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Archery/Ninjitsu


MageBlack

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

Click this DataLink to open the build!

Vex Eros: Level 50 Science Sentinel
Primary Power Set: Archery
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ninja Tool Mastery

Villain Profile:
Level 1: Aimed Shot

  • (A) Entropic Chaos - Accuracy/Damage
  • (3) Entropic Chaos - Damage/Endurance
  • (3) Entropic Chaos - Damage/Recharge
  • (5) Entropic Chaos - Damage/Endurance/Recharge
  • (5) Entropic Chaos - Chance of Heal Self

Level 1: Ninja Reflexes

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

Level 2: Danger Sense

  • (A) Reactive Defenses - Defense/Endurance
  • (7) Reactive Defenses - Defense/Endurance/RechargeTime
  • (25) Reactive Defenses - Defense
  • (31) Reactive Defenses - Scaling Resist Damage

Level 4: Super Jump

  • (A) Jumping IO

Level 6: Stunning Shot

  • (A) Decimation - Accuracy/Damage
  • (7) Decimation - Damage/Endurance
  • (9) Decimation - Damage/Recharge
  • (9) Decimation - Accuracy/Endurance/Recharge
  • (11) Decimation - Accuracy/Damage/Recharge
  • (11) Decimation - Chance of Build Up

Level 8: Shinobi-Iri

  • (A) Luck of the Gambler - Defense/Endurance
  • (34) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance/Recharge
  • (48) Luck of the Gambler - Recharge Speed

Level 10: Kuji-In Rin

  • (A) Recharge Reduction IO

Level 12: Explosive Arrow

  • (A) Positron's Blast - Accuracy/Damage
  • (13) Positron's Blast - Damage/Endurance
  • (13) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Range
  • (15) Positron's Blast - Accuracy/Damage/Endurance
  • (17) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 14: Hasten

  • (A) Recharge Reduction IO

Level 16: Seishinteki Kyoyo

  • (A) Performance Shifter - EndMod
  • (39) Performance Shifter - EndMod/Accuracy
  • (39) Performance Shifter - Chance for +End

Level 18: Blazing Arrow

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (19) Superior Opportunity Strikes - Damage/RechargeTime
  • (19) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (21) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (21) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (23) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

Level 20: Kuji-In Sha

  • (A) Preventive Medicine - Heal
  • (46) Preventive Medicine - Heal/RechargeTime
  • (48) Preventive Medicine - Chance for +Absorb
  • (50) Unbreakable Guard - Resistance
  • (50) Unbreakable Guard - RechargeTime/Resistance
  • (50) Unbreakable Guard - +Max HP

Level 22: Boxing

  • (A) Empty

Level 24: Tough

  • (A) Aegis - Resistance/Endurance
  • (37) Aegis - Resistance/Endurance/Recharge
  • (42) Aegis - Resistance
  • (46) Aegis - Psionic/Status Resistance

Level 26: Perfect Shot

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

Level 28: Weave

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

Level 30: Maneuvers

  • (A) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Recharge Speed

Level 32: Rain of Arrows

  • (A) Ragnarok - Damage
  • (33) Ragnarok - Damage/Recharge
  • (33) Ragnarok - Accuracy/Damage/Recharge
  • (33) Ragnarok - Accuracy/Recharge
  • (34) Ragnarok - Damage/Endurance
  • (34) Ragnarok - Chance for Knockdown

Level 35: Tashibishi

  • (A) Impeded Swiftness - Accuracy/Slow
  • (36) Impeded Swiftness - Damage/Slow
  • (36) Impeded Swiftness - Accuracy/Endurance
  • (36) Impeded Swiftness - Chance of Damage(Smashing)
  • (37) Javelin Volley - Chance of Damage(Lethal)

Level 38: Bo Ryaku

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (45) Impervium Armor - Psionic Resistance
  • (45) Gladiator's Armor - Recharge/Resist

Level 41: Blinding Powder

  • (A) Cloud Senses - ToHit Debuff
  • (42) Cloud Senses - Accuracy/ToHitDebuff
  • (45) Cloud Senses - Accuracy/Endurance/Recharge
  • (46) Cloud Senses - Chance for Negative Energy Damage

Level 44: Kuji-In Retsu

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 47: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed

Level 49: Assault

  • (A) Endurance Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

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) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run 


Level 2: Swift

 

 

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  • 3 months later

1) bump

2) recently returned player here, I really like the concept thematically.

 

Can somebody elaborate on that build or alternatively work in one that makes use of the melee attack in the epic pool as well?

