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SJ/Nin build, Critique requested


Sidious

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Hi folks, I'm pretty horrible at builds but I'm trying to make a decent sj/nin scrapper build.

I was wondering if you could critique it and give me some feedback on it.

TIA

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Raven: Level 50 Natural Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Ninjitsu
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Initial Strike -- ScrStr-Acc/Dmg(A), ScrStr-Dmg/Rchg(3), ScrStr-Acc/Dmg/Rchg(3), ScrStr-Dmg/EndRdx/Rchg(5), ScrStr-Acc/Dmg/EndRdx/Rchg(5), ScrStr-Rchg/+Crit(7)
Level 1: Ninja Reflexes -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(7), LucoftheG-EndRdx/Rchg(9), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(11), LucoftheG-Rchg+(11)
Level 2: Heavy Blow -- CrtStr-Acc/Dmg(A), CrtStr-Dmg/Rchg(13), CrtStr-Acc/Dmg/Rchg(13), CrtStr-Dmg/EndRdx/Rchg(15), CrtStr-Acc/Dmg/EndRdx/Rchg(15), CrtStr-Rchg/+50% Crit(17)
Level 4: Fly -- BlsoftheZ-Travel(A)
Level 6: Shinobi-Iri -- Rct-Def(A), Rct-Def/EndRdx(21), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(23), Rct-Def/EndRdx/Rchg(25), Rct-ResDam%(25)
Level 8: Combat Readiness -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 10: Danger Sense -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(29), LucoftheG-EndRdx/Rchg(29), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31)
Level 12: Rib Cracker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(31), Mk'Bit-Dmg/Rchg(33), Mk'Bit-Acc/EndRdx/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(33), Mk'Bit-Dam%(34)
Level 14: Kuji-In Rin -- EndRdx-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 18: Seishinteki Kyoyo -- EndMod-I(A)
Level 20: Spinning Strike -- AirBrs-Acc/Dmg(A), AirBrs-Dmg/EndRdx(34), AirBrs-Dmg/Rchg(36), AirBrs-Dmg/Rng(36)
Level 22: Combat Jumping -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-Def/Rchg(37)
Level 24: Boxing -- Dmg-I(A)
Level 26: Shin Breaker -- Hct-Dmg(A), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(39)
Level 28: Bo Ryaku -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(40), UnbGrd-EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42)
Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam/EndRdx/Rchg(43)
Level 32: Crushing Uppercut -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(43), TchofDth-Dmg/Rchg(45), TchofDth-Acc/Dmg/EndRdx(45), TchofDth-Dmg/EndRdx/Rchg(45), TchofDth-Dam%(46)
Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(46), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def(48)
Level 38: Blinding Powder -- ToHitDeb-I(A)
Level 41: Kuji-In Retsu -- RechRdx-I(A)
Level 44: Moonbeam -- Empty(A)
Level 47: Shadow Meld -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(48), LucoftheG-EndRdx/Rchg(50), LucoftheG-Def(50), LucoftheG-Def/EndRdx/Rchg(50)
Level 49: Soul Storm -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit 
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 -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- HO:Micro(A)
Level 2: Health -- Pnc-Heal(A), Pnc-Heal/+End(17)
Level 2: Hurdle -- HO:Micro(A)
Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/EndRdx(19), EffAdp-EndMod/Rchg(19), EffAdp-EndMod/Acc(21)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 50: Cardiac Radial Paragon 
Level 50: Ageless Core Epiphany 
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Hamidon enhancements in Swift and Hurdle are a waste since those do not cost end, regular IO's should do. Some powers seem a tad overslotted and I would have aimed to softcap all three positionals and not just melee. Also, I think it's a mistake not taking the self heal. Street Justice lacks AoE so I'd probably go for some AoE powers in Pool and Epics to make up for it since Shadow Meld's utility is limited since it can't be made perma, especially on a def based set.

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I'll try to translate. Apologies to Nightmarer for any poor translation. 😉

  • Microfilament Exposure enhances two things for 33% - endurance and movement speed. But Swift and Hurdle do not use any endurance at all, so all you get is the 33% movement speed enhancement. If you instead used Invention: Run Speed and Invention: Jumping, you would get an improved 42.4% enhancement, while spending less influence.
  • You might benefit from having fewer slots devoted to some powers, allowing more for others. I'm going to personally refrain from any specific suggestions here.
  • When Shadow Meld isn't up, you have 47.6% melee defense, and 39.7% Ranged and AoE defense. You should get ranged and AoE defense to at least 45%. It seems a small difference, but you will take only half the damage from Ranged and AoE attacks if you do so.
  • Take Kuji-In Sha. Being able to heal damage is very important, and the stacking toxic resist (I assume it's stacking) is a nice bonus since almost everyone is weak against toxic damage. Be the hero that isn't!
  • If you get your melee, ranged, and AoE defense to 45% or higher as recommended, then Shadow Meld is doing you no good in most situations outside of incarnate content. And in incarnate content, 15 seconds probably isn't long enough to keep you alive - they'll just take you out after it drops and before you can hit it again, forcing you to take a purple, and if you're taking a purple anyway, there's arguably little point to Shadow Meld in incarnate content either. Skipping it saves a power and slots.
  • Skip Moonbeam and Soul Storm as well, and instead take... I suppose Mu Mastery to get Ball Lightning? This will give you a ranged area of effect attack that might meaningfully improve your damage output in many situations. Your area of effect damage is limited in Street Justice, so a little help is nice.
Edited by Werner
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