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Old 9th June 2006, 01:04 PM   #1
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Ninjaaaars!

My new Ninjaaaaar template

Hiding GM
Stealth 120
Fencing 120
Ninjitsu 120
Poisoning GM
Chivalry 80
Focus 60

I've thought about dumping two of the 120s to GM and ridding focus while adding parry. But then if I carry a shield I can't chug pots easily. Is close wounds quick enough for PvP? I would like to avoid having to use heavy FC/FCR so I can use HCI.

This char is an... Anti PK'r... stealth around yew gate and gank the gankers when they attack another blue char... LP followed with DS and a smoke bomb to get away... I don't forsee myself needing parry so long as I can tactically retreat once I dealt my target their fate. Chuging pots would be my insurance.

I guess my question is, I am new to PvP (Aside from the occassional fel gank while collecting resources ). Should this suffice? Is there anything I need to expect?

My other option is to use a butcher knife (or was it a hunting knife?). I can disarm and inflict LP with it... That would require swordsmanship...

Anyone's thoughts are welcome (Except for peerlesskiller )
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Old 9th June 2006, 01:31 PM   #2
 
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Re: Ninjaaaars!

You can always drop 120 stealth to 80 if your using medable leather armour. Above 80 is only realy needed for peerless key hunting or if your in non med leather or metal armour.

If youve got chiv and your in med armour drop focus and put on med. Divie fury will refresh you stamina so its just mana you need.
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Old 9th June 2006, 07:08 PM   #3
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Re: Ninjaaaars!

A friend helped me come to the conclusion that I need Spell Resist afterall. MP Regen is easy to find on armors. (At least some) The threat of being paralyzed/ explosioned to death is too great. Also simple poison can be troublesome.

So here it is (As of now)

Fencing 120
Hiding 100
Stealth 100
Ninjitsu 100
Chivalry 80
Poisoning 100
Spell Resist 100

Me wonders if using a kryss with bleed attack in a combo with LP and DS would be good...
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Old 10th June 2006, 04:25 AM   #4
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Re: Ninjaaaars!

100 Spell Resist will still get you wtfpwned. I'd take 10 from Chiv at a minimum, if needed take 10 from stealth and watch your armor.
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Old 10th June 2006, 06:10 AM   #5
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Re: Ninjaaaars!

Without Spell resist, you can always carry a boom box, and use it if you get paralyzed, petals for poison, and eat food to get rid of curses. Pump more skill points into Ninjitsu, so you can get more chances for deathstrikes, and more hits with shuriken and blowguns. Invest some skill points into tracking so you get a larger dmg bonus for using death strike.
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Old 10th June 2006, 08:20 AM   #6
 
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Re: Ninjaaaars!

My perspective of your base skills:

Hiding 100
Stealth 80
Fencing 120
Ninjitsu 120
Poisoning 80
Chivalry 75
Med or focus 60

Ok, thats for a medable armour suit. That will deady poison someone, im curious to know how you lethal poison someone without necromancy though. Spell in ninjitsu that ups it a poison level?

now, with 700 skill points youve got 65 left, 85 if your 4th year +. Thats a lot of leeway for perhaps anatomy (cu sidhe form + extra damage) or tactics, or even spell weaving (imolate weapon etc).

Id agree with the last poster though about resist. The simple fact is, your a hit and run character. They would be poisoned, odds are theyd have to cure the paral you. If your still standing there by that time, or your opponents still alive from a ninja gank, your doign something wrong heh.

Personally, id go for more damage, tactics and plenty of DI. If your going to gank in a ninja team you want as much damage output as possible.
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Old 10th June 2006, 12:51 PM   #7
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Re: Ninjaaaars!

DS is dependant on Tracking? Is that damage bonus subject to AR?

GM Spell Resist will still get me OOOoOOoOOoo... gotcha, good thing I didn't train that skill up yet...

With GM fencing and poisoning (and a wep with infectious strike, the inflicted poison level is increased by 1 (even gives you a message that has occured). I have verified this on the test shard plus a friend with GM in both has confirmed this.

I got the DI aspect down, np there...

I insist on GM stealth, when it comes to armor I need a bit more flexibility. I have some nice pieces to use (mage armors), but I need that flexibility to plug gaps in protection.

So it appears I may go back to tracking... oh man here I go again...

Going back to tracking is dependant on the effect GMing the skill has on damage output and its limitations based on resists...

Here is where I stand (for about an hour, it will change I'm sure )

Hiding 100
Stealth 100
Poisoning 100
Fencing 100
Chivalry 80
Tracking 100
Ninjitsu 120

Scrolled Fencing to 120, bring to 120 with Dread's Revenge... Lace DR with DP...

Heart of the Lion or Keeonean's Chainmail (did I spell that one right?)
Fey Leggins
(Both for DCI bonus)
Gypsy's Headress
Rest will be MP regen armors (perhaps stormgrip will be in there)

Jewelry will be a combination of HCI/DI pieces

Premier on arms damage removal talisman

Stealth (dur dur)
Track my target
Deathstrike
Bleed Attack
Infectious Strike (For Lethal Poison)
Smokebomb to stealth away and regroup

augment with chugging pots

If they refuse to run, a few greater explosion pots will motivate them... or kill them, either way I ain't picky...

Does throwing explosion revel oneself?

The only change I could forsee is going with 70 chiv and 110 fencing, then using a nice hit lightning kryss, dagger, or assassin spike with DI... SSI on those weapons are obsolete for my char as I only need 90 stamina to get to 1.25 ticks without SSI.

Thanks for the help. I've fallen into analysis paralysis these past few days... all over some game
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Old 10th June 2006, 02:33 PM   #8
 
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Re: Ninjaaaars!

