attack other than Blinding Powder... see below for more impressions. My choice of Travel power and when I took it has no real affect on the build, except for a little more Ranged/AoE defenses. Combat Teleport is somewhat key to being able to (a) get to distant targets and (b) making the next attack in a combo-chain. The RNG more-or-less has me missing an attack on every other combo chain, which is less annoying against large spawns but is quite the grief on single-target combat. This isn't unusal, but I find it bothersome on this build because the self-buff and enemy debuff relies on hitting with (particular) attacks. The end-build choices are a sort of hodge-podge. I focused on positional Defenses Melee > AoE > Range. I went deeper into some set bonuses than I usually do, as much/more could be done with fewer slots if the set bonuses are of minimal interest. Thoughts on Dual Blades: The "all Lethal" damage is quite annoying. It took this build 17 minutes to solo the Penny Yin TF (0x1), which I think is long for a Scrapper even considering I had several unlucky rezzes/transformations. The animations are fine, and the only one that I don't really like (of what I took) is Vengeful Slice. I usually open with Blinding Feint, as it is my only 'Build Up". (+1 to Dual Blade Stalkers I suppose?) I'm not crazy about combo mechanics, but the attacks are quick enough that I ended up not minding so much. At low levels, I alternate between Nimble Slash -> Ablating Strike -> Blinding Feint/Typhoon's Edge for "Empower" and "Weaken". At higher levels, I generally open with Blinding Feint -> Typhoon's Edge (because of the %BuildUp and %-Resistance) and then: Ablating Strike -> Vengeful Slice -> Sweeping Strike for "Attack Vitals" following up with Typhoon's Edge (%-Res) and Blinding Feint, then repeat. One Thousand Cuts is basically there to be used as an attack of opportunity, and for when I break a combo chain (intentionally or not). It is essentially a single-target attack on my Scrapper despite being an AoE, I could see a Tanker maybe making better use of it (and all the AoEs). I skipped Power Slice, I didn't need/want another early level attack and I felt like trying to have the "Sweep" combo available on a Scrapper was going to force too many other compromises on my build. The build has other potential sources of Knockdown anyway. Thoughts on Ninjistu: I rather like that it has so much (positional) Defense front-loaded. It has been a long time since I've taken all nine powers in any set! I have Kuji-In Rin on auto. Obviously I have it slotted for some set bonuses which may not be to everyone's taste. The recharge time is overkill at high levels, but "about right" for lower level content. Seishintekei Kyoyo and Kui-In Sha are roughly on the same recharge times; I click when needed, or when I have a slight pause in a combo chain. Blinding Powder is the weakest choice in the set IMO. It has too small of an AoE, with too long of a base recharge to be really useful... and it is usually targeting enemies that I'm going to be hitting with melee attacks anyway. If not for the enhancement set bonuses I would make radical changes (likely including dropping it) with respect to Blinding Powder. I rather like Kuji-In Retsu (when it is available), but I can't motivate myself to invest slots in it. An Incarnate Barrier would be better I think. Alternate Considerations: The build could benefit from a pool attack(s) that don't break combo chains from the primary. Normally I like to get Wall of Force on melee, but I'd have to make some compromises... likely delaying/dropping Kuji-In Sha (to be taken late in the build or replaced with Unleash Potential) to take Weaken Resolve and replacing Blinding Powder with Wall of Force. Ultimately I'll investigate this, but I feel like the change/loss of potential set bonuses require some deeper investigation before I commit. There is a potential for +4% recovery with alternate slotting of Blinding Feint using the Critical Strikes set, as I left one piece "on the table". I'm not really seeing much of an issue with Endurance/Recovery but other choices I made are making this picture somewhat cloudy. Extra mezz/KB protection was (so far!) unnecessary. The little bit of extra KB protection from Blessing of the Zephyr is getting me a little more ranged Defense. Global recharge is pretty good, I could probably give up one of the LotG +Recharge mules and add in Tactics for team play. 1
