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bobcubed
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Joined: 02/18/2006
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I recently built a mm with Ninja's and Arrows, i would like 2 know what you think of my build, how to improve it etc.
My build so far:
1) Call Genin
1) Entangeling Arrow
2) Aimed Shot
4) Flash Arrow
6) Train Ninja
8) Glue Arrow
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i am planing on as follows (because i "recently built" im only 8).
10) (Travel power, would like to have some idea's)
12) Call Jounin
14) Travel power
16) Swift/Hurdle
18) Health
20) Stamina
22) Assault
24) Heal other/Another leadership
26) Oni
28) Disruption Arrow
30) Heal other/Another leadership (depending on level 24)
32) Kuji In Zen
35) Oil Slick Arrow
38) Emp Arrow
somewhere in that build, i would like to work in stealth/grant invis. if there are any macro's that you think would be helpful, please let me know.
*edit*
how silly of me, i forgot to tell you guys that i am planing on skiping smoke flash, poison gass arrow, and ice arrow, tell me what you think.
***THIS POST HAS BEEN EDITED***
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| 02/19/06 15:36 |
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oscar bosker
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i like tp for recall friend and as a nifty travel power. its great for positioning your henchies and allies. folks love being able to have you bring em in. for the aoe using buggers, ercall friedn is great to position minions in a spread out pattern, or pull someone out of combat when near death.
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| 02/19/06 16:13 |
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bobcubed
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I would like to know if there have been any other people who have tried this build, what has your sucess been. Not only what powers you chose, but if you believe that it is a good choice of powers.
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| 02/20/06 10:32 |
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Phedre_D
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Health and Stanima is not really urgent. You can wait with those till much later, or skip them all together. TP is a great travel power for MM's. It the quickest way to get you out of a nasty position. I would also put the stealth pool in there somehow. Since you have no defense or attack skills yourself, it comes in very handy quite frequently.
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| 02/20/06 11:31 |
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DayvW
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I'll tell you what, since MM's don't have inherent defense bonus in the primary/secondary pools, I take health/stamina as quick as possible. I also take a movement power like hover/fly or combatjumping/sj because of the defense bonus.
The health is kinda like a defense power, because think of regen stalkers/scrappers...their only 'defense' per se is the regeneration. It'll save your life more times then you can realize because it's so unnoticable.
I know it doesn't make much sense, but it will come. Also, play up your secondaries majorly. Your primary is summoning people to die for you and upgrading that cannon fodder.
Just think about what you want to accomplish with the character, and go from there. It's all choice, whether good ones or bad ones respec'd out later.
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| 02/20/06 11:48 |
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Caligari
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You might also consider the /Dark MM set. The AOE heal is very nice, and you also get some def bonus (and stealth) with the Shadow Fall power. I've also added Manuevers to help out more with def.
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| 02/20/06 14:42 |
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bobcubed
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So i should take recall friend at level 10 and at 12 take call Jounin. I think that i will take health/stamina quickly as tp can be quite taxing on them. I would also like to know where stealth should be put in. And finaly, are villains allowed for level 50 after issue 7?
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| 02/20/06 15:50 |
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blacktomcat
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I have a couple of comments:
1) Your ninja's will eventually start throwing out caltrops on their own, making Glue Arrow a bit less relevent. If you didn't have another form of slowing available I would say keep it. As it has a longish recharge time for an AoE slow, I say skip it.
(slight ammendment): I didn't notice you had Flash Arrow in your build. Skip that instead, unless you've been having extraordinary luck with it. Having used it myself, I didn't notice a huge difference in the accuracy of my foes after using it.
2) Keeping the previous statement in mind, I say get Ice Arrow. True, your pets are your main concern, but Ice Arrow is a nice single-target hold. I really don't think something like that should be passed up. Since you don't have a real great heal (assuming you took Heal Other at lvl 24 instead of Tactics), that's one less enemy that will be damaging you or your troops.
There you go!
***THIS POST HAS BEEN EDITED***
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| 02/20/06 16:10 |
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Cam4evil0rgood
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Yeah you should follow that plan. 10 get recall friend or hover.
Recall friend for henchmen who get lost
Hover for the defence.
OR
take swift or hurdle at lvl 10
and take hover or recall friend at a later lvl and pick up Health at lvl 14
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| 02/20/06 17:11 |
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bobcubed
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I took recall friend, at 10, not just for the lost pets, but also for positioning them, and i think it will help me become more of a teammate. Right now, im more of a solo-mm. Im level 12 with 4 bars untill i ding 13 (i couldnt play much today). And at 16-20 i was thinking of taking the fitness pool because i think that teleport will be a drain on my end. And as for what was said earler, i do think that i will drop glue arrow for ice. I have had [U]tons of succes with flash arrow. I have it slotted with 3 -Acc's, it does wonders. Not only does it do the -Acc, if you use it before combat it is almsot identical to smoke and smoke grenade (it just looks different). If used in a large crowed that is spaced out, then i can have my pets pick off 1 or 2 of the guys and move on to the rest of the mob without having 2 fight it all at once (and because i have no heal yet, it is very nice). If i put my pets on passive, i can use the arrow, and then sneak past the people to the end of the mishin if it is a "kill _____" type mission. Overall, i really really like the power, it is quite helpful.
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| 02/21/06 00:33 |
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oscar bosker
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see with mercs ive loved the -spd to glue arrow but didt try flash. just got ice and lovin it. I fire that glue arrow and with entalge i control due plenty of control. now throw in my ice and its fun. alhtough i'm not sure if i shouldve waited on serum or not, but the control seemed more imperative than a boosted and then drunk pet
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| 02/21/06 23:23 |
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