Page 1 of 3 123 LastLast
Results 1 to 20 of 51
  1. #1
    Community Member edrein's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default Ninja Spy still needs some love

    Is it honestly too late to provide suggestions and feedback for Ninja Spy? I mean it's clear that this build will be the update released most likely next week, but is it possible to revisit ninja spy when update 34 is released in January? The constant 5d6 sneak damage is a minor damage buff in the long haul, and the 20 second clicky for the same amount is rather paltry when the cooldown is considered. Take in consideration the other two 'sneak attack' heavy trees (barring rogue's natural sneak damage die progression); Deepwood Stalker gains 6d6 sneak attack from the core abilities and Assassin gains 4d6 in the core with another 4d6 in the enhancement lines. As of this update Ninja Spy will have the ability to deal 9d6 sneak damage before using the clicky, which is a good amount. The problem comes from the differences in trees fully.

    Both Assassin (Assassin actually has two) and Deepwood Stalker gain abilities that reduce enemy fortication and creates sneak attack opportunities without requiring a save or any form of itemization/stating. With the recent 'pass' in update 33, the Unbalancing Strike was added which atleast removes sneak attack immunity at the downside of having both a DC for negating and periodic saves on the effect. This gap is widened by the fact that both Assassin's Trick and Mark of the Hunted remove fortification.

    However, this is even further exaggerated by the abilities in both of these trees compared to Ninja Spy. Both have strong in-tree synergies that don't require multiclassing (Or even using a different tree in their class) to feel adequately powerful. Assassin's gain one of arguably the best instakill abilities in the game through Assassinate; additionally after their pass they gained a passive 30 melee power buff for simply staying in sneak which they were already doing to boost their assassinate DC. On the other hand Deepwood gained 20 MP/RP, +4 Dex, and +3d6 sneak attack in their capstone; not even mentioning the MP/RP, damage boosts, etc. in the T5 lineup. Both of these trees share the coveted Killer enhancement for the +20% morale doublestrike/doubleshot, and you even gave Deepwood an additional +10% doublestrike and +20% doubleshot T5. Assassin Poisons are incredibly useful but yet we didn't see Ninja Spy's poisons remotely get a similar treatment in either effects or updates to the Ninjitsu line.

    In the case of buffing 'tree themed' weapons, assassins again have the ultimate advantage. At level 12 their T5 gives daggers +1 to multiplier and range, while their core 18 doubles the multiplier damage to an x4 base for daggers. That makes your average untouched dagger turn into a 18-20x4 before Improved Critical/Keen, Overwhelming, etc. On the recent spectrum the T5 for Ninja Spy; Deadly Striker gives +1 threat range to non-handwraps or quarterstaves, while also giving +2 threat range to shurikens and kamas. While a ninja spy doesn't get their +1 crit multiplier until their capstone at 20. That means in comparison your average untouched kama is now a 18-20x3 before Improved Critical/Keen, Overwhelming, etc. Now take into consideration that there are plenty of named daggers with unique profiles, damage, effects, etc. at all levels while there is a total of five unique named kamas in the game, you can see a bit of a problem here.

    Additionally; we've gone through a full update and most likely two patches before Ninja Spy has had it's enhancements or their costs tweaked. Most of the Enhancements are severely outdated, remnants of the original Enhancement Pass over 3 years ago. But even then most of them were legacy holdovers from the original Ninja Spy enhancements. Things like No Mercy being 2AP per rank, while the same T4 for Acrobats is 1AP per rank. Deadly Exploit 2AP per rank, should be brought down to 1AP per rank as well and double checked to work with the new Poison Exploit damage formula. Sting of the Ninja is weak; especially compared to direct damage weapon toggles/effects such as: Venomed Blades, Kinetic Bond, Storm Dancer, and especially Lighting the Candle with the buff to its damage in this patch.

    What I would suggest is take the 5d6 sneak attack from capstone and redistribute it in the cores, but not as sneak attack damage. Instead redistribute it as poison damage to capitalize on both the theme of Ninja Spy and Ninja Poison's vulnerability portion. Change the cores as follows: Basic Ninja Training (Level 1) weapons gain 1d4 poison on hit, Advanced Ninja Training (Level 3) weapons gain 1d8 poison on hit, Shadow Veil (Level 6) gains 1d6 sneak attack die, Poisoned Darts (Level 12) turns the poison damage into a 3d8, Diversion (Level 18) gives 1d6 sneak attack die and +5% stacking Incorporeal or +5 Dodge Cap, and finally Ninja Master (Level 20) turns the poison damage into 5d8. This scaling gives Ninja Spy a similar base damage increase similar to Keeper of the Chalice while maintaining the unique identity of Ninja Spy's poisoning nature without adding purely late core damage in the form of another active ability on an already overactive class and a big capstone sneak boost without the means to make it consistently damage most enemies.

