- Joined
- Jun 30, 2011
After playing Ninja for a decent amount of time I can say that the class is very fun but only somewhat effective in the majority of situations.
Pros
Remove
Remove
Garrote
Change
Blitz
New
SmokeBomb
Tagging the well known Ninja's: @Ahrall @Im_a_Pickle
Pros
- If you get any sneak backstabs off on a squishy class they can say good bye to their health
- Strong against most casters/healers due to: EscapeArtist, Kick, Smoke, Blind
- Very strong mobility
- No teamfight presence: No AOE skills, Smoke is easily dealt with due to large amount of AOEs, the damage output if very situational (it is unlikely that you will be able to get to their backline's back)
- Very situational damage: The majority of Ninja's high damage is from Backstab but there isn't 'enough' to get off the amount of backstabs needed (unless you successfully sneak up on someone)
- Gets demolished by Warriors and Tanky classes
- Not stealthy enough
- Reagents: To fight at your full potential you need to carry a lot of different things on you (6 different things-not including a primary weapon)
- Gunpowder (Smoke and Blitz)
- String (GrapplingHook and Garrote)
- Bow
- Arrows
- Compass (Deathmark)
- Flint (Shurikens)
Remove
- Garrote
- GrapplingHook
- Bow and Arrow use
- Blind
- Smoke
- Current Fade
- Blitz
- Eviscerate
- EscapeArtist
- SmokeBomb
- Kasarigama
- New Fade (same name but new skill)
Remove
Garrote
- A very useless skill, in my time as Ninja I have only used this skill once and my goal was trolling
- Just adds on to the amount of reagents Ninja needs
- Ninja has enough mobility with only Backflip
- Makes room for a more unique skill
- Another reagent needed
- Needed for GrapplingHook
- More stuff to carry on you
- Makes room for more 'uniqueness'
- Removing allows for a better 'stealth' for Ninja
- Useful in 1v1s but practically unnoticeable in group fights
Change
Blitz
- Ninja has very little to deal with heavily armored targets (other than eviscerate and kiting with a lot of shurikens) so it was a question of how to make Ninja do a bit better against Warriors but not increase their chances against casters even more. It could scale with armor or health but I choose to use armor
- Increase range by 3 blocks
- Cut base damage in half (150 / 2 = 75)
- Add 1.5 damage per armor weight (15 damage per 10 armor weight)
- Average caster has about 40 armor weight: 75 + 1.5(40) = 135. It is doing less damage to casters/lightly armored targets
- 70 armor weight: 75 + 1.5(70) = 180. More damage against heavily armored targets
- Since this skill does not work on the most threatening CCs (stuns and piggifys) it does not deserve a 2 min cooldown
- Lower cooldown to 1 min (from 2 min)
- Ninja's damage can be very overwhelming is they catch you off guard and this change is meant to remove some of that damage from the main burst
- 25% of the damage will be dealt over the duration of 5s as physical damage (not piercing)
New
SmokeBomb
- Since Ninja barely has any prescence in a group fight the only incentive to actually have one if you are more serious PvPers is to hunt people down. An AOE blind and nausea is a viable option to choose in an organized group fight/tournament
- Cost: 300 stamina, 50 mana
- Warmup: 1s
- Cooldown: 35s
- You throw a smoke bomb at your feet blinding enemies within 7 blocks for 2.5s (+0.05s per point of charisma). Anyone hit is also disoriented (nausea) for 10s after the blind.
- The main problem I run into while chasing people is that even though you have backflip you can only get 1 or 2 hits in before you knock them away again. This skill is mean't to assist in chasing/fighting with the removal of: Bows, arrows, and grapplinghook
- Cost: 300 stamina
- Cooldown: 20s
- You throw a shuriken at your target. If it lands they are rooted 1s (+0.075 per point of charisma). After the root's duration is over (not when the root is broken by a mob or player) it pulls the target towards you.
- A better way to go about making Ninja 'Stealthy'. Although you can keep invisible for a long(ish) time Ninja's pathetic mana regeneration will help with limiting what you can do.
- Cost: 100 stamina, 75 mana
- When activated: 20 mana per second (-1 mana per 5 intellect)
- Warmup: 2s
- Cooldown: 45s
- You hide your presence going invisible. While invisible you lose 20 mana per second and have Slow II. Any unstealthy (taking damage, dealing damage, most skill. Moving will not break stealth) will cause you to reappear
Tagging the well known Ninja's: @Ahrall @Im_a_Pickle
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