 

I never got to dabbling with inventions and sets back in the day so I am stumped here :)

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You went a bit crazy with the defense.  More than 45% is not really needed outside of incarnate content.  And even in those cases, the vast majority of the time there will be enough people with leadership toggles and other buffs that will cover the gap even if you are at 45%.  A little more is fine to cover the fact that Ninja does not have much DDR but 60% is a bit too much.  Keep a few purples for those rare cases.  Cardiac is overkill as you have means to recover endurance on your own.  Musc for more damage or Agility for more recharge and a little boost to defense would be better.  Clarion is overkill as you already have mez protection that you can double stack easily.  Super Jump is not really needed as you can have Ninja Run along with Shiobi Iri and sprint which gets you near SS speeds and a jetpack for getting to hard to reach areas.  If you want a melee attack, Psi is the way to go for the best damage.  Yes KO Blow does more but Mind Probe has higher DPA and half the recharge.  Something like this would work but would put you in melee range and would not exemp down very well.  Still room for 1 more power or 2 if you drop SJ.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Archery
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Aimed Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(43), SprSntWar-Acc/Dmg/Rchg(43), SprSntWar-Acc/Dmg/EndRdx(45), SprSntWar-Acc/Dmg/EndRdx/Rchg(45), SprSntWar-Rchg/+Absorb(45)
Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/EndRdx/Rchg(43)
Level 2: Danger Sense -- LucoftheG-Def/Rchg+(A), RedFrt-Def(3), RedFrt-Def/EndRdx(3), RedFrt-Def/EndRdx/Rchg(42)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(5), ShlWal-Def(5), ShlWal-Def/EndRdx(19)
Level 6: Stunning Shot -- Apc-Dam%(A), Apc-Dmg/EndRdx(7), Apc-Dmg/Rchg(7), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(13), GldJvl-Dam%(13)
Level 8: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), RedFrt-Def(9), RedFrt-Def/EndRdx(9), RedFrt-Def/EndRdx/Rchg(11)
Level 10: Aim -- GssSynFr--Build%(A)
Level 12: Kuji-In Rin -- RechRdx-I(A)
Level 14: Explosive Arrow -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(17), PstBls-Dam%(17), SuddAcc--KB/+KD(19)
Level 16: Seishinteki Kyoyo -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(50)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 20: Blazing Arrow -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(21), SprOppStr-Acc/Dmg/Rchg(21), SprOppStr-Acc/Dmg/EndRdx(40), SprOppStr-Acc/Dmg/EndRdx/Rchg(40), SprOppStr-Rchg/+Opportunity(40)
Level 22: Kuji-In Sha -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(39)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(31)
Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), UnbGrd-Max HP%(29), UnbGrd-ResDam(34)
Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(39), Rct-ResDam%(39)
Level 32: Rain of Arrows -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34)
Level 35: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(36), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(37), CrcPrs-Conf%(37)
Level 38: Kuji-In Retsu -- LucoftheG-Def/Rchg+(A)
Level 41: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(46), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(48), TchofDth-Dam%(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: Super Jump -- Empty(A)
Level 49: [Empty] 
Level 1: Brawl -- Empty(A)
Level 1: Opportunity 
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 -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46), NmnCnv-Regen/Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Musculature Core Paragon 
------------

Edited by HelenCarnate
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4 hours ago, oldskool said:

Do you have a preference on which epic pools for said melee attacks?

Would ninja tools be possible? So that ideally, you would ploink with the arrows but slice and dice just to go "aww yeah" when rushed or as finisher.

 

Understand that I am not looking for an über farming or whatever build, just something I can plug into mids and trudge along and work for that is not completely useless to teams :)

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6 hours ago, Demagogue said:

Would ninja tools be possible? So that ideally, you would ploink with the arrows but slice and dice just to go "aww yeah" when rushed or as finisher.

 

Understand that I am not looking for an über farming or whatever build, just something I can plug into mids and trudge along and work for that is not completely useless to teams 🙂

Anything is possible! 

I know you're not looking for uber here, but below I put together something that does include some expensive sets.  I decided to go this route to illustrate the importance of global recharge, an introduction to just how drastic IOs can change things, and my own preferences. 😉   [Edit, I'd make a plan to use a respec to get into this build as a long-term goal vs using it as a leveling template.  You may want to take Aimed Shot and experiment.  I'd suggest you play around with all the powers out of both the primary/secondary first and worry about Epic powers later.  That is unless you're already level 50 and none of that advice matters!  My Mid's Reborn makes some seriously questionable suggestions on what powers have what damage.  I can assure you Stunning Shot, Blazing Arrow, and Perfect Shot are far better than Snap Shot or Aimed Shot.]