    The only overall big change besides the cores would be the T5s. Ninja Spy is arguably a TWF tree by design, however they lack a boost to their offhand chance. Yes, you can pick up Deft Strikes from Shintao for 10% which is fine, however they lack the ability to take Meditations of War as well and gain full offhand bonus. I would suggest changing Crippling Strike to the following: Crippling Strike: On damage you have a 10% chance to hamstring a target for 50% move speed, as well as increasing your offhand chance by 10%.
    Touch of Death also needs to have Stunning Bonuses added to it's calculations like every other monk finisher/ability to match the rest.
    This also applies to Fists of Darkness and Touch of Despair, and the rest of the Dark Finishers as none of them were effected in the Lamania Patch despite the patch notes.

    Deadly Striker needs one last tweak; please, please, please finally allow us to be centered with default monk proficiency weapons. Let Deadly Striker center us with daggers, handaxes, and crossbows. Let Henshin Mystic or Shintao center you with clubs.

    All in all it's a long rant on changes and balance, but I think this would overall help the Ninja Spy tree feel balanced compared to similar trees of other classes and competitive with the updated Shintao (especially with their +3W boost) and Henshin's insane multipliers during Cauldron of Flame. (By no means am I arguing that Ninja Spy should be similar to Deepwood or Assassin despite the initial comparisons. What I would like to see is Ninja Spy's current sneak attack bonus traded out to a tree appropriate poison damage to keep the unique mechanics and damage type of Ninja Spy alive, as currently there isn't enough synergy in Ninja Spy to warrant high sneak attack like Assassin and Deepwood have with fort reduction/bypass and sneak vulnerability.)
    Last edited by edrein; 12-16-2016 at 03:47 PM.

  2. #2
    Community Member
    Join Date
    Apr 2013
    Posts
    3,919

    Default

    del
    Last edited by Tilomere; 08-25-2017 at 04:44 PM.

  3. #3
    Member chrysahor's Avatar
    Join Date
    Jun 2009
    Posts
    59

    Default

    Quote Originally Posted by edrein View Post
    Is it honestly too late to provide suggestions and feedback for Ninja Spy?
    I hope not, I was about to start something like "Ninja from everywhere, unite!" when I got home.

    Overall I agree with your views, and I really feel we got the short end of the stick.

    In addition to what you said, I want to emphasis a few things:
    Ninja spies
    - don't get melee/ranged power (apart from clickies), yet their abilities scale on those
    - don't get doublestrike/doubleshot ( (apart from clickies for strike), yet they're a class designed to be able to melee and ranged
    - don't get increased point blank range but get SA
    - don't get any way to heal (even as a out of combat top off)
    - don't get any real way to put an ennemy helpless. At some point I actually dabbled into the "jade" line from shintao to get a feeling.
    - are obliously dex based (1st 2 cores), but don't get abilities linked to it. Closely related to assassin, they get a poor "touch of death" at T5 that's in line with assassin T4 "execute". You could argue that ninja spies "instakill" is meant to
    be quivering palm, and I actually would love to...but they are the most terrible monks when it comes to it. All trees are equals when it comes to QP....but at the capstone HM and shintao get more wisdom.

    For me it all comes from poor scaling inhenrent to the implication of the tree:

    1st of, shintao is the logical/normal evolution of monk. They simply add to the core of the class (more unarmed damages, more AC, saves, and so on). Ninja is an alternative/not mainstream path, mystics are just specials.

    It means that ninja spies are actually losing right from the start. They get a penality in the form of a weaker weapon (shortshorts are bad, kamas are terrible), but they lose the added unarmed damages (losing the scaling all the way up to crits, melee power, doublestrike). On a side note, it means losing the DR breaking effect of monks (another loss of class ability) and being stuck with either piercing or slashing....and we then go to the next point.

    Vorpal as a capstone is terrible when it comes to scaling. It's nice when you get it but then at 30 it's still 100 damages on a vorpal. We don't even any use for vorpal strike as an epic feat, losing the purpose of the capstone.