Story Archer Posted Monday at 06:11 PM Posted Monday at 06:11 PM (edited) I have had tremendous success with this particular power set combination - it's the most fun, most effective and most versatile character I've played in the game. This is the build, for comparison: [Veil of Blades] NEW.mbd Keep in mind, all those defenses are the baseline, before you ever use things like Rune of Protection, Kuji-In Retsu, any of your Incarnate abilities or Accolade powers like Eye of the Magus. There's both an ultra smooth attack chain when fighting single targets (NS -> AS -> BF -> SS) and when fighting large groups (SS -> NS -> AS -> TE) each of which allow you to take advantage of the best combos in the DB system while still maintaining maximum attack efficiency. The Celerity Stealth IO combined with Shinobi-Iri gives you all the stealth you need to bypass any troublesome or tedious missions. Arcane Bolt is there to finish off annoying runners. Focused Accuracy is there for when you're being heavily de-buffed or dealing with stealth effects yourself. Blinding Powder is fun to play around with but I don't even have it in my tray any more, it's just there to mule the set bonuses. Click bumps to both Healing and Endurance every 30 seconds or so are just icing on the cake. EDIT: Reading through your post, one thought I wanted to interject - while it's tempting to always open with Blinding Feint, it took some discipline to force myself to open with Sweeping Strike instead. I do this because when you're first entering a combat you'll often have Shinobi-Iri active, which gives your first attack a better chance at critting. Sweeping Strike deals much more damage and is an AoE attack besides, so it makes a better opener. Also, it's a matter of playstyle, but I find 1,000 Cuts to just be counter-productive. It disrupts the smooth attack chains, it's animation time is frustratingly long (equal to Sweeping Strike and Typhoon's Edge combined), and can sometimes root you in a poor position. I feel much better now that I've freed myself of it. Edited Monday at 07:34 PM by Story Archer
BrandX Posted yesterday at 01:06 AM Posted yesterday at 01:06 AM Some thoughts... I love Vengeful Slice, but it really could use a damage boost imo. Long animation and feels like some of the worst damage of the set. HOWEVER, I personally LOVE the animation 🙂 1k Cuts is the attack I skip and don't like the animation of. I also don't see why anyone would skip Vengeful Slice, thereby skipping Attack Vitals Combo, when BF > AS > SS > EPIC POOL ATTACK > AS > Repeat, can't be done at lower levels. Sometimes I've thought about forgoing the mentioned rotation for BF > Attack Vitals Combo, as that's still going to be enough DPS to solo AVs, but I get the higher DPS chase too 🙂 Blinding Powder is more about the -ToHit to help off set Ninja's lower DDR, but I've skipped it myself and the t9 (don't like the crash). Should be said, Kyoyo is a great 1 slot wonder for Endurance Recovery.
SomeGuy Posted yesterday at 01:43 AM Posted yesterday at 01:43 AM I haven't taken Vengeful Slice or 1k Cuts since the set was new. VS might have the best animation in the game (SHORYUKEN with a Sword?!) but it...holy cow does it take forever to cast, doesn't do great DPS, and Attack Vitals isn't as set defining as some people make it. And if you find yourself exemped down and not able to do the BF AS SS AS chain, then doing the EMPOWER combo with Nimble Slice is a fantastic alternative. In fact, I actually do run NS AS BF (this gives empower) SS as an attack chain on a few of my DB 50s. If you go this route you will NOT miss VS or attack vitals. Combos for DB are a wash. Not worth chasing, at all. Even lower level. Pylon and Trapdoor Results Spreadsheet https://docs.google.com/spreadsheets/d/1d0VruEHGktnPFvtMLF_MdpKPBe0wgUhzyGvb1DQNQQo/edit#gid=0
SableShrike Posted yesterday at 02:39 PM Posted yesterday at 02:39 PM (edited) From what I saw on my Katana/Ninjitsu, your best “opener” is gonna be your strongest AoE in a full spawn, or versus a hard target your strongest singletarget attack. This is what makes Street/Ninjitsu so crazy. You can reliably crit with a boosted Crushing Uppercut for over 2,000 damage when your build is maxed out (two purple procs and Muscular Alpha). My biggest gripe with Katana/Ninjitsu was that Soaring Dragon was my best hard single attack. Golden Dragonfly is AoE, so it’s not as reliable to crit from Shinobi. Edited yesterday at 02:41 PM by SableShrike
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