I gotta advise at least 115 fencing. To be honest every mage out there has 120 defense and 45 dci somehow, my necro pally still fails to hit half the time with 115 fencing + 20 HCI.

On the GM poison thing i think its balanced so that 200 points gives you the bonus. So 115 fencing + 85 poison should be adaquate. Makes life easier training if it is right heh.

As for tracking, youll be tracking non hiders, therefore 20.1 should do. Im pretty sure DS is based on how many steps youve been tracking an opponent. If im right then you certainly dont need GM tracking. Another go on test methinks heh.
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Old 11th June 2006, 01:28 AM   #9
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Re: Ninjaaaars!

I think pre pub40 was that rule set for tracking, I thought I read somewhere it is now scaled based on the skill.

yup... nother go on the test shard...

Hopefully you are right about the 200 point spread... I would go 120 fencing then and keep only 80 poisoning...

Drop chiv to 80 and have 120 ninjitsu

the rest is GM...

I was right about the need to GM stealth, I have a non med piece on that is essential... but I have resists of 62 70 62 63 69, HP regen 5, Stamina regen 2, DCI 45, and HCI 30 before any weapon bonuses... 61 mana is enough to at least use DS and LP... perhaps enough for bleed attack too...

Respectable thus far... going test shard to pick on some wandering healers
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Old 11th June 2006, 02:55 AM   #10
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Re: Ninjaaaars!

120 Fencing and 80 Poison will give the bonus to LP.

Yeah, tracking needs to be higher for more damage from DS.

Basically this is the breakdown:

DS Damage is Ninjitsu Skill/9 if they dont run; Ninjitsu Skill/3 if they do run.

So at 120 the best damage you can ask for is 40 if they run... (And run they must :grin: )

Tracking adds damage equal to the distance between where the target was standing when you tracked them and where they are standing when you deathstrike them.

Total damage is capped at 60 and 20 respectively...

So... now I am at a crossroads concerning the useage of Tracking...

The extra damage is... Only any good to me if they run... If they don't run then the 100 points would have been better spent on tactics or anatomy...

If they do run and I never spent the 100 on tracking, then they may survive... 20 points of damage is a lot when you decide its time to run because you have come down with a case of LP... Could be a deciding factor...

Then again... If I go toe to toe because they are smart enough not to run... Chinging away at 8 to 10 damage worst case scenario every 1.25 seconds...

But tracking is difficult to accomplish... On foot expecting to track for 20 steps to reach the cap... And they suddenly decide to stop for me... hmmm...

What are your thoughts? I'm starting to wonder what could be put in its place to effectively increase my chance for a kill? I need to be a lil more spontaneous with my skills... Simply too difficult to launch an attack like that...
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Old 12th June 2006, 08:42 AM   #11
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Re: Ninjaaaars!

What would really help with this is carrying bolas.. This way when they do get hit, they dont skip away from you. You are both going to be on equal ground. Chiv healing without some fc atleast is probably not gonna be enough. You will have to rely on GH pots alot, which may not be too bad, unless you die and lose all your pots, then the turnaround time could suck. ex. going back to a storage spot to restock everytime you die and get looted. I say use the pop boxes instead of the resist. You can survive just fine without it, if you are going to be a stealthy killer, as opposed to an in your face on screen player. Good ideas thus far, let us all know how it turns out when its completed.
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Old 12th June 2006, 02:55 PM   #12
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Re: Ninjaaaars!

I've thought about using bolas, but are they a one use deal?

Hmmm... I wonder if having 120 ninjitsu and 80 poisoning will allow for LP via a blowgun... That would really save some oh so important time...

The healing issue... I have ideas... My template wont call for stand up melee unless my objectives have been met (LP and DS essentially, kick out one leg and simply lean on them or watch them run and die )

I have a healthy ammount of HP Regen and Stamina Regen on my 60-70 AR mage armor suit... Combo with pot chugging and I think I can survive...

I will have smoke bombs and if I use the right weapon, shadow strike... So if things still go south (like getting uber ganked by several peeps) I can withdraw, go wolf form and high tail it...

So many ideas... lol... to little time...

I have a nice assassin spike to use, hit lightning 40% among other mods... That should be a nice damage boost to comp for normally low output...

If healing is still an issue, I have an assassin spike with 50% HLL too...

As far as restocking... Having stealth is a boon to get where I need to go if I find myself dead...

I also will be only going after reds (vigilante) so I can easily get to luna bank.

So I think most is set in concrete, save for my last skill spot...

I can go with either tactics or focus/med... and dedicate 100 points to it...

I am now leaning towards focus, I simply can't get enough MP regen with current choices of armor and still maintain my high resist level (everything is 62 or higher). Having a bit of stamina regen from focus also allows me to swap some armor pieces out...

The hit spell weapons I hope makes up for a lack of tactics... I need just enough damage output to lean on someone after I kick out one leg with my initial salvo... The damage output of a spell cast via a weapon is based on weapon skill? I know magery and eval have no effect on this method of casting, verified on test shard...

The only other variable left un investigated... If I can inflict LP with the dartgun... and if thats a big yes... Then I will switch my weapon choice to the Enchanted Titan Leg Bone. I know it has shadow strike, can't remember the other special attack...

Hit Lightning 40%
Hit Lower Defense 40%
Hit Chance Increase 10%
Damage Increase 20%
Physical Resist 10%
Physical Damage 100%
Weapon Damage 10-13

Exactly what I need... the extra HCI frees up a jewelry slot, and the hit lower def exponentially compliments the HCI... Super fast at 2 seconds base and is one handed... I only need a quiver of blight to get half poison damage (Seems to be the hardest resist to max out...)

Thats all I have for now, thanks for everyones input. I will definently post how progress goes, and any kills I score...

As always feel free to post some ideas or point out a weakness!
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