    One of the monk class ability is speed, yet ninja spies only get a +50% from faster sneaking, should be 75%

    My suggestions are:

    For every core in ninja spy you get:
    1d6 sneak attack
    +1 ki generation while sneaking

    Capstone: remove vorpal, You now get a vorpal hit on a 19. You can use your doublestrike value as doubleshot value. - (SA is spread in all the cores)

    Move dummy to T5, move touch of death to lvl 18 core

    Diversion: what is the goal of the dummy? Panic button? => greatly lower ki cost. Strategic tool? => greatly lower cooldown. Multipurpose tool? => moderatly lower both.

    Touch of death: Should replace quivering palm (same shared cooldown). On failed save: quivering palm effect. On a successful save: current damages of touch of death. (DC 10 + monk level/2 + Dexterity modifier)

    New T5:Shinobi: Gain +6 Melee/Ranged Power, +2 Doublestrike, +1 to hit and +1 to the DC's of your Touch of deah abilities for every 4/2/1 seconds you remain stealthed. This effect stacks up to five times, and lasts 10 seconds after you come out of stealth. (adaptation from mesure the foe - assassin tree)

    Flashbang could also be linked to dexterity

    I would also get rid of crippling strike and put something like "Meditation of shadow" or "Dark Elemental Ki Strikes". Getting 4 options to give vampiric strike, a chance of putting a helpless state, more poison stacks, reduce fortification, and so on...

    You could even allow part of all of the unarmed damages to be added as "martial arts damages". When it comes down to it, even if with this patch ninja get as much SA as vanilla rogue, we still can't qualify for epic sneak attacks or add SA to thunderholm outfit for instance.


    The only overall big change besides the cores would be the T5s. Ninja Spy is arguably a TWF tree by design, however they lack a boost to their offhand chance. Yes, you can pick up Deft Strikes from Shintao for 10% which is fine, however they lack the ability to take Meditations of War as well and gain full offhand bonus. I would suggest changing Crippling Strike to the following: Crippling Strike: On damage you have a 10% chance to hamstring a target for 50% move speed, as well as increasing your offhand chance by 10%.
    I feel like ninja spy could be SWF as well. I actually tested both. Since vorpal is the current capstone, I wanted to capitalize on it with Perfect SWF. Shintao is 2wf, HM is 2hf. Ofc going into that direction would also mean a boost. Could be melee speed, something inspired from swashbuckler, or something else...


    All in all it's a long rant on changes and balance, but I think this would overall help the Ninja Spy tree feel balanced compared to similar trees of other classes and competitive with the updated Shintao (especially with their +3W boost) and Henshin's insane multipliers during Cauldron of Flame. (By no means am I arguing that Ninja Spy should be similar to Deepwood or Assassin despite the initial comparisons. What I would like to see is Ninja Spy's current sneak attack bonus traded out to a tree appropriate poison damage to keep the unique mechanics and damage type of Ninja Spy alive, as currently there isn't enough synergy in Ninja Spy to warrant high sneak attack like Assassin and Deepwood have with fort reduction/bypass and sneak vulnerability.)
    It should have his unique feel, be fun to play and be up to the task. We need reasons to be sneaky, moderate cooldown on powerful attacks to get a "hit and away" kind of play (measure the foe kind of force you to play that way, so it's also good).
    I really like your idea of swapping SA for poison. A bit worried about the implications linked to immunity, to be considered.

  4. #4
    Community Member edrein's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by chrysahor View Post
    I hope not, I was about to start something like "Ninja from everywhere, unite!" when I got home.

    Overall I agree with your views, and I really feel we got the short end of the stick...

    ...I really like your idea of swapping SA for poison. A bit worried about the implications linked to immunity, to be considered.
    Thanks for weighing in on the matter, definitely some unique views and ideas. Love the addition of a successful QP added to a failed save on Touch of Death. Although making a buff similar to Measure the Foe is a little too close to copying assassin, especially when you want to re-add the sneak attack die to the cores. I understand the issue for swapping the SA for poison; however in both cases the immunity would be just about similar, with the only difference being Constructs can't be poisoned. That being said I still suggested to keep 2d6 of that core sneak attack, when combined with the tree SA that goes up to 6d6 which is a fair trade for what is proposed in this current update. The poison damage should overall balance out to a gain rather than a loss from straight SA damage; but if the devs wanted to really help us they'd make all Ninja Poison effects switch from magical poison to supernatural poison in the capstone so that it affects everything similar to Lolth's Poison shiradi proc.

