Author Topic: Soft-capped Nin/SR  (Read 4237 times)

Blondeshell

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Soft-capped Nin/SR
« on: December 17, 2009, 04:37:46 AM »
Here's my first attempt at a soft-capped Nin/SR build, without counting hide, hover/CJ, elude, or weave.  The character is currently still level 31, but I wanted to get an idea of where to head, probably with a respec coming soon to prep for it.  I haven't used any purple or PvP sets, but I've also not done any cost checking red side, so I don't know how expensive this might be.  At least I'll have time to work toward it.  :)

The only thing that really sticks out at me is only having one regular attack (besides AS) until level 17 when exemped.  I can use my origin and vet powers until then, but it seems like it might be a bit gimped in that regard.  Anywho, I'm open to suggestions.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Dark Blondeshell: Level 50 Mutation Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Gambler's Cut
  • (A) Crushing Impact - Accuracy/Damage: Level 50
  • (3) Crushing Impact - Damage/Endurance: Level 50
  • (5) Crushing Impact - Accuracy/Damage/Recharge: Level 50
  • (9) Crushing Impact - Accuracy/Damage/Endurance: Level 50
  • (34) Crushing Impact - Damage/Endurance/Recharge: Level 50
Level 1: Hide
  • (A) Defense Buff IO: Level 50
Level 2: Focused Fighting
  • (A) Red Fortune - Defense/Endurance: Level 50
  • (3) Red Fortune - Defense/Recharge: Level 50
  • (7) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (11) Red Fortune - Defense: Level 50
  • (39) Red Fortune - Endurance: Level 50
Level 4: Focused Senses
  • (A) Red Fortune - Defense/Endurance: Level 50
  • (5) Red Fortune - Defense/Recharge: Level 50
  • (7) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (11) Red Fortune - Defense: Level 50
  • (40) Red Fortune - Endurance: Level 50
Level 6: Assassin's Blade
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (9) Mako's Bite - Damage/Endurance: Level 50
  • (13) Mako's Bite - Damage/Recharge: Level 50
  • (17) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (40) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 8: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
  • (36) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 10: Swift
  • (A) Flight Speed IO: Level 50
Level 12: Placate
  • (A) Recharge Reduction IO: Level 50
  • (13) Recharge Reduction IO: Level 50
  • (46) Range IO: Level 50
Level 14: Fly
  • (A) Freebird - Endurance: Level 50
  • (15) Freebird - FlySpeed: Level 50
  • (29) HamiO:Microfilament Exposure
Level 16: Practiced Brawler
  • (A) Recharge Reduction IO: Level 50
  • (17) Recharge Reduction IO: Level 50
Level 18: Health
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (19) Numina's Convalescence - Heal: Level 50
  • (19) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (39) Regenerative Tissue - +Regeneration: Level 30
  • (39) Healing IO: Level 50
Level 20: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (21) Performance Shifter - EndMod/Recharge: Level 50
  • (21) Performance Shifter - EndMod/Accuracy: Level 50
  • (43) Performance Shifter - Chance for +End: Level 50
Level 22: Divine Avalanche
  • (A) Pounding Slugfest - Accuracy/Damage: Level 30
  • (23) Pounding Slugfest - Damage/Endurance: Level 30
  • (23) Pounding Slugfest - Damage/Recharge: Level 30