You mentioned you've been away for a while so I purposefully put in sets like Blessing of the Zephyr into Shinobi-Iri.  Shinobi is a great power that buffs all your positional defenses but is also a travel power, a stealth power, and well it is versatile.  The Zephyr set grants some minor bonuses to Ranged and AoE defense.   (I personally run Shinobi-Iri with 6 slots using the Reactive Defenses set [which is partial in Weave below].  I played with using 3 pieces of a defense set and the Zephyr set for a while too.  I just opted to change it due to other goals I had.  Point being, you can approach this more than one way.)

Zephyr has 4 pts of Knockback protection which can be nice if you exemplar below the level of Bo Ryaku being active.  I personally like all 3 pieces of Steadfast in Tough because it improves what little KB/KD protection you get out of Bo Ryaku.  Ninjutsu's knockback/down protection comes late (level 28).

Stunning Shot recharges in 2.22 seconds in the build below.  This means it is available after Blazing Arrow and Perfect Shot used in succession.  Perfect Shot, as listed in the build below, would have a rough 0.07 second delay on when it would be available again.  Here is what this means visually: 

Open with Aim -> Stunning Shot (1.188s animation, 2.22s cooldown) -> Blazing Arrow (1.98s animation, 2.7s cooldown) -> Perfect Shot (1.848s animation, 3.24s cooldown) -> Stunning Shot -> Blazing Arrow -> 0.07s left -> Perfect Shot.  

The Agility or Spiritual line of the Incarnate will remove that minor attack gap and make the chain of Stunning -> Blazing -> Perfect seamless.  Agility however is more relevant since the deeper benefits of that line also improve defense.  Whenever your Opportunity meter hits 90 to 100 your Snap Shot will have a red circle meaning Opportunity is ready.  Squeeze that attack in whenever you are ready to deploy it, but otherwise you can ignore Snap Shot.  Perfect Shot has a unique IO from the Archetype Origin set to fill your Opportunity bar.  Otherwise it will take you nearly 3 passes of these attacks to build your bar up (about 13 seconds - replace the 3rd Perfect Shot with Snap Shot).  

With less recharge Snap Shot will be your filler attack which has a 2 second cool down.  You can weave it in between attacks like Blazing Arrow and Perfect Shot with just minor levels of recharge modification.  

Another way to go, depending on how low your recharge is, is to tack on Snap Shot at the end of Stunning/Blazing/Perfect routine.  

If something gets into your face you can smack it with Sting of the Wasp for giggles.  

This build has enough stealth that you can be nearly invisible (due to the Stealth IO in Combat Jumping).  You can open with Explosive Arrow as a radial AoE which can knock down due to Sudden Acceleration's conversion IO.  You can then follow up with The Lotus Drops for style points.  Otherwise, just do the boring openers of Aim -> Rain of Arrows -> Explosive Arrow -> Clean up with Fistful.  

Melee/Ranged/AoE defense just barely over 46%.  

Can the build below be improved?  Probably, and individual tastes will determine what "improved" means.  However, this should give you some more in depth ideas as to why the choices are what they are.  Also, what kinds of sets you can find to do something a little outside of the box.  

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Level 50 Natural Sentinel
Primary Power Set: Archery
Secondary Power Set: Ninjitsu
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
------------
Level 1:    Snap Shot    
 (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
 (37) Thunderstrike - Accuracy/Damage: Level 50
 (50) Thunderstrike - Damage/Endurance: Level 50


Level 1:    Ninja Reflexes    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (46) Luck of the Gambler - Defense/Endurance: Level 50
 (46) Luck of the Gambler - Defense: Level 50


Level 2:    Fistful of Arrows    
 (A) Positron's Blast - Chance of Damage(Energy): Level 50
 (48) Positron's Blast - Accuracy/Damage/Endurance: Level 50
 (48) Positron's Blast - Accuracy/Damage: Level 50
 (50) Positron's Blast - Damage/Endurance: Level 50
 (50) Positron's Blast - Damage/Range: Level 50


Level 4:    Danger Sense    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (43) Luck of the Gambler - Defense/Endurance: Level 50
 (43) Luck of the Gambler - Defense: Level 50


Level 6:    Stunning Shot    
 (A) Apocalypse - Chance of Damage(Negative): Level 50
 (7) Apocalypse - Damage/Endurance: Level 50
 (7) Apocalypse - Damage/Recharge: Level 50
 (40) Apocalypse - Accuracy/Damage/Recharge: Level 50
 (40) Apocalypse - Accuracy/Recharge: Level 50
 (43) Decimation - Chance of Build Up: Level 40


Level 8:    Aim    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
 (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
 (9) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
 (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
 (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
 (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50


Level 10:    Shinobi-Iri    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
 (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
 (11) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50


Level 12:    Explosive Arrow    
 (A) Positron's Blast - Chance of Damage(Energy): Level 50
 (13) Positron's Blast - Accuracy/Damage/Endurance: Level 50
 (13) Positron's Blast - Accuracy/Damage: Level 50
 (15) Positron's Blast - Damage/Endurance: Level 50
 (15) Positron's Blast - Damage/Range: Level 50
 (37) Sudden Acceleration - Knockback to Knockdown: Level 50


Level 14:    Kuji-In Rin    
 (A) Empty


Level 16:    Seishinteki Kyoyo    
 (A) Performance Shifter - EndMod/Recharge: Level 50
 (17) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
 (17) Performance Shifter - Chance for +End: Level 50


Level 18:    Blazing Arrow    
 (A) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb: Level 50
 (19) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (19) Superior Sentinel's Ward - Accuracy/Damage: Level 50
 (23) Superior Sentinel's Ward - Damage/RechargeTime: Level 50
 (23) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime: Level 50
 (34) Superior Sentinel's Ward - Accuracy/Damage/Endurance: Level 50


Level 20:    Kuji-In Sha    
 (A) Preventive Medicine - Heal/RechargeTime: Level 50
 (21) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
 (21) Preventive Medicine - Chance for +Absorb: Level 50


Level 22:    Kick    
 (A) Empty


Level 24:    Tough    
 (A) Steadfast Protection - Resistance/Endurance: Level 30
 (25) Steadfast Protection - Resistance/+Def 3%: Level 30
 (25) Steadfast Protection - Knockback Protection: Level 30


Level 26:    Perfect Shot    
 (A) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity: Level 50
 (27) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (27) Superior Opportunity Strikes - Accuracy/Damage: Level 50
 (29) Superior Opportunity Strikes - Damage/RechargeTime: Level 50
 (29) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime: Level 50
 (34) Superior Opportunity Strikes - Accuracy/Damage/Endurance: Level 50


Level 28:    Bo Ryaku    
 (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50


Level 30:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (31) Reactive Defenses - Defense/Endurance: Level 50
 (31) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50
 (31) Reactive Defenses - Scaling Resist Damage: Level 50


Level 32:    Rain of Arrows    
 (A) Ragnarok - Damage/Endurance: Level 50
 (33) Ragnarok - Damage: Level 50
 (33) Ragnarok - Damage/Recharge: Level 50
 (33) Ragnarok - Accuracy/Damage/Recharge: Level 50
 (34) Ragnarok - Accuracy/Recharge: Level 50


Level 35:    Sting of the Wasp    
 (A) Hecatomb - Chance of Damage(Negative): Level 50
 (36) Hecatomb - Damage/Endurance: Level 50
 (36) Hecatomb - Damage: Level 50
 (36) Hecatomb - Accuracy/Damage/Recharge: Level 50
 (37) Hecatomb - Accuracy/Recharge: Level 50


Level 38:    Hasten    
 (A) Recharge Reduction IO: Level 50
 (39) Recharge Reduction IO: Level 50


Level 41:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (42) Shield Wall - Defense/Endurance: Level 50
 (42) Shield Wall - Defense/Endurance/Recharge: Level 50
 (42) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50


Level 44:    The Lotus Drops    
 (A) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
 (45) Scirocco's Dervish - Accuracy/Damage: Level 50
 (45) Scirocco's Dervish - Damage/Endurance: Level 50
 (45) Scirocco's Dervish - Damage/Recharge: Level 50
 (46) Scirocco's Dervish - Chance of Damage(Lethal): Level 50


Level 47:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
 (48) Unbounded Leap - +Stealth: Level 50


Level 49:    Assault    
 (A) Endurance Reduction IO: Level 50


Level 1:    Brawl    
 (A) Empty


Level 1:    Opportunity    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


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) Empty


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO: Level 50


Level 2:    Health    
 (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50
 (5) Miracle - +Recovery: Level 40
 (5) Panacea - +Hit Points/Endurance: Level 50


Level 2:    Hurdle    
 (A) Jumping IO: Level 50


Level 2:    Stamina    
 (A) Performance Shifter - EndMod: Level 50
 (3) Performance Shifter - Chance for +End: Level 50
 (3) Endurance Modification IO: Level 50


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http://www.cohplanner.com/mids/download.php?uc=1453&c=676&a=1352&f=HEX&dc=78DA6594CB4F135118C5EFB4830894F7A320CF22D0971D5A40B7C6881879492471DB4C608492A6346D51D495FF829AB85113137C6DDC68D49DF1BDF1B953C0954B458CFE01E337730E95A4379DFC66CEBDF77CE7DE99DBA9D551DF83E3970E2BADE668DACCE793B356A690CA58E9F269B3B09233D3CA69E572F9777A92A7CCCC82356F1CC9CD2D5AB9F36D457DD43A6365F296319DCA2CA50AF915553DB3BC9C36C6520B8B3260A1D27D9ACD5AD67CAD7B3B6999F3562EBF98CAFA769EB332AEFD58363567145D1D37333965E60B52AC558204E57A16546CB647DD122474D577034CDC044F84841AC7346BAE16AB239BC0E7410E51B6AE3DC5BCC127E443FA3D221F83E3E2EBA5AF97BE11FA46E8FB427CCBE05B5696F0B8DA9E3819038306390846AE3B8BD3D5CB2036DC995B7E1F7D7BEF916BE0C06DF20E3DEE821392AD82D92AD6A1556E909BE02BF1AFA27F15D7ECE39A7D5C730DD75CC335F77DD75D4E8A7FB5BB63B6AAB6A5A929516AF9266AAFA042DD55F21AF85A2AD6B362FD6738357C22DF812DEFC90F60E023382DFE8DF46FFCE175B5A69FE416E891ED6AC618D5ECA6F28AE2E73EF85BE4A65357AD7EB2157C23A9DA98AAED1BAAEDDB24BF801D5FC975A6DA004F4AAA76F8ABF621A4D0A56627346F27BF8BAE6DF475FD21FF826FA57637BFBBEE43D8A59E2172981C010307C135A9D9CB39BD5168FB23E4001902FBC260AF64EA4726AD3F8A773940D64B5F887943CC1B1E43BEF00972024C86958AB276F402E61F384B9E2357C1D845B045FC0DD636E83FE845AE06E98B73FFE2018CEFD08B675A7ECE5B5C0A3B27D83947B61D29E98D9728891265B844192951264B9419BDF8AFA03457A9A893330FC5DEAA945E66D762C8BEFD5FF368A7B1567D5C73CFB31EC01EFEDA3D2F8479BF77CFBB8CBDF1F0D4787A30C62EB67FAF13F476

 

Edited by oldskool
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1 minute ago, Demagogue said:

Thank you for the build, much obliged.

 

Will shelve this for a long time while leveling. I will sorta be taking my time, not soloing but not farming the AE either this gives me something to build for once I hit cap 🙂

No worries.  I know I wrote a lot there but it is about passing on information vs just throwing a build at you.  You can go a different direction and still make a competent build.

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Been playing this like a scrapper throwing out the caltrops when I need breathing room:

 

 

http://www.cohplanner.com/mids/download.php?uc=1457&c=695&a=1390&f=HEX&dc=78DA6594494F535114C7EFA3AF564A0B855AA0524A27E8440B75581B020E405BB1A8DBE6059EE591A6346D51D1951FC08DE307501371DA382E8D12DD38EE1C177E0087444D7461EA79EFFC29C6BEB4F9B5E79E73EEFF9CF3EECD1C9FB0DDDA7B6A9790DAC78B4AB59A9F554B35ADA4162D59A5B65C518A821EDB586E7C9F2F3B99D5BF1632F4AC7BE5734AA9A0CE27C72A730B6A65C5DDB04FA847D452554D66B5D2A256AB2E0BEBCCD25231395B56D5799BF133AD2A65AD54B01B7FF66885050A2C74AC2FCDAB95EA8256EEDB5DD6E6928DAC7A36259F51AA35DAAC97840CD2F76158E0A99BC56B5988942C42AF98E197CCD80BF03973F819733242619211DB225C9261939DCC1107738A7C24F848F019C65A02BE41EA8A893508534218B647A4CB0C5DE68FBCDFA60FE07BE6E677E05B66EA0DF331C55A3856B2ACB6B09E2BCC69D2D30A3DADD063851E2BF4AC517C1BF66E7BC07A6CF7C17BCCF63BE06D66F893C9609AF2DB8D82EBC21EE7B50CD93A505FC769D6D14D023BA1A3F30FA15F165DD39CA3EB3B334B714EF6313B0FB3B62D87C083CCEE593087DE1E604A94DF853D5D757A84892C3D9CCDD4F39B7608CBA2F707F89319FAC57C421D70A303EEABDCD5ADABE035A6FF3A7803DDBFC9DC4FAAFB50599FBE2155E619E18A3CDB983269E9874F3FA6E0C514BC98C253D230C01AE4014CC18729F8EE8298821F53B8447B071013404C103141C404111342CCE5089F043D6630CED3198A815130C20C0F31F351212288899CE43CD113E00A788C193BCAECA49AE3A8398E9A13FF9D8400F924D9474AE2ED19019DB4368AB5D19D04D92452A0476E9C62FAE8D38E3559469B2CA926CBF626CB8E264BBAC93223E31A208B6458BE5A1BA75E125392F14EC97E9EFD978D356E22D9BE6DD8CCE222F7B8E502789EE938079E657ACF303FFF9B0FB7C76254BF99F4FBA35E6F75346E97FA5F8EF0E9DF

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On 12/20/2019 at 8:15 AM, HelenCarnate said:

Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/EndRdx/Rchg(43)
Level 2: Danger Sense -- LucoftheG-Def/Rchg+(A), RedFrt-Def(3), RedFrt-Def/EndRdx(3), RedFrt-Def/EndRdx/Rchg(42)
------------

 

Sorry but why a Defence/Recharge for the first slot, isn't recharge useless in these 2 abilities? 

I'm new to the game so maybe I am missing something

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  • 1 month later

Update on my Build ….

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

Click this DataLink to open the build!

Vex Shinobi: Level 50 Science Sentinel
Primary Power Set: Archery
Secondary Power Set: Ninjitsu
Power Pool: Force of Will
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Ninja Tool Mastery

Hero Profile:
Level 1: Aimed Shot

  • (A) Entropic Chaos - Accuracy/Damage
  • (3) Entropic Chaos - Damage/Endurance
  • (3) Entropic Chaos - Damage/Recharge
  • (5) Entropic Chaos - Damage/Endurance/Recharge
  • (5) Entropic Chaos - Chance of Heal Self
  • (50) Gladiator's Javelin - Chance of Damage(Toxic)

Level 1: Ninja Reflexes

  • (A) Red Fortune - Defense
  • (17) Red Fortune - Defense/Endurance
  • (23) Red Fortune - Defense/Endurance/Recharge
  • (25) Luck of the Gambler - Recharge Speed

Level 2: Danger Sense

  • (A) Reactive Defenses - Defense/Endurance
  • (7) Reactive Defenses - Defense/Endurance/RechargeTime
  • (25) Reactive Defenses - Scaling Resist Damage
  • (31) Luck of the Gambler - Recharge Speed

Level 4: Weaken Resolve

  • (A) Achilles' Heel - Defense Debuff
  • (36) Achilles' Heel - Defense Debuff/Recharge
  • (39) Achilles' Heel - Chance for Res Debuff

Level 6: Stunning Shot

  • (A) Decimation - Accuracy/Damage
  • (7) Decimation - Damage/Endurance
  • (9) Decimation - Damage/Recharge
  • (9) Decimation - Accuracy/Endurance/Recharge
  • (11) Decimation - Accuracy/Damage/Recharge
  • (11) Decimation - Chance of Build Up

Level 8: Shinobi-Iri

  • (A) Red Fortune - Defense
  • (34) Red Fortune - Defense/Endurance
  • (36) Red Fortune - Defense/Endurance/Recharge
  • (37) Luck of the Gambler - Defense/Endurance/Recharge

Level 10: Kuji-In Rin

  • (A) Recharge Reduction IO

Level 12: Explosive Arrow

  • (A) Positron's Blast - Accuracy/Damage
  • (13) Positron's Blast - Damage/Endurance
  • (13) Positron's Blast - Damage/Recharge
  • (15) Positron's Blast - Damage/Range
  • (15) Positron's Blast - Accuracy/Damage/Endurance
  • (17) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 14: Hasten

  • (A) Recharge Reduction IO

Level 16: Recall Friend

  • (A) Recharge Reduction IO

Level 18: Fistful of Arrows

  • (A) Superior Sentinel's Ward - Accuracy/Damage
  • (19) Superior Sentinel's Ward - Damage/RechargeTime
  • (19) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
  • (21) Superior Sentinel's Ward - Accuracy/Damage/Endurance
  • (21) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
  • (23) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

Level 20: Kuji-In Sha

  • (A) Preventive Medicine - Heal/RechargeTime/Endurance
  • (31) Preventive Medicine - Heal/RechargeTime
  • (43) Preventive Medicine - Chance for +Absorb

Level 22: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 24: Tough

  • (A) Aegis - Resistance/Endurance
  • (36) Aegis - Psionic/Status Resistance
  • (37) Aegis - Resistance/Endurance/Recharge
  • (42) Aegis - Resistance

Level 26: Blazing Arrow

  • (A) Superior Opportunity Strikes - Accuracy/Damage
  • (27) Superior Opportunity Strikes - Damage/RechargeTime
  • (27) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
  • (29) Superior Opportunity Strikes - Accuracy/Damage/Endurance
  • (29) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
  • (31) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

Level 28: Weave

  • (A) Red Fortune - Defense/Endurance
  • (37) Red Fortune - Defense
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (50) Luck of the Gambler - Recharge Speed

Level 30: Aim

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 32: Rain of Arrows

  • (A) Ragnarok - Damage
  • (33) Ragnarok - Damage/Recharge
  • (33) Ragnarok - Accuracy/Damage/Recharge
  • (33) Ragnarok - Accuracy/Recharge
  • (34) Ragnarok - Damage/Endurance
  • (34) Ragnarok - Chance for Knockdown

Level 35: Tashibishi

  • (A) Recharge Reduction IO

Level 38: Bo Ryaku

  • (A) Reactive Armor - Resistance
  • (39) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance/Recharge
  • (45) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Gladiator's Armor - TP Protection +3% Def (All)
  • (46) Steadfast Protection - Resistance/+Def 3%

Level 41: Paralizing Dart

  • (A) Basilisk's Gaze - Endurance/Recharge/Hold
  • (42) Basilisk's Gaze - Accuracy/Hold
  • (43) Basilisk's Gaze - Recharge/Hold
  • (45) Basilisk's Gaze - Accuracy/Recharge
  • (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (50) Gladiator's Javelin - Chance of Damage(Toxic)

Level 44: Kemuridama

  • (A) Cloud Senses - ToHit Debuff
  • (46) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (48) Cloud Senses - Accuracy/ToHitDebuff
  • (48) Cloud Senses - Accuracy/Recharge

Level 47: Kuji-In Retsu

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

Level 49: Seishinteki Kyoyo

  • (A) Efficacy Adaptor - EndMod/Recharge

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

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) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run 


Level 2: Swift

 

 

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  • 3 weeks later

Why have you dropped the single most damaging attack we have and instead taken something like Recall Friend? To me that doesn't make sense. You've also got no travel powers...

 

Does anyone make builds without hasten? I see it all the time and to be honest with a decent built with a few LOTGs, some good set slotting and an alpha like agility, you don't need it - the recharge on the archery powers are so short anyway. It seems most builders are obsessed with Hasten 🙂

The Kallistiverse COH site:

https://kallistiverse.mardona.com/coh/

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1 hour ago, kallistiuk said:

Does anyone make builds without hasten? I see it all the time and to be honest with a decent built with a few LOTGs, some good set slotting and an alpha like agility, you don't need it - the recharge on the archery powers are so short anyway. It seems most builders are obsessed with Hasten 🙂

Ninjutsu for Sentinels and Scrappers get a new power called Shinobi-Iri.  This power grants movement speed bonuses, stealth, and a damage boost to the first attack in combat.  That's on top of providing defense to all positions.  Shinobi-Iri will toggle off when you activate powers like Super Jump, Super Speed, etc.  Shinobi-Iri will not toggle off when you use Ninja Run and/or Sprint.  Shinobi-Iri stacks with Combat Jump (the latter will toggle off during Ninja Run).  In effect, Shinobi-Iri works a lot like a lite version of a travel power.  My Dual Pistols/Ninjutsu Sentinel runs at a speed of 70 mph with a 59 ft jump height.  Sure, its slower than a build with Super Speed but it's not as bad as it sounds.  It's faster than baseline Flight and only slightly slower than Afterburner.  I can get around most maps well enough with the jump height to beat a lot of people to mission doors, especially fliers without Afterburner.  

 

Hasten isn't the obsession.  Trying to achieve some concept of maximum effectiveness is.  Hasten is a means to an end and it is a power boost.  Furthermore, it is the context of these kinds of threads that is also missing.  The people that try to help aren't necessarily "obsessed" with Hasten, but the people asking for a powerful build often want additional quality of life perks like Hasten.  There is a difference in damage dealt by shortening your attack sequence to the strongest powers available.  

 

Still, point taken.  I do agree that competent builds can be constructed without Hasten.  They can be made without spending 600 million to 1 billion influence too.  Though when people talk builds one has to understand what the expectation is because your definition of a good build is very likely to be different from mine.  

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Hasten is most useful on builds with long recharge times on multiple powers ... stuff in the baseline 30s to 240s range.  On builds where most of your powers recharge in less than 20s baseline, the "need" for Hasten largely evaporates.  You can still have Hasten if you want it, but the benefits of having it start getting pretty marginal when all it's really doing for you is shaving 1-3s off recharge times that you can't make use of anyway simply because of how long animation times take on your attack cycles.

 

Nice to have ... sure.

NECESSARY to have ... not so much.

 

The key thing to do is to make up a build WITHOUT Hasten first, and then plot your attack cycle (animation times, recharge times, the works) and see if everything "fits" together neatly enough for you to want to play.  Then you add Hasten into the build and do it again ... and see if there's any "real" benefit(s) to putting Hasten into the build, and if so, is it worth the "cost" of adding Hasten to the build.  In some cases, you're better off without Hasten if you've got a Click heavy primary/secondary/pools build where nothing takes "too long" to recharge natively in the context of the build.

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Agreed, however it does seem to me looking at a lot of builds that it has become habitual to include Hasten, a bit like the fighting pool (which is something totally understandable). Personally I don't use super speed on any of my characters as I find it hard to control and I end up face planting into objects too often. I prefer super jump as my main travel power unless its a blaster and then I'll use fly 🙂

 

Horses for courses really, its always nice to see other ideas about builds.

The Kallistiverse COH site:

https://kallistiverse.mardona.com/coh/

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  • 1 month later
  • 2 weeks later
On 12/20/2019 at 7:16 PM, oldskool said:

This build has enough stealth that you can be nearly invisible (due to the Stealth IO in Combat Jumping).

Why a Stealth IO in Combat Jumping, and not Celerity: Stealth in Sprint, and save slot?

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12 minutes ago, Tonio said:

Why a Stealth IO in Combat Jumping, and not Celerity: Stealth in Sprint, and save slot?

Simply because Combat Jumping is cheaper to run from an endurance perspective than running Sprint is.  Shinobi-Iri already makes you run plenty fast at the mission level so my preference is to not run additional speed powers (Sprint/Ninja Run) indoors.  It was also built on preferences from a different character I play that runs Ninjutsu and so the slotting was similar there.  In the end, that slot is "extra" as it didn't feel necessary anywhere else.  YMMV

That build was also posted months ago, and if I were to do it over again I would likely change some things.  So if there are IO placements that don't work for your style, then by all means shuffle things around until it works for you.  

Edited by oldskool
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Just now, oldskool said:

Simply because Combat Jumping is cheaper to run from an endurance perspective than running Sprint is.  Shinobi-Iri already makes you run plenty fast at the mission level so my preference is to not run additional speed powers (Sprint/Ninja Run) in doors.  

There is no reason you couldn't run something else in sprint and move that open slot elsewhere.  

That build was also posted months ago, and if I were to do it over again I would likely change some things.  So if there are IO placements that don't work for your style, by all means shuffle things around until it works for you.  

Oh, I didn't mean to criticize your build, was asking out of curiosity; trying to learn the ins and outs of making builds, so I can stop pestering other people for them! ;D

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8 minutes ago, Tonio said:

Oh, I didn't mean to criticize your build, was asking out of curiosity; trying to learn the ins and outs of making builds, so I can stop pestering other people for them! ;D

Oh I didn't take it as criticism at all.  I just want to caveat that I do not consider my builds "be-all-end-all".  I often find myself shuffling slots around every few months on my favorite characters to squeeze out some tiny bit of performance that I felt was lacking here and there.  

As you play with a build for a prolonged period, you start to find that what sounded good on paper may not work as well as you thought. Build boredom can also set in, or in general preferences can do a 180 degree turn.  

As of now, I wouldn't bother running the ATO sets in powers like Blazing Arrow or Perfect Shot, for example.  I'd try to fit them elsewhere and maybe do something else in those powers.  That means I would likely shift Apocalypse out of Stunning Shot (maybe).  

I've done a complete rebuild of my Dual Pistols/Ninjutsu character in order to run a bunch of the powers from Ninja Tools.  My IO choices let me completely drop Maneuvers (everyone, clutch your pearls!!) and still maintain 48%+ defense.  I don't think that loadout will replicate with Archery as the recharge needs are different, but it wouldn't stop me from maybe experimenting more.  

Edited by oldskool
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On 2/16/2020 at 7:58 AM, oldskool said:

Shinobi-Iri will toggle off when you activate powers like Super Jump, Super Speed, etc.  Shinobi-Iri will not toggle off when you use Ninja Run and/or Sprint.  Shinobi-Iri stacks with Combat Jump (the latter will toggle off during Ninja Run). 

I realize this part of the thread is a bit older, but I wanted to put this out here as I have done a few times elsewhere.

 

The description of Shinobi-Iri in the planner is wrong.  Look at the description in game and it says this power is exclusive with other Stealth powers.

I just made a build on Beta and confirmed that Shinobi-Iri can be toggled on and have flight and super jump running at the same time.

 

Not that you need to, but you CAN use it in conjunction with a normal travel power.

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  • 2 years later

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