    The vorpal is fine if it actually applied the +.05W to your equipment, however it'd do a lot better if that vorpal upgraded every 5 character levels past capstone. So at 25 it'd be Improved Vorpal and at 30 it'd be Greater Vorpal, leaving Sovereign for actual item effects.

  5. #5
    Community Member edrein's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by Tilomere View Post
    I'll just talk about shuriken. The crit range at level 12 isn't meaningful due to a lack of on-crit procs prior to tier 2 LGS or crit multiplier.

    So there is a 17 level gap where ninja spy doesn't offer anything to throwing. Shadow fade isn't useful on a ranged. Poisoned darts costs too much precious ki, and diversion isn't useful.

    I would take the 5d6 sneak, and put 1 in the 6 core, 1 in the 12 core, 1 in the 18 core, and leave the last 2 in the capstone. Bluff isn't a monk skill, and charisma isn't a primary stat either, so the additions earlier will add continuing power through heroics most noticeably at level 12-14 with backstabber gloves and other deception items, and give a weaker but still alternative to using the Elf AA tree. It also boosts shadar-kai racial synergy to open up sneak attacks.

    As a level 12-14 noticeable bump, it smoothens out ninja spy shuriken. You get a bump at 3 for extra shurikens, 12-14 for sneak attack via deception items, and again at 20 for capstone crit multiplier/T5 crit range.
    Touching on what chrysahor said after you; there's no reason to make SA dice the big draw of ninja cores, there's nothing in the tree that increases ranged sneak attack range itself. Currently in this patch deception is getting nerfed as well, so maybe you should reconsider that. It has always appeared that for shuriken throwers level 6 was the intended amount of monk you needed, nothing more and nothing less. I agree the higher cores could use some buffs there as well as the actual enhancement lines, but I think the poison damage proc would help there. The SA dice would be useless as you won't be in SA range unless your kiting point blank on a mob, better to take the poison and kite at a range. You'll be using Sting of the Ninja either way and your damage won't take a hit.

  6. #6

    Default

    I would add more dodge/dodge cap stuff and in cores, venomed blades like pally light damage that grows in strength.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  7. #7
    Community Member
    Join Date
    Apr 2013
    Posts
    3,919

    Default

    del
    Last edited by Tilomere; 08-25-2017 at 04:37 PM.

  8. #8
    Community Member edrein's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by Tilomere View Post
    You can increase the range with racial enhancements. The reason I prefer sneak dies to poison is that it can be made to work on any mob in shadow dancer or with a rogue splash or in party. Unlike other ninja weapons, shuriken commonly hit for ~0 physical damage, especially due to the amount of undead, constructs, and champions in the game, since their crit profile and base damage is so low.

    When your base attack is commonly hitting for 0, you don't want poison to be your main backup, since it also hits for 0 on the same undead/construct targets your main attack hits for 0 on. I never take sting of the ninja on my throwers. I have never and will never build a "poison synergy" thrower build.
    Alright, I can understand that argument. I'll bite though; are your ninja spy throwers pure or multiclassed? The reason I ask is based on the simple fact that right now the sneak attack damage die is stuck in the 18 and 20 core, my suggestion was to spread the damage through all the cores as was yours. Is yours based on the philosophy of trickling down the SA so that splashes are even more attractive or simply increasing the overall attractiveness of the tree?

  9. #9
    Community Member
    Join Date
    Apr 2013
    Posts
    3,919

    Default

    del
    Last edited by Tilomere; 08-25-2017 at 04:44 PM.

  10. #10
    Community Member edrein's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by Tilomere View Post
    I'm looking at the tree as a whole for any build. A 17 level gap where ninja spy provides essentially nothing regardless of investment for a build the tree is designed to support is not going to be satisfying to develop as you play.
    How are you looking at the tree as a whole for any build if your entire focus is on those first two cores? Yes, they are the most benefitial to a shuriken tosser. There is no denying that. My suggestion is based on trying to bring up the overall power of the tree for both melee and ranged, without sacrificing the whole for the focus of a few splash builds. Even with the cores providing 1 SA dice each, would you honestly play a ninja spy past level 6? If the answer is no in clear conciousness and theorycrafting, then you should consider that a small benefitial change for your playstyle which might not be the best overall idea to suggest to the devs.