  • (34) Pounding Slugfest - Disorient Bonus: Level 30
Level 24: Dodge
  • (A) Luck of the Gambler - Defense/Recharge: Level 50
  • (25) Luck of the Gambler - Defense: Level 50
  • (25) Luck of the Gambler - Recharge Speed: Level 50
Level 26: Soaring Dragon
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (27) Mako's Bite - Damage/Endurance: Level 50
  • (27) Mako's Bite - Damage/Recharge: Level 50
  • (31) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (37) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 28: Quickness
  • (A) Run Speed IO: Level 50
Level 30: Agile
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (31) Luck of the Gambler - Defense: Level 50
  • (31) Luck of the Gambler - Recharge Speed: Level 50
Level 32: Golden Dragonfly
  • (A) Obliteration - Damage: Level 50
  • (33) Obliteration - Accuracy/Recharge: Level 50
  • (33) Obliteration - Damage/Recharge: Level 50
  • (33) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (40) Obliteration - Chance for Smashing Damage: Level 50
Level 35: Evasion
  • (A) Gift of the Ancients - Defense/Endurance: Level 40
  • (36) Gift of the Ancients - Defense/Recharge: Level 40
  • (36) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
  • (37) Gift of the Ancients - Defense: Level 40
Level 38: Elude
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 41: Spirit Shark
  • (A) Force Feedback - Damage/Knockback: Level 50
  • (42) Force Feedback - Accuracy/Knockback: Level 50
  • (42) Force Feedback - Recharge/Knockback: Level 50
  • (42) Force Feedback - Recharge/Endurance: Level 50
  • (43) Force Feedback - Damage/Endurance/Knockback: Level 50
  • (43) Force Feedback - Chance for +Recharge: Level 50
Level 44: Water Spout
  • (A) Undermined Defenses - Defense Debuff: Level 50
  • (45) Undermined Defenses - Defense Debuff/Recharge: Level 50
  • (45) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50
  • (45) Undermined Defenses - Recharge/Endurance: Level 50
  • (46) Undermined Defenses - Defense Debuff/Endurance: Level 50
  • (46) Undermined Defenses - Recharge: Level 50
Level 47: Spirit Shark Jaws
  • (A) Lockdown - Accuracy/Hold: Level 50
  • (48) Lockdown - Accuracy/Recharge: Level 50
  • (48) Lockdown - Recharge/Hold: Level 50
  • (48) Lockdown - Endurance/Recharge/Hold: Level 50
  • (50) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
  • (50) Lockdown - Chance for +2 Mag Hold: Level 50
Level 49: Build Up
  • (A) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Assassination
------------
Set Bonus Totals:
  • 22.5% DamageBuff(Smashing)
  • 22.5% DamageBuff(Lethal)
  • 22.5% DamageBuff(Fire)
  • 22.5% DamageBuff(Cold)
  • 22.5% DamageBuff(Energy)
  • 22.5% DamageBuff(Negative)
  • 22.5% DamageBuff(Toxic)
  • 22.5% DamageBuff(Psionic)
  • 1.88% Defense(Smashing)
  • 1.88% Defense(Lethal)
  • 5.63% Defense(Fire)
  • 5.63% Defense(Cold)
  • 8.44% Defense(Energy)
  • 8.44% Defense(Negative)
  • 3.75% Defense(Melee)
  • 15% Defense(Ranged)
  • 11.3% Defense(AoE)
  • 3.6% Max End
  • 42.5% Enhancement(RechargeTime)
  • 2.5% Enhancement(Held)
  • 23% Enhancement(Accuracy)
  • 10% FlySpeed
  • 140.1 HP (11.6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 13.2%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.75%
  • 4.5% (0.08 End/sec) Recovery
  • 58% (2.92 HP/sec) Regeneration
  • 5.02% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 10% RunSpeed




IceHeart

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Re: Soft-capped Nin/SR
« Reply #1 on: July 18, 2010, 05:54:08 PM »
Some small comments, these, of course are just my opinion and they may work or not for your playing style; Tho I don't have the specific combo NB/SR, i have both NB/(Regen), NB/(DA) and (DB)/SR, (EM)/SR, and both sets are two of my preferred; /SR in particular, I consider as one of the best secondary sets for a Stalker, as it's +DEF based, (avoid the hit altogether) which is the main idea to help conserve and recover your Hide asap, as opposed to +RES (accept the hit, and absorb it) sets, which will disturb  your Hide.


This build is more of a general type. It includes 'standard' purples, but does NOT include any PVP-only enhancements, as these are exceedinly expensive/rare. It should give excellent PVE and acceptable PVP, .

- Fly/Hover: IMHO: this is not the best choice you can get for a stalker; the minor DEF you gain with Hover is not worth the overall gains you get with Hasten; The corresponding travel power is, of course, SS.

- I've had the same 'troublesome' decision about having only 1 power at lower levels. Initially, I made that tradeoff as I wanted to have recall friend to help teammates. As teammamtes get better in 'ghosting' on their own, I have drifted towards removing TP out of all my stalkers. In the case of NB, my latest choice is keeping both Sting of the Wasp (2) and Flashing Steel )1), as these are the two that provide better damage, and combined with hasten, do give an extra 1-2 punch; the "partial aoe" arc of Flashing Steel is also better than Gambler's Cut.

-Build Up: I notice you placed BU almost as a 'filler' at 49; IMHO, there's no better companion to AS than BU, and it should be taken asap;

- Swift vs Hurdle: Swift would help if you have Fly, yes; AS Im changing this to SS, it makes more sense to use Hurdle instead to improve jumping capability; Fly for those tough to reach places, you can always get with a Jetpack.

-Quickness: While the extra recovery is nice, I place more importance to extra defense first, and most of the End drains can be overcome with the IOs and sets, so quickness is either not included, or added at the last slots.

- Practiced Brawler: This is a tough choice; The defense vs KB and holds is most useful, but its really difficult to place earlier than mid twenties at best. You could delay Health/Stamina a little and get Brawler earlier perhaps. Matter of choice.

- Travel:  Most people are very eager to put travel power at 14, as immediately available. Usually, I prefer to 'drag my feet' and just use jetpack until mid twenties or so, particulalry because the Stalker build is tight in the lower slots.

- Extra Stealth: mandatory for PVP, and a good place for extra DEF sets; but not really critical on the lower levels.

Patrons/Mastery: Well, this is a very personal choice; Mako powers are good, not gonna say no. My personal preference goes to Soul Mastery, as the Shadow Meld is a very good defense mastery available to Stalkers.Other than that, I usually don't put in too much hubbub to Mastery powers anyway. However, the Leviathan's Hibernate can be very useful in PVP settings.

Also included the 5 Auto accolades.

One thing I have NOT DONE, is balance the enhancement slots as the character grows up. You may need to do this in a better way in order to guarantee a smooth progression. Also, enhancements are defaulted at 50/Max; If you're looking to PVP in Warburg, you may wanna reset to 41s.

Let me know what you think,

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Sir Giles

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Re: Soft-capped Nin/SR
« Reply #2 on: July 18, 2010, 07:55:35 PM »
-Quickness: While the extra recovery is nice, I place more importance to extra defense first, and most of the End drains can be overcome with the IOs and sets, so quickness is either not included, or added at the last slots.

Iceheart, I'm sure you meant something else, but, unless quickness has changed, it has nothing to do with recovery.  It grants 20% bonus to recharge, 35% bonus to run speed, and slow resistance.  You may have been talking about Elude, not sure.  Just wanted to point that out.

Other than that, I pretty much agree with everything.  One thing that I don't use is a travel power on my /sr stalker.  With Ninja run, swift, sprint, quickness, and smattering of set bonuses to movement/run speed, I am close to capped out on run speed.

Just my 2 cents worth.

Sir Giles

IceHeart

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Re: Soft-capped Nin/SR
« Reply #3 on: July 25, 2010, 06:27:25 PM »
Eh, you're totally right.. guess I was sleepy writing that one. My Bad. :P

Quickness does indeed affect Recharge, not Recovery, and while it is a very sizeable 20%.. well, my logic is still roughly about the same. With hasten and extra recharge bonuses you can get a fairly good recharge without quickness. and apply that slot to either defense or attack.  IMHO, hasten is still needed, no way around it, so Quickness becomes optional.

You could go the way of Ninja Run + Quickness + other spd bonuses as Fiery points out, and it's entirely valid and will free one or 2 slots. The thing I dislike with Ninja Run is its high end cost, and since I tend to slot looking for defense, accuracy or dmg.. speed bonuses are not usually 1st on my mind.