    I agree; both poison and SA have their trade offs. Shurikens have low base damage on undead and constructions; of which poison damage won't benefit. But the devs have the ability to take that poison damage and change it from the current code to magical poison (which currently affects player warforged) or switch the damage type to supernatural poison which Lolth's shiradi proc uses which effects everything. Personally I'd love to see that be the route, but for the poison to change DR types like that it would have to be a core ability. So the suggestion could be change the poison DR to magical poison at core 12 which is already a weak core, and then at capstone turn it into a supernatural poison.

    To buff ninja spy as a whole while remaining unique and not homogenizing everything you have to accept trade offs that are not ideal for every build universally. I'm not going to ask for extra melee power in the tree, doublestrike or doubleshot either. I'd consider asking for a ranged version of Shadow Double but I feel like that would be an automatic no due to the level 3 core. It would genuinely be nice to see dodge cap bonuses as Saekee suggested but again, we need baby steps on updating the weakest monk tree. Getting them to change their proposed damage bonuses, AP costs, and other tweaks such as the T5s is priority.

  11. #11
    Community Member
    Join Date
    Apr 2013
    Posts
    3,919

    Default

    del
    Last edited by Tilomere; 08-25-2017 at 04:36 PM.

  12. #12
    Community Member boredman's Avatar
    Join Date
    Apr 2010
    Posts
    315

    Default

    Quote Originally Posted by Tilomere View Post
    Yes. If I were to make a "vanilla" monk, I would make a melee with ninja spy T5 combined with HeM C6 and scion of ethereal/PL:SoS in LD. I think NiS double strike is already better dps on live and lam than either of HeM T5 or Shintao T5 since as double strike it is a % scaler of all your damage.

    I'm ok with a pure monk thrower being weak. It is an extremely simple build. I'm not concerned with the overall power, I just want a smoother progression of it so there is something to look forward to in leveling such a character, especially if TRing at 20 where you won't even use the capstone even though you just leveled a pure monk.

    If poison were made to work on everything, then you would just essentially have SA damage.
    The extra doublestrike in ninja spy should also have a good sinergy with whirlwind attack if playing with handwraps and stunning fist for trash, then could switch to shortswords/kamas or shuriken with ten k stars for bosses, although tight on feats. (so probably the ranger splash still comes handy for the extra feats if trying to fit both combat styles)

  13. #13

    Default

    Quote Originally Posted by Tilomere View Post
    Yes. If I were to make a "vanilla" monk, I would make a melee with ninja spy T5 combined with HeM C6 and scion of ethereal/PL:SoS in LD. I think NiS double strike is already better dps on live and lam than either of HeM T5 or Shintao T5 since as double strike it is a % scaler of all your damage.

    I'm ok with a pure monk thrower being weak. It is an extremely simple build. I'm not concerned with the overall power, I just want a smoother progression of it so there is something to look forward to in leveling such a character, especially if TRing at 20 where you won't even use the capstone even though you just leveled a pure monk.

    If poison were made to work on everything, then you would just essentially have SA damage.
    I think the poison monk builds got a hit with the nerf to crit ranged since it takes longer to stack the poison. Technically, venomed blades scales better than sneak although has fewer applications due to poison resistance. Sting scales with melee power but I have no idea how. I assume that scaling is just the DoT which is not much. Boosting venomous weapons through Sting at max merely doubles their damage unless I am wrong re Sting MP scaling.
    A poisoner build really needs some rogue venomed blades--the drow racial are prohibitively costly--coupled with a named set of, say, short swords with both an inherent expanded crit range as well as poison damage. The short swords come with either the crit range boost or poison but not both, so that makes them tough to justify even as a flavor build (which I pretty much exclusively play).
    If I were doing a thrower, I would do lighting the candle over sting.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  14. #14
    Community Member Assassination's Avatar
    Join Date
    Jun 2015
    Posts
    393

    Default

    I agree ninja's need more. I think one major problem is that we are basically stuck with shortswords. My current ninja build, which is a ninja splash, 12 fighter/6monk/2 rogue, is using rapiers and stinging more

    often and harder than ever before. What if ninja's could center with light bladed weapons? I think that would be helpful. Drow rapiers at lvl 21 are a poison pushers dream!

    Also, envenomed blades needs to be in the tree somewhere! I like the core idea, and that it should maybe be 1d2 per, so that you end up with 1d12. The sneak attack damage is nice, but I would like to see it given

    in each core as well.

    Also, how about in tier 5, ninja's can use there dex value as the modifier for quivering palm? That would be pretty nice. Or put that in the lvl 18 core?

    Good suggestions guys, hopefully ninjas get the love they deserve...

    P.S. I like op idea on more poison in the cores! PSS. Sorry my formatting skills are weak.
    Last edited by Assassination; 12-17-2016 at 02:50 PM.

  15. #15
    Member chrysahor's Avatar
    Join Date
    Jun 2009
    Posts
    59

    Default

    Power went out just before I was able to post, I hope I won't forget anything

    The main question is: are devs reading us and do they feel our concerns?
    Then what's the path they wanna take.
    Some suggestions are quick fixes, others are an overhaul.

    The thing is you can roll tons of ninja like characters with different combinations of rogue/ranger/fighter/bard....or even more creative ones. And still outperform the real tree on his supposed forte.

    Just like the following poster is saying his "ninja" is basically a fighter. No judgement here, just stating a fact. My own most successful "ninja" was monk12/fighter4/warlock4. And I really struggled to keep monk for flavor.

    Quote Originally Posted by Assassination View Post
    I agree ninja's need more. I think one major problem is that we are basically stuck with shortswords. My current ninja build, which is a ninja splash, 12 fighter/6monk/2 rogue, is using rapiers and stinging more often and harder than ever before. What if ninja's could center with light bladed weapons? I think that would be helpful. Drow rapiers at lvl 21 are a poison pushers dream!
    I don't mind being stuck with shortswords, I would however add throwing daggers into the list (ninja kunai).
    It all depends what you do with it.
    Swashbuckler gives a fair treatments to his own list, bringing unused weapons to the level of an already boosted rapier.
    I feel we should considered a dps road and a tactical road for the spies.
    Shortshorts and daggers being dps, kamas and shurikens tacticals.
    We could then add "Meditation of Shadow" at T5 (I feel like every tree should have his own variation of stances, like shintao currently).
    Each stances giving bonus to dps or tactical if such weapons is held. For tactical if you be things like "chance of procing blind, helpless, etc.). Dps could be higher base damages, more poison variations, bypassing DR...whatever

    Sure rapiers or even kopeshes would be better than current shortsword, but where's the feel of playing a ninja?

    Getting some feedback from the devs on this issue would be nice. Then we'll see if it's worth suggesting and to what extend.

    Quote Originally Posted by Saekee View Post
    I think the poison monk builds got a hit with the nerf to crit ranged since it takes longer to stack the poison. Technically, venomed blades scales better than sneak although has fewer applications due to poison resistance. Sting scales with melee power but I have no idea how. I assume that scaling is just the DoT which is not much. Boosting venomous weapons through Sting at max merely doubles their damage unless I am wrong re Sting MP scaling.
    A poisoner build really needs some rogue venomed blades--the drow racial are prohibitively costly--coupled with a named set of, say, short swords with both an inherent expanded crit range as well as poison damage. The short swords come with either the crit range boost or poison but not both, so that makes them tough to justify even as a flavor build (which I pretty much exclusively play).
    If I were doing a thrower, I would do lighting the candle over sting.
    I've played several combinations of ninjas since the last update. Currently I'm a fully ranged drow with venomed blades. I am sometime using snowstar to apply sting quickly. Let's just say it's less than stellar....
    I ran Legendary Tempest with another ninja, running the same build (drow, venomed and scion of astral plane), he was equally underwhelmed about it.

    Now maybe that's just me, but melee or ranged, I also never have the chance to use poison exploit. It's slow to prep, ruins the dynamic of what I'm doing...and you need to swap weapon and go melee (if you are ranged), hit and hope they failed their save.
    Last edited by chrysahor; 12-17-2016 at 04:41 PM.

  16. #16
    Community Member Vish's Avatar
    Join Date
    Dec 2006
    Posts
    2,593

    Default

    I tend to agree
    Ninjas need love too
    I'm running a ninja now too
    Dark g star in monk forum

    This from my latest

    Now my proponency wasnt for ninja it was henshin
    But I've seen ninja
    I think touch of death should scale 400%
    Just massively, and be an instakiller,?*
    Or at least a 3/4 finisher
    And I think the fists should be on a 1 sec cooldown
    Then you'd have 4 sec finishers
    This game is much faster than 10 years ago
    Needs to be updated
    But that's not going to happen, is it?

    And I've seen others play ninja,
    Better than me
    But they weren't all that either
    And complained about it
    So I don't know what to bring it up to speed
    I don't think the poison is effective
    Never use the darts
    But do have on sting of the ninja
    I think it does little damage
    Flavorful damage
    So I think what's best about ninja is its allure
    Not necessarily its uberness


    Thing is I run a shuri not a ninja
    Wanted to see what the talk was about
    But I feated it for twf initially
    But my tests in heroics weren't that impressed
    So I went easy button using 10k stars
    Can't tell that using ninja is any better than alternative
    But it is a pure monk build with monk defenses
    And it ranges, with shuriken.
    Who'd thought?

    But I'm afraid they wont make any big changes to finishers
    But reducing cooldown on fists would be the best route
    Kil Glory
    30 alchemist
    HOW
    Sarlona

  17. #17

    Default

    Quote Originally Posted by chrysahor View Post
    I've played several combinations of ninjas since the last update. Currently I'm a fully ranged drow with venomed blades. I am sometime using snowstar to apply sting quickly. Let's just say it's less than stellar....
    I ran Legendary Tempest with another ninja, running the same build (drow, venomed and scion of astral plane), he was equally underwhelmed about it.

    Now maybe that's just me, but melee or ranged, I also never have the chance to use poison exploit. It's slow to prep, ruins the dynamic of what I'm doing...and you need to swap weapon and go melee (if you are ranged), hit and hope they failed their save.
    thx for reporting! I would recommend going with the Henshin lighting the Candle over Sting unless there are many poison users in a large party/raid in which multiple people also draw benefit. The latter is not likely, so to save AP, I would not even bother going up the drow tree. You would be better off using the Harper tree for some ranged power and, of course, KtA. The poison builds I was suggesting would only spend 8 AP or so to get assassin venomed blades--and even then, I am not sure it is really worth it.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  18. #18

    Default

    how about some odd ability like mechs get in tier 5 with shurikens and shortswords, like: your kamas, shurikens and shortswords vorpal on a 19-20? That would synergy with a number of interesting weapons and current enhancements.

    Epic envenomed blades would certainly be more enticing. I have one, and my ninja did not use it.
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  19. #19
    Community Member edrein's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by Saekee View Post
    how about some odd ability like mechs get in tier 5 with shurikens and shortswords, like: your kamas, shurikens and shortswords vorpal on a 19-20? That would synergy with a number of interesting weapons and current enhancements.

    Epic envenomed blades would certainly be more enticing. I have one, and my ninja did not use it.
    While that would be unique, the only problem is it'd really only benefit the niche of an epic envenomed blade. Named weapons don't have poison effects anymore, and while you can craft the new random loots Venomous shard for poison damage, you won't be able to make a hand crafted poison weapon really worth it. Perhaps adding some new poison damage procs to say Thunderforged or Epic Greensteel would be nice. If ninja spy's poison DR type was changed in the cores to ultimately work like Lolth's poison which damages all enemies, then Sting of the Ninja and my proposed cores would be less flavorful and overall useful DPS buffs. Like you said with people dealing poison in a party it's worth running, otherwise run with Lighting the Candle. That's also the same I'd argue for melee. And I almost wish they weren't mutually exclusive stances for that reason alone.

  20. #20
    Community Member
    Join Date
    Nov 2015
    Posts
    1,603

    Default

    Quote Originally Posted by Saekee View Post
    thx for reporting! I would recommend going with the Henshin lighting the Candle over Sting unless there are many poison users in a large party/raid in which multiple people also draw benefit. The latter is not likely, so to save AP, I would not even bother going up the drow tree. You would be better off using the Harper tree for some ranged power and, of course, KtA. The poison builds I was suggesting would only spend 8 AP or so to get assassin venomed blades--and even then, I am not sure it is really worth it.
    I play as pure poisoning ninja and Poison Sting pairing with Venomed Blades and Quiver of Poison surely do much more damage than Lighting the Candle. I use Lighting the Candle only as backup option for venom-immune mobs. Drow Venomed Blades overpriced? Surely, but they scale with 200% MP! Ninja poison now scale with MP too, therefore they both very synergic with new ninja AB: Melee/Ranged Power. Furthermore, now all enhancement and ED abilities what add MP now boost they too!

    So sorry, I surely cannot recommend take LtC over SotN+VB. 8)

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload